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
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 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 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 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
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
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
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.
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
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.
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
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
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
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.
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
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.
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
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 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.
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% by the end of a turn, making it possible to reuse this state indefinitely before being fixed.
ENERGY
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.
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'S SKILLS | ||||||||
---|---|---|---|---|---|---|---|---|
SKILL | DESCRIPTION | DAMAGE | ACTION | SOURCE | ||||
ATTACK | OMORI's Basic Attack | (Attack x 2 - Foe's defense) | BASIC | |||||
SAD POEM | Inflicts SAD on a friend or foe. Costs 5 JUICE. |
NONE | BASIC | |||||
GUARD | Acts first, reducing damage taken for 1 turn. Costs 0 JUICE. |
NONE | (No Animation.) | BASIC | ||||
STAB | Always deals a critical hit. Ignores DEFENSE when OMORI is SAD. Costs 13 JUICE. |
(Attack x 2) (SAD) (Attack x 1.5 - Foe's defense) (Else) |
LEVEL 3 | |||||
BREAD SLICE | If this skill defeats a foe, gain BREAD. Costs 10 JUICE. |
(Attack x 2.5 - Foe's defense) | LEVEL 5 | |||||
MOCK | Deals damage. If the foe is ANGRY, greatly reduce its ATTACK. Costs 20 JUICE. |
(Attack x 3 - Foe's defense) | LEVEL 7 | |||||
HACK AWAY | Attacks 3 times, hitting random foes. Costs 30 JUICE. |
(Attack x 2 - Foe's defense) (Attack x 2.25 - Foe's defense) (ANGRY) |
LEVEL 10 | |||||
OBSERVE | Predicts who a foe will target next turn. Costs 0 JUICE. |
NONE | SHAWN | |||||
LUCKY SLICE | Acts first. An attack that's stronger when OMORI is HAPPY. Costs 15 JUICE. |
(Attack + Luck) x 2 - Foe's defense (HAPPY) (Attack + Luck) x 1.5 - Foe's defense (Else) |
LEVEL 12 | |||||
TRICK | Deals damage. If the foe is HAPPY, greatly reduce its SPEED. Costs 20 JUICE. |
(Attack x 3 - Foe's defense) | LEVEL 15 | |||||
PAINFUL TRUTH | Deals damage to a foe. OMORI and the foe become SAD. Costs 10 JUICE. |
(Attack x 2 - Foe's defense) | LEVEL 19 | |||||
SHUN | Deals damage. If the foe is SAD, greatly reduce its DEFENSE. Costs 20 JUICE. |
(Attack x 3 - Foe's defense) | LEVEL 20 | |||||
STARE | Reduces all of a foe's STATS. Costs 45 JUICE. |
NONE | LEVEL 25 | |||||
EXPLOIT | Deals extra damage to a HAPPY, SAD, or ANGRY foe. Costs 30 JUICE. |
(Attack x 3.5 - Foe's defense) (Any EMOTION) (Attack x 2.5 - Foe's defense) (Else) |
LEVEL 30 | |||||
FINAL STRIKE | Strikes all foes. Deals more damage if OMORI has a higher stage of EMOTION. Costs 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) |
LEVEL 35 | |||||
RED HANDS | Deals big damage 4 times. Costs 75 JUICE. |
(Attack x 3 - Foe's defense) (4 times) | OMORI ROUTE | |||||
VERTIGO | Deals damage to all foes based on user's SPEED and greatly reduces their ATTACK. Costs 45 JUICE. |
(Speed x 3 - Foe's defense) | Defeat HEIGHTS | |||||
CRIPPLE | Deals big damage to all foes and greatly reduces their SPEED. Costs 45 JUICE. |
(Attack x 3.5 - Foe's defense) | Defeat SPIDERS | |||||
SUFFOCATE | Deals 400 damage to all foes and greatly reduces their DEFENSE. Costs 45 JUICE. |
(400) | Defeat DROWNING |
DW AUBREY'S SKILLS | ||||||||
---|---|---|---|---|---|---|---|---|
SKILL | DESCRIPTION | DAMAGE | ACTION | SOURCE | ||||
ATTACK | AUBREY's Basic Attack | (Attack x 2 - Foe's defense) | BASIC | |||||
PEP TALK | Makes a friend or foe HAPPY. Costs 5 JUICE. |
NONE | BASIC | |||||
GUARD | Acts first, reducing damage taken by 50% for 1 turn. Costs 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 5 JUICE. |
(Attack x 3 - Foe's defense) (ANGRY) (Attack x 2.5 - Foe's defense) (Else) |
BERLY | |||||
COUNTER | All foes target AUBREY for 1 turn. If AUBREY is attacked, she attacks. Costs 5 JUICE. |
(Attack x 2 - Foe's defense) | LEVEL 6 | |||||
TWIRL | AUBREY attacks a foe and becomes HAPPY. Costs 10 JUICE. |
(Attack x 2 + Luck) - Foe's defense | Level 10 | |||||
TEAM SPIRIT | Makes AUBREY and a friend HAPPY. Costs 10 JUICE. |
NONE | LEVEL 11 | |||||
POWER HIT | An attack that ignores a foe's DEFENSE, then reduces the foe's DEFENSE by one tier. Costs 20 JUICE. |
(Attack x 2) | LEVEL 14 | |||||
MOOD WRECKER | A swing that doesn't miss. Deals extra damage to HAPPY foes. Costs 10 JUICE. |
(Attack x 3 - Foe's defense) (HAPPY) (Attack x 2.25 - Foe's defense) (Else) |
LEVEL 17 | |||||
WIND-UP THROW | Damages all foes. Deals more damage the less enemies there are. Costs 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) |
LEVEL 20 | |||||
MASH | If this skill defeats a foe, recover 100% JUICE. Costs 15 JUICE. |
(Attack x 2.5 - Foe's defense) | LEVEL 23 | |||||
BEATDOWN | Attacks a foe 3 times. Costs 30 JUICE. |
(Attack x 2 - Foe's defense) | LEVEL 27 | |||||
LAST RESORT | Deals damage based on AUBREY's HEART, but AUBREY becomes TOAST. Costs 50 JUICE. |
(Current User's Heart x 4) | LEVEL 30 |
DW KEL'S SKILLS | ||||||||
---|---|---|---|---|---|---|---|---|
SKILL | DESCRIPTION | DAMAGE | ACTION | SOURCE | ||||
ATTACK | KEL's Basic Attack | (Attack x 2 - Foe's defense) | BASIC | |||||
ANNOY | Makes a friend or foe ANGRY. Costs 5 JUICE. |
NONE | BASIC | |||||
GUARD | Acts first, reducing damage taken by 50% for 1 turn. Costs 0 JUICE. |
NONE | (No Animation.) | BASIC | ||||
REBOUND | Deals damage to all foes. Costs 15 JUICE. |
(Attack x 2.5 - Foe's defense) | LEVEL 4 | |||||
RUN N' GUN | KEL does an attack based on his SPEED instead of his ATTACK. Costs 15 JUICE. |
(Speed x 1.5 - Foe's defense) | LEVEL 9 | |||||
CURVEBALL | Makes a foe feel a random EMOTION. Deals extra damage to foes with EMOTION. Costs 20 JUICE. |
(Attack x 3 - Foe's defense) (EMOTION) (Attack x 2 - Foe's defense) (Else) |
LEVEL 10 | |||||
RICOCHET | Deals damage to a foe 3 times, with a 30% damage variation. Costs 30 JUICE. |
(Attack x 2 - Foe's defense) | LEVEL 16 | |||||
MEGAPHONE | Makes all friends ANGRY. Costs 45 JUICE. |
NONE | LEVEL 20 | |||||
CAN'T CATCH ME | Attracts attention and reduces all foes' HIT RATE by 55% for two turns. Costs 50 JUICE. |
NONE | (No Animation.) | LEVEL 21 | ||||
RALLY | KEL becomes HAPPY. KEL'S friends recover some ENERGY and JUICE. Costs 50 JUICE. |
Restores 4 ENERGY and 30% JUICE to his allies. | LEVEL 26 | |||||
COMEBACK | Makes KEL HAPPY. If SAD was removed, KEL gains FLEX. Costs 25 JUICE. |
NONE | LEVEL 29 | |||||
TICKLE | All attacks on a foe will hit right in the HEART next turn. Costs 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 10 JUICE |
NONE | 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 10 JUICE |
(HP x 0.25) | COCONUT | |||||
SNOWBALL | Makes a foe SAD. Also deals big damage to SAD foes. Costs 20 JUICE |
(Attack x 3 - Foe's defense) (SAD) (Attack x 2.5 - Foe's defense) (Else) |
SNOWBALL |
DW HERO'S SKILLS | ||||||||
---|---|---|---|---|---|---|---|---|
SKILL | DESCRIPTION | DAMAGE | ACTION | SOURCE | ||||
ATTACK | HERO's Basic Attack | (Attack x 2 - Foe's defense) | BASIC | |||||
COOK | Heals a friend for 75% of their HEART. Can be used outside of battle. Costs 10 JUICE. |
NONE | BASIC | |||||
GUARD | Acts first, reducing damage taken by 50% for 1 turn. Costs 0 JUICE. |
NONE | (No Animation.) | BASIC | ||||
MASSAGE | Removes a friend or foe's EMOTION. Costs 5 JUICE. |
NONE | LEVEL 2 | |||||
CHARM | Act's first, a foe targets HERO for 1 turn. Costs 10 JUICE. |
NONE | LEVEL 8 | |||||
SMILE | Acts first, reducing a foe's ATTACK. Costs 25 JUICE. |
NONE | LEVEL 10 | |||||
FAST FOOD | Act's first, healing a friend for 40% of their HEART. Costs 15 JUICE. |
NONE | LEVEL 13 | |||||
HOMEMADE JAM | Brings back a friend that is TOAST with 70% of their HEART. Costs 40 JUICE. |
NONE | LEVEL 16 | |||||
CAPTIVATE | Acts first. All foes target HERO for 1 turn. Costs 20 JUICE. |
NONE | LEVEL 20 | |||||
ENCHANT | Acts first. A foe targets HERO for 1 turn and becomes HAPPY. Costs 15 JUICE. |
NONE | LEVEL 22 | |||||
SHARE FOOD | HERO and a friend recover some HEART. (Heals 50% HP) Costs 15 JUICE. |
NONE | LEVEL 24 | |||||
MESMERIZE | Acts first. All foes target HERO for 1 turn. HERO takes less damage by 50%. Costs 30 JUICE. |
NONE | LEVEL 28 | |||||
DAZZLE | Acts first. Reduces all foes' ATTACK and makes them HAPPY. Costs 35 JUICE. |
NONE | LEVEL 30 | |||||
SNACK TIME | Heals all friends for 40% of their HEART. Can be used outside of battle. Costs 25 JUICE. |
NONE | BAKING PAN | |||||
TEA TIME | Heals some of a friend's HEART and JUICE. Costs 25 JUICE. |
Restores 30% HP and 20% MP. | TEAPOT | |||||
SPICY FOOD | Damages a foe and makes them ANGRY. Costs 15 JUICE. |
(Attack x 2 - Foe's defense) | MAN ON FIRE | |||||
REFRESH | Heals 50% of a friend's JUICE. Costs 40 JUICE. |
NONE | BLENDER | |||||
TENDERIZE | Deals big damage to a foe and reduces their DEFENSE. Costs 30 JUICE. |
(Attack x 4 - Foe's defense) | TENDERIZER OMORI route only | |||||
GATOR AID | Boosts all friends' DEFENSE. Costs 15 JUICE |
NONE | LAST RESORT OMORI route only |
DW BASIL'S SKILLS | ||||||||
---|---|---|---|---|---|---|---|---|
SKILL | DESCRIPTION | DAMAGE | ACTION | SOURCE | ||||
ATTACK | (There is no description for this SKILL.) | (Attack x 2 - Foe's defense) | BASIC | |||||
CHEER* | Heals all friends JUICE by 20%. Greatly increases a STAT by three tiers if BASIL is feeling an EMOTION. Costs 80 JUICE. |
NONE | BASIC | |||||
HERBAL REMEDY | Heals a friend for 75% of their HEART. Also increases ENERGY by 1. Costs 35 JUICE. |
NONE | BASIC | |||||
PHOTOGRAPH | Acts first, reducing HIT RATE by 25% for all foes for 1 turn. All foes target BASIL for 1 turn. Costs 50 JUICE. |
NONE | BASIC | |||||
BODY SLAM | Deals damage that increases with more ENERGY. Damage output depends on BASIL's level (which equals OMORI's level). Costs 40 JUICE. |
(Attack x 2 + (Energy x BASIL's Level) - Foe's defense) | BASIC | |||||
TULIP | Deals damage to all foes based on OMORI's STATS. Costs 40 JUICE. |
(OMORI Attack + OMORI Defense + OMORI Speed + (OMORI Luck x 5) - Foe's Defense) | TULIP HAIRSTICK | |||||
GLADIOLUS | Deals big damage that ignores DEFENSE, with a 10% damage variation. Always hits right in the HEART. Costs 40 JUICE. |
(Attack x 4) | GLADIOLUS HAIRBAND | |||||
CACTUS | Deals damage based on DEFENSE and HEART instead of ATTACK, with a 10% damage variation. Costs 40 JUICE. |
(Defense x 2 + Heart - Foe's Defense) | CACTUS HAIRCLIP | |||||
ROSE | Acts first, reducing all foes' ATTACK by one tier. Heals all friends for 40% of their HEART. Costs 50 JUICE. |
None | ROSE HAIRCLIP | |||||
FLOWER CROWN** | Deals big damage 4 times. Costs 75 JUICE. |
(Attack x 2.5 - Foe's defense) (4 times) | 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'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) | BASIC | |||||
GUARD | Acts first, reducing damage taken by 50% for 1 turn. Costs 0 JUICE. |
NONE | BASIC | |||||
CALM DOWN | Removes EMOTIONS and heals some HEART. Costs 0 JUICE. |
(User's Max HP x 0.5) | Encountering SOMETHING (DARK) | |||||
FOCUS | SUNNY's next attack (multiplied by 2.5) deals more damage. Costs 0 JUICE. |
NONE | Encountering SOMETHING (WALLS) | |||||
PERSIST | HEART cannot reach 0 for 1 turn. (Heals 20 HEART) Costs 0 JUICE. |
NONE | Encountering SOMETHING (WATER) | |||||
OVERCOME | Gather all your courage. Costs 0 JUICE. |
NONE | Encountering SOMETHING | |||||
ALLEGRO | Attack 3 times. Costs 19 JUICE. |
(Foe's Max HP x 0.15 + Attack x 1 - Foe's defense) | Encountering OMORI | |||||
ENCORE | Your JUICE will not fall for 3 turns. Costs 0 JUICE. |
NONE | 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 0 JUICE. |
NONE | 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.
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
*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 |
---|---|---|---|---|---|
LOOK AT OMORI |
3 | 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 | 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 | 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) | |||
LOOK AT KEL |
3 | 1 | AUBREY looks at KEL. KEL eggs AUBREY on, making her ANGRY! |
NONE | |
2 | AUBREY looks at KEL. KEL eggs AUBREY on, raising both of their ATTACK and making them both ANGRY! |
NONE | |||
3 | AUBREY looks at KEL. KEL eggs AUBREY on, raising both of their ATTACK and making them both ENRAGED! |
NONE | |||
LOOK AT HERO |
3 | 1 | AUBREY looks at HERO. HERO tells AUBREY to focus, raising her DEFENSE, and making her HAPPY! |
NONE | |
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 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 |
---|---|---|---|---|---|
PASS TO OMORI |
3 | 1 | KEL passes to OMORI. OMORI wasn't looking and gets bopped, taking 1 damage and becoming SAD! |
(1) | |
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 | 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 | |||
PASS TO AUBREY |
3 | 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 | 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 | 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 | |||
PASS TO HERO |
3 | 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 | 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 | 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 |
---|---|---|---|---|---|
CALL OMORI |
3 | 1 | 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. | |||
CALL AUBREY |
3 | 1 | 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. | |||
CALL KEL |
3 | 1 | 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
EMOTIONS
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.
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
SAD STATES
ANGRY STATES
FEAR STATES
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
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
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
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
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
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
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
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
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
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
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
- 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
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
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
- ↑ 1.0 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.
- ↑ The demo's coding still contains data of OMORI's AFRAID emotion.
- ↑ 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.