Let's Play Eador Masters of the Broken World (Part 2)
Some exposition from our useless gremlin. I then go on explaining the shard mechanic and go into our first shard.
The shard you pick will decide how many opponents you will fight, the overall terrain of the map, sort of encounters you will face, and other secondary effects if any (our current picks are just normal shards with varied terrain). Also, the shard you pick decides your rewards. These rewards include Astral Energy income which can be spent on upgrades you unlock for the next shard battle (only for the NEXT shard though so use your points wisely). You also unlock schematics for new buildings from that shard as well as one random schematic from each of the other shards which can be used in future shards. The upgrades you unlock range from extra units, money, gems, income, and items at the very start of the shard.
Furthermore, any shards you ignore (or fail to takeover) can be taken by your competition and they will get the benefits instead.
At the start of each shard, you will spend some of your starting money and gems to purchase your first hero. All heroes cept for the Commander starts out with a Militiaman and Slinger (Commanders also get a Spearman at the start).
Warrior: Specializes in melee combat and can wear plate armor. All the Warrior skills focus in improving himself and becoming a unstoppable killing machine. He does have one skill that will increase gold income though.
Scout: Specializes in ranged combat and wears light armor. Skills range from improving your bow, improving mobility of himself and his troops, improving his ability to explore, and he can also learn special abilites that can be activated at the start of combats at the cost of some gold. This ranges from poisoning all enemies or making the enemy start with less stamina.
Wizard: Your magic user that can wear only cloth (go figure). Skills revolve around improving and specializing in magic. This includes improving spellpower, piercing resistance, improving summons, or gaining the ability to keep raised undead as your own troops. Bad part is anything higher than Cantrips require gems each time the spells are cast (also spells have to be memorized ahead of time). Undead armies cost no gold to upkeep though if you manage it. Also in the early game, you have only schematics for level 1 spell buildings.
Commander: Medium armor and no personal skills to call his own. The Commander is skills revolve buffing the entire army (+1 attack to ALL units for example). The Commander himself is rather weak but tends to control more units than any other class.
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