Mood

73 bonuses + 44 penalties
Mood is a per-settler value equal to the running sum of every mood effect currently on that unit - personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from AffecterTable; click any name for its full effect.

Why mood matters

Mood is the lever on Stress. Every minute a unit's Stress changes by mood x -0.03 - positive mood steadily drains stress, negative mood builds it. Let stress climb and you risk a mental breakdown; keep mood high and stress stays low. Mood bands:

BandMood
Very Unhappy≤ -4
Unhappy-4 to -1
Normal-1 to 2
Happy2 to 5
Very Happy≥ 5

Mood bonuses 73 sources

SourceMoodCategoryWhat it is / how you get it
Slept in a fantastic private room.TIMED+10SleepConditionMood increases.
Ate Gloth Egg OmeletTIMED+9FoodIntakeMood increases.
Ate Meat SkewerTIMED+9FoodIntakeMood increases.
Ate in a fantastic dining room.TIMED+8EatConditionMood increases.
Slept in a luxurious private room.TIMED+8SleepConditionMood increases.
Ate Slime PuddingTIMED+8FoodIntakeMood increases.
Ate Grilled MeatTIMED+7FoodIntakeMood increases.
Ate Mushroom SkewerTIMED+7FoodIntakeMood increases.
Slept in a fantastic shared room.TIMED+7SleepConditionMood increases.
Slept in an impressive private room.TIMED+7SleepConditionMood increases.
Ate in a luxurious dining room.TIMED+6EatConditionMood increases.
Ate Grilled MeatTIMED+6FoodIntakeMood increases.
Slept in a decent private room.TIMED+6SleepConditionMood increases.
Slept in a luxurious shared room.TIMED+6SleepConditionMood increases.
Ash of SolaceTIMED+5OtherProvides brief calm when inhaled and increases Mood.
Ate in an impressive dining room.TIMED+5EatConditionMood increases.
Ate Grilled TurnipTIMED+5FoodIntakeMood increases.
Ate Meat StewTIMED+5FoodIntakeMood increases.
Slept in an impressive shared room.TIMED+5SleepConditionMood increases.
Slept in a normal private room.TIMED+5SleepConditionMood increases.
Warmth of CampfireTIMED+4OtherMood increases. Energy Regeneration increases.
Ate in a decent dining room.TIMED+4EatConditionMood increases.
Heroic SpiritTIMED+4OtherUnleashing one's potential in the face of crisis. Periodically boosts the Mood of nearby units.
InspiringTIMED+4OtherMood increases.
Highly SatisfiedTIMED+4OtherMood increases.
Slept in a decent shared room.TIMED+4SleepConditionMood increases.
Slept in a mediocre private room.TIMED+4SleepConditionMood increases.
Bizarre PleasureTIMED+3OtherMood increases.
Ate BlueberryTIMED+3FoodIntakeMood increases.
Ate Dust BulbTIMED+3FoodIntakeMood increases.
Ate in a normal dining room.TIMED+3EatConditionMood increases.
Flower ScentTIMED+3OtherMood increases.
Happy Fool+3InDependentA carefree soul, always smiling, unbothered by the worldโ€™s complexities.
Ate JerkyTIMED+3FoodIntakeMood increases.
Leadership+3OtherGrants nearby allies Calm Leadership through exceptional leadership.
Ate MushroomTIMED+3FoodIntakeMood increases.
Ate Mushroom StewTIMED+3FoodIntakeMood increases.
New RecruitTIMED+3OtherMood increases.
Enjoyed Dice GamesTIMED+3OtherMood increases after enjoying a game of dice.
Royal Jelly ConsumptionTIMED+3OtherA state of overflowing vitality and heightened Mood after consuming Royal Jelly.
Slept in a normal shared room.TIMED+3SleepConditionMood increases.
Slept on BedTIMED+3OtherMood increases.
Slept in a poor private room.TIMED+3SleepConditionMood increases.
Ate Turnip SaladTIMED+3FoodIntakeMood increases.
Vigorous+3OtherA good effect will be added later
Comfort+2OtherMood increases.
Ate in a mediocre dining room.TIMED+2EatConditionMood increases.
Echo Flower Ring+2OtherA ring that occasionally gives off an unusual resonance.
Aspiration for ExplorationTIMED+2OtherHas not ventured deeper for quite some time. Eager to push further into the dungeon and achieve greater expedition results.
Gentle WarmthTIMED+2OtherMood increases.
Flower Necklace+2OtherMood increases.
Softness of Rawhide (Armor)+2OtherMood increases.
Optimistic+2PersonalityRemains positive no matter the situation.
Enjoyed Dart GamesTIMED+2OtherMood increases after enjoying a game of darts.
SatisfiedTIMED+2OtherMood increases.
Silent Serenity+2EnvironmentThis quiet place helps restore body and mind. All expedition members gain the displayed effects.
Slept in a mediocre shared room.TIMED+2SleepConditionMood increases.
Sitting on a Chair+1OtherMood increases.
ChattedTIMED+1OtherMood increases after chatting with another companion.
Dull PalateTIMED+1OtherMood increases.
Ate in a poor dining room.TIMED+1EatConditionMood increases.
Softness of Rawhide (Helmet)+1OtherMood increases.
Ate Improved Grass PorridgeTIMED+1FoodIntakeMood increases.
Joy of Adventure+1OtherMood increases.
Ate Luma FruitTIMED+1FoodIntakeMood increases.
Ate Meat PorridgeTIMED+1FoodIntakeMood increases.
Slightly SatisfiedTIMED+1OtherMood increases.
Enjoyed Card GamesTIMED+1OtherMood increases after enjoying a game of cards.
Relief+1OtherMood increases.
Slept in a poor shared room.TIMED+1SleepConditionMood increases.
Torch's LightTIMED+1OtherMood increases.
Ate TurnipTIMED+1FoodIntakeMood increases.
Witnessed Another's DeathTIMED+1DeathRelatedMood increases.

Mood penalties 44 sources

SourceMoodCategoryWhat it is / how you get it
Wild HerbTIMED-10OtherRestore health gradually.
Discontent with the DecisionTIMED-5OtherMood decreases.
Near Death AftereffectTIMED-5OtherYou survived the brink of death, your body remains fragile. While in this state, you can no longer enter the Near Death state. If Head Health or Hunger drops to 0, it will result in instant death instead.
Ate Disgusting Monster MeatTIMED-5FoodPenaltyMood decreases.
Undergoing Surgery-5OtherPain reduces Mood
Severely Damaged-5OtherTriggers the Near Death state. Other unit can restore you from the Near Death state via rescue interactions. TIP : Use surgery table to recovery without comsuming item.
Severely Exhausted-5UnconsciousYou are critically low on Energy and fall unconscious. Mood decreases. All Major Stat decrease.
Severely Hungry-5OtherYou are severely hungry and wish to eat. Triggers the Near Death state. Recovering Hunger to a certain level can restore you from the Near Death state.
DisgracedTIMED-4OtherMood decreases.
Ate Grass PorridgeTIMED-4FoodPenaltyMood decreases.
Highly DissatisfiedTIMED-4OtherMood decreases.
Unpaid Retirement PayTIMED-4OtherA comrade who served with us was cast out without the retirement pay they had been promised.
Combat Stress-3OtherMood decreases.
Inscription of Gloom-3OtherIncreases all Major Stat, but also gains a Mood penalty.
Ate Tough Raw MeatTIMED-3FoodPenaltyMood decreases.
Very Exhausted-3OtherYou are very low on Energy and wish to rest. Mood decreases. All Major Stat decrease.
Very Hungry-3OtherYou are extremely hungry and wish to eat. Mood decreases.
Boredom-2OtherMood decreases.
Carnal GuiltTIMED-2OtherGuilt from eating meat weighs heavily on your mind.
Companion DeadTIMED-2DeathRelatedMood decreases.
Dark Thorn CorruptionTIMED-2OtherMood -2, Max Stamina -20%
Dark Whisper-2EnvironmentAt night, in the silence, an unknown voice is heard.
DissatisfiedTIMED-2OtherMood decreases.
Dungeon Stay AftermathTIMED-2OtherMood decreases.
Ate Fine Raw MeatTIMED-2FoodPenaltyMood decreases.
Growth Fatigue-2OtherReaching the maximum experience and feeling growth has stalled causes Mood to decrease.
Heavy Rain-2OtherWet from the rain. The field is flooded, reducing the growth rate to 0.8x
Hell LeechTIMED-2OtherTemporarily enhances magical abilities.
Mana Oversaturation-2EnvironmentConcentrated mana causes nausea. All units gain this effect.
Heard a Mandrake ScreamTIMED-2OtherMood -2
Pessimistic-2PersonalityAlways expects the worst in every situation.
Plant RageTIMED-2OtherHaving eaten only plants, rage wells up within you.
Rain-2OtherWet from the rain. Gentle rain falls, and crops grow 2x faster.
Slept on GroundTIMED-2OtherMood decreases.
Swarming FleaTIMED-2EnvironmentMood Value Decrease
Abandoned CompanionTIMED-1DeathRelatedAbandoned dead comrade in the portal.
Awe-1OtherMood decreases.
Disturbed SleepTIMED-1OtherSleep was disturbed.
Dull PalateTIMED-1OtherMood decreases.
Slightly DissatisfiedTIMED-1OtherMood decreases.
Ate Oat PorridgeTIMED-1FoodPenaltyMood decreases.
Racial HatredTIMED-1OtherIn the same space as the species it hates.
Self HatredTIMED-1OtherDislikes its own kind.
Turnip PorridgeTIMED-1FoodPenaltyMood decreases.

Treatment expectation by unit level x management difficulty

A standing mood modifier every settler carries based on its level and the campaign's management difficulty. Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.

Mgmt difficultyLv1Lv2Lv3Lv4Lv5
Easy+10+7+4+1-2
Normal+8+5+2-1-4
Hard+5+2-1-4-7
VeryHard+4+10-3-8
Downfall+30-1-4-9

Dungeon-stay penalty by stay stage x management difficulty

Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary Dungeon Stay Aftereffect (-2) is also applied.

Mgmt difficultyStage 1Stage 2Stage 3Stage 4
Easy-1-4-7-10
Normal-3-6-9-12
Hard-4-10-16-22
VeryHard-5-11-17-23
Downfall-6-12-18-24
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