Table of Contents

Morale

Morale is a unit stat which reflects a unit's willingness to endure adversity in the service of your nation.

The main role of morale is to stop units from routing when things go badly for them. Various situations (like a squad taking casualties or a single unit taking wounds) require a squad/unit to pass a morale test or run from combat; high morale makes them more likely to fight on.

Morale is used for some other things too. The most common are:

Morale becomes substantially more important in the middle and late game because of the prevalence of Wailing Winds, an extraordinarily powerful spell that forces constant morale checks by all enemy units to avoid routing. Players will often stack morale items like Dragon Helm on mages to keep them in the fight, and group troops under commanders with high inspirational bonuses to increase their morale.

A few units are impossible to frighten; this is represented by special morale values.

A few other exceptions: Morale 30 units will not retreat from defending a fort storm (they are smart enough to know that they will die if they do). Immortals, as a special case, will not retreat even if their army takes overwhelming casualties ("HP rout"); they know they'll just reform a few months later, so fighting a valiant last stand is at most a temporary inconvenience for them.

Effects on Morale

These effects are valid for commanders and units:

Commanders

In addition to the general modifiers, several magic items will boost a commander's morale.

Units

In addition to the general modifiers, units are affected by:

Routing

Every round of battle, the game checks for units which must make a morale check. This affects units that have1):

Practically, taking a morale check makes a roll for whole squad as follows:

The squad survivor bonus is a value of 0-5 that reflects the number of units in the squad that have been killed. If the fear roll exceeds (but not ties) the morale roll, the squad or commander routs.

Furthermore, if an army has lost 75% of its starting health, it will rout automatically. Province defense units count as a quarter of their total HP for the purpose of this calculation. Combat summons from spells like Horde of Skeletons count as part of the army's current health (but not its starting health), and thus can prevent an army from routing after losing far more than 75% of its units.

1)
Manual, page 83
2)
The survivor squad bonus affects commanders aswell as squads, as shown by the debug log
3)
The manual states 13 for this value, but the debug log clearly shows this should be 14 and that tied rolls do not cause a rout