DungeonSettlers.wiki

Mood modifiers

Steam
Every effect that changes Mood in build DS_B.0.4.23: 79 bonuses and 46 penalties, plus the standing treatment and dungeon-stay tables from GameSystemTable. Mood is the running sum of every row currently on that settler. The UI gauge tops out at 30. Click column headers to sort; chips to filter.

Treatment expectation

Treatment expectation

A standing mood modifier every settler carries based on its level and the campaign's management difficulty.
Mgmt difficultyLv1Lv2Lv3Lv4Lv5
Easy+9+6+2-2-5
Normal+7+40-4-7
Hard+4+1-3-7-10
Very Hard+30-4-8-11
Devastation+2-1-5-9-12

Dungeon stay

Dungeon stay

Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty.
Mgmt difficultyStage 1Stage 2Stage 3Stage 4
Easy-1-4-7-10
Normal-3-6-9-12
Hard-4-10-16-22
Very Hard-5-11-17-23
Devastation-6-12-18-24

All mood modifiers 125

Mood +Mood -TimedStanding effectSleepFoodEatingBuffSub-traitEnvironmentDeathUnconsciousInscription
Modifier Mood Kind Duration How you get it
Slept in a fantastic private room.AFFECTER_SleptFantasticPrivateRoom
+10SleepTimed
Ate Gloth Egg OmeletAFFECTER_GlothEggOmelet
+9FoodTimed
Ate Meat SkewerAFFECTER_MeatSkewer
+9FoodTimed
Ate in a fantastic dining room.AFFECTER_EatInFantasticDiningRoom
+8EatingTimed
Slept in a luxurious private room.AFFECTER_SleptLuxuriousPrivateRoom
+8SleepTimed
Ate Slime PuddingAFFECTER_SlimePudding
+8FoodTimed
Ate Monster BarbecueAFFECTER_MonsterBarbecue
+7FoodTimed
Ate Mushroom SkewerAFFECTER_MushroomSkewer
+7FoodTimed
Slept in a fantastic shared room.AFFECTER_SleptFantasticSharedRoom
+7SleepTimed
Slept in an impressive private room.AFFECTER_SleptImpressivePrivateRoom
+7SleepTimed
Ash of SolaceAFFECTER_AshOfSolace
+6BuffTimed
Ate in a luxurious dining room.AFFECTER_EatInLuxuriousDiningRoom
+6EatingTimed
Ate Grilled MeatAFFECTER_GrilledMeat
+6FoodTimed
Slept in a decent private room.AFFECTER_SleptDecentPrivateRoom
+6SleepTimed
Slept in a luxurious shared room.AFFECTER_SleptLuxuriousSharedRoom
+6SleepTimed
Warmth of CampfireAFFECTER_CampfireWarmth
+5BuffTimed
Ate in an impressive dining room.AFFECTER_EatInImpressiveDiningRoom
+5EatingTimed
Ate Grilled TurnipAFFECTER_GrilledTurnip
+5FoodTimed
Ate Meat StewAFFECTER_MeatStew
+5FoodTimed
Items: Meat Stew
Slept in an impressive shared room.AFFECTER_SleptImpressiveSharedRoom
+5SleepTimed
Slept in a normal private room.AFFECTER_SleptNormalPrivateRoom
+5SleepTimed
Ate in a decent dining room.AFFECTER_EatInDecentDiningRoom
+4EatingTimed
Heroic SpiritAFFECTER_Heroic
+4BuffTimed
Combat status system: applied while the triggering condition holds
InspiringAFFECTER_Inspiring
+4BuffTimed
Highly SatisfiedAFFECTER_MajorSatisfaction
+4BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Slept in a decent shared room.AFFECTER_SleptDecentSharedRoom
+4SleepTimed
Slept in a mediocre private room.AFFECTER_SleptMediocrePrivateRoom
+4SleepTimed
Bizarre PleasureAFFECTER_BizarrePleasure
+3BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Ate BlueberryAFFECTER_BlueBerry
+3FoodTimed
Items: Blueberry
Ate in a normal dining room.AFFECTER_EatInNormalDiningRoom
+3EatingTimed
Flower ScentAFFECTER_FlowerScent
+3BuffTimed
Frenzied BallAFFECTER_FrenziedBall
+3BuffTimedApplied automatically by a game system.
Happy FoolAFFECTER_HappyFool
+3Sub-traitStanding effect
Sub-trait
Ate Improved Grass PorridgeAFFECTER_ImprovedGrassPorridge
+3FoodTimed
Ate JerkyAFFECTER_Jerky
+3FoodTimed
Items: Jerky
Ate MushroomAFFECTER_Mushroom
+3FoodTimed
Items: Mushroom
Ate Mushroom StewAFFECTER_MushroomStew
+3FoodTimed
New RecruitAFFECTER_NewRecruit
+3BuffTimed
Recruitment: applied to newly recruited units
Royal Jelly ConsumptionAFFECTER_RoyalJelly
+3BuffTimed
Slept in a normal shared room.AFFECTER_SleptNormalSharedRoom
+3SleepTimed
Slept on BedAFFECTER_SleptOnBed
+3BuffTimed
Slept in a poor private room.AFFECTER_SleptPoorPrivateRoom
+3SleepTimed
Ate Turnip SaladAFFECTER_TurnipSalad
+3FoodTimed
VigorousAFFECTER_Vigorous
+3BuffStanding effect
Combat status system: applied while the triggering condition holds
Comfort of HomeAFFECTER_Comfort
+2BuffStanding effect
Ate in a mediocre dining room.AFFECTER_EatInMediocreDiningRoom
+2EatingTimed
Echo Flower RingAFFECTER_EchoFlowerRing
+2BuffStanding effect
Aspiration for ExplorationAFFECTER_ExploreAspiration
+2BuffTimedApplied by specific campaign or dungeon events.
Gentle WarmthAFFECTER_FireplaceWarmth
+2BuffTimed
Flower NecklaceAFFECTER_FlowerNecklace
+2BuffStanding effect
Softness of Rawhide (Armor)AFFECTER_HideArmorSoft
+2BuffStanding effect
Holding FuneralAFFECTER_HoldingFuneral
+2BuffTimedApplied automatically by a game system.
OptimisticAFFECTER_Optimistic
+2Sub-traitStanding effect
Sub-trait
Pioneering Spirit (Effect)AFFECTER_PioneeringSpiritEffect
+2BuffStanding effect
SatisfiedAFFECTER_Satisfied
+2BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Silent SerenityAFFECTER_SilentSerenity
+2EnvironmentStanding effectRegional environment roll in VeilSilence.
Slept in a mediocre shared room.AFFECTER_SleptMediocreSharedRoom
+2SleepTimed
Sitting on a ChairAFFECTER_ChairSit
+1BuffStanding effect
Applied while sitting on furniture
ChattedAFFECTER_Chatted
+1BuffTimed
Applied and maintained by the per-tick status system
Dull Palate (Pos)AFFECTER_DullTonguePos
+1BuffTimed
Ate Dust BulbAFFECTER_DustBulb
+1FoodTimed
Items: Dust Bulb
Ate in a poor dining room.AFFECTER_EatInPoorDiningRoom
+1EatingTimed
Softness of Rawhide (Helmet)AFFECTER_HideHelmetSoft
+1BuffStanding effect
Joy of AdventureAFFECTER_JoyOfAdventure
+1BuffStanding effect
Exceptional Leadership (Elf)AFFECTER_LeadershipElf
+1Sub-traitStanding effect
Sub-trait
Exceptional Leadership (Human)AFFECTER_LeadershipHuman
+1Sub-traitStanding effect
Sub-trait
Exceptional Leadership (Lizardman)AFFECTER_LeadershipLizard
+1Sub-traitStanding effect
Sub-trait
Exceptional Leadership (Lycan)AFFECTER_LeadershipLycan
+1Sub-traitStanding effect
Sub-trait
Ate Luma FruitAFFECTER_LumaFruit
+1FoodTimed
Items: Luma Fruit
Ate Meat PorridgeAFFECTER_MeatPorridge
+1FoodTimed
Slightly SatisfiedAFFECTER_MinorSatisfied
+1BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Enjoyed Card GamesAFFECTER_PlayedCard
+1BuffTimedDefined in the game data but not yet wired to an in-game source (planned / unreleased).
Enjoyed Dart GamesAFFECTER_PlayedDart
+1BuffTimedDefined in the game data but not yet wired to an in-game source (planned / unreleased).
Enjoyed Dice GamesAFFECTER_PlayedDice
+1BuffTimedDefined in the game data but not yet wired to an in-game source (planned / unreleased).
ReliefAFFECTER_Relief
+1BuffStanding effect
Slept in a poor shared room.AFFECTER_SleptPoorSharedRoom
+1SleepTimed
Torch's LightAFFECTER_TorchLight
+1BuffTimed
Items: Torch
Via: Torch
Ate TurnipAFFECTER_Turnip
+1FoodTimed
Items: Turnip
Witnessed Another's DeathAFFECTER_WitnessDead
+1DeathTimed
Heard a Mandrake ScreamAFFECTER_MandrakeScream
-20BuffTimed
Wild HerbAFFECTER_WildHerb
-10BuffTimed
Items: Wild Herb
-5BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Near Death AftereffectAFFECTER_DeadlyAfterEffect
-5BuffTimed
Applied in the expedition results summary
Ate Disgusting Monster MeatAFFECTER_DisgustingMonsterMeat
-5FoodTimed
Undergoing SurgeryAFFECTER_Operate
-5BuffStanding effect
Applied when a unit is released
Severely DamagedAFFECTER_SevereDamage
-5BuffStanding effect
Applied and maintained by the per-tick status system
Applied by lethal conditions
Combat status system: applied while the triggering condition holds
Severely ExhaustedAFFECTER_SevereExhausted
-5UnconsciousStanding effect
Applied and maintained by the per-tick status system
Combat status system: applied while the triggering condition holds
Settlement needs system (hunger / rest / exhaustion)
Severely HungryAFFECTER_SevereHungry
-5BuffStanding effect
Applied and maintained by the per-tick status system
Applied by lethal conditions
Combat status system: applied while the triggering condition holds
Settlement needs system (hunger / rest / exhaustion)
DisgracedAFFECTER_Disgraced
-4BuffTimed
Ate Grass PorridgeAFFECTER_GrassPorridge
-4FoodTimed
Grave Dug UpAFFECTER_GraveDisgraced
-4BuffTimedApplied automatically by a game system.
Highly DissatisfiedAFFECTER_MajorDissatisfaction
-4BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Unpaid Retirement PayAFFECTER_WitnessUnpaidRetire
-4BuffTimed
Triggered by a combat or unit event
Combat StressAFFECTER_CombatStress
-3BuffStanding effect
Inscription of GloomAFFECTER_GloomInscription
-3InscriptionStanding effect
This is an inscription.
Injected TruthAFFECTER_InjectedTruth
-3BuffTimedApplied automatically by a game system.
Ate Tough Raw MeatAFFECTER_ToughRawMeat
-3FoodTimed
Very ExhaustedAFFECTER_VeryExhausted
-3BuffStanding effect
Combat status system: applied while the triggering condition holds
Settlement needs system (hunger / rest / exhaustion)
Very HungryAFFECTER_VeryHungry
-3BuffStanding effect
Combat status system: applied while the triggering condition holds
Settlement needs system (hunger / rest / exhaustion)
BoredomAFFECTER_Boredom
-2BuffStanding effect
Carnal GuiltAFFECTER_CarnalGuilt
-2BuffTimed
Via: Elf
Race mechanic
Companion DeadAFFECTER_CompanionDead
-2DeathTimed
Triggered by a combat or unit event
Dark Thorn CorruptionAFFECTER_DarkThornCorruption
-2BuffTimedApplied by specific campaign or dungeon events.
Dark WhisperAFFECTER_DarkWhisper
-2EnvironmentStanding effect
Applied and maintained by the per-tick status system
Expedition: worsens the longer a unit stays in the dungeon
DissatisfiedAFFECTER_Dissatisfaction
-2BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Dungeon Stay AftermathAFFECTER_DungeonStayAftermath
-2BuffTimed
Applied in the expedition results summary
Expedition: worsens the longer a unit stays in the dungeon
Ate Fine Raw MeatAFFECTER_FineRawMeat
-2FoodTimed
Growth FatigueAFFECTER_GrowthFatigue
-2BuffStanding effect
Via: Human
Race mechanic
Combat status system: applied while the triggering condition holds
Triggered by a combat or unit event
Heavy Rain (Wet)AFFECTER_HeavyRainWet
-2BuffStanding effect
Applied by a campaign event
Hell LeechAFFECTER_HellLeech
-2BuffTimed
Items: Hell Leech
Mana OversaturationAFFECTER_ManaOversaturation
-2EnvironmentStanding effectRegional environment roll in VeilSilence.
PessimisticAFFECTER_Pessimistic
-2Sub-traitStanding effect
Sub-trait
Plant RageAFFECTER_PlantRage
-2BuffTimed
Race mechanic
Rain (Wet)AFFECTER_RainWet
-2BuffStanding effect
Via: Rain
Applied by a campaign event
Slept on GroundAFFECTER_SleptOnGround
-2BuffTimed
Via: Sleep
Swarming FleaAFFECTER_SwarmingFlea
-2EnvironmentTimed
Regional environment effect
Abandoned CompanionAFFECTER_AbandonCompanion
-1DeathTimed
Applied when a companion is lost
Dungeon DreadAFFECTER_Awe
-1BuffStanding effect
Disturbed SleepAFFECTER_DisturbedSleep
-1BuffTimed
Dull Palate (Neg)AFFECTER_DullTongueNeg
-1BuffTimed
Slightly DissatisfiedAFFECTER_MinorDissatisfaction
-1BuffTimedApplied by the mood system - reflects the unit's living conditions, tasks and events.
Ate Oat PorridgeAFFECTER_OatPorridge
-1FoodTimed
Racial HatredAFFECTER_RacialHatred
-1BuffTimedApplied automatically by a game system.
Self HatredAFFECTER_SelfHatred
-1BuffTimed
Turnip PorridgeAFFECTER_TurnipPorridge
-1FoodTimed
Related: Mood & Stress (bands, stress, recreation) · Mood status · Food.