Moodles

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A moodle is an indicator of the current emotional and physical state of the player, similar to status effects in role-playing games. Moodles are displayed in the top right-hand corner of the screen, and hovering the cursor over an individual moodle provides further information.

List of moodles

Moodle Icon Hungry.png Hungry


This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well-fed.
Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.
Currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when Full to Bursting; conversely, a starving character can die even if well overweight.
Traits:
Having the Light Eater trait slows down the hunger rate by 25%, whereas the Hearty Appetite trait increases it by 50%.
Negative Hunger Effects
Peckish
"Could do with a bite to eat."
The character is beginning to feel hungry. No effects yet.
Occurs when hunger is above 15%.
Hungry
"Could eat a horse right now."
The character is hungry, having not eaten for the better part of a day.
Carrying Capacity reduced by 1 point. Body heat generation slightly decreased. Healing speed reduced by 35%.
Occurs when hunger is above 25%.
Very Hungry
"Reduced strength and healing."
The character is very hungry, having not eaten for more than a day.
Carrying Capacity reduced by 2 points. Body heat generation further decreased. Healing speed reduced by 60%.
Occurs when hunger is above 45%.
Starving
"Health now just falling away..."
The character is extremely weak and hungry. Body heat generation moderately decreased.
Carrying Capacity reduced by 2 points. Health slowly decreases until the character either dies, or consumes enough food to stop starving.
Occurs when hunger is above 70%.
Positive Hunger Effects
Having any positive hunger moodle will increase the character's Carrying Capacity by 2 points. The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain them.
A character who goes to sleep with any positive hunger moodle may wake mid-sleep from a night terror.
Satiated
"Gnawing hunger entirely absent."
The character is not hungry, for now. The player heals faster and their strength is increased.
Well Fed
"Tummy full. Goodness is making its way through your system."
The character is full. The player heals faster and their strength is increased.
Stuffed
"Stomach contented. Health and strength aided."
The character is full and energized. The player heals faster and their strength is increased. The player can't eat anymore.
Full to Bursting
"Couldn't take another single, solitary bite."
The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased. The player can't eat anymore.

Moodle Icon Thirsty.png Thirsty


This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death.
Thirst can be quenched primarily through bottles filled with clean water; many other consumables help influence thirst as well, usually by decreasing it.
Sources of hydration must be clean and the water itself must be boiled, lest sickness can occur.
Traits:
The Low Thirst trait slows down the thirst rate by 50%; conversely, High Thirst increases it by 100%.
Slightly Thirsty
"Dry Mouth."
The character has gone a few hours without water, assuming no extreme temperatures. No effects yet.
Occurs when thirst is above 13%.
Thirsty
"Dehydrated."
The character's growing weak from thirst, after roughly half a day without water. Carrying Capacity reduced by 1 point. Body heat generation slightly increased.
Occurs when thirst is above 25%.
Parched
"Feeling faint and dizzy."
The character is even weaker after almost a day without water. Carrying Capacity reduced by 2 points. Body heat generation further increased.
Occurs when thirst is above 70%.
Dying of Thirst
"Desperate for water."
The character's suffering dangerous dehydration, over a day since their last drink. Carrying Capacity reduced by 2 points. Body heat generation moderately increased. Health slowly decreases until the character either dies, or quenches their thirst.
Occurs when thirst is above 85%.

Moodle Icon Panic.png Panic


The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback.
This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.
Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is not reduced.
Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.
Traits:
Characters with Desensitized can never gain levels of panic from exposure to zombies, though they may still gain panic from nightmares.
Agoraphobic and Claustrophobic characters will slowly gain panic in open and enclosed spaces respectively. The rate of panic depends on the number of visible tiles, meaning Claustrophobic characters may not get panicked in large enough rooms.
Brave reduces zombie-presence panic gain by 70%, whilst Cowardly instead doubles zombie-presence panic gain.
Hemophobic characters will gain panic if performing first-aid on themselves. Finally, characters with Adrenaline Junkie will gain a 10% or 25% movement speed bonus when at Strong or Extreme Panic, respectively.
Slight Panic
"Do your best to remain calm"
1.3% decreased critical chance.
Panic
"Accuracy reduced"
2.6% decreased critical chance. Melee weapons damage reduced by 0.1.
The character will stand up faster from a sitting position.
Strong Panic
"Accuracy severely reduced"
3.9% decreased critical chance. Melee weapons damage reduced by 0.2. Guns deal 0.4 less damage. At aiming 6, this damage penalty is removed.
The character will stand up faster from a sitting position.
Extreme Panic
"Accuracy and vision severely reduced"
5.2% decreased critical chance. Melee weapons damage reduced by 0.3. Guns deal 0.6 less damage. At aiming 6, this damage penalty is removed.
The character will stand up faster from a sitting position, and his vision cone will become narrower.
Note: Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee weapons).

Moodle Icon Bored.png Bored


The character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading Skill books, or eating poor quality/stale/rotten food.
This moodle can be removed by reading literature, watching television, listening to CDs or a radio, becoming panicked (by fighting zombies), and being active outdoors. While this moodle does nothing on its own, it can lead to unhappiness.
Getting Bored
"Occupy yourself, or seek entertainment."
The character is starting to get bored. No effects yet.
Occurs when boredom is above 25%.
Bored
"In danger of becoming unhappy."
The character is bored. Unhappiness rises at a slow rate.
Occurs when boredom is above 50%.
Very Bored
"High chance of becoming unhappy."
The character is highly bored. Unhappiness rises at a moderate rate.
Occurs when boredom is above 75%.
Extremely Bored
"Very high chance of becoming unhappy."
The character is incredibly bored. Unhappiness rises quickly.
Occurs when boredom is above 90%.

Moodle Icon Stressed.png Stressed


The character is stressed due to potentially being infected, surrounded by zombies, covered in blood with the hemophobic trait, night terrors, or not smoking cigarettes for a while with the smoker trait.
Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies.
Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to unhappiness.
Anxious
"On edge."
The character suffers from minor stress. No effect yet.
Occurs when stress is above 25%.
Agitated
"Nervous and jumpy."
The character is noticeably stressed. Melee and ranged damage, reduced by 0.1. Unhappiness rises slowly.
Occurs when stress is above 50%. This is the usual cap for Smokers who haven't had a cigarette.
Stressed
"Sweaty palms. Gnawing fear."
The character is highly stressed. Melee and ranged damage, reduced by 0.2. Unhappiness rises moderately fast.
Occurs when stress is above 75%.
Nervous Wreck
"Terrified."
The character is extremely stressed. Melee and ranged damage, reduced by 0.3. Unhappiness rises quickly.
Occurs when stress is above 90%.
Note: Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee ones).

Moodle Icon Unhappy.png Unhappy


The character is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on.
Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants.
Once NPC survivors are re-implemented, talking to them might also help with unhappiness.
Feeling a little sad
"Find a way to raise your mood."
Timed actions slowed by ~7.4%.
Occurs when unhappiness is above 20%.
Getting a tad weepy
"Seek some excitement or human contact."
Timed actions slowed by ~13.7%.
Occurs when unhappiness is above 45%.
Depressed
"Ravaged by mourning and desperation."
Timed actions slowed by ~19.6%.
Occurs when unhappiness is above 60%.
Severely Depressed
"Find a way to forget reality."
Timed actions slowed by ~26.5%.
Occurs when unhappiness is above 80%.

Moodle Icon Drunk.png Drunk


The character has drunk alcohol and has become intoxicated. Being drunk increases fatigue depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls.
This moodle will disappear over time, with sleep and rest speeding up the process.
Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity.
This moodle does however, affect search mode.
A Bit Tipsy
"Downed some booze"
Occurs when drunkenness is above 10%.
Inebriated
"Co-ordination slightly impaired."
Occurs when drunkenness is above 30%.
Plastered
"Co-ordination impaired."
Occurs when drunkenness is above 50%.
Utterly Shit-Faced
"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."
Occurs when drunkenness is above 70%.

Moodle Icon HeavyLoad.png Heavy Load


The character is carrying too much. This results in slower and clumsier movement, and reduced endurance recovery.
At Very Heavy Load and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage. Sitting on the ground or in a vehicle or resting on furniture halts the damage.
The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls increase with this moodle's severity.
Fairly Heavy Load
Total encumbrance: >100% capacity
"Carrying a little too much."
The character is mildly encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 7% less attack speed. 8% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
Endurance recovery decreased.
The chance of blocking zombie frontal attack is reduced by 2%.
Heavy Load
Total encumbrance: >125% capacity
"Movement speed reduced."
The character is encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 14% less attack speed. 16% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
Endurance recovery severely decreased.
The chance of blocking zombie frontal attack is reduced by 4%.
Very Heavy Load
Total encumbrance: >150% capacity
"Movement speed highly reduced."
The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 21% less attack speed. 24% less chance to climb tall fences. 56% slower walking/running speed. Running disabled (can only "power-walk").
Endurance decreases slowly while moving, endurance recovery stops entirely, and the character will take damage gradually until reaching 75% Health.
The chance of blocking zombie frontal attack is reduced by 6%.
Extremely Heavy Load
Total encumbrance: >175% capacity
"Can't take much more! Movement compromised."
The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 28% less attack speed. 32% less chance to climb tall fences. 75% slower walking speed.
Endurance decreases at a moderate rate while moving, endurance recovery stops entirely, and the character will take damage until at 75% Health.
The chance of blocking zombie frontal attack is reduced by 8%.

Moodle Icon Endurance.png Endurance


The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled.
Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating ginseng or having high fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies recovery.
Fatigue is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%.
Swinging heavier melee weapons, like the lead pipe, will exert the character more than lighter weapons. Players should consider their weapons carefully, until or unless an occupation, trait or higher weapon skill is used or attained.
Moderate Exertion
"Take a break."
The character is becoming exhausted. 50% decreased melee damage. 7% decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
Occurs when 25% of total endurance has been used.
The chance of blocking zombie frontal attack is reduced by 2%.
High Exertion
"Can barely jog."
The character is exhausted. 80% decreased melee damage. 14% decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
Occurs when 50% of total endurance has been used.
The chance of blocking zombie frontal attack is reduced by 4%.
Excessive Exertion
"Can barely walk."
The character is highly exhausted. 90% decreased damage. 21% decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 56% slower walking speed. Running and "power-walking" disabled. Exercise disabled, and will be ceased upon reaching this level of exertion.
Occurs when 75% of total endurance has been used.
The chance of blocking zombie frontal attack is reduced by 6%.
Exhausted
"Can barely move."
The character is thoroughly exhausted. 95% decreased damage. 28% decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 75% slower walking speed. The character will no longer be able to swing the sledgehammer.
Occurs when 90% of total endurance has been used.
The chance of blocking zombie frontal attack is reduced by 8%.

Moodle Icon Tired.png Tired


The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to reduced endurance regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also worsens with increasing tiredness.
The rate at which a character becomes fatigued linearly scales with their remaining endurance: at zero endurance, fatigue increases roughly three times as fast.
This moodle can be removed by sleeping. Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it. The higher the moodle's intensity, the longer the character will sleep.
Note: Currently, players cannot pass out from lack of sleep.
Traits:
The Wakeful trait reduces the rate of fatigue by 30%, whereas Sleepyhead increases it by 30%.
Drowsy
"Could do with a lie-down."
The character is slightly fatigued. 50% decreased melee damage. Vision cone starts to narrow. Endurance regeneration greatly reduced.
Occurs when fatigue is above 60%.
Tired
"Awareness reduced."
The character is fatigued. 80% decreased melee damage. Vision cone and awareness radius further narrow. Endurance regeneration severely reduced.
Occurs when fatigue is above 70%.
Very Tired
"Awareness severely reduced."
The character is very fatigued. 90% decreased melee damage. Vision cone and awareness radius significantly narrower. Endurance regeneration now impractically slow.
Occurs when fatigue is above 80%.
Ridiculously Tired
"So tired. So desperately, inhumanly tired."
The character is extremely fatigued. 95% decreased melee damage. Vision cone and awareness radius compromised. Endurance regeneration entirely stopped.
Occurs when fatigue is above 90%.

Moodle Icon TempHot.png Hyperthermia


The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will remove this. Being hydrated is important to have good heat resistance.
This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat.
Unpleasantly Hot
"Consider taking off clothing. Thirst increased."
The character is somewhat hotter than normal. Their thirst will increase slightly faster.
Occurs when core body temperature is above 37.5 °C.
Overheated
"Thirsty. Sweaty. Over-exposed."
The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed.
Occurs when core body temperature is above 39 °C.
Sunstruck
"Nauseous, unable to concentrate and desperate for liquids."
The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed.
Occurs when core body temperature is above 40 °C.
Hyperthermic
"Delirious from heat stroke and exposure. Severely endangered."
The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly.
Occurs when core body temperature is above 41 °C.

Moodle Icon TempCold.png Hypothermia


The character is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance.
This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.
Chilly
"It feels a bit nippy around here..."
The character is starting to become cold. No effects yet.
Occurs when core body temperature is below 36.5 °C.
Cold
"You need to find ways to keep warm."
The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed.
Occurs when core body temperature is below 35 °C.
Freezing
"Man alive. It is SO cold."
The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed.
Occurs when core body temperature is below 30 °C.
Hypothermic
"Body and mind obsessed by the cold."
The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health.
Occurs when core body temperature is below 25 °C.

Moodle Icon Windchill.png Windchill


The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is.
The only way to remove this moodle is by going indoors.
Slight windchill
"It's feeling 5 to 10 degrees colder than it actually is."
Uncomfortable windchill
"It's feeling 10 to 15 degrees colder than it actually is."
Freezing windchill
"It's feeling 15 to 20 degrees colder than it actually is."
Horrific windchill
"It's feeling more than 20 degrees colder than it actually is."
At this point, getting cold is inevitable. Strong blizzards can trigger this moodle.

Moodle Icon Wet.png Wet


The character and their clothing have become wet. This is typically due to rain, but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a cold, though the Outdoorsman and Resilient traits reduce the chances of catching a cold in these cases.
This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel.
The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes getting cold more likely.
Damp
"Slightly damp. Rain, or sweat?"
The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet.
Occurs at 15% total body wetness.
Wet
"Sweatier, or even more rained on?"
The character is somewhat wet from being in the rain for too long, or from overexertion.
Occurs at 40% total body wetness.
Soaking
"Chance of catching a cold."
The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
Occurs at 70% total body wetness.
Drenched
"High chance of catching a cold."
The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
Occurs at 90% total body wetness.

Moodle Icon Injured.png Injured


The character is injured in some way and has lost health. This moodle is an indicator of the player's remaining health.
Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what.
Health recovery speed is fastest between roughly 10% and 80% health.
Discomfort
"Something doesn't feel right..."
No additional effects yet.
Occurs when health is below 80%.
Injured
"Strength and speed reduced."
Carrying Capacity reduced by 1 point.
Occurs when health is below 60%.
Severe Injuries
"Strength and speed severely reduced."
Carrying Capacity reduced by 2 points.
Occurs when health is below 40%.
Critical Injuries
"Not going gently into that good night..."
Carrying Capacity reduced by 3 points.
Occurs when health is below 25%.

Moodle Icon Pain.png Pain


The character is in pain, whether from a wound, exercise fatigue or other injuries. The level of pain is more or less consistent with the severity of the character's injuries.
Pain is temporarily removed via painkillers, and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
Severe or extreme pain renders the character unable to sleep. High levels tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.
Minor Pain
"Feeling slight pain."
The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence.
Pain
"Speed and accuracy slightly reduced."
The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.
Severe Pain
"Speed and accuracy reduced."
The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.
Agony
"Speed and accuracy severely reduced."
The character is struggling with extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled.

Moodle Icon Bleeding.png Bleeding


The character is losing blood from an open wound, either from a bite, scratch or other injuries. The severity of the bleeding dictates how quickly the character loses health.
This moodle can be removed by bandaging the bleeding body parts.
Minor Bleeding
"Bandage required."
The character has at least one bleeding wound. Slow health loss over time if left unchecked. This stage of bleeding can be temporarily held in check by being fed.
Bleeding
"Strength and speed reduced."
The character has at least two bleeding wounds. Moderate health loss over time if left unchecked. Carrying Capacity reduced by 1 point.
Severe Bleeding
"Strength and speed severely reduced."
The character has at least three bleeding wounds. Serious health loss over time if left unchecked. Carrying Capacity reduced by 1 point.
Massive Blood Loss
"Death imminent."
Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Carrying Capacity reduced by 1 point.
Despite not causing the severe or massive bleeding moodles on their own, neck wounds (scratches, lacerations, burns and deep wounds) drain health very rapidly.

Moodle Icon Cold.png Has a Cold


The character has been exposed to cold weather, or stayed wet long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue.
Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays cold, hungry, thirsty, wet, tired or outdoors.
To cure a cold faster, the character can either stay indoors, be well-fed, get plenty of rest and avoid wetness or cold temperatures; or can alternatively eat multiple Common Mallows. Each Common Mallow decreases the cold's strength moderately.(source)
Traits:
Having the Resilient trait helps with recovery by significantly reducing the chance of catching a cold (-55%), cold strength (-20%) and its progression speed (-50%) , while Prone to Illness does the opposite (+70% chance, +20% cold strength, +50% progression speed).
The Outdoorsman trait also greatly reduces the chance of catching a cold in the first place (10% the usual chance from cold weather or wetness).
Runny Nose
"Occasional sneezing."
The character has a small chance of sneezing or coughing.
Occurs when a cold reaches 20% strength.
The Sniffles
"Prone to sneezing."
The character may sneeze or cough more frequently.
Occurs when a cold reaches 40% strength.
You Have A Cold
"Sneezing and coughing. Speed and healing reduced."
The character sneezes and coughs often, making avoiding zombies difficult.
Occurs when a cold reaches 60% strength.
You Have A Nasty Cold
"Speed and healing now severely reduced."
The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors.
Occurs when a cold reaches 80% strength.

Moodle Icon Sick.png Sick


The character has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe.
A sick character's body heat generation increases even before the Queasy moodle appears; further progression of the sickness leads to higher temperatures.
Sickness from zombification can never be cured in Apocalypse, Survivor and Builder modes, and will always lead to death. In Custom Sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is well-fed, rested, or consumes Lemongrass.
In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors. Source
Traits:
The Resilient trait slows down death from zombification by 25%, while Prone to Illness increases the rate by 25%.
Iron Gut reduces the chance of food sickness by 50%, and when it does occur, it dissipates faster. Weak Stomach doubles the chance of food sickness and increases its duration.
Queasy
"Take things easy."
The character is beginning to feel ill. Mildly increased body temperature generation.
Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%.
Nauseous
"Strength and healing reduced."
The character is unwell. Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food or corpses.
Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%.
Sick
"Strength and healing severely reduced."
The character is gravely sick. Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food or corpses.
Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%.
Fever
"Increasing danger of death."
The character is weak and hyperthermic. Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food or corpses.
Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%.

Moodle Icon Dead.png Dead


The character has taken too much damage, lost all of their health and passed away.
This is the moodle that results from dying, provided that the player wasn't infected instead.
Deceased
"High chance of becoming rat food."

Moodle Icon Zombie.png Zombie


The character has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground and aimlessly wander the world.
Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death.
Zombified
"Sudden desire to eat people."

Moodle Icon CantSprint.png Restricted Movement (only 1 stage)


Restricted Movement'
"Heavy clothing, bulky bags or large items slowing you down!
It indicates the character is unable to sprint due to being barefooted, having leg injuries, being overloaded, wearing heavy clothes (currently impossible due to disabled clothing multipliers), or suffering from moodles that impact speed.


Removed/future moodles

Moodle Icon Angry.png Angry


In previous versions of Project Zomboid, the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond Irritated progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.
This moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, Anger has absolutely zero effect on character actions or abilities.
The following effects refer to Patch 0.2.0r RC2.5.
Irritated
"A bit narked off"
No effects yet.
Annoyed
"Seriously bad mood."
Positive/friendly interactions disabled.
Angry
"Ball of rage."
Neutral interactions disabled.
Furious
"Spoiling for a fight."
Interacting with an NPC can lead to combat, with potentially lethal results.

Moodle Icon Hungover.png Hungover


This moodle used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.
It is absent from the current version.

See also