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'''Morale''' is a type of [[:Category:Gameplay|game mechanic]] in ''[[Dead State]]''. : ''Morale is the overall feeling of [[the Shelter]] - the aggregate of every individual's mood. Because it's the apocalypse, and civilization is but a shell of its former self, there is a drain on Morale every day. However, by keeping the Shelter secure and its denizens cared for, you can cancel out this drain and keep things running smoothly. However, if Morale gets too low, individuals may start to act out, leave, or potentially even rebel against you.'' Morale is what keeps people’s spirits up, preventing the pocket society they have created from breaking down. As long as Morale is positive, there is no reason for [[allies]] to become uncooperative. Story events, [[luxuries|luxury]] items, and certain activities will increase Morale. Starvation, death of an ally, and killing neutral survivors out in the field will reduce Morale. Morale is also affected by [[Mood]], or the individual feeling of each [[Allies|ally]]. Regardless of how happy people are, [[Mood]] will always reduce Morale each day, because the reality of living after society has broken down takes its toll on each survivor. Shelter [[upgrades]] and certain ally traits provide daily Morale bonuses, which are displayed at the end of each day in the Shelter Summary. Should Morale reach -300 at any time after day 30, [[Davis Cray|Davis]] will express his regrets in choosing you to lead the shelter and kills you himself. ==Shelter Summary== [[File:Sheltersummary.png|thumb|475px]] : ''The Shelter Summary screen appears at the end of every game day, and presents a summary of the failures and successes of the day.'' Morale Bonuses and Morale Penalties are always displayed in the middle section of the Shelter Summary screen. ===Morale Bonuses=== {| class="wikitable sortable" |- ! style="min-width:200px" | Influence !! data-sort-type="number" style="min-width:150px" | Amount !! Notes |- | Morale gained (luxury items, etc) || <center>varies</center> || <center>-</center> |- | Allies gained || <center>+30 /new Ally</center> || <center>-</center> |- | Cat-based pest control || <center>+5 /Cat</center> || <center>-</center> |- | Witnessed paying respects || <center>+3</center> || <center>-</center> |- | Positive morale for 7 days || <center>+10</center> || <center>-</center> |- | Crisis Events bonuses || <center>varies</center> || <center>-</center> |- | Ally negotiation skill bonus || <center>varies</center> || <center>-</center> |- | Likeable characters || <center>varies</center> || <center>-</center> |- | Parisa: Morale Bonus || <center>+2</center> || <center>-</center> |- | Food found bonus (>= 50) || <center>+20</center> || <center>The bonus is for the total food value. Different items have different values. Example: Pork Rinds have a value of 1. A sack of dried beans 20. </center> |- | Parts found bonus (>= 30) || <center>+10</center> || <center>-</center> |- | Fuel found bonus (>= 20) || <center>+10</center> || <center>-</center> |- | Antibiotics found bonus (>= 10) || <center>+5</center> || <center>-</center> |- | Upgrades complete: (mood gained) || <center>+20 /upgrade</center> || <center>-</center> |- | Suggestion box built || <center>+20</center> || <center>-</center> |- | Chef bonus || <center>+3</center> || <center>-</center> |- | Custodian bonus || <center>+2 /Ally on job</center> || <center>-</center> |- | Guard Duty bonus || <center>+1 /Ally on job</center> || <center>+5 if fully staffed</center> |- | Hospitality bonus || <center>+3</center> || <center>+2 Morale if [[Jenifer Strong|Jenifer]]</center> |- | Maintenance bonus || <center>+3</center> || <center>-</center> |- | Security Guard bonus || <center>varies</center> || <center>-</center> |- | Security Guard bonus || <center>+2</center> || <center>Available after Antibiotics Crisis Event</center> |- | Fortified Stone Reinforced Fence bonus || <center>+5</center> || <center>-</center> |- | Watchtower bonus || <center>+5</center> || <center>-</center> |- | Working Toilets bonus || <center>+5</center> || <center>-</center> |- | Working Generator bonus || <center>+20</center> || <center>-</center> |- | Rooftop Garden bonus || <center>+5</center> || <center>-</center> |- | Rooftop Greenhouse bonus || <center>+7</center> || <center>-</center> |- | Mushroom Patch bonus || <center>+2</center> || <center>-</center> |- | Recreation Room bonus || <center>+5</center> || <center>-</center> |- | Working Well bonus || <center>+5</center> || <center>-</center> |} ===Morale Penalties=== {| class="wikitable sortable" |- ! style="min-width:200px" | Influence !! data-sort-type="number" style="min-width:150px" | Amount !! Notes |- | Morale lost (stocking spoiled food, etc.) || <center>-10</center> || <center>-</center> |- | Allies with good mood || <center>-3 /Ally with this mood</center> || <center>-</center> |- | Content allies || <center>-5 /Ally with this mood</center> || <center>-</center> |- | Allies with okay mood || <center>-10 /Ally with this mood</center> || <center>-</center> |- | Allies with bad mood || <center>-15 /Ally with this mood (-20 for disgruntled) </center> || <center>-</center> |- | Killed neutrals: (mood lost) || <center>-20 /Survivor</center> || <center>-</center> |- | Allies died: (mood lost) || <center>-50 /dead Ally</center> || <center>-</center> |- | Allies infected: (mood lost) || <center>-5 /infected Ally</center> || <center>-</center> |- | No Electricity || <center>-50</center> || <center>-</center> |- | Fence Broken || <center>-200</center> || <center>-</center> |- | Allies turned into zombie || <center>-20 /zombified Ally</center> || <center>-</center> |} ==Traits== Some [[Allies]] possess certain traits that will affect daily Morale Bonuses or Penalties. ===Positive Traits=== {| class="wikitable sortable" |- ! style="min-width:200px" | [[Allies|Ally]] !! data-sort-type="number" | Trait !! data-sort-type="number" | Daily<br>Morale Boost !! data-sort-type="number" | Condition |- | [[Craig Sullivan]] || Recovery || <center>+1</center> || Rec Room upgrade |- | [[Doug Schultz]] || Guard the Base || <center>+3</center> || Guard job |- | [[Elaine Martin]] || Counselor || <center>+1</center> || |- | [[Gillian Devries]] || Luxury Scavenger || <center>+2</center> || |- | [[Isobel Dee]] || Workaholic || <center>+2</center> || Any job |- | [[Jenifer Strong]] || Helpful || <center>+2</center> || Hospitality job |- | [[Karen Landey]] || Relaxation || <center>+1</center> || Rec Room upgrade |- | [[Ken Nash]] || Rugged || <center>+1</center> || |- | [[Lane Vibesit]] || Slacktivism || <center>+1</center> || No Job |- | [[Lane Vibesit]] || Misery Loves Company || <center>+10</center> || Shelter Morale below 15 |- | [[Mark Corbeau]] || Executive Chef || <center>+5</center> || Chef job |- | [[Melina Guzman]] || Loved One || <center>+1</center> || |- | [[Nathan Harris]] || World's Greatest Salesman || <center>+3</center> || |- | [[Oscar Guzman]] || Beloved || <center>+1</center> || |- | [[Parisa Sharazi]] || Researcher || <center>+2</center> || Working on a science-related project |- | [[Parisa Sharazi]] || Obsessed Researcher || <center>+5</center> || Working on a science-related project |- | [[Renee Cass]] || Comforting Presence || <center>+5</center> || |- | [[Sandy Doubleday]] || I Can Do It || <center>+5</center> || Working |- | [[Todd Kantell]] || Religious Authority || <center>+1</center> || |- | [[Ulysses Ford]] || Medical Authority || <center>+3</center> || |- | [[Vic Castillo]] || Authority Figure || <center>+1</center> || |} ===Negative Traits=== {| class="wikitable sortable" |- ! style="min-width:200px" | [[Allies|Ally]] !! data-sort-type="number" | Trait !! data-sort-type="number" | Daily<br>Morale Penalty !! data-sort-type="number" | Condition |- | [[Clifford Ghaffey]] || Mutterer || <center>-5</center> || |- | [[Craig Sullivan]] || Shaken || <center>-2</center> || at low food |- | [[Doug Schultz]] || Abrasive || <center>-3</center> || |- | [[Karen Landey]] || Rattled || <center>-2</center> || at low food |- | [[Max Getz]] || Unhinged || <center>-5</center> || |} [[Category:Gameplay]]
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