Anubis
Anubis was the Egyptian God of the Dead and Judgement. His improvements benefit Spearmen and myth units.
God Power:
Plague of Sepents. A bunch of serpents will appear at the targetted area to defend the area from enemy attack. They can't be controlled and they will not leave the area they were summoned in. They remain until killed. They are fairly easily killed by laborer type units, and will not attack buildings. If cast on water, sea serpents appear, attacking only warships, leaving fishing ships alone.
Myth Unit:
Anubite. Fast moving infantry with a leap attack. When they are near the enemy, they leap the last distance covering it faster than any other unit could. This attack does some damage. They are basically the same as the dog faced warriors in the movie 'The Mummy Returns.'
Unique Tech:
FEET OF THE JACKAL. Anubite hit points improved as well as attack damage and leaping distance. Good idea to research if you plan to make an early army of Anubites to raid the enemy.
SERPENT SPEAR. Egyptian Spearmen gain more attack damage, making them more deadly to enemy cavalry.
NECROPOLIS. Increases the favor gain rate of your civilization. Best if used while you have all 5 monuments
constructed.
Bast
Bast is the Goddess of Fertility. This cat faced Goddess benefit farmers and wood gatherers.
God Power:
Eclipse. When triggered, the whole map darkens as the sun is hidden by the moon and allows your myth units a speed bonus as well as attack bonuses. If affects only your myth units and prevents other god powers from being used while in effect. Save it until you have a large myth army for best results.
Myth Unit:
Sphinx. A human faced cat like the famous one on the Giza Plateau. This is a fast moving unit that turns into a dust devil (small tornado) when attacking. It can be upgraded twice, in order.
Unique Tech:
CRIOSPHINX. The first of 2 improvements for the Sphinx, it turns your Sphinx' into Criosphinx', with more hit points and attack damage.
HIERACOSPHINX. Can't be researched until Criosphinx is completed. Your Criosphinx will become Hieracosphinx,
with more attack damage and more speed.
SACRED CATS. Farms produce food faster (while being worked by a farmer) by ridding the farm of vermin. It is best to use this only when you have many farms and should be stacked with Ra's Rain GP for best results.
ADZE OF WEPAWET. Laborers can knock trees over faster and gather the wood quicker. Since Egyptians are not as dependent upon wood in the early game, save this one and research it when you need extra wood for towers or units.
Ptah
God of Creation. One of the few Egyptian gods to appear human, his benefit is farms, axemen, slingers and
spearmen.
God Power:
Shifting Sands. Used to shift your (or enemy) units around the map. Both the beginning and the end point must be under line of sight. It can be used to bypass enemy defences and put your army in the enemy base or to move the enemy army to another point. A nasty trick is to put them in an area surrounded by your
towers.
Myth Unit:
Wadjet. This unit is named for the Serpent Goddess who appears on the crown of a Pharaoh. It is a venom spitting ranged unit effective against human units and buildings.
Unique Tech:
SHADUF. An invention of Ptah's, it cuts the cost and build-time of farms.
SCALLOPED AXE. Axemen gain an attack bonus with this tech. Best used if your enemy goes heavily into infantry as your axemen are their counter.
ELECTRUM BULLETS. Attack damage of slingers improved. This is excellent to use if the enemy goes heavily ranged army. Combine it with Sekhmet's Slings of the sun and/or Set's stronger slingers.
LEATHER FRAME. Pierce armor of Spearmen increased making them stand up to ranged attacks better.
Hathor
Hathor, the bovine faced diety, is Goddess of the Sky. She benefits Mercenaries and buildings.
God Power:
Locust Swarm. When invoked, large amounts of locusts swarm across enemy farms or fishing ships, destroying them. This can set back an enemy dependent upon these forms of food. This can be devastating
if followed by a rapid attack.
Myth Unit:
Petsuchos. A bejeweled crocodile that fires a beam of focused sunlight at range. It is very effective against human units and can tear buildings apart fairly quickly. It is not very good at close range. Roc. A huge eagle like bird that carries a gilded cage in its beak. It can be hit only with ranged
weapons. The Roc is used to carry units around the battlefield (in the cage) and can not attack on its own.
Unique Tech:
CROCODOPOLIS. Petsuchos get longer range. This keeps them a little further away from the enemy, but they still need to be supported.
MEDJAY. Mercenaries live longer (both mercenaries and Merc cavalry). This improves them a little so that you could use them as base defence while your army wipes out an enemy town.
SUN DRIED MUD BRICK. Building hit points improved. Also lowers cost of construction. Makes things like Migdol Strongholds more potent and can make towers very tough to destroy.
Nephthys
Goddess of the Night and of the Dead. She benefits Pharaohs and Priests.
God Power:
Ancestors. When invoked, a small army of the dead is summoned to fight for you. These units CAN be controlled, but last only a short time. It can be invoked on water, where it will summon ghost ships.
Myth Unit:
Leviathan. Literally 'twisted animal' in Hebrew, this gigantic fish is a naval transport. Units can climb into it's mouth (really!) and be transported across water. It can attack although it is a weak attack considering the size of the beast.
Scorpion Man. Another unit resembling the Scorpion King himself in 'The Mummy Returns.' This unit wields a sword for melee as well as a poison attack in its recharging tail attack. The tail attack affects multiple units at once and the poison lasts for a short time after the attack, causing additional damage.
Unique Tech:
SPIRIT OF MA'AT. Preists are cheaper to build and can heal faster. An excellent tech to have as preists are the only way of healing for an Egyptian player. This allows them to heal more units faster.
FUNERAL RITES. Pharaoh and Preists gain extra damage versus myth units. This allows the pharaoh (who gets better at each age advance) to become a force multiplier.
CITY OF THE DEAD. Pharaohs gain more hit points and will rise from the dead faster. This is a tech that becomes mandatory if you plan on moving your Pharaoh from empowering to offense.
Sekhmet
Another feline faced diety. Goddess of the desert and of Warfare. Her improvements benefit Slingers, Chariot Archers, Catapults, Siege Towers and War Barges.
God Power:
Citadel. Transforms 1 (yours or an allied) Town Center to a defensive structure with more hit points and a stronger attack. Consider holding onto this one until you or an ally have expanded and need some extra defense at your new town.
Myth Unit:
Scarab. The Egyptians considered the Scarab Beetle sacred. Here it is a living siege weapon. It's giant mandibles have incredible damage versus buildings and towers. It can also attack (weakly) enemy units and
should be supported with troops. If killed, its acidic blood spills on the ground damaging enemy units.
Unique Tech:
BONE BOW. Chariot Archers get a longer range making them a little more deadly as infantry would have to close on them to attack.
SLINGS OF THE SUN. Slingers are granted a burning sling which gives them extra damage to infantry units.
STONES OF RED LINEN. Catapults and War Barges are given an increased attack versus buildings. Both of these
units already get a bonus against buildings, this goes even further.
RAMS OF THE WEST WIND. Siege towers get increased attack and hit points. Depending upon your strategy, it is likely you will need to only research Rams of the West Wind OR Stones of Red Linen.
Horus
The Falcon headed diety often portrayed in Egyptian myth benefits Axemen and Spearmen.
God Power:
Tornado. A large funnel shaped cloud appears at the trigger point and randomly moves slowly around the area. If it hits any buildings, it can cause large amounts of damage, potentially destroying them. It also affests units, sucking them into the cloud and dropping them when the power is finished. It can affect allied units and buildings, but the damage is reduced over what enemy units and buildings get.
Myth Unit:
Avenger. A fast moving, falcon headed melee unit that can attack multiple units at once using it's recharging whirlwind attack. It is best faced from range and with heroes if possible.
Unique Tech:
AXE OF VENGENCE. Axemen gain increased damage against buildings and walls. Best when combined with Ptah's
Scalloped Axe.
GREATEST OF FIFTY. Pierce armor of Spearmen increased granting them better resistance to archer attacks. Also
adds bonus attack damage versus enemy archers.
SPEAR ON THE HORIZON. Spearmen hit points and attack are increased.
Osiris
God of Judgement (yes another!). His improvements benefit Camelry, Pharaohs and archer ships.
God Power:
Son Of Osiris. When cast upon your Pharaoh, he becomes the living embodiment of the God Osiris. He gains a better empowerment rate as wells as an all new attack - chain lightning. It will strike 4 units at a time, causing a little less damage on each in line. To replace the Pharaoh used as a SoO, research New Kingdom. If killed, the SoO, is replaced with the original Pharaoh again.
Myth Unit:
Mummy. A very powerful myth unit who can convert enemy units into minions fighting for the mummy. They can be controlled like any other unit, although they will perish after a short time on their own. They can turn a battle when used correctly. They do require some micromanaging to get the best effect.
Unique Tech:
ATEF CROWN. Mummies gain more hit points and minions will last longer before dying. This tech is best used with a gang of mummies (turning enemy units) supported by a decent army.
DESERT WIND. Camelry become faster and get more attack damage. Best used with Migdol benefits such as Ra's
increased Camelry hit points.
NEW KINGDOM. A second Pharaoh is created for the rest of the game. He is exactly the same as the original, except for name. He can empower and gains the benefits of all age advances and respawns on death.
FUNERAL BARGE. Kebenit warships gain bonus damage versus other archer ships.
Thoth
The God of Wisdom has the head of bird (a crane?) and his improvements benefit laborers and Migdol Stronghold units.
God Power:
Meteor. When targetted, a stream of large space rocks crash into the area causing damage to any units or buildings that are hit. They come in on a random pattern, so they may or may not obliterate the enemy town
or army.
Myth Unit:
Phoenix. A slow moving air unit excellent against enemy buildings. It can only be hit by enemy ranged fire. If killed over passable terrain, an egg is created at the site. This egg costs as much to hatch as a brand new phoenix, but is already closer to the action, making it worth clicking on, as well as keeping a temple free to build something else. This unit is also good against human soldiers. Sea Turtle. Turtles were typically viewed and associated with evil and night. The Sea Turtle flings enemy ships out of the water and bashed about.
Unique Techs:
BOOK OF THOTH. Researching this tech allows your laborers to gather food, wood and gold faster. This allows you to create a huge late game economy to fund expensive myth and Migdol units.
TUSKS OF APEDEMAK. War Elephants gain more hit points and attack damage. Great when combined with Valley of Kings and/or Set's Migdol bonuses. UPgraded war elephants can turn a town into rubble fairly quickly.
VALLEY OF THE KINGS. Camelry, Chariot Archers and War Elephants train much faster, appearing almost as fast as Mercenaries. Allows you to quickly field huge powerful armies (if you have the resources).
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