Age of Mythology/Units

This is a comprehensive listing of units in Age of Mythology and The Titans, its expansion pack. Age of Mythology is a popular real-time strategy computer game, originally released by Ensemble Studios in 2002. The game was a huge success, selling over 1,000,000 copies, and earning its platinum title. Its high-selling expansion pack, The Titans was released in 2003,.

Regular units
The most commonly used units by the Greek player are listed below. They are classed as regular units because they have no heroic or mythological attributes, and can be purchased without the "favor" resource.

Boats

 * Fishing Boat - Fishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper source of food than farming, but harder to defend from enemies.
 * Transport Ship - Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
 * Kebenit - The Kebenit is the Egyptian arrow type ship. It counters ramming ships.
 * Ramming Galley - The Ramming Galley is the Egyptian ramming type ship, and counters siege ships. Ramming ships are also good against naval myth units.
 * War Barge - The War Barge is the Egyptian siege type ship. It not only counters arrow ships but is also effective at taking out shoreline fortifications due to its long range and high attack.

Special units

 * Mercenary - Mercenaries are extremely powerful units, units that have 'no true counter'. They are trained almost instantly and take no pop slots, and are useful for when you are fighting near a Town Center. However, be careful when using Mercenaries as they cost a lot of gold and die after 40 seconds.
 * Mercenary Cavalry - Like the Mercenary, the Mercenary Cavalry is an extremely powerful unit trained at lightning speed, but has an expensive gold cost and dies after 40 seconds. The Mercenary Cavalry is faster and tougher, but more expensive than the Archaic age Mercenary.
 * Pharaoh - Egyptian hero unit. You start with a pharaoh, and he regenerates if killed. As well as countering myth units, he can heal units, gather relics, and empower buildings. Set's Pharaoh's can summon animals to fight for you.
 * Priest - Priests are lesser versions of the Pharaoh - but you can have as many as you want. They cannot ordinarily empower buildings and cannot carry relics (Ra's priests can empower buildings, and he has an improvement that lets them carry relics), but instead they have the ability to summon Obelisks, which are cheap structures that provide LOS, and heal units.
 * Son of Osiris - Osiris' god power converts the Pharaoh into mighty Son of Osiris. The Son of Osiris has a massive attack, and his lightning attack will hit up to four units at once. Because he retains his bonus to myth units, the Son of Osiris is even more devastating than the Pharaoh against them, but he cannot be healed in any way.


 * Minions - Minions are good melee units that are created whenever a mummy uses its special attack, or when the player uses the ancestor god power. Minion are fast with a powerful melee attack but with low hit points. A minion will die one minute after it is summoned.


 * Lost Ships - Lost Ships are the result of using the ancestor god power in water. They are fairly strong ranged attackers with good accuracy. They are effective against mortal ships but not so weak against buildings. Like minions, lost ships will die one minute after it is summoned.

Myth units

 * Sphinx - The Sphinx is a myth unit that is good against buildings. Its special attack is a whirlwind of sand that damages every adjacent unit.
 * Wadjet - The Wadjet is a tough but slow ranged unit, which like mortal units is good against infantry. Its special ability is constantly regenerating hit points.
 * Anubite - The Anubite is a fast but weak myth unit that with a jump attack that does bonus damage to enemies. Because of its jump attack, it is also especially effective at getting at units normally kept in the back of the action, siege weapons, archers and the like.
 * Petsuchos - The Petsuchos is a long ranged unit that does a large amount of pierce damage, but has a slow rate of fire. It is quite effective against melee units, but not so much so up close to enemies. Unlike regular ranged units, the Petsuchos fires with 100% accuracy.
 * Roc - The Roc is a flying unit that cannot attack, but can carry 15 land units via air to any point on the map. As a flying unit, only ranged enemies can attack it.
 * Scarab - The Scarab is a mythical siege weapon. Like regular siege weapons, it isn't much use against normal units. When killed, the Scarab sprays acid blood that damages nearby units.
 * Scorpion Man - The Scorpion man is a tough myth unit that is good in close combat, with quite a bit of hack armor. Its special attack is poisoning an enemy, causing them to take a small amount of hack damage every second for 15 seconds after the attack.
 * Mummy - While not normally very powerful, the Mummy's special attack is instantly kills any human unit and turns it into a minion the player can control. Minions are fairly tough melee units, but die after one minute.
 * Avenger - The Avenger is a very tough melee unit that is good against other melee units. Its special attack is a whirlwind of spinning blades that damages every adjacent unit.
 * Phoenix - The Phoenix, being a flying unit, can only be attacked by enemy ranged units. When killed, a Phoenix egg is created on the battlefield. Unless the enemy destroys this egg, the player can retrain the Phoenix almost instantly from that location.
 * Leviathan - The Leviathan is a mythical naval transport that can also attack enemies. It can carry 15 land units.
 * War Turtle - The War Turtle is a powerful, but slow mythical naval unit. Its special attack flings nearby ships out of the water, doing additional damage.

Regular units

 * Ulfsark - Ulfsarks are the basic Norse infantry unit. They have a higher attack than comparable Greek and Egyptian units and are good against cavalry units.
 * Throwing Axeman - Throwing Axemen are the Norse infantry counter. They are ranged and very powerful against enemy infantry, but not much else.
 * Raider - Raiders are the basic Norse cavalry unit. They are weak, but only take two population slots. Raiders are good against Archers and Throwing Axemen.
 * Huskarl - Huskarls are elite infantry with high pierce armor and a large attack bonus against archers. They are the ideal Norse counter to enemy archers.
 * Jarl - Jarls are Elite cavalry units - they are very tough, but expensive and slow. Like other cavalry units, they are good against Archers, but the Jarl in particular also has bonus damage to myth units
 * Portable Ram - Portable Rams are the generic Norse siege weapon. While they have to get close to buildings to attack, they have a large amount of pierce armor to withstand enemy fire, and are more affordable than Greek and Egyptian siege weapons.
 * Ballista - Ballistas are not as good as Portable Rams at taking down buildings - but instead they are also fairly good against units, as well as having the advantage of long range.
 * Caravan - Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.
 * Gatherer (Villager) - Villagers are essential to gathering resources that will fund your army. A strong empire has many villagers. Unlike Egyptian and Greek villagers, Norse Gatherers do not build structures; instead Norse Infantry (including the Hersir) have this ability.
 * Dwarf (Villager) - Dwarves are similar to gatherers, however they gather gold 20% faster, and gather food and wood 20% slower - thus they are best used only for gold mining.
 * Ox Cart - The Norse, unlike the Greeks and Egyptians, do not construct resource dropoff points. Instead they train ox carts at the town center. Ox Carts allow villagers to drop food, wood and gold in order to add them to your stockpile.

Boats

 * Fishing Boat - Gathers fish. Fish boats gather food at a lower cost than farms and at a higher speed, however are easily destroyed by enemy warships.
 * Transport Ship - Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
 * Longboat - The Longboat is the Norse arrow type ship, and the most basic Norse naval unit. It counters ramming ships.
 * Drakkar - The Drakkar is the Norse ramming type ship, and counters siege ships. Ramming ships are also good against naval myth units.
 * Dragon Boat - The Dragon Boat is the Norse siege type ship. It not only counters arrow ships but is also effective at taking out shoreline fortifications due to its long range and high attack.

Special units

 * Hersir - Hersir are the Norse hero units. They are not very tough against anything but myth units, but unlike other heroes are easy to mass produce. Hersir slowly generate favor on their own, and generate twice as much favor from combat than regular units.

Myth units

 * Raven - When the Odin player reaches the classical age, two ravens will automatically appear at no cost to the player. While the Ravens cannot attack, they are ideal scouting units, and will respawn at one of the player's temples if killed.
 * Valkyrie - Valkyries are not very tough units in terms of combat abilities, but their unique ability is invaluable - they can heal any unit, bringing it slowly back to full hit points. This ability is doubly useful in keeping your tough and expensive myth units alive through more battles.
 * Einherjar - The Einherjar is a melee myth unit that is good against buildings, but very slow. Its special attack is a morale giving horn blast that causes the attack of nearby friendly units to increase for a short period of time.
 * Troll - Trolls are tough long ranged units, good against infantry. Their special ability is regenerating HP whenever they damage enemy units.
 * Frost Giant - Frost Giants are not very powerful compared to some units - however their special attack makes them very useful at helping bring down tough myth units. It freezes an enemy in place for several seconds, preventing them from attacking back, allowing friendly units to attack unthreatened.
 * Mountain Giant - The Mountain is a slow but tough unit that tears buildings down at an unbelievable speed. Its special attack aids it in destroying buildings by doing bonus damage against them.
 * Fire Giant - Fire Giants are powerful but slow ranged attackers, hurling fireballs at enemy units from long range. The Fire Giant's special attack lets three fireballs fly, but they hit everything in their path instead of just the target.
 * Battle Boar - The Battle Boar is a tough and fast myth unit that is good against human units in general. Its special attack is a spinning kick that sends enemy units flying away from combat, stopping them from fighting for a few seconds.
 * Fenris Wolf - Fenris Wolves are fairly weak myth units, but also fairly cheap. However, you can increases their power by grouping one to five fenris wolves together - the more wolves you have in one location, the higher their speed and attack will become.
 * Kraken - The Kraken is a tough and fast Naval myth unit. Its special attack is picking instantly killing a single regular unit - it pulls ships under the water, and flings human soldiers through the air. (If it can reach them from the shore, of course.)
 * Jormund Elver - The Jormund Elver is a swift ranged naval myth unit, with a long ranged attack. It is fairly affordable, but not as powerful as some other naval myth units.
 * Nidhogg - Summoned by Hel's god power, the dragon Nidhogg is a powerful ally for your armies. He does splash damage to masses of enemy units, and is good at tearing down buildings - on top of having a huge number of hit points and high armor.

Regular units

 * Murmillo - The Murmillo is the Atlanteans' general infantry unit. It can serve as a cavalry counter, but the Murmillo is a fairly well-rounded infantry unit. It is effective against infantry and does adequately against archers.
 * Katapeltes - The Katapeltes is the main infantry counter against cavalry. Although the Murmillo is also strong against cavalry, the Katapeltes is far more specialized, and thus is far weaker against archers, as well as other infantry.
 * Turma - The Turma is a cavalry archer only good against other archers. It is very much like the Egyptian slinger, though far more mobile. Their mobility could in theory be useful for raiding, as it can be; however, the Turma has such low hack armor and attack that using them for that purpose wouldn't be very effective.
 * Arcus - The Arcus is a very powerful archer, with a relatively dirt-cheap price and huge base range of 20. Other archer units with comparable ranges - Chariot Archer & Gastraphetes - are considerably more expensive than the Arcus. The great range let's them mow down infantry units, though they're fairly weak against Cavalry due to their low hitpoints and armor. You could say they're the British Longbowmen of Age of Mythology.
 * Contarius - The general heavy cavalry unit for the Atlanteans. It has a decent speed, a high attack & armor, and is particularly effective against archers. The Contarius is the Atlantean's best shock troop, due to its speed, attack, and armor.
 * Destroyer - The destroyer is an anti-building unit that is weak against other infantry. Rather slow, the Destroyer has substantial pierce armor, so it can stand withstand even strong hails of arrows. As a result, they're at least somewhat strong against archers, but quite weak against infantry units; the Destroyer's hack armor just doesn't stand up against infantry.
 * Fanatic - The Fanatic fights very well against infantry, but is quite susceptible to archer fire. The Fanatic acts as your general melee infantry counter, but it is only trainable in the Mythic Age.
 * Cheiroballista - The Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry. Similar to the Norse Ballista, it is more of a 'anti-personnel' weapon than a siege engine. Interestingly enough, it is the only straightforward infantry counter in Classical, the Atlanteans get their human archer unit (Arcus) in Heroic. Massed, Chieroballistas and their hail of bolts can mow down infantry, though the quick-moving cavalry can usually cut them down if unguarded.
 * Fire Siphon - The Fire Siphon is a siege unit with high pierce armor, high attack, but almost no hack armor. As its main attack, it shoots fire, and is quite effective against buildings. In other words, one or two fire siphons can burn a building to smoldering pile of ashes in no time, faster than most any other siege unit.
 * Caravan - Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.
 * Citizen (Villager) - The Atlantean Citizen is accompanied by a donkey. This donkey will act as a personal resource dropping point for the citizen, which allows them to be better economically, then the other civilizations; similar to the Palmyran villagers of AoE:RoR. However, though they are economically efficient, they cost 3x as much as a normal villager and train far slower as well.

Boats

 * Fishing Boat - Fishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper (and once you get the two upgrades for it, much faster) source of food than farming, but harder to defend from enemies.
 * Transport Ship - Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
 * Bireme - The most basic ship of the Atlantean fleet; an arrow ship. It effectively counters ramming ships quite well.
 * Fire Ship - This ship takes the place of the ram ship in the Atlantean fleet. Like that of its RoR and AoK counterparts, this ship will have to close in on its victim to let loose its stream of fire to destroy it.
 * Siege Bireme - The Siege Bireme is the Atlantean's siege ship. It not only counters arrow ships, but is also effective at taking out shoreline fortifications due to its long range and high attack.

Special units

 * Oracle - The Oracle is the Atlantean scout. However, it doesn't work like a normal scout does. While moving, the Oracle has almost no LOS. However, as it stands still, its LOS increases until it reaches a point; a very large radius.
 * Carnivora - Upon using the Carnivora God Power, the Carnivora plant appears, ready to attack units and kill when necessarily. Mostly used defensively, the Carnivora plant can be placed both on land and in water; However, it isn't very strong, and can be killed easily if used offensively.
 * Dryad - The Dryad is a unit created at the Hesperides tree, which is used primarily for defence against enemy attackers. Fast, fairly cheap, cost no population, and respectable fighters, they can do quite a lot of harm on mortal units; However, you may only be able to create five Dryads at a time.
 * Tartarian Spawn - Tartarian Spawn are a strong, devastating gang of wolves that emerge from the Tartarian Gate, (after casting the Tartarian God Power), and re-emerge once killed. With a fairly high attack, high hitpoints, and a quick speed, the Tartarian Spawn can cause havoc if placed effectively. Usually used offensively, Tartarian Spawn are usually effective against a wide range of mortal units, buildings and myth units. Although, if the Tartarian Gate is destroyed the Tartarian Spawn stop re-emerging. Though you have casted the Tartarian God Power, the Tartarian Spawn are not controlled by any player, and are liable to kill your units if you get too close to them.

Myth units

 * Promethean - The Promethean is a unit that is a fairly strong myth unit. However, it has a little..."quirk": when its HP level reaches zero, it splits off into mini-versions of itself which can continue fighting.
 * Automaton - The Automaton is a decently fast metal myth unit. Strong against both buildings and units, Automatons are able to repair themselves and each other. As a result, they are perfect for hit and run operations. Take out a building or two, retreat, repair, repeat ad infinitum.
 * Caladria - The Caladria is a flying unit that has the ability to automatically heal non-fighting units within its LOS. However, if those units are fighting then you must actively target them to heal. Though Caladria are excellent scouting units, they have no attack. But for healing, they are extremely effective. One only needs a couple for keeping an army at optimum shape.
 * Behemoth - Basically like an organic tank, the Behemoth is extremely effective against buildings...but mainly only buildings. Against units, they aren't nearly as powerful. But since the Atlanteans don't have an actual anti-building siege engine by the Heroic, Behemoths prove to be very useful for that purpose until player can get to Mythic to train Fire Siphons.
 * Satyr - Fairly slow, Satyrs are ranged myth units that hurl spears at their enemies. All in all, they're solid ranged support.
 * Stymphalian Bird - The Stymphaliam Bird is a flying unit which has an excellent ranged attack, making them effective support units for an army. Along with simple army support, Stymphalian Birds can also serve as raiders, picking off enemy villagers.
 * Hekagigantes - Hekagigantes are multi-armed myth Units which do excellent against buildings infantry units. Their special attack is smashing the ground, causing minor earthquakes.
 * Argus - Argus are curious little green blobs that are surprisingly strong against most units. On top of that, they have an instant kill special attack: green acid spewing from their body.
 * Lampades - Lampades aren't as straightforward as most myth units. Their biggest strength is their ability to instill chaos into enemy units, causing them to become neutral and attack any nearby unit.
 * Servant of Oceanus - Servants can heal both land and sea units, though they are far more effective in healing sea units. Like the Caladria, Servants automatically heal non-fighting units; fighting units need to be healed by being actively targeted.
 * Nereid - The Nereid is a fairly run-of-the-mill sea myth unit. It's fairly strong against most mortal ships, but weak against ram ships.
 * Man O'War - Similar to a Jellyfish, Man O'War is a sea unit which uses electrical bolts to attack enemy ships and units. Like all sea myth units, it is extremely effective against mortal ships with its huge attack.

External link

 * Age of Mythology Heaven's guide to units in the game.