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==''Overview''==
==''Overview''==
===Animus 1.28===
===Animus 1.28===
The Animus 1.28 used by [[Abstergo Industries]], had a basic system of morale. When Desmond relived [[Altaïr Ibn-La'Ahad|Altaïr]]'s memories, the lowest ranking guards would easily be scared by the deaths of their comrades, or superiors.  
The Animus 1.28 used by [[Abstergo Industries]], had a basic system of morale. When Desmond relived [[Altaïr Ibn-La'Ahad|Altaïr]]'s memories, the lowest ranking guards would easily be scared by the deaths of their comrades, or superiors.


Guard Sergeants were much harder to scare, and would only probably run away if the leader, was killed.  
Guard Sergeants were much harder to scare, and would only probably run away if the leader, was killed.


Guard Captains were the bravest of the regular guards. They would hardly ever be scared away, no matter what Desmond did. However, if one of these was killed however, all the other lower ranking guards would be terrified, and probably run away.
Guard Captains were the bravest of the regular guards. They would hardly ever be scared away, no matter what Desmond did. However, if one of these was killed however, all the other lower ranking guards would be terrified, and probably run away.


Templar guards were a unique guard archetype, and the strongest and bravest of all the guards. They would never run away, regardless of the deaths of nearby guards. As these men were held in such high regard, whenever one of these duelled an opponent, the other guards would stand back, and watch. The death of one would completely shatter the nearby guards, few of whom would stand and fight.<ref name="AC"/>  
Templar guards were a unique guard archetype, and the strongest and bravest of all the guards. They would never run away, regardless of the deaths of nearby guards. As these men were held in such high regard, whenever one of these duelled an opponent, the other guards would stand back, and watch. The death of one would completely shatter the nearby guards, few of whom would stand and fight.<ref name="AC"/>


===Animus 2.0===
===Animus 2.0===
The Animus 2.0 specified Morale Points for each guard archetype.
When Desmond relived Ezio's memories, the Animus used by the Assassins had an updated Morale system. The Animus 2.0 specified Morale Points for each guard archetype.


*[[Archers]] have 30 Morale points
*[[Archers]] have 30 Morale points
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*[[Seekers]] have 80
*[[Seekers]] have 80


Brutes had 1000 Morale points in the Animus, and they never ran away unless disarmed and completely unable to find another weapon or [[Improvised weapons|get an improvised one]].
Brutes had 1000 Morale points in the Animus, and they never ran away unless disarmed and completely unable to find another weapon or [[Improvised weapons|get an improvised one]]. Militia guards had 20 Morale points, and were the most cowardly guards, likely to run away from a battle if it ever got too intense.


Morale for each guard in combat decreases by 5 whenever an Archer, Agile or basic guard is killed, as well as when a Counter Kill, Disarm, or ground-assassination is performed. Disarming an opponent and killing them with their own weapon decreases Morale by 10, killing Seekers and performing pistol assassinations knock off 20 points apiece, and a Brute's death is worth 30 points of lost morale. Conversely, each time Ezio is hit (regardless of the damage he takes), all guards gain 10 Morale, with an extra 25 if he enters Critical State. Lastly, guards in evasion mode (so that the edge of your mini-map goes from red to yellow) adds 20 points to the Morale of all guards. There are exceptions to the above system, however. An enemy who is disarmed will, under most circumstances, run immediately. This can be treated as a Morale penalty for being empty-handed. Along with disarming, in ''Assassin's Creed: Brotherhood'', If a Brute/Heavy Weapon (Requiring the heavy weapon sheathe) is thrown at an enemy, it can also be treated as a Morale penalty. Enemies will drop their weapons and surrender/flee when this happens. Aiming a pistol at an enemy greatly reduces their morale, if this skill is learned from the Villa training grounds.
The death of any guard caused a drop in Morale of all the other guards. The death of any lower ranking guard caused a drop of morale by 5 points for all surrounding guards. But the if the disarmed guard himself couldn't find a replacement for his weapon, he would immediately run away. A Counter-kill, Disarm, or ground-assassination also caused a drop of 5 Points. Disarming an opponent and killing him with his own weapon reduced morale by 10 points. Killing a Seeker, or killing an enemy using a pistol was worth 20 points, and killing a Brute worth 30 points.  
 
Every time Ezio took a hit the guards' Morale rose by 10 points, and if Ezio reached critical state, the guards would gain 25 points each. If Ezio ran away from a confrontation, it would add 25 points to every guard's Morale. At the Auditore Villa, Desmond could get Ezio to learn the skill of demoralising an enemy by pointing a pistol at him.<ref name="AC2"/><ref name="AC2 Prima Guide">''[[Assassin's Creed II]] - Prima Guide''</ref>
 
When Desmond began to relive Ezio's memories in Rome, the morale system was slightly updated. the guard archetype that appeared in the other cities Ezio visited, had the same Morale stats that they had in previous cities.  
 
Two new enemy types are introduced into the game: the [[Papal Guard]] and the Borgia Captain, both of which will never escape from combat. The death of either type of guard will result in a massive blow to the morale of surrounding enemies, more often than not leading to them fleeing from the fight.


In ''[[Assassin's Creed: Brotherhood]]'', the morale system applies exactly the same for the recurring guards as it did in its prequel. Two new enemy types are introduced into the game: the [[Papal Guard]] and the Borgia Captain, both of which will never escape from combat. The death of either type of guard will result in a massive blow to the morale of surrounding enemies, more often than not leading to them fleeing from the fight.
===Animus 2.03===
===Animus 2.03===
In ''[[Assassin's Creed: Revelations]]'', [[Janissaries]] and [[Byzantines|Templar Den Captains]] replace the previous guard archetypes. Like the Borgia Captains, some Templar Den Captains may flee on sight and are specifically noted by the [[Animus]] tutorial.


In ''[[Assassin's Creed: Revelations]]'', [[Janissaries]] and [[Byzantines|Templar Den Captains]] replace the previous guard archetypes. Like the Borgia Captains, some Templar Den Captains may flee on sight and are specifically noted by the [[Animus]] tutorial.
==Equipment==
==Equipment==
In ''Brotherhood'', the [[Dagger of Brutus]], when equipped, will cause enemies to flee from combat quicker than they normally would. This is because of the fact that the Dagger has an inherent -20 Morale bonus, and because of its brutal finisher animations. The [[armor of Ishak Pasha]] and [[Vlad Tepes' Sword]] have similar effects.
In ''Brotherhood'', the [[Dagger of Brutus]], when equipped, will cause enemies to flee from combat quicker than they normally would. This is because of the fact that the Dagger has an inherent -20 Morale bonus, and because of its brutal finisher animations. The [[armor of Ishak Pasha]] and [[Vlad Tepes' Sword]] have similar effects.


==References==
==References==
{{Reflist}}
{{Reflist}}

Revision as of 20:57, 16 July 2012


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Morale was a mechanic in the Animus, versions 2.0 and ahead which tracked guards' motivation to fight in open combat. The values only applied once the user entered open combat, so any action performed before the initiation of combat did not affect the morale of the guards.[1][2][3][4]

Overview

Animus 1.28

The Animus 1.28 used by Abstergo Industries, had a basic system of morale. When Desmond relived Altaïr's memories, the lowest ranking guards would easily be scared by the deaths of their comrades, or superiors.

Guard Sergeants were much harder to scare, and would only probably run away if the leader, was killed.

Guard Captains were the bravest of the regular guards. They would hardly ever be scared away, no matter what Desmond did. However, if one of these was killed however, all the other lower ranking guards would be terrified, and probably run away.

Templar guards were a unique guard archetype, and the strongest and bravest of all the guards. They would never run away, regardless of the deaths of nearby guards. As these men were held in such high regard, whenever one of these duelled an opponent, the other guards would stand back, and watch. The death of one would completely shatter the nearby guards, few of whom would stand and fight.[1]

Animus 2.0

When Desmond relived Ezio's memories, the Animus used by the Assassins had an updated Morale system. The Animus 2.0 specified Morale Points for each guard archetype.

Brutes had 1000 Morale points in the Animus, and they never ran away unless disarmed and completely unable to find another weapon or get an improvised one. Militia guards had 20 Morale points, and were the most cowardly guards, likely to run away from a battle if it ever got too intense.

The death of any guard caused a drop in Morale of all the other guards. The death of any lower ranking guard caused a drop of morale by 5 points for all surrounding guards. But the if the disarmed guard himself couldn't find a replacement for his weapon, he would immediately run away. A Counter-kill, Disarm, or ground-assassination also caused a drop of 5 Points. Disarming an opponent and killing him with his own weapon reduced morale by 10 points. Killing a Seeker, or killing an enemy using a pistol was worth 20 points, and killing a Brute worth 30 points.

Every time Ezio took a hit the guards' Morale rose by 10 points, and if Ezio reached critical state, the guards would gain 25 points each. If Ezio ran away from a confrontation, it would add 25 points to every guard's Morale. At the Auditore Villa, Desmond could get Ezio to learn the skill of demoralising an enemy by pointing a pistol at him.[2][5]

When Desmond began to relive Ezio's memories in Rome, the morale system was slightly updated. the guard archetype that appeared in the other cities Ezio visited, had the same Morale stats that they had in previous cities.

Two new enemy types are introduced into the game: the Papal Guard and the Borgia Captain, both of which will never escape from combat. The death of either type of guard will result in a massive blow to the morale of surrounding enemies, more often than not leading to them fleeing from the fight.

Animus 2.03

In Assassin's Creed: Revelations, Janissaries and Templar Den Captains replace the previous guard archetypes. Like the Borgia Captains, some Templar Den Captains may flee on sight and are specifically noted by the Animus tutorial.

Equipment

In Brotherhood, the Dagger of Brutus, when equipped, will cause enemies to flee from combat quicker than they normally would. This is because of the fact that the Dagger has an inherent -20 Morale bonus, and because of its brutal finisher animations. The armor of Ishak Pasha and Vlad Tepes' Sword have similar effects.

References