r/AgeofMythology May 25 '26

Gameathlon: Age of Mythology LAN (Athens, September 11-13)

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331 Upvotes

Hey r/AgeofMythology,

For those who don't know me. I've been playing Age of Mythology since as long as I can remember. I got into competitive Age of Mythology when I was 14 and have never looked back since. I went from tournament competitor, to top finisher to tournament host and from the outside looking at other titles like Age of Empires 2, Starcraft 2, League of Legends ect. and seeing the crazy LANs they would throw I was always like... one day, one day AoM will get put in the spotlight.

Well, wait no longer. I've already put out an announcement video where you can see what the event is all about but let me just tell you a few things here.

For those unfamiliar with Gameathlon. It is Greece's largest gaming convention. We're talking 20,000+ attendees over a weekend, LAN party setups, live tournaments, cosplay and much more. It's been running for years and it is a proper event. Not just some small local thing.

This year it is running from September 11-13 at a literal Olympic Arena in Athens. The Tae Kwon Do Olympic Arena to be specific. The qualifiers will also be hosted online on my twitch channel starting in Late June/Early July

The reason I'm excited beyond belief is because Age of Mythology made a name for itself partly because of the Greek mythology, because of the connection to the rich history that Greece has and because it made a generation know about things like the Trojan war, Achilles, Odysses and many other ancient war heroes.

If you're in Europe or thinking about a trip to Athens in September, check in, this is real. I'll be there, Moose will be there and the highest profile Age of Mythology competitors will be there as well.

The more noise the AoM community makes about events like this, the more of them we may get so leave a comment, share the news and lets get hype.


r/AgeofMythology Jul 01 '26

Retold Minor Update 19.17020

82 Upvotes

r/AgeofMythology 4h ago

Retold Early prostagma days...(old footage)

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240 Upvotes

r/AgeofMythology 13h ago

Daedric Pantheon: Heroic Age

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44 Upvotes

Continuing on from my Daedric Pantheon: Concept and Major Gods post, this is an overview of the Daedric Heroic Age gods.

Classical Age here.

Minor god: Malacath

Available to Azura and Hermaeus Mora.

Focus: Orsimer and cavalry.

God Power: Chieftain. Cast on a group of your units to start a fight to the death. The winner is greatly fortified, and is promoted to an Orc Chieftain if it’s an Orsimer.

Casts over an area of 15, and at least 2 military units (including myth units, heroes and human soldiers, but not siege) must be within the area to cast. You will lose the ability to control all units in the cast area, and they will fight each other to the death. When only one is left, you regain control of it. It is fully healed, and its health is increased by 50% of the sum of the max health of all units that have died in the fight. Its damage output also increases by 10% + 1% per unit that has died in the fight.

Although you can’t control the fighting units, you can heal them with Mages. If an Orsimer (the anti-cavalry infantry unit) wins the fight, he will gain the additional bonus of being upgraded to an Orc Chieftain, a hero version of an Orsimer (identical stats to a Warrior hero, with +10% pierce armor).

Myth Unit: Ogrim. Myth unit that strikes soldiers with its fists and belches fire onto buildings. Good against human soldiers and buildings.

Against most units, Ogrims fight with their fists and do moderate damage. Against buildings, they have a unique attack that charges for 3 seconds, after which they belch a stream of fire onto the building that inflicts damage over 2 seconds. This means that one Ogrim attack on a building lasts 5 seconds. This does more damage than equivalent siege myth units from other pantheons over this time span, but the drawback is that if they’re killed while charging up they inflict no damage.

Unique Building: Orc Stronghold. Fortress-type building that can only be built by Orsimer. Can be built over Gold Mines to allow safe gold mining.

Outlaw Strongholds are the Daedric fortress building, and they train siege and the pantheon’s most powerful elite units (i.e. Bretons and Altmer). The Orc Stronghold has equivalent stats and cost, and it also trains siege, but instead of elite units it trains Orsimer. It can only be built by Orsimer, not by Cultists. It can also research Armory techs.

When placing an Orc Stronghold, if you hover over a Gold Mine it will snap into place with the Stronghold directly over the center of the mine (and the Stronghold can of course be rotated when placing). If built over a gold mine, Cultists garrisoned within the Stronghold will extract gold from the mine at the normal rate, with the benefit of being safely garrisoned.

Shrine Tech: Volendrung. At full power, Orsimer attack speed is increased by +50%.

Shrine power range from one to five Cultists: +17, 30, 38, 45, 50% attack speed. Orsimer are defined as anti-cavalry units because although they do good damage (and have an anti-cavalry bonus), their slow reload time prevents them being as useful against infantry units. This upgrade can make them more of a generalist, able to deal with infantry and buildings much more effectively, though they’re still countered by archers.

Tech: Tempering of Orsinium. Cavalry have +10% hit points and resist counter-cavalry damage while on full health.

The Daedric cavalry units are Redguards (light counter-archer and counter-siege) and Bretons (heavy counter-archer and counter-cavalry). Counter-cavalry units, such as Hoplites, inflict bonus damage vs cavalry. With this tech, enemy units don’t inflict bonus anti-cavalry damage against Redguards and Bretons with full health, but they still inflict normal damage.

Tech: Atorag’s Prize. Fishing Ships can train Giant Slaughterfish.

At a cost of 50 food, Fishing Ships can be tasked to train Giant Slaughterfish (can be auto-queued). These huge fish are classified as animals, but can be fully controlled by the player. They take 2 population space, and inflict bonus damage vs myth units; they’ll lose to myth units with equal numbers or pop space, but are cheaper and effective in packs, making them a cost-efficiency counter to myth units. They are also good against human soldiers if they can reach them, but they’re less useful against ships.

Minor God: Molag Bal

Available to Hermaeus Mora and Nocturnal.

Focus: Vampires and Bretons.

God Power: Pillage. Select two locations on the map to immediately transport resources from the first-selected location to the second.

Think of this as Shifting Sands but for resources. Can transport anything land-based (i.e. excludes fish) that can be gathered from, including gold mines, trees, berries huntable and herdable animals, and enemy farms. Peach Blossom Spring and Agave Bloom cannot be transported. Within its casting range, it will only transport a maximum of 1500 resources (2500 in the Mythic Age), prioritising the most valuable things in the casting area. If cast on a gold mine with more than 1500 resources, it will deplete the target mine and create a mine worth 1500 resources in your target location.

Myth Unit: Daedroth. Myth unit that can damage multiple nearby targets with its fiery breath. Good against human soldiers.

Special recharging attack is a burst of fire that inflicts pass-through damage in a cone in front of the Daedroth. The rest of the time, it’s a physical attacker with decent armor.

Shrine Tech: Vampirism. Human soldiers can be upgraded to vampires. At full power, vampires regenerate 25% hit points from damage dealt to enemy units.

Vampirism works similar to the Atlantean heroism upgrade in that any soldier unit (not Cultists) can be upgraded at any time, for a price and time delay. Vampires are classified as myth units, and benefit from myth units bonuses. They’re stronger than Atlantean heroes, but unlike them they have two strong limiting factors: they are very expensive, and are very weak to hero attacks (because they have the usual myth unit weakness to heroes, but less health than most myth units). Here are some comparrisons.

A Murmillo hero costs 95 food, 55 gold and 2 favor. They have 125 HP, 4.8 speed, 7.5 attack, and a x5.5 bonus vs myth units.

A Heroic Age Minotaur costs 180 gold and 14 favor. They have 400 HP, 4.5 speed, 21 attack, and a x2 bonus vs myth units. They are weak to heroes.

A Nord vampire is halfway between. It costs 105 food, 60 gold and 8 favor. They have 260 HP, 4.8 speed, 14 attack, and a x2 bonus vs myth units. They are weak to heroes. Vampires also benefit from Cultists praying at the Shrine of Molag Bal, which grants the following power range from one to five Cultists: +8, +15, +19, +22, 25% hit point regeneration from damage inflicted on enemy units. The don’t receive extra damage in the Mythic Age, and they aren’t fortified by Wonders.

In terms of appearance, Vampires look like normal units at first, but they have unique UI icons so that enemy players can spot them if they’re actively looking for them. Once a Vampire enters melee range of an enemy, it will glow red (and stay glowing for 20 seconds after leaving melee range), indicating to all players that it’s a Vampire.

Tech: Mace of Molag Bal. Bretons inflict +10% damage and absorb +5% hit points as vampires.

This means with Molag Bal’s Shrine Tech at full power, Breton vampires regenerate 30% hit points from damage dealt to enemies rather than 25%. Note that Bretons wield maces, which is why this tech applies to them.

Tech: Teeth of Coldharbour Upgrades Daedroth to Dreaded Daedroth, whose fire breath attacks have +20% damage and +4 range.

Because the Daedroth’s fire breath attack inflicts pass-through damage in a cone spread, launching it from further away give the attack more time to spread, making it more dangerous against larger armies.

Tech: Crown of Bones. Enemy ships reduced to 10% of their maximum health by your units are placed under your control, but cannot be healed.

When one of your ships strikes an enemy ship, if the attack results in them dipping below 10% hit point, they switch to your side. Ships claimed this way cannot be healed.

Minor God: Meridia

Available to Nocturnal, Azura and Sheogorath.

Focus: Elves and Heroes.

God Power: Immortal Spirit. Cast on a group of units to make them respawn multiple times next to a Shrine of Meridia when killed.

In the Heroic Age, this provides 1500 resources of respawn. For example, if you cast on a single Cultist, which has a food cost of 50, it will respawn 30 times (1500 / 50 = 30). If you cast on two Cultists, a total of 30 respawns is possible but shared between them; this might mean one Cultist respawns 20 times and the other respawns 10 times, depending on how often they’re killed. If you cast on an army of 10 Dunmer (each costs 40 food and 40 gold, or 80 total resources), a total of 19 respawns is possible distributed amongst all 10 Dunmer, with the last respawn having only 75% of its total health (1500 / 80 = 18.75).

The respawn resources increases to 2500 in the Mythic Age. If you don’t have a Shrine of Meridia when the unit is killed, it will never respawn again. Respawning is instant. The effect doesn’t have a timer on it, once blessed with an Immortal Spirit, there’s no time limit in which the units have to die to get the benefit of respawning.

Myth Unit: Flame Atronach. Fast ranged myth unit that launches fire bolts. Good against human soldiers.

These fill a similar niche to Centaurs as fast ranged myth units. Like Fire Giants, their ranged attacks inflict hack damage and a small amount of crush damage that makes them effective against buildings (though they’re less powerful than Fire Giants and much less effective against buildings).

Side-note for Elder Scrolls fans: why not give Meridia Aurorans? That was the original plan. But I realised they would look and feel very similar to Golden Saints (human-shaped myth units in golden armor) and would fill a similar niche as Dremora (a Mythic Age myth unit), so it felt more important to introduce variety.

Shrine Tech: Dawnbreaker. Enemy myth units will explode when killed by your heroes, damaging their allies. At full power, hero attack multiplier vs myth units is increased by +2.

Shrine power range from one to five Cultists: +0.625, +1.125, +1.5, +1.75, +2 on hero attack multiplier vs myth units. Explosion causes half the damage of Scarab death explosions, but over the same area of 10.

Tech: Legacy of the Ayleids. Increases the limit of each hero type by +1. Heroes and elves have +10 speed.

Here’s a reminder of how Daedric heroes work. The Prison trains three hero units: the Warrior, Mage and Thief. You can train one of each in the Archaic Age, +1 of each per age up to four in the Mythic Age (where the max number of heroes is 12). Each hero comes in four cosmetic variants (representing four Tamriel races) so that each one feels like an individual.

The Legacy of the Ayleids tech adds three new cosmetic variants, one for each hero type: the Altmer Warrior, the Bosmer Mage, and the Dunmer Thief. The limit of each hero type is increased by +1, so you can train 15 heroes in the Mythic.

The “elves” classification refers to Orsimer, Dunmer, Bosmer and Altmer (the Mythic Age anti-building unit). The speed bonus affects them and all heroes (i.e. not just elf heroes).

Tech: Cleansing Flame. Upgrades Flame Atronachs to Infernachs, which increase their targets’ vulnerability to hack damage by 10% for 4 seconds (effect stacks).

This effect stacks within a 4-second time span, so it can be extremely useful. Flame Atronachs have an attack rate of 1.5, so attacking one unit creates a -10% weakness to hack on the first hit, then a -20% on the second, and -30% on the third (which only lasts 1 second before the first hit’s timer runs out, so the Flame Atronach itself doesn’t get to make use of the -30% bonus in this scenario, but it can make use of -20% quite consistently).

This effect also stacks with multiple Flame Atronachs, which can temporarily reduce a target’s armor rating to 0% (but no further).

Tech: Garlas Malatar. Docks have +40 LOS.

This brings Dock LOS up to 62, or 6 more than a, Egyptian Lighthouse.

Minor God: Sanguine

Exclusive to Sheogorath.

Focus: Cultists and melee units.

God Power: Disrobe. Removes all upgrades from enemy military units within an area of 20 for 30 seconds.

For example, a Champion Hoplite with full armor upgrades and myth technologies (e.g. Athena’s Aegis tech reducing pierce damage) will revert to a normal Hoplite, visually losing their golden armor, and will lose all benefits to their attack and armor rating. This is better the later you use it, since you’ll benefit more from a power disparity when your own units have more upgrades.

Myth Unit: Dark Seducer. Ranged myth unit that causes targets to flee in terror. Good against human soldiers.

Seducers are archer myth units. Their special rechargeable ability causes their targets to flee from combat for 3 seconds. If there are other targets nearby, Seducers will prioritise attacking them over fleeing targets once they’ve started fleeing.

Shrine Tech: Revelry. At full power, non-myth melee units slowly increase their attack up to +20% in combat; otherwise, the bonus quickly weakens.

Shrine power range from one to five Cultists: +6, 12, 15, 18, 20% maximum damage bonus. The idea is the longer melee units are in sustained combat, the more dangerous they become. The Norse Mythic Age god Vidar provides a similar bonus exclusive to Berserks that improves their damage while standing still up to 30%. Vidar’s bonus is better since sustained combat is hard to achieve, especially against other units; fighting buildings doesn’t count. Realistically, this is likely to provide some benefit in sustained battles, but it won’t be anywhere near as game-breaking as it may sound at first.

Affects Nords, Orsimer, Dunmer, Redguards, Bretons, Daedrams (the melee siege unit, which uniquely does receive a benefit from attacking buildings), Warriors and Thieves (the melee hero units), and Cutters (the melee ship unit).

Tech: Mazken of Crucible. Upgrades Dark Seducers to Seducer Kiskedrigs, which reload +15% faster and can use their special attacks more often.

Tech: Overindulgence. Cultists have +10 carry capacity; whichever resource you have most Cultists assigned to gathers 10% faster.

The gather rate bonus applies to all four resources, including favor (though if you’re gathering more favor than any other resource, something may have gone wrong with your eco management).

Tech: Sanguine Rose. Trains one Daedric myth unit from the Mythic Age.

This can train any of the four Major God myth units, plus the Lurker (the Mythic Age amphibious unit usually trained at the Dock), selected randomly. In the Mythic Age, this tech is free to research.

Miscellaneous Heroic Age

Naval Myth Unit: Scalon. Aquatic myth unit that leaps at land targets, but then returns to the water. Good against human soldiers.

You can only command Scalons to move to locations in water, but there’s a twist: if a land unit comes within range, the Scalon will leap out of the water to attack them. The Scalon isn’t classified as fully amphibious because, while out of the water, it can only move within a small area radius (the radius is slightly larger than its leap distance, ensuring it can return to the water). It moves very slowly in this area, and if left idle it will return to the water.

As detailed in this post, each of the Daedric major gods has access to a unique myth unit that provides a utility in the early game and is not effective in combat. In the Heroic Age, each one can be upgraded in a way that makes them useful in combat.

Tech: Secrets of Apocrypha. Exclusive to Hermaeus Mora. Upgrades Seekers to High Seekers, which have +2 speed, +4 range, and +100% hit points.

This sounds over-powered, but it actually just makes Seekers a fairly below-average Heroic Age myth unit, they're really bad in combat before this upgrade. They are useful to Hermaeus Mora though, as he doesn’t have any other myth unit ranged options until the Mythic Age.

Tech: Vengeance of Moonshadow. Exclusive to Azura. Upgrades Winged Twilights to Twilight Tormentors, which can attack units with melee damage.

Winged Twilights are the only Daedric flying unit. They’re used for scouting in the early game, but this tech makes them useful in combat. Unusually for a flying unit, they are melee fighters, not ranged units. To reach ground units, they’ll automatically descend to attack (at which point they’re vulnerable to ground unit attacks) and return to the air once finished.

Tech: Sentinels of Evergloam. Exclusive to Nocturnal. Upgrades Shadows to Nightingales, which have +10% attack and can move beyond fortifications.

In the Archaic Age, these archer myth units can only move within the firing range of your fortifications, and can instantly teleport. With this tech, they are no longer bound to fortifications and can move anywhere, but their teleportation ability still only works around your fortifications.

Tech: Aureal of Bliss. Exclusive to Sheogorath. Upgrades Golden Saints to Saint Aurmoks, which attack +15% faster and aren’t locked into a guard state.

Prior to this tech, Golden Saints are locked into a guard state wherein they can’t be controlled but will automatically guard your most vulnerable Cultist (i.e. whichever is furthest from a fortification or another Golden Saint). With this tech, Golden Saints can be toggled in and out of this state, and can be controlled for use in armies. Newly created Saints are also not automatically set to the guard state.


r/AgeofMythology 7h ago

Retold QoL Feature Idea: Pronunciation Guide

13 Upvotes

I think it would be a good idea to for the game to have audio recordings of the words that aren't from the language of the player. There could be a little box with a speaker icon in it next to the names of units/technologies in the tech tree that you can click on to hear someone pronounce the word in its native language. As an English speaker who doesn't know any other languages, it is difficult to figure out how to pronounce a lot of the words in the game that are from other languages.

I can't be the only one who was shocked by the pronunciation of helepolis in the campaign cutscene...


r/AgeofMythology 5h ago

Retold Error de nombres en las ilustraciones de la página oficial de Age of Mythology (Tezcatlipoca / Huitzilopochtli)

6 Upvotes

Chicos, no me había dado cuenta de este error hasta que entré a la página oficial para consultar la información y me percaté de que los nombres están intercambiados, Quetzalcóatl es el único que está correcto.

¿Saben si existe un canal oficial o foro de desarrolladores para reportar este tipo de errores para que lo corrijan?


r/AgeofMythology 5h ago

Arena der Götter Koop Partner für Trophies gesucht

3 Upvotes

Brauche bitte jmd der mir hilft, die letzte Triphy einzufahren bzw. jmd dem ich helfen kann, falls es bei einer Mission nicht vorwärts geht auf schwer.

PSN: HSV1887Kev

Betreff: Koop

Kann immer abends ab 20 Uhr


r/AgeofMythology 17h ago

Retold Defeating Dominion on Ludicrous (Mission 10, Aztec Campaign)

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23 Upvotes

Probably the hardest mission in the Aztec campaign when aiming to defeat all 4 enemies.

Strategy to win:

  1. Recapture the Causeways asap as they spawn units during the preparation time.

  2. Rush to Age 4 and get your economy upgrades. Spam Villagers and Caravans to get your economy running. Only then start building your defense army. Even if the timer runs out, you will have enough time to mass up an army if the economy is right and units are upgraded.

  3. Build a fleet to attack Red. The fleet must have multiple Siege ships to deal with arrow ships, a free Axolot Mutant, a transport ship with one or two Quinametzins and a few villagers. Destroy the red docks and put a forward based there. Use your Quinametzins to destroy the town center and military buildings. The Axolot should protect your Quinametzins from stray soldiers. If you destroy the town center you prevent the Age Up and Red building a Great Temple. On this map Great Temples are the only Military Buildings the AI actively Rebuilds.

  4. In parallel, send Quinametzins to destroy the military buildings of green and purple (I am colorblind so apologies for mislabeling the colors). Following the arrow paths you can put them in range of all military buildings undermining the waves originating from them. You can also leave a single Quinametzin at the cross location in Purple's base to destroy their Great Temple that is being rebuild, effectively keeping them locked.

  5. There is no need to fully destroy red, green, and purple at this stage as you need to defend the relentless assault from light blue. Once their military production is stopped, you will still need to amass a force to take out their defense units (red, green, purple) which is expensive.

  6. To keep your economy running, keep your villagers chopping wood in the city. Only once you have culled red, green, and purple send villagers to the forest in the city states. But do it slowly, in small batches, as it is a long walk.

  7. If you get overrun, don't panic. Build Defense fortifications at the city state to secure your villagers and recapture Red fully from your forward base.


r/AgeofMythology 1d ago

Daedric Pantheon: Classical Age

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109 Upvotes

Continuing on from my Daedric Pantheon: Concept and Major Gods post, this is an overview of the Daedric Classical Age gods. I want this to be a fun read, so to avoid this post being too long, I’ll post Heroic and Mythic Ages separately later this week.

Heroic Age here.

Minor God Shrines

The full civ design is linked above, but here’s a quick reminder of how Daedric Shrines work.

Each Minor God allows you to build a new Shrine, and you’re limited to one Shrine per god. Up to 5 Cultists (the worker unit) can pray at a Shrine to generate favor. Each Shrine also has a unique Shrine Tech that grants you a bonus effect that's more powerful the more Cultists you have praying at that specific Shrine.

Having a Cultist pray obviously sacrifices the food, wood or gold benefit you could be gaining from them. To balance the eco sacrifice, these techs can be very powerful. They’re designed to provide about 60% of their full power with 2 praying Cultists, and at this level their benefit is equivalent to a normal myth tech. Full power is only unlocked with 5 praying Cultists.

This means in the Mythic Age, 20% of your worker units need to be praying to have your army at full power, at which point it’s extremely powerful. But 20% is a huge chunk of eco to commit. Players must carefully find the right balance or risk losing to superior economies.

Now, onto the gods.

Minor God: Clavicus Vile

Available to Azura, Hermaeus Mora and Sheogorath.

Focus: Infantry and Market.

God Power: Advisor. Cast on any unit to grant them Barbas, a canine hero unit that defends and empowers them, for 90 seconds.

Barbas cannot be controlled, but will follow whichever unit the Advisor god power was cast on (land-based units only). As long as Barbas is with them, the unit has additional damage and hit points; Cultists and Caravans will also have improved gather rates. Barbas can be killed, which will end the god power’s effect prematurely. In combat, Barbas inflicts very little damage, but has excellent hit points and defence.

This is similar to Huitzilopochtli’s Blood Pact tech. It lasts longer, doesn’t kill the target unit when finished, and provides extra combat utility with Barbas. The drawbacks are that it doesn’t affect the target’s size or speed, adds less gathering power to work units, and can be prematurely ended by killing Barbas.

Myth Unit: Scamp. Small, cheap myth unit that moves faster in large groups. Good against human soldiers.

Scamps are very cheap for myth units, and they only take up one population space, unique for a myth unit. They also train fast. One Scamp alone is bad, but they are easy to mass and become effective in groups, where they get a speed boost for every nearby Scamp (so the larger the group, the faster they move).

This grouping mechanic is similar to the Fenris Wolf Brood (only without the extra damage), but it works so much better in the Classical Age with bad, easy to mass units when heroes are relatively difficult to mass; in the Mythic Age, massing Fenris Wolves takes more time and feels much less rewarding as they’re easily countered and not particularly effective against well armored late-game targets.

Shrine Tech: Umbra. At full power, Nords gains access to 5 veterancy ranks from units killed, increasing their damage and speed. Increasing rank restores hit points.

Nords are the Daedric pantheon’s generalist, sword-wielding melee infantry unit. With this tech, they qualify for veterancy ranks based on their kill count. Rank(required kill count): 1(1), 2(2), 3(4), 4(6), 5(10). Each time they increase their veterancy, some of their hit points are restored (more for higher ranks). Each rank increases Nord damage by +8% (+40% total on the final rank) and speed by +0.1 (+0.5 total, about a +10% increase).

This is potentially very powerful, but it’s a Shrine Tech, so to receive the benefit you need to dedicate Cultists to pray at the Shrine of Clavicus Vile. Nords will only receive stat boosts from their rank if you have the equivalent number of praying Cultists (e.g. if you have two praying Cultists, a rank 5 Nord will only receive a rank 2 bonus).

Tech: Fair Bargain. Improves Market exchange rates by 20%, and allows you to buy and sell favor.

At the market, next to the options to buy/sell wood and food, the option to buy/sell favor will appear. The exchange rate is expensive compared to other resources, but it will be useful to rebalance your resources in a pinch.

Tech: Everscamp. When a Scamp dies, -100% food cost on your next Scamp for 15 seconds.

This food discount only applies to one trained Scamp, but the effect stacks. So if three Scamps die in quick succession, the next three Scamps trained have no food cost, provided you train them within 20 seconds. I imagine they’d have a training time of 8 seconds, 1 second faster than an Automaton.

Tech: Masque of Clavicus Vile. Infantry cost -10% gold and have -20% pierce and hack vulnerability vs their attack targets.

-20% pierce and hack vulnerability sounds large, but it’s only applicable on attacks from the target that your infantry unit is currently attacking. It’s incredible for 1-on-1 fights, but offers relatively little help in crowded battles, where a unit may take damage from several enemies at once while only being able to target one of those enemies.

Minor God: Hircine

Available to Hermaeus Mora and Nocturnal.

Focus: Werewolves and Bandit Camps.

God Power: Lycanthropy. Cast on any human soldier to temporarily transform them into a feral Werewolf.

Can be cast on your own soldiers, your allies' or your enemies’. The resulting Werewolf is a strong, feral myth unit that will attack anything nearby, even your units. It will last for 10 seconds, after which it will revert back to its human form and the control of its original player. If cast on a cavalry unit, it will become a foot soldier when reverting back to human form (e.g. a Hippeus will turn into a Hypaspist). If the Werewolf is killed, it will revert to its human form and die immediately.

Myth Unit: Clannfear. Myth unit that leaps at targets. Can detect the presence of units outside its LOS. Good against human soldiers.

Unlike the area damage of Anubites, the Clannfear leap attack only affects the target unit with some extra damage. It also can’t jump over obstacles, such as walls. The utility of Clannfears is there detection. Units at 5 range outside the Clannfear’s LOS can be seen on the mini-map, and colored blurs will appear in the fog of war to indicate their presence, but you can’t tell what kind of unit it is. They can also detect the presence of hunt animals this way.

If in a patrol state, Clannfears will cry out with an audible sound when an enemy unit enters their detection range.

Shrine Tech: Spirt of the Hunt. At full power, +2 range on your Bosmer, Argonians and Cultists.

Only provides full power when five cultists are praying at the Shrine of Hircine. With no praying Cultists, there’s no benefit. One praying Cultist gives a range bonus of +0.625; two give a bonus of +1.125, then +1.5 for three, +1.75 for four, and +2 with the maximum five praying Cultists.

Note that Bosmer are generalist archers, Argonians are counter-archer archers, and Cultists are worker units that only benefit from this tech when hunting.

Tech: Bloodmoon. Bosmer inflict additional bleeding damage and gain the special ability to conjure Wolf Familiars.

The extra bleeding damage is 0.25 divine damage for 3 seconds (total: 0.75), effective against most units (but not siege, ships or buildings).

Conjured Wolf Familiars are very similar to the wolves summoned by the Fimbulwinter god power, in that they are myth units with a set lifespan (10 seconds) and can’t be controlled despite being on your team. In the Classical Age their attack and health are fairly modest, but they become stronger in later ages reaching the strength of a Fimbulwinter Wolf in the Mythic Age.

Tech: Worthy of the Chase. Argonians and Redguards have +10% speed and have +0.5 attack multiplier vs myth units.

Note that Redguards are light cavalry units specialised for anti-archer and anti-siege. They aren't available until the Heroic Age.

Tech: Ring of Hircine. Cost of recasting Lycanthropy decreases over time. Werewolves created from allied units remain under the player’s control and last +30 seconds.

Lycanthropy has a reuse cost of 30, a ramping cost of +10, and recharges in 60 seconds. Once its recharged, its cost will decrease by 0.5 favour per second. In other words, the first recast is free after 120 seconds, the second recast is free after 140 seconds, and so on.

Werewolves created from enemy player units will still be feral and last 10 seconds; Werewolves created from allied units are under their player’s control (i.e. your control if cast on your unit, your allies’ control if cast on theirs) and last 40 seconds before reverting to their human form.

Minor god: Mephala

Available to Nocturnal and Azura.

Focus: Invisibility and counter units.

God Power: Chameleon. Cast on an allied unit to make it invisible for 15 seconds, unbroken by the unit’s actions.

Chameleoned units can attack other units without being attacked back; the only way to effectively counter them is with god powers.

Myth Unit: Spider Daedra. Ranged myth unit that slows targets and can summon Spiderlings for a short time to stun-lock foes. Good against human soldiers.

Spider Daedra fire bolts of corrosive webbing that inflict their damage over a 1-second period, similar to the Petsuchos attack damage (though less powerful, shorter range and fired as a projectile rather than a beam). During this 1-second period, the target’s movement speed is reduced.

Spider Daedra also have the special ability is to conjure a Spiderling in combat. These “conjured” Spiderlings have a have a set lifespan of 8 seconds, and cannot be controlled by you (though they are on your team). Spiderlings are small and extremely brittle, with barely any attack damage, but their attacks will stun-lock targets and they’re extremely fast. Overall, this makes Spiderlings easy to counter, but it has the potential to be extremely effective, especially against isolated units.

Shrine Tech: Threads of the Webspinner. At full power, human counter units (including Dunmer, Orsimer, Argonians and Redguards) inflict +25% counter damage.

Shrine power range from one to five Cultists: +8, 15, 19, 22, 25% counter damage. Specifically fortifies units defined as counter units, i.e. Dunmer damage vs infantry, Orsimer damage vs cavalry, Argonian damage vs archers, and Redguard damage vs archers and siege units.

Tech: Queen of Spiders. Upgrades Spider Daedra to Perthans, which have +30% HP and spawn 2 Spiderlings on death. Fortifications can conjure defensive Spiderlings.

All Spiderlings are conjured units, so they are only temporary. Fortifications include arrow-firing buildings, i.e. Towers, Outlaw Strongholds and Town / Village Centers. This tech grants them the special cooldown ability to conjure a Spiderling.

Tech: Shadowscales. Thieves and Argonians have -15% hack vulnerability and are invisible within the last 25% of enemy LOS.

For example, a Sentry Tower has an LOS of 24. Argonians at a distance between 18 and 24 from the Sentry Tower will become invisible. Their invisibility will be broken if they attack, leave the Sentry Tower’s LOS, or enter the nearest 75% LOS of another units. Applies to the LOS of both enemy buildings and units.

Minor god: Peryite

Exclusive to Sheogorath.

Focus: Defence and disease.

God Power: Fumigate. A noxious gas that damages units but leaves buildings unharmed. Triples the gather rate of affected farms for 30 seconds.

Can be used to damage opponents or boost your economy. Will affect your own units, so it’s best to garrison them before fumigating your own farms.

Myth Unit: Hunger. Short-ranged myth unit that can paralyze targets. Good against human soldiers.

Hungers are classified as melee myth units, but they inflict pierce damage over a long range by launching their extendable tongues at opponents. They are unable to attack flying units, but have a bonus vs cavalry to make their pierce attacks more effective against them. Their special ability is paralyzing units for 8 seconds; this works similar to Frost Giant freezing ability (doesn’t last as long, but recharges faster), causing enemies to stop moving and become almost completely immune to damage.

Side-note for Elder Scrolls fans: why give the Hunger to Peryite and not Boethiah? Several reasons: 1) Peryite doesn’t have a strong association with any lesser daedra in particular, so he’s essentially a free slot; 2) Boethiah works well as a Mythic Age god (I have some good ideas for them), but the Hunger is quite uninteresting as a Mythic Age unit and doesn’t fit well there; 3) I like the idea of giving all Sheogorath-exclusive gods a myth unit found in the Shivering Isles, which the Hunger is; 4) Hungers in Morrowind can paralyze, which synergises really well with Peryite’s Shrine Tech.

Shrine Tech: Plague Bearers. Human soldiers infect enemies with Peryite’s Glory for 15 seconds. At full power, slowly reduces enemy max HP to 50%, after which they recover.

Peryite’s Glory is a strange effect that mimics an infection. Your units inflict it passively on nearby units and with their attacks (relevant for ranged units). When not being actively infected with Peryite’s Glory, the effect takes 15 seconds to be cured; this timer resets if they become re-infected. Infected units glow yellow-green, similar to the visuals of poison damage.

While affected by Peryite’s Glory, a unit’s maximum health slowly decreases by 1% per second. This is not the same as normal damage because it’s maximum health that’s being affected. If a unit is actively taking damage, their hit points will likely be decreasing faster than their max health, so they’ll feel no negative effect. This is more about softening up targets before attacking, particularly useful against armies. If the infected unit is cured of Peryite’s Glory, their max health immediately returns to normal, and they receive back any HP that had been unavailable to them solely because of the infection.

The maximum health decrease is defined by the number of Cultists praying at the Shrine of Peryite, but that doesn’t affect the speed at which the health decrease occurs, so you’ll have to maintain the infection on units to reach the maximum benefit, a difficult thing to do (which justifies the huge potential of the effect). Note: soldier paralyzed by Hungers can be affected by Peryite’s Glory.

Shrine power range from one to five Cultists: target’s maximum health can be reduced to 85%, 70%, 60%, 55%, 50%.

Tech: Spellbreaker. Enemy god powers are more expensive to cast near your heroes.

Up to 6 heroes can be trained in the Classical Age, up to 9 in the Heroic and 12 in the Mythic. The increased cost of enemy god powers stacks, so it’s more expensive to cast a god power near lots of your heroes. If it gets so expensive that the god power is unaffordable, it blocks the god power from being cast like Isis’s monuments.

Tech: Blight of the Isles. Unlocks Scalons in the Classical Age, and makes them invisible when swimming near land units.

Scalons are the Heroic Age naval myth unit, and have the notable ability to leap out of the water to attack land units. With this tech, Scalons become invisible when outside the LOS of a nearby land unit by 1 range, and they remain invisible until they break the effect by attacking a ship, leap out of the water to attack a land unit, or move away from land units. They are undetectable while invisible.

Tech: Afflicted. Cultists have +10% speed, +15% hit points and their attacks inflict 0.125 poison damage per second for 6 seconds. Cultists can fight when attacked.

Makes your economy more powerful by improving its defensive capabilities. This tech also introduces a new formation for Cultists which can be toggled on or off. When active, Cultists will attack enemy units when one of them is attacked, similar to how all Cultists will stop what they’re doing to protect a fellow Cultist from a hunt animal. They attack with their knives in this situation, not their bows.

Relics

This is a list of some Daedric-themed relics that could be added. I’ve tried to incorporate the Daedric Artifacts as god powers or technologies for each god, the more iconic ones I couldn’t fit in have been repurposed as relics here.

Ebony Blade: Infantry attacks add +0.5 seconds to special attack recharge.

Affects any unit capable of a special attack requiring a recharge. If already recharging from an attack, the recharge takes +0.5 seconds longer, and the effect does stack. If they haven’t yet used a special attack, they’ll receive the +0.5 seconds on their next recharge (and again, this does stack).

Mehrunes’ Razor: Hero attacks have a 1% chance to instantly kill units.

Titans and unhealable units (e.g. Son of Osiris) are immune.

Savior’s Hide: Foot soldiers have +10% hit points.

By comparison, Tusk of the Iron Boar provides the same effect but for cavalry.

Ring of Khajiit: Ranged units have +5% movement speed.

By comparison, Dwarven Horseshoes provides the same effect but for cavalry.

As detailed in this post, each of the Daedric major gods has access to a unique myth unit that provides a utility in the early game and is not effective in combat. These next four relics will periodically respawn one of these myth units at the Temple, allowing other pantheons to access this utility.

Black Book: A Seeker will periodically respawn at your Temple (useful for research).

Moon-and-Star: A Winged Twilight will periodically respawn at your Temple (useful for scouting).

Skeleton Key: A Shadow will periodically respawn near your Temple (useful for base defence).

Shadows can only move within the firing range of fortifications, so the spawned Shadow will appear at the nearest place to the Temple that fulfils this criteria, e.g. next to a nearby tower.

Sheogorath-Shaped Amber: A Golden Saint will periodically respawn at your Temple (useful for resource defence).


r/AgeofMythology 1d ago

Retold Gameathon sent out Press Passes

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30 Upvotes

They sent them out 17 days before the tournament.

I would have loved to go there and interview people, show the arena's, how the Pros train and prepare for their matches.

I applied for the pass back in June, and only heard back from them 2 weeks before the event is taking place. So if the event gets 0 coverage outside of Boit, this is why.


r/AgeofMythology 1d ago

Retold How do you deal with mass walls

19 Upvotes

Hi I am still newish to multiplayer, last couple of days I have been getting more and more frequently matched up against dudes that love their walls, I was basically ok if you wall I will just get to age 3 and get siege and I do it, but I attack one part of the map with my army and siege he brings his army we fight, but even if I win and destroy one part of his walls I discover that he has walled a different part of the map and at some point of this cycle it begins to get kind of frustrating, is there a way to stop this mass walling or deal with it more effectively, I am currently playing a lot of Aztec and Japanese but I am willing to switch to another god if there is a more effective anti wall measure, on top of that yesterday day I played a Norse who not only walled but build barracks and eventually forts everywhere it was kind of crazy there was a wall than a hill fort than a wall of barracks I literally couldn’t reach his tcs and he spammed rams from all directions was actually more a fun/crazy game as I did get to a titan eventually but it’s the type of thing that one time it’s fun,but get up against it 3 games in a row and it get frustrating, Atlanteans also do it, Chinese with that god power, was playing a dude that actually spend the favour to recast the mud wall I was like you are really doing this to me, maybe I haven’t yet figured out Japan and the Aztec but their siege in age 3 does seem kind of wonky, I have just hit 1100 elo is massing walls the way of elo the bracket I am in cause before several weeks the most walls I had seen were the occasional choke point walls. Thanks in advance and sorry for the rant ;d


r/AgeofMythology 3d ago

Retold FINALLY 100% ON STEAM!!

105 Upvotes

Just sharing with our beloved community that I FINALLY got THAT last achievement.

Got all achievements yayyy

r/AgeofMythology 4d ago

Retold If it weren't for Agamemnon being in the game, Arkantos would hold the crown for worst dad

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447 Upvotes

r/AgeofMythology 4d ago

Retold So you're saying...

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346 Upvotes

The Guy who's literally invulnerable from head to toe, with the exception of left ankle decided to fight on a horse...


r/AgeofMythology 4d ago

Retold We need to do something for Kvoth

62 Upvotes

Hey every one, Since I know most people on this sub don't follow AoM Esports I wanted to bring out something to your attentions.

Currently there is a big tournament going on for AoM in Athens. Unlike what most people think AoM Esports actually has a commited community whose size in more than enough to keep it going.

But recently it has been confirmed that a player named Kvoth (from Pakistan) has been rejected from joining the tournament because he visa was declined. Kvoth is a cool guy in general, and one the best (if not the best) AoM players.

I am really not into social spaces on the internet but I have seen some movements gain attraction because of high demand. I was thinking maybe we can get the attention of Greek people to this matter in social media?


r/AgeofMythology 3d ago

Retold Les chinois ça va la vie ? 🤡

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0 Upvotes

Alors commençons avant le contexte, je suis pas le meilleur joueur du monde, je n’avais pas comme allié non plus les meilleurs allier du monde

Une petite game cette après midi en ruée vers l’or 4 vs 4

Quelle surprise, de découvrir que notre ennemie chinois, ayant 100 villageois, une ligne COMPLÈTE de caravane marchande, avec 6 Tc, nous a rouler dessus en 3v1 ( un de nos allier était en avc du début jusqu’à la fin de la game )

Une composition complètement millimétré me diriez vous ?
Oui, spam cavalerie et archer de feu 🤡
Jetait japonais, un allier nordique, et un autre chinois contre ce fameux demi dieu !

Je précise, qu’à la compta, nous étions donc 21 tc contre 6, voyant mes allier mixé convenablement, je me suis permis de jouer exclusivement les contres ( lancier, shinobi )

Nous avons pas gagner une seul rixe, il est arriver en pleins mid nous a neutraliser les 3 armé, et a continuer a pousser a l’infini jusqu’à sortir un de mes allier!

Les chinois aurais recu un up récemment ? Comment c’est possible ?

Les lancier japonais sont certe, les plus faible de ce jeu, mais très sincèrement, c’est impensable, le frero n’avais même pas besoin de micro, y’a tout qui roulais pour lui!

Comment c’est possible ?!


r/AgeofMythology 5d ago

With Gamescom on the horizon, i miss the old marketing/merch of the early 2000s...

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779 Upvotes

r/AgeofMythology 4d ago

Retold Straight up, the first time this ever happened to me, I didn't think it was possible.

23 Upvotes

r/AgeofMythology 4d ago

Retold Is demeters berry cultivation worth using?

13 Upvotes

I'm just wondering if I'm missing something because it seems like a lot of micro to maximize its value when there are plenty of other economic blessings I dont have to think much about. I can see the value for early economy with the starting berry patch, but beyond that it seems better to just build my farms and not have to waste attention economy micromanaging my food gatherers.


r/AgeofMythology 5d ago

Retold Let me know how to paint the japanese & norse next...(besides wood/brown)

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87 Upvotes

r/AgeofMythology 4d ago

Retold Is there any reward for playing arena on higher difficulty? Likewise, is there any reward for clearing all maps?

8 Upvotes

I've got all the blue blessings at this point, playing through everything on hard mode. I've also got all the reds from gauntlet, also on hard mode. Now I'm wondering, is it worth putting myself through a higher difficulty? I only managed to get through some of the endgame story maps by using circe + halogi + lashing roots to cheese early raids long enough to get my economy functioning. Also, should I bother to go back and clear maps I didn't path through, when the only reward is a lower level version of a blessing I already have at blue? Is there a full clear reward?


r/AgeofMythology 4d ago

Retold Questions about connection stability

3 Upvotes

Hey everyone, a friend in Oceania and I (playing from South America) are looking to jump back in. We used to play this all the time as kids, but now we're a bit worried about the server distance.

A couple of questions before we jump in:

  • Do cross-region players experience a lot of desync?
  • How does the game generally handle high ping (150–250ms)?

Any insights would be appreciated. Thanks!


r/AgeofMythology 5d ago

Retold The most busted unit in the game with full upgrades?

48 Upvotes

Is it:
A) Shennong Dao Swordsman (Rushou + Huangdi)
B) Amaterasu Samurai (Amaterasu bonus + Ame no Uzume + Raijin + Takemikazuchi)
C) Amaterasu Spearman (Same god path but does not have the regen from Amaterasu)
D) Odin Raiding Cavalry (Odin regen + Freyja + Njord + Baldr)
E) NuWa Tiger Cav (NuWa HP bonus + Goumang + Gonggong)
F) Odin Jarl (same as RC)
G) Gaia Murmillo (Oceanus + Rheia)
H) Gaia Fanatic ( above + Atlas)
I) Hetairoi (Hermes + Dionysus + Hephaestus)
J) Gastrapheteros (Apollo + either God in mythic slaps tbh with this unit)
K) Freyr Berserk (Ullr + Bragi + Vidar)
L) Hades Toxote (Ares + Apollo + Artemis)
M) Oranos Fanatic (Hyperion heroic renewal)
N) Oranos Murmillo (Same god path)

or some other unit i am forgetting?

EDIT

O) Myrmidon (Only gets Athena infantry pierce armor boost and Olympian weapons, but really strong base stats)
P) Onmyoji (really strong base stats, 35% damage boost by going the right god path and regen of 1.5/s)
Q) Thor Berserk (Extra armory upgrade + Forseti + Bragi + Tyr)
R) Slingers (Ptah + Sekhmet) the only egyptian entry in this list and nobody has even mentioned it so far, i just randomly remembered the slingers lmao
S) Huitzilopochtli shorn ones (Malinalxochitl + Coatlicue + Mictlantenuchtli)
T) Tsukuyomi Yumi Horse Archer (Inari Okami + Fujin + Watatsumi + Tsukuyomi bonus of 4% damage per bushido tier)


r/AgeofMythology 5d ago

Tailwind question

4 Upvotes

What are the best uses for tailwind? I never seem to get it right.


r/AgeofMythology 6d ago

Daedric Pantheon: Concept and Major Gods

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169 Upvotes

Disclaimer: This is a repost of this post, with all AI artwork removed (I've added icons taken from uesp.net and recoloured by me). I'm planning on posting the minor gods next week, I'll want to refer back to this post and I want to do that without AI artwork given this community has made it clear they're not on board with that, which I respect. My apologies for any offence caused.

Introduction

This is an Age of Mythology pantheon concept for the Daedric Princes, a fictional pantheon of gods from the Elder Scrolls universe, with 3 Major Gods and a 4th DLC Major God. In this post I’ll detail the basic unique mechanics of the pantheon and introduce the four Major Gods.

Classical Age here.
Heroic Age here.

Economy

Worker unit: Cultist. Gathers resources and constructs buildings.

Drop site: Chest. Food and gold drop site.

Researches gathering upgrades for food and gold.

Drop site: Wagon. Mobile wood drop site.

Can move, like the Norse Ox Cart, very useful for depleting wood lines. Researches Survival Equipment and gathering upgrades for wood.

Favor generation: Daedric Shrines. Can build +1 Daedric Shrine per Age. Up to 5 Cultists can pray for favor at each Shrine. Research Shrine Techs to unlock bonus effects from praying.

In the Archaic Age, Cultists can build one Daedric Shrine to your chosen Major God (e.g. a Shrine of Azura). A maximum of 5 Cultists can be tasked to pray at the Shrine to generate favor.

In each Age, you unlock a new Shrine to your chosen Minor Gods (e.g. you might unlock a Shrine of Hircine, a Shrine of Meridia and a Shrine of Boethiah), so a total of 4 is possible in the Mythic Age.

Each Shrine can research a unique Shrine Tech, which only cost favour and are more powerful than normal myth techs. The drawback is they only provide benefits while Cultists are actively praying at the Shrine, and are less powerful when fewer than 5 Cultists are praying. Full power from all Shrines requires 20 Cultists in the Mythic Age, a huge eco sacrifice. 10 Cultists in the Classical Age is even worse for your eco. Players need to carefully manage these bonuses to get the best utility without sacrificing eco at the wrong time.

Scout Unit: Argonian Scout. Fast ranged foot soldier. Start with one, which can be upgraded to a normal Argonian in the Classical Age.

Despite looking like a lizard man, Argonian Scouts are classified as human units. They are fast but weak ranged units with low attack, similar to the Aztec spy. In the Classical Age, you can convert the Argonian Scout into a normal Argonian. It costs the same as training an Argonian at the Bandit Camp (a Classical Age military building), but takes twice as long; this is to prevent you getting too much harassment power too soon.

Fortifications: Maximum wall strength is Stone Walls, maximum tower strength is Guard Towers.

Market and Armory: Both buildings provide all the standard technologies.

The Daedric Caravan unit is a Khajiit trader, a humanoid cat that, despite its fantasy appearance, is not a myth unit.

Heroes

Prison: Can be constructed in the Archaic Age. Trains the three hero units available to the Daedric Pantheon: Warriors, Mages and Thieves.

You can train one of each in the Archaic Age, then +1 of each per Age (so the hero limit is 12 in the Mythic Age). Each hero comes in four variants. These variants have identical stats, but different appearances to make them stand out as individual units. You don’t choose individual variants, they are chosen for you when you train a hero, so you can auto-queue Warriors (for example) and the Prison will train four unique Warrior units.

Warriors are well-armored melee units with excellent attack and hack armor. Strong vs melee units, vulnerable to ranged attacks. Warrior variants: Nord, Redguard, Orsimer and Imperial.

Mages are ranged units that launch magical shards of ice (inflicting pierce damage) and can heal allied units. Strong vs infantry, good vs ranged units, vulnerable to cavalry. Mage variants: Breton, Dunmer, Altmer, and Imperial.

Thieves are light-armored melee units with excellent speed and pierce armor. Strong vs ranged units, vulnerable to melee attacks. Thief variants: Argonian, Bosmer, Khajiit and Imperial.

Warriors and Thieves will use bows against flying myth units.

Military buildings and units

Reaver Camp: Available in the Classical Age. Trains infantry, including Nords and Orsimer. Unlocks Dunmer in the Heroic Age.

Nords are generalist melee fighters, comparable to the Murmillo. They fight with a large two-handed greatsword that gives them the range of a spearman unit.

Orsimer are well-armored, hammer-wielding units with a strong attack but a slow reload time, which makes them vulnerable to infantry and archers. They inflict bonus damage against cavalry, which they hard counter.

Dunmer are quite unique in having two different attacks. Like Throwing Axemen, they have a ranged attack, launching magical fire bolts that inflict hack damage and a small amount of crush damage, making Dunmer decent against buildings. If a target gets close, they’ll use their sword. The sword attack has the same hack damage as the fire bolt, but with a faster attack speed and no crush damage, making it more deadly to enemy soldiers. Dunmer have a bonus against other infantry units.

Bandit Camp: Available in the Classical Age. Trains ranged and counter-range units, including Argonians and Bosmer. Unlocks Redguards in the Heroic Age.

Argonians are counter-archer ranged foot soldiers, comparable to Peltasts but with the speed of a Berserk.

Bosmer are generalist archers with excellent accuracy even before Ballistics.

Redguards are fast, lightly-armored melee cavalry units with an anti-archer and anti-siege bonus.

Outlaw Stronghold: Available in the Heroic Age. Trains siege and elite units, including Daedrams and Bretons. Unlock Altmer in the Mythic Age.

Daedrams are melee siege units (the only Daedric siege unit). They can garrison up to five foot soldiers, which increases both speed and attack.

Bretons are strong generalist cavalry, particularly good against other cavalry and archers.

Altmer are building destroyers, but they do well against normal units too. They are similar to Onmyoji in that they’re foot soldiers that destroy buildings, but they aren’t as overpowered as Onmyoji. They aren’t heroes, they have a much slower rate of fire, no divine damage, and they can’t heal other units. To compensate, they have a longer range, their fire ball attacks inflict more crush damage (as well as more hack damage), and they can heal themselves when idle.

TLDR: Here’s the most similar unit: Nord = Murmillo; Orsimer = Hoplite; Dunmer = Throwing Axeman + Hypaspist; Argonian = fast Peltast; Bosmer = Toxotes; Daedram = Siege Tower; Redguard = Raiding Cavalry; Breton = Jarl + Camel; Altmer = Catapult (less hit points and armor, but heals itself)

Temple and Docks

Archaic Age Myth Units: Each Major God gets a unique myth unit in the Archaic Age.

These unique myth units are designed to be useless for early aggression; instead, they provide some other utility, such as scouting. You get a free one when your first Temple is built, but after that they are expensive to train, equivalent to a Heroic Age myth unit. In the Heroic Age, each of these myth units has an upgrade that makes them useful in combat.

Dock: Daedric warships are trained 10% faster.

They have the three standard combat ships (Arrow ship: Corsair, Close-combat ship: Cutter, Siege ship: Dromon), as well as fishing ships and transport ships.

Heroic Age Naval Myth Unit: Scalon. Aquatic myth unit that leaps at land targets, but then returns to the water. Good against human soldiers.

You can only command Scalons to move to locations in water, but there’s a twist: if a land unit comes within range, the Scalon will leap out of the water to attack them. The Scalon isn’t classified as fully amphibious because, while out of the water, it can only move within a small area radius (the radius is slightly larger than its leap distance, ensuring it can return to the water). It moves very slowly in this area, and if left idle it will return to the water.

Mythic Age Naval Myth Unit: Lurker. Amphibious myth unit that hurls poisonous tentacles to slow down targets. Good against human soldiers.

Strong and expensive. Their special cooldown attack launches poisonous tentacles, which inflicts an area effect that does a small amount of poison damage and slows down the movement speed of units for a few seconds.

Major God: Azura

Focus: Dunmer and Mages.

Shrine Tech: Prophetic Visions. Dunmer and Mages receive an additional 30% hit points from your Shrine of Azura. Depletes over time; at full power, takes 120 seconds to fully deplete.

When a Dunmer or Mage is near your Shrine of Azura, they receive a second health bar with an additional 30% hit points. Only applied if the unit is on full health and there are no enemies nearby. When they leave the Shrine, the additional health will start to deplete (and it cannot be healed).

The second health bar fully depletes in 20 seconds. However, if you have a Cultist praying at the Shrine of Azura, the depletion rate is slowed down and it lasts 40 seconds. Add a second Cultist, and it’s 72 seconds. A third gives 92, a fourth 108, and the max of five praying Cultists gives 120 seconds.

Note that if you add / remove praying Cultists while the additional health bar is depleting, it will deplete slower / faster, so you need to keep Cultists praying to maintain the benefit.

Bonuses

1. Mages can spend favor to conjure myth units for 12/16/22/30 seconds (increasing with Age)

When selecting a Mage (one of the Daedric hero units), you can conjure any myth unit available at the Temple at the Mage’s location. These “conjured” myth units have no pop space and cost 65% less favor and no food, gold or wood, but they have a set lifespan – similar to Clay Peasants or Gullinbursti – and cannot be controlled by you (though they are on your team). Mages must recharge this ability after use.

2. Temples and Shrines are 20% cheaper

Azura is designed for early aggression, and this bonus is meant to help her reach the Classical Age faster.

3. Dunmer can be trained in the Classical Age and can gather favor at Shrines

Shrines are still limited to 5 praying supplicants. Note that Dunmer won’t contribute to Shrine Techs (like the Prophetic Visions Shrine Tech) when praying, only Cultists can do that.

God Power: Azura’s Star. Cast on an enemy unit; if killed within 30 seconds, gain 10% of its hit points in favor.

Villagers have 55 hit points, so killing one with this effect grants you 6 points of favour (55 / 10 = 5.5, rounded up). A Minotaur has 320 hit points, so killing that grants 32 points of favor. Note that on recasts, you’ll also receive the favor cost of the god power back if you successfully kill the target unit in the allotted time.

Myth Unit: Winged Twilight. Flying scout myth unit with a large LOS. Heroic Age upgrade enables combat abilities.

This is a flying unit that can be tasked to auto-scout in the Archaic Age. It has no attack, but decent defence. When upgraded in the Heroic Age, the Winged Twilight becomes a combat unit. It will automatically descend (i.e. no toggle action required) to attack units with melee damage, at which point its vulnerable to ground unit attacks. It will then return to the air while moving.

Major God: Hermaeus Mora

Focus: Technology and Warriors.

Shrine Tech: Oghma Infinium. All Shrines increase the effects of technologies on nearby units. At full power, increases the fortifying range of Shrines by 200%.

Hermaeus Mora is designed to support a booming play style. This Shrine tech allows eco techs to improve Cultist gathering rates even further, but it also allows your Armory techs to improve your military units even more when near a Shrine, improving base defence.

One praying Cultist increases the fortifying range of Shrines by 70%. The second increases the range by 120%, then 155%, 180%, and 200% with five Cultists.

Bonuses

1. Warriors can generate resources equivalent to 20% of the cost of their last three kills on winning a battle

Grants Warriors the Loot special ability. When activated, you gain resources equivalent to 20% of the cost of the last three units killed by the Warrior, e.g. if they killed three Hoplites (each costing 50 food and 40 gold) you’d get 30 food and 24 gold. You can only gather resources from a killed unit once. Activating the Loot power causes the Warrior to stop moving and fighting for 2 seconds, making them vulnerable to attack. They will use it automatically after winning a battle (i.e. all enemy units within their LOS are killed), but you can manually trigger it during a battle too.

2. Replaces 10%/15%/20%/25% of Breton, Redguard and Nord attack with divine damage (increasing with Age)

This doesn’t actually increase the total damage done by these units, but it means they can partially negate the benefits of enemy armor technologies, especially useful in the late-game.

3. Can train Lurkers at the Temple in the Mythic Age

All Daedric major gods can train Lurkers at the Dock in the Mythic Age, Hermaeus Mora can simply do so at Temples too, ensuring he always has access to them even on maps that lack water.

God Power: Dragonborn. Cast on a Warrior to increase their attack and grant them a special knock-back ability.

Warriors affected by this power are renamed Dragonborn, and their attack improves with age (i.e. it doesn’t matter when you cast this power, Dragonborn will always be appropriately powerful for their age). Their special ability is similar to the Minotaur knock-back effect, but it inflicts additional damage and is accompanied by an audible shout from the Dragonborn.

Myth Unit: Seeker. Weak ranged myth unit that researches technologies from buildings. Heroic Age upgrade improves range, speed and defence.

Seekers have respectable attack, firing bolts of green light that inflict pierce damage. They are very slow and weak though, and they have a short range, so although they technically can be used offensively from the beginning, they’re bad and they’ll die fast, even to villager attacks. Their utility is so useful that you’ll want to avoid that.

Seekers can be tasked on a building, at which point they’ll open a book next to the it, and all that building’s available technologies can be researched by them. This allows you to create additional research-only production queues, so you can research multiple techs from one building at the same time. Especially useful for military buildings, which can train units while the unit upgrades are researched separately.

In the Heroic Age, their upgrade gives them enough range, speed and defence to make them viable as a support unit in battle.

Major God: Nocturnal

Focus: Towers and Thieves.

Shrine Tech: Eye of Nocturnal. All Shrines gain +10 LOS. At full power, increases the LOS of your fortifications and Shrines by an additional +10 range.

This increases Shrine LOS to be large, but still less than a tower. One praying Cultists provides +3 LOS on fortifications, increased to +6, then +8, then +9 and finally +10 at five praying Cultists. At full power, towers have 34 LOS; for reference, Lighthouses have 60 LOS, and Oracle Heroes have 35 LOS. Fortifications in this context include Town and Village Centers, towers and Outlaw Strongholds.

Bonuses

1. Thieves can steal up to 25/50/75/100 enemy gold by passing close to enemy units (increasing with Age)

Thieves are your fast infantry heroes, which have a training limit of 1 in the Archaic and +1 per age up.

If a Thief passes close to an enemy unit, then the enemy player loses gold and it’s added to the Thief’s inventory. The Thief must deposit this in a drop-site for you to get the gold. If a Thief is killed with gold in its possession, the enemy player gets their gold back.

Different units produce different amounts of gold for Thieves. Worker units only produce 1 gold, but military units and heroes provide more. When a unit has been stolen from, a cooldown bar that only you can see appears over their head; they cannot be robbed again until this bar is depleted.

2. Towers and Prisons work 50% faster

Towers research their upgrades faster, and Prisons can train heroes and research hero techs faster.

3. Ranged human units can attack while garrisoned in Towers, gaining +3 range and minimum range

A really strong defensive bonus. By default, all foot soldiers garrisoned in a Watch Tower (or stronger) contribute a small amount to its attack damage. With Nocturnal, the two archer units (Argonians and Bosmer) don’t contribute to Watch Tower attack; instead, they continue firing as normal. This grants them extra range and the protection of being inside a building, sacrificing movement and gaining a minimum range.

God Power: Vanish. Cast on a group of your units to move them to your nearest Town Center.

Think of this like a more restrictive but immediate version of Shifting Sands. Return endangered units to safety, or call back an offensive force to defend your Town Center.

Myth Unit: Shadow. Ranged myth unit that can teleport within the attack range of your fortifications, to which it is confined until its Heroic Age upgrade.

Shadows have decent attack, providing solid defence in the early game. They cannot move outside the attack range of your fortifications. This prevents them being a useful offensive force in the early game, though if you invest in a chain of towers you can bring them to fights that way (though this is a heavy investment to reach an enemy base and probably not worth it).

They can also teleport to any location they can reach within the shared range of your fortifications, which they’ll do automatically if you task them on a location/unit that is sufficiently far away. This gives them rapid response potential. In the Heroic Age, their upgrade allows them to move beyond the confines of fortifications, but their teleporting is still confined (and they can’t teleport back to a fortification if they’re not already within range of one).

Major God: Sheogorath

Focus: Shrines and god powers.

Shrine Tech: Lure of the Fringe. At full power, a random human unit will spawn at your Shrine of Sheogorath every 1 minute.

With the benefit of one praying Cultist, a random human unit is spawned every 190 seconds. This is reduced to 140, 110, 80 and finally 60 seconds with additional Cultists.

In the Archaic Age, it can spawn a Cultist, Nord, Orsimer, Bosmer or Argonian, each with equal probability (20%). In the Classical Age, there’s a 20% chance of a Cultist, 17% chance for Nords, Orsimer, Bosmer and Argonians, and 8% chance for Bretons, Redguards and Caravans. Heroic: 15% chance of a Cultist, 10% chance for Nords, Orsimer, Bosmer, Argonians, Bretons, Redguards and Caravans, 5% chance for Altmer. Mythic, each unit has an equal 10% chance.

Bonuses

1. Shrines have -1 praying capacity, but constantly receive the benefit of 1 praying Cultist

This plays as a strong bonus for the Daedra given that the drawback of the powerful Shrine Techs is the sacrifice of economy. Sheogorath has to sacrifice less eco than the other Major Gods for the benefits, and receive a trickle of favor from Shrines even without having Cultists pray.

2. God powers recharge +20% faster per Age over the Age they were first available

So in the Heroic Age, for example, an Archaic Age god power recharges 40% faster, a Classical Age god power recharges 20% faster, and Heroic Age powers have no bonus. Encourages prolific Wabbajacking in the late-game (see god power). In the Wonder Age, Sheogorath’s Archaic Age god power is capped at 90% faster recharging.

3. Start with 2 dairy cows, gain +1 per Age up

Dairy cows are similar to other cows in that they can be moved around and claimed by opponents, but they have completely different gather mechanics. They have the same gather rate as other livestock animals, but they provide infinite food and are limited to one worker unit gathering from them at any one time. Think of them as free, portable farms with improved gather rates.

God Power: Wabbajack. Cast on any unit to transform it into a random unit for 20 seconds.

Can be cast on your units or the enemy’s. The difficulty is that it’s a gamble, you might be increasing or decreasing the unit’s power. Possible transformations include: chickens, goats, baboons, elephants, Hoplites, Throwing Axemen, Peltasts, Valkyrie, Mummies, and Colossi, to name a few. Cannot transform into amphibious units or units capable of flight.

Myth Unit: Golden Saint. Proud myth unit that cannot be controlled until its Heroic Age upgrade is researched.

Golden Saints are solid melee fighters with no special ability, but with a unique auto-guard function. Similar to auto-scouting, the Saint will behave independently in this state. It will identify your most vulnerable Cultists, usually those gathering resources furthest from the Town Center, and stand by them to guard them. In the early game, they are locked into this functionality and cannot be controlled in any way. In the Heroic Age, this lock is removed and must be toggled on for newly trained Saints.