Warrior Skills | Warrior Eador: MotBW Guide
Last update: 11 May 2016
Warrior Skills focus on increasing the performance and statistics of the hero, crafting them into better and more efficient killing machines. Only one skill - Blacksmithing - diverges from this path as it serves in fixing the budget shortfall. It doesn't mean that you should ignore it, though - on the contrary, it becomes a great help in the process of expanding your empire because money disappear very quickly and having a source of a steady income always pays off. It becomes painful only later in the game, but by then you'll have cash aplenty
Name | Icon | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Weapon Master | Attack +1 Counterattack +1 | Attack +2 Counterattack +1 | Attack +1 Counterattack +2 | Attack +2 Counterattack +2 | Attack +2 Counterattack +2 | |
Armor Master | Defense +1 Ranged Defense +1 | Defense +1 Ranged Defense +1 | Defense +1 Ranged Defense +1 | Defense +1 Ranged Defense +2 | Defense +2 Ranged Defense +1 | |
Constitution | Health Points +2 Stamina +1 | Health Points +2 Stamina +1 | Health Points +3 Stamina +1 Regeneration +1 | Health Points +4 Stamina +2 | Health Points +5 Stamina +2 Regeneration +1 | |
Willpower | Resistance +1 Morale +1 | Resistance +1 Morale +1 | Resistance +1 Morale +1 | Resistance +1 Morale +2 | Resistance +1 Morale +2 | |
Athletics | Initiative +1 Trudge (3) | Initiative +1 Recover (3) | Initiative +1 Speed +1 | Initiative +1 Charge | Initiative +1 Speed +1 | |
Combat | Precise Strike +1 Parry +1 | Precise Strike +1 Parry +1 | Precise Strike +1 Parry +1 | Precise Strike +2 Parry +2 | Precise Strike +2 Rotary Attack | |
Blacksmithing | Equipment Usage -10% Income +5 | Equipment Usage -10% Income +5 | Equipment Usage -10% Income +10 | Equipment Usage -10% Income +20 | Equipment Usage -10% Income +30 |
What about the remaining skills? Generally speaking, all are important, seeing as all of them increase the abilities of the hero. The priority, though, should be trinity of Weapon Master, Armor Master and Combat, which raise the hero's defense against regular attacks and allows them to deal great amounts of damage in combat. If you intend to treat your hero as the primary striking force (which is advisable), you should also invest in Athletics - mainly because it increases the hero's range and allows for trudging. Constitution pays off only on the condition that you intend to specialize your Warrior into a Berserker - two-point Regeneration on level 5 is a pretty fun bonus, especially if the hero is already resistant to blows (high Defense). Finally, if your enemies are magic users - and especially if the opposing hero is a Wizard - make sure to invest in Willpower to protect yourself against hostile spells.
Unfortunately, the patterns outlined above are too perfect to be true; the reality is much more brutal. If you don't pay attention to economy, you will quickly run out of money, so as soon as you can, invest at least one point in Blacksmithing. It's the only way to become financially secure enough to start thinking about the primary trinity and raising the remaining skills (including Blacksmithing to at least level 3).
It's also worth mentioning that Constitution is the least beneficial choice, because in the general overview it gives much smaller bonuses that it may seem at first. Why? Because in the last stage of the game, Regeneration is barely noticeable: enemies deal several dozen damage points with a single blow (less if you have a great armor and good defensive skills), so a few additional points don't really make a difference. It's much better to invest in damage dealing (Weapon Master), ignoring the enemy's defenses (Combat), mobility (Athletics) or defensive skills (Armor Master, Willpower, Combat). The only exception is when you have absolute certainty that the enemy doesn't have a spellcaster - if so, ignore Willpower and invest in Constitution.