Relic Guide

Mithril Horseshoes
Cavalry move 10% faster Cavalry move quickly, and this relic lets them move even more quickly. An increase of about .5 or .6 meters per second does help them out in killing archers or raiding; what they do best.
Monkey’s Head
Summons three monkeys to serve the player. The monkeys will respawn at the temple one minute after they are killed. Frankly, this really doesn’t help too much unless they’re used very early in the game. These three monkeys don’t take up any population, but they aren’t strong at all; human units very quickly outclass them in every way.
Nose of the Sphinx
Buildings have 15% more HP This is fairly straightforward; buildings that have more hitpoints stand up longer against attacks. Considering that buildings in AoM are considerably weaker than their AoK predecessors, the increase isn’t all that noticeable or useful.
Odin’s Spear
Hoplites, Spearmen and Ulfsarks have 5% more attack These core anti-cavalry infantry units are seen in the game quite often (save for Ulfsarks in early games), and an increase in attack is useful. Increasing half of what a typical armory attack improvement would do, it’s not too bad.
Oseburg Wagon
Caravans cost 25% less and move 15% faster In the late game when gold mines begin running out, caravans become more and more important. Although the decrease in their cost really isn’t that important – since an economy that late in the game should most likely have a surplus of both wood and food – the increase in speed increases the amount of gold that players get; which really helps when there’s no other source of that gold.
Pandora’s Box
Myth units train 25% faster Many myth units train quite slowly in comparison to their mortal counterparts, and this relic allows them to be summoned onto the battlefield 25%
faster. For the really slowly training units such as Giants and Colossi, it’s an excellent improvement Of course, this is permitting other resources – including favor
– are available.
Pelt of Argus
All units gain an additional 6 LOS This relic is most useful in the early game in a rush, where units with base 2 or 3 LOS need to know what’s going on around them; to hunt down villagers or avoid towers and such. Defensively, it’s not as useful; it’d just give you another second or two to set up defenses against an attacking army.
Pygmalion’s Statue
Villagers have 40% more HP Villager in AoM are already tough in comparison to their Age of Kings counterparts, and this relic is like a weaker Skin of the Rhino myth tech; but for all gods. More hitpoints on villagers means that raiding is more difficult for your opponent, allowing you to more easily keep your economy stable.
Reed of Nekhbet
Naval myth units have double attack Naval Myth units dominate the seas in AoM in the first place; this relic lets them basically just smash through mortal ships. And when going against other naval myth units, yours will still crush the enemy’s; double attack is nothing at all to scoff at. Even though naval battles aren’t seen in the majority of AoM’s maps, when you do have to fight on the waters, this relic will help immensely.
Ring of the Nibelung
Provides a steady trickle of gold Early on in the game, gold is fairly easy to come by and gather, so Ring of the Nibelung really becomes useful as the game goes on and the limited late-game gold is accumulated via the relic.
Scarab Pendant
The Helepolis, Siege Tower, Scarab and Portable ram all have their damage multiplier against buildings increased by 1. The description of the effects of this relic is pretty self-explanatory. The main siege units in AoM become more effective in demolishing buildings due to their increased damage multiplier.
Shard of Blue Crystal
Villagers gather wood and gold 5% faster Like the Ring of the Nibelung, this relic doesn’t have as much use in the early game as the middle to late game. Wood and gold are easier to come by than food early on, though the ease of gathering food later on increases the use of this relic. 5%
isn’t much, but it’s something; it couldn’t hurt.
Shingles of Steel
Houses have triple HP The one surefire way to stop unit production is to destroy an opponent’s houses. Without houses, they have a lower population, and won’t be able to train more units without building more of the population boosters. Giving houses triple hitpoints makes the destruction of them quite a bit more difficult.
Ship of Fingernails
Provides a steady trickle of food This relic is quite useful early in the game. Food is the most difficult to gather, and a steady amount of food coming in helps. Though, as the game progresses, the use of this relic decreases; food becomes very easy to come by later on.
Sistrum of Bast
Villagers cost 10% less Villagers are what makes up an economy in Age of Mythology, and cheaper villagers means you’ll have the extra food to spend on more villagers to further strengthen your economy. 10% less food doesn’t seem like much, but it could mean the difference between having constant villager production early on in the game or having a brief training gap while your last ten units of food are being dropped off so you can train another. Cheaper villagers mean a less expensive and stronger economy.
Staff of Dionysus
Villagers carry 20 more food Villagers carrying more of a resource means that they don’t have to spend as much time between the resource site and drop-off point when they max out their carrying amount. Staff of Dionysus allows villagers to spend more time gathering food due to the greatly increased carrying capacity, as they aren’t spending that time walking between the drop-off point and the resource.
Tail of the Cerberus
Myth unit special attacks take 25% less time to recharge Certain myth unit special attacks – such as the Einherjar’s – can turn a battle. Decreasing the time it takes for such myth units to use their special attack can possibly be a great asset to an army, for the previously mentioned reason.
The Titan’s Treasure
The Secrets of the Titans technology is cheaper. Helps give the owner the edge in building a Titan Gate first.
Toothed Arrows
Archers and Ballistas do 5% more damage The major advantage archers and ranged siege have over other units is the fact that they deal damage from a distance; the ranged attack is a very effective defensive and offensive attribute. Offensively, it gives them a much larger sphere of damage; in other words, there is a much larger area of units that they can damage. Defensively, go by the saying that a good offense is a good defense. Melee units must survive archers firing at them at range before the melee units can close in and attack. Increasing the attack improves the units’ offensive and defensive capability.
Tower of Sestus
Towers do 30% more damage to units at range, 10% more damage to units attacking their base Towers cannot move, so dealing as much damage as possible as their attackers advance is absolutely necessary; 30% more damage is a very good improvement in their ranged attack. Oftentimes, the technology required to allow towers to fire at their base is not researched, so the improvement to their
“melee” attack isn’t nearly as noticeable as their ranged improvement.
Trios Bow
Archers have 2 more range and LOS Toothed Arrows has a similar effect on the capabilities of archers, although Trios Bow increases the range instead of the attack. The increased range is more useful in most instances, as it gives them a larger sphere of attack and allows them to get more shots in at an advancing melee unit.
Trojan Gate Hinge
Walls have 20% more HP Walls aren’t used in AoM nearly as often as they were in AoK, but they still are an effective barrier against raids; or to hold off a weak point while the defending army can move into position. Trojan Gate Hinge makes walls stronger, and let them do said jobs better.
Tusk of the Iron Boar
Cavalry and Chariot Archers have 10% more HP Cavalry and Chariot Archers already have respectable hitpoints, and 10%
more doesn’t hurt. Not all that much to say about this relic.
Wand of Gambantein
Temple technologies cost 20% less There usually isn’t as many temple technology as there are – say – Armory technologies, but those myth techs can improve units quite a bit. Researching techs like Granite Blood and Rampage earlier due to their lower cost can really help out a player.
Wedjat Eye
Myth units cost 10% less food, wood and gold Many myth units cost quite a bit of their non-favor resource, and 10% less can actually add up to a decent amount of saved resources. 17, 20, 30 saved resources per unit can add up and give you a
“free” myth unit; provided you train a fairly large amount of myth units, which doesn’t happen too often in most games. A useful tech in some situations, but not nearly as useful as others.

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