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I've really been enjoying Eador: Genesis, but I notice that there's very little information available about certain aspects of this game. I thought I'd help by sharing what I learned. One of the major choices that you will make in every game is deciding on what class of hero to recruit, and what to do with them at level 10. Here's what I figured out so far:

General information:
-I use the term "multiclass" to refer to taking a skill at level 10 that is NOT in your initial skill list
-Multiclass heroes max out at rank 3 for each skill, rank 5 is only available if you stay in the same class
-Multiclass heroes can use all equpment that their constituent classes could use
-Commander heroes tend to have the highest army size
-Wizard heroes have the lowest army size


Primary class: Warrior

Warrior Berserker Berserk 3
Scout Slayer Poison attack 2, Poison shot 2, Precise strike 2
Commander Holy Knight Smite evil 1, First aid 3
Wizard Dark Knight Soul steal 3

Primary class: Scout
Warrior Adventurer Fast swap, +50% gold and gems from locations, x2 gold from quests
Scout Archer Doubleshot
Commander Ringleader +3 looting skill, +25% plunder, +1 mobility
Wizard Ranger +10 exploration speed, +1 sabotage effiecency, +1 number of sabotage

Primary class: Commander
Warrior Warlord Troop armor +1
Scout Tactician Troop missile attack +1, Initiative +1
Commander General Troop attack +1, Troop counterattack +1
Wizard Priest Troop resistance +1, Troop morale +2

Primary class: Wizard
Warrior Battlemage Resistance +2, resistance negation +2 (effectively +2 Thuamaturgy skill)
Scout Necromancer Summoning power +2, -25% gem cost for spells, +1 to max undead rank
Commander Enchanter Spell duration +3
Wizard Mage Spell power +2


(GOG really needs better formatting options for posts)
Post edited January 15, 2013 by Dt3r
Position of the creator - hide as much as possible, so you can figure interesting details on your own.

If you really want to find what different classes do:
go to var directory, look for
stat_progress.var
and google translate first 3 tables: http://eador.com/en/page2.html

For example:
Commander:
Health: 3
Magic: 1
Leader: 6
And you make
Strategist
Health: 4
Magic: 2
Leader: 4

So, you will have
total
Health: 7
Magic: 3 (5 T1 spells, 2T2)
Leadership: 10 (all army slots unlocked)


Then Hero_class.var +ability_num.var
abilities 10** affect whole army

Berserker have ability 25,3 (berserk, amount - 3)
Chieftain have ability 25,5 (berserk, amount - 5) Total you will have 8 berserk

Archmage, for example, have
Name: Archmage;
Talent1: 984, 1
In ability_num

/90
Name: 2 Spells Per Turn;
Number: 984

Name: Tactician;
Talent1: 1008, 2
Talent2: 999, 1
Talent3: 0, 0
Name: Strategist;
Talent1: 1008, 2
Talent2: 999, 1
Talent3: 0, 0

Means that he gives +4 to ranged attacks total and have 2 bonus initiative.

Interesting fact - in gog version horse archer can get doubleshot after 10th level.
Strategist is already banned by some players in hotseat games, but with doubleshooting T2 units he must be broken.
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Gremlion: Berserker have ability 25,3 (berserk, amount - 3)
Chieftain have ability 25,5 (berserk, amount - 5) Total you will have 8 berserk
Oh that's the structure! I had been looking around in the .var files but I didn't realize what the two numbers corresponded to. So the berserk ability value is assigned piecemeal, interesting.
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Dt3r: I've really been enjoying Eador: Genesis, but I notice that there's very little information available about certain aspects of this game. I thought I'd help by sharing what I learned. One of the major choices that you will make in every game is deciding on what class of hero to recruit, and what to do with them at level 10. Here's what I figured out so far:
That's nice thanks. Now make a list for lvl 20 classes :)
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nele: That's nice thanks. Now make a list for lvl 20 classes :)
Haha, already done. Credit for the info goes to Gremlion for giving me that link. Level 20 abilities are as follows (all values are cumulative)


Primary class: Warrior
Cheiftan Berserk 8
Master Slayer Poison attack 4, Poison shot 4, Precise strike 4
Champion Smite evil 3, First aid 3, Resurrection
Death Knight Soul steal 8

Primary class: Scout
Mercenary Fast swap, +100% gold and gems from locations, x2 gold from quests, +2 speed, +3 initiative
Sharpshooter Doubleshot (lower stamina cost)
Raider +6 looting skill, +50% plunder, +2 mobility
Pathfinder +20 exploration speed, +2 sabotage effiecency, +1 number of sabotage

Primary class: Commander
Battlemaster Troop armor +2, Troop regen +1
Strategist Troop missile attack +4, Initiative +2
Marshal Troop attack +2, Troop counterattack +2
High Priest Troop resistance +2, Troop morale +4

Primary class: Wizard
War Wizard Resistance +4, resistance negation +4 (effectively +4 Thuamaturgy skill)
Master Necromancer Summoning power +4, -50% gem cost for spells, +2 to max undead rank
Master Enchanter Spell duration +6
Archmage Spell power +2, cast 2 spells per round
avatar
Dt3r: I've really been enjoying Eador: Genesis, but I notice that there's very little information available about certain aspects of this game. I thought I'd help by sharing what I learned. One of the major choices that you will make in every game is deciding on what class of hero to recruit, and what to do with them at level 10.
Does anybody have advice on what circumstances may determine whether to go with pure class or multi class?

The circumstances I can think of are what equipment dropped, what troops and spells are available, and whether the advancements pick favor another class as well.

Playing on one shard (Second Shard of Beginner Campaign) my Warrior picked up the Greatsword at Level 2. Berserker seems to be the obvious choice. The Scout got all the way to Level 10 with the Short Bow.
VS AI:
Warrior - Berserk only.
a) with commander - sacrifice round attack and a lot of stats from 5 lvl skills for slightly more units.
b) with mage - need to cast buffs each battle to have same stats as pure warrior, no round attack, no T3 and T4 slots.
c) with scout - pathfinding could be good, but rarely can outweight round attack + vampirism.
Commander
a) pure - rarely, com/mage or com/scout are plain better.
b) with scout - ranged army. Pathfinding + horse archer = love.
c) with warrior - at 20th level add regeneration. Sometimes useful as healer for mechanisms and undead. (Imagine ghosts with regeneration) Low priority(hard to get 20th lvl with tons of troops, and making solo hero - why?)
d) with mage - for spells like stop time(with ranged army especially good - first volley, stop time - second volley).
Scout
Either straight or mix with mage if you found spells which could improve diversions (cloud of fear, corruption, mass slow)
Mage
a) with warrior - for bigger health and heavy armor/weapon. His passives better than in warrior/mage combo.
b) with scout - useless. Archmage is a better necromancer.
c) with commander - bigger army and medium armor. fine too.
d) pure - if you think that you will reach 20th level.

PVP:
pure warrior, pure scout, com/scout are banned usually.
Post edited January 28, 2013 by Gremlion