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Do you have to do that? Where's your conscience!

Bernard - the old man at Quiet House

Crime

Overview

The game mechanic has a sympathy system, that direct characters's personality and their reactions to moral choices such as crimes, aiding people, console proficiency...etc. The system is not visible, however, can be described indirectly from character's comments in their profile, the various of dialogues when cheering up depressed people and other factors.

Degree of sympathy Characters Effects Console proficiency
Lowest Bruno, Emilia, Roman, Computer Specialist, Insurance Agent Least sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Emotionally detached causing them to be rarely content nor depressed.

Steal supplies when leave the shelter.

Either argue or get into fight with other at night when being in bad mood.

React poorly when their day to day needs are not met and when wounded in battle or end up sick

Almost can't console other
Moderate Anton, Arica, Marin,

Irina, Pharmacist

Less sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Slightly emotional making it hard for them to be either content or depressed.

Steal supplies when leave the shelter.

Either argue or get into fight with other at night when being in bad mood.

Reacts poorly to being lethally wounded or sick

Decent
High Pavle, Katia, Marko, Christo,

Henrik, Forester, Police Officer, Photographer

Sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Somewhat strong emotion leading them to easily become content or depressed.

Either thinking or sobbing all night when being in bad mood.

Does not upset other survivors when badly injured or sick

High chance of successful cheering up
Highest Zlata, Cveta, Boris, Psychologist Extremely sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.

Very strong emotion causing them to very easily become content or depressed.

Either thinking or sobbing all night when being in bad mood.

Will assure others that they are going to be fine even if badly wounded or sick.

High chance of successful cheering up( is still able to fail though)

Crimes

Character Consequence
of direct theft
If another character
committed theft
Anton Sad Less Sad
Arica Sad No concern
Boris More Sad Sad
Bruno Less Sad No concern
Cveta More Sad Sad
Emilia No concern No concern
Katia Sad Sad
Marin Sad Sad
Marko Sad Sad
Pavle Sad Sad
Roman No concern No concern
Zlata Sad Sad
Computer Specialist No concern No concern
Insurance Agent No concern No concern

Murder

Characters Direct murder Learn other did it Note
Anton Sad No concern
Arica Sad No concern
Boris Sad to Broken Sad
Bruno Sad No concern
Cveta Sad to Depression Sad
Emilia Sad No concern
Katia Sad Sad
Marin Sad Sad
Marko Sad Sad
Pavle Sad Sad
Roman Sad No concern
Zlata Sad Sad
Computer Specialist Sad No concern
Insurance Agent Sad No concern

Brief table

Locations Theft affect character Murder affect character Notes
Brothel None Almost never Other characters receive a morale boost if you rescue prisoners.
City Hospital Usually sad Often depression
Construction Site: Snipers scenario None None to positive
Construction Site: Bad soldiers scenario None Almost never If you let Boris go scavenge on this scenario he always get sad, no matter you kill soldiers or not.
Central Square Usually sad Often depression
Garage Usually sad Often depression Cveta did the heist, Cveta and Anton have concern in their thought but none of them was sad.

Bruno is apathetic

Hotel: Trader survivors Usually sad Often depression
Hotel: Kidnappers None None to positive Rescuing the hostage makes characters content
Hotel: Lunatic Usually sad Usually sad
Military Outpost Almost never Slight
Quiet House Usually sad Often depression
Ruined Villa: Couple Usually sad Often depression
Ruined Villa: Deserter soldiers None Almost never
Semi-Detached House: Unfriendly women Usually sad Often depression
Semi-Detached House: Trader survivors Usually sad Often depression
Shelled School: Homeless people Usually sad Often depression
Shelled School: Rebel soldiers None Usually sad
Small Apartment Building: An elderly couple and their son Usually sad Often depression
Small Apartment Building: Well armed thugs None Almost never
Sniper Junction Not available Saving the man makes characters content.
St. Mary's Church: Priest Olek Usually sad Often depression
St. Mary's Church: Bandits None None
Supermarket: Girl in peril None None Saving the girl is actually the factor making characters content, killing the soldier is unnecessary.
Supermarket: Armed looters None Often depression
Warehouse: Armed thugs Positive Positive

Aiding people

Console proficiency

See Mood

Bug

There was a bug in version 1.3, that made survivors sad even if they steal from the Hotel (kidnappers scenario), Ruined Villa (deserters scenario), St. Mary's Church (bandits scenario), and Small Apartment Building (thugs scenario). This bug was fixed in veresion 2.0.3.

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