Troll Shamans
Tactical TrollShamans
Race Trolls
Req. Town Buildings Shrine
Construction Cost Icon Production.png 180
Upkeep Cost Icon Gold.png 4
Icon Food.png1
Unit Properties
# of figures Icon MultiFigureUnit.png 4
Moves Icon Movement Ground1
Melee Attack per figure Icon Melee Normal.png 4
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 4
Unit Abilities

Ability Quiver Ranged Attack x4

Ability Healer Healer

Ability Regeneration Regeneration

Ability Purify Purify

Troll Shamans are a type of Normal Unit. This unit may be created at a Troll town, for the Construction Cost of Icon Production.png 180. The town must already contain a Shrine for this to be possible.

Troll Shamans are the only Ranged Attack unit available to the Troll military, though like all other Shamans, they are not valued for their attack - which is quite weak. Shamans also possess the ability to heal units on the overland map, accelerating their recovery after battle, but since Trolls (including the Troll Shamans themselves) are Regenerating creatures, this is normally not necessary. The Troll Shamans only real application is in protecting non-Troll armies, and in Purifying Corrupted land tiles.

Troll Shamans require an Upkeep Cost of Icon Gold.png 4 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

Troll Shamans are a group of tall, brutish humanoids. They have long, sharp noses, are covered in sickly-green skin, and wear nothing but tattered trousers. They hold short magical wands, which enable them to channel magical energy into useful application. Trolls are much stronger than other humanoids, and strange magic allows them to regrow lost limbs and even to re-coalesce after being completely dismembered!

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

Attack Properties Edit

Troll Shamans are the only Troll unit that possesses a Ranged Attack. Sadly, this attack is rather weak, comparable at best to the attack of a Bowmen unit. In fact, the Troll Shamans' Melee Attack is even stronger than their Ranged Attack, and is actually slightly stronger than that of Troll Spearmen.

Each Troll Shaman makes a Ranged Attack with a strength of Icon Ranged Magic.png 2. With no additional bonuses, this delivers only Icon Damage.png 0.6 per Shaman - a rather small amount, capable of piercing only through light armor. With only Icon Figure.png 4 figures in a healthy unit, this attack is comparable in strength to that of a Bowmen unit.

On the upside, this is a Icon Ranged Magic.png Magical Ranged Attack, and therefore is not subjected to To Hit range penalties when firing at distant targets - it is as useful at close range as it is across the battlefield. On the downside, this attack can only be used up to 4 times per battle, and has no effect on creatures possessing Magic Immunity.

Once the Troll Shamans' Ranged Attacks run out, or they are forced into Melee combat by an opponent, each Troll Shaman can make a Melee Attack with a strength of Icon Melee Normal.png 4. This is much stronger than the unit's Ranged Attack, and delivers about Icon Damage.png 1.2 points of Damage per Troll. Overall, this Melee Attack is slightly stronger than that of Troll Spearmen, and is roughly equivalent to the attack of common Swordsmen units. As a result, Troll Shamans can effectively attack low-tier Normal Units - especially after weakening them with Ranged Attacks first.

Both attacks get stronger with Icon Experience.png Experience, to the point where Troll Shamans can actually take on mid-tier Normal Units in one-on-one combat. The Troll Shamans will generally strike the opponent several times with its Ranged Attack, before moving in to eliminate the enemy.

Defense Properties Edit

Troll 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.

All Trolls are exceptionally healthy, giving each Troll Shaman Icon Hits.png 4 Hit Points, for a total of Icon Hits.png 16 in a fully-healed unit. This gives them much better survivability than the average Swordsmen, but each lost Troll figure reduces the unit's strength significantly.

On the other hand, Trolls possess the ability to Regenerate (more on this below), meaning that they will slowly regain any health they lose during battle. In fact, if the army containing the Troll Shamans wins the battle, the Shamans are restored to full health and figures automatically - even if they were completely destroyed in combat! This makes Troll Shamans extremely good at surviving battles.

As a result, Troll Shamans often participate in battle more frequently than other Shamans, having much less to fear of being lost in battle. The added firepower and Melee strength of these units is always welcome.

As with all Trolls, the Troll Shamans are impressively resistant to magic, having a Resistance score of Icon Resist.png 8. This allows them to avert enemy Curses and Special Attacks frequently, though it does not quite make them immune to any such effects. With Experience, the Troll Shamans will gradually become more resilient against ill magic, and can become immune to ill effects as they cross Icon Resist.png 10.

Other Properties Edit

Troll 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, one of the Troll Shamans' primary purposes 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 Orc 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, Troll 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.

Regeneration Edit

One of the greatest advantage of most Troll units is their ability to Regenerate. This effect can help Trolls both during combat and on the overland map, repairing damage to the unit over time and even rescuing it from death.

During combat, an injured Troll unit will regain Icon Hits.png 1 Hit Point at the end of every combat turn. If the unit is missing any Icon Figure.png figures, this effect will periodically restore dead figures to life as well.

If a Troll unit survives any battle, it will immediately be restored to full health and figures when the game returns to the overland map view. This significantly reduces the need to heal units after combat, and allows Troll armies to keep advancing without the need to stop and recuperate.

Furthermore, Regeneration can bring an entire Troll unit back from the dead automatically - after having been completely destroyed! If a unit falls in combat, but its army goes on to win the battle, that unit is then restored to life with full health and figures once the game returns to the overland map. Note that this does not occur if the unit's army has withdrawn from the battle or has lost the battle entirely.

Basic Strategy Edit

The difference in use between Troll Shamans and other Shamans is great. While most Shamans are decidedly non-combat units that will tag behind armies, heal the injured, and at most provide some supporting fire, Troll Shamans are both strong enough to participate in combat and - surprisingly - not so much required for healing at all.

During combat, Shamans can provide some ranged support for other units. However they can just as easily switch to a Melee Attack which is strong enough to kill low-tier enemy Normal Units, and might even damage stronger creatures. Furthermore, because Troll Shamans Regenerate like all other Trolls, losing a unit of Troll Shamans is not a big deal - as long as you end up winning the battle, you get them back for free.

Complicating matters further, the majority of Troll units also Regenerate, which means that there is little work for Troll Shamans to do inside a Troll army other than as to act as combat units. As long as a battle is won, all Troll units return to full health anyway, thus not requiring any services from their own Shamans! On the other side of the spectrum, why risk Troll Shamans in combat when they are about as effective than Troll Swordsmen, but are more than twice as expensive?

Within the context of a pure Troll empire, Troll Shamans seem to be good for only one thing: Purification of Corrupted tiles. This is something most empires need when faced with Icon Chaos.pngChaos-wielding enemies, and Trolls are no different. Of course, Troll Shamans are so expensive to maintain, that their Purification services are too rarely needed, not justifying their high costs. It is much simpler to just conquer a neighbouring town belonging to some other race, and produce a stack of cheaper Shamans dedicated entirely to Purification.

Of course, few empires rely only on one Race of units, and most will summon Heroes and Fantastic Units which can benefit from the Shamans' healing powers. If no other races with Shaman units are available to you, Troll Shamans may be your only option for healing such units quickly. In this case, it is usually also safe enough to keep the Troll Shamans inside the army they are supposed to heal, since the chance of losing them in combat is much lower. Still, the high Upkeep Costs of the Troll Shamans unit still means that other Shamans are often better for this task.

The same goes for a Troll empire that constructs plenty of War Mammoths. These do not Regenerate, and so would need the Shamans' help. Of course, by the time the Trolls acquire War Mammoths in large numbers, they probably do not need Shamans at all - just more War Mammoths!

The bottom line is that Troll Shamans are usually an emergency option, used when no other Shamans are available. Still, if a Troll Shamans unit has already been produced, by the time it gains some Experience its usefulness can nonetheless be very high as a strong combat support unit for non-Troll armies.

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 Regeneration Regeneration Edit

  • At the end of its combat round, this unit regains Icon Hits.png 1 Hit Point, as long as it is not already at full health.
  • If the unit has one or more dead (missing) Icon Figure.png Figures, and all remaining figures are at full health, the next Icon Hits.png Hit Point will restore Icon Figure.png 1 Figure to life. Subsequent turns will see that figure regaining health until it is fully-healed, whereupon the next figure is restored to life, and so on.
  • If an army stack containing this unit wins a battle, the unit is restored to full health immediately at the end of the battle. If the unit was killed, it is restored to life and full health at the end of the battle (again, only if its army won).
  • If the unit is killed in battle, and its army retreats or is defeated, it is destroyed and will not regenerate.

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 Troll 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 4 Icon Ranged Magic.png 2 Icon ToHit.png 30% Icon Defense.png 3 Icon Resist.png 8 Icon Hits.png 4
Experience 1 Regular Icon Experience.png 20 - Icon Experience.png 59 Icon Melee Normal.png 5 Icon Ranged Magic.png 3 Icon ToHit.png 30% Icon Defense.png 3 Icon Resist.png 9 Icon Hits.png 4
Experience 2 Veteran Icon Experience.png 60 - Icon Experience.png 119 Icon Melee Normal.png 5 Icon Ranged Magic.png 3 Icon ToHit.png 30% Icon Defense.png 4 Icon Resist.png 10 Icon Hits.png 5
Experience 3 Elite Icon Experience.png 120 Icon Melee Normal.png 6 Icon Ranged Magic.png 4 Icon ToHit.png 40% Icon Defense.png 4 Icon Resist.png 11 Icon Hits.png 5
Experience 4 Ultra-Elite Icon Experience.png 120 * Icon Melee Normal.png 6 Icon Ranged Magic.png 4 Icon ToHit.png 50% Icon Defense.png 5 Icon Resist.png 12 Icon Hits.png 6
Experience 5 Champion Icon Experience.png 120 ** Icon Melee Normal.png 7 Icon Ranged Magic.png 5 Icon ToHit.png 60% Icon Defense.png 5 Icon Resist.png 13 Icon Hits.png 6

* 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 an Troll 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

Troll Shamans may be produced in any Troll Town.

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

The Construction Cost of this unit is Icon Production.png 180.

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

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