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Commander icon

A Commander is allowed to have a larger army right from the start, he boosts his troops with all kinds of bonuses. With basic items like a Hand Axe, a Buckler, and Simple Chainmail, a fresh Commander is comparable to spearman or brigand, without taking into account his bonuses.

Commanders can use the following types of items: Common, Melee Weapon, Light Armor, Medium Armor, Banners.

Commanders can learn Commander perks up to Mastery Level 3.

The primary stats of a level 1 Commander are: 0 Health; 0 Magic; 1 Command.

The primary stats of a level 9 Commander are: 3 Health, 1 Magic, 6 Command.

Perks

Offensive Tactics

Offensive tactics icon

Proper offensive tactics improve the attack and counterattack attributes of units.

  • Level 1: Attack +1
  • Level 2: Counterattack +1
  • Level 3: Attack +1
  • Level 4: Counterattack +1
  • Level 5: Attack +1, Counterattack +1


Defensive Tactics

Defensive tactics icon

Skillful defensive tactics decrease the damage taken by units.

  • Level 1: Ranged Defense +1
  • Level 2: Defense +1
  • Level 3: Ranged Defense +1
  • Level 4: Defense +1
  • Level 5: Defense +1, Ranged Defense +1


Ranged Tactics

Ranged tactics icon

Knowledge of ranged tactics improves the combat efficiency of missile troops.

This does not affect healers or units using Magic Shot. Does not affect the ammo capacity of melee troops with a seconadary ranged attack (e.g. barbarians, spearmen) either.

  • Level 1: Ranged Attack +1
  • Level 2: Ammo +1
  • Level 3: Ranged Attack +1
  • Level 4: Ammo +1
  • Level 5: Range +1


Discipline

Discipline

The skill of discipline increases the vitality of units and raises their magic resistance.

  • Level 1: Hit Points +1, Resistance +1
  • Level 2: Hit Points +1
  • Level 3: Hit Points +1, Resistance +1
  • Level 4: Hit Points +2
  • Level 5: Hit Points +1, Resistance +1


Leadership

Leadership icon

The troops under a competent leader train faster in their skills, and posses higher morale as well.

  • Level 1: Experience Gained +5%, Morale +1
  • Level 2: Experience Gained +5%, Morale +1
  • Level 3: Experience Gained +5%, Morale +1
  • Level 4: Experience Gained +5%, Morale +2
  • Level 5: Experience Gained +5%, Morale +2


Maneuvering

Meneuvering icon

The ability to maneuver not only increases the initiative of the army, but favorably affects the stamina of the troops and speeds up the global map movement as well.

  • Level 1: Initiative +1, Stamina +1
  • Level 2: Initiative +1, Stamina +1
  • Level 3: Initiative +1, Stamina +1, Mobility +1
  • Level 4: Initiative +1, Stamina +2
  • Level 5: Initiative +1, Stamina +2, Mobility +2


Logistics

Logistics icon

Logistics is the ability to supply troops with provisions and to arrange the sieges efficiently.

  • Level 1: Army Upkeep -10%, Siege +5
  • Level 2: Army Upkeep -10%, Siege +5
  • Level 3: Army Upkeep -10%, Siege +5
  • Level 4: Army Upkeep -10%, Siege +10
  • Level 5: Army Upkeep -10%, Siege +10

Notes:

Of the available skills, Offensive Tactics is key for a primarily melee army, Ranged Tactics key for a primarily ranged army, Defensive Tactics & Maneuvering are always useful, Leadership & Logistics are situational depending on the shard. Logistics becomes useful if you have a very expensive army (for example, an early alliance with Elves or Dwarves can easily mean having more troop slots than you can afford to fill). Leadership becomes useful if Morale is a problem (if you are using low morale troops like Thieves & Assassins, or if the shard is a World of Death.

Subclasses

At Level 10, the Commander gains a subclass. All subclasses will reach (by level 20) a 10 in their Command primary stat.

General (pure class commander)

General icon

Once the path of the commander is completed, the hero becomes a General and gains the ability to increase the attack of his units.

  • Generals can use the following types of items: Common, Melee Weapons, Banner, Light Armor, Medium Armor, Shield.
  • Increases units' attack and counterattack by 1.
  • Can learn Commander perks up to Mastery Level 5.
  • Maximum stats: 6 Health, 4 Magic, 10 Command

Marshal

At level 20, the General becomes a Marshal.

  • Increases units' attack and counterattack by 2.

Warlord (commander/warrior)

Warlord icon

A Commander who has mastered the art of fighting becomes a Warlord and gains the ability to efficiently increase the defense of his units.

  • Warlords can use the following types of items: Common, Melee Weapons, Heavy Weapons, Wand, Light Armor, Medium Armor, Heavy Armor, Shield.
  • Increases units' defense and ranged defense by 1.
  • Can learn Commander and Warrior perks up to Mastery Level 3.
  • Maximum stats: 8 Health, 2 Magic, 10 Command

Battlemaster

At level 20, the Warlord becomes a Battlemaster.

Battlemaster Icon
  • Increases units' defense and ranged defense by 2.
  • Grants +1 Regeneration to every unit.

Tactician (commander/scout)

Tacticain icon

A Commander who has mastered scouting skills becomes a Tactician, gaining higher initiative and the ability to increase the ranged attack of his missile troops.

  • Tacticians can use the following types of items: Common, Melee Weapon, Ranged Weapon, Banner, Light Armor, Medium Armor, Shield.
  • Increases units' ranged attack by 2 (does not affect units using magic shot).
  • Initiative is increased by +1
  • Can learn Commander and Scout perks up to Mastery Level 3.
  • Maximum stats: 7 Health, 3 Magic, 10 Command

Strategist

At level 20, the Tactician becomes a Strategist.

Strategist Icon
  • Increases units' ranged attack by 4 (does not affect units using magic shot).
  • Initiative is increased by +2

Priest (commander/wizard)

Priest icon

A Commander who has mastered the secrets of magic becomes a Priest and gains the ability to increase the morale and resistance of his units.

  • Priests can use the following types of items: Common, Melee Weapon, Wand, Banner, Light Armor, Medium Armor, Shield
  • Increases units' resistance by 1 and morale by 2.
  • Can learn Commander and Sorcerer perks up to Mastery Level 3.
  • Maximum stats: 4 Health, 6 Magic, 10 Command

High Priest

At level 20 the Priest becomes a Great Priest.

High Priest Icon
  • Increases units' resistance by 2 and morale by 4.

Notes:

General is the most straightforward to play and is frequently the superior choice thanks to his excellent buffs and the strength of level 5 Commander perks. Tactician, however, will be better for a ranged army, thanks to his class buffs and the added ability to use him as a strong ranged unit. Priest offers very strong magic support, gaining 5 Magic compared to the General's 3, and can be an excellent buffer for the army. Warlord is easily the weakest choice, as you're surrendering a large selection of benefits in order to make the Commander an above-average melee unit.

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