God powers are powerful abilities given whenever advancing an Age in Age of Mythology. Most god powers are straight forward, but some have alternate uses. They generally become stronger with each passing Age: while those god powers that correspond to the Archaic Age powers typically provide a minor economic or military boost, those that come in the Mythic Age are very capable of devastating entire cities or armies, or quickly changing the pace of the match.
Greek god powers
Archaic Age
- Bolt (Zeus): Instantly kills any enemy unit. This power is extremely useful for taking out units formed by other god powers such as the Son of Osiris and Nidhogg. This power can not be targeted on transport ships, ox carts, or Atlantean Citizens. It will not kill Titans, but it will take away about a third of their health.
- Lure (Poseidon): Creates a structure which attracts animals. After a set amount of Food is attracted the Lure collapses.
- Sentinel (Hades): Summons four Sentinels, stationary stone giants armed with bows, around friendly or allied Town Centers.
Classical Age
- Ceasefire (Hermes): Prevents combat from occurring for the duration of a minute. The construction of towers and fortresses is halted while in effect. Offensive god powers can still be invoked, however. Good for dealing with God Powers that enhance an opponent's army such as Flaming Weapons or Bronze.
- Restoration (Athena): Causes friendly units and buildings in a large area to recover hit points over five seconds.
- Pestilence (Ares): Causes military buildings in the target area to stop producing units for forty-five seconds. Has no effect on Town Centers, and technologies can still be researched.
Heroic Age
- Underworld Passage (Apollo): Creates two tunnel portals between any locations on the map. Units entering one are instantly transported to the other. The portals can be destroyed by enemy units, and destroying one will cause the other to collapse as well.
- Bronze (Dionysus): Increases the hack and pierce armor of all friendly human units in a small area for a minute and a half.
- Curse (Aphrodite): Transforms some of the enemy units in the target area into pigs. The change is based on HP, so it will change more injured units, or less tough units. Does not affect myth units or heroes. Has a reduced impact on Villagers.
Mythic Age
- Plenty (Hephaestus): Creates a vault that generates fifteen food, wood and gold every five seconds. The vault cannot be destroyed - instead, it can be captured by enemy units; it is controlled by whoever has the most units in the area.
- Lightning Storm (Hera): Creates a storm in the target area that deals significant amounts of damage to enemy units. The more units there are in the area, the more damage is done. Does not harm friendly units, deals neglectible damage to buildings.
- Earthquake (Artemis): Deals massive amounts of crush damage across a wide area – with more damage being dealt towards the center of the area of effect, and less towards the edges. Does not affect farms.
Egyptian god powers
Archaic Age
- Prosperity (Isis): Allows gold to gathered twice as fast for a short period of time
- Rain (Ra): Boosts farm gather rates by 300% for one minute for the caster, while boosting that of other players on the map by 200%. No god powers can be invoked while Rain is in effect.
- Vision (Set): Reveals a large area, dispelling the fog of war and the black map for the player and their allies for 20 seconds.
Classical Age
- Eclipse (Bast): Increases the damage of all myth units (including their special attacks) by 50% and their speed by 20%. Eclipse lasts for just over one minute, and no other god powers can be cast while it is in effect.
- Shifting Sands (Ptah): Instantly transports a group of units from one point on the map to another. Can be used to move both friendly and enemy units, however it will choose the enemy units to be transported randomly, and will not transport all of them, whereas it will transport most or all of the player's units. Has less impact on enemy villagers.
- Plague of Serpents (Anubis): Summons friendly cobras to guard the target location on the map. The player has no control over the serpents, but shares their Line of Sight. If cast on water, this god power creates 'sea serpents', which are naval versions of the cobras summoned on land.
Heroic Age
- Locust Swarm (Hathor): Summons a swarm of locusts to attack enemy positions. The swarm constantly harms Villagers and instantly destroys Farms in its area of effect. It does no damage to other units or buildings but it is very effective in devastating the opponent's economy.
- Ancestors (Nephthys): Raises the dead in either land (skeleton warriors) or water (undead fleet). As they can be easily defeated by an organized force they shouldn't be used as a primary fighting force but to support one's own troops during an attack, or defending against a surprise attack.
- Citadel (Sekhmet): Turns a friendly Town Center into a fortress with greatly increased attack, hit points, armor, and with the additional benefit of supporting additional population.
Mythic Age
- Son of Osiris (Osiris): Converts the Pharaoh into Son of Osiris, which has greatly increased attack and HP, and hits up to four enemies at once when attacking. When Son of Osiris dies, the regular Pharaoh regenerates, so Son of Osiris can only be used once, and he cannot be healed in any way.
- Meteor (Thoth): Causes Meteors to rain down randomly over the target area. Meteor strikes do massive amounts of damage to buildings, but not so much to units. Lasts twenty seconds.
- Tornado (Horus): Creates a tornado that deals a large amount of damage to both units and buildings (including friendly units). The tornado will wander randomly about the target area for twenty seconds before disappearing.
Norse god powers
Archaic Age
- Great Hunt (Odin): Causes the amount of animals in the target area to multiply.
- Dwarven Mine (Thor): Creates a gold mine at the location specified by the player. The amount of gold the Mine has differs according to the age it is cast in (500 in the Archaic Age, 1,000 in the Classical Age, 3,000 in the Heroic Age, and 6,000 in the Mythic Age).
- Spy (Loki): Using this GP on an enemy unit reveals its line-of-sight until it is killed. Unlike most (if not all) other god powers, the enemy receives no notification that the spy GP has been used. Note: Due to a bug, it is not advised to cast Spy on a Villager unit or Norse infantry, because the Spy effect will be canceled when the unit begins building something.
Classical Age
- Forest Fire (Freyja): Sets trees on fire. The fire spreads to other trees in a limited radius before they collapse. Any units and buildings nearby the flames take damage.
- Undermine (Heimdall): Deals damage to walls, towers, Town Centers and fortresses. Undermine is powerful enough to destroy walls and towers instantly, but only deals limited damage to Town Centers and fortresses.
- Healing Spring (Forseti): Creates a healing spring which heals any idle friendly units within range at a rate of 2.5 HP/second. The spring is indestructible but can be captured by enemy units, much like the Plenty Vault.
Heroic Age
- Walking Woods (Njord): Transforms several trees into walking trees that will attack any enemy units or buildings they sight. The player has no control over the trees, but shares their line of sight. The trees remain until killed.
- Frost (Skadi): Freezes in place all enemy units in a large area for a minute, but gives them 99% armor to all attacks, making them nigh-invulnerable while frozen.
- Flaming Weapons (Bragi): Increases the attack of all human units and heroes on the map by 50% for one minute.
Mythic Age
- Ragnarok (Baldr): All Villagers/Dwarves are instantly converted into Heroes of the Ragnarok. Heroes of the Ragnarok are similar to Norse Hersir, they are melee infantry units with a huge bonus against myth units.
- Fimbulwinter (Tyr): Summons four packs of Fimbulwinter Wolves to attack enemy Town Centers on the map. The player has no control over the wolves, and they die after the god power finishes. No other god powers can be invoked while Fimbulwinter is in effect. Fimbulwinter lasts for 20 seconds.
- Nidhogg (Hel): Summons the powerful dragon Nidhogg to serve the player. Nidhogg is particularly tough and quite effective against buildings, and does splash damage against groups of enemy units. Nidhogg cannot be healed.
Atlantean god powers
Most Atlantean god powers can be used more than once. Glowing dots above each god power button show how many times that power can be used. (Number after the deity's name shows the number of uses granted.)
Archaic Age
- Deconstruction (Kronos, 2): Reverts the construction of an enemy building, putting the building’s cost back into its owner’s stockpile.
- Gaia Forest (Gaia, 4): Generates a forest, of which wood can be harvested from. This power is similar to the Dwarven Mine, but it can also be used to another purpose: namely, to generate an almost impassable wall, since only Villagers can directly attack the trees.
- Shockwave (Oranos, 3): Generates a shock wave which deals minor damage and scatters enemy units in a relatively small radius. Scattered units are stunned for several seconds as well.
Classical Age
- Spider Lair (Leto, 3): Target an area to place spider eggs that will eventually hatch a burrow. Enemy units will be killed by the spiders when they cross through the area. Eggs can be killed before they hatch.
- Valor (Prometheus, 3): Transforms a group of units into heroes, instantly. Only some of units in the radius will be affected.
- Carnivora (Oceanus, 3): Generates a giant plant which eats other units. Can be cast on land or water.
Heroic Age
- Hesperides (Theia, 2): Generates a tree where Dryads can be created and also protects against god powers. Much like the Plenty Vault and the Healing Spring, it can't be destroyed, but its owner will change according to who has the most units nearby.
Mythic Age
- Implode (Atlas, 1): Casts a spherical 'black hole', which sucks in nearby units and explodes, causing damage to all nearby units and substantial damage to buildings. Damage increases as more units are sucked in.
- Tartarian Gate (Hekate, 1): Generates a gate to the underwold, which spawns neutral creatures that attack any non-neutral unit or building on sight (other than the Tartarian Gate itself).
Chinese god powers
Archaic Age
- Year of the Goat (Fu Xi): Spawns a herd of Goats at a selected location. Spawns more goats if used in later ages.
- Recreation (Nü Wa): Revives fallen workers.
- Timber Harvest (Shennong): Lets the player's Peasants gather wood twice as fast for a short amount of time.
Classical Age
- Great Journey (Sun Wukong): Temporarily speeds up all the player's units.
- Call to Arms (Huangdi): Duplicates a random number of soldiers in an area.
Heroic Age
- Imperial Examination (Dabo Gong): Speeds up building construction and training times.
Mythic Age
- Great Flood (Ao Kuang): Sends a destructive wave in a direction of choice.
- Earth Dragon (Xi Wangmu): Summons Dilong the Earth Dragon.
Titan Gate
The Titan Gate god power can be obtained after the Mythic Age is reached by researching Secrets of the Titans at the Town Center. It allows to place a Titan Gate which can be built and eventually will allow a Titan to enter the map.