Description | Wizard Eador: MotBW Guide
Last update: 11 May 2016
Wizards are heroes that specialize in casting spells - and, sadly, only in casting spells. They have very little health points and command only a small army, but that is to some extent justified by their magical potential. Experienced spellcasters can turn the tide of the battle with only a few spells, impel the enemy to commit suicide or create ready troops right on the battlefield (through necromancy or demonology). Their capabilities are gigantic, but the problem lies in their combat survivability - a smart Scout can easily kill a Wizard with only a single shot. What's worse, they're further weakened by their low Stamina, while the high costs of spells (some of which require crystals) can damage the kingdom's budget. All things considered, the Wizard is a choice first and foremost for experienced players. Wizards can use items from groups: Common, Wand. |
Wizard'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: | 2 | 2 | 6 |
As you can see, Wizards put their focus into developing their basic skill, Magic. Seeing as they have very little Health Points, don't recruit them on small maps because they will die in a matter of minutes (an enemy Warrior or Scout will quite literally tear them apart). Wizards do a lot better on vast, well-expanded maps that take over a hundred rounds to conquer. In that time, they can greatly enhance their magic abilities, learn numerous spells and chose a specialization upon reaching level 10. Since it determines the further direction in which the hero will develop, this decision here is of great importance. Before you make it, though, take a moment to consider the choice of spells, given that they are what define the nature of the battle and the gameplay itself. The spells are described in detail in the section devoted to magic - so here I will only mention that they are divided into six very different schools of magic. Obviously enough, choose spells in accordance with the hero's level up direction.
As mentioned earlier, Wizards may choose one of four specializations: Mage, Battlemage, Necromancer and Enchanter. Below are the details:
Name | Icon | Statistics at Level 20 | Available Equipment | Class B\onuses |
Mage | 6 Command 4 Health 10 Magic | Common, Wand | Spellpower permanently raised by 2. Can expand Wizard Skills to level 5, the maximum. | |
Battlemage | 2 Command 8 Health 10 Magic | Common, Melee Weapon, Wand, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Raises Resistance by 2 and ignores 2 Resistances points in enemies. Can expand Warrior and Wizard Skills to level 3. | |
Necromancer | 7 Command 3 Health 10 Magic | Common, Melee Weapon, Wand, Ranged Weapon, Light Armor, Shield | Summoning raised by 2. Spells cost 25% crystals less. Can retain units 1 level more powerful than Necromancy allows. Can expand Scout and Wizard Skills to level 3. | |
Enchanter | 8 Command 2 Health 10 Magic | Common, Melee Weapon, Banner, Wand, Light Armor, Medium Armor, Shield | Spells last 3 rounds longer. Can expand Commander and Wizard Skills to level 3. |
Mage: useful only to reach level 20 and unlock the next class, the Archmage. While it may offer the maximum enhancement of magic abilities, in reality they don't prove any substantial advantage (bonuses are quite modest at best). Mages are good with every school of magic, but not really great in any of them.
Battlemage: significantly increases the hero's survivability on the battlefield and allows them to cast spells more frequently (due to raised Stamina). Nevertheless, given that it limits Command to a meager 2, it's not a particularly good choice - a microscopic army won't do you any good. All in all, it's the least beneficial specialization.
Necromancer: Necromancers have vast possibilities - they can use dead bodies of enemies and allies to summon various undead units in their places. More importantly, the summoned creatures receive a stat bonus and can remain as units in the army even after the battle is over (at some crystals cost, though). Limitations in Wizard Skills are not too painful as well due to powerful class bonuses. The drawbacks, on the other hand, involve a low amount of Health Points and Stamina, as well as Scout Skills that are not quite useful (apart from Scouting to poison enemies and Reaction to raise Initiative).
Enchanter: Enchanters cast time-limited spells. They are truly great at it, but they need to take into account their low Stamina and little Health Points - otherwise they die easily and can't act too often. Despite this, they make a pretty interesting option due their Commander Skills which work wonders alongside their buff and debuff spells.
Among all Wizard specializations, Necromancers and Enchanters perform the best, so you don't really have to pay too much attention to the other classes. The commanders of the undead should focus primarily on the school of necromancy and develop the Necromancy and Summoning skills. Another plus is that they can retain units one level more powerful that the skills suggests - which means that instead of limiting yourself to Ghouls, you can also add Ghosts. The thing is, though, that in order for this to work someone has to die in battle - that's the only way to create an undead unit. Importantly enough, the one to die should be a living unit: machines and zombies don't count. Another problem may stem from the fact that units can be brought back only where they fell - if someone else stands on their tile, there's no necromancy to speak of. To avoid this, make sure to have at least several strong offensive spells, or you won't be able to resurrect anyone. Alternatively, you can add several weaker units (such as Militiamen or Goblins) to use them for your undead army. The best for this purpose are, however, the Pikemen - they stop an invading army and slowly kill its units. Regardless of the choice, make sure that the kingdom doesn't run out of crystals - the upkeep, the summoning and the casting require high amounts of them.
As for the Enchanter, the situation is completely different. Their only purpose is to cast buff spells on allied units and debuff spells on enemy units. The hero receives a bonus as long as all time-limited spells are in working, so that's what you should focus on developing (each school has at least one such spell). Everything depends on the preferred school - for example, sacred spells considerably buff allied units, while necromancy spells considerably debuff enemy troops. The only problem here is the hero's Health factor - they can cast only a few spells because they quickly run out of Stamina. What's worse, the Enchanter can be easily killed by a hostile hero. This can lead to a particularly ridiculous situation in which an enemy Scout leveled up to a Sharpshooter kills the Enchanter in the first round of the battle. In most cases there's nothing you can do about it simply because the enemy has higher Initiative - unless you've invested in Wand Master and Maneuvering and got yourself some more points.
As you can see, both options are both handy and laden with drawbacks, thus playing a Wizard is one of the biggest challenges in Eador: Masters of the Broken World. Only the best players will reach the ultimate specializations at level 20. Below is the list of options:
Name | Icon | Statistics | Available equipment | Class bonuses |
Archmage | 6 Command 4 Health 10 Magic | Common, Wand | Spellpower permanently raised by 2. Can cast two spells per round. Can expand Wizard Skills to level 5, the maximum. | |
Warwizard | 2 Command 8 Health 10 Magic | Common, Melee Weapon, Wand, Heavy Weapon, Light Armor, Medium Armor, Heavy Armor, Shield | Raises the hero's Resistance by 4 and ignores 4 Resistances points in enemies. Can expand Warrior and Wizard Skills to level 3. | |
Master Necromancer | 7 Command 3 Health 10 Magic | Common, Melee Weapon, Wand, Ranged Weapon, Light Armor, Shield | Summoning raised by 4. Spells cost 50% less crystals. Can retain units 2 levels more powerful than Necromancy allows. Can expand Scout and Wizard Skills to level 3. | |
Master Enchanter | 8 Command 2 Health 10 Magic | Common, Melee Weapon, Banner, Wand, Light Armor, Medium Armor, Shield | Spells last 6 rounds longer. Can expand Commander and Wizard Skills to level 3. |
Archmage: the ability to cast 2 spells per round is impressive and truly useful, but involves two major drawbacks. Firstly: after casting three series of double spells, the Archmage loses all Stamina and can't do anything else. Secondly: unlocking the specialization requires playing a Mage for a long time, which is quite challenging in itself (see: previous chart). You also need to remember that casting the same spell on the same target twice in 90% of cases won't increase the spell's duration or its power. So what do we get in return? The ability to determine the flow of the battle right from the beginning. Spells that work on whole armies or deal extensive damage (for example, to eliminate enemy archers, heroes or spellcasters) are particularly useful. To some extent, you can boost your hero's health issues by casting Stamina-increasing spells, but that's a waste of the Archmage's potential and a loss of space in the spell book.
Warwizard: harder to kill than its predecessor and more powerful in terms of damage to enemy units, but a good chunk of its potential is wasted on fairly useless Warrior Skills.
Master Necromancer: allows the Necromancer to keep summoned Vampires and render their undead more powerful than the usual. This not only evens out, but actually surpasses the bonuses that come from fully developed Necromancy. Sadly, though, Command levels limit the number of blood suckers to only one - but you can still summon any number of them. You can also increase the hero's Initiative thanks to Wand Master and Reaction abilities; they give some chance of a first strike, and thus an obvious advantage.
Master Enchanter: the Enchanter receives twice as large class bonuses, but keeps the same advantages and disadvantages.
To sum up, the Master Necromancer, Master Enchanter and Archmage (in this exact order) are the most beneficial of the four specializations. Each is characterized by a different playing style and preferred spells, so take a moment before make a final choice. Nevertheless, consider investing in enhancing Initiative - if you get a chance to start the battle, you may have quite often already won it (simply immobilize or blind the enemy hero).