Attitude

**Attitude** describes the way the method by which a party deals with its opponents during Encounters. Attitude might refer to:

* a single Attack
* your current dominant stance during an Encounter
* your overall stance over the current Encounter, determined at the end
* your overall stance over the current Expedition, determined at the end
* your overall stance over the entire Adventure, updated after every Expedition

## Different Attitudes

The game knows three different Attitudes, each having a Rock-Paper-Scissors relationship with the others. (see: Mood)

### Friendly

Being **Friendly** means trying to convince one's opponent through **Speech** that their cause is best, thus taking away their will to resist. Friendly abilities have a positive effect on their target's State of Mind and can also be used to restore the Spirit of a team member. Friendly abilities generally either improve their target's ability to fight, or decreases their target's ability to resist future Speeches.

Friendly abilities may cause their targets to gain the following Emotions:

* **Confident** increases **Attack Power**. It is provided through **Encouraging** abilities.
* **Excited** increases **Speech Power**.
* **Impressed** decreases **Speech Defense**. It is the only detrimental Friendly ability.

All crew members have one basic **Friendly** ability from the following list:

* **Encourage** or **Try to Encourage** - Melee, 110% Speech Power, 30%/45% Healed.
* **Excite** or **Try to Excite** - Melee, 100% Speech Power, 30%/35% Healed.
* **Impress** or **Try to Impress** - Range 2, 100% Speech Power, 25%/35% Healed.

Some opponents might have a **Friendly** ability with no associated Emotion. Characters may have additional **Friendly** abilities or may obtain more of these when they grow in experience.

### Devious

Being **Devious** means destroying one's opponent's will to fight through demoralizational **Speeches**. Devious abilities have a negative effect on their target's State of Mind and either inhibit the target's ability to retaliate or their resistance to physical attacks.

Devious Emotions are:

* **Enraged** decreases **Armor**.
* **Saddened** decreases **Speech Power**.
* **Terrified** decreases **Attack Power**.

All crew members have one basic **Devious** ability from the following list:

* **Enrage** or **Try to Enrage** - Range 2.
* **Sadden** or **Try to Sadden** - Range 2.
* **Terrify** or **Try to Terrify** - Melee.

Some opponents might have a **Devious** ability with no associated Emotion. Characters may have additional **Devious** abilities or may obtain more of these when they grow in experience.

### Aggressive

Being **Aggressive** means physically **Attacking** one's opponent until they are no longer able to fight back. Aggressive abilities have a negative effect on their target's State of Mind but generally do not cause any Emotions.

Each character has its own **Attack** ability, which is always **Aggressive**. Range, hit chance, and damage differ greatly between characters. Characters may have additional **Aggressive** abilities or may obtain more of these when they grow in experience.

## Encounter Attitude

The current **Attitude** during an encounter describes the moment-to-moment relation between the player's crew and their opponents. The combination of both attitudes is called the Mood. A party's Attitude (and thus the resulting **Mood**) can change each turn, or even multiple times during the same turn.

The overall **Attitude** of the player's crew influences the result of the entire Encounter. It describes how the crew's opponents will feel about the crew after the Encounter is over. This attitude is built up over the course of the encounter, with each action having a small influence on the total.

An Encounter's rewards may differ based on the resulting **Attitude** of the Encounter. These rewards can be seen at the top left corner of the screen during an Encounter. Sometimes, a special icon is seen here, indicating that beyond the visible rewards, other events might result from finishing the Encounter with the indicated **Attitude**. These results are classified as positive (green 'X'), negative (red skull), or unknown/neutral (black '...').

The overall **Attitude** of the current Encounter can be viewed at the top left corner of the screen. Three progress bars indicate how many points the player has accumulated over the course of the Encounter for each of the three Attitudes. The Attitude with the highest total at the end of the Encounter will be the final Attitude, with ties going to the current Attitude. Calculations are as follows:

* 2 Points whenever a new Attitude is entered. These points are lost whenever the Attitude changes.
* If the mood changes towards **Friendly**, double the amount of **Friendly** Points. If the mood changes away from **Friendly**, half the amount of **Friendly** Points. (the 2 points for the current attitude are unaffected by this)
* 1 Point for each ability associated with an Attitude used on an opponent.
* 2 Points for each ability associated with an Attitude used on the 'Boss' character of the Encounter (if any).
* 5 Points for the ability associated with an Attitude that takes down the 'Boss' character of the Encounter (if any).
* 1 Point for the current Attitude at the end of the player's turn.
* If a **Friendly** ability would award Points while the mood is **not Friendly**, half the amount of Points awarded.
* If an ability misses or the target is immune, Points are still awarded.

## Expedition & Adventure Attitude

At the end of each Expedition, the player's Attitude is determined. These Attitudes combine into a Rank that indicates how the world views the crew.

This rank influences how certain characters interact with the crew, which Treasure is awarded at the end of Shangri'la, and which Achievement is earned when completing the Adventure.