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EMOTIONS are a game mechanic featured in OMORI. They determine how effective a character's attacks are against an enemy, in addition to applying special modifiers to attacks and character stats.

OVERVIEW[]

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.

The player should focus on deciding which emotion a character should have to gain the advantage over any foe they encounter. As noted by HERO himself, HAPPY beats ANGRY, ANGRY beats SAD, and SAD beats HAPPY! Some EMOTIONS also affect different STATS for both friends and foes, in addition to providing unique modifiers.

When encountering minor enemies in HEADSPACE, they will randomly be inflicted with EMOTIONS, being respectively 1/8 chance for HAPPY, SAD and ANGRY, and 5/8 chance remain NEUTRAL. In addition, the EMOTION of defeated foes can grant bonus effects. HAPPY foes have a higher item and CLAM drop rate, while ANGRY foes will give out more EXP. SAD foes are the exception, giving reduced CLAMS and EXP.

EMOTIONS also determine the action preference of foes. HAPPY foes tend to use skills providing special effect, SAD foes tend to DO NOTHING or protect themselves, and ANGRY foes tend to attack.

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. Note that most characters have some limits on emotive ability, and may face restrictions on the type and intensity of emotions they can feel. For example, only OMORI, BASIL (playable only in BOSS RUSH) and certain bosses in HEADSPACE are able to feel 3rd-level emotions (MANIC, MISERABLE, FURIOUS), while other friends/foes are limited to 1st-level or 2nd-level emotions.

Different EMOTIONS usually apply unique visual effects while also changing the appearance of friends/foes affected.

LIST OF EMOTIONS[]

NEUTRAL[]

OMORI NEUTRAL

The party will always appear as NEUTRAL at the start of a battle, except if affected by a CHARM such as the PUNCHING BAG or when an encounter invokes the AFRAID emotion.

NEUTRAL does not affect gameplay in any way; all stats of a NEUTRAL friend/foe are as normal, and all attacks against NEUTRAL characters do normal damage with no special effects.

HAPPY[]

KEL ECSTATIC

A HAPPY friend/foe has increased LUCK and SPEED, but a lowered HIT RATE. This is effective against ANGRY targets but weak against SAD ones.

In addition to visual alterations, HAPPY is usually indicated by a yellow-magenta gradient background for friends, and a yellow aura for foes.

When a friend/foe is even more HAPPY, they become ECSTATIC, and subsequently MANIC.

HAPPY minor foes have a higher chance of dropping items after battle. They also reward 50% more CLAMS than NEUTRAL ones.

Emotion Hit Rate* Luck Speed vs. Angry** vs. Sad**
Happy -10% 200% 125% 80% 150%
Ecstatic -20% 300% 150% 65% 200%
Manic -30% 400% 200% 50% 250%

*Hit rate is subtractive, the rest is multiplicative.

**Referred to as Element Rate in RPG Maker MV, which defines damage taken by referred state.

SAD[]

Herodepressed

A SAD friend/foe will have increased DEFENSE, but decreased SPEED. Additionally, when hit, part of the damage that would be dealt to HEART is dealt to JUICE instead. SAD enemies are also generally less likely to use attack moves and more likely to use "DO NOTHING" moves. This is effective against HAPPY targets but weak against anyone ANGRY.

In addition to visual alterations, SAD is usually indicated by a blue-turquoise gradient background for friends, and a blue aura for foes.

When a friend/foe is even more SAD, they become DEPRESSED, and subsequently MISERABLE.

SAD minor foes reward 25% less EXPERIENCE and CLAMS than NEUTRAL foes.

Emotion Defense Speed Damage Converted to Juice vs. Happy** vs. Angry**
Sad 125% 80% 30% 80% 150%
Depressed 135% 65% 50% 65% 200%
Miserable 150% 50% 100% 50% 250%

ANGRY[]

AUBREY ENRAGED

An ANGRY friend/foe will have increased ATTACK, but decreased DEFENSE. This is effective against SAD targets but weak against HAPPY ones.

In addition to visual alterations, ANGRY is usually indicated by an orange-red gradient background for friends, and a red aura for foes.

When a friend/foe is even more ANGRY, they become ENRAGED, and subsequently FURIOUS.

ANGRY minor foes reward 50% more EXPERIENCE than NEUTRAL foes.

Emotion Attack Defense vs. Sad** vs. Happy**
Angry 130% 50% 80% 150%
Enraged 150% 30% 65% 200%
Furious 200% 15% 50% 250%

AFRAID[]

Basil Afraid (Background)

Unlike other EMOTIONS, AFRAID is not listed in HERO's EMOTION CHART and cannot be inflicted by normal means such as ITEMS or SKILLS. It also cannot be inflicted on foes.

An AFRAID friend cannot perform FOLLOW-UPS or use skills other than GUARD and CALM DOWN. AFRAID also increases damage received by 1.5 times** from non-NEUTRAL EMOTIONs, including itself.

In addition to (sometimes drastic) visual alterations, AFRAID is usually indicated as a gray-black gradient background.

This EMOTION is usually reserved for special plot-related battles, though it can also be inflicted by the regular enemies CREEPYPASTA and HUSHPUPPY. Additionally, in any battles with BUG BUNNY or POTTED PLANT, HERO will start AFRAID by default due to his fear of spiders.

SunnyStressedRed

AFRAID normally does not have higher stages. However, exclusive to a story-related battle, SUNNY reaches a breaking point and gets STRESSED OUT, a unique emotion seen nowhere else in the entire game. STRESSED OUT increases ATTACK to 120% but decreases DEFENSE to 90%. None of SUNNY's skills can be used or even accessed once he becomes STRESSED OUT.

QUOTES[]

  • HERO: Ah! It looks like this SPROUT MOLE is ANGRY! Like us, SPROUT MOLES also feel EMOTIONS. Since this SPROUT MOLE is ANGRY, its ATTACK is higher. But on the other hand, it lowers its DEFENSE!
  • AUBREY: So what you're saying is now is the perfect time to strike! Come on, OMORI! Let's do this!

  • HERO: Oh! I see... This SPROUT MOLE is HAPPY! In that case, it has a higher chance to hit our weak spots and do more damage. But this also means it has a higher chance of missing!
  • Hmmm... We seem to be running across a lot of foes with EMOTION.
  • In case you didn't know, EMOTIONS can determine how strong or weak an attack is. HAPPY beats ANGRY... ANGRY beats SAD... and SAD beats HAPPY! Here! I even drew up a guide on how they work! I'm no artist, but I think you'll get the point. I'll put it in your POCKET so you can check it out later.
  • You got an EMOTION CHART.
  • HERO: Hmm... This SPROUT MOLE seems a bit SAD... See how it's curled up in the fetal position?
  • HERO: 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.
  • KEL: How sad... Let's put it out of its misery!

  • SELF-HELP GUIDE: "EMOTIONS" can determine how effective an attack is. HAPPY beats ANGRY... ANGRY beats SAD... and SAD beats HAPPY! EMOTIONS also affect different STATS for both friends and foes. Please refer to the EMOTION CHART in your IMPORTANT POCKET for an easy visual. In addition, the EMOTIONS of defeated foes can grant bonus effects. HAPPY foes have a higher item and CLAM drop rate, while ANGRY foes will give out more EXP. Sadly, SAD foes don't have any extra bonuses, but are typically easier to defeat.
  • HAPPY: A HAPPY friend/foe will have increased LUCK and SPEED, but a lowered HIT RATE. When a friend/foe is even more HAPPY, they become ECSTATIC. An ECSTATIC friend/foe's LUCK and SPEED are increased even further, but HIT RATE also lowers accordingly.
  • SAD: A SAD friend/foe will have increased DEFENSE, but decreased SPEED. Part of the damage that would be dealt to HEART is dealt to JUICE instead. When a friend/foe is even more SAD, they become DEPRESSED. A DEPRESSED friend/foe has an even higher DEFENSE and an even lower SPEED. Part of the damage that would be dealt to HEART is dealt to JUICE instead.
  • ANGRY: An ANGRY friend/foe will have increased ATTACK, but decreased DEFENSE. When a friend/foe is even more ANGRY, they become ENRAGED. An ENRAGED friend/foe has a much higher ATTACK, but their DEFENSE drops even lower.

GALLERY[]

TRIVIA[]

  • The emotion chart aligns with how the main group coped with MARI's death in the REAL WORLD:
    • SUNNY was deeply traumatized by the event to the point of becoming incapable of fully expressing his emotions, leading him to spend four years as a reclusive hikikomori seeking a form of escapism.
    • AUBREY developed feelings of anger towards her old friends as she thought they had abandoned her and moved on too quickly from MARI's death. This led her to become a violent, short-tempered delinquent in the present.
    • KEL still retained his happy, optimistic demeanor by making new friends playing sports and trying to find happiness in others.
    • HERO went into a long state of depression for a year, shutting himself away and being unable to do anything until KEL managed to help him get his life back on track.
    • BASIL became a nervous wreck, and even more so in SUNNY's presence, terrified that the truth of MARI's death would somehow resurface.
  • OMORI and BASIL are the only playable characters with 3-stage emotions (MANIC, MISERABLE, and FURIOUS), as the other party members only have 2-stage emotions. This is shared with some of the HEADSPACE bosses such as SPACE EX-BOYFRIEND, SWEETHEART, UNBREAD TWINS and SPACE EX-HUSBAND.
  • OMORI was originally able to become AFRAID, but this was scrapped most likely due to the former being incapable of fully expressing fear. This was given to SUNNY instead. The 2018 demo's coding still contains data of OMORI's AFRAID emotion.
    • However, the console-exclusive BASIL RUSH event does have OMORI inflicted with AFRAID, which only occurs when the final opponent is nearly defeated. Though, the portrait used is a depiction of a terrified younger SUNNY's reaction to something he shouldn't have seen.
  • When fighting the SAD LOST SPROUT MOLE, HERO incorrectly says that SAD reduces attack damage. This is likely referring to its effects in earlier stages of OMORI's development, as indicated by the ALL ABOUT BATTLES guide from the 2018 Kickstarter Demo.[1]
    • 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.
  • 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 prevents skill usage. Its categories are EMOTION and PANIC, as would be expected. Strangely though, STRESSED OUT is also under the PANIC category.
  • STRESSED OUT is the only EMOTION that will not be removed at the end of a battle.
  • 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 TEA TIME skills become +50% more effective.
  • At the beginning of a battle, EMOTIONS can be inflicted by equipment or by enemies. The same EMOTIONS caused by CHARMS and by WEAPON do not accumulate. EMOTIONS caused by CHARMS have a higher priority than EMOTIONS caused by WEAPON but a lower priority than EMOTIONS caused by enemies.

REFERENCES[]

  1. When you're SAD, your DEFENSE gets higher, but your ATTACK lowers. - ALL ABOUT BATTLES book (2018 Kickstarter Demo)

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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