|Req. Town Buildings||Shrine|
|# of figures||4|
|Melee Attack per figure||1|
|Ranged Attack per figure||2|
|Defense per figure||3|
|Hit Points per figure||1|
Like all Shamans, Halfling Shamans have a 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 2 and 1 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.
Attack Properties Edit
The Halfling Shamans' main attack is a relatively-weak 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 2, and causes Magical Damage. This attack enjoys a +10% To Hit bonus bestowed by the unit's Lucky trait. As a result, each Shaman delivers an average of about 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 1. It is not magical by default. This Melee Attack also enjoys a +10% bonus from the Lucky trait, and thus will inflict an average of 0.4 Damage points per Shaman - doing damage only on a fluke.
Note the Halfling Shamans unit contains only 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 3 - giving them a fairly-average ability to block damage. Also, thanks to the Lucky trait, the Shamans receive a +10% bonus on all Defense rolls. Thus the unit will block about 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 1 Hit Point. In other words, each point of Damage inflicted on this unit will kill off one of its 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 8, which is increased by +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
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 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 Hit Points this unit would have when fully healthy (and with all figures alive). For example, a unit of Barbarian Cavalry has 3 per figure, with a maximum of 4 figures. Its total Hit Points when fully healthy is therefore 12. When stacked with Shamans, this unit will regain an extra 20% * 12 = 2.4 each overland turn - on top of the 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.
- 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 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
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.
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.
- During combat, this unit receives +10% To Hit, +1 Resistance, and +10% To Block.
- Furthermore, it causes a -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 +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|
|Recruit||0 - 19||1||2||40%||3||8||1|
|Regular||20 - 59||2||3||40%||3||9||1|
|Veteran||60 - 119||2||3||40%||4||10||1|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Halfling 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 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 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 Gold that depends on many different factors. Halfling Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.