|Upkeep Cost||10 per turn|
|# of figures||1|
|Melee Attack per figure||12|
|Ranged Attack per figure||10|
|Defense per figure||7|
|Hit Points per figure||20|
+20% To HitArmor Piercing
The Fantastic Unit Edit
Physical Description Edit
The Storm Giant is a large creature, significantly taller than a man, and wearing a distinctive blue plate armor. A large steel blue helmet covers the giant's face, but his strong arms and legs, unprotected by the armor, give away this creature's humanoid origins. The Storm Giant carries a massive sabre, which he uses to carve through the opposition.
Attack Properties Edit
The Storm Giant's Ranged Attack is slightly weaker, at only 10. It is a Magical attack, hurling lightning bolts at the enemy, and thus suffers no penalties for range. As a result, this attack also enjoys the unit's full +20% bonus, delivering 5 points of Damage on average and thus being quite potent. The Storm Giant may use this attack up to 4 times per battle before having to switch to Melee Attacks.
Perhaps more importantly, both of these attacks enjoy the benefit of the Storm Giant's Armor Piercing ability. This means that any unit struck by the Storm Giant's attack is considered to have only half as much Defense rating as it normally would. Even heavily-armored targets will therefore have trouble blocking the incoming damage. This generally serves to make the Storm Giant's attack strongest amongst all Giants.
Note also that both attacks enjoy the benefits of the Wall Crusher ability. The Storm Giant can target individual City Wall sections, and has a certain chance to destroy them. If it uses a Ranged Attack for this, its chance of destroying the wall section is 25%. If it uses a Melee Attack, the chance is 50%. In both cases, if an enemy unit is standing adjacent to and inside the targeted wall section, the Storm Giant's attack targets both the wall and the enemy unit. Any wall section destroyed by this attack will remain destroyed for the rest of the battle - but will be entirely fixed when the next battle begins.
Defensive Properties Edit
For a single figure, the Storm Giant has a rather good Defense score of 7. It will block about 2.1 points of Damage from any direct attack on average. Damage that does get through will still have to chip away at the Giant's impressive 20 before he can be brought down.
Other Properties Edit
As with other Giants, the Storm Giant's long stride carries it at 2 across both the overland map and the battlefield. This allows the Storm Giant to charge at enemy units during battle, or keep its distance while flinging his Ranged Attacks at them.
Basic Tactics Edit
Storm Giants are rather versatile units, serving as both Ranged Attack troops and, once these run out, powerful Melee Attack troops. It is often better to keep them away from enemy troops until their lightning bolts run out, at which point you may start to charge at the enemy to take out any heavily-armored units remaining on the battlefield.
This combination between Ranged and Melee capabilities means that they are suitable for a wide range of situation. Nonetheless, they may need to be more careful when charging at their enemies.
Enemy Storm Giants Edit
Storm Giants sometimes appear as neutral monsters in mid-level encounters, though they are rarer than most other Sorcery creatures in these situations. In such cases they are commonly supported by copious amounts of Phantom Warriors, though other combinations are also possible. Storm Giants will sometimes accompany one or more Sky Drakes, making for a very tough fight.
The biggest problem when faced with these creatures is often their Ranged Attacks. They can do serious damage to your units even before you get into Melee Attack range, and they are still dangerous even then. The most sure-fire way to take them down seems to be the use of creatures stronger than they are, who can brave the lightning bolt barrage and then wear through the Storm Giant's Hit Points.
Ability Overview Edit
- This unit may use a Magical Ranged Attack instead of a Melee Attack 4 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.
- Note: This ability does not appear in the Storm Giant's abilities list - but since the unit may not make more than 4 Ranged Attacks per battle, it is assumed to be in effect anyway.
- This unit has an extra 20% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit can make Melee Attacks and/or Ranged Attacks (as available) against City Walls. Each attack has a certain chance to destroy the targeted wall section for the remainder of the battle.
- A Ranged Attack has a 25% chance of destroying the targeted wall section. A Melee Attack has a 50% chance of destroying the targeted wall section.
- If an enemy unit is standing behind the wall when it is attacked, the Wall Crusher unit attacks that unit as well. Defense bonuses to the target unit depend on whether or not the wall is destroyed during this attack.
- This ability can only destroy City Walls. Other, magical wall types are not affected.
- Whenever this unit attacks an enemy target (whether with a Melee Attack or Ranged Attack) the target's Defense rating is temporarily assumed to be 50% lower than it really is.
- This ability makes it easier to cause damage to heavily-armored targets.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Storm Giant in play, it is necessary to pay an Upkeep Cost of 10 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Storm Giant being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Storm Giant voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Storm Giant spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Rare Sorcery spell, Storm Giant may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Storm Giant during the game. The chance for this spell to appear for research increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Storm Giant has a base Research Cost of 1,200.
With at least 2 Spellbooks, the Storm Giant spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.