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

All crew members have one basic Friendly ability from the following list: 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.
 * Confident icon.pngEncourage or Confident icon.pngTry to Encourage - Melee, 110% Speech Power, 30%/45% Healed.
 * Excited icon.pngExcite or Excited icon.pngTry to Excite - Melee, 100% Speech Power, 30%/35% Healed.
 * Impressed icon.pngImpress or Impressed icon.pngTry to Impress - Range 2, 100% Speech Power, 25%/35% Healed.

Devious
Being 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:
 * decreases Armor.
 * decreases Speech Power.
 * decreases Attack Power.

All crew members have one basic Devious ability from the following list: 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.
 * Enraged icon.pngEnrage or Enraged icon.pngTry to Enrage - Range 2.
 * Saddened icon.pngSadden or Saddened icon.pngTry to Sadden - Range 2.
 * Terrified icon.pngTerrify or Terrified icon.pngTry to Terrify - Melee.

Aggressive
Being 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.