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Inflicting enemy with status ailment: Only new ailments afflicts count for each turn multiple re-afflicts of the same ailment do not give multiple changes. 0.1%/cast (haven't tested if you get double benefits from an ability that does both) Healing: Restoring HP/MP will shift morale. Shows information the current morale affect, the morale abilities (also where you activate them when they are ready), and the info regarding what affects morale and by how much. Morale Indepth Info: Can be accessed by clicking the bar itself. When they become available, you must use it, or else you will never be able to use it again. Edit: Morale abilities are currently bugged. In the example image, the morale is at the point to start counting down the player's cube ability (Resurging Will), which will be ready in 6 turns. Currently, only the player have morale abilities, but there are assets in place for the possibility of enemy morale abilities.
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The color signify which side benefits from the morale ability. If the morale leave the threshold, then the countdown is frozen until it gets back there. The number in the symbols refer to the cooldown on the morale abilities (explained later), which will only countdown when the morale is at that part. These signify when certain morale mechanics kick in, going from right to left until it hits the current morale standing. The Morale Thresholds: Underneath the bar, there are shapes with numbers within them. In the example image, the morale is in favor of the enemy, with a prediction of further morale dip if nothing is done about it. The yellow bar stemming away from the arrow shows the current prediction of how much morale will be gained/lost at the end of your turn.
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The arrows on the bar show the current morale standing. The Color Bar & Arrow: Shows the current morale standing.
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See image for example, which I will be using quite a bit to illustrate things The gauge is composed of the following components:
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