Wasteland forts provide access to nonsacred Anakim, with the big caveat that they are able to spend no more than three turns away from their home province before dying by divine decree. The Giants of the Lost Tribe make powerful thugs and troops, but their homesickness seriously limits their utility outside of a niche home guard.
Sprite | Unit Name | Special Attributes | Comments |
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King of the Lost Tribe 195 101 4 | 2200% 5 Resist Fire (5) Gluttony (8) Homesickness (30%) Heretic (2) Need not Eat Wasteland Survival | A giant heavy thug, almost as powerful as Ashdod's Adonim for a third less gold. Has excellent self-buffing paths, stats and gear, but the homesickness is a major problem for anything more than the shortest of trips abroad. On the bright side, the King of the Lost Tribe is actually Ind's most reliable access to 2 for Earth Boots, and astral randoms with a Starshine Skullcap can Teleport to partially get around their homesickness. | |
Abbot Sage 110 11 2 | 12 9 Sacred Fortune Teller (5) Adept Researcher (+2) | Not a particularly gold-efficient researcher, but has reduced upkeep due to being sacred. Can form smite communions to accompany Ind's native 3s. |
Sprite | Unit Name | Special Attributes | Comments |
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Giant of the Lost Tribe 50 53 18 | Resist Fire (5) Gluttony (5) Homesickness (30%) Need not Eat Wasteland Survival | The Giants of the Lost Tribe would be excellent troops if not for their homesickness. Still worth considering as a home guard against raids, as their high-damage attacks will chew through elite troops and minimally geared thugs. |
Vassals of MA Ind |
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Cynocephalians • Feminie • The Lost Tribe • Orionde • Piconye |