|Req. Town Buildings||Shrine|
|# of figures||4|
|Moves||1 / 1|
|Melee Attack per figure||2|
|Ranged Attack per figure||2|
|Defense per figure||3|
|Hit Points per figure||2|
Like all Shamans, Lizardmen Shamans provide equally powerful Melee Attack and Magical Ranged Attacks, though neither are too impressive in their own right. 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. Shamans are also somewhat resistant to Curses and other maledictions.
Lizardmen 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
Lizardmen Spearmen are a group of bipedal reptilian humanoids, covered in thick green scales. They wear tattered red loincloths and golden necklaces. They carry staves, which are used to channel magical energy into useful applications. Lizardmen Shamans can also use their staves for hand-to-hand combat, and are not too bad at it either. Lizardmen are physically resilient, can swim as easily as they can walk, and their scales provide them better protection from enemy weapons than a suit of chainmail armor.
Attack Properties Edit
The Shamans's Ranged Attack has a strength of 2, and cause Magical Damage. Each Shaman delivers an average of only 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 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 Lizardmen 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
Lizardmen Shamans possess a Defense score of 3 - giving them a fairly-average ability to block damage. The unit will block about 0.9 points of damage from any damage source, on average.
Lizardmen in general are significantly healthier than other Races, giving each Lizardmen Shaman 2 Hit Points - twice the health of low-tier Normal Units. In other words, it will take two points of Damage to kill off one Lizardmen Shaman.
Nonetheless, 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.
Lizardmen Shamans do have a slightly advantage over other low-tier Normal Units in their above-average Resistance score of 6. This gives them some chance of averting enemy Curses, and surviving some spell effects and enemy Special Attacks - though not nearly enough to make them truly immune to such effects. Still, by the time it gains some Experience, the Lizardmen Shamans unit can eventually become immune to a handful of Curses.
Other Properties Edit
Normally, Lizardmen Shamans move at a slow 1, both on the overland map and during combat. However, like all Lizardmen units, the Lizardmen Shamans also possess the ability to Swim. They move at a rate of 1 across Ocean tiles, and can participate in combat on the ocean (moving at the same rate).
Aside from providing some Ranged Attack support during battles, the Lizardmen 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 or 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, Lizardmen 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
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 Lizardmen 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%||3||6||2|
|Regular||20 - 59||3||3||30%||3||7||2|
|Veteran||60 - 119||3||3||30%||4||8||2|
Average Damage Output Edit
The table below details the average amount of damage that each Figure in a Lizardmen 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 Lizardmen Shamans. Should a town lose its Shrine, it can no longer produce Lizardmen Shamans until a replacement structure is built.
The Construction Cost of this unit is 60.
Lizardmen 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. Lizardmen Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.