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ind-ma-giants

MA Ind - Giants of the Lost Tribe

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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.

Commanders

Sprite Unit Name Special Attributes Comments
King of the Lost Tribe
195
101
4
random2200% 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 earth 22 for Earth Boots, and astral randoms with a Starshine Skullcap can Teleport to partially get around their homesickness.
Abbot Sage
110
11
2
astral 11holy 22 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 holy 33s.

Troops

Sprite Unit Name Special Attributes Comments
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.
ind-ma-giants.txt · Last modified: 2022/03/20 09:49 by wigglefig