Morale and Sanity
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Morale and Sanity are character-panel resources ranging from 0 to 100. If either falls below 50, the character enters a combination that can produce negative Psyche states. Check which component fell, then use the action table below.
목차
Overview
The panel uses 50 as its dividing line: a meter below 50 turns red. Hover over it to see its components, then identify whether the loss came from situations, diet, lifestyle or sleep. The player's Morale and Sanity differ from a unit's Will to Fight.
At 50 or above in both meters, the character is in the high-high combination. If either falls below 50, the corresponding low combination applies. Which state appears also depends on current Health and nearby enemies.
| Resource | Components | Below 50 |
|---|---|---|
| Morale | Situational, Temporary, Diet, Rest | Together with current Sanity, selects a Psyche-state combination. |
| Sanity | Situational, Lifestyle, Rest | Together with current Morale, selects a Psyche-state combination. |
When a meter is low
Hover over Morale or Sanity on the character panel to identify the depleted component. The table pairs verified causes with actions that can help; recovery amounts depend on player level, enemy tier and other conditions.
Skipping a turn or temporarily removing a state does not guarantee that total Morale or Sanity immediately rises above 50; check the actual component values.
| What you see | What you can do | Verified effect |
|---|---|---|
| Low Diet Morale | Vary the kinds of food you eat. | Repeatedly eating the same food lowers its Diet Morale; the penalty is tracked per food type. |
| Low Rest component | Use a bed that restores these components and check the hours actually slept. | Ordinary sleep restores by hours, bed factor and current component; a leprosarium bed instead lowers them. |
| Low Situational Morale | Complete Contracts or kill enemies. | A failed Contract costs 10 Situational Morale, and critical hits lower it; Contract completion and kills restore it. |
| Low Situational or Lifestyle Sanity | Complete Contracts; kill undead enemies. | Completing Contracts raises Lifestyle Sanity; undead kills raise Situational Sanity. |
| Panic or Frenzy is active | Skip a turn when it is safe to wait. | Panic loses 6 duration and restores Situational Morale per enemy in Vision; Frenzy resets its two accumulating chances. |
| Pessimism is active | Use a consumable that restores Situational Morale. | This temporarily removes Pessimism. |
Six components: gains and losses
These numbers change the components, not the displayed totals. Each component is capped first; the components are then added and rounded into a 0–100 panel value. Gains at a full cap are not stored. Per-turn and per-hour rates use different clocks.
| Component / cap | Gains | Losses |
|---|---|---|
| Situational Morale / 50 | Health >90%: +0.01 per turn; component <25: +0.01 per turn. Normal kill +0.5× danger factor, critical kill +2×, boss another +5×; ordinary Contract completion +5×. Cooking near the caravan with its Pot upgrade grants the recipe's Morale value, up to 10 per day. | Health <60% / 40% / 20% stacks −0.02 / −0.04 / −0.06 per turn; shackles add −0.1. Taking a critical hit costs [1 + 2×damage÷maximum Health]; Contract failure costs 10. |
| Diet Morale / 35 | Eat food with Diet Morale: gain its base value plus the repetition penalty; penalty = min[0, −0.5×(recent count of that food − 11)]. | Each hour −0.08×(1 + Hunger÷100)×passive factor; Austerity makes the factor 0.8, otherwise 1. At least 24 hours since a dish adds another −0.04 per hour. |
| Rest Morale / 15 | Ordinary sleep +hours×0.2×bed factor×recovery factor; recovery factor = max[1, 2−(2÷15)×current Rest Morale]. | While awake, each hour −0.07×[1 + 0.05×max(Sleep Scale−12, 0)]. |
| Situational Sanity / 50 | Component <25 or total Morale >75: each condition adds +0.01 per turn; undead or vampire kill +0.5× danger factor; qualifying spell miracle +0.5 subject to cooldown. | Spellcast −0.01×actual Energy cost÷24; unholy damage −0.01×that damage; in a Crypt or Catacombs, −0.005×dungeon tier per turn. |
| Lifestyle Sanity / 35 | Ordinary Contract completion +3×danger factor×Lifestyle factor; first qualifying chat, trade dialogue and book reading each day +1×factor; blessing +1×factor. Cooking uses recipe Sanity×factor (up to 3 per day); crafting uses earned XP÷10 (up to 3 per day). Lifestyle factor = max[1, 2−(2÷35)×current Lifestyle Sanity]. | −0.04 per hour. |
| Rest Sanity / 15 | Ordinary sleep +hours×0.2×bed factor×recovery factor; recovery factor = max[1, 2−(2÷15)×current Rest Sanity]. | While awake, the same as Rest Morale: −0.07×[1 + 0.05×max(Sleep Scale−12, 0)] per hour. |
What changes them
The changes below first affect the named component; only then are the displayed Morale or Sanity totals calculated. The danger factor used by kills and Contracts is target tier ÷ (player level ÷ 6). Special rewards from one event can stack.
Components can retain fractions; the displayed total is rounded and limited to 0–100 only after composition. Thus +0.01 or −0.06 per turn need not immediately change the visible integer. Killing undead or vampires also increases Situational Sanity.
The dungeon condition Maddening Whispers drains Situational Morale and Sanity, with twice the loss in Rest Mode. Fortitude's official description says it slows losses of both resources; Psyche states such as Panic and Catharsis can also change their components.
| Event | Component change | How to read it |
|---|---|---|
| Each turn: Health ratio | Above 90%: +0.01; below 60%: −0.02; below 40%: another −0.04; below 20%: another −0.06. | Thresholds stack: at 30% Health, Situational Morale changes by −0.06 points per turn. |
| Each turn: low value and shackles | Below 25 Situational Morale: +0.01; while shackled: an additional −0.1. | These add under the conditions of that turn: at 30% Health, 24 Situational Morale and no shackles, the total is −0.05 points. |
| Taking a critical hit | Situational Morale −[1 + 2 × (damage taken ÷ maximum Health)]. | With 100 maximum Health and 20 damage taken, Situational Morale loses 1.4 points. |
| Killing an enemy | Normal kill: Situational Morale +0.5 × danger factor; critical kill: +2 × factor; boss: an additional +5 × factor. | At enemy tier 2 and player level 12, the factor is 1: normal kill +0.5, critical kill +2, critical boss kill +7 total. A specific item doubles these kill gains. |
| Contract settlement | Normal completion: Situational Morale +5 × danger factor; Lifestyle Sanity +3 × factor × Lifestyle Sanity coefficient. Failure: Situational Morale −10. | Both outcomes require the ordinary mental-resource settlement path; special skipped settlement does not apply these changes. |
| Exploration and setbacks | Finding a secret room +10; opening a qualifying chest lock +1; missed attack −0.2, fumble −0.1; prison each day −3; a bleeding-effect check −2, hangover-effect check −3. | These are changes when the relevant events occur, not fixed losses every turn. |
| Maddening Whispers | Situational Morale and Sanity each lose 0.01×dungeon tier per turn; the factor is 2 in Rest Mode. | The condition changes the per-turn rate, then the mental-resource check applies it; it can stack with Crypt or Catacombs Sanity drain. |
Situational Sanity changes
Danger factor remains enemy tier÷(player level÷6). Environment, spellcasting and states may all act in one turn; the component is capped at 0–50 on settlement.
| Condition | Situational Sanity change | Scope |
|---|---|---|
| Each turn | Below 25 Situational Sanity: +0.01; above 75 total Morale: another +0.01. Backfire Damage above 60: −0.03. | The conditions are checked separately and can stack. |
| Spells and damage | Spellcast −0.01×this cast's actual Energy cost÷24; a spell miracle after its 10-turn cooldown +0.5; unholy damage −0.01×that damage. | Miracle gain and casting cost can occur in the same cast; this formula does not apply to ordinary skills. |
| Killing enemies | Undead or vampire +0.5×danger factor; human −0.3×(1−0.03×player level). | Only qualifying player kills settle these values; a specific item doubles undead/vampire gains. At high levels the raw human-kill expression may change sign, so it is shown as written rather than called a fixed loss. |
| Crypts and Catacombs | While inside: −0.005×dungeon tier per turn; Maddening Whispers adds −0.01×tier per turn, doubled in Rest Mode. | These are separate conditions and can stack. |
| Special objects | Destroying the church corpse pile −3; destroying the crypt grimoire −3. | Only these specific object interactions, not every book or corpse. |
Diet
Diet Morale decays each hour by −0.08×(1 + Hunger÷100); Austerity multiplies the loss by 0.8. Once 24 hours have passed since a dish or pastry, another −0.04 applies hourly. Eating a dish or pastry resets that clock; eating any food is not the same condition.
A food's Diet Morale value is adjusted by the same-food penalty: min[0, −0.5×(recent count of that food − 11)]. For example, 12 recorded portions lower that food's base Diet Morale by 0.5; other foods keep their own values. The history holds at most 40 meals, and records at least 14 days old are removed during hourly maintenance.
Sleep
Rest Morale and Rest Sanity each have a cap of 15. While awake, each loses 0.07×[1 + 0.05×max(Sleep Scale−12, 0)] per hour; above 12 Sleep Scale the loss rises. Ordinary sleep does not first subtract and then refund points: it restores them by actual hours slept.
Each recovery = actual hours slept×0.2×bed factor×max[1, 2−(2÷15)×that component's current value]. Crafted and camp beds use 0.5, or 0.75 with the relevant rest ability. Inn beds use 1, 1.5, 2 or 3 depending on the inn; a caravan bed uses 1, or 2 with the Incense upgrade. Nightmares cancel recovery of both Rest components.
A leprosarium bed instead costs 2×hours of Rest Morale and 1×hours of Rest Sanity; this is not the ordinary bed-sleep rule. An ambush while using a crafted wilderness bed can also shorten the hours actually settled.
Lifestyle Sanity
Lifestyle Sanity loses 0.04 per hour. Social and Contract gains multiply their base value by the Lifestyle factor: max[1, 2−(2÷35)×current Lifestyle Sanity]. The factor rises when the component is low, but the 35-point cap still applies.
Ordinary Contract completion has a base gain of 3×target danger factor. Chatting, qualifying trader dialogue and reading a book each have a base gain of 1, once per category per day; altar blessings have a base gain of 1 with a separate interval. The book gain triggers on reading, not merely carrying a book.
Cooking starts from the recipe's Sanity value multiplied by the Lifestyle factor. Near the caravan, the Spices upgrade also requests an extra recipe Sanity value; both share a daily cooking cap of 3. Crafting consumables grants actual XP earned÷10, capped at 3 per day separately from cooking. Near the caravan, the Pot upgrade also grants the recipe's Morale value to Situational Morale, capped at 10 per day.
The official description also mentions learning news. The reward paths for all news-dialogue branches have not yet been closed, so this page does not call every conversation a fixed +1.
How Psyche states trigger
Morale and Sanity each use 50 as the boundary: 50 or more is high, below 50 is low. The game first accumulates trigger progress from Health and nearby enemies. At 100 progress, the two-resource combination selects a state in the table below. Select a state to jump to its effects.
Low-Health trigger: Health below 50%, with at least one visible hostile enemy. High-Health trigger: Health at least 50%, with at least two such enemies meeting the tier threshold [enemy tier ≥ player level ÷ 6 − 1]. No-enemy trigger: no such enemies are present. At 50% Health or above with only one qualifying enemy, High-Health progress does not accumulate.
Trigger progress per check: with enemies, add [visible enemy count ÷ current Health fraction] × deviation factor × acceleration multiplier; with no enemies, add a random 0.5–1 × deviation factor × acceleration multiplier. Health fraction = current Health ÷ maximum Health; deviation factor = 0.25 + 0.75 × [|Morale ÷ 100 − 0.5| + |Sanity ÷ 100 − 0.5|]. The acceleration multiplier starts at 1; certain abilities and equipment can modify it when both resources exceed 50.
Progress is capped at 100. An active state of the same trigger type, cooldowns and other state restrictions can prevent further accumulation or activation. Meeting a scene condition therefore does not make the state appear immediately.
| Morale / Sanity | Low Health | High Health | No enemies |
|---|---|---|---|
| High Morale, high Sanity | Second Wind | Heroism | Optimism |
| Low Morale, high Sanity | Panic | Anxiety | Pessimism |
| High Morale, low Sanity | Death Wish | Frenzy | Megalomania |
| Low Morale, low Sanity | Catharsis | Delirium | Paranoia |
Psyche states
Morale and Sanity form four combinations around 50: both high, only Morale low, only Sanity low and both low. Each combination contains three states; current Health and nearby enemies select among them. The table lists all 12 official states, their effects and key values.
Psyche effect strength, Fatigue and player level can change actual values. Check the in-game tooltip for the current character's final values.
| Psyche state | Combination | Effects, values and actions |
|---|---|---|
| Second Wind | High Morale, high Sanity | Base duration: 30 turns, modified by Psyche effect duration. On activation, restore 20% × Psyche effect strength of maximum Health and Energy and remove negative physical effects. While active: restore another 3% × strength of both maxima each turn and shorten all cooldowns by 1 turn; once per 30 turns, there is a 50% chance to avoid lethal damage. |
| Heroism | High Morale, high Sanity | Ongoing: each visible, hostile enemy grants 1 stack, up to 5. Each stack adds +5% × Psyche effect strength to Weapon Damage and Magic Power, and +2% × strength to Crit Chance, Life Drain and Miracle Chance. At base strength, 5 stacks give +25% and +10% respectively. On kill: restore 4% maximum Energy × strength (not multiplied by stacks); Healing Efficiency rises by 10% × stacks × strength for 30 turns. |
| Optimism | High Morale, high Sanity | Fortitude bonus = Morale ÷ 5, rounded, then multiplied by Psyche effect strength; Experience Gain +10% × strength and Fatigue Resistance +10% × strength. Each turn, Situational Morale change gains +0.01 × strength and Pain change −0.01 × strength. |
| Panic | Low Morale, high Sanity | On activation, restore 30% maximum Energy and reduce Vision above 6 to 6. Each visible, hostile enemy lowers Abilities Energy Cost by 10% and changes Situational Morale by −1 per turn. Skipping a turn cuts remaining duration by 6 and restores Situational Morale per such enemy. At 0 Situational Morale, non-cursed equipped weapons are dropped, once per activation. |
| Anxiety | Low Morale, high Sanity | Ongoing: Dodge Chance +5%, Damage Taken −5%. Each melee or ranged attack adds +3% Fumble Chance and −3% Accuracy (up to 5 stacks each); a miss or fumble resets them. Each spell adds +6% Backfire Chance (up to 5 stacks); a miscast resets it. Chance to add 1 turn of cooldown to a random Attack skill = 50% − current Morale. |
| Pessimism | Low Morale, high Sanity | Experience Gain −10%; Fortitude, Healing Efficiency and Fatigue Resistance each lose [(100 − current Morale) ÷ 5, rounded]. Situational Morale change falls by another 0.01 per turn. Restoring Situational Morale with a consumable temporarily removes the effect. |
| Death Wish | High Morale, low Sanity | Damage Taken +10%, Healing Efficiency and Energy Restoration −50% each, Bonus Range −1. Life Drain and Energy Drain each gain [Pain + missing Health percentage, rounded]%. On spell damage, restore both Health and Energy by [Pain + missing Health percentage] × [100% minus 10% per tile of distance, minimum 10%] × actual damage ÷ 100. Killing an enemy reduces remaining duration by 10 turns. |
| Frenzy | High Morale, low Sanity | Weapon Damage and Magic Power each +25%. Attack redirection and uncontrolled movement chances each rise by [5 − 0.05 × Sanity] percentage points per turn, capped at 100%; skipping a turn resets both. |
| Megalomania | High Morale, low Sanity | Passive enemy hearing and trap discovery stop working; parts of the character panel falsely show 5–20 extra points, without increasing the real stats. Experience Gain −20%. Trade Favorability and Reputation Gain penalties grow by 0.25 percentage points per hour, to −25%; completing a Contract resets both penalties. |
| Catharsis | Low Morale, low Sanity | On activation, restore 10% maximum Health and Energy. Each kill uses factor = enemy tier ÷ (player level ÷ 6): restore 5% maximum Health and 8% maximum Energy × factor, and add 8 Situational Morale and 5 Situational Sanity × factor. When it ends, negative Psyche-state cooldown = 150 + 30 × kills during the state, in turns. |
| Delirium | Low Morale, low Sanity | Walking, using/throwing/equipping items and aimed attacks can go awry; chance = 15% − (current Morale + Sanity) ÷ 10. Aimed abilities can stray 1–2 tiles. Experience gained is multiplied by a random 0.5–1.2, with a minimum result of 1. |
| Paranoia | Low Morale, low Sanity | Fatigue change +0.02 per turn; Abilities Energy Cost rises by current Fatigue, while Damage Taken, Fumble Chance and Backfire Chance each rise by half of Fatigue. Phantom sound chance = 10% − Sanity ÷ 5; illusory enemy chance = 5% − Sanity ÷ 10 (up to 3 at once, none spawn in settlements). Lowering Fatigue reduces the stat penalties. |
Composition and caps
Neither resource is a single number: each is the sum of several components. Morale adds up Situational Morale, Temporary Morale, Diet Morale and Sleep Morale; Sanity adds up Situational Sanity, Lifestyle Sanity and Sleep Sanity. The official hover description and the panel tooltip list the situational, diet and sleep components; Temporary Morale is a separate component that starts empty and is filled by short-lived bonuses from items and effects.
Every component has a cap of its own and is clamped to its own range; after the components are added, the total is clamped into the resource's own range. Maxing out a single component therefore cannot push the resource past its overall maximum - it only fills the gap the other components leave.
Both resources start at their maximum. The condition bar at the bottom of the character panel shows Morale and Sanity side by side with their components on hover, so where a resource is losing value can be judged without opening another window.
Enemy Will to Fight
Enemy and companion units have their own Will to Fight, calculated for each unit. The player's Morale and Sanity are a separate system. Inspecting a unit with Will to Fight shows its percentage.
Heavy hits and visible same-faction allies being wounded, fleeing or dying can shake a unit. It flees at minimum Will to Fight; units above the midpoint may attack. Some animals use a lower threshold.
War Cry reads the target's Will to Fight; Raise the Banner and Drums of War can restore a unit's Will to Fight. These effects do not restore player Morale.
Official descriptions
These are readable transcriptions of the in-game descriptions for checking terminology; use the action table above for decisions.
Morale
Your character's readiness to fight and persevere.
This stat depends on several factors:
Situations (up to 50%) - triumphs or setbacks in combat and exploration, as well as the influence of certain effects and consumables.
Diet (up to 35%) - regular consumption of varied, high-quality dishes.
Rest (up to 15%) - sufficient and consistent sleep, as well as its quality.
Morale below 50% results in negative Psyche states.
Sanity
Your character's ability to maintain a clear grasp on reality.
This stat depends on several factors:
Situations (up to 50%) - contacts with unholy magic and its abominations, head Injuries, outcomes of spellcasting, as well as the influence of certain effects and consumables.
Lifestyle (up to 35%) - social interactions and entertainment: completing Contracts, learning news and rumors, praying, cooking, and crafting.
Rest (up to 15%) - sufficient and consistent sleep, as well as its quality.
Sanity below 50% results in negative Psyche states.
The same-release panel tutorial says: "Here you will find everything you need to know about your character's Health: Hunger, Thirst, Intoxication, Pain, Mental Health meters and also the condition of your Body Parts." The hint table has no separate entry explaining Morale, Sanity or Psyche states.
Documented gaps
There is no universal per-point combat benefit formula for Morale or Sanity; each Psyche state calculates its own effects. Base food and recipe values vary by item, so this page gives the settlement formulas while individual values require the food and recipe data. All news-dialogue branches and other unlisted special interactions have not yet been audited one by one.
The Chinese effect text for Maddening Whispers is unfinished in this release. The complete list of units with Will to Fight and its per-point conversion are also unverified, so this page limits itself to confirmed mechanics.
Every state checked here has a usable official description in this release; no entry had to be skipped as unfinished or empty.