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Lizardmen Shamans
Tactical LizardmenShamans
Race Lizardmen
Req. Town Buildings Shrine
Construction Cost Icon Production.png 60
Upkeep Cost Icon Gold.png 2
Icon Food.png1
Unit Properties
# of figures Icon MultiFigureUnit.png 4
Moves Icon Movement Ground1 / Icon Movement Water1
Melee Attack per figure Icon Melee Normal.png 2
Ranged Attack per figure Icon Ranged Magic.png 2
Defense per figure Icon Defense.png 3
Resistance Icon Resist.png 6
Hit Points per figure Icon Hits.png 2
Unit Abilities

Ability Quiver Ranged Attack x4

Ability Healer Healer

Ability Purify Purify

Lizardmen Shamans are a type of Normal Unit. This unit may be created from a Lizardmen town, for the Construction Cost of Icon Production.png 60. The town must already contain a Shrine for this to be possible.

Like all Shamans, Lizardmen Shamans provide equally powerful Melee Attack 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 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 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

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.

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

Attack Properties Edit

Lizardmen 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's 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 Lizardmen 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

Lizardmen Shamans possess a Defense score of Icon Defense.png 3 - giving them a fairly-average ability to block damage. The unit will block about Icon Damage.png 0.9 points of damage from any damage source, on average.

Lizardmen in general are significantly healthier than other Races, giving each Lizardmen Shaman Icon Hits.png 2 Hit Points - twice the health of low-tier Normal Units. In other words, it will take two points of Icon Damage.png 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 Icon Resist.png 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 Icon Movement Ground1, 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 Icon Movement Water1 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 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 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.

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, 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 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

Lizardmen Shamans do not contribute much to any battle, at least until they can gain some Icon Experience.png 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 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
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 3 Icon Resist.png 6 Icon Hits.png 2
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 3 Icon Resist.png 7 Icon Hits.png 2
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 4 Icon Resist.png 8 Icon Hits.png 2
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 4 Icon Ranged Magic.png 4 Icon ToHit.png 40% Icon Defense.png 4 Icon Resist.png 9 Icon Hits.png 3
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 5 Icon Resist.png 10 Icon Hits.png 3
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 5 Icon Ranged Magic.png 5 Icon ToHit.png 60% Icon Defense.png 5 Icon Resist.png 11 Icon Hits.png 4

* 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 Lizardmen 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

Lizardmen Shamans may be produced in any Lizardmen Town.

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 Icon Production.png 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 Icon Gold.png Gold that depends on many different factors. Lizardmen Shaman Mercenaries have the same Upkeep Cost as a normally-constructed unit.

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