Each survivor has an individual Morale meter represented by a smiley face icon and numerical value. A positive Morale value provides bonuses to a survivor's character stats, while a negative value gives penalties. The bonuses/penalties provided are in the form of a percentage and scale with Survivor Morale and survivor level. Different survivor classes also receive different stat changes:
- Leader - Dependent on character stats (higher base stats give higher percentage increase)
- Engineer - The most on Melee Combat; second most on Improvised Combat, Health, Trap Disarming; least on Ranged Combat.
- Fighter - The most on Melee Combat, Ranged Combat, Health; second most on Improvised Combat; least on Movement.
- Medic - The most on Healing; second most on Movement; third most on Health; least on all Combat stats.
- Recon - The most on Movement; second most on Trap Spotting; third most on Health; fourth most on Ranged Combat; least on Improvised Combat, Melee Combat
- Scavenger - The most on Scavenging; second most on Health; third most on Luck; least on Improvised Combat, Ranged Combat
- Completed Missions - An accumulated value increased by every completed mission the survivor is part of, with the amount increased depending on the level of the mission location. Tasking survivors with removing junk piles or leaving a survivor idle for long periods of time will deplete it, with the former depleting it more quickly. It ranges from 0 to +25.
- Injury - A negative value incurred when survivor is injured in a mission, which is calculated by the injury type. The penalty will be removed once the injury is treated with medical items or given time to heal. Minor injuries have a very small effect on morale.
- Comfort - It is calculated by taking the Comfort value from Compound Morale and dividing it by the number of survivors. Value is rounded up to integer. The largest available compound comfort rating is 125; with all beds, showers, outhouses, washing areas and kitchens fully upgraded.
- Security - It is calculated by taking the Security value from Compound Morale and dividing it by the number of survivors. Value is rounded up to integer.
- Food Stocks - It is calculated by taking the Food Stocks value from Compound Morale and dividing it by the number of survivors. Value is rounded up to integer.
- Water Stocks - It is calculated by taking the Water Stocks value from Compound Morale and dividing it by the number of survivors. Value is rounded up to integer.
- Survivor Requests - An accumulated value increased by completing survivor requests. Conversely, failing these requests incurs a penalty. The two are calculated separately and are capped at +25 and -25, respectively.
- Comfort: Equal to (Comfort - 1) - (number of survivors * 8) (?)
- Security: This value is generated from Compound security rating. The cut-off point is scaled with the number of survivors.
- Food Stocks: Having below 7 days of food provides negative morale, and above 7 days' worth provides positive morale.
- Water Stocks: Having below 7 days of water provides negative morale, and above 7 days' worth provides positive morale.
- Average survivor happiness: The average of every survivor's Completed Missions and Injury values.
Levels of moraleEdit
Morale is signified by the icon of an unhappy, neutral, or smiling face, as well as its color.
- Very Unhappy: Signified by a red unhappy face. Heavy penalty to stats.
- Unhappy: Signified by an orange unhappy face. Moderate penalty to stats.
- Indifferent: Signified by a grey straight face. No difference to stats.
- Content: Signified by a blue happy face. Moderate boost to stats.
- Very Content: Signified by a green happy face. Heavy boost to stats.