Description | Warrior Eador: MotBW Guide
Last update: 11 May 2016
Warriors are heroes adapted to taking in great amounts of damage and dealing deathly blow in melee combat (they can also shoot, but aren't too good at it). They use a variety of weapons and armor, including the heaviest and the most powerful ones - and it really pays off to invest in them. They can't, however, cast spells and can only command a limited number of troops, but are a serious threat in themselves. Properly grown, they become virtually invulnerable to blows and can kill enemies with a single strike. They're the perfect choice for beginner players who don't want to delve to deep into the mechanics of the game, but just win battles. Warriors can use item from groups: Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield. |
Warrior's Level Up Chart
Hero's level | Command | Health | Magic |
0 | - | +1 | - |
1 | - | +1 | - |
2 | +1 | - | - |
3 | - | +1 | - |
4 | +1 | - | - |
5 | - | +1 | - |
6 | - | - | +1 |
7 | - | +1 | - |
8 | +1 | - | - |
9 | - | +1 | - |
10 | - | - | - |
Total: | 3 | 6 | 1 |
As you can see, Warriors specialize in leveling Health, which makes them very resistant and additionally immune to fear and exhaustion. Magic is of little use to them, so its low rates shouldn't be a problem. The only really problematic issue concerns low Command levels that should be further increased through a proper specialization. It's so happens that once the Warrior reaches level 10, they can choose one of four specializations: Berserker, Slayer, Holy Knight, Dark Knight. Below are the details:
Name | Icon | Statistics at Level 20 | Available Equipment | Class bonus |
Berserker | 7 Command 10 Health 3 Magic | Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Berserk (3) skill. Can expand Warrior Skills to level 5, the maximum. | |
Slayer | 6 Command 10 Health 4 Magic | Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Poison Attack (2), Poison Shot (2) and Precise Strike (2) skills. Can expand Warrior and Scout Skills to level 3. | |
Holy Knight | 8 Command 10 Health 2 Magic | Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield | Cure Wounds (3) and Smite Evil (1) skills. Can expand Warrior and Commander Skills to level 3. | |
Dark Knight | 3 Command 10 Health 7 Magic | Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield | Soul Stealing (3) skill. Can expand Warrior and Wizard Skills to level 3. |
Berserker: the optimal choice if you wish to make your hero into a true killing machine. Class skills at level 5 give insanely huge bonuses. What's more, the Berserk skill allows for staying on high battle alert and efficiently dealing damage despite serious wounds (though a healing unit in the army also comes in handy).
Slayer: a fairly interesting option, though inferior to the two neighboring ones. Scout Skills are only moderately useful to a Warrior, while low maximum Command levels and the inability to increase Warrior Skills properly are a great limitation here. On the other hand, poisoning enemies is remarkably useful, same as the freedom of choice when it comes to fighting styles (melee and ranged work almost equally well). If you raise Reaction to level 3, you will get an additional movement point, which are extremely important.
Holy Knight: a choice that allows for a reasonable balancing between the advantages of the Warrior and the typical benefits of the Commander. An army of 13 that a Holy Knight can command is an impressive force in which the high-level, well-equipped hero will be one of the most powerful units. Importantly enough, Command Skills allow for further enhancements of the troops, which is a strong justification for the class.
Dark Knight: an option that turns the hero into a sort of a vampire: an enemy killed in direct combat will heal the hero's wounds (three times maximum). However, seeing as it limits the maximum Command level to only 3, the Dark Knight is the least beneficial of the given specializations. Command level 3 translates to a very small and a very weak army. Although you receive the ability to cast advanced spells, magic will still remain the domain of the Wizards. What's worse, any magic skills whatsoever don't correspond to any previous developments of the hero, thus leaving him moderately good at everything, but not really great at anything. As a result you only get a quasi-wizard which deals great damage in direct combat, but is not able to do anything else (because in during a round they can only cast a spell or fight).
The above comparisons leave no doubt that the optimal choices are Berserker and Holy Knight. Empirical tests prove it further, and stat growth at level 20 seals it. At level 20, specializations reach their full potential which involves additional bonuses to already added class bonuses. Unfortunately, it also involves a halt in the hero's stat growth - they remain on the exact same level (choosing a specialization is irrevocable, with especially far-reaching consequences).
Below is the chart of final specializations (they can't be chosen - level up is automatic!):
Name | Icon | Statistics | Available Equipment | Class Bonus | Commentary |
Chieftain | 7 Command 10 Health 3 Magic | Common, Melee Weapon, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Berserk (8) skill, can expand Warrior Skills to level 5, the maximum. | ||
Master Slayer | 6 Command 10 Health 4 Magic | Common, Melee Weapon, Heavy Weapon, Ranged Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Poison Attack (4), Poison Shot (4) and Precise Strike (4) skills. Can expand Warrior and Scout Skills to level 3. | ||
Champion | 8 Command 10 Health 2 Magic | Common, Melee Weapon, Heavy Weapon, Banner, Light Armor, Medium Armor, Heavy Armor, Shield | Cure Wounds (3), Smite Evil (3) and Reincarnation (1) skills. Can expand Warrior and Commander Skills to level 3. | ||
Death Knight | 3 Command 10 Health 7 Magic | Common, Melee Weapon, Heavy Weapon, Wand, Light Armor, Medium Armor, Heavy Armor, Shield | Soul Stealing (8) skill. Can expand Warrior and Wizard Skills to level 3. |
Chieftain: a simple expansion to the basic Berserker doesn't add too much - in fact, the hero's growth has been halted. Any benefits from class skills raised to level 5 should nevertheless balance the losses, as they significantly increase the hero's statistics.
Master Slayer: a high-level hero can deal great amount of damage, both in melee and ranged combat, while additionally poisoning enemy units. High mobility allows reaching and eliminating the enemy very quickly. It's a pretty solid option, though incomparably weaker than the two neighboring ones.
Champion: above level 20, the Champion becomes unbeatable. The one-time ability to resurrect themselves in case of death is a highly useful skill, especially if the hero has high Defense and strong Attack - in which case they become a real pain in the enemy's ass, without dying practically ever (unless they face off a Chieftain, that is).
Death Knight: expanding the hero's vampiric abilities doesn't really make a difference. In comparison with the other specializations, magic remains utterly unprofitable.
Above level 20, the Champion easily wins over a Chieftain - mainly because of the incredibly handy Reincarnation and the common outnumbered factor (two units more in the army). Champions can additionally heal their wounds, which balances out, for example, the abilities of a high-level Slayer. The Master Slayer is also a good choice due to their mobility, universality and poison strikes. In the end, though, the Champion is the optimal choice for about 90% of the situations throughout the play.