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Moods are an important part of Everlife. They can change how you explore the world, interact with Friendly Locations, use PING, and experience Adventures. There are two ways you'll encounter Moods in Everlife:
PLAYER MOODS and ITEM MOODS
These systems are connected, but they aren't the same thing!
There are five normal Player Moods:
NEUTRAL
HAPPY
FRIENDLY
CURIOUS
INSPIRED
There is also a special condition called SICK, which can temporarily override your current Mood when your stats get too low.
Mood effects from meals currently last 15 minutes.
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PLAYER MOODS affect your avatar and how you experience Everlife. They are used when you are playing Adventures or interacting in Everlife Environments.
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ITEM MOODS are attached to plants, animals, ingredients, and meals. The four special Item Moods are:
HAPPY
FRIENDLY
CURIOUS
INSPIRED
These are not your Player Mood; in Everlife you might be a player in a ‘Happy’ mood while tending a Curious Blackberry Plant. The Blackberry is still ‘Curious’ and your avatar is still ‘Happy’. When you harvest that plant, it will likely produce a Curious Blackberry. The Mood belongs to the item; not the player who harvested it.
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Have you ever heard of ‘cooking with love’? That concept is what inspired the Everlife cooking system in that Everlife's moods can travel through the things you grow, harvest, and cook. A plant's Mood determines the Mood of what it produces. That Mood will continue with the ingredient as it moves into Everlife's cooking system. Eventually, those ingredients can become a Mood meal. And when a player eats that meal...the Meal Mood can become the Player Mood.
Think of the journey like this:PLANT MOOD
↓
HARVESTED INGREDIENT MOOD
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COOKING
↓
MEAL MOOD
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PLAYER MOODA Curious plant isn't making you Curious when you harvest it. It's producing a Curious ingredient that can eventually become part of a Curious meal, and that meal can make a player Curious when eaten. This is one of the ways farming, cooking, exploration, and the rest of Everlife connect together.
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Moods aren't simply temporary stat bonuses.
They change what Everlife is good at showing you.
NEUTRAL is your everyday state.
HAPPY is a special Mood commonly found through food and other Everlife experiences - it’s designed to increase your Health and Energy, and help you gain XP as you grow items to fuel the food economy.
FRIENDLY is designed to connect you with Friendly Locations, other Everlifers, but more importantly, places that want to provide spaces for you to meet other people.
CURIOUS makes you a stronger explorer, may reveal hidden clues you might not get other ways, and helps PING find things from farther away.
INSPIRED temporarily protects you from normal stat decay while providing you premium exploration details to make exploring a breeze.
Moods are carried by Everlife's plants, animals, ingredients, and meals connect those systems back to your avatar to give you a different Everlife experience. Grow them. Find them. Cook them. Eat them.
See where your Mood takes you. :)
Neutral is your normal state when no special Mood is active. There are no special bonuses or penalties associated with being Neutral.
Friendly is Everlife's social Mood; in this state players can interact with Friendly Locations throughout Second Life. Friendly Locations contain special Friendly Beacons. When a Friendly player connects to a Beacon, the location becomes a Friendly Zone for that player.
While connected to a Friendly Zone:
Normal stat decay stops and every 10 minutes, the player receives a +1 to all of their stats.
Players can earn 3 XP for every 30 minutes of qualifying Friendly activity: up to 9 XP per day.
During longer visits, the Beacon may ask for a simple proof-of-life response to make sure the player is still there.
Happy is one of Everlife's special Player Moods. Happy meals may restore stats depending on the individual meal. The Mood itself does not automatically determine how many stats a meal restores; different meals can have different effects.
Sick works differently from the five normal Moods; it isn't a Mood you deliberately activate. Instead, Everlife considers you Sick whenever one of your four core stats - Energy, Health, Hygiene, or Social - falls below 50. Sick overrides your normal displayed Mood until your stats recover. As your condition gets worse, additional activities become unavailable:
Below 50: You are too sick to explore and cannot use PING.
Below 30: You are too sick to farm or take care of your animals.
Below 10: You are too sick to cook.
Friendly Locations and certain foods can help restore your stats.
Be careful with allergies, too! Eating something containing your Everlife allergy can cause a major Health and Energy loss and make you Sick very quickly.
Curious is Everlife's exploration Mood. While Curious, your effective Perception (based off your Everlife level) is doubled. Perception increases the distance from which PING can detect Adventure locations.
Curious players also get another exploration bonus; the Everlife HUD’s PING button’s cooldown period is reduced to 15 seconds (instead of the normal 30). In addition to a shorter cool down, Adventures can contain special Curious clues that reveal additional hints, details, or rabbit holes.
Inspired is a special Mood that gives your avatar a temporary break from the normal pressures of Everlife. While Inspired, your normal Energy, Hygiene, Social, and Health decay is effectively suspended. This makes Inspired especially useful when you want some uninterrupted time to explore, cook, farm, socialize, or Adventure.