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.
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 vitality. This moodle can be removed by bandaging the bleeding body parts, or countering the health drain by being fed. Note that zombies are attracted to the scent of a bleeding player.
Slight bleeding from a minor wound. Slow health loss over time if left unchecked.
"Strength and speed reduced."
Bleeding from multiple wounds. Moderate health loss over time if left unchecked.
"Strength and speed severely reduced."
Heavy bleeding from multiple serious wounds. Serious health loss over time if left unchecked.
Massive Blood Loss
Massive bleeding that will lead to death unless dealt with immediately.
This moodle indicates that the character is bored from inactivity. It is triggered by standing idle for too long, being indoors, or eating poor quality food (either due to low quality or lack of variety in ingredients). This moodle can be removed by reading literature, watching television, listening to CDs or a radio, killing zombies, and being active outdoors. As the moodle's intensity increases, so does the risk of becoming unhappy.
"Occupy yourself, or seek entertainment"
The character is starting to get bored.
"In danger of becoming unhappy"
At this stage, there's a risk of becoming unhappy. The player should find something to occupy themselves with.
"High chance of becoming unhappy"
Higher chance of becoming unhappy; seeking entertainment is a more pressing priority.
"Very high chance of becoming unhappy"
The character is extremely bored, and the unhappy moodle is imminent.
Has a Cold
The character has been exposed to cold weather, or stayed wet long enough to contract a cold. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue. To cure a cold faster, the player should stay well-fed and avoid being wet or cold. Having the Resilient Traits also helps with recovery, and Prone to Illness does the opposite.
"Prone to sneezing"
You have a cold
"Sneezing and Coughing. Speed and healing reduced."
You have a nasty cold
"Sneezing and Coughing. Speed and healing severely reduced."
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.
"High chance of becoming rat food"
The character has drunk alcohol and has become intoxicated. Being drunk dramatically increases the tired moodle depending on the level of drunkness, makes your character generates heat quicker and weapon accuracy is diminished. This moodle will disappear over time, with sleep and rest speeding up the process.
A Bit Tipsy
"Downed some booze"
"Co-ordination slightly impaired."
"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."
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. Endurance will recover more quickly by sitting on the ground or in a vehicle, resting on furniture, or eating Ginseng.
"Take a break."
The character is becoming exhausted. 50% less melee damage. 0.07 decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 15% run/sprint speed decreased.
Starts when 25% of total endurance has been used
"Can barely run"
The character is exhausted. Sprinting disabled. 80% less melee damage. 0.14 decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 30% run speed decreased.
Starts when 50% of total endurance has been used
"Can barely walk"
The character is very exhausted. Running/jogging disabled. 90% less damage. 0.21 decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences.
Starts when 75% of total endurance has been used
"Can barely move"
The character is extremely exhausted. 95% less damage. 0.28 decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. The character will no longer be able to swing the sledgehammer, wood axe, and similar heavy melee weapons.
Starts when 100% of total endurance has been used
The character is carrying too much. Their movement speed is decreased. The character will take damage until they reach 75% health and endurance will decrease at 'Very Heavy Load'. They also trip more often.
(Note: The numbers below are for a default, normal status without the hunger, thirsty, injured or sick moodle or other positive/negative effects such as strong, stout or weak Traits.)
Fairly Heavy Load
Total Weight: 0.1+
"Carrying a little too much"
The character is encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 0.07 less attack speed. 8% less chance to climb tall fences. 15% run/sprint speed decreased.
Total Weight: 2+
"Movement speed reduced"
The character is moderately encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 0.14 less attack speed. 16% less chance to climb tall fences. 30% run/sprint speed decreased.
Very Heavy Load
Total Weight: 4+
"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. 0.21 less attack speed. 24% less chance to climb tall fences. 45% run/sprint speed decreased. Endurance decreases slowly and will take damage until at 75% Health.
Extremely Heavy Load
Total Weight: 6+
"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. 0.28 less attack speed. 32% less chance to climb tall fences. 60% run/sprint speed decreased. Endurance decreases at a moderate speed and will take damage until at 75% Health.
The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going indoors or wearing lighter clothing will remove this. Being hydrated is important to have good heat resistance. This is also a sign of illness and zombie infection, as the character's body core temperature rises.
"Consider resting somewhere less exposed. Thirst increased"
The character is starting to become too hot. Their thirst levels will start to increase.
"Thirsty. Sweaty Over-exposed beneath a burning sun"
The character is getting hotter and thirst will increase quicker. 34% decreased attack speed.
"Nauseous, unable to concentrate, and desperate for liquids."
Thirst will increase even quicker. a Minor reduction in spatial awareness. 67% decreased attack speed.
"Delirious and horrible death from exposure imminent."
Thirst will increase drastically. A moderate reduction in spatial awareness. 90% decreased attack speed.
The character is too cold due to a lack of warm clothes, staying wet, cold weather and 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 severely reduces the character cold resistance. This moodle affects character speed and the character will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.
"It feels a bit nippy around here..."
The character is starting to become cold.
"You need to find ways to keep warm."
The character is getting colder. 34% decreased attack speed.
"Man alive. It is SO cold."
The character's spatial awareness is lowered. 67% decreased attack speed.
"Body and mind obsessed by the cold."
The character's spatial awareness is lowered even more. 90% decreased attack speed. Slowly loses health until at 1% Health.
The character and their clothing have become soaked, typically due to rain, but this can also occur due to sweat from exertion (exercise, sprinting, etc.). Prolonged exposure can increase the risk in which the player will get a cold, but the outdoorsman and resilient traits reduce the chance of catching a cold. This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying themselves 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; it won't fully stop them from getting wet, but it stops the "Soaking" and "Drenched" moodle. Having their clothes wet will also decrease their insulation.
"Slightly damp. Rain, or sweat?"
The character is slightly wet from being in the rain for too long, or from overexertion.
"Sweatier, or even more rained on?"
The character is somewhat wet from being in the rain for too long, or from overexertion, and moves a little slower.
"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.
"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.
The character is being exposed to wind and its apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the windchill is. The only way to get rid of this moodle is by going indoors.
"It's feeling 5 to 10 degrees colder than it actually is."
"It's feeling 10 to 15 degrees colder than it actually is."
"It's feeling 15 to 20 degrees colder than it actually is."
"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.
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 and healing rate, depending on the amount of food consumed, whereas being hungry has the opposite effect (reducing strength (in carrying capacity) and healing rate). The player's carrying capacity will change depending on the state of hunger.
Negative Hunger Effects
"Could do with a bite to eat"
The character is beginning to feel hungry.
"Could eat a horse right now."
The character is hungry and weak because he or she hasn't eaten for a day or so.
Carrying Capacity reduced by 1 point. Healing speed slightly slower.
"Severely Reduced strength and Healing"
The character is very hungry since he hasn't eaten for almost a week and will need a big meal to satiate their hunger.
Carrying Capacity reduced by 2 point. Healing speed moderately slower.
"Health now falling away"
The character is extremely hungry and will perish unless they eat.
Carrying Capacity reduced by 2 points. The character will lose health slowly until he or she eats again.
Positive Hunger Effects
Having any positive hunger moodle will give the player +2 points of carrying capacity. The player will also heal from wounds faster, however hunger will decrease quicker while this buff is active, meaning a lot more food needs to be eaten a in order to maintain these bonuses.
"Gnawing hunger entirely absent."
The character is not hungry, for now. The player heals faster and their strength is increased.
"Tummy full. Goodness is making its way through your system."
The character is full. The player heals faster and their strength is increased.
"Stomach contented. Health and strength aided."
The character is full and energized. The player heals faster and their strength is increased.
Full to Bursting
"Couldn't take another single, solitary bite."
The character is completely full and will not be hungry for a long while. The player heals faster and their strength is increased.
The character has been injured in some way and has lost some health. This moodle is an indicator for the player's level of health remaining. Having critical injuries will begin to drain the player's health further until death.
(Note: Effects on the character mostly depends on the spot of the wound. However, strength will still decrease no matter what.)
"Something doesn't feel right..."
"Strength and speed reduced"
"Strength and speed severely reduced"
"Not going gently into that good night..."
The character is in pain, from a wound, exercise fatigue or other injuries. This moodle can be removed by using painkillers. The level of pain is more or less consistent with the severity of the character's injuries. Having severe pain or agony with near-full health is an indicator that the player may be infected. It is possible for the player to be in too much pain to sleep, requiring the use of painkillers. Sleeping in a poor-quality bed or a vehicle can also cause neck pain for a short duration upon awakening.
"Feeling slight pain"
The character is in slight pain. 5% increased chance to trip when run/sprint vaulting a low fence.
"Speed and Accuracy slightly reduced"
The character is in a moderate amount of pain. 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.
"Speed and Accuracy reduced"
The character is in severe 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.
"Speed and Accuracy severely reduced"
The character is in complete agony. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed massively decreased depending on the spot of the injury. Exercising disabled.
The character is panicking, usually due to the sight of zombies. Panic makes your vision cone narrower, reduces critical chance, push knockdown chance and knockback, melee damage and severely reduces accuracy with firearms. This moodle can be removed and prevented temporarily by using beta blockers or alcohol. Sleep will boost the rate of panic loss, but there is a chance when sleeping for a character to abruptly wake up with a high level of panic due to having a nightmare. Fortunately, with time, this moodle will become less common as the character becomes acclimated to the zombies. Your character recovers from panic quicker each day as time ticks over to midnight to the next day up to a maximum of 150 days survived.
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. Brave reduces zombie-presence panic gain by 30%, whilst Cowardly instead doubles zombie-presence panic gain. Hemophobic characters will gain panic if exposed to blood. Finally, characters with Adrenaline Junkie will gain a movement speed bonus when at Strong or Extreme Panic.
"Do your best to remain calm"
1.3% decreased critical chance.
2.3% decreased critical chance, 10% decreased melee damage. Character will get up quickly from sitting from now on.
The character has contracted some sort of illness through consuming raw/bad food or having been infected by a zombie. The effects of food poisoning is reversible by being well-fed and by not being Tired, whereas zombification can never be cured. Consuming cigarettes will cause some sickness unless the character is a Smoker. The character's body core temperature will start to rise if they are sick.
"Take things easy"
The character is beginning to feel ill. Health starts to decline if it's a zombification.
"Strength and healing reduced"
The severity of the character's illness is increasing. Health starts to drop even further.
"Strength and healing severely reduced"
The character is feeling strong effects from the illness they have contracted. From this point on, healing is almost non-existent unless the character is well fed. The character will be near terminal health if they are infected.
"Increasing danger of death."
The character is severely suffering from the illness, and will eventually die without being well-fed and having enough sleep unless the character is infected by a zombie.
The stress moodle will appear when the player is sick, surrounded by zombies, being extremely bloody with the hemophobic trait, waking up from a night terror, or not smoking cigarettes for a while with the smoker trait. Stress can be treated by smoking cigarettes, reading literature and creating distance from the zombies. This moodle is often accompanied by sickness, indicating the player's fear of infection or death. Stress reduces the damage and accuracy of weapons (shaking hands...). Being stressed for long periods will eventually increase unhappiness.
"Nervous and Jumpy"
Unhappiness increases at a slow speed. 10% decreased melee damage.
"Sweaty Palms. Gnawing Fears."
Unhappiness rises at a moderate speed. 20% decreased melee damage.
Unhappiness rises at a high speed. 30% decreased melee damage.
This moodle indicates that the player is dehydrated. Being dehydrated will reduce your maximum carrying capacity and will drain your health and kill you at the last stage.
-1 carrying capacity. The player is growing weaker from thirst.
"Feeling faint and dizzy"
-2 carrying capacity. The player is even weaker from dehydration.
Dying of Thirst
"Desperate for water"
-2 carrying capacity. Unless quenched, death will occur.
The character has stayed awake for an extended period of time. This moodle can be removed by sleeping. Vitamins can reduce tiredness while sleeping tablets will increase it. You become less resistant to cold, endurance regeneration decreased, narrower vision cone, perception decreased and less damage.
"Could do with a lie-down"
The character is slightly fatigued. 50% less melee damage.
Starts when the character has reached 60% tiredness.
The character has become fatigued. 80% less melee damage.
Starts when the character has reached 70% tiredness.
"Awareness severely reduced"
The character is very fatigued. 90% less melee damage.
Starts when the character has reached 80% tiredness.
"In danger of passing out."
The character is extremely fatigued. 95% less melee damage.
Starts when the character has reached 90% tiredness.
If the player is too bored, they will become unhappy. This effect causes actions, such as item transfer or readying a weapon, take longer.
This moodle can be combated by reading certain items of literature, eating food that increases happiness, such as pop or chocolate, or by taking anti-depressants. This moodle will slightly increase the time taken to complete most actions. Once Non-player character survivors are re-implemented, talking to them can also help with unhappiness.
Feeling a little sad
"Find a way to raise your mood."
Getting a tad weepy
"Seek some excitement or human contact"
"Ravaged by mourning and depression"
"Find a way to forget reality"
The character has been infected by a zombie and subsequently changed into one. The now uncontrollable player will seek new prey.
"Sudden desire to eat people"
The anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Although the "irritated" moodle does not do anything, the "annoyed" moodle will disable friendly reactions. The "angry" moodle will then disable neutral reactions, and only the angry attitude will be left. If the player goes as far as the "furious" moodle, then the player is likely to engage in a duel to death with a NPC. Currently, 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-enabled.
"A bit narked off"
"Seriously bad mood."
"Ball of rage."
"Spoiling for a fight."
This moodle indicates that the player has been staying too long outside after or during intoxication. The only solution is to stay indoors. This moodle does not affect the character and doesn't exist in the current version.