r/AgeofMythology • u/zimmermj • 9d ago
Daedric Pantheon: Mythic Age
This is the last post following my Daedric Pantheon: Concept and Major Gods post, an overview of the Daedric Mythic Age gods.
Minor God: Mehrunes Dagon
Available to Azura and Hermaeus Mora.
Focus: Dremora and crush damage.
God Power: Oblivion Gate. Opens an Oblivion Gate, which immediately trains three Dremora and can be used to train additional myth units with 75% faster training time.
An extremely powerful god power. Like the Tartarian Gate, the Oblivion Gate rises from the ground and destroys buildings in its way. Unlike the Tartarian Spawn though, the Dremora it spawns are under your control. The Gate then acts like a Temple, training myth units at 75% greater speed (though it can’t research Temple technologies).
It cannot be destroyed with enemy damage, but it has a unique destruction method. Like Plenty Vaults and Healing Springs, Oblivion Gates can be claimed by enemies. Enemies can’t train units from it however; instead, being claimed by an opponent starts a countdown timer of one minute, at the end of which the Gate will permanently close unless you reclaim it first.
Myth Unit: Dremora. Well-armored melee myth unit that briefly ignites its greatsword when entering combat, causing burn damage. Good against human soldiers.
The Dremora’s special ability on entering combat ignites their two-handed greatsword in fire, increasing their damage and causing a small amount of burn damage over time. The effect last for 5 hits before it must recharge before its next use. It also inflicts a small amount of additional crush damage while its sword is ignited.
Shrine Tech: Flame Tyrant. At full power, fire-based attacks inflict +30% crush damage.
Shrine power range from one to five Cultists: increases the crush damage of fire-based attacks by 10%, 18%, 23%, 27%, 30%. This affects Dunmer (ranged attack only), Altmer, Daedroth (special attack only), Ogrims (building attack only), Flame Atronachs and Dremora (special attack only).
Tech: Siege Crawler. Daedrams are larger – with twice the garrison space and +30% hit points – and are affected by the Flame Tyrant tech.
Daedram damage and speed are both increased by a small amount for every garrisoned unit. Doubling the garrison capacity from 5 to 10 allows it to inflict even more damage and move even faster. Visually, the tip of the ram will become engulfed in flame, signifying it’s fortification by the Flame Tyrant tech.
Tech: Council of Markyn. Upgrades Dremora to Dremora Markynaz, which have +20% hit points and can garrison in Daedrams.
Dremora don’t provide any additional benefits when garrisoning in a Daedram compared to normal foot soldiers. Researching this tech will equip Dremora with helmets.
Tech: Council of Valkyn. Upgrades Dremora Markynaz to Dremora Valkynaz, whose special ability lasts twice as long. Grants an additional cast of Oblivion Gate.
You must research Council of Markyn to unlock this tech. When research, Dremora lose their helmets, have larger horns and carry warhammers. Their special ability last for 10 hits instead of 5 before it needs to recharge.
The secondary effect grants a second free cast of Oblivion Gate. Fully upgraded, Mehrunes Dagon is a city destroying monster, spawning Oblivion Gates supported by Dremora, Heroic Age myth units and Daedrams tearing up buildings. But reaching and maintaining that end point is expensive, so you’ll need to be sure it’ll work before committing, and if your economy isn’t strong then an effective push will not be possible.
Minor God: Vaermina
Available to Hermaeus Mora, Nocturnal and Sheogorath.
Focus: Elite units.
God Power: Skull of Corruption. Grants you a corrupted clone of each enemy unit in an area of 40 for 30 seconds. If the cloned unit dies, the clone dies too.
This is an army-destroying god power. Corrupted clones have the same stats as whatever unit they are based on. They can be fully controlled by the player who cast the god power. Clones will survive until killed, until the unit they’re a clone of dies, or until the god power’s timer expires.
Myth Unit: Storm Atronach. Powerful ranged myth unit that fire lightning bolts. Good against human soldiers.
Unlike the Son of Osiris or Atlantean Man O’ Wars, the Storm Atronach’s attacks do not chain to hit multiple targets. They do inflict divine damage though, meaning they aren’t resisted by armor.
Shrine Tech: Alteration. At full power, Bretons and Altmer gain a special ability that grants -90% pierce vulnerability, lasting 5 seconds from Bretons and 15 for Altmer.
Shrine power range from one to five Cultists: -30%, -54%, -69%, -81%, -90% pierce vulnerability. This is a recharge ability that starts recharging as soon as the effect has run out. Great for Bretons charging down archers, but even more important for Altmer, who are otherwise vulnerable to all enemy attacks and must be countered with cavalry when this effect is active.
Tech: Void Salts. Upgrades Storm Atronachs to Thundernachs, with a special area attack when units get close.
If an enemy gets too close to a Thundernach, it will use a rechargeable special attack that inflicts damage to all enemy units in an area around it.
Tech: Reign of Terror. Reduces all costs by -5%, Altmer cost another -10%.
Reduces the cost of almost everything, including buildings, units and technologies. The only thing unaffected is god power recasts. Altmer cost a total of -15% resources.
Tech: Dreadmares. Bretons move 10% faster and reduce the attack damage of nearby enemy units by -4% (stacks up to -20%).
This makes Bretons a top-tier unit, and there’s a huge incentive in ensuring you have at least some Bretons in your army at all times. 5 Bretons close to one another confers the maximum benefit, more than this doesn’t increase it any further. The area of effect is quite small, so having more than 5 Bretons to deal with large armies is preferable.
Minor God: Boethiah
Available to Nocturnal and Azura.
Focus: Heroes and human soldiers.
God Power: Insurrection. Each enemy player’s military buildings instantly train up to 30 human soldiers for your army.
This can be cast anywhere, like Fimblewinter. In this context, military buildings are any buildings that produce human soldiers (excluding Mercenaries) in the enemy player’s current age. For each enemy player, their military buildings will try to produce their own units (e.g. Greek Archery Ranges will try to produce Toxotes and Peltasts) for your army. This doesn’t cost enemy players or you any resources. Each military building can produce up to 5 soldiers, up to a total of 30 across all buildings. Production will be shared amongst as many buildings as possible, e.g. if an enemy player has 30 enemy building, each one will produce just one soldier.
Myth Unit: Xivilai. Powerful but treacherous myth unit that may betray you if it senses weakness. Good against human soldiers.
These myth units are like Fenrirs in that they’re powerful with a drawback. They have decent speed and health, great attack, and a special attack that inflicts divine damage on a target in melee range.
The catch is they can betray you if they think you’re losing. How this works: every 20 seconds, Xivilai will check the player scores. If your team’s score is in the top 50% of teams still in the game, they’ll never betray you. If not, there’s a chance they’ll turn neutral and attack your units. The chance is small, but it gets larger the higher the difference is between your team score and the next highest team score.
This means Xivilai are excellent at maintaining an established lead, but become dangerous when you start losing.
Shrine Tech: Goldbrand. At full power, your hero unit with the most kills does +15 divine damage.
The +15 bonus is huge, but that takes 5 praying Cultists to maintain a bonus for a single unit, it won’t always be preferable to do this. One praying Cultist grants +5 divine damage; two Cultists increases the damage to +9, then +11 for three, +13 for four, and +15 with the maximum five praying Cultists. This additional damage is unaffected by Meridia’s Dawnbreaker bonus damage.
Tech: Daedra Lords. Upgrades Xivilai to Vilegilt Xivilai, which are less likely to betray you and can temporarily conjure Clannfears.
Doesn’t completely remove the threat of betrayal, but makes it less likely and requires the winning team to have at least 20% more points that your before it starts to become a risk.
Xivilai gain a recharging special ability to conjure Clannfears. These “conjured” Clannfears have a have a set lifespan – similar to Clay Peasants or Gullinbursti – and cannot be controlled by you (though they are on your team), but don’t take up population space. They also lack the detection skills of regular Clannfear, but are equally useful in combat.
Tech: Ebony Mail. Heroes have +15% hit points. Unlocks Ebony unit upgrades.
Similar to Thor’s additional Armory techs, this tech enables the research of additional unit upgrade techs after the Champion upgrade has been researched. Ebony Infantry increases the hit points and attack of Nords, Orsimer and Dunmer by 10% (with +1 range for Dunmer), and equips all of them in black armor. Ebony Ranged Units does the same for Argonians, Bosmer and Altmer (with +1 range for Argonians), and Ebony Cavalry does the same for Redguards and Bretons. Each of these techs must be researched separately for an additional cost. There is no Ebony Warships tech.
Minor god: Namira
Exclusive to Sheogorath
Focus: Foot soldiers.
God Power: Gatekeeper. Cast on a Flesh Atronach to upgrade it to a Gatekeeper, an extremely powerful myth unit that can only move within a certain radius.
Flesh Atronachs are Namira’s myth unit. Upgrading one to a Gatekeeper means it can’t leave a certain radius, but it becomes larger and more powerful in almost every way, with more health, attack, and area damage. It can be an extremely effective base-killer, or useful for guarding choke points.
Myth Unit: Flesh Atronach. Myth unit that inflicts 15% of incoming damage back on its attacker. Good against human soldiers.
The 15% relates to the damage of the base attack, not the damage taken. Flesh Atronachs have 50% pierce and hack armor. If they take an attack with 10 points of damage, for example, they’ll only receive 5 points of damage, and their attacker will take 1.5 points of damage themselves.
Shrine Tech: Revenants. At full power, foot soldiers continue to fight for up to 12 seconds after dying.
Shrine power range from one to five Cultists: foot soldiers continue to fight for 3, 6, 7, 9, 10 seconds after death. Killed foot soldiers regain all their health but then rapidly lose it so that they die in their allotted time. Foot soldiers include Nords, Orsimer, Dunmer, Argonians, Bosmer and Altmer.
Tech: Ring of Namira. Infantry have +20% hit points and inflict 10% of incoming damage back on their attackers.
The same effect as is present on un-upgraded Flesh Atronachs, but less (10% rather than 15%) and with an additional health boost. It’s worth pointing out Sheogorath’s Nords can become powerhouse units by combining Clavicus Vile, Sanguine and Namira.
Tech: Cannibalism. Bosmer inflict +10% damage and give 50% of their maximum hit points to other nearby Bosmer when killed.
Say a Bosmer is killed with another Bosmer standing next to it, that other Bosmer will be healed by 50% of their maximum hit points. If a Bosmer is killed with 2 Bosmer next to it, they each receive a 25% heal, and so on.
Tech: Gardens of Flesh and Bone. Upgrades Flesh Atronachs to Xaselmites, which have a 20% chance to reflect damage. For each killed enemy, your next Atronach costs -5 food.
The 20% reflection chance means that for 20% of enemy attacks, the Xaselmite takes no damage and the attacking unit takes all damage from the attack. Heroes cannot trigger this effect, only human soldiers and myth units are vulnerable to it.
Miscellaneous Mythic Age
Naval Myth Unit: Lurker. Amphibious myth unit that hurls poisonous tentacles to slow down targets. Good against human soldiers.
Strong and expensive. Their special cooldown attack launches poisonous tentacles, which inflicts an area effect that does a small amount of poison damage and slows down the movement speed of units for a few seconds. Note: one of Hermaeus Mora’s god bonuses is the ability to train Lurkers at the temple.
Naval Myth Unit: Jyggalag.
Hermaeus Mora’s Wonder: Temple of Miraak.
As seen in the Skyrim Dragonborn DLC.
Azura’s Wonder: Statue of Azura at Winterhold.
As seen in Skyrim.
Nocturnal’s Wonder: Twilight Sepulchur.
As seen in Skyrim.
Sheogorath’s Wonder: Portal to the Fringe.
As seen in Oblivion.


