Scouts are professional marksmen. They can use all kinds of ranged weapons. However, they can only use light armor and cannot carry shields. Scouts have the greatest selection of various non-combat skills.
The Scouting skill is a very handy one to learn, as it can help the Hero gauge enemy strength before engaging in combat, and also helps explore provinces quickly, leading to more gold income faster.
Warrior
Warriors shine when it comes to trading blows. They have the strongest health among all heroes and are able to wield the heaviest armor and weapons.
Warrior Skills
Blacksmithing
Blacksmithing slows down the degredation of the hero’s equipment and also increases gold income.
Level 1: Item Wear -10%, Income +5
Level 2: Item Wear -10%, Income +5
Level 3: Item Wear -10%, Income +10
Level 4: Item Wear -10%, Income +20
Level 5: Item Wear -10%, Income +30
Constitution
Constitution increases the hero’s hit points and stamina.
Level 1: Hit Points +2, Stamina +1
Level 2: Hit Points +2, Stamina +1
Level 3: Hit Points +3, Stamina +1, Regeneration +1
Level 4: Hit Points +4, Stamina +2
Level 5: Hit Points +5, Stamina +2, Regeneration +1
Athletics
Athletics increases the hero’s intitiative and his movement speed in battle.
Level 1: Initiative +1, Forced March +3
Level 2: Initiative +1, Recuperation +3
Level 3: Initiative +1, Speed +1
Level 4: Initiative +1, Charge
Level 5: Initiative +1, Speed +1
Weapon Master
A Weapon Master inflicts greater damage on the enemy.
Level 1: Attack +1, Counterattack +1
Level 2: Attack +2, Counterattack +1
Level 3: Attack +1, Counterattack +2
Level 4: Attack +2, Counterattack +2
Level 5: Attack +2, Counterattack +2
Willpower
Willpower increases the hero’s morale and magic resistance.
Level 1: Resistance +1, Morale +1
Level 2: Resistance +1, Morale +1
Level 3: Resistance +1, Morale +1
Level 4: Resistance +1, Morale +2
Level 5: Resistance +1, Morale +2
Armor Master
An Armor Master increases his defense against physical damage.
Level 1: Defense +1, Ranged Defense +1
Level 2: Defense +1, Ranged Defense +1
Level 3: Defense +1, Ranged Defense +1
Level 4: Defense +1, Ranged Defense +2
Level 5: Defense +2, Ranged Defense +1
Combat
This skill improves the hero’s attack accuracy and parry rating.
Level 1: Precise Strike +1, Parry +1
Level 2: Precise Strike +1, Parry +1
Level 3: Precise Strike +1, Parry +1
Level 4: Precise Strike +2, Parry +2
Level 5: Precise Strike +2, Round Attack
Level 10 Warrior Classes
Berserker
Having completed the path of the Warrior, the hero becomes a Beerserker and gains the ability to fall into battlerage and become immune to wounds while gaining increased attack strength.
Slayer
A Warrior who has mastered scouting skills becomes a Slayer and gains the ability to poison his weapons with deadly venom and strike his enemy’s most vulnerable spots.
Holy Knight
A Warrior who has mastered the art of command becomes a Holy Knight and gains the ability to crush the forces of darkness with his blows and also to heal wounds.
Dark Knight
A Warrior who has mastered the basics of dark magic becomes a Dark Knight and gains the ability to drink the souls of the enemies he defeats.
Sample Shard Conquer
Shard: Feron
Size: Tiny
Terrain: Forests
Energy: +2
Building Knowledge Obtained:
Drivers Guild Warriors Guild
Infirmary
Merchant Court
Fort
Watchtower
Benefits Obtained:
Building in Stronghold: Altar
Stronghold Buildings (in order)
Forge
Foundry
Granary
Farmers Market
Workshop
Armory
Weapon Store
Plate Armory
Stable
Practice Halls
Recruiting Station
Spearman School
Tavern
Inn
Library
Altar
Pottery
Brotherhood of Light
Diggers Guild
Stonemasons Guild
Jewelry Store
Show Booth
Sanctuary
Sorcerer’s Workshop
Sorcery Store
School of Wizardry
Carpenters Guild
School of Sorcery
Sphere of Winds
Lizardmen Quarter
Bone Totem
Provinces Captured (in order)
Gray Cliffs
Creaking Wilds
Howling Wilds
Druid Thicket
Forbidden Shore
Dawn Coast
Enchanted Forest
Mermaid Shore
Great Mud
Scarab Valley (enemy capital)
Conquering Heroes
Brann
Warrior
Level 19
Level 10 Class: Holy Knight
Rualcar
Wizard
Level 12
Level 10 Class: Mage
Return to the Eador: Masters of the Broken World Main Walkthrough Page.
Wizard
Wizard
Wizards possess the greatest number of spells. Their skills are focused on enhancing the power of their incantations. They can use wands and common mundane items, but no armor, shields, or melee weapons.
The Wizard is the weakest of the Heroes at his start, so it’s a good idea to protect him as quickly as possible. One good way to do this is by hiring another Hero at the same time to guard the Wizard.
Wizard Skills
Concentration
Concentration increses the duration of the spells cast by the hero, and helps him to restore more stamina while resting.
Level 1: Spell Duration +1, Recuperation +1
Level 2: Spell Duration +1, Recuperation +1
Level 3: Spell Duration +1, First Aid +1
Level 4: Spell Duration +1, Recuperation +1
Level 5: Spell Duration +1, First Aid +1
Wand Mastery
Wand Mastery not only improves the efficiency of using wands but also increses the hero’s initiative.
Level 1: Initiative +1, Wand Firing +1
Level 2: Initiative +1, Wand Firing +1
Level 3: Initiative +1, Wand Firing +1
Level 4: Initiative +1, Wand Firing +2, Ammo +2
Level 5: Initiative +1, Wand Firing +2, Range +1
Thaumaturgy
Thaumaturgy increases the hero’s magic resistance and his ability to overpower the resistance of the enemy.
Level 1: Hero Resistance +1, Target Resistance -1
Level 2: Hero Resistance +1, Target Resistance -1
Level 3: Hero Resistance +1, Target Resistance -1
Level 4: Hero Resistance +1, Target Resistance -1
Level 5: Hero Resistance +1, Target Resistance -1
Summoning
Summoning increases the power of the summoned creatures and the maximum range of summoning spells.
Level 1: Strength of Summoned Creatures +2, Summoning Range +1
Level 2: Strength of Summoned Creatures +2, Summoning Range +1
Level 3: Strength of Summoned Creatures +2, Summoning Range +1
Level 4: Strength of Summoned Creatures +2, Summoning Range +1
Level 5: Strength of Summoned Creatures +2, Summoning Range +1
Necromancy
Necromancy allows the undead raised in battle to stay with the hero’s army, their strength is increased as well. Speeds up the hit points restoration for the undead on the hero’s service.
Level 1: Allows to subdue a Skeleton, Strength of Undead +1, +10% hit points per turn
Level 2: Allows to subdue a Zombie, Strength of Undead +1, +10% hit points per turn
Level 3: Allows to subdue a Ghoul, Strength of Undead +1, +10% hit points per turn
Level 4: Allows to subdue a Ghost, Strength of Undead +1, +10% hit points per turn
Level 5: Allows to subdue a Vampire, Strength of Undead +3, +10% hit points per turn
Wisdom
Wisdom increases the experience earned by the hero and allows him to learn additional spells.
Level 1: Experience Gained +10%, 1st Circle spell
Level 2: Experience Gained +10%, 1st Circle spell
Level 3: Experience Gained +10%, 2nd Circle spell
Level 4: Experience Gained +10%, 3rd Circle spell
Level 5: Experience Gained +10%, 4th Circle spell
Magic Power
Magic Power increases the spellpower of the hero.
Level 1: Spellpower +1
Level 2: Spellpower +1
Level 3: Spellpower +1
Level 4: Spellpower +1
Level 5: Spellpower +2
Level 10 Wizard Classes
Mage
Having completed the path of the Wizard, the hero becomes a Mage and gains an increase to the power of his spells.
Battlemage
A Wizard who has mastered the art of fighting becomes a Battlemage, gaining higher resistance to hostile magic and the ability to overcome enemy resistance more efficiently.
Necromancer
A Wizard who has mastered the secrets of scouting becomes a Necromancer and gains the ability to summon more powerful creatures and spend fewer gems while casting spells. The Necromancer can retain stronger undead in his army than the skill normally allows.
Enchanter
A Wizard who has mastered the basics of command becomes an Enchanter and gains the ability to extend the effects of his spells.
Sample Shard Conquer
Shard: Telterge
Size: Tiny
Terrain: Swamps
Energy: +2
Building Knowledge Obtained:
Lookout Tower
Drivers Guild
Foresters Guild
Barracks
Brewery
Crystal of Force
Benefits Obtained:
Gold Reserve +14
Gem Reserve +3
Stronghold Buildings (in order)
Tavern
Granary
Library
Barbarian Camp
Farmers Market
Workshop
Altar
Sorcerer’s Workshop
Sorcery Store
Recruiting Station
Forge
Stable
Armory
Practice Halls
Pottery
Inn
Altar of Chaos
Totem
School of Necromancy
School of Sorcery
Sphere of Winds
Diggers Guild
Jewelry Store
Brigand Lair
Stonemasons Guild
Foundry
Show Booth
Tailor Store
Provinces Captured (in order)
Swelling Lands
Fanged Banks
Crab Shore
Ravined Valley
Eagle Pass
Wild Field
Ileorne
Fiendhive
Waterspirit Pool (enemy capital province)
Conquering Heroes
Garzod
Wizard
Level 19
Level 10 Class: Enchanter
Jargo
Warrior
Level 16
Level 10 Class: Berserker
Return to the Eador: Masters of the Broken World Main Walkthrough Page.