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Warrior Quarter

You build your barracks, and recruit your warriors in the Warriors Quarter, so they can go out and kill things.

Tier I Buildings[]

Name Gold Crystals Iron Lumber Horse Mandrake Requirements Effect on your Domain
Fort 500 - 2 1 2 - Carpenter's Guild, Four Tier 1 Recruitment Buildings
  • Allows construction of Tier 2 Recruitment Buildings.
  • Adds a tower and increases wall strength by 50.
  • Adds second row to the garrison.
Armory 120 - 2 - - - Workshop, Forge
Recruitment Buildings
Recruiting Station 50 - - - - - -

Militiaman; Guard - Local Militia; prerequisite for
Barracks

Swordsman School 120 - 2 - - - Forge Swordsman; prerequisite for Lookout Tower; +1 Karma
Barbarian Camp 140 - - - - - Tavern Barbarian; prerequisite for Chieftan's Tent; -1 Karma
Slinger School 80 - - - - - - Slinger; prerequisite for Watchtower
Pikeman School 110 - 2 - - - Forge Pikeman;

prerequisite for Warrior's Guild; +1 Karma

Den of Thieves 70 - - - - - Tavern Thief; prerequisite for Thieves Guild; -2 Karma
Spearman School 80 - - - - - - Spearman; prerequisite for Barracks
Crossbowman School 150 - 1 1 - - Forge Crossbowman; prerequisite for Lookout Tower; +1 Karma
Brigand's Lair 60 - - - - - Tavern Brigand; prerequisite for Bandit Lair; -2 Karma
Shooting Ground 150 - - 1 - - Workshop Bowman; prerequisite for Hunter's Camp
Brotherhood of Light 90 5 - - - 1 Altar Healer; prerequisite for Abbey; +3 Karma
Totem 100 5 - - - 1 Altar Shaman; prerequisite for Chieftan's Tent; -1 Karma

Tier II Buildings[]

Name

Gold Crystals Iron Lumber Horse Mandrake Arcanite Marble Mithril Preconditions Effect on your Domain
Citadel 2000 - 1 1 1 - - - 3 Builders Guild; 3 Tier 2 recruitment buildings
  • Allows construction of Tier 3 Recruitment Buildings.
  • Adds a tower and increases wall strength by 50.
  • Increases attack of towers by 1.
  • Adds third row to the garrison.
Practice Halls 200 - 1 1 2 - - - - Stable; Armory +15 XP to recruits; permits Recruits Guard
Recruitment Buildings
Siege Workshop 550 - 2 2 - - - - 1 Fort; Workshop Ballista
Monastery 350 35 1 - 2 1 - - Fort; Church Monk; prerequisite for Secret Monastery; +3 Karma
Fighter Barracks 300 - 3 1 - - - - - Fort; Tavern; Armory Thug; prerequisite for Bandit Clan; -1 Karma
Riding Ground 360 - - 2 3 - - - - Fort; Stable Horse Archer; prerequisite for Nomad Camp
Guardsman Barracks 470 - 1 2 - - - - 1 Fort; Practice Halls Guardsman; prerequisite for Officer Academy; +1 Karma
Assassins Guild 350 - 2 1 - - - - - Fort; Inn; Armory Assassin; -2 Karma
Jousting Arena 400 - 2 - 3 - - - - Fort; Stables Horseman;

Cavalry Barracks

Pegasi Stables 420 25 1 1 - 2 1 - - Fort; Enchanted Grove Pegasus;

+2 Karma

Sorcerer's Circle 350 50 - 1 - 2 2 - - Fort; Sorcerer's Workshop Sorcerer; prerequisite for Black Tower;

-2 Karma

Bonus Buildings (Requires a corresponding tier 1 recruitment building)
Barracks 130 - 1 1 - - - - - Milita Barracks; Spearman School +10 XP to recruits; permits Light Infantry guard
Lookout Tower 200 - 2 1 - - - - - Swordsman School; Crossbowman School; Stonemason's Guild Stronghold towers +2 attack; permits Wardens guard; +1 Karma
Chieftan's Tent 120 - - - - - - - - Barbarian Camp; Totem Permits Tribe guard; -1 Karma
Watchtower 150 - - 1 - - - - - Slingers School; Carpenter's Guild Stronghold towers +1 attack; permits Watchmen guard
Warriors Guild 170 - 2 1 - - - - - Pikeman School; Armory Recruits +10 XP; permits Patrolmen guard; prerequisite for Officer Academy, Cavalry Barracks; +1 Karma
Bandit Lair 100 - - - - - - - - Brigand Lair; Armory Capital +5 gold; Capital Mood -1; permits Cutthroats guard; prerequisite for Bandit Clan; -2 Karma
Hunters Camp 200 - - 2 - - - - - Shooting Ground; Foresters Camp Capital garrison upkeep -10%; permits Hunters guard
Abbey 100 5 - - - 1 - - - Brotherhood of Light; Church Capital Mood +1; permits Brethren of Light guard; prerequisite for Secret Monastery; +3 Karma
Thieves Guild 90 - - - - - - - - Den of Thieves; Inn Opponent income -5; Capital Mood -1; permits Gang of Thieves guard; -2 Karma

Tier III Buildings[]

Name

Gold Crystals Resource Cost Preconditions Effect on your Domain
Castle 5000 IronHorseMithrilMithrilMithrilMithril Architects Guild, Two Tier 3 Recruitment Buildings
  • Allows construction of Tier 4 Recruitment Buildings.
  • Adds a tower and increases wall strength by 50.
  • Increases attack of towers by 1.
  • Adds fourth row to the garrison.
Military School 500 IronIronHorseHorseMithrilMithril Practice Halls, Mercenaries Guild
Recruitment Buildings
Siegeworks 2700 IronLumberMithrilMithril Citadel, Armory, Craftsman Guild
  • Catapult
  • Prerequisite for Mechanics Guild
Gryphon Nest 2000 50 ArcaniteArcaniteMithrilMithril Citadel, Stonehenge, Trappers Guild
  • Gryphon
  • Prerequisite for Celestial Temple
Knightly Order 2500 HorseHorseMarble

MithrilMithrilMithril

Citadel, Craft Shop, Military School
  • Knight
  • Prerequisite for Castle of the White Shield
  • +2 Karma Karma positive
Temple of the Eagle 1800 100 ArcaniteMarbleMarbleDionium Citadel, Temple of Immortals, Pharmacy
  • Cleric
  • Prerequisite for Cathedral of the Great Eagle
  • +9 Karma Karma positive
Torture Chamber 1500 IronIronMithrilMithril Citadel, Practice Halls, Dungeon
Mages Tower 1700 150 ArcaniteArcaniteArcaniteMarbleBlackLotus Citadel, Alchemists Guild
Bonus Buildings (Requires a corresponding tier 2 recruitment building)
Nomad Camp 450 - LumberHorseHorse Riding Ground, Market
Officer Academy 450 - IronIronLumberMarbleMithril Guardsmen Barracks, Warriors Guild
Shadow Guild 400 IronIronMandrake Thieves Guild, Assassins Guild
Cavalry Barracks 370 - IronLumberHorseHorse Jousting Arena, Warriors Guild
Secret Monastery 400 30 LumberMandrakeMandrakeArcanite Monastery, Abbey
Bandit Clan 350 - IronIronIron Fighter Barracks
Dark Brotherhood 500 10 IronIronMithril Shadow Guild, Bandit Clan
Black Tower 350 40 MandrakeMandrakeArcaniteArcanite Totem, Sorcerer's Circle
  • Deals ranged magic damage to enemies during Capital defense.
  • Provides 1 copy of Dark Tower schematics.
  • Capital Mood -1 Very discontent
  • Karma -3 Karma negative

Tier IV Buildings[]

Name

Gold Crystals Resource Cost Preconditions Effect on your Domain
Military Academy 1500 - HorseHorseMarbleMithrilMithril Military School, Arena
  • Recruits +30 XP
  • Allows hiring 1 additional guard per turn
Recruitment Buildings
Elephant Pen 7000 LumberLumberMarbleMithrilMithrilMithril Castle, Monstrologists Guild
Sacred Order 6000 150 HorseMithrilMithrilDioniumDioniumDionium Castle, Military Academy, Cathedral of the Immortals
Castle of Darkness 4200 300 ArcaniteArcaniteBlackLotusBlackLotusBlackLotusBlackLotus Castle, Artifact Market
Bonus Buildings (Requires a corresponding tier 3 recruitment building)
Mechanics Guild 2500 IronIronLumberLumberMithrilMithril Siege Workshop, Siegeworks
  • Reduces cost of army recruitment by 5%
  • Reduces cost of construction in capital by 5%
  • Increases heroes' Siege power by 3
  • Unlocks Siege Engineers guard
Celestial Temple 2000 80 ArcaniteMarbleMarbleDionium Temple of Immortals, Pegasi Stable, Gryphon Nest
Castle of the White Shield 3000 - IronHorseHorseMithrilMithrilDionium Architects Guild, Knightly Order
Cathedral of the Great Eagle 1600 100 MarbleMarbleMarbleDioniumDionium Secret Monastery, Temple of the Eagle
Scaffold 1400 - IronIronLumberLumberMithril Court, Torture Chamber
Tower of Night 1500 130 ArcaniteArcaniteMarbleBlackLotusBlackLotus Black Tower, Mages Tower
  • Crystals Income +10
  • -1 Mood in Capital Very discontent
  • Deals ranged magic damage to enemies during Capital defense.
  • Provides one schematic of Tower of Lightning
  • -5 Karma Karma negative


Buildings
Entertainment Quarter / Magic Quarter / Trade Quarter / Military Quarter / Temple Quarter / Craftsmen Quarter / Forest Quarter / Foreign Quarter / Central Quarter
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