Every effect that changes Mood in build DS_B.0.4.29: 79 bonuses and 46 penalties, plus the standing treatment and dungeon-stay tables from GameSystemTable. Mood is the sum of the active rows on that settler. In each of the food, sleeping, dining and recreation groups only the row with the highest Mood value counts (when every row of a group is a penalty, that is the mildest one). Lesser Guardian Ward switches off the dungeon stay rows, and the Beggar trait ignores food penalties. The sum has no cap. 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 difficulty | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Easy | +9 | +6 | +2 | -2 | -5 |
| Normal | +7 | +4 | 0 | -4 | -7 |
| Hard | +4 | +1 | -3 | -7 | -10 |
| Very Hard | +3 | 0 | -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 (4 stages), harsher on higher management difficulty.
| Mgmt difficulty | Stage 1 | Stage 2 | Stage 3 | Stage 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 |
|---|---|---|---|---|
| +10 | Sleep | Timed | Rooms: Fantastic Private Room | |
| +9 | Food | Timed | ||
| +9 | Food | Timed | ||
| +8 | Eating | Timed | Rooms: Fantastic Dining Room | |
| +8 | Sleep | Timed | Rooms: Luxurious Private Room | |
| +8 | Food | Timed | ||
| +7 | Food | Timed | ||
| +7 | Food | Timed | ||
| +7 | Sleep | Timed | Rooms: Fantastic Shared Room | |
| +7 | Sleep | Timed | Rooms: Impressive Private Room | |
| +6 | Buff | Timed | ||
| +6 | Eating | Timed | Rooms: Luxurious Dining Room | |
| +6 | Food | Timed | ||
| +6 | Sleep | Timed | Rooms: Decent Private Room | |
| +6 | Sleep | Timed | Rooms: Luxurious Shared Room | |
| +5 | Buff | Timed | ||
| +5 | Eating | Timed | Rooms: Impressive Dining Room | |
| +5 | Food | Timed | ||
| +5 | Food | Timed | ||
| +5 | Sleep | Timed | Rooms: Impressive Shared Room | |
| +5 | Sleep | Timed | Rooms: Normal Private Room | |
| +4 | Eating | Timed | Rooms: Decent Dining Room | |
| +4 | Buff | Timed | Combat status system: applied while the triggering condition holds | |
| +4 | Buff | Timed | ||
| +4 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| +4 | Sleep | Timed | Rooms: Decent Shared Room | |
| +4 | Sleep | Timed | Rooms: Mediocre Private Room | |
| +3 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| +3 | Food | Timed | ||
| +3 | Eating | Timed | Rooms: Normal Dining Room | |
| +3 | Buff | Timed | ||
| +3 | Buff | Timed | Applied automatically by a game system. | |
| +3 | Sub-trait | Standing effect | Sub-trait | |
| +3 | Food | Timed | ||
| +3 | Food | Timed | ||
| +3 | Food | Timed | ||
| +3 | Food | Timed | ||
| +3 | Buff | Timed | Applied by the game when a unit spawns | |
| +3 | Buff | Timed | ||
| +3 | Sleep | Timed | Rooms: Normal Shared Room | |
| +3 | Buff | Timed | ||
| +3 | Sleep | Timed | Rooms: Poor Private Room | |
| +3 | Food | Timed | ||
| +3 | Buff | Standing effect | Combat status system: applied while the triggering condition holds | |
| +2 | Buff | Standing effect | ||
| +2 | Eating | Timed | Rooms: Mediocre Dining Room | |
| +2 | Buff | Standing effect | ||
| +2 | Buff | Timed | Applied by specific campaign or dungeon events. | |
| +2 | Buff | Timed | ||
| +2 | Buff | Standing effect | ||
| +2 | Buff | Standing effect | ||
| +2 | Buff | Timed | Applied automatically by a game system. | |
| +2 | Sub-trait | Standing effect | Sub-trait | |
| +2 | Buff | Standing effect | ||
| +2 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| +2 | Environment | Standing effect | Regional environment roll in VeilSilence. | |
| +2 | Sleep | Timed | Rooms: Mediocre Shared Room | |
| +1 | Buff | Standing effect | Applied while sitting on furniture | |
| +1 | Buff | Timed | Applied and maintained by the per-tick status system | |
| +1 | Buff | Timed | ||
| +1 | Food | Timed | ||
| +1 | Eating | Timed | Rooms: Poor Dining Room | |
| +1 | Buff | Standing effect | ||
| +1 | Buff | Standing effect | ||
| +1 | Sub-trait | Standing effect | Sub-trait | |
| +1 | Sub-trait | Standing effect | Sub-trait | |
| +1 | Sub-trait | Standing effect | Sub-trait | |
| +1 | Sub-trait | Standing effect | Sub-trait | |
| +1 | Food | Timed | ||
| +1 | Food | Timed | ||
| +1 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| +1 | Buff | Timed | Defined in the game data but not yet wired to an in-game source (planned / unreleased). | |
| +1 | Buff | Timed | Defined in the game data but not yet wired to an in-game source (planned / unreleased). | |
| +1 | Buff | Timed | Defined in the game data but not yet wired to an in-game source (planned / unreleased). | |
| +1 | Buff | Standing effect | ||
| +1 | Sleep | Timed | Rooms: Poor Shared Room | |
| +1 | Buff | Timed | ||
| +1 | Food | Timed | ||
| +1 | Death | Timed | ||
| -20 | Buff | Timed | ||
| -10 | Buff | Timed | ||
| -5 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| -5 | Buff | Timed | Applied in the expedition results summary | |
| -5 | Food | Timed | ||
| -5 | Buff | Standing effect | Applied when a unit is released | |
| -5 | Buff | Standing effect | Applied and maintained by the per-tick status system Applied by lethal conditions Combat status system: applied while the triggering condition holds | |
| -5 | Unconscious | Standing 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) | |
| -5 | Buff | Standing 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) | |
| -4 | Buff | Timed | ||
| -4 | Food | Timed | ||
| -4 | Buff | Timed | Applied automatically by a game system. | |
| -4 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| -4 | Buff | Timed | Triggered by a combat or unit event | |
| -3 | Buff | Standing effect | ||
| -3 | Inscription | Standing effect | This is an inscription. | |
| -3 | Buff | Timed | Applied automatically by a game system. | |
| -3 | Food | Timed | ||
| -3 | Buff | Standing effect | Combat status system: applied while the triggering condition holds Settlement needs system (hunger / rest / exhaustion) | |
| -3 | Buff | Standing effect | Combat status system: applied while the triggering condition holds Settlement needs system (hunger / rest / exhaustion) | |
| -2 | Buff | Standing effect | ||
| -2 | Buff | Timed | Race mechanic | |
| -2 | Death | Timed | Triggered by a combat or unit event | |
| -2 | Buff | Timed | Applied by specific campaign or dungeon events. | |
| -2 | Environment | Standing effect | Applied and maintained by the per-tick status system Expedition system: applied when the squad moves between floors or returns from the dungeon | |
| -2 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| -2 | Buff | Timed | Applied in the expedition results summary Expedition system: applied when the squad moves between floors or returns from the dungeon | |
| -2 | Food | Timed | ||
| -2 | Buff | Standing effect | Race mechanic Combat status system: applied while the triggering condition holds Triggered by a combat or unit event | |
| -2 | Buff | Standing effect | Applied by a campaign event | |
| -2 | Buff | Timed | ||
| -2 | Environment | Standing effect | Regional environment roll in VeilSilence. | |
| -2 | Sub-trait | Standing effect | Sub-trait | |
| -2 | Buff | Timed | Race mechanic | |
| -2 | Buff | Standing effect | Applied by a campaign event | |
| -2 | Buff | Timed | ||
| -2 | Environment | Timed | Regional environment effect | |
| -1 | Death | Timed | Applied when a companion is lost | |
| -1 | Buff | Standing effect | ||
| -1 | Buff | Timed | ||
| -1 | Buff | Timed | ||
| -1 | Buff | Timed | Applied by the mood system - reflects the unit's living conditions, tasks and events. | |
| -1 | Food | Timed | ||
| -1 | Buff | Timed | Applied automatically by a game system. | |
| -1 | Buff | Timed | ||
| -1 | Food | Timed |