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MacGamer.net - Age of Mythology - Gods - Minor Norse Gods
Classical Age - Heroic Age - Mythic Age


Classical Age

Freyja

The goddess of beauty. Her improvements improve your cavalry (and help create very powerful jarls if following Odin).

God Power:
Forest Fire. A LOS is required to cast this one. It quickly torces large amounts of forest, preventing your enemy from gathering wood there. If an enemy building is close to the forest, there exists a strong possibility that they will catch fire and become heavily damaged or destroyed. It also can damage enemy units.

Myth Unit:
Valkyrie. A warrior maiden that prowled the battlefields to gather the spirits of the dead and take them to Valhalla, where they would remain until Ragnarock to fight on the side of the gods. Good versus myth units, but her best ability is that of healing your (and allied) units.

Unique Tech:
AURORA BOREALIS. Increase the valkyries healing rate as well as their hitpoints. Not a good value unless you are fielding large amounts of Valkyries as it costs almost as much as another Val. It also causes nicer colors to stream off your Vals as they ride.
THUNDERING HOOVES. Increases cavalry (Valkyries, Raiding Cavalry, Jarls) hitpoints and speed. With Odins Hill Fort bonus, it is possible to research this and Baldrs Ring Giver and gain Jarls with 378 hit points, making them a very strong unit (with bonus versus myth units).

Heimdall

The God of Vigilance. His improvements directly benefit your buildings defensively.

God Power:
Undermine. This God Power will reduce enemy walls and towers to dust. It can also damage town centers and fortress buildings. The only towers and walls that will remain in the area of effect are those that have been fully upgraded.

Myth Unit:
Einherjar. The returned spirits of warriors taken to Valhalla by the Valkyries. Their special attack is a blast on a magical horn that acts like a mini-flaming weapons, in that it boosts all friendly attacks for a short time. They are good at taking buildings apart but really tear them apart when upgraded with the Kettle

Unique Tech:
ELHRIMNIR KETTLE. Improves the Einherjar by granting increased attack damage and hit points. The upgraded Einherjar is a classical age siege weapon, and when deployed in small numbers (3-4) can rip TCs apart, as well as increase the abilities of your human troops.
SAFEGUARD. When researched, makes your walls and towers cheaper and stronger. As Norse walls and towers are generally weaker than those of Egyptian or Greek players, researching safeguard can help even them out.
ARCTIC GALE (dock). Norse longboats become faster and gain more hit points. Because longboats gain favor in combat, this can help them last longer, gaining more favor.

Forseti

God of Justice. Generally his improvements benefit your ulfsarks and Hersir (good choice when following Loki).

God Power:
Healing Spring. Creates a fountain at the casting location that is permanent and can not be destroyed. It will autoatically heal any friendly units in the area. It effects many units at a time. It is a double edged sword though in that if cast too far forward, it can be easily taken over by the enemy (they need more units in the vicinity than you), but if cast in your base where is is protected, it is too far away to be of use. It should be guarded with towers and/or hill forts when possible.

Myth Unit:
Troll. Dumb, slow, man eating critters that were killed by daylight (turned to stone). They are one of the few Norse units that can cause pierce damage so can be useful catching an enemy off guard as usually people do not research pierce armors when playing against the Norse. They heal slightly each time they damage an enemy unit.

Unique Tech:
HAMARTROLL. Makes your trolls stronger with more hit points, longer range and more attack damage. They also gain a second head (doesn't seem to do anything though).
HALL OF THANES. Hersir speed and hit points increased. This improves them greatly and makes a Hersir rush a viable strategy when playing as Loki.
MITHRIL BREASTPLATE. Ulfsarks become more resistant to hack attack (infantry), making them better against enemy infantry and counter-infantry.


Heroic Age

Skadi

Goddess of Winter and the Hunt. Throwing Axemen improved through her benfits.

God Power:
Frost. An enemy army can be frosted for a short time. This boosts the enemy units armor to 99% for all 3 types, making them very hard to kill, but it gives you time to reinforce, build more buildings or even retreat if needed.

Myth Unit:
Frost Giant. Also called Thurses or Rime Giants in Norse mythology. Recharging special attack will freeze enemy units for a short time (similiar to Frost GP). Best used with micromanaging in order to freeze the unit causing the greatest threat.

Unique tech:
RIME. Frost Giants gain more hit points and more attack damage.
WINTER HARVEST. Norse farmers move faster, creating the ability to get food into your economy faster. Best used only when the hunting near your base is done and you have multiple farms.
HUNTRESS'S AXE. Throwing Axemen are a strong classical age unit. Huntress's Axe makes them stronger by increasing their attack damage. Combine with improvements at the armory and longhouse.

Njord

Njord is the god of the Sea and of Storms. His improvements most benefit your ships and hill fort units. Follow this path to gain the stronger jarls of Odin.

God Power:
Walking Woods. Animates a group of up to six trees. They are stronger against buildings than units, although they seem to prefer attacking units and gatherers over buildings. The player has no direct control over them, but they do last until killed.

Myth Unit:
Kraken. A giant squid created at the dock. They are perhaps the most powerful of the naval myth units. Their special attack instantly kills 1 enemy ship (or land unit if close to shore). While waiting for the attack to recharge, the Kraken flails at enemy units and causes large amounts of damage. It is countered by ramming ships. Mountain Giant. Also known as Jotun, they are strong and incredibily stupid. Very high hit points make them hard to kill, and high damage rates make them excellent at killing buildings and all human units. Very slow and needs to be supported with human units. Bash attack is used only against buildings. Has a special attack versus enemy dwarves that has to be seen to be appreciated. Can throw enemy units.

Unique Tech:
WRATH OF THE DEEP. Improves Krakens to Trench Krakens, improving their hit points.
LONG SERPENT. Upgrades the Norse longboat. Attack damage improved as well as ability to stand up to counter unit (siege ships).
RING-GIVER. Imprves jarls by granting them the Lore of the Rings. Hit points increased greatly. Combine with Freyja's Thundering Hooves, and Odin's Hill Fort bonus.

Bragi

The God of Poetry and Skalds (Norse version of bards or minstrels). Ulfsark improvements are his forte.

God Power:
Flaming Weapons. All the players human soldiers will burst into flame causing bonus damage to any enemies hit during the time the God Power is in effect. It affects all the players units on the map with the exception of his/her myth units. It will not affect your allies or enemies.

Myth Unit:
Battle Boar. In Norse mythology, 2 boars (Gullinbursti & Sildrugtanni) pulled the chariot of Freyr (Freyja's brother). They were built dwarven heroes Brokk & Eitri. They are fast moving, powerful units with a recharging buck attack that will fling multiple enemy units away from battle causing large amounts of damage.

Unique Tech:
CALL OF VALHALLA. Ulfsarks gain improved hit points. To gain maximum benefit, combine with Swine Array (Bragi) and Mithril Breastplate (Forseti).
SWINE ARRAY. Ulfsarks gain an extra bonus to cavalry. Since they are alreay the Norse counter cavalry unit, they can be quite deadly to cavalry when this is researched.
THURISAZ RUNE. Mythological units are 'branded' with this rune once researched. It increases their speed.


Mythic Age

Baldr

The God of beauty. Siege weapons and cavalry gain from his improvements.

God Power:
Ragnarok. Perhaps the most misunderstood of all God Powers. In mythology, Ragnarok was the beginning of the end of the current world, signalled by Baldr's death. The Giants would rise up and fight the Gods with all dying under the largest fire giants (Surtr) breath of fire. When triggered, all your gatherers will become 'Heroes of Ragnarok.' This will kill your economy as it stans and all gatherers which took 1 population slot before will now take 3, potentially putting you over the cap. However, if planned for this can become the most powerful of all the God POwers. A sudden influx of 50 or more heroes bearing down on an enemy base can quickly end the game in your favor. It is important to plan for this power though. Make sure you have some resources when cast so that you can replace the gatherers lost to the power. Also think about grouping your gatherers using the control group function so that you can call them to an area before casting. This allows you to surprise the enemy as much as possible.

Myth Unit:
Fire Giant. Also known as Muspilli. True engines of destruction. Although they do not have as many hit points as mountain giants, they have the potential to quickly turn a game in your favor. Their fireball attack causes a lot of damage, and their recharging fireball fling does extra damage. 3 fire giants can quickly reduce an enemy town to rubble if supported by human troops (to kill enemy heroes).

Unique Tech:
ARCTIC GALE. Norse Dragon boats become faster and more resistant to their counter (hammer ships).
SONS OF SLEIPNIR. Raiding cavalry get further bonus damage against archers and Throwing axemen, making an excellent raiding unit a great support unit as well.
DWARVEN AUGER. Training speed and movement speed are both increased for portable rams. Attack damage is also increased. These upgraded rams are deadly to any enemy town.

Tyr

The God of Warfare. Infantry improvements are his specialty.

God Power.
Fimbulwinter. When cast, the skies darken and the storms start. Snow falls everywhere and 4 random enemy town centers are attacked by wolves. Although weak individually, when they come in groups as they do here, they can casue large amounts of damage. They will weaken enemy town centers, tear down temples and stop the enemy economy for the time the power is in effect. When followed with an attack somewhere (either in the enemy town or his forces) many times the enemy can't take the time to micro his villagers into the TC, allowing the wolves to kill some.

Myth Unit:
Fenris Wolf Brood. Not very strong by themselves, when set into a pack they start gaining bonuses. Each additional wolf in a pack gives a 20% bonus to attack damage and speed of all wolves. A group of 5 or 6 Fenris
Wolf Broods can create havoc within an enemy base. Jormund Brood. A naval myth unit, arguabally not as strong as the earlier Kraken. They spit vast amounts of steam at enemy units near them and create large amounts of damage

Unique Tech:
BERSERKERGANG. Ulfsarks gain improved attack damage and hit points.
BRAVERY. Huskarls gain improved damage versus buildings (100% bonus) as well as improved hit points (20%).

Hel

Goddess of the Underworld. Her visage is scarred with the duality of being alive and dead. Her improvements benefit myth units.

God Power.
Nidhogg. Calls forth the Norse dragon Nidhogg. A slow moving, fire breathing behemoth. Nidhogg can only be hit by ranged weapons. Her large amount of hit points keep her going for awhile, but enemy preists or pharoahs can kill her quickly. Her attack does splash damage to nearby enemy units or buildings. Nidhogg can not be healed in any way, so guard her closely and keep her supported with friendly troops.

Myth Unit:
Hel can build any of the giants at any time. See above for Fire Giant (Baldr), Mountain Giant (Njord) and the Frost Giant (Skadi).

Unique Tech:
RAMPAGE. All myth units are created 95% faster, making it possible with a hersir heavy player to create large amounts of myth units quickly.
GRANITE BLOOD. Frost, Fire and Mountain Giants all gain bonus hit points.


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