Creator Chronicles Mood, Death & Guild Member Recovery Guide
Understand what defeats do to mood and why Demo death anecdotes should not be treated as one universal rule.
Oct 30, 2026
The safe current rule is: defeats and colleague deaths can hurt mood, low mood can reduce combat/production efficiency, and sufficiently low mood can cause permanent guild departure under applicable rules. Difficulty settings change death/departure consequences, so never apply an old Demo “death always does X” claim without checking your mode.
Official Steam screenshotDice Roll mood penalties: version 1.19 fix
The Dice Roll Loot Strategy had a bug that removed Mood from members who did not receive equipment once per equipment item. It could also trigger Tavern conversations intended for members who lost an auction. Version 1.19 fixes both behaviors.
Update before interpreting an old run of repeated Mood losses as the intended cost of Dice Roll. Other Mood and difficulty-dependent death rules still matter; a fix to loot distribution does not remove those systems. The Tavern News list now places unread conversations first and read ones below them, which helps when following up on the roster.
What is current and official
- Mood changes after situations such as dungeon deployment, death of a colleague and return to town.
- Stats and profession efficiency can rise or fall with mood.
- Members may permanently leave if mood drops too low.
- Confirmed at launch (Sep 14): the Tavern. Talking members through their worries affects their mood, and guests visiting the tavern bring dungeon rumors and adventure clues.
Difficulty changes the punishment
Why old videos conflict
Different Demo difficulties explicitly change whether members reset to level 1 or can permanently leave after death. That explains why video creators sometimes report different outcomes. Check the rule text of the difficulty you chose.
Protect valuable members
- Do not send a rare profession specialist into a clearly under-levelled party just to fill a slot.
- Use lower dungeons to level and gear members before pushing harder content.
- After a bad result, inspect mood before instantly re-dispatching.
- Use the Tavern and affinity systems — the Tavern is live in the launch build — instead of treating members as replaceable production units.
Patch 1.02 note (September 16)
On Beginner difficulty, guild members now always stay in a good mood, and incorrect death records on Beginner and Adventurer were fixed in patch 1.02. Treat earlier mood-death reports from those difficulties as outdated.
Patch 1.08–1.11 notes (September 22–25)
- Reincarnation pays out now. 1.08 grants 35% of the combined value of your buildings and land plus your members’ personal gold as town gold for the next playthrough, which changes what “protect valuable members” is worth in the long run.
- Members handle supplies themselves. Since 1.09 they donate items or gold to the town based on Personality and Mood instead of buying and carrying extra dungeon supplies, and members with gathering professions collect extra resources in dungeons while in a good Mood. Mood is now an income stat as well as a safety stat.
- Gonjang’s Affinity is safe to run. 1.10 changed No. 103 Gonjang’s “Special” effect so it consumes 5% of his personal gold instead of all of it when a raid ends.
- Conqueror death resets no longer cascade. On Conqueror difficulty, a member whose level was reset by death no longer departs again using the remaining auto-departure count.
- Affinity stat order changed (1.11). The order in which Affinity effects and passive skills apply to member stats was adjusted, so roster numbers can differ from pre-1.11 screens — that is the calculation order, not mood. Gonjang’s 5% raid-end gold cost set in 1.10 is unchanged.
Patch 1.14 notes (September 28)
- When the town has no Bread, guild members now eat dishes they own instead of going without, and the higher the dish’s grade the longer they stay full. A good larder is now a mood buffer during a Bread shortage — worth keeping stocked before a long raid block.
- Gold no longer turns negative when it exceeds the maximum, and member Gold that had already gone negative is restored when the save loads. If a balance looked impossible before this patch, reload and it should be normal.
- Nothing in 1.14 changes how defeats or death work. Its Affinity fix covers No. 91 Namiri’s Critical Strike maths, not mood or departure rules.
What we intentionally did not claim
Held back on purpose
Older videos contain uncertain observations about how long defeated members take to return and whether a specific wipe is permanent. Because the official rules vary by difficulty and were changed during development, those anecdotes are not promoted to a universal launch rule.
Patch 1.17 note (October 8)
- The “Perfectionist” Trait’s Mood penalty is shorter: 6 days down to 3 days.
- The “Cheer Captain” Trait’s Mood boost lasts longer: 2 days up to 3 days.
- Trait effects that did not apply after loading are fixed (the patch names Greed). If a member’s Trait looked inert after a reload, update before rebuilding the roster around it.
Patch 1.18 note (October 13)
- On Conqueror difficulty, the Village Info tooltip now shows the number of fallen guild members, total deaths and the last death record — a run-level death log that helps tell a bad patch of wipes from a roster problem.
- Departure notifications were sharpened: the message and sound now differ depending on whether the person who quit for good was a guild member or someone you only knew as a contact.
- No death, mood or departure rules changed in 1.18 beyond that reporting.