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Draconian Shamans
Tactical DraconianShamans
Race Draconians
Req. Town Buildings Shrine
Construction Cost Icon Production.png 75
Upkeep Cost Icon Gold.png 2
Icon Food.png1
Unit Properties
# of figures Icon MultiFigureUnit.png 4
Moves Icon Movement Air2
Melee Attack per figure Icon Melee Normal.png 2
Ranged Attack per figure Icon Ranged Magic.png 2
Defense per figure Icon Defense.png 4
Resistance Icon Resist.png 8
Hit Points per figure Icon Hits.png 1
Unit Abilities

Ability Quiver Ranged Attack x4

Ability Healer Healer

Ability Purify Purify

Draconian Shamans are a type of Normal Unit. This unit may be created from a Draconian town, for the Construction Cost of Icon Production.png 75. The town must already contain a Shrine for this to be possible.

Like all Shamans, Draconian Shamans provide equally powerful Melee Attacks and Icon Ranged Magic.png Magical Ranged Attacks, though neither are too impressive in their own right. More importantly, Shamans attached to an army can quickly heal damaged units after any battle. They also have the innate ability to Purify Corrupted tiles. Draconians possess a few important racial benefits though: They have a better Defense score, a better Resistance score, and can Fly at a great speed.

Draconian Shamans require an Upkeep Cost of Icon Gold.png 2 and Icon Food.png1 to maintain. Failure to pay these costs will result in the unit being disbanded automatically.

Unit Properties Edit

Physical Description Edit

Draconian Shamans are a group of dragon-kin, humanoids descended from dragons. They are covered in thick green scales from head to toe, they have long thin tails, reptilian heads, and two great dragon wings that enable them to fly. They carry staves with glowing tips, which are used to channel magical energy into useful applications. Draconian Shamans can also use their staves for hand-to-hand combat, and are not too bad at it either. Draconians are also quite resistant to magic, and their scales provide strong protection.

Draconian Shamans are a Icon MultiFigureUnit.png Multi-Figure unit, containing Icon Figure.png 4 figures when fully healed.

Attack Properties Edit

Draconian Shamans have equally-strong Ranged Attacks and Melee Attacks - though both are rather weak. They may use their Ranged Attack up to 4 times before being forced to switch to Melee combat.

The Shamans' Ranged Attack has a strength of Icon Ranged Magic.png 2, and cause Magical Damage. Each Shaman delivers an average of only Icon Damage.png 0.6 points of Damage - barely enough to penetrate the armor on any decent enemy unit.

The magical nature of this attack means that Magic-Immune targets can completely ignore it. On the other hand, this type of Ranged Attack does not suffer any penalties for distance, and thus will inflict the same average amount of damage at both close range and long range.

The unit's Melee Attack has the same strength as its Ranged Attack - at Icon Melee Normal.png 2. It is not magical by default, however. This Melee Attack will inflict an average of Icon Damage.png 0.6 per Shaman - again just enough to get through only the most basic enemy armor.

Note that with both its Melee Attack and Ranged Attack, the Draconian Shamans unit contains only Icon Figure.png 4 figures, which means that all told, these attacks are roughly equal to those of a Spearmen or Bowmen unit. Still, they have a slightly better chance of getting through armor.

Defense Properties Edit

Thanks to their racial bonus, Draconian Shamans possess a Defense score of Icon Defense.png 4 - providing the same amount of protection as the steel plate armor used by some of the best Normal Units of other races! They can deflect about Icon Damage.png 1.2 points of Damage from any damage source, on average.

As with most Normal Units, each Draconian Shaman possesses only Icon Hits.png 1 Hit Point. In other words, each point of Icon Damage.png Damage inflicted on this unit will kill off one of its Icon Figure.png figures.

Due to the small number of Hit Points and Icon Figure.png figures in this unit, Draconian Shamans are not really built to engage in any serious combat. They can provide support fire, but won't stand up to most enemy units or any serious source of damage. Fortunately, their Flying ability can serve to protect them during combat, as most ground units cannot voluntarily make Melee Attacks against them. It is therefore somewhat less dangerous to take Draconian Shamans into combat than it is with other types of Shamans.

Draconian Shamans possess an impressive Resistance score of Icon Resist.png 8. This enables them to avert enemy Curses, spell effects and some Special Attacks rather frequently - though it is not high enough to make them truly immune to such effects. Still, by the time it gains some Experience and crosses Icon Resist.png 10, the Draconian Shamans unit becomes immune to a handful of ill effects, and will gain more immunities with each additional level beyond that.

Other Properties Edit

Like all other Draconian units, Draconian Shamans have the innate ability to Fly. They also move at a rather good speed of Icon Movement Air2. Both abilities are essential to the proper use of all Draconian units.

As Flying units, Draconian Shamans can easily scout and attack across Oceans. This means that no body of water is a safe barrier to hide behind when a Draconian empire is nearby. Their high flying speed also means that they can attack quickly, retreat easily, and evade enemy armies rather well.

During combat, the Draconian Shamans' fast Flying ability primarily serves to protect them. They do not need to come close to their targets unless performing a last-ditch Melee Attack - Instead they use their speed to avoid enemies, and Flying denies most enemy ground-units from voluntarily making Melee Attacks against them.

Finally, the Draconian Shamans's Flying ability gives them an automatic Sight Range bonus, enabling them to see two tiles away on the overland map (including diagonally).

Purification Edit

Main article: Purification

Aside from their use in combat and healing, Draconian Shamans provide a basic but reliable method of clearing away Corruption from the lands surrounding your towns. This is important when playing against any wizard proficient in Icon Chaos.pngChaos magic, as they tend to cast all sorts of spells that cause Corruption.

To clear away Corruption, the Shamans unit must first move into the tile it wishes to cleanse. Then, issue the order to "Purify", in the unit's command menu.

A single unit of Shamans will take about 5 turns to Purify any tile, regardless of its terrain. The process can be sped up by sending several units of Shamans to the same tile, and ordering them all to Purify simultaneously. The fastest purification speed possible is 2 turns per tile, and is achieved with only 4 Shamans working simultaneously. Additional Shamans contribute nothing to the effort.

Once a tile has been cleared of Corruption, it resumes bestowing any nearby town with the same bonuses it had before being Corrupted.

Basic Strategy Edit

Draconian Shamans do not contribute much to any battle, at least until they can gain some Experience. They do provide accurate long-range attacks, but will run out of those fairly quickly.

Instead, Shamans are recruited for their ability to quickly heal up an army, and their ability to Purify Corrupted tiles. This encourages most empires to have at least one such unit, or several to attach to its various armies.

The Shamans' healing abilities will come in handy to any advancing army. It is sometimes a good idea to have the Shamans trailing behind the army, so that they do not need to expose themselves during battle. If units in the main army are seriously hurt in battle, the Shamans unit will move into their tile after the battle to start the faster healing process. Within a few turns, the entire army should be healed up and can continue moving towards its objective, again with the Shamans trailing behind.

Naturally, any appearance of Corruption close to your towns may cause an immediate need to create and use some Shamans for purification. If you can afford it, consider creating a dedicated army stack of 4 units of Shamans, so that together they can move about and swiftly clear away any Corruption occurring within your empire. This is particularly useful when an enemy wizard casts Great Wasting, which would mean a lot of cleaning to be done.

Once the threat of Corruption is removed, idle Shamans can simply be sent to accompany advancing armies, as explained above.

Ability Overview Edit

Ability Quiver Ranged Attack x4 Edit

  • This unit may use a Icon Ranged Magic.png Magical Ranged Attack instead of a Melee Attack up to 4 times in each battle. Once the unit's ammo is expended, it must resort to Melee Attacks.

Ability Healer Healer Edit

  • Damaged allies stacked with this unit will regain an extra number of Icon Hits.png Hit Points each turn (on the overland map).
  • This applies only to units that have natural healing at all. Undead and units from the Icon Death.pngDeath realm do not heal.
  • The amount of extra health regained each turn equals 20% of the total amount of Icon Hits.png Hit Points the damaged unit would have with all its Icon Figure.png figures alive.

Ability Purify Purify Edit

  • This unit can Purify Corrupted tiles.
  • To use this ability, travel to the Corrupted tile and select the "Purify" command.
  • A single unit purifies a tile in 5 turns. Each additional unit simultaneously performing Purification in the same tile accelerates the process.
  • The maximum rate - 2 turns to purify a tile - is achieved with 4 units working simultaneously. There is no benefit to adding more units.

Experience Table Edit

The following table illustrates how Draconian Shamans improve as they gain Experience. Any properties that are not listed here do not improve with Experience in any way.

Level Icon Level Name EP Melee Ranged To Hit Defense Resist Hits
Experience 0 Recruit Icon Experience.png 0 - Icon Experience.png 19 Icon Melee Normal.png 2 Icon Ranged Magic.png 2 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 8 Icon Hits.png 1
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 3 Icon Ranged Magic.png 3 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 9 Icon Hits.png 1
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 3 Icon Ranged Magic.png 3 Icon ToHit.png 30% Icon Defense.png 5 Icon Resist.png 10 Icon Hits.png 1
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 4 Icon Ranged Magic.png 4 Icon ToHit.png 40% Icon Defense.png 5 Icon Resist.png 11 Icon Hits.png 2
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 4 Icon Ranged Magic.png 4 Icon ToHit.png 50% Icon Defense.png 6 Icon Resist.png 12 Icon Hits.png 2
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 5 Icon Ranged Magic.png 5 Icon ToHit.png 60% Icon Defense.png 6 Icon Resist.png 13 Icon Hits.png 3

* To achieve this level, either the Warlord Retort or the Crusade spell must be in play.
** To achieve this level, both the Warlord Retort and the Crusade spell must be in play simultaneously.

Average Damage Output Edit

The table below details the average amount of damage that each Icon Figure.png Figure in a Draconian Shamans unit will deliver with each type of attack, based on Icon Experience Level.png Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.

Select weapons:
Level Icon Level Name Melee Ranged * Thrown Breath
Experience 0 Recruit
Experience 1 Regular
Experience 2 Veteran
Experience 3 Elite
Experience 4 Ultra-Elite
Experience 5 Champion

* Icon Ranged Magic.png Magical Ranged Attacks do not suffer Icon ToHit.png To Hit penalties for distance. Therefore, the values in this column apply at any distance.<img src="Icon_Melee_Normal.png"><img src="Icon_Melee_Magic.png"><img src="Icon_Melee_Mithril.png"><img src="Icon_Melee_Adamantium.png">

Acquisition Edit

Draconian Shamans may be produced in any Draconian Town.

A town must contain a Shrine to be able to produce Draconian Shamans. Should a town lose its Shrine, it can no longer produce Draconian Shamans until a replacement structure is built.

The Construction Cost of this unit is Icon Production.png 75.

Draconian Shamans may appear for hire as Mercenaries. They may already have some Experience on being hired, and several units may be hired simultaneously. Hiring these units requires a certain cost in Icon Gold.png Gold that depends on many different factors. Draconian Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.

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