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This article is about the hero units in Age of Mythology. For hero units in other games of the series, see Hero. |
This page may need to be cleaned up to reach a higher standard of quality. This may include editing to correct spelling and grammar, and rewriting sections to ensure they are clear and concise. |

Arkantos and Amanra, two hero protagonists in Age of Mythology campaign.
“ | Heroes are typically elite human soldiers that are powerful in combat, and may have special abilities as well Their training location depends on the civilization. Atlantean heroes are created from Atlantean human units, including Citizens, Oracles, and soldiers. Heroes are more expensive than human soldiers, but are cost-effective at defeating myth units. Greek heroes are limited in number, but more powerful than other heroes. If a Greek hero dies, it can be retrained for the same price. Egyptian heroes are the Pharaoh and Priest. You may have one Pharaoh (two, if Osiris' New Kingdom is researched) and as many Priests as you can afford. Norse heroes are Hersirs and Godis. You can train as many of them as you can afford. Atlantean heroes can be promoted from any Atlantean human unit, and you can have as many as you can afford. Age of Mythology campaign heroes can rise again if they fall in battle. |
” |
—In-game compendium section |
“ | Heroes are typically elite human soldiers that are powerful in combat, and may have special abilities as well. They are trained from the Town Center, Temple or Fortress. Atlantean Heroes are created from Atlantean human units, including Citizens, Oracles, and Soldiers. Heroes are more expensive than human soldiers, but are cost-effective at defeating myth units. |
” |
—In-game help section |
Heroes are one of the three basic unit types in Age of Mythology, alongside human units and myth units. They share two core characteristics: they are powerful against myth units and they (except The Argo and Regent) can pick up Relics and store them in Temples. In accordance with the rock-paper-scissors combat system, heroes are indifferent against human soldiers and can be beaten by them, especially when at a numerical disadvantage. Heroes can be easily identified by the golden glow (white before Retold) surrounding them. Each of the game's civilizations has heroes with quite different characteristics, with varying stats, procurement method, and build limits.
Heroes are typically not classified as infantry, ranged soldier, or cavalry units, and do not benefit from bonuses and upgrades which benefit those human soldier types. Due to this, a mounted melee hero is no different from a dismounted one except for its higher movement speed. There are exceptions to this, as Hersirs are also infantry, and Godis are also archers. Similarly, Atlantean human soldiers upgraded to heroes, which continue to be classified as their original unit type classes (excluding the "human soldier" type) and affected by Relic bonuses and technologies which affected their human forms (so a Contarius hero is affected by hero and cavalry technologies, but not human soldier-only technologies), with yet another exception being that none of the infantry heroes are affected by Gaia's Book of Knowledge anymore. Likewise, the Pioneer is both a hero and a ranged soldier.
In the campaign, unique heroes have both the glow as well as a glowing ring surrounding them. When they are killed, their corpse loses the glow and a glowing silhouette rises up from their lifeless body, followed by Athena announcing "A hero has fallen..." if the hero is an essential character.
Before Retold, heroes also had a separate attack bonuses against Animals of Set. In Retold, there is no such multiplier.
The Regent is a standard hero not associated to or trainable by a particular civilization. Each player starts with a Regent in the Regicide game-mode (Regicide map before Retold), and must keep him alive to prevent being defeated. The Regent cannot pick up Relics, and does not have a hero glow.
Sub-classifications[]
Heroes may be classified like human soldiers, but there is no specific rule. These classifications are considered only for the purposes of bonus damage, but for some heroes, including all worker and Atlantean heroes, it also determines how they are upgraded. The Regent is also unclassified.
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Unclassified | All except The Argo | All | ![]() |
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All except Pioneer and Kuafu |
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All infantry | |||
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All ranged soldiers | ![]() | ||
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All cavalry | ||||
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Further statistics[]
God bonuses[]
Odin: Regenerate 0.4 hit points per second.
Loki: +10% bonus damage multipliers. Damaging enemies can spawn
myth units.
Oranos: +4 Line of Sight.
Gaia: Regenerate 1 hit point per second when on Lush.
Age bonuses[]
All heroes except the Atlantean heroes benefit from these Age-up bonuses, though some heroes may benefit from Age-ups more than these.
Classical Age: +10% hit points, +10% damage
Heroic Age: +15% hit points, +15% damage
Mythic Age: +20% hit points, +20% damage
Myth technologies[]
The myth technologies listed below affect all heroes instead of just specific ones.
Olympian Parentage (Zeus): +25% hit points, -50% training time.
Oracle (Apollo): +5 Line of Sight.
Dionysia (Dionysus): +5% hit points.
Beast Slayer (Artemis): +2 damage multiplier versus myth units.
Funeral Rites (Nephthys): Refund 8 gold upon death.
Eyes in the Forest (Loki): Animals and natural objects within the unit's Line of Sight reveal their surroundings for 6 seconds.
Freyr's Gift (Freyr): +10% hit points.
Sessrumnir (Freyja): +10% hit points, also unlocks Godis in the Classical Age.
Hall of Thanes (Forseti): +5% speed.
Nine Waves (Aegir): +10% movement speed and +20% attack.
Channels (Gaia): +15% movement speed when on Lush.
Volcanic Forge (Leto): -15% pierce vulnerability.
Heroic Renewal (Hyperion): +10% hit points, +1.5 HP regeneration per second.
Celestial Weapons (Fuxi): +1
divine damage.
Tai Chi (Fuxi): -10% hack and pierce vulnerabilities, -25% training time.
Peach of Immortality (Shennong): +15% hit points.
Shaker of Heaven (Gonggong): +30% hit points, +1 damage multiplier versus myth units.
Tempestuous Storm (Gonggong): -25% ability recharge time, -15% food, wood, and gold cost.
Relics[]
Arrows of Heracles: +5% attack. (for ranged and anti-flying attacks)
Fur of Boyi: Heroes regenerate 0.25 hit points per second.
Hermes' Winged Sandals: Heroes move 5% faster.
Kui Drum: Heroes deal 0.25% more damage per 1% hitpoints missing.
Pelt of Argus: +6 Line of Sight.
The Khopesh of Horus: Heroes' attack bonus multiplier against myth units is increased by one.
Thundercloud Shawl: All human soldiers and heroes (except Atlantean heroes) take 5% less pierce damage.
Tyrfing, Angantyr's Sword: Heroes regenerate hit points while fighting enemy units (10% contribution).
Greeks[]

All Greek heroes

All Greek heroes before Retold

The regular (left) and anti-flying unit (right) attack modes of Hippolyta
Greek players can train heroes at the Town Center once they have built a Temple, and at the Fortress. Each Greek major god has individual, named heroes, all of which are famous figures in Greek mythology.
A new hero becomes available at the start of each Age. This means that Greek players are limited to a maximum of four land heroes. Worshipers of Aphrodite have The Argo, a unique naval hero. However, Greek heroes are far stronger than those of the other four civilizations. They can slay myth units with ease and can hold their own against human soldiers, so long as they are not numerically overwhelmed. The three Greek heroes of a given Age are very similar to each other up to the Mythic Age. The heroes in the Mythic Age vary more and each has its own special attack. In the Extended Edition in patch 2.8, all gods also had access to Hippocrates in the Classical Age.
Greek heroes other than The Argo have a regular attack mode and an anti-flying unit attack mode. While this is hinted for the melee heroes with the Scourge of the Skies ability, the Heroic Age ranged heroes lack this ability; it only shows up in their attack data when they are targeting a flying unit. As Greek heroes are limited in number, they are trained faster when the player advances in Ages.
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Similarities between heroes[]
- Abilities
- Creation:
Town Center,
Fortress - in parallel queue
- Cost and training time:
- Archaic Age heroes cost 100 food, 50 wood, 5 seconds, and 2 population to train.
- Classical Age heroes cost 75 food, 175 gold, 2 favor, 20 seconds, and 3 population to train.
- Heroic Age heroes cost 250 wood, 100 gold, 4 favor, 25 seconds, and 2 population to train.
- Mythic Age heroes cost 400 gold, 6 favor, 30 seconds, and 4 population to train.
- All heroes also have their training time reduced by -10% with each Age advancement. (since update 18.21333)
- Multipliers:
- Archaic Age heroes - 12× vs myth units, 0.25× in the Archaic Age
- Classical and Heroic Age heroes - 6.5× vs myth units
Differences between heroes[]
Differences between all land heroes is highlighted in this section with the second, third, and fourth columns having the heroes for Zeus, Poseidon, and Hades respectively.
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Hit points | 200 | 190 | 190 |
Hack armor | 35 | 35 | 40 |
Pierce armor | 35 | 40 | 35 |
Base hack DPS | 6 | 6.5 | 7 |
Range | 0.75 | 0.75 | 1 |
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Hit points | 325 | 275 | 300 |
Hack armor | 25 | 35 | 30 |
Pierce armor | 30 | 30 | 45 |
Speed | 4.8 | 5.75 | 5.5 |
Base hack DPS | 10 | 8.57 | 9 |
Range | 0.75 | 1 | 0.75 |
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Hit points | 350 | 325 | 350 |
Hack armor | 25 | 25 | 20 |
Pierce armor | 35 | 35 | 30 |
Speed | 4.3 | 4.3 | 5.5 |
Base pierce DPS | 8.33 | 7.65 | 7.33 |
Range | 18 | 20 | 18 |
Egyptians[]

All Egyptian heroes

All Egyptian heroes before Retold
Pharaohs and Priests are the standard heroes of the Egyptians. In addition to hit points and attack, they also gain range upon advancing through the Ages: the Priest gains flat +5, whereas it is variable and front-loaded for the Pharaoh. The Egyptian player starts the game with a Pharaoh, who does not occupy any population slots. The Pharaoh can empower buildings, improving all of the building's functions, and heal allied units. He is not particularly strong, but he does gain 20% attack per Age advance. If killed, he soon rises again at the Town Center, so he is never missing in action for long, provided the player still has at least one Town Center remaining.
The Mythic Age minor god Osiris grants New Kingdom, which gives the player an additional Pharaoh. He also has a god power that transforms an existing Pharaoh into the Son of Osiris, who can do everything the Pharaoh can do, often better. The Son of Osiris has dramatically increased hit points and a deadly chain lightning attack which can attack up to four units. Casting Son of Osiris prompts another Pharaoh to spawn.
The Priest is similar to the Pharaoh. He is weaker but can be mass-produced. Egyptian players start with one Priest and more can be trained once a Temple from the Archaic Age. Like the Pharaoh, Priests can heal units, and can build Obelisks, which help with scouting by providing a continuous Line of Sight. Priests are very weak against human units, but very good against myth units when massed, especially the slower ones.
All Egyptian heroes can heal friendly units, and deal divine damage to myth units (Pharaohs and Priests due to the Heka ability, the Son of Osiris due to having a divine attack type). While the Pharaoh and Son of Osiris can collect Relics intrinsically, Priests can do so only with Hands of the Pharaoh researched. Pharaohs and Sons of Osiris can always empower buildings, while Priests can only do so if the player worships Ra, and at a reduced efficiency.
Norse[]

All Norse heroes (the Hero of Ragnarok has three variants, while Gullinbursti has four)

All Norse heroes before Retold
The main Norse heroes are the Hersir, the captains of the Viking army and the Godi, a type of religious and political leaders in ancient Scandinavia. Hersirs can be trained at the Temple and at the Great Hall (Longhouse before Retold) as soon as the buildings are available. They are formidable against myth units but are otherwise average melee fighters and not cost-effective against human soldiers. They are also infantry and are countered by anti-infantry units. Godis can be trained from the Heroic Age onward at the Great Hall, and are ranged javelin-wielding archers. They can counter ranged enemy myth units better than Hersirs, and are the only counter to flying myth units. These heroes generate favor just by simply existing.
The other Norse heroes cannot be trained. Mythic Age players who worship Baldr can use the Ragnarok god power, which instantly transforms all the player's Gatherers and Dwarves into Heroes of Ragnarok (retaining their gender and original unit type - though it has no gameplay impact). These heroes are similar to Hersirs, but are faster, have better armor, and a stronger basic attack. However, they are not quite as good against myth units, although they are summoned in much larger numbers to compensate, depending on how many worker units the player had at the time of invoking Ragnarok.
With the New Gods Pack: Freyr, the Norse hero roster also gains the Gullinbursti, an unclassified hero, which is spawned when Freyr's god power of the same name is invoked on an allied Town Center. It is based on the same creature as the Battle Boar. It has a limited lifespan and is primarily used for defensive purposes. The Gullinbursti has four different versions of itself, one for each Age, all of which are separate, with different attributes, models, and sizes. Aging-up while Gullinbursti is present does not improve it; only further recasts of the god power will summon the next variant.
Atlanteans[]

All Atlantean heroes (the Citizen has a male and a female variant)

All Atlantean heroes before Retold
The Atlanteans do not train their heroes, but rather create them from regular human units. These transformations cost on average around 120% of the unit's original cost, plus a small amount of favor. The transformation takes several seconds, so should be timed properly in advance, and it can be risky to do while already under attack. Units that can be transformed are the Citizen, Oracle, Murmillo, Katapeltes, Turma, Arcus, Contarius, Cheiroballista*, Destroyer, and Fanatic.
All these specially-created heroes retain all the characteristics from their human counterparts except their human soldier unit class, and gain the hero class. For example, Katapeltes Heroes are similar to their human counterpart and retain their large bonus against cavalry. As heroes, they gain a large bonus against myth units and resistance to their special attacks. In addition, these converted heroes also gain general stat buffs, like hit points and attack. Non-combat units also gain help with their purpose, viz Oracle Heroes generate favor faster than Oracles, and Citizen Heroes gather resources 10% faster than Citizens. They also get more armor from Armory technologies, since human soldiers gain +10% effect while the heroes gain +15% effect, which is more beneficial for the Oracle and Citizen, since they were unaffected otherwise. Atlantean heroes only gain the "Sacred Hands" ability, allowing them to pick up Relics, after at least one Temple has been built.
Attack bonuses against base units are retained by their hero counterparts, except if the attack bonus is against the class human soldier. For example, Spearmen have attack bonuses against the two forms of the Contarius. Prior to Retold, this was implemented by adding an attack bonus against the hero units. With Retold, the hero units have the same armor class as their human counterparts for the purpose of attack bonus, hence removing the need for the special attack bonus.
Upgrading a human unit to a hero grants them significant attribute improvements, at a significant cost per unit. Heroes are stronger than their human forms and most other human units, but are not cost-effective when fighting other human units, so they should be used only to counter myth units. If population-capped or taking a highly decisive fight while having a resource surplus, soldiers can be promoted to heroes even if not facing myth units, just to secure the victory and achieve a snowball. Turning ordinary units into heroes is expensive early on. They are also slow to transform, which can turn out to be fatal if already engaged by the enemy.
To help hero-izing units, Prometheus grants the player the Heart of the Titans technology which decreases the time of turning human units into heroes, plus the Valor god power which transforms a human unit for free instantly, while also healing it fully. Technologies like Frontline Heroics and Poseidon's Secret reduce the cost of heroization. Hyperion's Sons of the Sun technology instantly and permanently converts all existing and future Oracles into heroes. Gaia grants Hero Citizens instead of the usual Citizens at the start of each game.
Differences between The Titans and Retold[]
- Before Retold, transforming a human unit into a hero also increased the number of population slots the unit occupied, which could push a player over the population limit. This prevented the training of units to replace lost heroes.
- Since Retold, Atlantean military heroes gain stat buffs by researching their human counterpart's upgrade, like Medium Infantry. Before Retold, Atlantean heroes gained stat buffs by advancing through the Ages.
Classical Age: +20% hit points, +20% attack
Heroic Age: +10% hit points, +10% attack
Mythic Age: +5% hit points, +5% attack
Chinese (Immortal Pillars)[]

All Chinese heroes (with final form of Nezha)

Child, youth, and adult Nezha
The Chinese have three standard hero types: the Pioneer, a scout who can deploy Sky Lanterns to help explore the map, the Sage, a strong hero who can heal allies and charm enemies, and Jiang Ziya, a Heroic Age hero with an aura benefiting myth units. In addition, each major god gives access to a unique demigod hero, with devastating abilities. These are:
Fuxi: Nezha, a Classical Age hero that gets stronger with each Age, and Yang Jian, a Mythic Age hero which can summon his companion to help in combat.
Nüwa: Li Jing, a Mythic Age ranged hero who can summon his Golden Pagoda to trap enemies. She can also access the Kuafu Hero, a respawning worker hero, from the Town Center with the Kuafu Chieftain technology.
Shennong: Wen Zhong, a Mythic Age hero who can charm enemies and deals a large area attack.
All heroes, except the Kuafu Hero, can be trained at the Imperial Academy building available from the Classical Age, while the Pioneer can also be trained at the Temple from the Archaic Age.
Chinese (Tale of the Dragon)[]

All Chinese heroes
Monks and Immortals are the two varieties of Chinese heroes. Monks are capable of melee combat, healing other units, and converting human units; the Monks of Shennong can also convert non-Titan myth units. Immortals are multi-range heroes, fighting ground targets in melee while shooting down aerial targets with bows. There can be a maximum of eight Immortals at one time, keeping with the Eight Immortals of Chinese lore. With the exception of Fu Xi, who can acquire all eight from the beginning, the Immortals become available in increments of two per Age advancement. Immortals also gain +1 range per Age in patch 2.8 in addition to the regular Age advancement bonuses.
Campaigns and extras[]
“ | Heroes in the Age of Mythology campaign, as agents of their respective gods, are difficult to kill. A hero reduced to one hitpoint will fall in battle. When this happens, you will hear the voice of Athena announce "A hero has fallen." However, the hero is not dead, and as such you will rarely lose a scenario because a hero has been lost. Instead, the hero falls unconscious, but will stand up and regain hitpoints as soon as all dangerous enemy units or buildings have been cleared out of the area. The hero may risk falling in battle again until they are healed or their hitpoints return to a reasonable level. | ” |
—In-game help section for "Fallen Heroes" |
Full heroes[]
These are campaign-exclusive heroes introduced in those corresponding campaigns:

All heroes from the Fall of the Trident campaign
Arkantos
Ajax (SPC)
Agamemnon
Odysseus (SPC)
Chiron (SPC)
Amanra
Setna
Kastor (Teenager)
Kamos
Kemsyt
Gargarensis
Boar (Arkantos)
Boar (Ajax)
Brokk
Eitri
Skult
Folstag Flag Bearer
Reginleif
Arkantos (Blessed)
Athena (Non-playable)
Theocrat (Non-playable)
Theris (Non-playable)
Circe (Non-playable)
Ornlu (Non-playable)

All heroes from the Fall of the Trident campaign
Kastor (adult)
Amanra (older)
Ajax (older)
King Folstag
Krios (Non-playable)
General Melagius (Non-playable)
Arkantos (God) (Non-playable)
Kastor (with staff) (Non-playable)
Fire King (Non-playable)

All heroes from the Arena of the Gods campaign
Kastor (Legend)
Brunhild
Champion of Freyr
Follower of Loki (Non-playable)

All heroes from the Immortal Pillars campaign. Chiyou has two separate variants.
Cangjie
Yan Feifeng
Houyi
Huang Zhaowu (Non-playable)
Xiaoli (Non-playable)
Chiyou (Non-playable)
Nüchou (Non-playable)
Yan Feifeng (rider) (Non-playable)
Houyi (rider) (Non-playable)
Cangjie (rider) (Non-playable)
Cangjie (with knife) (Non-playable)
Yan Feifeng (dead) (Non-playable)
Chiyou (SPC) (Non-playable)
- Non-campaign

The Fire King with the extra heroes Polaris, Ornlu, and the Regent.
Semi-Heroes[]

All Semi-Heroes
These units aren't technically heroes, but they share traits of heroes such as the ability to revive, "(Hero)" in their names, hero glow, hero birth effect, hero death effect, pick up Relics, and/or health regeneration. Because they aren't technically considered heroes, they are weak against myth units and are unaffected by hero upgrades such as Olympian Parentage or Age advancement.
- Fall of the Trident
Osiris (Non-playable)
- The New Atlantis
Servant of Kronos (Non-playable)
Servant of Kronos (flying) (Non-playable)
Full heroes[]
These are heroes that are exclusive to the campaigns:

All heroes from the Fall of the Trident campaign
Arkantos
Ajax (SPC)
Agamemnon
Odysseus (SPC)
Chiron (SPC)
Amanra
Setna
Kamos
Gargarensis
Boar (Arkantos)
Boar (Ajax)
Brokk
Eitri
Skult
Folstag Flag Bearer
Reginleif
Arkantos (uber)
Athena (Non-playable)
Theocrat (Non-playable)
Kemsyt (Non-playable)
Theris (Non-playable)
Osiris (Non-playable)
Circe (Non-playable)

All heroes from the Fall of the Trident campaign
Kastor (adult)
Amanra (older)
Ajax (older)
Son of Osiris (XP)
King Folstag
Krios (Non-playable)
General Melagius (Non-playable)
Arkantos (god) (Non-playable)
Kastor (with staff) (Non-playable)

All heroes from the Tale of the Dragon campaign
Jiao-Long
Shun
Zhi
Servant Chinese (Non-playable)
Danzhu (Non-playable)
Semi-Heroes[]

All Semi-Heroes
These units aren't technically heroes, but they share traits of heroes such as the ability to revive, "(Hero)" in their names, hero glow, hero birth effect, hero death effect, pick up Relics, and/or health regeneration. Because they aren't technically considered heroes, they are weak against myth units and are unaffected by hero upgrades such as Olympian Parentage or Age advancement.
- Fall of the Trident
Kastor (Teenager)
The Golden Gift[]
Polaris (Non-playable) (Cameo in Fall of the Trident)
- Tale of the Dragon
Emperor Yao (Non-playable)
- Others
Golden Fleece (Age of Mythology) (Cameo in Tale of the Dragon)
Ornlu (Age of Mythology)
Regent (Tale of the Dragon)
General (Tale of the Dragon)
Characteristics[]
- Main article: /Characteristics
Characteristics of all heroes can be found here.
Gallery[]
Unit types in Age of Mythology | |
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Hidden | |
Units | Herdable · Huntable · Sea Snake · Serpent · Titan Kronos |
Buildings | Farm · Fortress · House · Town Center |
Others | Berry Bush · Tree · WildCrops |
Heroes obtainable in random maps in Age of Mythology | ||||
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Regicide game mode | ||||
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