The shaman starts out
weak but grows quickly.
The shaman is a Rank D, or beginner level, magic
fighter that starts out extremely weak. The shaman's
primary starting magic, Blessing of Life, heals the target allied unit
These shamans were offered to the
gods as children. Their HP and attack power are too low to be useful in
a fight, but their exclusive healing spell, Blessing of Life, makes
them invaluable as healers.
Protect her well and your other mercenaries won't have to
worry about getting injured while fighting.
The shaman attacks with a blast of magic that acts as a ranged attack
but that can not attack foes on the back row unless no enemies are in
front of them.
Her attacks are weak, and her staff is more useful for its boost to her
of Life is a magic spell that heals the target allied unit.
Blessing of Life requires two turns before it can be used again.
shaman spells include Brutal Will, which makes an allied unit go
and start attacking independently but at higher damage, and Noble
Sacrifice, which kills the shaman to heal all allied units. Players can
find books to unlock these more advanced spells.
Attributes and Upgrades
The shaman starts with the second highest magic defense (MAG DEF) and
intelligence (INT) of all Rank
D ranged fighters. Players can upgrade her at level 20, 50, 80, and 100
with Ashen Jewels. As she progresses, the shaman develops the second
highest defense (DEF) among her rank D peers, but her vitality (VIT) is
the worst. Only the monk and viking have lower dexterity (DEX).
The high MAG DEF of the shaman means she can survive magic
that would cause major harm to other units. Her terrible DEX means she
won't be dodging many attacks, so it is vital to upgrade her for the
extra DEF to compensate for her low HP.
border="1" cellpadding="2" cellspacing="2">
equipment or Growth Vials)
The Blessing of Life
spell can be used to heal a heavy hitter unit so that it can focus on
Unless players choose an shaman as their main character,
they won't be able to get them until level 10. Shamans should never be
in the front row because of their poor DEX and low HP. Be careful to
keep a unit in front of them so that they are not exposed to any melee
attacks. Their high MAG DEF can help them survive magic attacks, but be
prepared to heal them when they get hit by any kind of attack.
The real value of a shaman lies in her magic, as she allows
hitting units to keep attacking instead of drinking healing potions in
battle and losing a turn.
The number of shamans a squad should carry is a careful
act. Too few, and players won't be able to keep their units healty in
battle. Too many and they squad doesn't kill fast enough, which results
in taking more damage and needing all the heals the shamans can give.
In the early going, one shaman should be enough.
As Rank C units become available, the player gains access to
oracles. Oracles are better in every attribute compared to shamans, and
they have magics that can heal groups of allied units An upgrading
shaman will have higher survivability than a beginner level oracle, but
the oracle will soon overtake her in every way.
To read the latest guides, news, and features you can visit our Atlantica Online Game Page.