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 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 (four 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 | Recruitment: applied to newly recruited units | |
| +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: worsens the longer a unit stays in 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: worsens the longer a unit stays in 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 |