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Guards

Available Contracts of Guards menu

To protect provinces the player may hire (provincial) Guards (as opposed to Garrisons, which are units stationed inside strongholds or provincial outposts). A Guard is a special immobile army that isn't under the direct control of the player. The Guards' purpose is protecting the province in which it is stationed. In order to hire guards the player must acquire contracts; either unlimited amount through specific buildings or one-time contracts obtained as loot and through some buildings. Some random events may result in guards appearing in a province; for example: a Mob decides to "protect" a province.

Neutral provinces and locations have guards as well but they differ from the hireable Guards specified here, see Neutral Guards for details.

Notes[]

  • Guards usually require resources to hire and maintain, but there are some for "free" (Gang of Thieves for example) but with the side effects (reducing province income and mood for example).
  • There can be only one guard active in a given province. Hiring a new guard replaces the old one.
  • Some guards may not be disbanded (like the Mob). To get rid of these guards the player may attack them with a Hero.
  • There are several side-effects guards can impart on a province. For example, Foresters increase tax income from a province by 10%, Patrolmen reduce the province unrest growth rate, and Watchmen increase the spotting range (reduce fog of war).
  • If province guards are attacked and lose they vanish from the map. If they win and lose some units, the HP will be replenished in time but dead units will not resurrect due to a bug (This is fixed by Fixers Vanilla Patch). Victorious guards gain experience like other units.
  • Since some buildings restrict the availability of other buildings, it is not possible to hire all types of guards on a given shard, this might help you consider which building tree seems more attractive (thus making your decisions more complex).

Guard types[]

Abbreviations: g = gold

Name Cost Upkeep Availability Consist of (level) Effect on province/notes
Adventurers 50g 4g Inn (1) and Merchant Court (2), Contract Item (Level 2, Rarity 2), Event 1 Healer (10)
1 Thief (10)
1 Shaman (10)
1 Goblin (10)
1 Orc (10)
1 Elf (10)
1 Dwarf (10)
1 Fairy (10)
1 Halfling (10)
1 Monk (10)
1 Guardsman (10)
-
Archer Militia 40g 4g - 2 Slinger (4)
2 Bowman (3)
1 Crossbowman (2)
Armada 400g + IronMithrilMithril 40g Contract Item (Level 4, Rarity 4) 6 Thug (17)
4 Executioner (15)
5 War Elephant (12)
-3 Unrest growth rate
Army of Chaos 150g + ArcaniteBlackLotusBlackLotus 10g
4 gems
Contract Item (Level 4, Rarity 2) 3 Imp (19)
3 Fiend (18)
3 Hellhound (17)
1 Demon (12)
1 Ice Demon (12)
1 Succubus (12)
2 Devil (10)
-2 Very discontent Mood
-1 Population growth
Cannot be disbanded
-3 Karma
Battlemages 500g + 60 gems +
MandrakeArcaniteArcanite
20g Tower of Night 6 Shaman (12)
4 Sorcerer (15)
3 Magician (8)
+30% Crystals Income
-1 Very discontent Mood
-1 Population growth
Breeding Ground 220g + 50 gems + MandrakeArcaniteArcanite 10g + 4 gems Contract Item (Level 4, Rarity 3) 4 Basilisk (13)
4 Giant Slug (13)
2 Hydra (9)
-1 Population growth
Only in swamps.
Brethren of Light 60g +
Mandrake
5g Abbey 6 Militiaman (5)
3 Healer (5)
2 Monk (8)
Units in the province recover an extra 10% of their hit points per turn.
+1 Content Mood
+2 Karma
Brotherhood of Druids 100g + 40 gems + MandrakeArcaniteDionium 5 gems Contract Item (Level 4, Rarity 3) 2 Fairy (15)
2 Dryad (12)
2 Pegasus (12)
2 Cleric (15)
2 Gryphon (10)
2 Unicorn (10)
2 Treant (9)
1 White Wizard (12)
Units in the province recover an extra 20% of their hit points per turn.
+1 Content Mood
+2 Karma
Brotherhood of the Eagle 200g + 20 gems +
MandrakeArcanite
12g Secret Monastery 8 Monk (9) Units in the province recover an extra 10% of their hit points per turn.
+1 Content mood
+2 Karma
Cavalry 300g +
IronHorseHorse
15g Cavalry Barracks 6 Horseman (15)
Centaurs 200g +
Lumber
6g Clan Tents (Alliance), Contract Item (Level 2, Rarity 2) 8 Centaur (9) Incorruptible
Only in plains and forests
Clan of Giants 300g +
Iron
30g Contract Item (Level 4, Rarity 3) 5 Giant (12)
1 Fire Giant (12)
Cannot be dismissed
-1 Very discontent Mood
-1 Population growth
Only in hills
-1 Karma
Creature Masters 200g +
MandrakeArcaniteArcanite
20g
5 gems
Contract Item (Level 4, Rarity 3) 2 Basilisk (18)
2 Giant Spider (18)
2 Giant Slug (18)
3 Magician (12)
2 Manticore (12)
Hydra (10)
Cutthroats 20g - Bandit Lair 8 Brigand (5)
3 Bowman (4)
-20% Gold Income
-2 Very discontent Mood
-2 Karma
Clan of Cyclopes

250g +
Iron

25g Contract Item (Level 4, Rarity 3) 6 Cyclops (12) Cannot be dismissed.
-1 Mood
-1 Population growth Only in hills
-1 Karma
Dark Brotherhood 130g + 25 gems +
MandrakeArcanite
7g Black Tower 4 Sorcerer (9)
6 Shaman (12)
-1 Very discontent Mood
-2 Karma
Dragon 500g + DioniumDioniumBlackLotus 50g 10 gems Contract Item (Level 4, Rarity 4) 1 Dragon (5) -50% Gold Income
-50% Crystals Income
Cannot be disbanded
Dwarven Clan 300g + 6 gems +
IronLumberIron
15g Miners Guild (Alliance), Contract Item (Level 3, Rarity 2), Event 8 Dwarf (12)
2 Ballista (9)
1 Catapult (5)
Only in Hills

Gold Income increased by
+15 from Mithril
+10 from Marble
+5 from Iron
+1 Karma

Dwaven Warband (Imperium only) 400g +
IronLumberMithril
25g Great Forge (Alliance) 2 Dwarf ()
2 Dwarf Guardsman()
2 Dwarf Engineer ()
2 Dwarf Miner()
2 Dwarf Pyromaster ()
2 Dwarf Grenadier()
2 Dwarven Battlewagon ()
Only in Hills
+1 Content Mood
Gold Income increased by
+10 from Mithril
+6 from Marble
+3 from Iron
Elven Guards - UI: 1g (incorrect)

Real: 1/20 unit upkeep cost

Alliance Anything the province has when you form the alliance. Converted from Elven Forest guards
Foresters 80g +
Lumber
2g Foresters Guild 5 Bowman (13) +10% Gold Income
Only in forests
Forest Keepers 140g + 60 gems +
MandrakeArcanite
5 gems Stonehenge 6 Fairy (15)
4 Dryad (12)
1 Unicorn (9)
Incorruptible
+3 Content mood
Only in forests
Forest Spirits 50g 1 gems Enchanted Grove 4 Fairy (12)
3 Dryad (8)
Incorruptible
+2 Content mood
Only in forests
+2 Karma
Gang of Thieves 10g - Den of Thieves 9 Thieves (7) -10% Gold Income
-1 Very discontent Mood
-2 Karma
Gargoyle Masters 250g + 50 gems +
MandrakeArcaniteMarble
20g, 6 gems Artifact Master 4 Gargoyle (10)
1 Crystal Gargoyle (10)
1 Obsidian Gargoyle (10)
3 Sorcerer (10)
2 Magician (8)
1 Stone Golem (8)
1 Clay Golem (8)
Guards of the Ancients 300g + 100 gems +
ArcaniteMarble
10 gems Contract Item (Level 3, Rarity 4) 3 Stone Golem (15)
2 Clay Golem (15)
1 Obsidian Golem (15)
1 Crystal Golem (15)
Incorruptible
+30% Gold Income
Guardsmen 350g +

IronIronIron

10g Officer Academy

Pikeman (12)
Crossbowman (12)
Guardsman (9)

Halflings - UI: 1g (incorrect)

Real: 1/20 unit upkeep cost

Alliance Anything the province has when you form the alliance. +1 Karma
Converted from neutral Halflings
Heavenly Guardians 5 gems Ritual 8 Pegasus (15) +1 Province visibility range
+2 Content Mood
Horde 50g +

Iron

- Banner of the Horde, Contract Item (Level 1, Rarity 2) 8 Goblin (12)
6 Orc (14)
-30% Gold Income
-1 Mood
Host of the Dead 100g + 40 gems + MandrakeArcaniteBlackLotus 5 gems Contract Item (Level 4, Rarity 2) 2 Vampire (10)
3 Ghost (12)
3 Ghoul (15)
3 Zombie (18)
3 Skeleton (19)
-2 Very discontent Mood
-1 Population growth
Hunters 60g +
Lumber
- Hunters Camp 5 Bowman (5) Reduce cost of garrison units by -50%
Imperial Guards 300g + IronHorseMithril 30g Contract Item (Level 4, Rarity 2) 2 War Elephant (9)
3 Knight (10)
3 Horseman (15)
3 Guardsman (15)
4 Crossbowman (15)
-5 Unrest growth rate
Inquisition - - Peaceful annexation of Holy Lands Anything the province has when you annex it. Converted from neutral Holy Lands
Province Income -100%

-2 Very discontent Mood
-1 Karma
Cannot be dismissed

Labyrinth Guards 250g +
Iron
25g Contract Item (Level 3, Rarity 3) 6 Minotaur (14)
Light Infantry 70g 5g Barracks 6 Militiaman (10)
3 Bowman (9)
5 Spearman (8)
Lizard Guards 170g + Mandrake 8g Pool, Contract Item (Level 2, Rarity 2) 6 Lizardman (10)
2 Giant Slug (5)
2 Basilisk (5)
1 Medusa (3)
Only in swamps.
Local Militia 30g 3g Recruting Station 6 Militiaman (5)
2 Slinger (3)
2 Spearman (3)
Local Militia (diplomatic) 180g-480g UI: 1g (incorrect)

Real: 1/20 unit upkeep cost

Typical: 1-4g

Land purchase (cheaper with diplomacy) Anything the province has when you purchase the land.
Men of War 250g +
IronHorseLumber
15g Military School 3 Swordman (12)
3 Pikeman (12)
5 Crossbowman (12)
3 Horseman (9)
Mercenaries 200g +
IronHorseLumber
12g Mercenaries Guild 3 Spearman (11)
3 Bowman (9)
2 Barbarian (19)
2 Horseman (7)
1 Horse Archer (7)
Mob 180g +
IronLumber
- Bandit Clan, Event 6 Brigand (12)
4 Bowman (12)
3 Thug (7)
-30% Gold Income
-2 Very discontent Mood
-1 Karma
Monsters 450g +20 gems
Mandrake
45g
2 gems
Monstrologists Guild 3 Basilisk (10)
3 Giant Slug (10)
2 Giant Spider (10)
1 Black Widow (7)
3 Manticore (8)
Nomadic Tribe 250-750g (depends on ring & Diplomacy) UI: 2g Diplomacy with Nomad Steppes Anything the province has when you bribe them, see Neutral Guards +12 Gold Income from Horse
Nomads 250g +
LumberHorseHorse
10g Nomad Camp 6 Horse Archer (9)
3 Horseman (9)
+12 Gold Income from Horse
Only in plains
Orcish Patrol - UI: 1g (incorrect)

Real: 1/20 unit upkeep cost

Typical: 1-4g

Alliance Anything the province has when you form the alliance. Orc Province after forming Alliance
Ogres 180g 20g Contract Item (Level 3, Rarity 3) 6 Ogre (12) Cannot be dismissed
-1 Very discontent Mood
-1 Population growth
Order of Great Darkness 150g + ArcaniteBlackLotusBlackLotus 10g

+ 6 gems

Contract Item (Level 4, Rarity 3), Event 3 Gargoyle (20)
5 Sorcerer (15)
2 Magician (13)
2 Black Wizard (13)
3 Warlock (10)
-1 Very discontent Mood
-1 Population growth
Order of the White Shield 550g +
IronHorseMithril
20g Castle of the White Shield 4 Pikeman (15)
3 Crossbowman (15)
3 Swordman (15)
3 Knight (9)
Overseers 400g +
IronIronMithril
15g Scaffold 6 Thug (12)
3 Executioner (9)
-4 Unrest growth rate
Patrolmen 110g +
IronLumber
7g Warriors Guild 6 Pikeman (5)
3 Bowman (5)
2 Swordman (8)
-2 Unrest growth rate
Phoenix 200g + 30 gems +
Dionium
5 gems Contract Item (Level 3, Rarity 3) 1 Phoenix (15) Incorruptible, Intrepid
Recruits 40g +

Iron

4g Practice Halls Militiaman (1)
Slinger (1)
Spearman (1)
1 Pikeman (1)
1 Crossbowman (1)
1 Thief (1)
1 Brigand (1)
Retinue 600g (diplo 3)

300g (diplo >3)

UI: 3g (incorrect)

Real: 1/20 unit upkeep cost

Land purchase (only with diplomacy) of Prince's Lands Anything the province has when you purchase the land.
Siege Engineers 400g +
IronLumberMithril
14g Mechanics Guild 5 Militiaman (18)
3 Slinger (15)
3 Ballista (12)
2 Catapult (9)
+5% Repair of fortifications
Tribe 100g 5g Chieftain Tent, Event 6 Barbarian (9)
3 Shaman (5)
Only in plains
Trolls

170g + 5 gems +
Iron

15g
1 gem
Contract Item (Level 3, Rarity 3), Event 6 Troll (12) Cannot be dismissed.
-1 Very discontent Mood
-1 Population growth
Only in swamps.
Vassal - - Peaceful annexation of Prince's Lands Anything the province has when you annex it. Converted from neutral Prince's Lands
Province income -90%
Cannot be dismissed
Walking Dead 40g + 20 gems +
Mandrake
1 gem Haunted Cemetery 5 Skeleton (9)
4 Zombie (7)
2 Ghoul (6)
Incorruptible
-1 Very discontent Mood
War Priests 500g + 40 gems + MandrakeArcaniteArcanite 18g Cathedral of the Great Eagle 6 Monk (12)
3 Cleric (9)
+1 Content Mood
Units in the province recover an extra 10% of their hit points per turn.
+3 Karma
Wardens 120g +
IronIronLumber
8g Lookout Tower Swordman (6)
Crossbowman (6)
Unrest growth rate -3
Warriors of Light 400g +
HorseMithrilDionium
40g
3 gems
Contract Item (Level 4, Rarity 3)

3 Monk (19)
Guardsman (18)
3 Knight (12)
2 Cleric (12)
1 White Wizard (12)
3 Paladin (10)

+1 Content Mood
Incorruptible
Winged Guardians 500g +
MandrakeArcanite
15g
2 gems
Celestial Temple 4 Gryphon (9)
6 Pegasus (12)
+1 Province visibility range
Watchmen 70g 5g Watchtower 6 Slinger (6)
3 Spearman (4)
+1 Province visibility range
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