中文译文
士气是一种表现勇气与怯懦的战斗机制,让战斗更贴近真实。击溃敌人士气,也是赢得战斗的一种方式。
士气状态
士气分为六种状态,反映战斗单位的精神状况,并影响其战斗表现。“不可动摇”状态仅属于亡灵,无法改变。“镇定”是默认状态,非亡灵敌人开战时均处于这一状态;随后通过或未通过士气检定时,士气会升高或降低。佣兵的初始士气取决于其心情:心情好时,有概率以“斗志昂扬”状态参战;心情差则会降低其可达到的士气上限。某些特性也会影响初始士气或士气上限。
士气降至“溃逃”时,该单位会取消正在维持的盾墙、矛墙、还击架势和不屈,并立即移至行动顺序末尾。每轮开始时,溃逃单位在计算行动顺序时承受 -1000 先攻惩罚,因此除非受到肾上腺素影响,否则会最后行动。溃逃单位会尝试远离敌人,无法战斗或使用技能,即使被包围也不会还手;玩家也会失去对溃逃佣兵的控制。当身边没有相邻敌人时,溃逃单位可能自行恢复士气,也可通过重振士气等技能恢复。
各士气状态会对部分属性施加下表所示的倍率修正。这些修正在技能、特长和装备提供的加算加成之后计算,因此也会影响这些加成。部分士气状态会显示对应图标。
| 图标 | 状态 | |||||
|---|---|---|---|---|---|---|
| 永不动摇 | ||||||
| 斗志昂扬 | 1.1 | 1.1 | 1.1 | 1.1 | ||
| 镇定 | ||||||
| 动摇 | 0.9 | 0.9 | 0.9 | 0.9 | 0.9 | |
| 濒临崩溃 | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | |
| 溃逃 | 0.7 | 0.7 | 0.7 | 0.7 | 0.7 |
士气检定
士气检定通过掷骰决定士气变化或是否抵抗某种效果,结果不会显示在战斗日志中。意志是检定成功率的基础;成功率最高为 95%,即至少有 5% 失败概率,最低可降至 0%,即必定失败。部分士气检定属于精神攻击,猎巫人背景、亡灵战利品项链、护佑符文与法印及疯狂特质可提高抵抗能力,而迷信特质会使角色更易受到影响。通常,正向检定使士气提升一级,负向检定使其降低一级,但也有例外。
符合以下条件时跳过士气检定:
- 单位不受士气影响,显示为“不可动摇”。
- 成功率在套用上限前已超过 500%。这种情况等同于不受士气影响,正向检定也不会生效。
- 正向检定尝试将“溃逃”提升至“濒临崩溃”时,检定失败。
- 正向检定尝试提高位于地图边缘的佣兵士气时,检定失败。
| 原因 | 类型 | 修正值 | 精神攻击 | 备注 |
|---|---|---|---|---|
| 相邻友军 | 修正值 | 每名友军+3 | 仅用于士气下降检定 | |
| 相邻敌人 | 修正值 | 每名敌人-3 | ||
| 威慑 | 修正值 | -0.15 * 使用者意志,最低为-20 | ||
| 恐狼皮披肩 | 修正值 | -5 | 多件披风的效果可以叠加 | |
| 诅咒水晶骷髅 | 修正值 | -10 | 可与恐狼披风叠加 | |
| 停止溃逃 | 正面 | +2 * 溃逃回合数(竞技场中为+7 * 溃逃回合数) | 身边不能有相邻敌人;检定成功后,士气变为“动摇”。 | |
| 15点生命值伤害 | 负面 | -40 * 已损失生命值比例 | 结算伤害后随机判定。 | |
| 敌人死亡 | 正面 | -30 + 0.04 * 敌人经验值 - 距离3,击杀者额外+15 | 对溃逃士气无效。 | |
| 友军死亡 | 负面 | +20 - 0.035 * 友军经验值 + 距离2.4 | ||
| 友军溃逃 | 负面 | +30 - 0.035 * 友军经验值 + 距离3 | ||
| 遭到敌人包围 | 负面 | +50 - 0.1 * 敌人经验值,最低为+10 | 只有相邻敌人数超过本回合此前的最高值时,才进行检定。 | |
| 被推入或拉入包围圈 | 负面 | +40 | 只有相邻敌人数超过本回合此前的最高值时,才进行检定。 | |
| 战团成员移动至地图边缘 | 负面 | -1000 | 使士气降至濒临崩溃。 | |
| 重振士气 | 正面 | +0.4 * 使用者意志;目标未溃逃时,额外-10 * 距离 | 士气最高只能恢复至“镇定”;若原先处于“溃逃”,检定成功后变为“动摇”。 | |
| 古代祭司的恐怖威慑(士气下降) | 负面 | -15 | 是 | |
| 古代祭司的恐怖威慑(击晕) | 抵抗 | -5 | 是 | |
| 梦魇的沉睡 | 抵抗 | 相邻时-70,长柄武器距离内-35 | 是 | |
| 怨魂的恐怖尖啸 | 负面 | 0 | 是 | 对每个目标进行4次士气检定。 |
| 地精督军的鞭击 | 正面 | +9000 | 将士气提升至“镇定”;若已处于“镇定”,则提升至“斗志昂扬”。 | |
| 女巫的魅惑 | 抵抗 | -35(相邻时为-40) | 是 | 判定两次,只要有一次成功即可抵抗。 |
| 臼炮的发射臼炮(0点疲劳)(爆炸) | 负面 | 0 | 每个目标进行 2-3 次士气检定,顺序为:第一次检定、施加炮击震荡、第二次检定、造成伤害;若伤害达到 15 或以上,再进行第三次检定。 | |
| 食尸鬼的血腥盛宴 | 正面 | +20 | 在成长后随机判定。 | |
| 兽人军阀对敌人的战吼 | 负面 | +5 + 距离2.4 | 是 | |
| 兽人军阀对友军的战吼 | 正面 | +10 - 距离3 |
战团成员的经验值为100 + 30 *(其等级 - 1)。
距离修正:
| x | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| x2.4 | 1 | 5.28 | 13.97 | 27.86 | 47.59 | 73.72 | 106.72 | 147.03 |
| x3 | 1 | 8 | 27 | 64 | 125 | 216 | 343 | 512 |
英文原文
Morale is a combat mechanic that models bravery and cowardice to make battles more real. Breaking the enemy morale is one of possible ways to win a battle.
Morale states
Morale has six states and represents the mental condition of combatants and their effectiveness in battle. Unbreakable state is exclusive to Undead亡灵, and can not be changed. Steady is the default state, and non-undead enemies start with it and it can raise and lower as they pass or fail morale checks. Brothers' morale depends on their mood: good mood gives a chance to start with Confident morale, and bad mood lowers the maximum possible level of morale the brother can have. Some traits also affect starting morale or its maximum.
If morale drops to Fleeing, the unit cancels its active Shieldwall盾墙, Spearwall矛墙, Riposte还击架势 and Indomitable不屈, is also instantly moved to the end of turn order. At the start of a round Fleeing units have a penalty of -1000 initiative for turn order only, so they will act last, if not under Adrenaline肾上腺素. Fleeing units try to run away from enemies and can't fight or use skills, and even don't fight if surrounded. Player loses control over fleeing brothers. Fleeing units can rally on their own when not adjacent to enemies, or if targeted by skills like Rally the Troops重振士气 that restore their morale.
Morale states apply multipliers to some attributes as shown below. They count after additive bonuses from skills, perks and equipment, affecting them as well. Some states are indicated by icons.
| Icon | State | |||||
|---|---|---|---|---|---|---|
| Unbreakable永不动摇 | ||||||
| Confident | 1.1 | 1.1 | 1.1 | 1.1 | ||
| Steady | ||||||
| Wavering | 0.9 | 0.9 | 0.9 | 0.9 | 0.9 | |
| Breaking | 0.8 | 0.8 | 0.8 | 0.8 | 0.8 | |
| Fleeing溃逃 | 0.7 | 0.7 | 0.7 | 0.7 | 0.7 |
Morale checks
Morale checks are dice rolls to change morale or resist an effect. They are not shown in the combat log. Resolve is the base chance to succeed. The maximum chance to succeed is 95% (5% chance to fail), but minimum is 0% (always fail). Some morale checks are mental attacks against which Witchhunters, Undead Trophy亡灵战利品项链, Protective Runes and Sigils护佑符文与法印 and Mad疯狂 trait are effective and Superstitious迷信 is vulnerable. Positive checks raise morale by one level, negative ones lower it by one level, but there are exceptions.
Morale checks are skipped if:
- A unit is unaffected by morale (displayed as Unbreakable).
- The chance to succeed is more than 500% before it is capped. Same as being unaffected by morale, positive checks also don't work.
- Positive check tries to change Fleeing to Breaking (it fails).
- Positive check tries to raise morale of the brother on the map egde (it fails).
| Cause | Type | Modifier | Mental attack | Notes |
|---|---|---|---|---|
| Allies adjacent | Modifier | +3 per ally | Only for negative checks | |
| Enemies adjacent | Modifier | -3 per enemy | ||
| Fearsome威慑 | Modifier | -0.15 * user's resolve, capped at -20 | ||
| Direwolf Pelt Mantle恐狼皮披肩 | Modifier | -5 | Multiple mantles stack | |
| Cursed Crystal Skull诅咒水晶骷髅 | Modifier | -10 | Stacks with Direwolf Mantles | |
| Stop fleeing | Positive | +2 * rounds fleeing (+7 * rounds fleeing in the arena) | Must not be next to enemies. Morale becomes Wavering on success. | |
| 15 HP damage | Negative | -40 * missing HP percent | Rolled after damage is applied. | |
| Enemy dies | Positive | -30 + 0.04 * enemy XP value - distance3, killer gets extra +15 | No effect on Fleeing morale. | |
| Ally dies | Negative | +20 - 0.035 * ally XP value + distance2.4 | ||
| Ally flees | Negative | +30 - 0.035 * ally XP value + distance3 | ||
| Enemy surrounds | Negative | +50 - 0.1 * enemy XP value, capped at +10 | Only rolled when number of adjacent enemies exceeds its maximum on this turn. | |
| Pushed or pulled into surrounding | Negative | +40 | Only rolled when number of adjacent enemies exceeds its maximum on this turn. | |
| Brother moves to the map edge | Negative | -1000 | Lowers morale to Breaking. | |
| Rally the Troops重振士气 | Positive | +0.4 * user's resolve, but extra -10 * distance if not fleeing | Can't raise morale above Steady. Fleeing changes to Wavering on success. | |
| Ancient Priest古代祭司's Horror恐怖威慑 (morale drop) | Negative | -15 | Yes | |
| Ancient Priest古代祭司's Horror恐怖威慑 (stun) | Resist | -5 | Yes | |
| Alp梦魇's Sleep沉睡 | Resist | -70 adjacent, -35 from polearm range | Yes | |
| Geist怨魂's Horrific Scream恐怖尖啸 | Negative | 0 | Yes | 4 morale checks on each target. |
| Goblin Overseer地精督军's Whip鞭击 | Positive | +9000 | Raises morale to Steady, or from Steady to Confident. | |
| Hexe女巫's Charm魅惑 | Resist | -35 (-40 if adjacent) | Yes | Rolled twice, one success is enough to resist. |
| Mortar臼炮's Fire Mortar (0 fatigue) (explosion) | Negative | 0 | 2-3 morale checks on each target. The order is: first check, Shellshocked炮击震荡 is inflicted, second check, damage (15 or higher causes third check). | |
| Nachzehrer食尸鬼's Gruesome Feast血腥盛宴 | Positive | +20 | Rolled after growth. | |
| Orc Warlord兽人军阀's Warcry战吼 on enemies | Negative | +5 + distance2.4 | Yes | |
| Orc Warlord兽人军阀's Warcry战吼 on allies | Positive | +10 - distance3 |
XP value of a brother is 100 + 30 * (his level - 1).
Distance modifiers:
| x | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| x2.4 | 1 | 5.28 | 13.97 | 27.86 | 47.59 | 73.72 | 106.72 | 147.03 |
| x3 | 1 | 8 | 27 | 64 | 125 | 216 | 343 | 512 |
