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dom6:morale [2024/06/18 18:38]
fenrir created
dom6:morale [2024/07/13 02:53] (current)
fenrir [More-Ephemeral Modifiers] Morale Penalties decay randomly, sometimes right after they're applied @.@
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 ===== Various Morale Modifiers ===== ===== Various Morale Modifiers =====
  
-{{:dom6:stats:ldr_200.png?nolink }} Competent [[Leadership]] is the best source of Morale. Serving under a Commander with 200 or more (three gold stars) provides +Morale. Serving under a Commander with 150-199 (two gold stars) provides +3. Serving under a Commander with 100-149 (one gold star) provides +2. Serving under a Commander with 75-99 (one silver star) provides +1. Serving under a Commander with only 10 Leadership provides -1 Morale, however. These bonuses are further modified (up or down) by [[Inspirational|Inspiration Traits]].+{{:dom6:stats:ldr_200.png?nolink }} Competent [[Leadership]] is the best source of Morale. Serving under a Commander with 200 or more (three gold stars) provides +Morale. Serving under a Commander with 150-199 (two gold stars) provides +2. Serving under a Commander with 100-149 (one gold star) provides +1. Serving under a Commander with 50-99 (one silver star) provides nothing. Serving under a Commander with under 50 Leadership provides -1 Morale, however. These bonuses are further modified (up or down) by [[Inspirational|Inspiration Traits]].
  
 {{:abilities:undisciplined.png?nolink }} The formation and composition of a unit's squad also impacts their Morale. Lightly packed formations, such as the "Skirmish" and the "Sparse Line", provide -1 Morale. Serving alongside an [[Undead]] being or a [[Demon]] also provides -1 Morale, if you're not one of those types of beings. Lastly, there are units known as [[Standard|Standards]] (short for "Standard-Bearers") who increase Morale for their entire squad, as long as they're not routing (or dead), though their benefits do not stack. {{:abilities:undisciplined.png?nolink }} The formation and composition of a unit's squad also impacts their Morale. Lightly packed formations, such as the "Skirmish" and the "Sparse Line", provide -1 Morale. Serving alongside an [[Undead]] being or a [[Demon]] also provides -1 Morale, if you're not one of those types of beings. Lastly, there are units known as [[Standard|Standards]] (short for "Standard-Bearers") who increase Morale for their entire squad, as long as they're not routing (or dead), though their benefits do not stack.
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 {{:abilities:blessed.png?nolink }} A [[Bless|Blessed]] unit has +1 Morale at the very least. There was weirdness in Dominions 5, where [[Independents]] did not benefit from Blessings in any way. Whether this signified a hollowness to their beliefs, or a cut-off from [[holy]] power, was never really explained. {{:abilities:blessed.png?nolink }} A [[Bless|Blessed]] unit has +1 Morale at the very least. There was weirdness in Dominions 5, where [[Independents]] did not benefit from Blessings in any way. Whether this signified a hollowness to their beliefs, or a cut-off from [[holy]] power, was never really explained.
  
-New to Dominions 6, spells that only mess with Morale (other than the Blessing spells) now impact a **Morale Bonus** value. This scales from **-10** to **+1**. If the Bonus is **negative**, it increases by 1 point around every 2 rounds, until it gets back to 0. ??Sermon of Courage?? and ??Fanaticism?? both increase the Morale Bonus by 1, while the effects that reduce the Morale Bonus can be broadly classified into two types:+New to Dominions 6, spells that only mess with Morale (other than the Blessing spells) now impact a **Morale Bonus** value. This scales from **-10** to **+1**. If the Bonus is **negative**, it randomly increases at a rate of //around// 1 point per 2 rounds, until it gets back to 0. ??Sermon of Courage?? and ??Fanaticism?? both increase the Morale Bonus by 1, while the effects that reduce the Morale Bonus can be broadly classified into two types:
    * **[[Fear]]** "Damage", formerly known as "Type I Fear" or "Major Fear", has no restrictions and may also trigger a rout check.    * **[[Fear]]** "Damage", formerly known as "Type I Fear" or "Major Fear", has no restrictions and may also trigger a rout check.
    * **Frighten** "Damage", formerly known as "Type II Fear" or "Minor Fear", can only reduce the Morale Bonus to **-5**.    * **Frighten** "Damage", formerly known as "Type II Fear" or "Minor Fear", can only reduce the Morale Bonus to **-5**.
  
 ===== Example Stats ===== ===== Example Stats =====
 +
 +These will ignore all bonuses except those granted by their specific conditions. (For example, a Sauromancer without {{path>D4}}-or-higher will have only 10 Morale!)
  
 ^  Example Monster  ^  Their MOR  ^ ^  Example Monster  ^  Their MOR  ^
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 |  A naked melee soldier  |  9  | |  A naked melee soldier  |  9  |
 |  A ??War Elephant??  |  9  | |  A ??War Elephant??  |  9  |
-|  **The average melee human soldier**  |  10  |+|  **The average human melee soldier**  |  10  |
 |  A typical human ??Commander??  |  11  | |  A typical human ??Commander??  |  11  |
 |  Typical giant troops (Size 4-6)  |  12  | |  Typical giant troops (Size 4-6)  |  12  |
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   * Fellas with 30 Morale or higher ignore Fear effects and ignore most Morale rolls outright.   * Fellas with 30 Morale or higher ignore Fear effects and ignore most Morale rolls outright.
   * Fellas with 50 Morale or higher only rout under specific circumstances and are more likely to just stop existing.   * Fellas with 50 Morale or higher only rout under specific circumstances and are more likely to just stop existing.
-  * Fellas with 99 Morale will not rout until the [[twilight|very last turn of battle]].+  * Fellas with 99 Morale will not rout until the [[twilight|very last round of battle]].
dom6/morale.1718735887.txt.gz · Last modified: 2024/06/18 18:38 by fenrir