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Submitted by System on 09/03/2006, 09:50. Print file.
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Age of Mythology: The Titans for PC
Unit/god FAQ
Written by DarthMarth
Version 1.0
Started: Tuesday, December 31, 2003
Released: Tuesday, January 6, 2004
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1. Table of Contents

1......Table of Contents
2......Introduction
3......Atlantean Human Units
4......Atlantean Myth Units
5......Atlantean Myth Buildings
6......Atlantean gods
7......Legal
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2. Introduction
Hello and welcome to my Unit/god FAQ for Age of Mythology: The Titans, the sequel to one of the best real-time strategy games ever. If you don't understand a new Myth Unit or want to know about the Atlantean Minor gods, you've come to the right place! (At least until someone makes a better FAQ)
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3. Atlantean Human Units

---Citizen---
Health: 160
Population Used: 3
Damage: 8 Hack
Cost: 125 F, 25 W
Armor: 30% Hack, 34% Pierce, 99% Crush
Age: Archaic
Trained At: Town Center
Strong Against: Animals
Weak Against: Everything
Atlantean Citizens are significantly stronger than workers of other pantheons.
Although they cost more, move more slowly, and use more population, Citizens build most buildings faster, have more HP and armor, and thanks to their donkeys, they don't need to drop off their resources. Since they are more efficient at everything they do, you'll need fewer Citizens then other workers. Upgrading your Citizens to Heroes makes them even more efficient.

---Oracle---
Health: 90
Population Used: 1
Damage: No attack
Cost: 25 F, 35 G
Armor: 15 Hack, 5% Pierce, 99% Crush
Age: Archaic
Trained At: Temple
Strong Against: None
Weak Against: Everything
Oracles are the unusual Atlantean scouts. They start out with nearly no vision at all, but when standing still their vision slowly expands to become huge.
They are best placed at key points and used to provide early warning against attacks. Upgrading Oracles to Heroes gives them a weak attack good against
Myth Units.

---Llama Caravan---
Health: 115
Population Used: 1
Damage: No attack
Cost: 100 F
Armor: 40% Hack, 40% Pierce, 99% Crush
Age: Heroic
Trained At: Market
Strong Against: None
Weak Against: Everything
Finally, a llama unit! Too bad they only serve as Atlantean trade units, with basically the same abilities as other trade units. To use them, have them start a trade route between a market and a friendly Town Center. I think you get more gold the farther your Market is from the Town Center.

---Murmillo---
Health: 110
Population Used: 2
Damage: 8 Hack
Cost: 55 F, 35 G
Armor: 34% Hack, 10% Pierce, 99% Crush
Age: Classical
Trained At: Barracks
Strong Against: Cavalry
Weak Against: Archer, anti-infantry units
The Murmillo is a skilled gladiator that makes up the Atlantean's most well rounded force. They specialize against cavalry, but do adequately against most other units. Upgrading them to Heroes makes them tougher and better against
Myth Units.

---Contarius---
Health: 120
Population Used: 3
Damage: 10 Hack
Cost: 70 F, 40 G
Armor: 15% Hack, 15% Pierce, 99% Crush
Age: Heroic
Trained At: Barracks
Strong Against: Archers, Siege Weapons
Weak Against: Infantry, anti-cavalry units
The Contarius is the Atlantean Cavalry unit, armed with a sharp lance. Like all cavalry, (except Norse Raiders) they are tougher than infantry and take one more population. Though they have relatively weak armor, they have high attack power and speed.

---Arcus---
Health: 60
Population Used: 2
Damage: 6 Pierce
Cost: 60 W, 35 G
Armor: 15% Hack, 15% Pierce, 99% Crush
Age: Heroic
Trained At: Barracks
Strong Against: Infantry
Weak Against: Cavalry, anti-archer units
The Arcae are Atlantis' main ranged units. They work much like Greek Toxotes, but have greater range. Like other archers, they are best kept behind your melee units to counter enemy infantry. Like all archers, they work best in groups.

---Katapeltes---
Health: 120
Population Used: 2
Damage: 5 Hack
Cost: 60 F, 35 G
Armor: 34% Hack, 10% Pierce, 99% Crush
Age: Classical
Trained At: Counter Barracks
Strong Against: Cavalry
Weak Against: Everything else
Katapeltes are amplified Murmillo, of sorts. They specialize even more against fighting cavalry, but are weak against everything else. (except siege weapons)
To stand up to tough cavalry, they have relatively high hack armor, but very low pierce armor. Keep them away from archers, and don't build too many unless your opponent is using almost solely cavalry.

---Turma---
Health: 80
Population Used: 2
Damage: 4 Pierce
Cost: 50 W, 40 G
Armor: 5% Hack, 30% Pierce, 99% Crush
Age: Classical
Trained At: Counter Barracks
Strong Against: Archers
Weak Against: Everything else
The mounted, javelin-throwing Turma are Atlantis' Archer counter-units. They have heavy pierce armor and gain huge bonuses against ranged units, but fall easily to everything else. Use them only if playing against huge numbers of archers, and try to use their high speed to keep them safe.

---Cheiroballista---
Health: 85
Population Used: 4
Damage: 4 Pierce
Cost: 104 W, 90 G
Armor: 25% Hack, 50% Pierce, 75% Crush
Age: Classical
Trained At: Counter-Barracks
Strong Against: Infantry, Ships
Weak Against: Everything else
Cheiroballistae round out the Atlantean counter units. Although expensive, their large arrows can easily pierce enemy infantry and ships. Keep them close to your archers.

---Destroyer---
Health: 150
Population Used: 3
Damage: 5 Hack
Cost: 63 F, 54 G
Armor: 30% Hack, 69% Pierce, 99% Crush
Age: Heroic
Trained At: Palace
Strong Against: Buildings
Weak Against: Anti-infantry units
Destroyers are heavy Atlantean infantry skilled at razing buildings. Armed with a trident, they can demolish structures better than almost every
Atlantean unit. Although they are slow, they huge shields protect them from enemy arrowfire very well. Always keep a few in your main army to complement your Fire Siphons.

---Fanatic---
Health: 120
Population Used: 3
Damage: 10 Hack
Cost: 75 F, 55 G
Armor: 40% Hack, 25% Pierce, 99% Crush
Age: Mythic
Trained At: Palace
Strong Against: Infantry, Cavalry, Siege Weapons
Weak Against: Archers, Anti-infantry units
These deadly, double-bladed soldiers will quickly become your mainstay units once you reach the Mythic Age. They deal heavy damage, run quickly, and can easily eliminate any human unit other than archers. Because of their huge range of specialties, they are incredibly versatile. Combine them with
Destroyers and Contarii or Turma to produce a deadly force that can stand its ground against virtually anything.

---Fire Siphon---
Health: 350
Population Used: 5
Damage: 55 Crush
Cost: 248 W, 162 G
Armor: 5% Hack, 95% Pierce, 60% Crush
Age: Mythic
Trained At: Palace
Strong Against: Buildings, Ships
Weak Against: Infantry, Cavalry
These advanced siege weapon raze buildings even better than Destroyers, but you may not want to use them because they aren't as versatile. Although they can't attack buildings from outside arrow range like other siege weapons, they incredible pierce armor more than makes up for this. Because they are so weak to direct attacks, always keep them protected, although their short range may make this difficult.

---Fishing Ship---
Health: 120
Population Used: 1
Damage: No attack
Cost: 50 W
Armor: 60% Hack, 50% Pierce, 5% Crush
Age: Archaic
Trained At: Dock
Strong Against: None
Weak Against: Everything
Atlantean Fishing Ships work just like any other civilization's, providing easy food to feed your units. Set them up in protected areas.

---Bireme---
Health: 240
Population Used: 2
Damage: 5 Pierce
Cost: 80 W, 40 G
Armor: 30% Hack, 15% Pierce, 10% Crush
Age: Classical
Trained At: Dock
Strong Against: Hammer Ships
Weak Against: Siege Ships
Biremes are light, extremely fast arrow ships that will be the mainstay of your naval force. (if you have one)

---Transport Ship---
Health: 190
Population Used: 2
Damage: No attack
Cost: 110 W
Armor: 40% Hack, 80% Pierce, 5% Crush
Age: Classical
Trained At: Dock
Strong Against: None
Weak Against: Everything
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