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DWBASIL8
SPOILER WARNING
This article contains spoilers of important plot details regarding the plotline of OMORI.

The BATTLE SYSTEM of OMORI is primarily based on traditional turn-based JRPG game systems, with additional unique states that can modify the flow of combat such as EMOTIONS and the friendly FOLLOW-UPS.

OVERVIEW

PlayerBox (Example)

When encountering certain enemies or a major boss character, the party is thrown into a turn-based combat system with new additional features that cements the game's battle system. The battle screen includes distinct features such as a character's battle box, a set of command buttons, and an enemy's animated sprite.

Battles throughout the game have various outcomes that depend on the situation the party is engaged in. Besides the typical RPG stats, various CHARMS and WEAPONS add in unique modifiers that enhance the flow of combat. The player can also use HERO's SELF-HELP GUIDE for a brief synopsis of how battles work in HEADSPACE. Some of these rules also apply to battles fought within FARAWAY TOWN and BLACK SPACE.

STATS

Stats (Screenshot)

STATS featured in-game refer to the numerical properties of both party members and enemies. In fact, these values have a role in affecting a battle's aspects, such as the damage output inflicted, damage one can take, and how fast it ends. Through the EQUIP tab of the PLAYER MENU, the stats displayed consists of:

  • HEART: HEART is the HP HP value, representing the health points party members and enemies have. If a party member's HEART is depleted completely, they become TOAST and are unable to battle nor earn any EXP unless revived.
  • JUICE: JUICE is the MP MP value, representing the magic points party members and enemies possess. Note that only party members are required to have a certain amount of JUICE to use their SKILLS. Enemies, on the other hand, do not require JUICE for their SKILLS, instead using this trait to reduce damage taken when inflicted with SADNESS.
  • ATTACK: Determines the damage dealt to a foe. A higher ATTACK stat increases chances of landing critical blows, more or less with a few exceptions depending on a character's stats.
  • DEFENSE: Determines how much damage received is reduced against an enemy's attacks and skills. Most of the time, higher DEFENSE reduces the amount of damage taken, with a few exceptions to certain SKILLS that negate one's DEFENSE stat.
  • SPEED: SPEED is the AGILITY value, determining the order of which friends and foes perform their actions. It also impacts the chances of running away from a battle, as well as various SKILL formulas.
  • LUCK: LUCK affects the user's CRITICAL HIT rate. This in turn gives them a higher chance of landing heavy damage to a foe. It is also noteworthy that each LUCK point adds 1% to the CRITICAL HIT rate of a character but doesn’t increase when leveling up.
  • HIT RATE: A character's HIT RATE determines the possibility of them successfully landing a blow on an enemy. The HIT stat displayed in-game is the HIT RATE being divided by 1%. When the HIT RATE is greater than or equal to 100%, the character can always successfully hit the enemy. The lower the HIT RATE, the less likely a user's attacks will hit.

EQUIPMENT

WEAPONS

WEAPONS serve as the main source of attacking for all playable characters. Equipping one enables a party member's HIT RATE stat, allowing them to inflict damage on an enemy. It is impossible to land damage without the use of a WEAPON. Only the HEADSPACE characters can change their weapons, excluding both OMORI and BASIL.

The FARAWAY characters have a weapon automatically equipped to them, and cannot be changed either. Note that each character can only utilize their own type of weapons used throughout the game, consisting of:

  • OMORI wields several knives throughout the game's events. For SUNNY, he usually wields a few knives, his hands, a fly swatter, or his violin depending on the choices he makes.
  • AUBREY uses a series of bludgeon-type weapons, such as her stuffed toys, bats, or hammers. Her real world counterpart uses a wooden nail bat for combat.
  • KEL uses various projectile-type weapons, some of which can allow him to inflict heavy damage by increasing his SPEED. His real world counterpart uses a basketball for combat.
  • HERO uses a series of cooking utensils and kitchen equipment, some allowing him to learn a new skill that improves his healing abilities. His real world counterpart uses his fists for combat.
  • BASIL wields a pair of garden shears in combat for the special BASIL RUSH event in the console versions of the game. Note that only his HEADSPACE variant is playable.

CHARMS

CHARMS can be equipped by all playable characters, though only one can be equipped to a character. Most of them have various special bonuses depending on the one equipped. These different bonuses include boosting stats, inflicting an EMOTION state, altering battle rewards and mechanics, or changing the healing range of an item like LIFE JAM.

PARTY'S TURN

PlayerBox (Faraway Example)

In OMORI, up to four party members can be controlled in battle. Each party member has a chance to use their turn, with the character having the highest SPEED stat being the first to fully act out their command. In normal circumstances, the order of which character acts out their turn first before the enemy troop's turn goes in the order of OMORI, AUBREY, KEL, and lastly HERO. When entering a battle, they are given the option to select one of the two battle commands: FIGHT and RUN AWAY. Some battles such as boss-mandatory fights do not allow the party to flee, and must be fought and won.

Since multiple commands can be enacted in the same turn, it is possible that battles can end quickly in a few turns or less. Note that the party is given a series of commands that determines their actions. If a friend has their HEART completely depleted, they will become TOAST, therefore rendering them unable to act further nor earn EXP unless revived by a specific SNACK. This, however, does not apply to the FARAWAY TOWN battles as any party member with a downed status cannot be revived until the aftermath of a battle.

FIGHT

Fight Command

Upon choosing to FIGHT, the player is given four additional battle commands. They all consist of ATTACK, SKILL, SNACKS, and TOYS. Each command has their own unique feature like that of typical commands shown in JRPG games.

Exclusive to the BLACK SPACE and FEAR-related fights, selecting the FIGHT command gives the player two commands of ATTACK and SKILL, all matching in width and height of the previous commands.

ATTACK

Attack Command

A party member selects the default ATTACK command, enabling them to deal basic damage to a foe with the formula of (Attack x 2 - Foe's Defense). In addition, attacking also allows a player character to utilize FOLLOW-UP bubbles appearing near their battle box. This can be done by pressing any movement buttons that point towards the direction of an active party member.

Attack Command (Black Space)

All basic attack damage has a damage variation of 20%, as well as a chance to land critical hits by landing damage right in the enemy's HEART. The playable HEADSPACE party members are capable of landing critical hits, whereas the FARAWAY TOWN group cannot land critical hits at all.

SKILL

Skill Command

SKILLS are a special type of action between the characters, used by both the party and enemies. When selected, a party member is given access to a variety of skills only they can use. However, only up to four skills can be utilized in combat, contrasting how an enemy character is able to use most of their skills. Most SKILLS a user can use costs them a certain amount of JUICE.

Like with the default ATTACK command, most SKILLS have a damage variation of 20% with chances of landing critical damage, and occasionally vary in percentage rates. Some SKILLS also strengthen one's EMOTION and STAT buffs, an example being KEL's FLEX and MEGAPHONE ability. These types of SKILLS can potentially raise a party member's chance of inflicting more damage than before.

Skill Command (Black Space)

In HEADSPACE, party members are able to equip skills from their unique skill list, and swap some out for more powerful skills. Equipping a SKILL in the overworld involves the player opening their inventory, either swapping or adding an additional skill to replace one/fill in an empty space. The FARAWAY TOWN party members, however, cannot equip or unequip their skills as the game will automatically add skills to an actor's skill list.

SNACK

Snack Command

SNACKS are consumables that can be used to restore a user’s HEART and JUICE values. The healing range varies from applying to one user to all party members. Some of them have a chance of being dropped by a certain enemy, and apply certain buffs when used in-battle and rarely in the overworld. A few SNACKS are also capable of restoring a TOASTED party member or accidentally deal damage depending on the one used.

TOY

Toy Command

TOYS are consumables that provide special effects to the party and enemies. This ranges between applying a specific EMOTION or buff when applied by a party member. Note that these items can also be used on an enemy to change their battle state or damage them.

Some TOYS exclusive to the FARAWAY TOWN segments are the primary source of healing the party's HEART values such as the BANDAGE or FIRST AID KIT.

RUN AWAY

Battle run

If the player doesn't want to battle, they have the option to select the RUN AWAY button. As its name suggests, this command allows the party to flee from a battle. The possibility of successfully escaping equals the formula of (0.65 x Party's Average Speed / Enemy's Average Speed). If the party's escape attempt fails, they lose their turn while the enemy attacks, but an additional 10% boost is added to the chances of escaping next time.

When successfully escaping, a transition animation of the party running will be played as sounds of them running off is heard. Upon exiting a battle, the enemy's sprite becomes semi-transparent and remains in place for two seconds before resuming their behavior.

Run Command

However, when engaging in story-mandatory boss battles, the RUN AWAY option will not work as the player has no choice but to defeat the enemy in front of them. When selecting the command, a sound effect indicating that the option cannot be selected plays. Only exclusive to the OMORI battle, a group of RED HANDS will appear to block attempts to flee.

PLAY

Sunny refuses to give up

Exclusive to the final boss of the SUNNY ROUTE, there is one final command titled PLAY that appears if SUNNY chooses to continue after being defeated by OMORI once he starts inflicting the AFRAID status on him.

Before the prompt's appearance, a short cutscene is played out. Despite kneeling on the floor in defeat, SUNNY gets back up with renewed vigor. Holding his violin with a determined look on his face, SUNNY readies himself to play his final duet with MARI.

Play Command (Final Duet)

Once the PLAY command is pressed, this will lead to an emotional cutscene showing SUNNY and MARI playing their recital song, while remembering the good memories of their childhood youth. This command ultimately brings the climactic battle to an end as OMORI accepts defeat and SUNNY is able to move on from the past during the hospital epilogue.

ENEMY'S TURN

The enemy troop will always utilize their SKILLS during their turn. Their skills within their AI code are listed in a particular order; each one being set with a special condition to check whether it should be used. Every turn, each enemy will start by trying to use the skill listed at the top of the list. Majority of the skills, unless stated otherwise, have a 20% variance rate.

This means they will do between 80% and 120% of their calculated damage values. However, some attacks do not have any damage variance, while others go beyond the usual randomness presented (RICOCHET having a 30% damage variance).

If the calculation fails, they move on to the second skill and so on, until reaching the final skill which is usually guaranteed to activate. Each calculation is done independently from the previous ones. Unlike the player characters, an enemy's skills do not require JUICE.

BATTLE MECHANICS

OMORI'S PLOT ARMOR

Omorisuccumb

The PLOT ARMOR state is a special buff for OMORI that prevents him from being instantly defeated once per battle. When activated, the message will read out “OMORI did not succumb”. It is given at the start of battle, giving OMORI an "immortal" state.

When OMORI receives fatal damage for the first time, one HP remains due to the immortal state, and the PLOT ARMOR will be removed at the end of the turn. This renders any damage inflicted onto OMORI during that turn non-fatal until afterward.

Battle lowhealth

Prior to the version 1.0.8. update on May 7th, 2021, there was a bug where OMORI could survive after receiving a critical hit even after triggering the PLOT ARMOR state. The game originally would check OMORI's HEART values to determine if the PLOT ARMOR state should be removed when initiated. This would only occur if OMORI had more than 5% HP by the end of a turn, making it possible to reuse this state indefinitely before being fixed.

ENERGY

Energy Bar Variants (Headspace)

ENERGY is the collective stat shared between friends in a battle in HEADSPACE. In battle, the ENERGY bar starts off with three ENERGY. One ENERGY is obtained whenever a foe inflicts damage on a party member, and the group can store up to a maximum of 10 ENERGY.

This resource is also required to initiate a FOLLOW-UP depending on how much remains. Using a FOLLOW-UP consumes 3 ENERGY, whereas OMORI's RELEASE ENERGY move costs 10 ENERGY to pull off the finisher. ENERGY can also determine the stats of some special CHARMS, such as the 5-LEAF CLOVER and FOX TAIL.

Stress Bar Variants (BasilEnemy)

However, for the penultimate boss of the SUNNY ROUTE, the ENERGY mechanic works entirely different from its other depictions. The special ENERGY, now named as STRESS in the game's data, will not be gained from receiving damage. Instead, the meter goes up as each turn passes by. Upon reaching the max total of 10 STRESS, a special event named Release Stress will be automatically activated, inflicting the STRESSED OUT state on SUNNY for the remainder of the fight. After that, the number of the meter will continuously change between 0 and 10 at random.

The STRESS bar is also used in the simulated MARI battle, only after MARI turns into the HANGING BODY. For that fight, the STRESS meter will always remain at the number it originally was at and never goes up. Unlike the one used when fighting against BASIL, the STRESS will still be represented by an EKG line, even when the meter reaches the max number of 10.

CHARACTER SKILLS

HEADSPACE

Omori Neutral (No Background) OMORI'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK OMORI's Basic Attack (Attack x 2 - Foe's defense)
Attack (Omori)
BASIC
SAD POEM Inflicts SAD on a friend or foe.
Costs MP 5 JUICE.
NONE
Sad Poem (Omori)
BASIC
GUARD Acts first, reducing damage taken for 1 turn.
Costs MP 0 JUICE.
NONE (No Animation.) BASIC
STAB Always deals a critical hit. Ignores DEFENSE when OMORI is SAD.
Costs MP 13 JUICE.
(Attack x 2) (SAD)
(Attack x 1.5 - Foe's defense) (Else)
Stab (Omori)
LEVEL 3
BREAD SLICE If this skill defeats a foe, gain BREAD.
Costs MP 10 JUICE.
(Attack x 2.5 - Foe's defense)
Bread Slice (Omori)
LEVEL 5
MOCK Deals damage. If the foe is ANGRY, greatly reduce its ATTACK.
Costs MP 20 JUICE.
(Attack x 3 - Foe's defense)
Mock (Omori)
LEVEL 7
HACK AWAY Attacks 3 times, hitting random foes.
Costs MP 30 JUICE.
(Attack x 2 - Foe's defense)
(Attack x 2.25 - Foe's defense) (ANGRY)
Hack Away (Omori)
LEVEL 10
OBSERVE Predicts who a foe will target next turn.
Costs MP 0 JUICE.
NONE
Observe (Omori)
SHAWN
LUCKY SLICE Acts first. An attack that's stronger when OMORI is HAPPY.
Costs MP 15 JUICE.
(Attack + Luck) x 2 - Foe's defense (HAPPY)
(Attack + Luck) x 1.5 - Foe's defense (Else)
Lucky Slice (Omori)
LEVEL 12
TRICK Deals damage. If the foe is HAPPY, greatly reduce its SPEED.
Costs MP 20 JUICE.
(Attack x 3 - Foe's defense)
Trick (Omori)
LEVEL 15
PAINFUL TRUTH Deals damage to a foe. OMORI and the foe become SAD.
Costs MP 10 JUICE.
(Attack x 2 - Foe's defense)
Painful Truth (Omori)
LEVEL 19
SHUN Deals damage. If the foe is SAD, greatly reduce its DEFENSE.
Costs MP 20 JUICE.
(Attack x 3 - Foe's defense)
Shun (Omori)
LEVEL 20
STARE Reduces all of a foe's STATS.
Costs MP 45 JUICE.
NONE
Stare (Omori)
LEVEL 25
EXPLOIT Deals extra damage to a HAPPY, SAD, or ANGRY foe.
Costs MP 30 JUICE.
(Attack x 3.5 - Foe's defense) (Any EMOTION)
(Attack x 2.5 - Foe's defense) (Else)
Trick (Omori)
Shun (Omori)
Mock (Omori)
Attack (Solid)
LEVEL 30
FINAL STRIKE Strikes all foes. Deals more damage if OMORI has a higher stage of EMOTION.
Costs MP 50 JUICE.
(Attack x 4 - Foe's defense) (1st Tier)
(Attack x 5 - Foe's defense) (2nd Tier)
(Attack x 6 - Foe's defense) (3rd Tier)
(Attack x 3 - Foe's defense) (NEUTRAL)
Final Strike (Omori)
LEVEL 35
RED HANDS Deals big damage 4 times.
Costs MP 75 JUICE.
(Attack x 3 - Foe's defense) (4 times)
Red hands attack
OMORI ROUTE
VERTIGO Deals damage to all foes based on user's SPEED and greatly reduces their ATTACK.
Costs MP 45 JUICE.
(Speed x 3 - Foe's defense)
Vertigo (Omori)
Defeat HEIGHTS
CRIPPLE Deals big damage to all foes and greatly reduces their SPEED.
Costs MP 45 JUICE.
(Attack x 3.5 - Foe's defense)
Cripple (Omori)
Defeat SPIDERS
SUFFOCATE Deals 400 damage to all foes and greatly reduces their DEFENSE.
Costs MP 45 JUICE.
(400)
Suffocate (Omori)
Defeat DROWNING
DW Aubrey Neutral (No Background) DW AUBREY'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK AUBREY's Basic Attack (Attack x 2 - Foe's defense)
Attack (DW Aubrey)
BASIC
PEP TALK Makes a friend or foe HAPPY.
Costs MP 5 JUICE.
NONE
Pep Talk (Aubrey)
BASIC
GUARD Acts first, reducing damage taken by 50% for 1 turn.
Costs MP 0 JUICE.
NONE (No Animation.) BASIC
HEADBUTT Deals big damage, but AUBREY also takes damage up to 20% of her HEART. Stronger when AUBREY is ANGRY.
Costs MP 5 JUICE.
(Attack x 3 - Foe's defense) (ANGRY)
(Attack x 2.5 - Foe's defense) (Else)
Headbutt (Aubrey)
BERLY
COUNTER All foes target AUBREY for 1 turn. If AUBREY is attacked, she attacks.
Costs MP 5 JUICE.
(Attack x 2 - Foe's defense)
Attack (Aubrey)
LEVEL 6
TWIRL AUBREY attacks a foe and becomes HAPPY.
Costs MP 10 JUICE.
(Attack x 2 + Luck) - Foe's defense
Twirl (Aubrey)
Level 10
TEAM SPIRIT Makes AUBREY and a friend HAPPY.
Costs MP 10 JUICE.
NONE
Team Spirit (Aubrey)
LEVEL 11
POWER HIT An attack that ignores a foe's DEFENSE, then reduces the foe's DEFENSE by one tier.
Costs MP 20 JUICE.
(Attack x 2)
Power Hit (Aubrey)
LEVEL 14
MOOD WRECKER A swing that doesn't miss. Deals extra damage to HAPPY foes.
Costs MP 10 JUICE.
(Attack x 3 - Foe's defense) (HAPPY)
(Attack x 2.25 - Foe's defense) (Else)
Mood Wrecker (Aubrey)
LEVEL 17
WIND-UP THROW Damages all foes. Deals more damage the less enemies there are.
Costs MP 20 JUICE.
(Attack x 2 - Foe's defense) (Normal)
(Attack x 3 - Foe's defense) (One Enemy)
(Attack x 2.5 - Foe's defense) (Two Enemies)
Wind-Up Throw (Aubrey)
LEVEL 20
MASH If this skill defeats a foe, recover 100% JUICE.
Costs MP 15 JUICE.
(Attack x 2.5 - Foe's defense)
Attack (Aubrey)
LEVEL 23
BEATDOWN Attacks a foe 3 times.
Costs MP 30 JUICE.
(Attack x 2 - Foe's defense)
Beatdown (Aubrey)
LEVEL 27
LAST RESORT Deals damage based on AUBREY's HEART, but AUBREY becomes TOAST.
Costs MP 50 JUICE.
(Current User's Heart x 4)
Last Resort (Aubrey)
LEVEL 30
DW Kel Neutral (No Background) DW KEL'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK KEL's Basic Attack (Attack x 2 - Foe's defense)
Attack (DW Kel)
BASIC
ANNOY Makes a friend or foe ANGRY.
Costs MP 5 JUICE.
NONE
Annoy (Kel)
BASIC
GUARD Acts first, reducing damage taken by 50% for 1 turn.
Costs MP 0 JUICE.
NONE (No Animation.) BASIC
REBOUND Deals damage to all foes.
Costs MP 15 JUICE.
(Attack x 2.5 - Foe's defense)
Rebound (Kel)
LEVEL 4
RUN N' GUN KEL does an attack based on his SPEED instead of his ATTACK.
Costs MP 15 JUICE.
(Speed x 1.5 - Foe's defense)
Run N' Gun (Kel)
LEVEL 9
CURVEBALL Makes a foe feel a random EMOTION. Deals extra damage to foes with EMOTION.
Costs MP 20 JUICE.
(Attack x 3 - Foe's defense) (EMOTION)
(Attack x 2 - Foe's defense) (Else)
Curveball (Kel)
LEVEL 10
RICOCHET Deals damage to a foe 3 times, with a 30% damage variation.
Costs MP 30 JUICE.
(Attack x 2 - Foe's defense)
Ricochet (Kel)
LEVEL 16
MEGAPHONE Makes all friends ANGRY.
Costs MP 45 JUICE.
NONE
Megaphone (Kel)
LEVEL 20
CAN'T CATCH ME Attracts attention and reduces all foes' HIT RATE by 55% for two turns.
Costs MP 50 JUICE.
NONE (No Animation.) LEVEL 21
RALLY KEL becomes HAPPY. KEL'S friends recover some ENERGY and JUICE.
Costs MP 50 JUICE.
Restores 4 ENERGY and 30% JUICE to his allies.
Rally (Kel)
LEVEL 26
COMEBACK Makes KEL HAPPY. If SAD was removed, KEL gains FLEX.
Costs MP 25 JUICE.
NONE
DW Kel Comeback

Comeback (Kel)
LEVEL 29
TICKLE All attacks on a foe will hit right in the HEART next turn.
Costs MP 55 JUICE.
NONE (No Animation.) LEVEL 30
FLEX KEL deals more damage next turn by 2.5 times and increases HIT RATE by 1000% for his next attack. The applied FLEX state will only be removed if KEL deals physical damage to a foe.
Costs MP 10 JUICE
NONE
Flex (Kel)
PLUTO
JUICE ME Heals a lot of JUICE to a friend, but also hurts 25% of the friend's current HEART. (Restores 40% MP)
Costs MP 10 JUICE
(HP x 0.25)
Attack (Solid)
COCONUT
SNOWBALL Makes a foe SAD. Also deals big damage to SAD foes.
Costs MP 20 JUICE
(Attack x 3 - Foe's defense) (SAD)
(Attack x 2.5 - Foe's defense) (Else)
Snowball (Kel)
SNOWBALL
DW Hero Neutral (No Background) DW HERO'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK HERO's Basic Attack (Attack x 2 - Foe's defense)
Attack (DW Hero)
BASIC
COOK Heals a friend for 75% of their HEART. Can be used outside of battle.
Costs MP 10 JUICE.
NONE
Cook (Hero)
BASIC
GUARD Acts first, reducing damage taken by 50% for 1 turn.
Costs MP 0 JUICE.
NONE (No Animation.) BASIC
MASSAGE Removes a friend or foe's EMOTION.
Costs MP 5 JUICE.
NONE
Massage (Hero)
LEVEL 2
CHARM Act's first, a foe targets HERO for 1 turn.
Costs MP 10 JUICE.
NONE
Charm (Hero)
LEVEL 8
SMILE Acts first, reducing a foe's ATTACK.
Costs MP 25 JUICE.
NONE
Smile (Hero)
LEVEL 10
FAST FOOD Act's first, healing a friend for 40% of their HEART.
Costs MP 15 JUICE.
NONE
Cook (Hero)
LEVEL 13
HOMEMADE JAM Brings back a friend that is TOAST with 70% of their HEART.
Costs MP 40 JUICE.
NONE
Life Jam (Animation)
LEVEL 16
CAPTIVATE Acts first. All foes target HERO for 1 turn.
Costs MP 20 JUICE.
NONE
Captivate (Hero)
LEVEL 20
ENCHANT Acts first. A foe targets HERO for 1 turn and becomes HAPPY.
Costs MP 15 JUICE.
NONE
Charm (Hero)
LEVEL 22
SHARE FOOD HERO and a friend recover some HEART. (Heals 50% HP)
Costs MP 15 JUICE.
NONE
Cook (Hero)
LEVEL 24
MESMERIZE Acts first. All foes target HERO for 1 turn. HERO takes less damage by 50%.
Costs MP 30 JUICE.
NONE
Mesmerize (Hero)
LEVEL 28
DAZZLE Acts first. Reduces all foes' ATTACK and makes them HAPPY.
Costs MP 35 JUICE.
NONE
Charm (Hero)
LEVEL 30
SNACK TIME Heals all friends for 40% of their HEART. Can be used outside of battle.
Costs MP 25 JUICE.
NONE
Snack Time (Hero)
BAKING PAN
TEA TIME Heals some of a friend's HEART and JUICE.
Costs MP 25 JUICE.
Restores 30% HP and 20% MP.
Tea Time (Hero)
TEAPOT
SPICY FOOD Damages a foe and makes them ANGRY.
Costs MP 15 JUICE.
(Attack x 2 - Foe's defense)
Spicy Food (Hero)
MAN ON FIRE
REFRESH Heals 50% of a friend's JUICE.
Costs MP 40 JUICE.
NONE
Heal Juice
BLENDER
TENDERIZE Deals big damage to a foe and reduces their DEFENSE.
Costs MP 30 JUICE.
(Attack x 4 - Foe's defense)
Massage (Hero)
TENDERIZER
OMORI route only
GATOR AID Boosts all friends' DEFENSE.
Costs MP 15 JUICE
NONE
Gator Aid (Hero)
LAST RESORT
OMORI route only
Basil (Neutral) DW BASIL'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK (There is no description for this SKILL.) (Attack x 2 - Foe's defense)
Attack (Basil)
BASIC
CHEER* Heals all friends JUICE by 20%. Greatly increases a STAT by three tiers if BASIL is feeling an EMOTION.
Costs MP 80 JUICE.
NONE
Cheer (Basil)
BASIC
HERBAL REMEDY Heals a friend for 75% of their HEART. Also increases ENERGY by 1.
Costs MP 35 JUICE.
NONE
Herbal Remedy (Basil)
BASIC
PHOTOGRAPH Acts first, reducing HIT RATE by 25% for all foes for 1 turn. All foes target BASIL for 1 turn.
Costs MP 50 JUICE.
NONE
Stats Down (Enemy)
BASIC
BODY SLAM Deals damage that increases with more ENERGY. Damage output depends on BASIL's level (which equals OMORI's level).
Costs MP 40 JUICE.
(Attack x 2 + (Energy x BASIL's Level) - Foe's defense)
Attack (Large)
BASIC
TULIP Deals damage to all foes based on OMORI's STATS.
Costs MP 40 JUICE.
(OMORI Attack + OMORI Defense + OMORI Speed + (OMORI Luck x 5) - Foe's Defense)
Basil (Tulip Border)
Beatdown (Snaley)
TULIP HAIRSTICK
GLADIOLUS Deals big damage that ignores DEFENSE, with a 10% damage variation. Always hits right in the HEART.
Costs MP 40 JUICE.
(Attack x 4)
Basil (Gladiolus Border)
Omori Attack Again 3
GLADIOLUS HAIRBAND
CACTUS Deals damage based on DEFENSE and HEART instead of ATTACK, with a 10% damage variation.
Costs MP 40 JUICE.
(Defense x 2 + Heart - Foe's Defense)
Basil (Cactus Border)
Attack (Large)
CACTUS HAIRCLIP
ROSE Acts first, reducing all foes' ATTACK by one tier. Heals all friends for 40% of their HEART.
Costs MP 50 JUICE.
None
Basil (Rose Border)
Mesmerize (Hero Boss)
ROSE HAIRCLIP
FLOWER CROWN** Deals big damage 4 times.
Costs MP 75 JUICE.
(Attack x 2.5 - Foe's defense) (4 times)
Flower Crown (Normal)
Flower Crown (Special)
FLOWER CROWN

*If Omori is also under an certain EMOTION state, then he will have one of his STATS greatly increased as well. The following STAT buffs that occur when the Cheer skill is applied to Omori and Basil's current EMOTION states consist of:

  • If under any tier of HAPPY, Omori/Basil's SPEED increases by three tiers (200%).
  • If under any tier of SAD, Omori/Basil's DEFENSE increases by three tiers (200%).
  • If under any tier of ANGRY, Omori/Basil's ATTACK increases by three tiers (200%).

**Basil has two different variations of his Flower Crown skill. The first one is the default animation used in most scenarios. The second one, which shows the vine textures changing into rope-like textures for a few frames before reverting back to normal, is only used when fighting against Mari.

FARAWAY TOWN

Sunny Neutral (No Background) SUNNY'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK* (There is no description for this SKILL, and it will never hit right in the HEART.) (Attack x 2 - Foe's defense)
Attack (Omori)
Sunny Attack (Hand)
Attack (Solid)
Sunny Attack (Something)

Sunny Attack (Violin)

BASIC
GUARD Acts first, reducing damage taken by 50% for 1 turn.
Costs MP 0 JUICE.
NONE
Guard
BASIC
CALM DOWN Removes EMOTIONS and heals some HEART.
Costs MP 0 JUICE.
(User's Max HP x 0.5) Calm Down (Sunny) Encountering SOMETHING (DARK)
FOCUS SUNNY's next attack (multiplied by 2.5) deals more damage.
Costs MP 0 JUICE.
NONE Focus (Sunny) Encountering SOMETHING (WALLS)
PERSIST HEART cannot reach 0 for 1 turn. (Heals 20 HEART)
Costs MP 0 JUICE.
NONE Persist (Sunny) Encountering SOMETHING (WATER)
OVERCOME Gather all your courage.
Costs MP 0 JUICE.
NONE Overcome (Sunny) Encountering SOMETHING
ALLEGRO Attack 3 times.
Costs 19 MP JUICE.
(Foe's Max HP x 0.15 + Attack x 1 - Foe's defense) Allegro (Sunny) Encountering OMORI
ENCORE Your JUICE will not fall for 3 turns.
Costs MP 0 JUICE.
NONE Encore (Sunny) Encountering OMORI
CHERISH Heal your wounds and come back stronger. Acts first, fully restoring SUNNY's HEART, removing all of his debuffs and increasing his stats.
Costs MP 0 JUICE.
NONE Cherish (Sunny) Encountering OMORI

*Sunny has four different variations of his attack skill:

  • The first one (Knife) is used when he is equipped with a knife.
  • The second one (Hand) is his normal attack animation after Kel confiscates his knife.
  • The third one (Fly Swatter) is used when he is equipped with the Fly Swatter during the part-time job within Othermart.
  • The fourth one (Something) is used when confronting Basil on One Day Left.
  • The final one (Violin) is used when fighting Omori on One Day Left.
RW Kel Neutral (No Background) RW KEL'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK (There is no description for this SKILL, and it will never hit right in the HEART.) (Attack x 2 - Foe's defense)
RW Kel Attack
BASIC
ENCOURAGE KEL encourages SUNNY.
Raises SUNNY's ATTACK by
three tiers.
Costs MP 0 JUICE
NONE
Stats Up
BASIC
GUARD Acts first, reducing damage taken for 1 turn.
Costs MP 0 JUICE.
NONE
Guard
BASIC
RW Aubrey Neutral (No Background) RW AUBREY'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK (There is no description for this SKILL, and it will never hit right in the HEART.) (Attack x 2 - Foe's defense)
RW Aubrey Basic Attack
BASIC
HOMERUN Has a chance to instantly defeat a foe. AUBREY also takes 20% damage of her HP.
Costs MP 25 JUICE.
(Attack x 4 - Foe's defense)
Homerun (Aubrey)
BASIC
GUARD Acts first, reducing damage taken for 1 turn.
Costs MP 0 JUICE.
NONE
Guard
BASIC
RW Hero Neutral (No Background) RW HERO'S SKILLS
SKILL DESCRIPTION DAMAGE ACTION SOURCE
ATTACK (There is no description for this SKILL, and it will never hit right in the HEART.) (Attack x 2 - Foe's defense)
RW Hero Basic Attack
BASIC
FIRST AID Heals a friend for 25% of their HEART.
Costs MP 10 JUICE
NONE
First Aid (Hero)
BASIC
GUARD Acts first, reducing damage taken for 1 turn.
Costs MP 0 JUICE.
NONE
Guard
BASIC

FOLLOW-UPS

FOLLOW-UPS are special skills that can only be used by a friend after ATTACKING. When a friend ATTACKS, three bubbles will appear near their portrait with arrows, pressing an arrow key will activate the particular FOLLOW-UP.

When a FOLLOW-UP is activated, the user will attack again with their companion. If the user is AFRAID or the companion is TOASTED, their FOLLOW-UPS becomes unselectable.

At various points throughout the story, FOLLOW-UP moves are upgraded. The SELF-HELP GUIDE contains information on all FOLLOW-UP moves.

OMORI

FOLLOW-UP ENERGY LEVEL ACTION DESCRIPTION DAMAGE
ACS Bubble 01
ATTACK AGAIN
3 1 OMORI ACS ATTACK OMORI readies his blade.
OMORI attacks again, dealing damage to a random foe!
(Attack x 2 - Foe's defense)
2 OMORI readies his blade.
OMORI attacks again, dealing extra damage to a random foe!
(Attack x 2 + Luck) - Foe's defense
3 Omori Attack Again 3 OMORI readies his blade.
OMORI attacks again, dealing damage to a random foe twice!
(Attack x 2 + Luck) - Foe's defense
ACS Bubble 02
TRIP
3 1 OMORI ACS TRIP OMORI walks forward.
OMORI trips a random foe, dealing damage and lowering its SPEED!
(Attack + Luck) - Foe's defense
2 OMORI walks forward.
OMORI trips a random foe, dealing damage, lowering its SPEED, and making it SAD!
(Attack + Luck) - Foe's defense
3 Omori Trip OMORI walks forward.
OMORI trips a random foe, dealing damage, greatly lowering its SPEED, and making it SAD!
(Attack + Luck) - Foe's defense
ACS Bubble 03
RELEASE ENERGY*
10 - Release Energy (Battle) OMORI and friends come together and use their ultimate attack, dealing huge damage to all foes!
Increases stats of all friends.
300 (LV 1)
600 (LV 2)
1000 (LV 3)
Release Energy (Basil) Fully heal all friends. Increases stats of all friends and gives all friends HP and MP regen. 1000

*Omori has two different variations of his "RELEASE ENERGY" Follow-Up:

  • The first one is the default animation used with all party members active.
  • The second one is unique, only used with Basil in the party via the special Basil Rush event.

AUBREY

FOLLOW-UP ENERGY LEVEL ACTION DESCRIPTION DAMAGE
ACS Bubble 07
LOOK AT OMORI
3 1 Look at Omori (Version 1) AUBREY looks at OMORI.
OMORI didn't notice AUBREY, so AUBREY attacks again, dealing damage to a random foe!
(Attack x 2 + Luck) - Foe's defense
2 Look at Omori (Version 2) AUBREY looks at OMORI.
OMORI still didn't notice AUBREY, so AUBREY attacks harder, dealing extra damage to a random foe!
(Attack x 3 + Luck) - Foe's defense
3 Look at Omori (Version 3) AUBREY looks at OMORI.
OMORI finally notices AUBREY! AUBREY swings her bat in happiness, dealing big damage to a random foe!
(Attack x 3 + Luck)
ACS Bubble 06
LOOK AT KEL
3 1 AUBREY ACS KEL AUBREY looks at KEL.
KEL eggs AUBREY on, making her ANGRY!
NONE
2 AUBREY ACS KEL 2 AUBREY looks at KEL.
KEL eggs AUBREY on, raising both of their ATTACK and making them both ANGRY!
NONE
3 AUBREY ACS KEL 3 AUBREY looks at KEL.
KEL eggs AUBREY on, raising both of their ATTACK and making them both ENRAGED!
NONE
ACS Bubble 05
LOOK AT HERO
3 1 AUBREY ACS HERO AUBREY looks at HERO.
HERO tells AUBREY to focus, raising her DEFENSE, and making her HAPPY!
NONE
2 AUBREY ACS HERO 2 AUBREY looks at HERO.
HERO cheers AUBREY, healing some of her HEART, raising her DEFENSE, and making her HAPPY!
Heals 25% HEART
3 AUBREY ACS HERO 3 AUBREY looks at HERO.
HERO cheers AUBREY, healing some of her HEART, raising her DEFENSE, and making her ECSTATIC!
Heals 75% HEART and 50% JUICE

KEL

FOLLOW-UP ENERGY LEVEL ACTION DESCRIPTION DAMAGE
ACS Bubble 08
PASS TO OMORI
3 1 KEL ACS OMORI KEL passes to OMORI.
OMORI wasn't looking and gets bopped, taking 1 damage and becoming SAD!
(1)
2 Pass to Omori (Version 2) KEL passes to OMORI.
OMORI catches KEL's ball! OMORI throws the ball, dealing damage to a random foe and becoming HAPPY!
(OMORI Attack x 1.5) + (KEL Attack x 1.5) - Foe's Defense
3 Pass to Omori (Version 3) KEL passes to OMORI.
OMORI catches KEL's ball! OMORI throws the ball, dealing extra damage to a random foe and becoming ECSTATIC!
(OMORI Attack x 2) + (KEL Attack x 2) - Foe's Defense
ACS Bubble 09
PASS TO AUBREY
3 1 Pass to Aubrey (Version 1) KEL passes to AUBREY.
AUBREY knocks the ball out of the park, dealing damage to a random foe!
(AUBREY Attack) + (KEL Attack) - Foe's Defense
2 Pass to Aubrey (Version 2) KEL passes to AUBREY.
AUBREY knocks the ball out of the park, dealing extra damage to a random foe!
(AUBREY Attack x 2) + (KEL Attack) - Foe's Defense
3 Pass to Aubrey (Version 3) KEL passes to AUBREY.
AUBREY knocks the ball out of the park, dealing big damage to a random foe!
(AUBREY Attack x 2) + (KEL Attack x 2) - Foe's Defense
ACS Bubble 10
PASS TO HERO
3 1 Pass to Hero (Version 1) KEL passes to HERO.
HERO passes back, and KEL dunks on the foes, dealing damage to all of them!
(AUBREY Attack)[1] + (KEL Attack) - Foe's Defense
2 Pass to Hero (Version 2) KEL passes to HERO.
HERO passes back, and KEL dunks on the foes, dealing extra damage to all of them!
(AUBREY Attack)[1] + (KEL Attack x 1.5) - Foe's Defense
3 Pass to Hero (Version 3) KEL passes to HERO.
HERO passes back, and KEL dunks on the foes with style, dealing extra damage to all of them and lowering their ATTACK!
(AUBREY Attack x 1.5)[1] + (KEL Attack x 1.5) - Foe's Defense

HERO

FOLLOW-UP ENERGY LEVEL ACTION DESCRIPTION DAMAGE
ACS Bubble 08 04
CALL OMORI
3 1 HERO ACS OMORI HERO calls out to OMORI.
HERO signals to OMORI! OMORI recovers a little HEART and attacks a random foe!
OMORI recovers 15% HP, then attacks again.
2 HERO calls out to OMORI.
HERO signals to OMORI! OMORI recovers a little HEART and JUICE and attacks a random foe!
OMORI recovers 25% HP and 10% MP, then attacks again.
3 HERO calls out to OMORI.
HERO signals to OMORI! OMORI recovers some HEART and JUICE and attacks a random foe!
OMORI recovers 40% HP and 20% MP, then attacks again.
ACS Bubble 08 05
CALL AUBREY
3 1 HERO ACS AUBREY HERO calls out to AUBREY.
HERO encourages AUBREY! AUBREY recovers a little HEART and attacks a random foe!
AUBREY recovers 15% HP, then attacks again.
2 HERO calls out to AUBREY.
HERO encourages AUBREY! AUBREY recovers a little HEART and JUICE and attacks a random foe!
AUBREY recovers 25% HP and 10% MP, then attacks again.
3 HERO calls out to AUBREY.
HERO encourages AUBREY! AUBREY recovers some HEART and JUICE and attacks a random foe!
AUBREY recovers 40% HP and 20% MP, then attacks again.
ACS Bubble 08 06
CALL KEL
3 1 HERO ACS KEL HERO calls out to KEL.
HERO psyches up KEL! KEL recovers a little HEART and attacks a random foe!
KEL recovers 15% HP, then attacks again.
2 HERO calls out to KEL.
HERO psyches up KEL! KEL recovers a little HEART and JUICE and attacks a random foe!
KEL recovers 25% HP and 10% MP, then attacks again.
3 HERO calls out to KEL.
HERO psyches up KEL! KEL recovers some HEART and JUICE and attacks a random foe!
KEL recovers 40% HP and 20% MP, then attacks again.

BASIL

FOLLOW-UP ENERGY ACTION DESCRIPTION DAMAGE
ACS Bubble BasilVent
VENT
3 BasilOmori Vent BASIL and OMORI vent their ANGER!
Attacks twice. OMORI and BASIL become ANGRY. Has a 10% damage variation.
(OMORI Attack x 1.5 + BASIL Attack x 1.5) - Foe’s Defense
ACS Bubble BasilMull
MULL
3 Heal Juice BASIL and OMORI mull over SAD thoughts.
Heal all friends JUICE by 25%. OMORI and BASIL become SAD.
NONE
ACS Bubble BasilComfort
COMFORT
3 Heal Heart BASIL and OMORI comfort each other.
Heal all friends HEART by 25%. OMORI and BASIL become HAPPY.
NONE

EMOTIONS

Emotions guide

EMOTIONS determine how effective a character's attacks are against an enemy, in addition to applying special modifiers to attacks and character stats. The EMOTION system functions in a manner similar to rock-paper-scissors, with each EMOTION having both an effective and ineffective counterpart.

When a character attacks, their attack may have increased or reduced damage depending on the effectiveness of their current EMOTION against the EMOTION of the attack's target(s). EMOTIONS can be inflicted on friends/foes via means of ATTACKS, SKILLS, FOLLOW-UPS, the usage of ITEMS, or scripted events.

EMOTIONS can be "stacked" up to three times, with each stack increasing the potency of the emotion's effects. For example, if a HAPPY friend/foe is affected by something which would make them HAPPY, they become ECSTATIC, and if repeated, MANIC. With these successive stages, LUCK and SPEED will be further increased, and the HIT RATE of the affected friend/foe will be further decreased.

When encountering minor enemies in the DREAM WORLD, they will randomly be inflicted with EMOTIONS, being respectively 1/8 chance for HAPPY, SAD and ANGRY, and 5/8 chance remain NEUTRAL.

Emotions (Portal)

Some special effects EMOTION can have include:

  • The party can only have 2-tier emotions, and the first stage of AFRAID.
  • OMORI, BASIL, and a few other bosses can go up to three-tier emotions.
  • Only SUNNY is able to become STRESSED OUT, and he can only have one-tier emotions. He is also immunate to HAPPY.
  • Enemies and bosses usually only have one-tier emotion states, with the exception of four bosses that utilize upper tiers of emotion at full power.
  • The EMOTION weakness and resistance percentages consist of:
    • Resistance: Takes 20% / 35% / 50% less damage when attacked.
    • Weakness: Deals 50% / 100% /150% more damage when applied.

EMOTION TIERS

HAPPY STATES

EMOTION DESCRIPTION EMOTION DESCRIPTION EMOTION DESCRIPTION
OMORI HAPPY
HAPPY
SPEED increases by 25%, LUCK increases by 100%, and HIT RATE decreases by 10%. Omorihappy2
ECSTATIC
SPEED increases by 50%, LUCK increases by 200%, and HIT RATE decreases by 20%. OMORI MANIC
MANIC
SPEED increases by 100%, LUCK increases by 300%, and HIT RATE decreases by 30%.

SAD STATES

EMOTION DESCRIPTION EMOTION DESCRIPTION EMOTION DESCRIPTION
Omorisad
SAD
DEFENSE increases by 25%, SPEED decreases by 20%, and 30% of all HP damage goes to the user's MP JUICE instead. Omoridepressed
DEPRESSED
DEFENSE increases by 35%, SPEED decreases by 35%, and 50% of all HP damage goes to the user's MP JUICE instead. Omorimiserable
MISERABLE
DEFENSE increases by 50%, SPEED decreases by 50%, and 100% of all HP damage goes to the user's MP JUICE instead.

ANGRY STATES

EMOTION DESCRIPTION EMOTION DESCRIPTION EMOTION DESCRIPTION
Omorimad
ANGRY
ATTACK increases by 30% and DEFENSE decreases by 50% Omorienraged
ENRAGED
ATTACK increases by 50% and DEFENSE decreases by 70% OMORI FURIOUS
FURIOUS
ATTACK increases by 100% and DEFENSE decreases by 85%

FEAR STATES

EMOTION DESCRIPTION EMOTION DESCRIPTION
SunnyAfraid
AFRAID
Damage taken from all emotion states increases by 50%, and SKILLS and FOLLOW-UPS are rendered unusable. SunnyStressedRed
STRESSED OUT
ATTACK is increased by 20% but DEFENSE decreases by 10%. SKILLS and FOLLOW-UPS are still rendered unusable.

BOSS EMOTION STATES

Exclusive to the three HEADSPACE bosses, SPACE EX-BOYFRIEND, SWEETHEART, and the UNBREAD TWINS are able to undergo a special emotion state depending on how much HEART they have left for both variants of their boss battles. When doing so, they use a different set of states that differentiate from regular emotion states the party can use in battle.

SPACE EX-BOYFRIEND

SPACE EX ANGRY
SpaceExBoyfriend Angry

Once SPACE EX-BOYFRIEND's reaches 75% HEART, his emotion state becomes automatically locked into ANGRY, resisting the HAPPY and SAD emotion states. This special state is referred to as SPACE EX ANGRY in the game's data. In this state, SPACE EX-BOYFRIEND's ATTACK has increased but DEFENSE is slightly lowered down. The following modifiers added to the enemy consist of:

  • ATTACK is increased by 20%.
  • DEFENSE is decreased by 10%.
  • Emotion weakness/resistance is the same as any ANGRY emotion state.
SPACE EX ENRAGED
SpaceExBoyfriend Enraged

After being brought down to 50% HEART, SPACE EX-BOYFRIEND changes his emotion state into SPACE EX ENRAGED. Under the effects of his ENRAGED state, his attacks become hard-hitting and more likely to land critical damage. The following modifiers added to the enemy consist of:

  • ATTACK is increased by 50%.
  • DEFENSE is decreased by 50%.
  • Emotion weakness/resistance is the same as any ANGRY emotion state.
SPACE EX FURIOUS
SpaceExBoyfriend Furious

The final emotion state SPACE EX-BOYFRIEND undergoes upon reaching 25% HEART is his FURIOUS state, known as SPACE EX FURIOUS. His attacks can now inflict massive damage to the point of one-shotting a party member but DEFENSE is largely lowered down. The following modifiers added to the enemy consist of:

  • ATTACK is increased by 100%.
  • DEFENSE is decreased by 70%.
  • Emotion weakness/resistance is the same as any ANGRY emotion state.

SWEETHEART

SWEET HAPPY
Sweetheart HAPPY

Once SWEETHEART reaches 80% HEART, her emotion state becomes automatically locked into HAPPY, resisting the SAD and ANGRY emotion states. This special state is referred to as SWEET HAPPY in the game's data. In this state, SWEETHEART's LUCK and SPEED have increased significantly but HIT RATE has lowered down. The following modifiers added to the enemy consist of:

  • LUCK is increased by 100%.
  • SPEED is increased by 25%.
  • HIT RATE is decreased by 10%.
  • Emotion weakness/resistance is the same as any HAPPY emotion state.
SWEET ECSTATIC
Sweetheart ECSTATIC

After being brought down to 50% HEART, SWEETHEART changes her emotion state into SWEET ECSTATIC. Under the effects of her ECSTATIC state, her stats for the aforementioned state have enhanced further due to her joyful state. The following modifiers added to the enemy consist of:

  • LUCK is increased by 200%.
  • SPEED is increased by 50%.
  • HIT RATE is decreased by 20%.
  • Emotion weakness/resistance is the same as any HAPPY emotion state.
SWEET MANIC
Sweetheart MANIC

The final emotion state SWEETHEART undergoes upon reaching 30% HEART is her MANIC state, known as SWEET MANIC. The duchess' LUCK and SPEED have increased to the point of landing critical damage to any opponent she targets. The following modifiers added to the enemy consist of:

  • LUCK is increased by 300%.
  • SPEED is increased by 100%.
  • HIT RATE is decreased by 30%.
  • Emotion weakness/resistance is the same as any HAPPY emotion state.

UNBREAD TWINS

BD SAD
UNBREAD TWINS Sad

Once the UNBREAD TWINS reach 80% HEART, their emotion state is automatically locked into SAD, resisting the HAPPY and ANGRY emotion states. This special state is referred to as BD SAD in the game's data. In this state, the UNBREAD TWINS' DEFENSE has increased but SPEED is slightly lowered down. Their JUICE can also be depleted heavily starting from this point on. The following modifiers added to the enemy consist of:

  • DEFENSE is increased by 25%.
  • SPEED is decreased by 20%.
  • 30% of all damage taken goes to the enemy's JUICE instead.
  • Emotion weakness/resistance is the same as any SAD emotion state.
BD DEPRESSED
UNBREAD TWINS Depressed

After being brought down to 50% HEART, the UNBREAD TWINS change their emotion state into BD DEPRESSED. Under the effects of the DEPRESSED state, the UNBREAD TWIN have higher DEFENSE than before, meaning that it'll be harder to bring down their HEART unless the party has the ANGRY emotion for their advantage. The following modifiers added to the enemy consist of:

  • DEFENSE is increased by 35%.
  • SPEED is decreased by 35%.
  • 50% of all damage taken goes to the enemy's JUICE instead.
  • Emotion weakness/resistance is the same as any SAD emotion state.
BD MISERABLE
UNBREAD TWINS Miserable

The final emotion state the UNBREAD TWINS undergo upon reaching 25% HEART is their MISERABLE state, known as BD MISERABLE. The UNBREAD TWINS' DEFENSE now renders them invulnerable to nearly any attack the party inflicts on them. However, this means that their attacks can drain most of the enemy's remaining JUICE. The following modifiers added to the enemy consist of:

  • DEFENSE is increased by 50%.
  • SPEED is decreased by 50%.
  • 100% of all damage taken goes to the enemy's JUICE instead.
  • Emotion weakness/resistance is the same as any SAD emotion state.

STATES

The stat buffs and debuffs are the states where each one of them only affects one kind of stats among ATTACK, DEFENSE and SPEED. They will last for six turns on the PC version and only be removed at the end of the battle on the console versions after being inflicted, and like the EMOTIONS, they can be "stacked" up to three tiers. Buff and debuffs applying on identical stats can work concurrently.

BUFFS

NAMES TIER ONE TIER TWO TIER THREE
ATTACK UP ATTACK is increased by 10% ATTACK is increased by 25% ATTACK is increased by 50%
DEFENSE UP DEFENSE is increased by 15% DEFENSE is increased by 30% DEFENSE is increased by 50%
SPEED UP SPEED is increased by 50% SPEED is increased by 100% SPEED is increased by 400%*

*In the console versions, SPEED UP 3 increases the user's SPEED by 200%, making it go up to 300% instead of 500% from the PC versions.

DEBUFFS

NAMES TIER ONE TIER TWO TIER THREE
ATTACK DOWN ATTACK is decreased by 10% ATTACK is decreased by 20% ATTACK is decreased by 30%
DEFENSE DOWN DEFENSE is decreased by 25% DEFENSE is decreased by 50% DEFENSE is decreased by 75%
SPEED DOWN SPEED is decreased by 20% SPEED is decreased by 50% SPEED is decreased by 75%

RELEASE ENERGY BUFF

NORMAL VERSION

Release energy

When OMORI uses RELEASE ENERGY, a special buff will be inflicted to all the friends. These effects usually increase most of the group's stats, giving more advantage to land more damage.

  • The normal RELEASE ENERGY BUFF increases ATTACK, DEFENSE, SPEED and LUCK by 25%, and is only removed once the battle ends and before rewards are calculated.
  • RELEASE ENERGY is also meant to increase experience gained by 50% and doubles the amount of CLAMS won from a battle. However, due to the buffs being removed at the battle’s end, these effects become unused as a result.

BASIL VERSION

Release Energy (OmoriBasil)
  • The BASIL RELEASE ENERGY buff used for BASIL RUSH has two variants. They can work concurrently, for example, if OMORI has used RELEASE ENERGY for two times, the buffs increase his ATTACK to 150%.
    • When OMORI uses RELEASE ENERGY for the first time in battle, the first long-term variant will be inflicted, which recovers 10% HEART and 5% JUICE per turn, increasing ATTACK, DEFENSE and SPEED to 125% and LUCK to 150%, only is removed when the battle ends.
    • If used for more than one time in battle, the second short-term variant will be inflicted, which increases ATTACK, DEFENSE, SPEED and LUCK to 120%, only lasting for four turns.

END CONDITIONS

PARTY WINS

Omoriwin

When all enemies are defeated, the party wins the battle. The current battle BGM will be replaced by So, How'd We Do?, and the friends (excluding OMORI or SUNNY) turn into their HAPPY faces.

  • In HEADSPACE, confetti will be thrown from the top of the portraits. EXP, CLAMS and items dropped from the enemies will be displayed in the battle message box.
  • In the REAL WORLD, there is no confetti and nothing will be displayed in the battle message box as the enemies there do not drop anything.

PARTY LOSES

OMORI DEFEATED

When OMORI or SUNNY is defeated, the party loses the battle. The screen will black out.

  • In HEADSPACE, it usually leads to the GAME OVER screen, where the player can choose to retry, then the battle will restart. The player can also choose not to retry, and the game will simply return to the title screen. There are some special battles that the player does not have to retry to continue the game, such as the UNBREAD TWINS battle and the BOSS RUSH battles.
  • In the REAL WORLD, due to the battles occurring in reality instead of SUNNY's imagination, there is no chance to retry and winning becomes unnecessary. However, losing to the three fear bosses still leads to the GAME OVER screen, as the imaginary battles happen when he is alone and does not need to pay attention to the REAL WORLD.

SPECIAL

Some plot-related battle abruptly ends as part of plot, like the first AUBREY battle and SOMETHING battle. In that case, the player only needs to meet the requirements for ending the battle.

EARNING EXP

The friends who are still standing when the battle ends can gain EXP from defeated enemies, and level up if they have received enough EXP, unless they have reached LEVEL 50.

When a friend LEVELS UP, they gain an increase in stats and will occasionally learn a new SKILL depending on the level reached. The required EXP needed to reach the next LEVEL can be viewed by examining the purplish-pinkish gradient under each friend's name in the PLAYER MENU.

EMOTIONS can also change the EXP of a regular enemy. ANGRY usually increases the EXP by 50%, and SAD usually decreases it by 25%. Note that the EXP earned by defeating story-mandatory bosses (excluding the three SIR MAXIMUS) and the UNBREAD TWINS will not be influenced by EMOTIONS. In the REAL WORLD, the party cannot level up as none of the enemies there drop EXP and the fact that the battles there are within reality.

EXP Chart
LEVEL EXP to next LEVEL Total LEVEL EXP to next LEVEL Total
1 50 0 26 9098 80995
2 110 50 27 9693 90093
3 199 160 28 10293 99786
4 319 359 29 10903 110079
5 467 678 30 11517 120982
6 644 1145 31 12138 132499
7 850 1789 32 12762 144637
8 1083 2639 33 13389 157399
9 1343 3722 34 14018 170788
10 1630 5065 35 14649 184806
11 1943 6695 36 15280 199455
12 2281 8638 37 15911 214735
13 2643 10919 38 16539 230646
14 3029 13562 39 17166 247185
15 3436 16591 40 17791 264351
16 3865 20027 41 18411 282142
17 4314 23892 42 19027 300553
18 4783 28206 43 19638 319580
19 5271 32989 44 20245 339218
20 5774 38260 45 20844 359463
21 6295 44034 46 21437 380307
22 6830 50329 47 22023 401744
23 7380 57159 48 22603 423767
24 7941 64539 49 23173 446370
25 8515 72480 50 N/A 469543

TRIVIA

  • If a skill has been selected but the user's JUICE is reduced to being less than the cost in the middle of the turn, when the character acts, "_____ does not have enough JUICE!" will be displayed and they will do nothing.
  • OMORI could originally be inflicted with the AFRAID emotion, but this was scrapped most likely due to the former being incapable of fully expressing fear. This was given to SUNNY instead.[2]
  • In the game's data, there is an unused second-stage variant for the AFRAID emotion called PANIC, meaning that STRESSED OUT is the third-stage variant of the AFRAID emotion. It has no graphics associated with it and does not have any element rates set, meaning that incoming damage will not be increased like AFRAID. However, it still will prevent skill usage. Its categories are EMOTION and PANIC, as would be expected. Strangely though, STRESSED OUT is also under the PANIC category.
  • KEL and HERO both share a secret FOLLOW-UP interaction with each other. If KEL is under any state of SAD, and HERO does the "Call KEL" FOLLOW-UP, it will remove KEL's SAD emotion and make him NEUTRAL. This works with any tier of SAD for KEL, and any emotion for HERO.
  • From version 1.0.7 of the game and onwards, if HERO has an emotional advantage over another character, his COOK, REFRESH, SNACK TIME and HOMEMADE JAM skills become more effective.
    • Exclusive to the console versions, if BASIL has an emotional advantage over another character, then his HEREBY and CHEER skills have better healing effect for HEART and JUICE respectively. However, this does not apply for his ROSE skill.
  • When reaching LEVEL 50, the EXP bars in the menu can still be filled before they are full. This is due to the fact that the default highest level in RPG Maker MV is LEVEL 100, but it is limited to reach LEVEL 51 or higher levels in the game.
  • The text on the two primary commands are "FIGHT!" and "RUN..." in normal battles, but in BLACK SPACE battles, the exclamation mark and the ellipsis exchange their places, representing the fear of the main characters.
  • In the Japanese and Korean versions of the game for the PC, OMORI's VERTIGO damage output strangely reads as (Attack x 3 - Foe's defense) in the data. This is likely a configuration error due to how the SKILL description within the data of those versions still labels it as a speed-based attack.
  • When fighting the third LOST SPROUT MOLE during the PROLOGUE, HERO comments that it cannot deal as much damage due to it being SAD. His commentary regarding the SAD emotion state is incorrect since when under any tier of SAD, only DEFENSE and SPEED are affected.[3]
    • However, it is also probably a reference to the fact that SAD enemies are with a higher chance to use DO NOTHING skills, which can lead to "not do as much damage" in multiple turns.
  • When used, OMORI's OBSERVE skill will modify two temporary variables, messing events that also are based on the two temporary variables when they are called before being re-randomized. This can lead to a series of bugs from repeating dialogue to forcing PERFECTHEART to enter the second phase of her fight.
  • When using BASIL's MULL and COMFORT FOLLOW-UPS, the emotion state given to BASIL actually depends on the emotion OMORI is feeling. Since the FOLLOW-UPS do not use <target action>, the game checks OMORI's emotion state to determine which emotion should be added to both OMORI and BASIL.
  • As shown in this draft, the status of being defeated was originally planned to be displayed by text above the character's portrait like how the EMOTIONS currently are, but scrapped during the game's development.

REFERENCES

  1. 1.0 1.1 1.2 The damage calculation for KEL's pass to HERO has an oversight in the RPG MAKER MV project, it uses AUBREY's attack stats again instead of HERO's.
  2. The demo's coding still contains data of OMORI's AFRAID emotion.
  3. HERO: Hmm... This SPROUT MOLE seems a bit SAD... See how it's curled up in the fetal position? That means it won't do as much damage as normal... But it'll also take less damage to HEART and will lose JUICE instead.

SITE NAVIGATION

[v · e · ?]
OMORI WIKI NAVIGATION
GAME: OMORI  •  MUSIC  •  EMOTIONS  •  HANGMAN  •  PET ROCKS
TEAM: OMOCAT  •  SLIME GIRLS  •  CLOVER & SEALIFE  •  ARCHEIA  •  YAMI  •  KITSUNORA  •  VANCE  •  EMS
CHARACTERS
MAIN: OMORI  •  SUNNY  •  AUBREY  •  KEL  •  HERO  •  BASIL  •  MARI
NPCs: BERLY  •  VAN  •  PLUTO  •  SPACE BOYFRIEND  •  SWEETHEART  •  MORE NPCs
ENEMIES: LOST SPROUT MOLE  •  FOREST BUNNY  •  WORMHOLE  •  SPACE BUNNY  •  MORE ENEMIES
GAME CONTENT
LOCATIONS: WHITE SPACE  •  NEIGHBOR'S ROOM  •  PLAYGROUND  •  VAST FOREST  •  MORE LOCATIONS
ITEMS: WEAPONS  •  CHARMS  •  SNACKS  •  TOYS  •  IMPORTANT
QUESTS
MAIN STORY: STUFFED TOY  •  BASIL  •  CAPTAIN OF THE SPACE PIRATES  •  FRONT-ROW TICKETS  •  MISSING FRIENDS  •  EMPTY HOUSE
SIDE QUESTS: A GOOD LISTENER  •  B.E.D.  •  BERLY'S LOST BALL  •  CALL OF INSPIRATION  •  CARE PACKAGE  •  DAISY'S DILEMMA  •  FASCINATING LITERATURE  •  GHOST PARTY  •  HECTOR  •  ITCHY  •  PESSI'S THING  •  PRESENT FOR PALMIE  •  RABBIT KILLER  •  RAIN TOWN  •  SQUIZZARDS  •  STICK IN THE MUD  •  STRANGE REQUEST  •  SWEATY THING  •  THE CONVICTION OF ORANGE JOE  •  WEEPING WILLOW  •  WHEREABOUTS OF DUCKIE JR
HIKIKOMORI: FEED HUMPHREY  •  MARINA'S OPERATION  •  MEDUSA'S EXPERIMENT  •  MOLLY'S ANALYSIS  •  SON OF A SPACE PIRATE
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