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Halfling Shamans
Tactical HalflingShamans
Race Halflings
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 Ground1
Melee Attack per figure Icon Melee Normal.png 1
Ranged Attack per figure Icon Ranged Magic.png 2
Defense per figure Icon Defense.png 3
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

Ability Lucky Lucky

Halfling Shamans are a type of Normal Unit. This unit may be created from any Halfling 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, Halfling Shamans have a Icon Ranged Magic.png Magical Ranged Attack, though it is not too impressive in its own right. They also have an even weaker Melee Attack for emergencies. More importantly, Shamans attached to an army can quickly heal damage units after any battle. They also have the innate ability to Purify Corrupted tiles. Halfling Shamans also enjoy the benefits of the Lucky trait, which gives a +10% bonus on all To Hit, Resistance and Defense rolls, making them a little stronger and more durable than other Shamans.

Halfling 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

Halfling Shamans are a group of short humanoids, no more than a few feet in height. They are dressed in long blue robes with red belts, and are the only Halflings seen to wear shoes (black boots, in this case). Halfling Shamans carry staves, which are used to channel magical energy into useful applications. Halfling Shamans can also use their staves for hand-to-hand combat, though they are not physically strong enough to pose a threat to their opponents.

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

Attack Properties Edit

The Halfling Shamans' main attack is a relatively-weak Icon Ranged Magic.png Magical Ranged Attack, which they can use up to 4 times in each battle. They also possess a Melee Attack to fall back on, but since all Halflings are physically weak this attack is significantly weaker too.

The Shamans' Ranged Attack has a strength of Icon Ranged Magic.png 2, and causes Magical Damage. This attack enjoys a Icon ToHit.png +10% To Hit bonus bestowed by the unit's Lucky trait. As a result, each Shaman delivers an average of about Icon Damage.png 0.8 points of Damage - barely enough to penetrate the armor of 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 is significantly weaker - at only Icon Melee Normal.png 1. It is not magical by default. This Melee Attack also enjoys a Icon ToHit.png +10% bonus from the Lucky trait, and thus will inflict an average of Icon Damage.png 0.4 Damage points per Shaman - doing damage only on a fluke.

Note the Halfling Shamans unit contains only Icon Figure.png 4 figures, which means that all told, its Ranged Attack is roughly equal to that of a Bowmen unit - though it has a slightly better chance of getting through armor. The Halfling Shamans' Melee Attack is probably one of the weakest Melee Attacks in the game, being even weaker than that of a Halfling Spearmen unit.

Defense Properties Edit

Halfling Shamans possess a Defense score of Icon Defense.png 3 - giving them a fairly-average ability to block damage. Also, thanks to the Lucky trait, the Shamans receive a Icon ToBlock.png +10% bonus on all Defense rolls. Thus the unit will block about Icon Damage.png 1.2 points of Damage from any damage source, on average.

This won't save the Shamans from being killed though, because as with most Normal Units, each Halfling 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.

As a result, 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.

Halfling Shamans possess a rather impressive Resistance score of Icon Resist.png 8, which is increased by Icon Resist.png +1 during battle thanks to the Lucky trait. This makes them one of the most resistant Normal Units by default, having a very good chance to avert most enemy Curses, and surviving some spell effects and enemy Special Attacks. By the time it gains some Experience, the Halfling Shamans unit can easily become completely immune to the majority of Curses and Special Attacks.

Other Properties Edit

Halfling Shamans move at a slow Icon Movement Ground1, and can only traverse land tiles. The unit has no special movement properties.

Aside from providing some Ranged Attack support during battles, the Halfling Shamans' primary purpose is to provide healing to other units. On the overland map, all units stacked with the Shamans regains a large number of Icon Hits.png Hit Points each turn. This is on top of any natural healing the unit would receive without the presence of the Shamans.

The amount regained equals about 20% of the total number of Icon Hits.png Hit Points this unit would have when fully healthy (and with all Icon Figure.png figures alive). For example, a unit of Barbarian Cavalry has Icon Hits.png 3 per figure, with a maximum of Icon Figure.png 4 figures. Its total Hit Points when fully healthy is therefore Icon Hits.png 12. When stacked with Shamans, this unit will regain an extra 20% * Icon Hits.png 12 = Icon Hits.png 2.4 each overland turn - on top of the Icon Hits.png 0.6 it regains naturally with or without their presence.

In other words, any damaged unit stacked with the Shamans will be restored to full health within no more than 4 turns - and even faster if the stack is inside a town. Without Shamans present, a unit on the brink of death could take upwards of 10 turns to fully heal.

The effect is not cumulative. Two units of Shamans in the same stack heal other units at the same rate as one unit of Shamans.

Note that Undead units and creatures from the Icon Death.pngDeath realm do not heal, whether naturally or with the help of Shamans.

Purification Edit

Main article: Purification

Aside from their use in combat and healing, Halfling 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

Halfling 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 Corruped 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.

Ability Lucky Lucky Edit

  • During combat, this unit receives Icon ToHit.png +10% To Hit, Icon Resist.png +1 Resistance, and Icon ToBlock.png +10% To Block.
  • Furthermore, it causes a Icon ToHit.png -10% To Hit penalty on any enemy that engages the Lucky unit in melee combat. This feature was removed in the 1.40 Insecticide patch.
  • The To Hit bonus increases the unit's average damage output, putting it closer to the unit's maximum damage potential without increasing that maximum.
  • The To Block bonus allows the unit to block more damage on average, though it doesn't increase the maximum amount of damage it can block.
  • The Resistance bonus is more straightforward, simply increasing the unit's Resistance score by Icon Resist.png +1. Note however that this bonus is only applied during combat, and won't help the unit resist enemy spells on the overland map.

Experience Table Edit

The following table illustrates how Halfling 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 1 Icon Ranged Magic.png 2 Icon ToHit.png 40% Icon Defense.png 3 Icon Resist.png 8 Icon Hits.png 1
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 2 Icon Ranged Magic.png 3 Icon ToHit.png 40% Icon Defense.png 3 Icon Resist.png 9 Icon Hits.png 1
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 2 Icon Ranged Magic.png 3 Icon ToHit.png 40% Icon Defense.png 4 Icon Resist.png 10 Icon Hits.png 1
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 3 Icon Ranged Magic.png 4 Icon ToHit.png 50% Icon Defense.png 4 Icon Resist.png 11 Icon Hits.png 2
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 3 Icon Ranged Magic.png 4 Icon ToHit.png 60% Icon Defense.png 5 Icon Resist.png 12 Icon Hits.png 2
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 4 Icon Ranged Magic.png 5 Icon ToHit.png 70% Icon Defense.png 5 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 Halfling 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

Halfling Shamans may be produced in any Halfling Town.

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

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

Halfling 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. Halfling Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.

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