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Mood screen
Mood screen

Moods are a significant gameplay aspect of Long Live the Queen. As a young girl under great pressure, Elodie's moods will have a great influence on her capacity to make decisions, and she will have to learn how to manage them to her advantage.

Elodie's mood can be affected by specific plot events but is mostly controlled through Weekend Activities.

There are four pairs of moods inversely related to each other, for a total of eight different moods with varying effects. These are represented as four different bars on the Mood screen, as detailed below:

Angry Cheerful Willful Pressured
0 0 0 0
Mood heart Mood heart Mood heart Mood heart
0 0 0 0
Afraid Depressed Yielding Lonely

Two additional moods: Neutral and Injured may appear under specific circumstances.

Overview[]

Each mood bar is made up of two opposite moods. They range from 5 of the first emotion, to 0, to 5 of the other emotion. For every point of the "Angry" meter Elodie gets, she loses a point of the "Afraid" meter. As such, starting with +3 Angry and gaining +1 Afraid, will result in +2 Angry.

The amount itself doesn't have any effect, only the dominant mood, so if Angry is the dominant mood it will give the same bonuses and penalties at +5 Angry as it does as +1 Angry.

Elodie's "current mood" is determined by which mood has the highest value. If two bars are tied, then the dominant mood is whichever one of the tied bars is furthest to the left. So having +1 Angry, +2 Depressed, 0 Willful and +2 Lonely results in a Depressed mood.

The most obvious effect of Moods is in skill points gained during classes. Most moods offer a bonus to some skills and a penalty to others (details below). Additionally, moods will sometimes unlock or railroad decisions during the story.

Special Moods[]

There are two moods that may only appear under specific circumstances.

Neutral[]

Neutral is achieved by getting all other moods to 0 value. Under this mood Elodie won't get any bonuses or penalties to skill advancement (aside from the bonus added by previously earned skill points), meaning that any class will get a mood-based growth of exactly 10.00+ points.

Injured[]

Injured can only be achieved during an event on Week 21. It gives no bonuses and gives a hefty -3 growth penalty to Agility, Weapons, Athletics and Animal Handling that lasts until the end of Week 22. This mood doesn't have it's own "look", as it uses the same look Elodie would otherwise have based on her Mood bar.

Skill Buffs and Penalties[]

Depending on her mood, Elodie gains certain skill types more or less quickly. The following chart shows how moods affect skill growth.

Do note that the Neutral mood with grant neither bonuses nor penalties to skill advancement.

Afraid Angry Depressed Cheerful Yielding Willful Lonely Pressured
Social Skills Royal Demeanor Composure -1 -1 -1 0 +1 -2 -1 0
Elegance
Presence
Conversation Public Speaking 0 0 -2 +1 0 0 +1 -1
Court Manners
Flattery
Expression Decoration 0 -1 +1 0 0 0 0 0
Instrument
Voice
Physical Skills Agility Dance +1 0 0 0 0 0 0 0
Reflexes
Flexibility
Weapons Swords -1 +1 0 -1 -3 0 0 0
Archery
Polearms
Athletics Running 0 0 -1 +1 0 0 0 +1
Climbing
Swimming
Animal Handling Horses 0 -1 +1 0 0 0 0 0
Dogs
Falcons
Intellectual Skills History Novan History 0 0 0 0 +1 -2 0 -1
Foreign Affairs
World History
Intrigue Internal Affairs -1 0 0 -1 0 +1 -1 0
Foreign Intelligence
Ciphering
Medicine Herbs 0 -1 0 0 0 0 +1 0
Battlefield Medicine
Poison
Economics Accounting 0 0 0 0 0 -2 0 -1
Trade
Production
Military Strategy -1 +1 0 -2 0 +1 0 0
Naval Strategy
Logistics
Mystical Skills Faith Meditation +1 0 0 +1 0 0 -1 +1
Divination
Lore
Lumen Sense Magic 0 0 0 0 -3 +1 0 0
Resist Magic
Wield Magic


Cheat Sheet LLTQ
The table above, but organized in the skills screen.

Gallery[]

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