Eador. Masters of the Broken World

Eador. Masters of the Broken World

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Justeer Sep 10, 2013 @ 1:15pm
Orders and medals
Does anyone know how units earn different specials ranks ie. orders and medals? I'm especially interested in upgrading my archers with order of the marksmen, but have yet to figure out the way to advance them other than randomly and thru fervent fighting.
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Showing 1-10 of 10 comments
Martin Fencka Sep 10, 2013 @ 1:50pm 
Each medal has its specific requirements. For OotM it should be, if i remember correctly, do at least 3times more dmg then units ranged attack and kill at least one unit with the unit you want to get the medal on. If you do it, there is a chance to get a medal, the more dmg you did, the higher the chance. But it will never be 100%. Also if you already have one OotM, the chance to get another one is halved, for the third one its a third of the first one.
Karol13 Sep 10, 2013 @ 2:04pm 
Although Martin's calculation is correct, also correct statement would be "it is random"
Martin Fencka Sep 10, 2013 @ 2:08pm 
What exactly is random on medals? The chance? Its not, it just has increasing chance. Any time you fulfill requirements for any medal, the game will "make a roll" and if it succesfull you have a medal. If you fulfill requirements for more medals on one unit in one fight, thats another thing and which one you will get depends on their priority value.
Karol13 Sep 10, 2013 @ 2:19pm 
the "random" on medals is:
I had my halfling, shooting with double shots and killing sometimes even 2 enemies (doing more than 3x of basic damage) active in 100+ battles, this halfling was active and that he achieved level 28 proves it, never got a medal... The same for level 26 horse archer, who was the only shooter (hence very active) in my other army, also never got medal.
Also what is random, sometimes I get medals each 3rd combat, then I am getting medals each 30th combat. Same difficulty, pretty same strategy and also army.
Hence, even as I know that your calculations are hard-coded in the game, based on experience it's much easier to say: its random. No offense, as I said, all you mentioned is 100% correct.
Martin Fencka Sep 10, 2013 @ 2:24pm 
Its ok, i just thought i missed something so i wanted to know what. But i have to agree that getting medals for ranged units is damn hard. It almost seems like those requirements are even tougher then what my guess is. Getting medals for melee units its so much easier.
calmnesss13 Sep 11, 2013 @ 12:50pm 
Here is the rules how medals were awarded in original Eador. They could be changed slightly in Broken World, but in general info below is pretty accurate

Common

One unit can have up to 3 medals. To obtain medals you must fulfill all the necessary conditions. During one battle one unit can only get one medal. Those medals, which are higher on the list, are obtained with a higher priority (if all conditions have been met for several medals, the unit will receive the medal that is higher up in the list).

Most conditions include general terms:
MeleeKills - the number of enemies killed by a unit in close combat;
RangedKills - the number of enemies killed by a unit with ranged attacks (including small arms and magic);
MeleeDamage - the total damage caused by a unit in close combat;
RangedDamage - the total damage caused by a unit with ranged attacks;
Attack - the base Attack value of a unit before the fight (without any bonuses from the hero or other modifiers)
CounterAttack - the base Counter Attack value of a unit before the fight (without any bonuses from the hero or other modifiers)
RangedAttack - the base Ranged Attack value of a unit before the fight (without any bonuses from the hero or other modifiers)

Some conditions include a certain probability - such conditions contain a function Random (x).
Function Random (x) returns a random integer in the range [0; x-1].

Some simplifications

If the condition contains the formula:
Random (x) >= y
the probability of its execution (probability of getting medals) is calculated using the formula:
Probability% = (1-y / x) * 100%

Most "probabilities" in conditions contain expressions of this formula:
Random (21 + A) >= 20
In such cases, the chance of fulfilling the condition depending on the value of A looks like this:

A Chance (%)
0 - 5
1 - 9
2 - 13
3 - 17
4 - 20
5 - 23
10 - 35
15 - 44
20 - 51
25 - 57
30 - 61
50 - 72

Hero's Cross
Bonuses: +2 Attack, +2 Counter Attack; +1 Defense, +1 Ranged Defense, +1 Resistance

Upkeep: 10 Gold

Requirements:
MeleeKills + RangedKills > 4
DamageReceived >= MaxLife * 2/3
Random (11 + MeleeKills + RangedKills) >= 13

Simplified description: A unit can get this medal if it kills at least 5 enemies in the same battle and takes more damage than two thirds of its maximum HP.

Chance to obtain it, based on the number of kills:

Kills Chance (%)
5 19
6 24
7 28
8 32
9 35
10 38
16 52
20 58

Star of a Mage

Bonuses: +1 Ranged Attack, +1 to Energy Control

Upkeep: 5 gold + 1 gem

Requirements:
MagicShotAbility > 0
RangedDamage >= 3 * RangedAttack
RangedKills > 1
Random (21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammo) >= 30
Random (NumMageMedals + 1) == 0

Ammo - base amount of ammunition a unit has before the battle;
MagicShotAbility - base Magic Attack value;
NumMageMedals - number of Stars of a Mage a unit has

Simplified description: This medal is available for units with ranged magical attacks who kill at least one enemy and inflict at least 3 times more damage than the value of their Ranged Attack. The more damage done and the more enemies killed, the higher the probability is of getting this medal. Also, the probability depends on the the number of Stars of a Mage a unit has - the second Star of a Mage is twice harder to get than the first one, the third - three times harder.

Order of the Marksman

Bonuses: +1 Ranged Attack, +1 Precise Shot
Upkeep: 8 gold

Requirements:
Ammo > 2
MagicShotAbility == 0
RangedDamage >= 3 * RangedAttack
RangedKills > 1
Random (21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30
Random (NumSniperMedals + 1) == 0

Ammo - base amount of ammunition a unit has before the battle;
MagicShotAbility - base Magic Attack value;
NumSniperMedals - number of Sniper medals before the battle.

Simplified description:
This medal is available for archers (not spearmen or mages) who kill at least 1 enemy unit and do at least 3 times more damage than its base ranged attack. The more damage done and the number of enemies killed, the higher the probability is of getting this medal. Also, the probability depends on the the number of Sniper medals a unit has - the second Sniper medal is twice harder to get than the first one, the third - three times harder.

Healer's Medal

Bonuses: +2 Healing, +1 Ammo
Upkeep: 3 gold + 1 gem

Requirements:
HealingAbility > 0
HealedLife >= 3 * HealingAbility
Random(21 + HealedLife - HealingAbility * 3) >= 20
Random(NumHealingMedals + 1) == 0

HealingAbility - level of Healing skill
HealedLife - sum of all healed HP.
NumHealingMedals - number of Healer's medals before the battle.

This medal is available for healers who heal at least at least 3 times more damage than their healing skill is. The more HP healed, the higher the probability is of getting this medal. Also, the probability depends on the the number of Healer's medals a unit has - the second Healer's medal is twice harder to get than the first one, the third - three times harder.

Will for Victory Order

Bonuses: +2 Attack, +2 Counter Attack
Upkeep: 5 gold

Requirements:
MeleeDamage > 3 * (Attack + CounterAttack)
Random (21 + MeleeDamage - 3 * (Attack + CounterAttack)) >= 20

Simplified description: This medal is available to any unit that inflicts 3 times more damage than the amount of his Attack and Counter Attack added together. The more damage inflicted - the greater the chance is of getting this medal.

Medal of Resilience

Bonuses: +4 HP; +1 Counter Attack
Upkeep: 4 gold

Requirements:
TotalDamageReceived >= MaxLife
MeleeKills + RangedKills > 0
Random (21 + TotalDamageReceived - MaxLife) >= 20

TotalDamageReceived - all damage done to a unit in battle;
MaxLife - maximum HP.

Simplified description: The medal is available to any unit who wins receiving more damage than its maximum HP. The more damage received by your unit - the greater the chance is of getting this medal.

Order of the Victor

Bonuses: +5 HP, +2 Attack, +1 Counter Attack, +3 Morale
Upkeep: 10 gold

Requirements:
floor (TotalAllies / AliveAllies) > 5
MeleeKills + RangedKills > 0
Random (21 + TotalAllies + MeleeKills + RangedKills) >= 20

Simplified description:
The medal is available to any unit which survives a battle where at least 80% of the army was killed (for example, in the army of 5 units and hero, only 1 unit and hero survive). The more enemies your unit kills and the bigger your army is before the battle- the greater the chance is of getting this medal.

Medal for Resolution

Bonuses: +2 Resistance +2 Morale
Upkeep: 3 gold

Requirements:
SpellDamageReceived > CurrentLife / 2
MeleeKills + RangedKills > 0
Random (21 + SpellDamageReceived - CurrentLife / 2) >= 20

SpellDamageReceived - total spell damage done to units in combat (magical shooting attacks do not count);
CurrentLife - HP of the unit at the end of the fight.

Simplified description:
The medal is available to any unit that receives a lot of damage from spells and kills at least one enemy. The more spell damage your unit receives and the less HP it has at the end of battle - the greater the chance is of getting this medal.

Order of the Defender

Bonuses: +2 Defense, +1 Counter Attack
Upkeep: 4 gold

Requirements:
MeleeDamageReceived > CurrentLife/2
MeleeKills > 0
Random(21 + MeleeDamageReceived - CurrentLife/2) >= 20,

MeleeDamageReceived - total damage received from melee attacks
CurrentLife - HP of the unit at the end of the fight.

Simplified description:
The medal is available to any unit that receives a lot of melee damage and kills at least one enemy with melee attack. The more damage your unit receives and the less HP it has at the end of battle - the greater the chance is of getting this medal.

Medal for Courage

Note: Not sure if this one present in Broken World

Bonuses: +1 Attack, +4 Morale
Upkeep: 3 gold

Requirements:
CurrentMorale - MaxMorale - MapMorale / 2 > 5
MeleeKills + RangedKills > 0
Random (21 + CurrentMorale - MaxMorale) >= 30

CurrentMorale - the morale of the unit at the end of the fight:
MaxMorale - the maximum value of Morale at the beginning of the battle (not the morale on the blue bar, but the actual statistic)
MapMorale - the morale of the unit as shown on the global map

Simplified description:
The medal is available to any unit who increased his morale by 5 or more above the maximum and killed at least one enemy. The more morale above the maximum earned - the greater the chance is of getting this medal.

Medal for Zeal

Bonuses: +1 Counter Attack, +3 Stamina
Upkeep: 3 gold

Requirements:
UsedStamina >= MaxStamina
Random (21 + UsedStamina - MaxStamina) >= 20

UsedStamina - Stamina used in battle;
MaxStamina - Maximum Stamina your unit has (excluding bonuses from the hero);

Simplified description:
The medal is available to any unit who spends more stamina than he had before the battle. The more stamina spent - the greater the chance is of getting this medal. .

Mercenary Badge

Bonuses: Unit's upkeep cost is doubled
Upkeep: -
Simplified description: a unit gets this medal when it is recruited from the Tavern (or upgraded variants of Tavern like Inn and etc).

Battlemage's Badge

Bonuses: +2 Ammo, +2 Resistance
Upkeep: 4 gold, 1 gem

Requirements:
SpellsStamina >= 3
RangedKills > 0
Random (10 + SpellsStamina + RangedKills) >= 10
Random (NumBattlemageBadges + 1) == 0

Simplified description:
This medal is available to any unit that spends at least 3 Stamina points by using its spellbook and kills at least one unit in ranged combat. The more Stamina is spent and the more units killed with range attacks - the greater the chance is of getting this medal. Also, the probability depends on the the number of Battlemage's Badges a unit has - the second Battlemage's Badge is twice harder to get than the first one, the third - three times harder.

Fire Pennant

Bonuses: +1 Ammo, +1 Resistance, +3 to Fire Arrows skill.
Upkeep: 7 gold, 1 gem

Requirements:
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

Simplified description:
This medal is available to any unit with non-magical ranged attacks and at least 3 in Ammo, who (without the bonuses from hero or high morale) inflicts at least three times more ranged damage than its base Ranged Attack, kills at least 2 units, and loses at least two thirds of its health. The more ranged damage and ranged kills done, the greater the chance is of getting this medal. Also, the probability depends on the the number Fire Pennants a unit has - the second Fire Pennant is twice harder to get than the first one, the third - three times harder
Last edited by calmnesss13; Sep 11, 2013 @ 1:08pm
zr Sep 12, 2013 @ 5:44am 
great info, thanks
Karol13 Sep 12, 2013 @ 10:08am 
Archer with order of marksman... something like this probably:
http://cloud-3.steampowered.com/ugc/598140546360031048/54679672A7E0E3719501CD69E5AFAF14BAA0A236/
Justeer Sep 16, 2013 @ 6:49am 
Thanks calmness this was excellent info, clarified a lot of things. I've had my archers too buffed up and too protected to get than fire pennant.
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Date Posted: Sep 10, 2013 @ 1:15pm
Posts: 10