myth unit: anubite there are a few guides on the anubite: the god power: plauge of serpants this is a usefull gp, used to defend an area with 10 snakes. they may not be strong, but they distract enemies, and can be used as a free meatsheild. this is probably most usefull on water, if you get to classic a little late, as you can retake a section of water with it. techs: anubis has some usefull techs for a classic god path, with necropolis giving 10% favour speed, and serpant spear improving youre spear/slinger combo early on. most usefull for: sea battles; raiding myth unit: sphinx the sphinx has good pierce armour, is fast and does splash damage with its special. it can be good at raiding goldmines, and has a bonus vs buildings. god power: eclipse eclipse is best used in a combination with ancestors, but this is only available with isis. otherwise just use it with alot of myth units, or while raiding to stop gp's such as cease fire or freeze techs: most usefull for: using with ancestors/taking out forward bases. myth unit: the wadjet the wadjet is a ranged unit that is good vs human units. there are two guides to the wadjet: one by god power: shifting sands sometimes faulty, when it works, this is really usefull for raiding/having a million uses. this is imo the most adaptable gp, at least for eggy. try ss'ing their villies between youre tc and towers... lol most usefull for: if you go heavy on barracks units, then its good to go ptah. if playing vs eggy, then it will give you the upper hand. nephthys is probably the most common heroic god choice, as her ancestors gp rules (at least most people think so), especially with the eclipse gp. her techs and myth unit are good, too.... myth unit: scorpion man click on the pic for artemischimera's guide to this unit: since the scorpion man only uses wood and favour, you can easily make them on top of barracks units without changing youre econ. myth unit: leviathan the leviathan is a moderately usefull water unit that can transport 20 units. god power: ancestors this is the reason i went nephthys most of the time. free controllable units for around a minute. it can be used for defending youre base, support for attacking, as a free meatsheild, to take out their archers or to raid. use with eclipse for best effect. techs: as you can see, they all affect preists and the pharoh, which is most usefull if youre opponent is going heavy on myth units. if you are planning on going osiris too, then i would strongly suggest going nephthys. most usefull for: killing myth units, in a fh to overpower youre opponent with ancestors early on. hathor is my favorite heroic god choice. i find all her techs, gp and myth units very usefull, with locust swarm being one of my favorite gp's. myth unit: petsuchhos darth persia has done this guise to the petsuchos, one of my favorite myth units. the roc can transport 15 units over cliffs, water, trees, or anything.... nice for jotunheim, lol god power: locust swarm if you think of this gp as being a villie killer instead of a farm destroyer, its alot more usefull. it does most damage vs farms, but is lethal if used on a crowded gold mine, or against villies making a wonder/titan gate. techs: most usefull against: enemies on maps where you need to farm early on/ enemies on alfheim/jotunheim for using mercs agressively or for forward building god power: citadel techs: sehkmet's techs benefit ranged units and seige, which is usefull if you feel like the game will drag on. most usefull for: killing buildings/out pop'ing youre enemy my main reasons for going thoth is the tech "book of thoth", which is like an extra line ug for every reasource. myth unit: pheonix it is a flying myth unit with a slight bonus vs buildings, which is kinda usefull in support... mabe. myth unit: turtle type thingy that ive never used.... meh, click on the pic. if you want. techs: thoth has some good techs, but they are migdol-heavy. which is no bad thing... god power: meteor v. good gp, that is lethal if used on a farm-saturated area. basicaly kills a whole area of their base if backed up with an attack. bit n00by tho... j/k! most usefull for: longer games, as you can get an economic edge with book of thoth/kill their farms with meteor myth unit: the avenger god power: tornado techs: most usefull for: overpowering the enemy in large battles with avengers/mega barracks units osiris is probably my favorite mythic god, even though i find myself constantly going thoth. mixed with nephthys, SoO is amazing, and mummys rule with petsuchos in support. his desert wind benefits youre camels alot, and 2 pharohs (3 if you use SoO on 2nd pharoh) is always going to be nice! myth unit: mummy ^click on the pic for a guide to the mummy by darth persia god power: son of osiris (SoO for short) i could have sworn there was a guide for the SoO! ill edit this and put it in when/if i find it (or whoever does it could put the link?) ok... until then as you can see, the SoO is amazing vs myth units, doing 4x the damage, and hitting multiple units. goodbye fire giant. just remember to keep a good meatsheild, you only get one of him! techs: osiris gets some nice techs, with "new kingdom" standing out, and desert wind being a killer. good overall. heaven games, for everyones guides i linked to (darth persia, artemischimera, SilverOsirisAOM and phoenix141 i think... feel free to flame me if i forgot you, lol) theris 264 for his um, any others that need praise, leave a reply.... even if theres no reason for praise. i have an imagination. as you can tell, i need to sleep. im rambling. bye! edit: if you need any more detailed explinations/uses of the god powers, i suggest you go [This message has been edited by ipso (edited 03-29-2004 @ 07:46 AM).]
darth persia has also done a guide for the
bast has some quite usefull upgrades for farming and wood, and two upgrades for the sphinx. they can be quite usefull, but not game changing
techs: ptah has three good techs for barracks units, one for each unit, and one average tech for farms, which could save you alot of money....
Spirit of Maat Pharaohs, Priest double healing rate, Priests -20% cost
Funeral Rites Pharaoh, Priest damage multiplier vs Myth units increased by 4
City of the Dead Pharaoh +20% attack, +30% HP, returns from dead faster
myth unit: roc
hathor has some of the best techs, too. increasing merc lifespan, and reducing building cost by 15% are two of the bonuses hathor gets, with the third tech improving petsuchos range.
myth unit: scarab
its a "living seige unit", costing food and favour, allowing you (if you wanted to) to create both types of seige, swamping them.
this gp transforms one of youre existing tc's into a citadel, giving you 10 extra pop. it can also be used on allied tc's, giving them the pop.
Bone Bow Chariot Archer +4 range
Slings of the Sun Slingers do an additional 30% damage to Infantry and Throwing Axemen
Ram of the West Wind Siege Tower +20% HP and attack
Stones of Red Linen Catapult, War Barge +20% attack
oh yea, and meteor
again, there are two guides to the pheonix. one by
Valley of the Kings Migdol Stronghold units train 66% faster
Tusks of Apedemak War Elephants +20% HP, +10% attack
Book of Thoth Villagers gather gold, wood and food from farms 10% faster
its a bit like meteor, but, well, worse. at least you can guide where it starts, and it is also good at taking out farms, but, well.... i just dont like it, ok?
a bit like the ptah of the mythic age, horus' techs affect barracks units:
Axe of Vengeance: Axemen have damage x3 vs Buildings
Greatest of Fifty: Spearmen -10% hack vulnerability, damage multiplier vs cavalry increased by 1 (damage x2.1)
Spears on the Horizon: Spearmen +10% attack, +30% HP
Desert Wind: Camelry +20% speed, attack and HP
New Kingdom: Gives you two pharoahs instead of one
Funeral Barge: Kebenits do damage x2 vs arrow ships
Atef Crown: Mummy +20% HP, +40% attack. Minions live twice as long
most usefull vs: myth units/in big battles with the mummy (you can tell im getting tired, lol.... wait, its the end! yay!)
thanks too: