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This game rocks.

Back to the subject, I want to know detailed conditions to obtain award medals.
Here is an example that I came across in another forum.
============
Order of Winner.
Kill at least 1 enemy in battle, where you lost 80% of army (hero and summons doesn't count).
+5 hp, +3 morale + 2 attack +1 counterattack. This is why militia/goblins useful - let someone make a kill, then finish
enemy with chaos spells :)
============

Such details for award medals are already known in Russian Eador communities, I guess.
I wonder if any of you Russian speaking friends could spot those texts in Russian site and google-translate them.
Here is the list of all award medals.
I took it from Eador Encyclopedia in Russian(google translated).

====================
Medal of Honor
Condition:
Effect:Improves morale and attack by 4 to 1. Fee gold increases by 3.

Medal of Resistance
Condition:
Effect:Increases health by 4, defense and counter-attack by 1. Fee gold rises by 4.

Order Sniper
Condition:
Effect:Improves the accuracy and strength of the shot by 1. Fee increases for 8 gold.

Order of the will to win
Condition:
Effect:Increases attack and counter-attack by 2. Fee gold increases by 5.

Medal for Zeal
Condition:
Effect:Increases Stamina by 3 and a counter by 1. Fee gold increases by 3.

Sign mercenary
Effect:This warrior is a guild of mercenaries and require high fees for their services.

Star Magician
Condition:
Effect:Increases ranged attack by 1 and the control of energy by 1. Fee gold increases by 5. Fee crystals increases by 1.

Cross Hero
Condition:
Effect:Increases attack and counter-attack by 2, armor and resistance to 1. Fee gold increases by 10.

Medal Healer
Condition:
Effect:Increases healing by 2 and stock shots to 1. Fee gold increases by 3. Fee crystals increases by 1.

Order Winner
Condition:Kill at least 1 enemy in battle, where you lost 80% of army (hero and summons doesn't count).
Effect:Improves life for 5, morale at 3, 2, and an attack on the counter by 1. Fee gold increases by 10.

Medal for proficiency
Condition:
Effect:Increases protection from the shot and stamina by 2. Fee gold increases by 3.

The Order of the Defender
Condition:
Effect:Increases protection for 2 and a counter by 1. Fee gold rises by 4.

Medal for Resolute
Condition:
Effect:Increases resistance and morale by 2. Fee gold increases by 3.

Sign of the Witch
Condition:
Effect:Increases the supply of shots and Stamina by 2. Fee gold rises by 4. Fee crystals increases by 1.

Fire pennant
Condition:
Effect:Increases the supply of shots and resistance at 1. Ability to fire arrows increases by 3. Fee gold increases by 7. Fee crystals increases by 1.
===============
Post edited January 18, 2013 by pokey
This question / problem has been solved by Gremlionimage
http://eador.com/B2/viewtopic.php?p=111627#111627

============
Medal for Courage
CurrentMorale - MaxMorale - MapMorale/2 > 5
MeleeKills + RangedKills > 0
Random(21 + CurrentMorale - MaxMorale) >= 30,

Current morale - unit's morale in the end of the battle.
Mapmorale - unit's morale before the start of the battle.
============
Medal for Resilience
TotalDamageReceived >= MaxLife
MeleeKills + RangedKills > 0
Random(21 + TotalDamageReceived - MaxLife) >= 20
============
Order of the Marksman
Ammos > 2
MagicShotAbility == 0
RangedDamage >= 3 * RangedAttack
RangedKills > 1
Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30
Random(NumSniperMedals + 1) == 0
============
Will for Victory Order
MeleeDamage > 3 * (Attack + CounterAttack)
Random(21 + MeleeDamage - 3 * (Attack + CounterAttack)) >= 20
============
Medal for Zeal
UsedStamina >= MaxStamina
Random(21 + UsedStamina - MaxStamina) >= 20,
============
Mercenary Badge
Given to tavern units
============
Star of the Mage
MagicShotAbility > 0
RangedDamage >= 3 * RangedAttack
RangedKills > 1
Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30
Random(NumMageMedals + 1) == 0
============
Hero's Cross
MeleeKills + RangedKills > 4
Random(11 + MeleeKills + RangedKills) >= 13
DamageReceived >= MaxLife * 2 / 3
============
Healer's Medal
HealingAbility > 0
HealedLife >= 3 * HealingAbility
Random(21 + HealedLife - HealingAbility * 3) >= 20
Random(NumHealingMedals + 1) == 0
============
Order of the Victor
floor(TotalAllies / AliveAllies) > 5
MeleeKills + RangedKills > 0
Random(21 + TotalAllies + MeleeKills + RangedKills) >= 20,
hero and summons doesn't count. This is why militia/goblins useful - let someone make a kill, then finish enemy with chaos spells :)
============
Medal for Agility
RangedDamageReceived > CurrentLife/2
MeleeKills + RangedKills > 0
Random(21 + RangedDamageReceived - CurrentLife/2) >= 20
============
Order of the Defender
MeleeDamageReceived > CurrentLife/2
MeleeKills > 0
Random(21 + MeleeDamageReceived - CurrentLife/2) >= 20,
============
Medal for Resolution
SpellDamageReceived > CurrentLife/2
MeleeKills + RangedKills > 0
Random(21 + SpellDamageReceived - CurrentLife/2) >= 20,
============
Battlemage's Badge
SpellsStamina >= 3
RangedKills > 0
Random(10 + SpellsStamina + RangedKills) >= 10
Random(NumBattlemageBadges + 1) == 0
============
Fire pennant
Ammo > 2
RangedAttack > 0
RangedDamage >= RangedAttack * 3
MagicShot == 0
RangedKills > 1
DamageReceived >= MaxLife * 2 / 3
Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammo) >= 30
Random(NumFirePennants + 1) == 0
===============
Post edited September 05, 2013 by Gremlion
avatar
Gremlion: Author don't want to share info about medals even under torturing :(
Oh, is that so!?
Though I like his attitude as the creator of an universe, strategy gamers want to know every details when they influence my planning.

Thank you very much for your prompt reply.
That's exactly what I wanted.

Edit: I have sorted out Award Medal Details as attached.
I tried to post it as a normal text post, but their crappy spam-guard wouldn't let me post it (you can not post links...).
I wish if anyone could type and post it in this thread for anybody's reference.
Attachments:
Post edited January 18, 2013 by pokey
-deleted-
Post edited September 05, 2013 by Gremlion
Question about the "Order of the Defense" medal. Does the formula mean the unit has to receive half the damage of his currentlife in one hit, or does it mean he has to have received more damage than half of his life left at the end of the battle? Or if both is wrong, explain it for dummies (me) please.
Total damage. You can get this for 20 hits for 1-2 damage.

Though medal of resilience is better and it is easy to get on thieves/assassins due to poison + agility. Let them scratch swordies and heal them.
Ok and current life refers to the remaining hit points at the end of the battle, so I should not heal them?
avatar
jamotide: Ok and current life refers to the remaining hit points at the end of the battle, so I should not heal them?
I would suggest to heal and target for medal of resilience first. And get Order of defender as last. Bigger room for errors. Damage range is 80 - 120% of shown, accidental crit can ruin your swordsman.
Ok, good advice, but I still dont understand the formula. So if a swordsman has 21 health, to get the medal he has to receive 11 total damage and score a kill. Or is the anything else? I am getting no medal at all most of the time like this.
Random(21 + MeleeDamageReceived - CurrentLife/2) >= 20,
IIRC math lessons

If you take 11 damage (10 left) then you get:
random(21 + 11-10/2) or random(27)>=20
Game rolls from 0 to 27, so you have 28 variants, and only 8 provide medal. less than 30% chance.

If you take 18 damage (3 left) then you get
Random(21+18-3/2) or random(37)>=20 [probably rounding up] Overall chances to get medal near 18/38 - 47%

If you take 18 damage and heal 10 back, leaving you with 13 health
Random (21+18-13/2) or random (32)>=20 Chances to get medal 12/32 - 37,5%
Awesome, now I got it! So take as much damage as possible and leave the unit wounded at the end to maximize chances, thanks!
Although not as much damage as total life or you get the resilience medal instead,huh.
Post edited April 11, 2013 by jamotide
avatar
jamotide: Awesome, now I got it! So take as much damage as possible and leave the unit wounded at the end to maximize chances, thanks!
Although not as much damage as total life or you get the resilience medal instead,huh.
Tip: start battle with wounded unit. This way he wouldn't hit threshold for medal of resilience.
I want to thank you for the effort of listing these as they really help me.

Just to make sure but do Fire Pennant and Order of Marksman have the same requirements? Also what does that last line "Random(NumFirePennants + 1) == 0 " mean? Also is it tougher to get more Fire Pennants after you have the 1st or easier?

* Also Marksman medal adds 1 Ranged Atk + Piercing shot 1 right?

Funny thing happened to me, my level 10 Slinger got offered a Heroes Cross lol. That was so funny when I was trying for my 3rd Fire Pen.

So just to make sure I understand the jist of Jamos question to better your chances for getting a Order of Defender Medal it's best NOT to finish the battle with the unit fully healed correct?

I like to try to specialize the Medals I get for my Swordsmen to either 3 Defender or Will. Of course I would also love if I could get 3 Heroes Crosses ;)
avatar
EvilLoynis: I want to thank you for the effort of listing these as they really help me.

Just to make sure but do Fire Pennant and Order of Marksman have the same requirements? Also what does that last line "Random(NumFirePennants + 1) == 0 " mean? Also is it tougher to get more Fire Pennants after you have the 1st or easier?

* Also Marksman medal adds 1 Ranged Atk + Piercing shot 1 right?

Funny thing happened to me, my level 10 Slinger got offered a Heroes Cross lol. That was so funny when I was trying for my 3rd Fire Pen.

So just to make sure I understand the jist of Jamos question to better your chances for getting a Order of Defender Medal it's best NOT to finish the battle with the unit fully healed correct?

I like to try to specialize the Medals I get for my Swordsmen to either 3 Defender or Will. Of course I would also love if I could get 3 Heroes Crosses ;)
Fire pennant has additional requirements to lose 2/3 life.

"Random(NumFirePennants + 1) == 0 " mean additional random roll, which should be equal 0. If you have 0 medals, you have 50% to not get it, if you have 1 - 66,(6)% to not get (random from 0,1,2, medal on 0)

About order of the defender - yes, better to leave wounded
avatar
Gremlion: Fire pennant has additional requirements to lose 2/3 life.
Actually I think it may be 60% not 66.6% aka 2/3. My Slinger with 11hp took 7 damage which is only like 63.63% and got his medal.
Hehe he's only level 2 now and has 3 of them along with Double Shot mwahahahaha ;). Of course the sad part was I had to heal him up fully between battles and it took to turn 11 to do it capturing 3 netural provinces. It's easier to let another slinger and him exchange shots after you have wounded or fatigued the other one a bit to make sure he doesn't get full damage, also for those last few points of damage park him in some Forest.

I understand why now in a previous game he got Heroes Cross, I let him kill more than 4 or more guys. Best to keep it at a max of 3 kills to make sure that doesn't happen.

avatar
Gremlion: About order of the defender - yes, better to leave wounded
Just to clarify a bit. It's best to leave the unit wounded at the end of battle to get a better % chance to get the medal in that battle I understand. Your explanation in post 10 explained it wonderfully with the examples.

But does it help to actually START a new battle with an already wounded unit to get Defender Medal? The reason I ask is because there are 2 times that the term "Current Life" is used in the formula and I get that the 2nd instance refers to the HP your guy FINISHES the battle with, but does the first one refer to the HP he STARTS the battle with?
Post edited November 09, 2014 by EvilLoynis