With their frequent deaths both may not be the best choice at the beginning of the play, but as soon they level up they become virtually invaluable. And so, the Commander, despite little skill on the battlefield, can lead a much greater number of units (which is a very useful thing), while a high-level Wizard is capable of turning the tide of the battle with only a few spells. They're both very fragile and prone to deaths, but as the game progresses they become extremely useful due to their unusual abilities. Each of the shards is a little world unto itself, with geography and denizens of its own. The situation is in complete reverse when it comes to the Commander and the Wizard. Eador is a universe made of countless shards of land drifting in the Great Nothing. This makes them the basic striking force of any army - its sword and its shield. The Warrior and the Scout have no trouble with the first encounters on the battlefield - in fact, they may be the only units altogether to survive the battle - all because they deal a great amount of damage and can evade enemy attacks (whether due to armor or the ability to fight from distance). Let's begin with the fact the first two classes work great at the beginning of the game, only to put the brakes on a little as they level up. Each is described in detail in a separate section of the guide - for now we will only focus on general rules and regularities. As seen above, heroes come in four categories: Warrior, Scout, Commander and Wizard.
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