|Req. Town Buildings||Shrine|
|# of figures||4|
|Melee Attack per figure||2|
|Ranged Attack per figure||2|
|Defense per figure||4|
|Hit Points per figure||1|
Like all Shamans, Draconian Shamans provide equally powerful Melee Attacks and 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 2 and 1 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.
Attack Properties Edit
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 2. It is not magical by default, however. This Melee Attack will inflict an average of 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 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 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 1.2 points of Damage from any damage source, on average.
As with most Normal Units, each Draconian Shaman possesses only 1 Hit Point. In other words, each point of Damage inflicted on this unit will kill off one of its figures.
Due to the small number of Hit Points and 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 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 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
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).
- 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 Chaos 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.
Ability Overview Edit
- This unit may use a 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.
- Damaged allies stacked with this unit will regain an extra number of Hit Points each turn (on the overland map).
- This applies only to units that have natural healing at all. Undead and units from the Death realm do not heal.
- The amount of extra health regained each turn equals 20% of the total amount of Hit Points the damaged unit would have with all its figures alive.
- 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|
|Recruit||0 - 19||2||2||30%||4||8||1|
|Regular||20 - 59||3||3||30%||4||9||1|
|Veteran||60 - 119||3||3||30%||5||10||1|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Draconian Shamans unit will deliver with each type of attack, based on Experience Level. It can be used in comparison to the target's Defense rating to figure out the chance of hurting that target.
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 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 Gold that depends on many different factors. Draconian Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.