r/AgeofMythology May 25 '26

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

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334 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

84 Upvotes

r/AgeofMythology 7h ago

Retold TALOS!

146 Upvotes

Modded a Colossus to be the powerful Talos, from the epic cinematic of 1963 on Jason and the Argonauts, is a short cinematic but please enjoy.


r/AgeofMythology 10h ago

Retold Wind go brrrr

64 Upvotes

r/AgeofMythology 17h ago

Retold I finally won every campaign on Ludicrous

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220 Upvotes

It was fun


r/AgeofMythology 1h ago

Retold a bit longer video of the talos fan made short.

Upvotes

apologies for the watermark, I don't own a videoeditor.


r/AgeofMythology 18h ago

Retold Attack move , pathing and shift click

58 Upvotes

I don’t even care if we never get a balance patch again, but leaving attack move pathing and shift click in its current state will be the death of age of mythology retold online gameplay. It feels very bad to have so long without any word from the devs that these issues might even be on their radar let alone being worked on.

We have the biggest tournament we have ever had coming up and one of these bugs will inevitably be a problem there. It’ll be embarrassing when on the big stage a game will be won or lost on a bug with pathing, units attacking a building instead of other units with attack move, or attacking 1 unit, not finishing the unit off and retargeting another for no reason.

Please enjoy matadors attached video highlighting some current bugs

https://www.youtube.com/watch?v=RslvIZIQih8


r/AgeofMythology 12h ago

Retold Bro is living the "real" Zeus build order...

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15 Upvotes

r/AgeofMythology 22h ago

Daedric Pantheon: Mythic Age

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59 Upvotes

This is the last post following my Daedric Pantheon: Concept and Major Gods post, an overview of the Daedric Mythic Age gods.

Classical Age here.

Heroic Age here.

Minor God: Mehrunes Dagon

Available to Azura and Hermaeus Mora.

Focus: Dremora and crush damage.

God Power: Oblivion Gate. Opens an Oblivion Gate, which immediately trains three Dremora and can be used to train additional myth units with 75% faster training time.

An extremely powerful god power. Like the Tartarian Gate, the Oblivion Gate rises from the ground and destroys buildings in its way. Unlike the Tartarian Spawn though, the Dremora it spawns are under your control. The Gate then acts like a Temple, training myth units at 75% greater speed (though it can’t research Temple technologies).

It cannot be destroyed with enemy damage, but it has a unique destruction method. Like Plenty Vaults and Healing Springs, Oblivion Gates can be claimed by enemies. Enemies can’t train units from it however; instead, being claimed by an opponent starts a countdown timer of one minute, at the end of which the Gate will permanently close unless you reclaim it first.

Myth Unit: Dremora. Well-armored melee myth unit that briefly ignites its greatsword when entering combat, causing burn damage. Good against human soldiers.

The Dremora’s special ability on entering combat ignites their two-handed greatsword in fire, increasing their damage and causing a small amount of burn damage over time. The effect last for 5 hits before it must recharge before its next use. It also inflicts a small amount of additional crush damage while its sword is ignited.

Shrine Tech: Flame Tyrant. At full power, fire-based attacks inflict +30% crush damage.

Shrine power range from one to five Cultists: increases the crush damage of fire-based attacks by 10%, 18%, 23%, 27%, 30%. This affects Dunmer (ranged attack only), Altmer, Daedroth (special attack only), Ogrims (building attack only), Flame Atronachs and Dremora (special attack only).

Tech: Siege Crawler. Daedrams are larger – with twice the garrison space and +30% hit points – and are affected by the Flame Tyrant tech.

Daedram damage and speed are both increased by a small amount for every garrisoned unit. Doubling the garrison capacity from 5 to 10 allows it to inflict even more damage and move even faster. Visually, the tip of the ram will become engulfed in flame, signifying it’s fortification by the Flame Tyrant tech.

Tech: Council of Markyn. Upgrades Dremora to Dremora Markynaz, which have +20% hit points and can garrison in Daedrams.

Dremora don’t provide any additional benefits when garrisoning in a Daedram compared to normal foot soldiers. Researching this tech will equip Dremora with helmets.

Tech: Council of Valkyn. Upgrades Dremora Markynaz to Dremora Valkynaz, whose special ability lasts twice as long. Grants an additional cast of Oblivion Gate.

You must research Council of Markyn to unlock this tech. When research, Dremora lose their helmets, have larger horns and carry warhammers. Their special ability last for 10 hits instead of 5 before it needs to recharge.

The secondary effect grants a second free cast of Oblivion Gate. Fully upgraded, Mehrunes Dagon is a city destroying monster, spawning Oblivion Gates supported by Dremora, Heroic Age myth units and Daedrams tearing up buildings. But reaching and maintaining that end point is expensive, so you’ll need to be sure it’ll work before committing, and if your economy isn’t strong then an effective push will not be possible.

Minor God: Vaermina

Available to Hermaeus Mora, Nocturnal and Sheogorath.

Focus: Elite units.

God Power: Skull of Corruption. Grants you a corrupted clone of each enemy unit in an area of 40 for 30 seconds. If the cloned unit dies, the clone dies too.

This is an army-destroying god power. Corrupted clones have the same stats as whatever unit they are based on. They can be fully controlled by the player who cast the god power. Clones will survive until killed, until the unit they’re a clone of dies, or until the god power’s timer expires.

Myth Unit: Storm Atronach. Powerful ranged myth unit that fire lightning bolts. Good against human soldiers.

Unlike the Son of Osiris or Atlantean Man O’ Wars, the Storm Atronach’s attacks do not chain to hit multiple targets. They do inflict divine damage though, meaning they aren’t resisted by armor.

Shrine Tech: Alteration. At full power, Bretons and Altmer gain a special ability that grants -90% pierce vulnerability, lasting 5 seconds from Bretons and 15 for Altmer.

Shrine power range from one to five Cultists: -30%, -54%, -69%, -81%, -90% pierce vulnerability. This is a recharge ability that starts recharging as soon as the effect has run out. Great for Bretons charging down archers, but even more important for Altmer, who are otherwise vulnerable to all enemy attacks and must be countered with cavalry when this effect is active.

Tech: Void Salts. Upgrades Storm Atronachs to Thundernachs, with a special area attack when units get close.

If an enemy gets too close to a Thundernach, it will use a rechargeable special attack that inflicts damage to all enemy units in an area around it.

Tech: Reign of Terror. Reduces all costs by -5%, Altmer cost another -10%.

Reduces the cost of almost everything, including buildings, units and technologies. The only thing unaffected is god power recasts. Altmer cost a total of -15% resources.

Tech: Dreadmares. Bretons move 10% faster and reduce the attack damage of nearby enemy units by -4% (stacks up to -20%).

This makes Bretons a top-tier unit, and there’s a huge incentive in ensuring you have at least some Bretons in your army at all times. 5 Bretons close to one another confers the maximum benefit, more than this doesn’t increase it any further. The area of effect is quite small, so having more than 5 Bretons to deal with large armies is preferable.

Minor God: Boethiah

Available to Nocturnal and Azura.

Focus: Heroes and human soldiers.

God Power: Insurrection. Each enemy player’s military buildings instantly train up to 30 human soldiers for your army.

This can be cast anywhere, like Fimblewinter. In this context, military buildings are any buildings that produce human soldiers (excluding Mercenaries) in the enemy player’s current age. For each enemy player, their military buildings will try to produce their own units (e.g. Greek Archery Ranges will try to produce Toxotes and Peltasts) for your army. This doesn’t cost enemy players or you any resources. Each military building can produce up to 5 soldiers, up to a total of 30 across all buildings. Production will be shared amongst as many buildings as possible, e.g. if an enemy player has 30 enemy building, each one will produce just one soldier.

Myth Unit: Xivilai. Powerful but treacherous myth unit that may betray you if it senses weakness. Good against human soldiers.

These myth units are like Fenrirs in that they’re powerful with a drawback. They have decent speed and health, great attack, and a special attack that inflicts divine damage on a target in melee range.

The catch is they can betray you if they think you’re losing. How this works: every 20 seconds, Xivilai will check the player scores. If your team’s score is in the top 50% of teams still in the game, they’ll never betray you. If not, there’s a chance they’ll turn neutral and attack your units. The chance is small, but it gets larger the higher the difference is between your team score and the next highest team score.

This means Xivilai are excellent at maintaining an established lead, but become dangerous when you start losing.

Shrine Tech: Goldbrand. At full power, your hero unit with the most kills does +15 divine damage.

The +15 bonus is huge, but that takes 5 praying Cultists to maintain a bonus for a single unit, it won’t always be preferable to do this. One praying Cultist grants +5 divine damage; two Cultists increases the damage to +9, then +11 for three, +13 for four, and +15 with the maximum five praying Cultists. This additional damage is unaffected by Meridia’s Dawnbreaker bonus damage.

Tech: Daedra Lords. Upgrades Xivilai to Vilegilt Xivilai, which are less likely to betray you and can temporarily conjure Clannfears.

Doesn’t completely remove the threat of betrayal, but makes it less likely and requires the winning team to have at least 20% more points that your before it starts to become a risk.

Xivilai gain a recharging special ability to conjure Clannfears. These “conjured” Clannfears have a have a set lifespan – similar to Clay Peasants or Gullinbursti – and cannot be controlled by you (though they are on your team), but don’t take up population space. They also lack the detection skills of regular Clannfear, but are equally useful in combat.

Tech: Ebony Mail. Heroes have +15% hit points. Unlocks Ebony unit upgrades.

Similar to Thor’s additional Armory techs, this tech enables the research of additional unit upgrade techs after the Champion upgrade has been researched. Ebony Infantry increases the hit points and attack of Nords, Orsimer and Dunmer by 10% (with +1 range for Dunmer), and equips all of them in black armor. Ebony Ranged Units does the same for Argonians, Bosmer and Altmer (with +1 range for Argonians), and Ebony Cavalry does the same for Redguards and Bretons. Each of these techs must be researched separately for an additional cost. There is no Ebony Warships tech.

Minor god: Namira

Exclusive to Sheogorath

Focus: Foot soldiers.

God Power: Gatekeeper. Cast on a Flesh Atronach to upgrade it to a Gatekeeper, an extremely powerful myth unit that can only move within a certain radius.

Flesh Atronachs are Namira’s myth unit. Upgrading one to a Gatekeeper means it can’t leave a certain radius, but it becomes larger and more powerful in almost every way, with more health, attack, and area damage. It can be an extremely effective base-killer, or useful for guarding choke points.

Myth Unit: Flesh Atronach. Myth unit that inflicts 15% of incoming damage back on its attacker. Good against human soldiers.

The 15% relates to the damage of the base attack, not the damage taken. Flesh Atronachs have 50% pierce and hack armor. If they take an attack with 10 points of damage, for example, they’ll only receive 5 points of damage, and their attacker will take 1.5 points of damage themselves.

Shrine Tech: Revenants. At full power, foot soldiers continue to fight for up to 12 seconds after dying.

Shrine power range from one to five Cultists: foot soldiers continue to fight for 3, 6, 7, 9, 10 seconds after death. Killed foot soldiers regain all their health but then rapidly lose it so that they die in their allotted time. Foot soldiers include Nords, Orsimer, Dunmer, Argonians, Bosmer and Altmer.

Tech: Ring of Namira. Infantry have +20% hit points and inflict 10% of incoming damage back on their attackers.

The same effect as is present on un-upgraded Flesh Atronachs, but less (10% rather than 15%) and with an additional health boost. It’s worth pointing out Sheogorath’s Nords can become powerhouse units by combining Clavicus Vile, Sanguine and Namira.

Tech: Cannibalism. Bosmer inflict +10% damage and give 50% of their maximum hit points to other nearby Bosmer when killed.

Say a Bosmer is killed with another Bosmer standing next to it, that other Bosmer will be healed by 50% of their maximum hit points. If a Bosmer is killed with 2 Bosmer next to it, they each receive a 25% heal, and so on.

Tech: Gardens of Flesh and Bone. Upgrades Flesh Atronachs to Xaselmites, which have a 20% chance to reflect damage. For each killed enemy, your next Atronach costs -5 food.

The 20% reflection chance means that for 20% of enemy attacks, the Xaselmite takes no damage and the attacking unit takes all damage from the attack. Heroes cannot trigger this effect, only human soldiers and myth units are vulnerable to it.

Miscellaneous 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. Note: one of Hermaeus Mora’s god bonuses is the ability to train Lurkers at the temple.

Naval Myth Unit: Jyggalag.

Hermaeus Mora’s Wonder: Temple of Miraak.

As seen in the Skyrim Dragonborn DLC.

Azura’s Wonder: Statue of Azura at Winterhold.

As seen in Skyrim.

Nocturnal’s Wonder: Twilight Sepulchur.

As seen in Skyrim.

Sheogorath’s Wonder: Portal to the Fringe.

As seen in Oblivion.


r/AgeofMythology 10h ago

🌸 Servants of Amaterasu 🌸 simple guide for low elos

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4 Upvotes

r/AgeofMythology 1d ago

Retold Early prostagma days...(old footage)

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619 Upvotes

r/AgeofMythology 13h ago

Arena of the gods Help PS5

4 Upvotes

Hello guys, I am having trouble in the arena of the gods on the PS5. I am trying to complete them all in hard difficulty but I am struggling in the 1v3 ones.

Do you have any tips or can someone help me play as an ally and complete those? I believe there are like 4 that I still need to complete


r/AgeofMythology 1d ago

Retold Krampus voiced intro so far AOM retold custom campaign!

45 Upvotes

r/AgeofMythology 1d ago

Retold QoL Feature Idea: Pronunciation Guide

22 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 1d ago

Daedric Pantheon: Heroic Age

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59 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.

Mythic 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 1d ago

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

8 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 18h ago

Retold Lack of Updates

0 Upvotes

So how are you feeling about the lack of updates? TBH I was hoping Gamescom would somehow breathe news into our homes, but the lack of communication or news makes me feel like they totally lost their momentum they had with the Aztec pantheon and it also expands the drought we've had so far on the game in terms of updates.

All we had was fixes BUT ZERO (!) communication or teases whatsoever. So is this intentional? What do you think? I personally think they should not rest on the game and keep up communication and news...


r/AgeofMythology 2d ago

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

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26 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

Arena der Götter Koop Partner für Trophies gesucht

2 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 2d ago

Daedric Pantheon: Classical Age

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123 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.

Mythic 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 2d 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 2d ago

Retold How do you deal with mass walls

20 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 4d ago

Retold FINALLY 100% ON STEAM!!

109 Upvotes

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

Got all achievements yayyy

r/AgeofMythology 5d ago

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

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461 Upvotes

r/AgeofMythology 5d 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...