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Eador: Masters of the Broken World Game Guide by gamepressure.com

Eador: Masters of the Broken World Game Guide

Table of Contents

Illusionist | Magic Eador: MotBW Guide

Last update: 11 May 2016

The strength of the Illusionist lies in cleverness - they use spells that disturb the natural order of things and have no equals in messing with the enemy's mind. They are the ones that change the nature of individual units, lavishly play with their position on the battlefield, and even turn simple peasants into powerful Dragons, just to transform enemy Elephants into weak Goblins in the next round. The role of the Illusionist is, then, to control the situation and surprise the enemy with new and strange spells. Archmages play this part the best, given that they're the only ones who cast two spells per round. Preferred abilities include Wisdom, Magic Power, Concentration, Thaumaturgy, Wand Master and Summoning.

As you can see above, the Illusionist has a very diversified set of spells at their disposal - among them buffing spells, damage dealing spells and spells that affect the current situation - Illusionist - Magic - Eador: Masters of the Broken World - Game Guide and Walkthrough

As you can see above, the Illusionist has a very diversified set of spells at their disposal - among them buffing spells, damage dealing spells and spells that affect the current situation. It's a good idea to invest in some healing spells as well, otherwise their army will start melting away pretty quickly. Teleportation is useful for transporting enemy archers or no-contact hostile heroes within the range of your units, while Sleep is effective against enemy spellcasters or their most powerful units. Once you reach the highest circle, you may turn your opponents into Goblins and kill them instantly. The trick with the Dragon also comes in handy, but it's best to use it on units with a high Stamina because it remains the same after transformation (so a peasant turned into a Dragon will still have only 10 Stamina points).

Optimal School Advancement

I

Wizardry

Sorcery

Sacred Magic

Elemental Magic

II

Wizardry

Sorcery

Sacred Magic

 

III

Wizardry

Sorcery

  

IV

Wizardry

   

Playing an Illusionist if a troublesome business up until reaching level IV spells - only then do they show their true potential. Until then they may expect lots of difficulties, especially due to the lack of summoning spells. Only ambitious players, who understand the rules of the game and are able to use them to their advantage, should consider choosing an Illusionist. A suggested set of schools is listed above (optimal spells combinations can vary depending on the situation).

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