Food & Mood
Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 makes Stress rise proportionally. When Stress maxes out the unit suffers a Mental Break (Stress resets to 0); if Stress maxes out again while the Mental Break state is active, the unit dies instantly. Low mood also trips HUD alerts, and a squad whose average mood stays below -3 for a sustained stretch triggers the Growing Discontent morale-crisis event.
Meal classes and racial diets
Every edible item carries a food class in its ItemSubType: vegetarian (Food_Vegeterian, 13 items), carnivore (Food_Carnivore, 10 items) or omnivore (Food_Omnivore, 2 items), plus a few misc edibles. The class is what the racial diet rules read:
- Elves gain Carnal Guilt (Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.
- Lizardmen gain Plant Rage (Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.
- Humans eat anything - their racial mood quirk is Growth Fatigue (Mood -2) whenever their XP bar is sitting at max, so level them up promptly.
Cooked dishes also carry a mood value - guild quests literally ask you to stockpile "food with Mood 1+/2+/3+" - and where you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.
Other mood levers
- Sleep quality ladder: the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).
- Treatment expectations rise with level: at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.
- Expeditions drain mood: each in-game day in the dungeon steps up a Dungeon Stay debuff (see Time).
- Recreation buildings restore mood: the Dice Play Table grants Mood +3, the Dart Play Board +2 and the Card Play Table +1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.
Mood equipment
- Flower Necklace - Mood +2 while worn.
- Echo Flower Ring - Mood +2 plus +0.1% health regeneration.
- Forgotten Idol - the opposite bet: damage dealt increases as Mood gets lower, enabling a deliberate misery build.
The Inscription of Gloom tradeoff
The Rare Inscription of Gloom gives +20% to all six major stats in exchange for a permanent Mood -3. On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (Inscriptions).
Key numbers
| Mood scale | UI maximum 30; below 0 Stress rises, above 0 Stress falls |
| Mental Break | Stress at max -> Mental Break (Stress resets); max again during it -> instant death |
| Morale crisis | Average mood below -3 sustained -> Growing Discontent event |
| Meal classes | Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType |
| Elf diet | Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only |
| Lizardman diet | Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only |
| Human quirk | Growth Fatigue (Mood -2) while XP sits at maximum |
| Recreation buffs | Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood |
| Mood items | Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood) |
| Inscription of Gloom | +20% all six major stats, permanent Mood -3 |