
I LOVE YOU." Occurs when drunkenness is above 70%. Utterly Shit-Faced "Iss you an' me 'gainst the wurld. Plastered "Co-ordination impaired." Occurs when drunkenness is above 50%. Inebriated "Co-ordination slightly impaired." Occurs when drunkenness is above 30%. A Bit Tipsy "Downed some booze" Occurs when drunkenness is above 10%. Weapons can also be used at normal capacity. Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. This moodle will disappear over time, with sleep and rest speeding up the process. It also makes the character generate less heat, and delays driving controls. Being drunk greatly increases fatigue, depending on the level of drunkness. The character has drunk alcohol and, thus, become intoxicated. This is the moodle that results from dying, provided that the player wasn't infected instead.ĭeceased "High chance of becoming rat food." The character has taken too much damage, lost all of their health and passed away. 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. Speed and healing reduced." The character sneezes and coughs often, making avoiding zombies difficult. The Sniffles "Prone to sneezing." The character may sneeze or cough more frequently. Runny Nose "Occasional sneezing." The character has a small chance of sneezing or coughing. 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). Having the Resilient trait helps with recovery by significantly reducing the chance of catching a cold ( -55%), its progression speed ( -20%) and strength ( -50%), while Prone to Illness does the opposite ( +70% chance, +20% cold strength, +50% progression speed). Each Common Mallow decreases the cold's strength moderately. 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. 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. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The character has been exposed to cold weather, or stayed wet long enough to contract a cold. Extremely Bored "Very high chance of becoming unhappy." The character is incredibly bored. Very Bored "High chance of becoming unhappy." The character is highly bored. Bored "In danger of becoming unhappy." The character is bored. Getting Bored "Occupy yourself, or seek entertainment." The character is starting to get bored. While this moodle does nothing on its own, it can lead to unhappiness. 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. It is triggered by standing idle for too long, being indoors, reading Skill Books, or eating poor quality/stale/rotten food. This moodle indicates that the character is bored from inactivity. Despite not causing the severe or massive bleeding moodles on their own, neck wounds (scratches, lacerations, burns and deep wounds) drain health very rapidly. Massive Blood Loss "Death imminent." Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Serious health loss over time if left unchecked. Severe Bleeding "Strength and speed severely reduced." The character has at least three bleeding wounds.


Moderate health loss over time if left unchecked. Bleeding "Strength and speed reduced." The character has at least two bleeding wounds. This stage of bleeding can be temporarily held in check by being fed. Slow health loss over time if left unchecked. Minor Bleeding "Bandage required." The character has at least one bleeding wound. This moodle can be removed by bandaging the bleeding body parts.

The severity of the bleeding dictates how quickly the character loses health. The character is losing blood from an open wound, either from a bite, scratch or other injuries.
