Overview
A survivor's attitude (or mood) determines their actions and effectiveness. It is affected by various player-triggered events, such as the death of a fellow survivor or acquisition of resources, or the game's random events.
In terms of gameplay mechanic, attitude, along with improving skills, is another incentive for the player to keep rotating player-controlled characters instead of sticking to a few favorite ones.
Improving attitudes
Many players complain about how certain survivors constantly trigger Morale missions or go missing, and chalk them up to being useless. However, this behavior is actually caused by a negative attitudes. Attitudes change for the worse in the following cases (inexhaustive list):
- Death of a fellow survivors: attitude of every survivor worsens.
- Fights at home. For example, "survivor1 stirred up trouble, survivor 2 took the brunt of the abuse; survivor2's attitude worsens."
- Getting sick/injured for a few days: attitude of the sick/injured survivor worsens.
In most cases, attitudes can only improved by completing missions with the character whose mood needs improving. The following tasks can improve attitudes (inexhaustive list):
- Killing Hordes (only when the note "Too many Hordes" appears) is the most efficient, but rarely available method.
- Bringing resources home.
- Aiding another survivor in a Supply Run mission (note: completing this mission improve both survivors' attitude)
- Clearing Infestations.
- Bringing needed components home (for example, when building/upgrading facilities).
- (Minor) Finishing a task with facility (for example, the Healer character receives an attitude boost after creating painkiller/stims, the Chef character after completing a Feast)
- (Unconfirmed) Bringing home belongings of a fallen ally.
As a rule of thumb, players should try to maintain at least a neutral attitude for all survivors, to keep from being overwhelmed with Morale or Missing survivor missions. This is especially true for players who intentionally kill less useful characters to make room for new ones.
List of Attitudes
Attitude | Type | In-game text | Effect | Notes |
---|---|---|---|---|
Abashed | Guilty | I really just don't know what to say. | ||
Ambitious | Proud | I've got plans. Big plans. | ||
Assertive | Confident | If you're not sure about something, just ask me | ||
Bitter | Angry | Am I supposed to just take this abuse day after day? | ||
Boastful | Proud | Did you see me out there today? | ||
Brusque | Neutral | We've got better things to do than sit and chat | ||
Charitable | Proud | Hey, let's not get caught up in pointing fingers, right? | ||
Chippy | Angry | It's not my fault, I'll tell you that much. | ||
Concerned | Neutral | Can't say this is the safest I've ever felt | ||
Confident | Confident | We're doing pretty well. | ||
Determined | Neutral | We're going to get through this | ||
Depressed | Sad | There's no point in any of this. (Suicide risk) | Might commit suicide | |
Distant | Guilty | Sorry, did you say something? | ||
Frustrated | Angry | I've had just about enough of this shit. | ||
Grim | Scared | Damn. That was too close | ||
Helpful | Grateful | I'm happy to do what I can. | ||
Insensitive | Confident | I learned a long time ago that there are two kinds of people in this world: People who appreciate my sense of humor and people who can go fuck themselves. | Might cause fights and reduce morale | |
Meek | Sad | Yeah, sure. Whatever you say. | Might trigger "Melancholy" mission | |
Moody | Angry | Just leave me alone, okay? | ||
Nervous | Scared | Did my hands always shake like this? | Might trigger "Fear Itself" mission | |
Numb | Scared | I don't know anymore. | ||
Overbearing | Proud | Stick with me, do what I say, and you'll be fine. | Might cause fights and reduce morale | |
Overeager | Guilty | Hey, if there's anything I can do, just let me know. I'm ready to go. Ready. To. Go. | ||
Panic | Scared | We're not gonna make it! | Might run away | |
Paralyzed | Guilty | I can't do this right now. | ||
Pathetic | Guilty | I'm such a fuck up. Why do you even keep me around? | ||
Pissed Off | Angry | This sucks. | ||
Punchy | Angry | Back off. I don't have time for this shit. | ||
Quiet | Sad | I don't have anything to say. | Might trigger "Melancholy" mission | |
Ran Away |
Hey, call me a coward, but things were going to hell. It didn't make sense to stick around. | Makes it impossible to see the "real" attitude (possibly a bug) | If the character runs away (go missing), this status sticks and never goes away. | |
Relaxed | Confident | I'm not saying there's nothing to worry about, but there's no need to panic. We're doing pretty well, all things considered | ||
Secretive | Guilty | I'm fine. Don't worry about me... | ||
Shaken Up | Scared | SCARED. I'm not sure we're gonna make it. | Usually after recovering from an injury/ illness | |
Short Tempered | Angry | How about getting out of my face? How does that sound? | ||
Spiteful | Angry | You're all a bunch of assholes | Might attack and injure other survivors | Might trigger "Anger Management" Morale mission |
Stressed | Scared | I can't remember what it's like not having a knot in my stomach. | ||
Sulking | Sad | I don't want to talk about it. | ||
Sullen | Sad | Are things going to get better? I doubt it. | Might trigger "Melancholy" mission | |
Supportive | Proud | You can do it. I'll help. | ||
Trusting | Confident | The most important thing, at a time like this, is knowing somebody has your back. | ||
Uncertain | Neutral | I don't know. What do you think? | ||
Welcoming | Grateful | We'll be fine as long as we keep working together. | ||
Wigged Out | Scared | I'm not sure we're gonna make it. | Might run away | |
Worried | Scared | Honestly, I'm not sure we're gonna make it. | Might trigger "Fear Itself" mission |
Base Building | |
---|---|
Home Sites | Ranger Station • Church of the Ascension • Kirkman Residence • McReady Farmhouse • The Alamo • Savini Residence • Snyder Trucking Warehouse • Trumbull County Fairgrounds • Recreational Vehicle • Black Friday |
Facilities | Cooking Area • Dining Area • Garden Area • Library • Medical Area • Parking Area • Radio Room • Recreational Vehicle • Sleeping Area • Storage Area • Training Area • Watchtower • Work Area |
Facilities (Lifeline) | Barracks • Field Medic • Field Workshop • Generator • Landing Zone • Latrine • Logistics • Mess Hall • Ops Center • Sat-Comms • Training Area • Perimeter Defenses |
Resources | Ammunition • Construction Materials • Food • Fuel • Medicine |
Others | Outposts • Supply Locker • Influence • Fame • Morale • Attitudes • Illnesses |