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		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=16619</id>
		<title>Battle system</title>
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		<updated>2026-04-02T21:11:04Z</updated>

		<summary type="html">&lt;p&gt;Vl: Changed to make it show that hit rates are reduced by a set number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts Sad on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori has any tier of Sad, deals 2 x ATK instead. Always deals a critical hit. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[Bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. If the skill doesn't miss and the target has any tier of Angry, decreases its attack by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times, hitting random targets. If Omori has any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack next turn. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori has any tier of Happy, deals (ATK + LCK) x 2 - DEF instead. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF. If the target is Happy, decreases its speed by 3 tiers. Cannot miss.&amp;lt;ref name=trick&amp;gt;Trick uses the &amp;quot;Certain Hit&amp;quot; damage type, which causes it to never miss, while almost all other skills use the &amp;quot;Physical&amp;quot; damage type. Notably, this also means it can deal damage to Space Ex-Husband while he's neutral, because he only sets &amp;quot;Physical&amp;quot; attacks (and Release Energy) to 0.&amp;lt;/ref&amp;gt; Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF. Makes Omori and his target Sad. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF. If the target is Sad, decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs 45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, deals 3.5 x ATK - DEF instead. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, deals 3 x ATK - DEF. If Omori is on the first emotion tier, deals 4 x ATK - DEF. If on the second emotion tier, deals 5 x ATK - DEF. If on the last emotion tier, deals 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to one target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK - DEF (steam JP/KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF (all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Acts first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Makes everyone angrier, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15, or 1.1 on console versions.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3, or 1.2 on console versions.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5, or 1.3 on console versions.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== [[Sweetheart (enemy)|Sweetheart]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Space Ex-Boyfriend]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply attack by 1.25, multiply defense by 0.9.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.5, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.3, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Unbread Twins]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively, excluding hit rate which is additive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Hit Rate = base stat + (emotion effect) + (in-battle buff) + (in-battle debuff). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Excluding hit rate, the calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=15811</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=15811"/>
		<updated>2025-07-02T16:35:45Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added info about defence buffs being weaker on console versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Acts first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Makes everyone angrier, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15, or 1.1 on console versions.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3, or 1.2 on console versions.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5, or 1.3 on console versions.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== [[Sweetheart (enemy)|Sweetheart]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Space Ex-Boyfriend]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply attack by 1.25, multiply defense by 0.9.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.5, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.3, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Unbread Twins]] =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively, excluding hit rate which is additive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Hit Rate = base stat + (emotion effect) + (in-battle buff) + (in-battle debuff). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Excluding hit rate, the calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13888</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13888"/>
		<updated>2024-09-22T19:26:03Z</updated>

		<summary type="html">&lt;p&gt;Vl: Corrected mistake in Vent's description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Makes everyone angrier, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply attack by 1.25, multiply defense by 0.9.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.5, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.3, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively, excluding hit rate which is additive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Hit Rate = base stat + (emotion effect) + (in-battle buff) + (in-battle debuff). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Excluding hit rate, the calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13842</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13842"/>
		<updated>2024-08-21T00:48:26Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added info about hit rate being calculated differently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 50%, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply attack by 1.25, multiply defense by 0.9.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.5, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.3, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively, excluding hit rate which is additive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Hit Rate = base stat + (emotion effect) + (in-battle buff) + (in-battle debuff). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Excluding hit rate, the calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13841</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13841"/>
		<updated>2024-08-21T00:43:34Z</updated>

		<summary type="html">&lt;p&gt;Vl: Made it more clear that emotion stat changes are multiplicative, not additive, excluding hit rate changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 50%, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply attack by 1.25, multiply defense by 0.9.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.5, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.3, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Multiply defense by 1.5, multiply speed by 0.5, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13840</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13840"/>
		<updated>2024-08-21T00:41:26Z</updated>

		<summary type="html">&lt;p&gt;Vl: Made it more clear that emotion stat changes are multiplicative, not additive, excluding hit rate changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Multiply luck by 2, multiply speed by 1.25, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Multiply luck by 3, multiply speed by 1.5, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Multiply luck by 4, multiply speed by 2, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Multiply attack by 1.3, multiply defense by 0.5.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Multiply attack by 1.5, multiply defense by 0.3.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Multiply attack by 2, multiply defense by 0.15%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Multiply defense by 1.25, multiply speed by 0.8, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Multiply defense by 1.35, multiply speed by 0.65, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Multiply defense by 50%, multiply speed by 0.5, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Multiply damage taken from all emotions by 1.5, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, multiply attack by 1.2, multiply defense by 0.9.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase attack by 20%, decrease defense by 10%.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase attack by 50%, decrease defense by 50%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase attack by 100%, decrease defense by 70%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13839</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13839"/>
		<updated>2024-08-21T00:36:06Z</updated>

		<summary type="html">&lt;p&gt;Vl: Made it more clear that debuffs are multiplicative, not additive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Multiply attack by 0.9.&lt;br /&gt;
| tiertwo1   = Multiply attack by 0.8.&lt;br /&gt;
| tierthree1 = Multiply attack by 0.7.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Multiply defense by 0.75.&lt;br /&gt;
| tiertwo2   = Multiply defense by 0.5.&lt;br /&gt;
| tierthree2 = Multiply defense by 0.25.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Multiply Speed by 0.8.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 0.5.&lt;br /&gt;
| tierthree3 = Multiply Speed by 0.25.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Increase attack by 30%, decrease defense by 50%.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Increase attack by 50%, decrease defense by 70%.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Increase attack by 100%, decrease defense by 85%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Increase damage taken from all emotions by 50%, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, increase attack by 20%, decrease defense by 10%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase attack by 20%, decrease defense by 10%.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase attack by 50%, decrease defense by 50%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase attack by 100%, decrease defense by 70%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13838</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=13838"/>
		<updated>2024-08-21T00:34:37Z</updated>

		<summary type="html">&lt;p&gt;Vl: Made it more clear that buffs are multiplicative, not additive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''battle system''' in [[OMORI (game)|''OMORI'']] is similar to combat in the traditional turn-based JRPGs the game takes inspiration from, with additional mechanics that change the flow of combat, such as emotions and follow-ups.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Most stats in the game mirror typical RPG stats, save for some small differences, as seen below:&lt;br /&gt;
* {{HP}} '''Heart''': Heart is the amount of &amp;quot;HP&amp;quot; party members and enemies have. If fully depleted, the character becomes &amp;quot;Toast&amp;quot; and will be unable to fight.&lt;br /&gt;
* {{MP}} '''Juice''': Juice is the amount of &amp;quot;MP&amp;quot; party members and enemies have. Most Skills costs Juice to use, and party members are unable to use Skills that require more Juice than what they currently have. Enemies do not use Juice for Skills, and instead use it for damage reduction when they are inflicted with Sadness.&lt;br /&gt;
* '''Attack''': Attack decides the amount of damage most attacks do, with a few exceptions.&lt;br /&gt;
* '''Defense''': Defense works as predicted, decreasing damage taken by attacks. Note that there are Skills that can bypass defense.&lt;br /&gt;
* '''Speed''': Speed works like an &amp;quot;agility&amp;quot; value, affecting the turn order and the chance to run from a battle. During speed ties, the party leader will move first, followed by the order of Omori - Aubrey - Kel - Hero, then finally, the foes.&lt;br /&gt;
* '''Luck''': Luck controls the critical hit rate. Each Luck point equals +1% critical hit rate. Luck does not increase when leveling up.&lt;br /&gt;
* '''Hit rate''': Hit rate determines whether an attack hits or misses. The default hit rate for all party members is 0%, with most weapons granting +100% hit rate. This can be changed with status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters' main method of attacking, granting the hit rate needed so the characters can hit something. The player is only able to change the weapon of the dream world cast, except Omori. Each character uses different types of weapons, as seen below:&lt;br /&gt;
*'''Omori''' uses knives to attack, while '''Sunny''' uses the [[Steak Knife]], his own [[Hands|hands]] or the [[Violin]].&lt;br /&gt;
*'''Aubrey''', while in [[Headspace]], uses a variety of blunt-force weapons, such as hammers, bats, and pillows. In the [[Faraway Town|real world]], she wields her [[Nail Bat]].&lt;br /&gt;
*'''Kel''', while in Headspace, uses various types of balls as weapons. In the real world, he uses his [[Basketball (real world)|Basketball]].&lt;br /&gt;
*'''Hero''', while in Headspace, uses cooking and serving utensils, like pans and spatulas. In the real world, he uses his [[Fist|fist]].&lt;br /&gt;
*'''Basil''' uses [[Garden Shears (headspace)|Garden Shears]] to attack.&lt;br /&gt;
&lt;br /&gt;
=== Charms ===&lt;br /&gt;
[[Charms]] are equipable items shared between all characters, each character can carry one charm, which will grant a variety of different effects, like increasing stats, granting emotions or immunity to it, changing battle rewards, etc.&lt;br /&gt;
&lt;br /&gt;
== Battle actions ==&lt;br /&gt;
During the battle, there is a set of actions the player can take at the beginning of the turn, these are:&lt;br /&gt;
=== Attack ===&lt;br /&gt;
The default attack option, shared with all party members, doing an attack allows the use of follow-ups when pressing the movement keys in direction of a living party member.&amp;lt;br&amp;gt;The basic attack always has the same formula of doing double the character's attack minus the target's defense. All basic attacks have the default 20% damage variation and can hit right in the heart, basic attacks from real-world party members can't hit right in the heart.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each character has access to a variety of skills that they can use, however only four skills can be equipped at the same time, including the ability to guard attacks. Below is an abstract for each character's skills, a more complete list can be seen at the character page. Keep in mind that every skill that applies emotions and buffs can be applied again to increase the tier. Like attack, all skills, with very few exceptions, have the default 20% damage variation and can hit right in the heart, skills which this does not apply will have it written on the list below. Unless specified, all enemy skills cost 0 {{MP}}.&lt;br /&gt;
==== Dream world ====&lt;br /&gt;
===== [[Omori]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. Its always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x ATK -DEF(steam JP,KR version)&amp;lt;ref name=vertigo&amp;gt;Probably a configuration error. The skill's description describes it as a speed based attack.&amp;lt;/ref&amp;gt; or 3 x AGI - DEF(all other versions) to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to all enemies and decreases their speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
| name19   = Hide&lt;br /&gt;
| desc19    = Enemies cannot target OMORI for 1 turn. Costs 7 {{MP}}.&lt;br /&gt;
| source19  = Unused&lt;br /&gt;
| name20   = Deep Breath&lt;br /&gt;
| desc20    = Returns OMORI to neutral. If a 2nd or 3rd tier of emotion was removed, OMORI recovers 50% {{HP}}. Costs 15 {{MP}}.&lt;br /&gt;
| source20  = Unused&lt;br /&gt;
| name21   = Pickpocket&lt;br /&gt;
| desc21    = Non-Functional. Seemingly supposed to steal an item from an enemy. Cost 7 {{MP}}.&lt;br /&gt;
| source21  = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Aubrey]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Kel]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member (even if they are dead)&amp;lt;ref&amp;gt;The skill was directly coded to give other party members juice without checking for if they are dead or not&amp;lt;/ref&amp;gt; besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging hit by 2.5 times. State removed only when a successful hit was performed. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex state and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Hero]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWHeroNeutral.png&lt;br /&gt;
| name1    = Cook&lt;br /&gt;
| desc1    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Can be used outside of battle. Costs 10 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Massage&lt;br /&gt;
| desc3    = Removes a friend or foe's emotion. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 2&lt;br /&gt;
| name4    = Charm&lt;br /&gt;
| desc4    = Acts first, a foe targets Hero for 1 turn. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 8&lt;br /&gt;
| name5    = Smile&lt;br /&gt;
| desc5    = Acts first, decrease the target's attack by one tier. Costs 25 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Fast Food&lt;br /&gt;
| desc6    = Act's first, healing a friend for 40% of their heart. Costs 15 {{MP}}.&lt;br /&gt;
| source6  = Level 13&lt;br /&gt;
| name7    = Homemade Jam&lt;br /&gt;
| desc7    = Brings back a friend with 70% heart. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = Level 16&lt;br /&gt;
| name8    = Captivate&lt;br /&gt;
| desc8    = Acts first. All foes target Hero for 1 turn. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Enchant&lt;br /&gt;
| desc9    = A single target taunt that turns the target happy. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 22&lt;br /&gt;
| name10   = Share Food&lt;br /&gt;
| desc10   = Heals 50% heart of Hero and his target. Costs 15 {{MP}}.&lt;br /&gt;
| source10 = Level 24&lt;br /&gt;
| name11   = Mesmerize&lt;br /&gt;
| desc11   = A multi-target taunts that also apply the guard state to Hero, decreasing damage taken by 50%. Costs 30 {{MP}}.&lt;br /&gt;
| source11 = Level 28&lt;br /&gt;
| name12   = Dazzle&lt;br /&gt;
| desc12   = Acts first, makes all foes happier, and decreases their attack by one tier. (firstly targets the first foe in the troop, then apply its states to the rest of the troop)&amp;lt;ref&amp;gt;The check of what state of happy and attack debuff to give depending on the target's states is set to check for the first foe's and not independently checking and applying the states to each foe. - i.e. if the first foe in the troop is already happy, the skill will fail to make all other foes happy, since most foes resist ecstatic.&amp;lt;/ref&amp;gt; Costs 35 {{MP}}.&lt;br /&gt;
| source12 = Level 30&lt;br /&gt;
| name13   = Snack Time&lt;br /&gt;
| desc13   = Heals all friends for 40% of their heart. Can be used outside of battle. Costs 25 {{MP}}.&lt;br /&gt;
| source13 = [[Baking Pan]]&lt;br /&gt;
| name14   = Tea Time&lt;br /&gt;
| desc14   = Heals 30% of the target's heart and 20% of its juice. Costs 25 {{MP}}.&lt;br /&gt;
| source14 = [[Teapot]]&lt;br /&gt;
| name15   = Spicy Food&lt;br /&gt;
| desc15   = Deals 2 * ATK - DEF to the target and turns it angry. Costs 15 {{MP}}. This skill can't hit right in the heart.&lt;br /&gt;
| source15 = [[Man on Fire]]&lt;br /&gt;
| name16   = Refresh&lt;br /&gt;
| desc16   = Heals 50% of a friend's juice. Costs 40 {{MP}}.&lt;br /&gt;
| source16 = [[Blender]]&lt;br /&gt;
| name17   = Tenderize&lt;br /&gt;
| desc17   = Deals 4 * ATK - DEF damage to a target and decrease its defense by one tier. Costs 30 {{MP}}.&lt;br /&gt;
| source17 = [[Tenderizer]]&lt;br /&gt;
| name18   = Gator Aid&lt;br /&gt;
| desc18   = First increases the tagged party member's defense by one tier, then afflicts that party member's defense buff to the rest of the party.&amp;lt;ref&amp;gt;The check of what tier of defense buff to give depending on the target's buff tier is set to check for the first member of the party instead of independently checking and applying the states to each party member&amp;lt;/ref&amp;gt; Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&lt;br /&gt;
| name19  = Massage (alt.)&lt;br /&gt;
| desc19   = Reduces a foe's defense by 1 tier. Costs 10 {{MP}}&lt;br /&gt;
| source19 = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== [[Basil]] =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Real world ====&lt;br /&gt;
===== Sunny =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = Sunny Neutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Calm Down&lt;br /&gt;
| desc2    = Acts first, remove emotions and heals 50% {{HP}}. No {{MP}} cost.&lt;br /&gt;
| source2  = Encountering [[Something in the Dark]]&lt;br /&gt;
| name3    = Focus&lt;br /&gt;
| desc3    = Acts first, Multiply damage done on the next attack by 2.5 times No {{MP}} cost.&lt;br /&gt;
| source3  = Encountering [[Something in the Walls]]&lt;br /&gt;
| name4    = Persist&lt;br /&gt;
| desc4    = Acts first, heals 20 {{HP}}, user's heart will not drop below 0 till the end of the turn. No {{MP}} cost.&lt;br /&gt;
| source4  = Encountering [[Something in the Water]]&lt;br /&gt;
| name5    = Overcome&lt;br /&gt;
| desc5    = Gather all your courage. No {{MP}} cost.&lt;br /&gt;
| source5  = Encountering [[Something]]&lt;br /&gt;
| name6    = Allegro&lt;br /&gt;
| desc6    = [0.15 * b.mhp + a.atk - b.def], 3 times. Costs 19 {{MP}}.&lt;br /&gt;
| source6  = Encountering [[Omori (enemy)|Omori]]&lt;br /&gt;
| name7    = Encore&lt;br /&gt;
| desc7    = Your {{MP}} will not fall for 3 turns. No {{MP}} cost.&lt;br /&gt;
| source7  = Encountering Omori&lt;br /&gt;
| name8    = Cherish&lt;br /&gt;
| desc8    = Heal all {{HP}} and {{MP}}, then increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&lt;br /&gt;
| name9    = Overcome (alt.)&lt;br /&gt;
| desc9     = Acts first. Deals 143 damage to a single target. No {{MP}} cost.&lt;br /&gt;
| source9   = Unused&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Aubrey =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Homerun&lt;br /&gt;
| desc2    = [4 * a.atk - b.def], with 10% chance of instantly defeating the enemy. Damages Aubrey up to 20% of her heart. Costs 25 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Kel =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWKELNEUTRAL.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Encourage&lt;br /&gt;
| desc2    = Increase Sunny's attack by three tiers. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Hero =====&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = RWHeroNeutral.png&lt;br /&gt;
| name1    = Guard&lt;br /&gt;
| desc1    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = First aid&lt;br /&gt;
| desc2    = Heals target for 25% {{HP}}. Costs 10 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Snacks ===&lt;br /&gt;
[[Snacks]] can restore the Heart or Juice of one or all party members. Certain snacks can also revive party members who are toasted or apply some buffs.&lt;br /&gt;
&lt;br /&gt;
=== Toys ===&lt;br /&gt;
[[Toys]] are one-use items, typically causing a debuff or emotion. They can be used on enemies, and sometimes on party members.&lt;br /&gt;
=== Run away ===&lt;br /&gt;
As the name suggests, this action is for running away from combat. the chance to escape is based on this formula: &lt;br /&gt;
[0.65 * $gameParty.agility() / $gameTroop.agility()], in other words, the speed value of all the party members combined, multiplied by 0.65, divided by the speed of the enemy troop. Whenever a failed attempt's made, an additional 10% chance is added.&amp;lt;br&amp;gt;&lt;br /&gt;
Something important to note is that this value is static. One can not speed their team up or slow their enemies down to increase the odds of escape.&lt;br /&gt;
== Battle mechanics ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
Energy is a resource gained whenever one of the party members is hit by any attack, the party starts with 3 energy with a maximum of 10 energy, consuming 3 energy when using follow-ups and 10 energy for using the ultimate &amp;quot;release energy&amp;quot; follow-up.&lt;br /&gt;
&lt;br /&gt;
=== Follow-ups ===&lt;br /&gt;
As stated before, follow-ups can be used after an attack's made and each party member has a different set of follow-ups, it changes as the player advances throughout the game, ranging from level one to three:&lt;br /&gt;
&lt;br /&gt;
==== Omori ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_attack_twice.png&lt;br /&gt;
| desc1      = Omori walks forward, readying his blade to strike the enemy again.&lt;br /&gt;
| tierone1   = [2 * a.atk - b.def].&lt;br /&gt;
| tiertwo1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [(2 * a.atk + a.luck) - b.def], twice.&lt;br /&gt;
| image2     = Bubble_trip.png&lt;br /&gt;
| desc2      = Omori walks forward and trips the target.&lt;br /&gt;
| tierone2   = [a.atk + a.luck - b.def], decrease speed by one tier.&lt;br /&gt;
| tiertwo2   = [a.atk + a.luck - b.def], decrease speed by two tiers, also turning the target sad.&lt;br /&gt;
| tierthree2 = [a.atk + a.luck - b.def], decrease speed by three tiers, also turning the target sad.&lt;br /&gt;
| image3     = Bubble_release_energy.png&lt;br /&gt;
| desc3      = Omori and his friends launch their ultimate attack, which needs the entire party alive.&lt;br /&gt;
| tierone3   = [300], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tiertwo3   = [600], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
| tierthree3 = [1000], unable to hit right in the heart, also increase everyone's stats by 25%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Aubrey ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_look_Omori.png&lt;br /&gt;
| desc1      = Aubrey looks at Omori to grab his attention...&lt;br /&gt;
| tierone1   = [(2 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tiertwo1   = [(3 * a.atk + a.luck) - b.def].&lt;br /&gt;
| tierthree1 = [3 * a.atk + a.luck].&lt;br /&gt;
| image2     = Bubble_look_Kel.png&lt;br /&gt;
| desc2      = Aubrey looks at Kel, who eggs her back.&lt;br /&gt;
| tierone2   = Turn Aubrey angry.&lt;br /&gt;
| tiertwo2   = Turn Aubrey and Kel Angry and increase Aubrey's&amp;lt;ref name=look&amp;gt;Aubrey and Kel’s interaction only buffs Aubrey’s attack, despite the animation and text suggesting both of them are buffed.&amp;lt;/ref&amp;gt; attack by one tier.&lt;br /&gt;
| tierthree2 = Turn Aubrey and Kel Enraged, and increase Aubrey's&amp;lt;ref name=look /&amp;gt; attack by three tiers.&lt;br /&gt;
| image3     = Bubble_look_Hero.png&lt;br /&gt;
| desc3      = Aubrey looks at Hero, who tells her to focus and cheer up!&lt;br /&gt;
| tierone3   = Turn Aubrey happy and increase her defense by one tier.&lt;br /&gt;
| tiertwo3   = Heals 25% {{HP}}, turn Aubrey happy, and increases her defense by two tiers.&amp;lt;ref name=lookhero&amp;gt;If Aubrey's defense has already been buffed by one tier, her defense is increased by one tier instead of two.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tierthree3 = Heals 75% {{HP}} and 50 {{MP}}, turns Aubrey ecstatic and increase her defense by three tiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Kel ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_pass_Omori.png&lt;br /&gt;
| desc1      = Kel passes his ball for Omori to catch...&lt;br /&gt;
| tierone1   = [1] damage to Omori... also turns him sad.&lt;br /&gt;
| tiertwo1   = [(1.5 * Omori.atk) + (1.5 * kel.atk) - b.def], also turn Omori happy.&lt;br /&gt;
| tierthree1 = [(2 * Omori.atk) + (2 * kel.atk) - b.def], also turn Omori ecstatic, but cannot turn him manic.&amp;lt;ref name=ecstatic&amp;gt;Due to a coding oversight, a happy Omori will only become ecstatic and an ecstatic Omori will stay ecstatic.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| image2     = Bubble_pass_Aubrey.png&lt;br /&gt;
| desc2      = Kel passes his ball to Aubrey and she knock it out of the park!&lt;br /&gt;
| tierone2   = [Aubrey.atk + kel.atk - b.def].&lt;br /&gt;
| tiertwo2   = [(2 * Aubrey.atk) + kel.atk - b.def].&lt;br /&gt;
| tierthree2 = [(2 * Aubrey.atk) + (2 * kel.atk) - b.def].&lt;br /&gt;
| image3     = Bubble_pass_Hero.png&lt;br /&gt;
| desc3      = Kel passes his ball to Hero to dunk on the foes!&lt;br /&gt;
| tierone3   = [Aubrey.atk&amp;lt;ref name=pass&amp;gt;The damage calculation for Kel's pass to Hero has an oversight, it uses Aubrey's attack stat again instead of Hero's.&amp;lt;/ref&amp;gt; + kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tiertwo3   = [Aubrey.atk&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies.&lt;br /&gt;
| tierthree3 = [(1.5 * Aubrey.atk)&amp;lt;ref name=pass /&amp;gt; + (1.5 * kel.atk) - b.def], to all enemies and decrease their attack by one tier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Hero ====&lt;br /&gt;
{{Follow-up infobox&lt;br /&gt;
| image1     = Bubble_call_Omori.png&lt;br /&gt;
| desc1      = Hero signal Omori to do an attack!&lt;br /&gt;
| tierone1   = Heals Omori by 15% {{HP}} and forces him to do a normal attack.&lt;br /&gt;
| tiertwo1   = Heals Omori by 25% {{HP}} and 10% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| tierthree1 = [Heals Omori by 40% {{HP}} and 20% {{MP}} and force him to do a normal attack.&lt;br /&gt;
| image2     = Bubble_call_Aubrey.png&lt;br /&gt;
| desc2      = Hero encourages Aubrey to do an attack!&lt;br /&gt;
| tierone2   = Heals Aubrey by 15% {{HP}} and forces her to do a normal attack.&lt;br /&gt;
| tiertwo2   = Heals Aubrey by 25% {{HP}} and 10% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| tierthree2 = Heals Aubrey by 40% {{HP}} and 20% {{MP}} and forces her to do a normal attack.&lt;br /&gt;
| image3     = Bubble_call_Kel.png&lt;br /&gt;
| desc3      = Hero psyches up Kel!&lt;br /&gt;
| tierone3   = Heals Kel by 15% {{HP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call&amp;gt;The code to remove sadness during the attack is most likely legacy code leftover from testing.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack. Removes Sadness from Kel&amp;lt;ref name=call /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Basil ====&lt;br /&gt;
{{Basil Follow-up infobox&lt;br /&gt;
| image1     = Bubble_vent.png&lt;br /&gt;
| desc1      = Omori and Basil vent their anger by attacking an enemy.&lt;br /&gt;
| tierone1   = Increases the tagged party member's tier of anger, then adds that tier to everyone, then deals [(1.5 * Omori.atk) + (1.5 * Basil.atk) - b.def] to a target with 10% variance.&lt;br /&gt;
| image2     = Bubble_mull.png&lt;br /&gt;
| desc2      = Omori and Basil mull over sad thoughts.&lt;br /&gt;
| tierone2   = Increases the tagged party member's tier of sadness, then adds that tier to everyone. Heals 25% of everyone's juice with 20% variance, effectively healing anywhere between 20-30% of their juice.&lt;br /&gt;
| image3     = Bubble_comfort.png&lt;br /&gt;
| desc3      = Omori and Basil comfort each other.&lt;br /&gt;
| tierone3   = Increases the tagged party member's tier of happiness, then adds that tier to everyone. Heals 25% of everyone's heart with 20% variance, effectively healing anywhere between 20-30% of their heart.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Buffs &amp;amp; debuffs ===&lt;br /&gt;
Buffs and debuffs work similar to what is expected in other JRPG, the conventional buffs/debuffs, speed, attack, and defense stack up to three times and last for six turn, or till the end of battle or till the user becomes toast on console versions. Non-conventional buffs and debuffs, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till the user becomes toast. To keep track of all that, the game makes use of several states, one for each tier of the buffs, when a state already applied is applied again, it removes the current tier and gives another advanced tier, for example, using &amp;quot;Gator aid&amp;quot; will give everyone a &amp;quot;defense up 1&amp;quot;, buffing again will remove &amp;quot;defense up 1&amp;quot; and apply &amp;quot;defense up 2&amp;quot;, and so on, if a buff or debuff is already at max tier it will instead do nothing and '''not refresh its duration'''.&amp;lt;br&amp;gt;Lastly, keep in mind that both the debuff and the buff can exist '''at the same time''', so, for example, a character can have both the defense up buff of any tier and a defense down debuff of any tier.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all major buffs and debuffs.&lt;br /&gt;
''There are more buffs, which are used exclusively by enemies, like increasing hit rate and such, these are covered when needed on their articles.''&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = BUFF&lt;br /&gt;
| name1      = Attack up&lt;br /&gt;
| tierone1   = Multiply attack by 1.1.&lt;br /&gt;
| tiertwo1   = Multiply attack by 1.25.&lt;br /&gt;
| tierthree1 = Multiply attack by 1.5.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Multiply defense by 1.15.&lt;br /&gt;
| tiertwo2   = Multiply defense by 1.3.&lt;br /&gt;
| tierthree2 = Multiply defense by 1.5.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Multiply Speed by 1.5.&lt;br /&gt;
| tiertwo3   = Multiply Speed by 2.&lt;br /&gt;
| tierthree3 = Multiply Speed by 5, or 3 on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Multiply speed, attack, luck, and defense by 1.2.&lt;br /&gt;
| tiertwo4   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree4 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name5      = Release energy&lt;br /&gt;
| tierone5   = Multiply speed, attack, luck, and defense by 1.25.&amp;lt;ref&amp;gt;Release energy also increases experience gained by 50% and doubles the clams won in the battle, but since all buffs are removed before calculating rewards, it does not have this effect in practice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| tiertwo5   = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree5 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
| name6      = Basil Release energy&lt;br /&gt;
| tierone6   = Multiply speed, attack, and defense by 1.25 and multiply luck by 1.5. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Multiply speed, attack, and defense by 1.5 and multiply luck by 1.8 in addition to tier 1's regen. Reverts to tier 1 after 4 turns.&amp;lt;/center&amp;gt;&lt;br /&gt;
| tierthree6 = &amp;lt;center&amp;gt;---&amp;lt;/center&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Debuffs ====&lt;br /&gt;
{{Buff infobox&lt;br /&gt;
| type       = DEBUFF&lt;br /&gt;
| name1      = Attack down&lt;br /&gt;
| tierone1   = Decrease attack by 10%.&lt;br /&gt;
| tiertwo1   = Decrease attack by 20%.&lt;br /&gt;
| tierthree1 = Decrease attack by 30%.&lt;br /&gt;
| name2      = Defense down&lt;br /&gt;
| tierone2   = Decrease defense by 25%.&lt;br /&gt;
| tiertwo2   = Decrease defense by 50%.&lt;br /&gt;
| tierthree2 = Decrease defense by 75%.&lt;br /&gt;
| name3      = Speed down&lt;br /&gt;
| tierone3   = Decrease Speed by 20%.&lt;br /&gt;
| tiertwo3   = Decrease Speed by 50%.&lt;br /&gt;
| tierthree3 = Decrease Speed by 75%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Emotions ===&lt;br /&gt;
[[File:Emotion_chart.png|480px|thumb|Hero's emotion guide.]]&lt;br /&gt;
Emotions are a type of state that gives the character some buffs and debuffs, they also give an &amp;quot;element&amp;quot; to their attack that makes it stronger or weaker to other emotional states, with three tiers for each emotion. It follows the following rules:&lt;br /&gt;
*Normal enemies and most bosses can only have tier 1 emotion.&lt;br /&gt;
*Party characters can only have up to tier 2 emotion, and can only have the first tier of afraid.&lt;br /&gt;
*Only Omori and some bosses can have tier 3 emotions. Omori is also immune to afraid.&lt;br /&gt;
*Sunny can only be afraid, stressed out, angry and sad, other real-world friends follow the same rules as their dream world counterparts.&lt;br /&gt;
While under the effect of emotions, the character does more damage to one emotion and takes less damage from another, following the pattern that can be seen in Hero's [[Emotion chart]] at the side, which is:&lt;br /&gt;
*Angry is strong against sad.&lt;br /&gt;
*Sad is strong against happy.&lt;br /&gt;
*Happy is strong against angry. &lt;br /&gt;
&lt;br /&gt;
The emotion resistance and weakness values are as follows:&lt;br /&gt;
 * Emotion Resistance: Takes 20% / 35% / 50% less damage from the weaker emotion.&lt;br /&gt;
 * Emotion Weakness: Deals 50% / 100% / 150% more damage to the weaker emotion.&lt;br /&gt;
&amp;lt;b&amp;gt; This value varies depending only on the defender's emotion tier. &amp;lt;/b&amp;gt; So, for example, if the attacker is ecstatic and the defender is angry, the attack will only deal 50% more damage, while if the attacker is angry but the defender is ecstatic, the attack will deal 35% less damage. &lt;br /&gt;
&lt;br /&gt;
==== Emotion tiers ====&lt;br /&gt;
===== Happy =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = OmoriHappy.png&lt;br /&gt;
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = OmoriEcstatic.png&lt;br /&gt;
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%. &lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = OmoriManic.png&lt;br /&gt;
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Angry =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = OmoriAngry.png&lt;br /&gt;
| effect1 = Increase attack by 30%, decrease defense by 50%.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = OmoriEnraged.png&lt;br /&gt;
| effect2 = Increase attack by 50%, decrease defense by 70%.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = OMORIFurious.png&lt;br /&gt;
| effect3 = Increase attack by 100%, decrease defense by 85%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Sad =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = OmoriSad.png&lt;br /&gt;
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = OmoriDepressed.png&lt;br /&gt;
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = OmoriMiserable.png&lt;br /&gt;
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of the {{HP}} damage taken is done to {{MP}} instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Afraid =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = AFRAID&lt;br /&gt;
| image1  = SunnyStressed.png&lt;br /&gt;
| effect1 = Increase damage taken from all emotions by 50%, including afraid, does not apply emotional damage like other emotions, blocks the use of skills (except guard) and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills (except guard), does not apply emotional damage like other emotions, increase attack by 20%, decrease defense by 10%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Boss specific emotions ====&lt;br /&gt;
Bosses that have advanced tiers of emotion, these being [[Sweetheart]], captain [[Space Ex-Boyfriend]] and the [[Unbread Twins]], use different emotion trees compared to the player once they become emotion locked, it follows slightly different rules, as seen below:&lt;br /&gt;
&lt;br /&gt;
===== Sweetheart =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = HAPPY&lt;br /&gt;
| image1  = Sweetheart (happy).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase luck by 100%, increase speed by 25%, decrease hit rate by 10%. &lt;br /&gt;
| name2   = ECSTATIC&lt;br /&gt;
| image2  = Sweetheart (ecstatic).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase luck by 200%, increase speed by 50%, decrease hit rate by 20%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
| name3   = MANIC&lt;br /&gt;
| image3  = Sweetheart (manic).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase luck by 300%, increase speed by 100%, decrease hit rate by 30%, emotion resistance/weakness remains the same as happy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Space Ex-Boyfriend =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = ANGRY&lt;br /&gt;
| image1  = Space Ex-Boyfriend (Angry).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase attack by 20%, decrease defense by 10%.&lt;br /&gt;
| name2   = ENRAGED&lt;br /&gt;
| image2  = Space Ex-Boyfriend (Enraged).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase attack by 50%, decrease defense by 50%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
| name3   = FURIOUS&lt;br /&gt;
| image3  = Space Ex-Boyfriend (Furious).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase attack by 100%, decrease defense by 70%, emotion resistance/weakness remains the same as angry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Unbread Twins =====&lt;br /&gt;
{{Emotion infobox&lt;br /&gt;
| name1   = SAD&lt;br /&gt;
| image1  = Unbread Twins (sad).gif{{!}}125px&lt;br /&gt;
| effect1 = Increase defense by 25%, decrease speed by 20%, 30% of all damage taken is done to {{MP}} instead.&lt;br /&gt;
| name2   = DEPRESSED&lt;br /&gt;
| image2  = Unbread Twins (depressed).gif{{!}}125px&lt;br /&gt;
| effect2 = Increase defense by 35%, decrease speed by 35%, 50% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
| name3   = MISERABLE&lt;br /&gt;
| image3  = Unbread Twins (miserable).gif{{!}}125px&lt;br /&gt;
| effect3 = Increase defense by 50%, decrease speed by 50%, 100% of all damage taken is done to {{MP}} instead, emotion resistance/weakness remains the same as sad.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plot Armor ===&lt;br /&gt;
[[File:OmoriSuccumb.png|thumb|left|After triggering Plot Armor.]]&lt;br /&gt;
[[File:OmoriEyesClosed.png|thumb|When taking an actual killing blow.]]&lt;br /&gt;
Plot Armor is the internal name of the mechanism that prevents Omori from taking mortal damage once per battle. When triggered, Omori's color scheme will temporarily invert, and the game will announce that Omori &amp;quot;did not succumb.&amp;quot; Once triggered, plot armor's invulnerability will not be removed until the end of the turn: Even if Omori sustains more damage after not succumbing, he will stay at one {{HP}}. After the next turn begins, however, any attack that reduces Omori's {{HP}} to zero will kill him normally, resulting in a Game Over.&lt;br /&gt;
&lt;br /&gt;
Prior to patch 1.0.8, the game used to check heart value at the end of the turn to determine if Omori should or should not disable his plot armor. This meant that, if Omori's plot armor was triggered, '''and''' he ended the turn with more than 5% {{HP}} (possible by either having a healing item used on him before the end of the turn, or reducing his max {{HP}}  through accessories to the point where he effectively always has more than 5% of his {{HP}}), he would retain his plot armor hit, and would be able to survive another killing blow. It was possible to keep the immortal state indefinitely, as long as Omori never ended a turn with less than 5% {{HP}}.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stat Calculation ==&lt;br /&gt;
Simply put, the buffs and debuffs affecting a stat all interact multiplicatively.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The calculated stat is then rounded to the nearest whole number and will not exceed 999. &lt;br /&gt;
&lt;br /&gt;
The bonus from release energy and sno-cone are only applicable to players.&lt;br /&gt;
&lt;br /&gt;
== Damage Calculation ==&lt;br /&gt;
In calculating damage, keep in mind that the game uses the calculated stats that has been rounded to the nearest whole number, and a single attack cannot deal more than 9999 damage. The calculated damage formula is then multiplied by damage multipliers, if any.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt; Final Damage = {[(damage formula) * (emotion multiplier) * (critical multiplier) * (damage variance)] + additional critical damage} * (flex multiplier). &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical damage has a multiplier of 1.5 and an additional damage of +2 which is added after all multipliers have been calculated except for flex.&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the majority of attacks have a randomness factor of 20%, this means it will have its final damage deal anywhere between 80% and 120% of its calculated value (a damage variance of 0.8 to 1.2). Some attacks have no randomness factor (such as Release Energy), while some others have a different randomness factor (such as 30% for Ricochet).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When introducing the party to a Sad Lost Sprout Mole, Hero will incorrectly claim that Sad enemies &amp;quot;won't do as much damage as normal.&amp;quot; While Sad enemies generally are more likely to waste their turn, Sad does not affect Attack power whatsoever.&lt;br /&gt;
* From version 1.0.7 and onward, most of Hero's heart-healing skills are affected by emotion: Hero will heal characters weak to his current emotion more, and he will likewise heal characters strong against his current emotion less. The only exceptions are Tea Time, Share Food, and Fast Food, which are unaffected by emotional advantages. This is likely an oversight.&lt;br /&gt;
* Hero's cook skill is the only healing skill that has any variance to the % of max HP healed. This is also likely an oversight.&lt;br /&gt;
* Omori and Hero's sprites while Angry only have two frames of animation, as opposed to three. This also applies to Omori's 'injured' graphic as it is based off of his Angry sprite. This is likely an oversight.&lt;br /&gt;
* An unused emotion called &amp;quot;panic&amp;quot; exist within the files, but it does nothing other than sealing the use of skills, theoretically, it would be the second tier of afraid, with stressed out being the third.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13802</id>
		<title>Pluto (Expanded)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13802"/>
		<updated>2024-05-29T19:34:34Z</updated>

		<summary type="html">&lt;p&gt;Vl: Fixed missing info about how Pluto buffs his defence while charging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy infobox&lt;br /&gt;
| image   = Pluto_Expanded_(normal).gif&lt;br /&gt;
| size    = 200px&lt;br /&gt;
| heart   = 3000 (First Encounter)&amp;lt;br&amp;gt;&lt;br /&gt;
10000 (Boss rush)&lt;br /&gt;
| juice   = 1500 (First Encounter)&amp;lt;br&amp;gt;5000 (Boss rush)&lt;br /&gt;
| attack  = 52 (First Encounter)&amp;lt;br&amp;gt;85 (Boss rush)&lt;br /&gt;
| defense = 32 (First Encounter)&amp;lt;br&amp;gt;65 (Boss rush)&lt;br /&gt;
| speed   = 22 (First Encounter)&amp;lt;br&amp;gt;70 (Boss rush)&lt;br /&gt;
| luck    = 10 (First Encounter)&amp;lt;br&amp;gt;15 (Boss rush)&lt;br /&gt;
}}&lt;br /&gt;
''This article is about Pluto (Expanded) as a boss, for the character, see [[Pluto]]. For his previous, optional battle, see [[Pluto (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Pluto (Expanded)''' is an enemy the player encounter in the end of the [[Last Resort]], after defeating [[Mr. Jawsum]] and his mens, Mr. Jawsum will summon one of his strongest employee, Pluto, to take down [[Omori]] and his friends, after the battle, when Pluto is about to unleash his full power, Mr. Jawsum interrupts the fight to avoid further destruction of his office. &lt;br /&gt;
&lt;br /&gt;
He can be fought again as an optional boss during the epilogue with [[Earth]] in the [[Otherworld#Otherworld Campsite|Otherworld Campsite]], on the Solar System bridge that connects [[Captain Spaceboy|Captain Spaceboy's]] house to the [[Junkyard]]. He can also be fought again as one of the bosses of the [[Boss Rush]]. &lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
As stated before, Pluto (Expanded) can be fought thrice:&lt;br /&gt;
=== First encounter / Boss Rush ===&lt;br /&gt;
{{Battle infobox&lt;br /&gt;
| imagetitle      =&lt;br /&gt;
| title1          = BEHAVIORS&lt;br /&gt;
| image1          = Pluto_Expanded_(normal).gif&lt;br /&gt;
| descriptionone1 = If his {{HP}} is below 10%, he will always cause an Earth's finale, doing attack damage to all party member without missing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing a submission hold, dealing damage to a party member and decreasing their speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;if his {{HP}} is below 40%, he will expand further (face), increasing his attack an defense and lowering his speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Else, it will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, once he reaches 50% {{HP}}, he will expand further (face), during the Boss Rush, he will instead expand further.&lt;br /&gt;
&lt;br /&gt;
=== Pluto &amp;amp; Earth ===&lt;br /&gt;
Here, Pluto (Expanded) have the same stats as his Boss Rush variant of 10000 {{HP}} heart, 5000 {{MP}} juice, 85 attack, 65 defense, 70 speed and 15 luck, however he will behave differently, as seen below:&lt;br /&gt;
&lt;br /&gt;
{{Battle infobox&lt;br /&gt;
| imagetitle      = EMOTION&lt;br /&gt;
| title1          = BEHAVIORS&lt;br /&gt;
| title2          = REWARDS&lt;br /&gt;
| image1          = Pluto_Expanded_(normal).gif&lt;br /&gt;
| descriptionone1 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing a submission hold, dealing damage to a party member and decreasing their speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If any party member is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage twice to 3 random party members.&lt;br /&gt;
| descriptiontwo1 = 15000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 5000 {{Clams}} clams&lt;br /&gt;
| image2          = Pluto_Expanded_(happy).gif&lt;br /&gt;
| descriptionone2 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing a submission hold, dealing damage to a party member and decreasing their speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If any party member is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage twice to 3 random party members.&lt;br /&gt;
| descriptiontwo2 = 15000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 6000 {{Clams}} clams&lt;br /&gt;
| image3          = Pluto_Expanded_(sad).gif&lt;br /&gt;
| descriptionone3 = If any party member is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a 'Pluto meteor', dealing 100 damage twice to 3 random party members.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Else, 100% chance of doing a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&lt;br /&gt;
| descriptiontwo3 = 14000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 4000 {{Clams}} clams&lt;br /&gt;
| image4          = Pluto_Expanded_(angry).gif&lt;br /&gt;
| descriptionone4 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing a submission hold, dealing damage to a party member and decreasing their speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;30% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If any party member is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage twice to 3 random party members.&lt;br /&gt;
| descriptiontwo4 = 16000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 5000 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Earth is alive after Pluto reaches 50% {{HP}}, Pluto will cause the Earth's finale, dealing damage to all party members and defeating the Earth. He will also gain the &amp;quot;Pluto ultimate charge&amp;quot; state and start to charge his ultimate attack for '''two turns''', with his defense increased by 300% for the duration of the charging. When finished, '''Only the party''' will receive the &amp;quot;Pluto ultimate buff&amp;quot; state, allowing him to continuously summon meteors while increasing the party's attack, defense and luck by 150%, and speed by 1000%.&lt;br /&gt;
&lt;br /&gt;
Lastly, once his ultimate's ready, he will '''ignore {{Observe}} mechanics''', as the ultimate attack has priority over observe.&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
''Skills that can be used when observe is used against the target are marked with {{Observe}} on his behavior table, normally this would also be here, but it was removed to avoid confusion, as it acts differently between battles.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default).&lt;br /&gt;
&lt;br /&gt;
'''Submission hold''': [2.5 * a.atk - b.def], with a 30% damage variation, also decrease the target's speed by one tier.&lt;br /&gt;
&lt;br /&gt;
'''Headbutt''': [3 * a.atk - b.def].&lt;br /&gt;
&lt;br /&gt;
'''Earth's Finale''': [2 * a.atk - b.def] to all party members.&lt;br /&gt;
&lt;br /&gt;
'''Expand further''': 4 variants, all increases the user's attack and defence by 1 tier and decreases the user's speed by 1 tier but does not allow it to reach the 3rd tier of speed debuffs, while increasing the users speed by 1 tier if it was at the 3rd tier of debuff.&amp;lt;ref&amp;gt;Happens due to a coding mistake in checking what state to give, instead of checking if Pluto had -2 speed to turn it to -3 speed, it instead checks if Pluto has -3 speed to turn it to -2 speed &amp;lt;/ref&amp;gt; The difference being:&lt;br /&gt;
*'''Expand further face''': Zooms in Pluto's face.&lt;br /&gt;
*'''Expand further chest''': Zooms in Pluto's chest.&lt;br /&gt;
*'''Expand further right''': Zooms in Pluto's Right arm. &lt;br /&gt;
*'''Expand further left''': Zooms in Pluto's Left arm.&lt;br /&gt;
&lt;br /&gt;
'''Pluto meteor''': [100] twice to 3 random party members, this will never hit right in the heart, and only have a 10% damage variation.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
==== Action quotes ====&lt;br /&gt;
 * Pluto (Expanded) throwns the moon at [target]!&lt;br /&gt;
 * Pluto (Expanded) puts [target] in a submission hold!&lt;br /&gt;
 * Pluto (Expanded) slams his head into [target]!&lt;br /&gt;
 * Pluto (Expanded) expands even further!&lt;br /&gt;
 * Pluto (Expanded) pickus up the Earth and slams it into everyone!&lt;br /&gt;
 * Pluto (Expanded) summons a meteor shower!&lt;br /&gt;
==== If [[Kel]] uses &amp;quot;Flex&amp;quot; ====&lt;br /&gt;
 * Pluto: ''Impressive progress, young Kel Your Flex has improved greatly!''&lt;br /&gt;
&lt;br /&gt;
=== First encounter / Boss Rush ===&lt;br /&gt;
==== Start of battle ====&lt;br /&gt;
 * Pluto: ''Behold... This is my final form.''&lt;br /&gt;
 * Pluto: ''Can you... feel the heat?''&lt;br /&gt;
==== During the battle ====&lt;br /&gt;
*50% {{HP}}:&lt;br /&gt;
 * Pluto: '' Ah. I see.''&lt;br /&gt;
 * Pluto: ''You have all gotten stronger.''&lt;br /&gt;
 * Pluto: ''But... so have I.''&lt;br /&gt;
==== When defeated ====&lt;br /&gt;
 * Pluto: ''Hm. Well done, children. You've come a long way.''&lt;br /&gt;
 * Pluto: ''But... I am not finished yet.''&lt;br /&gt;
==== When defeating the player ====&lt;br /&gt;
 * Pluto: ''I apologize, children.''&lt;br /&gt;
 * Pluto: ''You should applaud yourselves for your effort.''&lt;br /&gt;
=== Pluto &amp;amp; Earth ===&lt;br /&gt;
==== Start of battle ====&lt;br /&gt;
 * Pluto: ''This will be our final fight. Show me everything you have.''&lt;br /&gt;
==== During the battle ====&lt;br /&gt;
*50% {{HP}}:&lt;br /&gt;
 * Pluto: ''Ah...\! It seems that I have underestimated you once again.''&lt;br /&gt;
 * Pluto: ''Very few have pushed me this far... and none have left the same.''&lt;br /&gt;
 * Pluto: ''I want nothing more than victory! Let me show you my resolve!''&lt;br /&gt;
 * Pluto begins charging his ultimate attack!&lt;br /&gt;
*Ultimate attack charging:&lt;br /&gt;
 * Pluto: ''I hope we meet again in the next life. Goodbye.''&lt;br /&gt;
 * Pluto: ''I am glad to have met each of you... and watch you all grow.''&lt;br /&gt;
 * Pluto continues charging his ultimate attack...&lt;br /&gt;
 * Pluto: ''I have recognized your strength... and will see you as children no longer.''&lt;br /&gt;
 * Pluto: ''This fight is mine to win... You cannot escape my judgement!''&lt;br /&gt;
 * Pluto finishes charging his ultimate attack!&lt;br /&gt;
==== When defeated ====&lt;br /&gt;
 * Pluto: ''Unbelievable... Even at full power... I have been bested.''&lt;br /&gt;
 * Pluto: ''It has been an honor to do battle with you. Your victory is well-deserved.''&lt;br /&gt;
==== When defeating the player ====&lt;br /&gt;
 * Pluto: ''Do not be sad. You were worthy opponents until the end.''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Pluto: ''Hmph...'' (when doing a &amp;quot;strong attack&amp;quot;)&lt;br /&gt;
 * The radiance of Pluto's muscles intimidated you! (seems to be supposed to happen when he flexes, but he does not have this skill on his table)&lt;br /&gt;
 * Everyone who is sad became weaker (reaction to the phrase above).&lt;br /&gt;
 * Pluto (Expanded) flexes his muscles and prepares himself! (the action text of the nonexisting &amp;quot;flex&amp;quot; skill)&lt;br /&gt;
 * Pluto (Expanded) is admiring Kel's progress (would turn Kel happy when doing this, likely a scrapped reaction to Kel's Flex)&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pluto_(Expanded)_(neutral).png&lt;br /&gt;
Pluto_(Expanded)_(happy).png&lt;br /&gt;
Pluto_(Expanded)_(sad).png&lt;br /&gt;
Pluto_(Expanded)_(angry).png&lt;br /&gt;
Pluto_(Expanded)_(damaged).png&lt;br /&gt;
Pluto_(Expanded)_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Defeating Pluto and Earth's encounter rewards the player with &amp;quot;The Brightest Stars&amp;quot; [[Achievements|achievement]], on the same topic, it is not needed to defeat the Earth to win the battle, only Pluto himself, however, it is unlikely that the Earth survives the encounter due to the fight's mechanics.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13299</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13299"/>
		<updated>2024-02-27T04:54:51Z</updated>

		<summary type="html">&lt;p&gt;Vl: Changed infobox image to be consistent with the other playable characters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=BasilNeutral.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Background===&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
===Normal Route===&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
After Aubrey joins the party, the four go to Basil's house together to invite him to hang out. Upon arriving, they are met by Polly who informs them that he is currently in the hospital visiting his grandma, who had been rushed into intensive care just that morning.&lt;br /&gt;
&lt;br /&gt;
Upon returning to Basil's house later in the day Polly answers the door yet again, this time telling the group that Basil has returned home, but that he has locked himself in his room and is refusing to answer. The four then go inside to check on him, with Hero reassuring him that they're all there for him and Aubrey apologizing for her treatment of him, all to no response. Worried for Basil the group decides to stay for the night, sleeping in the living room together.&lt;br /&gt;
&lt;br /&gt;
Upon waking up the player can choose to either confront Basil or to go back to sleep, both resulting in unique endings.&lt;br /&gt;
&lt;br /&gt;
=====Good Ending=====&lt;br /&gt;
Confronting Basil in his room he expresses his denial of the truth, reasoning that since Sunny is a 'good person' he could not have killed Mari and that it had to be 'something behind' him. Sunny, seemingly disturbed, attempts to leave only to find Something blocking the door. In his delusion, Basil reasons that Sunny wouldn't leave him and that it has to be 'something behind' him again. Something appears around Basil as tendrils from the corners of the room as he yells at it to stay away from Sunny, promising to protect him no matter what. In a seemingly delusional state Basil proceeds to attack Sunny with his garden shears, saying he'll 'get rid of it once and for all'. Although the player can try to stall for time, Sunny is unable to calm himself and is eventually forced to fight back as Basil begs him to stop. Basil stabs Sunny's right eye, leading him to pass out and eventually wake up later in the hospital.&lt;br /&gt;
&lt;br /&gt;
If the player watered the flowers in Basil's garden in Headspace, an additional scene will play following the credits showing Basil waking up in the hospital to see Sunny standing in front of him, having just confessed the truth to their friends. The two smile at each other as their Somethings disappear behind them.&lt;br /&gt;
&lt;br /&gt;
=====Neutral Ending=====&lt;br /&gt;
If the player instead chooses to go back to sleep, they will wake up to find that Basil has committed suicide. Kel, Aubrey, Hero, and Polly can all be found in the hallway, expressing their grief and regret over his death. Opening the door to his room allows Basil's dead body to be viewed, a dark hole in his abdomen with Something surrounding him in the shape of a blood stain. Attempting to interact with the door again after witnessing his corpse will cause Sunny to shake his head and for the door to disappear.&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Faces===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
BASILNEUTRAL.png|Neutral&lt;br /&gt;
BASILAFRAID.png|Afraid&lt;br /&gt;
BASILTOAST.png|Toast&lt;br /&gt;
BASILHAPPY.png|Happy&lt;br /&gt;
BASILECSTATIC.png|Ecstatic&lt;br /&gt;
BASILMANIC.png|Manic&lt;br /&gt;
BASILSAD.png|Sad&lt;br /&gt;
BASILDEPRESSED.png|Depressed&lt;br /&gt;
BASILMISERABLE.png|Miserable&lt;br /&gt;
BASILANGRY.png|Angry&lt;br /&gt;
BASILENRAGED.png|Enraged&lt;br /&gt;
BASILFURIOUS.png|Furious&lt;br /&gt;
BASILINJURED.png|Injured&lt;br /&gt;
BASILVICTORY.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Basil appears to be somewhat based on the character of Basil Hallward from Oscar Wilde's [https://en.wikipedia.org/wiki/The_Picture_of_Dorian_Gray The Picture of Dorian Gray], an artist whose infatuation of the main character displays numerous similarities to that of Basil's relationship with Sunny.&lt;br /&gt;
:* The main character of the book is directly named in game's 2018 demo, in which can be found &amp;quot;a book shelf filled from books by Dorian Gray.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Omori&amp;diff=13293</id>
		<title>Omori</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Omori&amp;diff=13293"/>
		<updated>2024-02-27T01:52:14Z</updated>

		<summary type="html">&lt;p&gt;Vl: Changed afraid text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about the playable character Omori. For the enemy, see: [[Omori (enemy)]]. For the game, see: [[OMORI (game)]].}}&lt;br /&gt;
{{See also|Sunny}}&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=OmoriNeutral.png&lt;br /&gt;
|sprites=[[File:OMORI Sprite run.png]]&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=Male&lt;br /&gt;
|age=12 (Approx.)&lt;br /&gt;
|location=[[White Space]]&lt;br /&gt;
|role=playable character&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;...&amp;quot;|Omori}}&lt;br /&gt;
'''Omori''' is the titular deuteragonist in ''[[OMORI (game)|OMORI]]''. Omori is controlled by the player at night, while exploring [[Headspace]].&lt;br /&gt;
&lt;br /&gt;
When Tagged, Omori can use his knife to cut obstacles such as traffic cones down to clear paths.&lt;br /&gt;
== Profile ==&lt;br /&gt;
 {{HP}} ***&lt;br /&gt;
 {{MP}} ****&lt;br /&gt;
 Attack ****&lt;br /&gt;
 Defense ***&lt;br /&gt;
 Speed ****&lt;br /&gt;
 Luck ***&lt;br /&gt;
&lt;br /&gt;
Birthday: ???&amp;lt;br&amp;gt;&lt;br /&gt;
Likes: [[Aubrey]], [[Kel]], [[Hero]], [[Mari]], [[Basil]], [[Grape Soda]]&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Heights, Spiders, Deep Water, [[Cherry Soda]], [[Tofu]]&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;This is Omori. He's been living in [[White Space]] for as long as he can remember, but it seems like he can't remember much else. His trusty Knife can cut through anything.&amp;quot;&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Omori is a young boy who wears a black tank top, long black socks, and shorts that are striped black and white, vaguely resembling the keys of a piano. While his friends - and the rest of Headspace - are vibrantly colored, Omori is always rendered in complete monochrome.&lt;br /&gt;
&lt;br /&gt;
His hair style is practically identical to [[Sunny]]'s.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
As a silent protagonist, Omori's personality is widely up to player interpretation. However, his commentary throughout Headspace, and his writings in the [[Foe Facts!]] journal all suggest that his personality is, compared to his friends, very grounded and snarky. It's also noted that he has a rather solemn, stoic demeanor, with characters like Mari implying that he almost never smiles.&lt;br /&gt;
&lt;br /&gt;
He is notably never seen emoting outside of battle.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
At some point following [[Mari]]'s death, Sunny presumably began visiting [[Headspace]] as Omori. The origins of Omori are not fully clarified, although it is heavily implied through both the cutscene that plays at the beginning of the Two Days Left dream&amp;lt;ref&amp;gt;The cutscene is called omori_origin.webm within the game files.&amp;lt;/ref&amp;gt; and the Truth album's comments&amp;lt;ref&amp;gt;Photo of Hopelessness - [...] Your head starts to feel fuzzy... You sink into a crevice in your mind... an empty white room.&amp;lt;/ref&amp;gt; that White Space's creation predates Omori's 'birth'; Sunny originally visited White Space as himself, but eventually, either no longer able to, or willing, to enter White Space as himself, created Omori. The door to Headspace appears after this happens, suggesting that its creation was a direct consequence of Omori's 'birth.'&lt;br /&gt;
&lt;br /&gt;
Inside Headspace, Omori can freely visit a dream world where his friends reside along with what appear to be representations of his acquaintances and fictional mascots. The entirety of Headspace seems to exist solely for the purpose of escapism, a distraction from the reality and consequences of Mari's death: Mari is still alive and well, and his friends still hang out together, exactly the same as they were four years ago, before Mari's death. Sunny's repeated escape into Headspace is strongly implied to be the reason behind his refusal to leave his house for four years.&lt;br /&gt;
&lt;br /&gt;
Omori's true purpose is to repress everything related to Mari's death to 'protect' Sunny from his own guilt using his control over Headspace. Dialogue from the residents of [[Black Space]] and [[Deeper Well]] suggest that, whenever Sunny's subconscious begins to remind him of the truth, Omori 'resets' Headspace in order to lock all reminders of it, such as [[Something]], back into Black Space, until it inevitably leaks out again. This cycle appears to have gone on for the four years since Mari's death, with the loop only potentially breaking during the events of the [[Routes|Sunny route]].&lt;br /&gt;
&lt;br /&gt;
=== Normal route ===&lt;br /&gt;
As the story progresses, Omori appears to change from a persona adopted by Sunny within Headspace to a full alternate personality, serving as an unhealthy coping mechanism of sorts, who reflects Sunny's depression and guilt as he closes in on the truth behind Mari's death. This culminates in the final battle of the game, where he fights Omori in White Space to decide his ultimate fate, as the latter [[Omori (enemy)|attempts to take over his mind and body,]] with the goal of ending Sunny's life in a final effort to 'save' him from the truth.&lt;br /&gt;
&lt;br /&gt;
As the two battle, Omori eventually begins talking to Sunny, cruelly tearing into his flaws and mistakes, deeming him unforgivable and suggesting he atone for his sins by killing himself. Omori is an insurmountable opponent, and he eventually triumphs over Sunny, regardless of his strategy in battle.&lt;br /&gt;
=== Good Ending ===&lt;br /&gt;
If Sunny chooses not to give up once he inevitably falls against Omori, he will get back up. Refusing to succumb to Omori's onslaught, Sunny instead plays the Duet he had intended to play with Mari before her accidental death, finally coming to terms with the truth and the role he played that day. Omori is placated by this, and embraces Sunny, who absorbs Omori into himself, no longer needing his 'help' in suppressing the truth. He is not seen again after this.&lt;br /&gt;
&lt;br /&gt;
=== Bad Ending ===&lt;br /&gt;
On the other hand, if Sunny gives up, Omori will prove victorious in the battle for Sunny's psyche, and will instead absorb him, hijacking his mind and body completely. Afterwards, Omori will suddenly return to White Space, and will eventually leave to visit Headspace as always with his friends.&lt;br /&gt;
&lt;br /&gt;
In reality, Sunny will step out onto the balcony of the [[Hospital]], and ultimately decides to, like Omori suggested, kill himself by jumping to his death.&lt;br /&gt;
&lt;br /&gt;
=== Hikikomori route ===&lt;br /&gt;
{{Spoiler|section|alt}}&lt;br /&gt;
The plot is notably changed as Sunny represses more memories of Mari's death as he chooses to shut himself away even more than before. By the time Omori arrives in Black Space, he slowly is given more control over Sunny's mind and body. However, Stranger and Something attempt to stop Sunny from submerging himself further into his dream world of escapism, and outright forces Sunny out of Omori in order to make him face the devastation his actions caused the day Mari fell. Sunny tries to fight off Stranger but fails as the shadowy figure overwhelms him, leading him to be transported into Red Space, where Omori awaits him on his throne of hands.&lt;br /&gt;
&lt;br /&gt;
From there, Omori descends from his throne and helps Sunny withstand Stranger's wrath. The battle ultimately ends with Stranger fading away, allowing Omori to rescue Basil in the [[Church Of Something]]. Omori and Basil leave Black Space and return to [[Neighbor's Bedroom]], where their friends are sleeping in their beds. Once Omori and Basil fall asleep, as instructed by the [[Big Yellow Cat]], Headspace is reset. &lt;br /&gt;
&lt;br /&gt;
Sunny wakes up following this, only to find Something following him at every step of his house. Notably, at this point, if he checks the mirror in the bathroom, he will only see Omori reflected back, confirming the almost complete control he has already given him. Sunny is stalked as he completes the last of his to-do list, before succumbing to his self-hatred and guilt as he falls asleep, completely unable to repress Something's existence. As he attempts to sleep, Omori decides to 'save' him from his trauma by fusing with him. This hijacking of both his mind and body sends Sunny into an endless loop of repression and discovery as he embraces a world where he dreams forever, unable to discover the truth. &lt;br /&gt;
&lt;br /&gt;
When Sunny falls asleep and becomes Omori again, he finds that the reset has changed Headspace in a variety of ways: For instance, Basil appears to have never discovered the truth, more areas are accessible, and more optional sidequests are available for Omori and friends to pursue.&lt;br /&gt;
&lt;br /&gt;
Notably, as soon as Sunny wakes up following the confrontation with Stranger in Black Space, the Stab option will appear in the menu, allowing him, already heavily affected by Omori, to commit suicide.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. It always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x AGI - DEF to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== In-game ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
Dw alone.gif&lt;br /&gt;
MIRROR PLAYGROUND.png&lt;br /&gt;
Release energy.png&lt;br /&gt;
OmoriWhiteSpace.png&lt;br /&gt;
Blackspace.png&lt;br /&gt;
Omori Mirror (RW).png&lt;br /&gt;
Omori Mirror Dark (RW).png&lt;br /&gt;
Omori_saves_Sunny.png&lt;br /&gt;
Omori_Title_Screen_(Normal).png&lt;br /&gt;
OMORI Sprite run.png&lt;br /&gt;
Omori Sprite (Idle).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faces ===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OmoriNeutral.png|Neutral&lt;br /&gt;
Omori Afraid.png|Afraid&lt;br /&gt;
Omori Afraid (Unused).png|Afraid (Unused)&lt;br /&gt;
OmoriEyesClosed.png|Defeated&lt;br /&gt;
OmoriHappy.png|Happy&lt;br /&gt;
OmoriEcstatic.png|Ecstatic&lt;br /&gt;
OmoriManic.png|Manic&lt;br /&gt;
OmoriSad.png|Sad&lt;br /&gt;
OmoriDepressed.png|Depressed&lt;br /&gt;
OmoriMiserable.png|Miserable&lt;br /&gt;
OmoriAngry.png|Angry&lt;br /&gt;
OmoriEnraged.png|Enraged&lt;br /&gt;
OMORIFurious.png|Furious&lt;br /&gt;
OmoriInjured.png|Injured&lt;br /&gt;
OmoriVictory.png|Victory&lt;br /&gt;
OmoriSuccumb.png|Omori did not succumb.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG AUBREY OMORI.png&lt;br /&gt;
DW TAG HERO OMORI.png&lt;br /&gt;
DW TAG KEL OMORI.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
DW TAG OMORI AUBREY.png&lt;br /&gt;
DW TAG OMORI HERO.png&lt;br /&gt;
DW TAG OMORI KEL.png&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
DW_Omori_tag_normal.png&lt;br /&gt;
DW_Omori_tag_masked.png&lt;br /&gt;
DW_Omori_tag_pigtails.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Photo Album ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 01.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
DW ALBUM 15.png&lt;br /&gt;
DW ALBUM 18.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Omori Boss Intro.png&lt;br /&gt;
OMORIENEMY.png&lt;br /&gt;
OMORIENEMY2.png&lt;br /&gt;
OMORIENEMY3.png&lt;br /&gt;
OMORIENEMY4.png&lt;br /&gt;
OMORIENEMY5.png&lt;br /&gt;
OMORIENEMY6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMOCAT OMORI PROMO.png&lt;br /&gt;
OMOCAT OMORI DOODLE.png&lt;br /&gt;
OMOCAT_OMORI_SLEEPING.png&lt;br /&gt;
OMORI LOOK.jpg&lt;br /&gt;
OMORI BLEGH.jpg&lt;br /&gt;
OMORI TRAILER.gif&lt;br /&gt;
OMORI SKETCH SLEEPING.gif&lt;br /&gt;
OMORI_FRIENDS2.gif&lt;br /&gt;
OMORI_FRIENDS.gif&lt;br /&gt;
OMORI SKETCH HOLDHIMSELF.png&lt;br /&gt;
OMOCAT SKETCH OMORIHIKIKOMORI.png&lt;br /&gt;
OMOCAT SKETCH OMORIANDWHITEHANDS.png&lt;br /&gt;
Omori Ness Madotsuki Sketch.png&lt;br /&gt;
Omori &amp;amp; Mewo background.png&lt;br /&gt;
Omori Old Concept.png&lt;br /&gt;
OMORI_DW Group Concept.png&lt;br /&gt;
OMORI CONCEPT OMORIGENDERS.png&lt;br /&gt;
Omori &amp;amp; Sunny Concepts.png&lt;br /&gt;
OMORI NEWFACES.png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori_3_Month_Artwork.png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Omoriboy ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMORI COMIC P01.jpg&lt;br /&gt;
Abbi blog.png&lt;br /&gt;
OMOCAT OLDBLOG 01.gif&lt;br /&gt;
OMOCAT OLDBLOG 02.gif&lt;br /&gt;
OMOCAT OLDBLOG 03.gif&lt;br /&gt;
OMOCAT OLDBLOG 04.gif&lt;br /&gt;
OMOCAT OLDBLOG 05.gif&lt;br /&gt;
OMOCAT OLDBLOG 06.gif&lt;br /&gt;
OMOCAT OLDBLOG 07.gif&lt;br /&gt;
OMOCAT OLDBLOG 08.gif&lt;br /&gt;
OMOCAT OLDBLOG 09.gif&lt;br /&gt;
OMOCAT OLDBLOG 10.gif&lt;br /&gt;
OMOCAT OLDBLOG 11.gif&lt;br /&gt;
OMOCAT OLDBLOG 12.gif&lt;br /&gt;
OMOCAT OLDBLOG 13.gif&lt;br /&gt;
OMOCAT OLDBLOG 14.gif&lt;br /&gt;
OMOCAT OLDBLOG 15.gif&lt;br /&gt;
OMOCAT OLDBLOG 16.gif&lt;br /&gt;
OMOCAT OLDBLOG 17.gif&lt;br /&gt;
OMOCAT OLDBLOG 18.gif&lt;br /&gt;
OMOCAT OLDBLOG 19.gif&lt;br /&gt;
OMOCAT OLDBLOG 20.gif&lt;br /&gt;
OMOCAT OLDBLOG 21.gif&lt;br /&gt;
OMOCAT OLDBLOG 22.gif&lt;br /&gt;
OMOCAT OLDBLOG 23.gif&lt;br /&gt;
OMOCAT OLDBLOG 24.gif&lt;br /&gt;
OMOCAT OLDBLOG 25.gif&lt;br /&gt;
OMOCAT OLDBLOG 26.gif&lt;br /&gt;
OMOCAT OLDBLOG 27.gif&lt;br /&gt;
OMOCAT OLDBLOG 28.gif&lt;br /&gt;
OMOCAT OLDBLOG 29.png&lt;br /&gt;
OMOCAT OLDBLOG 30.gif&lt;br /&gt;
OMOCAT OLDBLOG 31.gif&lt;br /&gt;
OMOCAT OLDBLOG 32.gif&lt;br /&gt;
OMOCAT OLDBLOG 33.gif&lt;br /&gt;
OMOCAT OLDBLOG 34.gif&lt;br /&gt;
OMOCAT OLDBLOG 35.gif&lt;br /&gt;
OMOCAT OLDBLOG 36.gif&lt;br /&gt;
OMOCAT OLDBLOG NEIGHBORS.gif&lt;br /&gt;
OMOCAT OLDBLOG 37.gif&lt;br /&gt;
OMOCAT OLDBLOG 38.gif&lt;br /&gt;
OMOCAT OLDBLOG 39.gif&lt;br /&gt;
OMOCAT OLDBLOG 40.gif&lt;br /&gt;
OMOCAT OLDBLOG OMORI'S WORLD.jpg&lt;br /&gt;
OMOCAT OLDBLOG 41.gif&lt;br /&gt;
OMOCAT OLDBLOG 42.gif&lt;br /&gt;
OMOCAT OLDBLOG 43.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 1.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 2.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{todo|Verify where the Afraid Omori portrait comes from.}}&lt;br /&gt;
*Omori's Angry and Injured portraits, unlike all other animated portraits in the game, only have two animated frames as opposed to three.&lt;br /&gt;
**His Happy portrait also notably lacks blush on one frame.&lt;br /&gt;
*A female version of Omori was once planned early in development but was eventually scrapped. The sprites are still used in-game on the Omori route should he drink the [[Mystery Potion]].&lt;br /&gt;
*Omori is the only party member, counting both real party members and Headspace party members who cannot, even with cheats, become Afraid. In fact, his sprite sheet doesn't even have portraits for it.&lt;br /&gt;
**This was not the case in the Kickstarter demo, however; while similarly unused there, Omori '''did''' have Afraid portraits on the sprite sheet. Even in the final game, this sprite sheet file is still technically used in the [[Red Maze#Faces of Omori|Faces of Omori]] part of the Red Maze in Black Space, where one can, with a keen eye, make out Omori's Afraid portrait in the background.&lt;br /&gt;
**On the console versions, this is no longer true as he can become Afraid in exactly one situation: At the very end of the new Boss Rush, although in this case, he uses a [https://omori.wiki/File:Sunny_Afraid_Alt.gif completely different portrait] that instead depicts Sunny.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Omori&amp;diff=13292</id>
		<title>Omori</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Omori&amp;diff=13292"/>
		<updated>2024-02-27T01:51:36Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console afraid face&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about the playable character Omori. For the enemy, see: [[Omori (enemy)]]. For the game, see: [[OMORI (game)]].}}&lt;br /&gt;
{{See also|Sunny}}&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=OmoriNeutral.png&lt;br /&gt;
|sprites=[[File:OMORI Sprite run.png]]&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=Male&lt;br /&gt;
|age=12 (Approx.)&lt;br /&gt;
|location=[[White Space]]&lt;br /&gt;
|role=playable character&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;...&amp;quot;|Omori}}&lt;br /&gt;
'''Omori''' is the titular deuteragonist in ''[[OMORI (game)|OMORI]]''. Omori is controlled by the player at night, while exploring [[Headspace]].&lt;br /&gt;
&lt;br /&gt;
When Tagged, Omori can use his knife to cut obstacles such as traffic cones down to clear paths.&lt;br /&gt;
== Profile ==&lt;br /&gt;
 {{HP}} ***&lt;br /&gt;
 {{MP}} ****&lt;br /&gt;
 Attack ****&lt;br /&gt;
 Defense ***&lt;br /&gt;
 Speed ****&lt;br /&gt;
 Luck ***&lt;br /&gt;
&lt;br /&gt;
Birthday: ???&amp;lt;br&amp;gt;&lt;br /&gt;
Likes: [[Aubrey]], [[Kel]], [[Hero]], [[Mari]], [[Basil]], [[Grape Soda]]&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Heights, Spiders, Deep Water, [[Cherry Soda]], [[Tofu]]&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;This is Omori. He's been living in [[White Space]] for as long as he can remember, but it seems like he can't remember much else. His trusty Knife can cut through anything.&amp;quot;&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Omori is a young boy who wears a black tank top, long black socks, and shorts that are striped black and white, vaguely resembling the keys of a piano. While his friends - and the rest of Headspace - are vibrantly colored, Omori is always rendered in complete monochrome.&lt;br /&gt;
&lt;br /&gt;
His hair style is practically identical to [[Sunny]]'s.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
As a silent protagonist, Omori's personality is widely up to player interpretation. However, his commentary throughout Headspace, and his writings in the [[Foe Facts!]] journal all suggest that his personality is, compared to his friends, very grounded and snarky. It's also noted that he has a rather solemn, stoic demeanor, with characters like Mari implying that he almost never smiles.&lt;br /&gt;
&lt;br /&gt;
He is notably never seen emoting outside of battle.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
At some point following [[Mari]]'s death, Sunny presumably began visiting [[Headspace]] as Omori. The origins of Omori are not fully clarified, although it is heavily implied through both the cutscene that plays at the beginning of the Two Days Left dream&amp;lt;ref&amp;gt;The cutscene is called omori_origin.webm within the game files.&amp;lt;/ref&amp;gt; and the Truth album's comments&amp;lt;ref&amp;gt;Photo of Hopelessness - [...] Your head starts to feel fuzzy... You sink into a crevice in your mind... an empty white room.&amp;lt;/ref&amp;gt; that White Space's creation predates Omori's 'birth'; Sunny originally visited White Space as himself, but eventually, either no longer able to, or willing, to enter White Space as himself, created Omori. The door to Headspace appears after this happens, suggesting that its creation was a direct consequence of Omori's 'birth.'&lt;br /&gt;
&lt;br /&gt;
Inside Headspace, Omori can freely visit a dream world where his friends reside along with what appear to be representations of his acquaintances and fictional mascots. The entirety of Headspace seems to exist solely for the purpose of escapism, a distraction from the reality and consequences of Mari's death: Mari is still alive and well, and his friends still hang out together, exactly the same as they were four years ago, before Mari's death. Sunny's repeated escape into Headspace is strongly implied to be the reason behind his refusal to leave his house for four years.&lt;br /&gt;
&lt;br /&gt;
Omori's true purpose is to repress everything related to Mari's death to 'protect' Sunny from his own guilt using his control over Headspace. Dialogue from the residents of [[Black Space]] and [[Deeper Well]] suggest that, whenever Sunny's subconscious begins to remind him of the truth, Omori 'resets' Headspace in order to lock all reminders of it, such as [[Something]], back into Black Space, until it inevitably leaks out again. This cycle appears to have gone on for the four years since Mari's death, with the loop only potentially breaking during the events of the [[Routes|Sunny route]].&lt;br /&gt;
&lt;br /&gt;
=== Normal route ===&lt;br /&gt;
As the story progresses, Omori appears to change from a persona adopted by Sunny within Headspace to a full alternate personality, serving as an unhealthy coping mechanism of sorts, who reflects Sunny's depression and guilt as he closes in on the truth behind Mari's death. This culminates in the final battle of the game, where he fights Omori in White Space to decide his ultimate fate, as the latter [[Omori (enemy)|attempts to take over his mind and body,]] with the goal of ending Sunny's life in a final effort to 'save' him from the truth.&lt;br /&gt;
&lt;br /&gt;
As the two battle, Omori eventually begins talking to Sunny, cruelly tearing into his flaws and mistakes, deeming him unforgivable and suggesting he atone for his sins by killing himself. Omori is an insurmountable opponent, and he eventually triumphs over Sunny, regardless of his strategy in battle.&lt;br /&gt;
=== Good Ending ===&lt;br /&gt;
If Sunny chooses not to give up once he inevitably falls against Omori, he will get back up. Refusing to succumb to Omori's onslaught, Sunny instead plays the Duet he had intended to play with Mari before her accidental death, finally coming to terms with the truth and the role he played that day. Omori is placated by this, and embraces Sunny, who absorbs Omori into himself, no longer needing his 'help' in suppressing the truth. He is not seen again after this.&lt;br /&gt;
&lt;br /&gt;
=== Bad Ending ===&lt;br /&gt;
On the other hand, if Sunny gives up, Omori will prove victorious in the battle for Sunny's psyche, and will instead absorb him, hijacking his mind and body completely. Afterwards, Omori will suddenly return to White Space, and will eventually leave to visit Headspace as always with his friends.&lt;br /&gt;
&lt;br /&gt;
In reality, Sunny will step out onto the balcony of the [[Hospital]], and ultimately decides to, like Omori suggested, kill himself by jumping to his death.&lt;br /&gt;
&lt;br /&gt;
=== Hikikomori route ===&lt;br /&gt;
{{Spoiler|section|alt}}&lt;br /&gt;
The plot is notably changed as Sunny represses more memories of Mari's death as he chooses to shut himself away even more than before. By the time Omori arrives in Black Space, he slowly is given more control over Sunny's mind and body. However, Stranger and Something attempt to stop Sunny from submerging himself further into his dream world of escapism, and outright forces Sunny out of Omori in order to make him face the devastation his actions caused the day Mari fell. Sunny tries to fight off Stranger but fails as the shadowy figure overwhelms him, leading him to be transported into Red Space, where Omori awaits him on his throne of hands.&lt;br /&gt;
&lt;br /&gt;
From there, Omori descends from his throne and helps Sunny withstand Stranger's wrath. The battle ultimately ends with Stranger fading away, allowing Omori to rescue Basil in the [[Church Of Something]]. Omori and Basil leave Black Space and return to [[Neighbor's Bedroom]], where their friends are sleeping in their beds. Once Omori and Basil fall asleep, as instructed by the [[Big Yellow Cat]], Headspace is reset. &lt;br /&gt;
&lt;br /&gt;
Sunny wakes up following this, only to find Something following him at every step of his house. Notably, at this point, if he checks the mirror in the bathroom, he will only see Omori reflected back, confirming the almost complete control he has already given him. Sunny is stalked as he completes the last of his to-do list, before succumbing to his self-hatred and guilt as he falls asleep, completely unable to repress Something's existence. As he attempts to sleep, Omori decides to 'save' him from his trauma by fusing with him. This hijacking of both his mind and body sends Sunny into an endless loop of repression and discovery as he embraces a world where he dreams forever, unable to discover the truth. &lt;br /&gt;
&lt;br /&gt;
When Sunny falls asleep and becomes Omori again, he finds that the reset has changed Headspace in a variety of ways: For instance, Basil appears to have never discovered the truth, more areas are accessible, and more optional sidequests are available for Omori and friends to pursue.&lt;br /&gt;
&lt;br /&gt;
Notably, as soon as Sunny wakes up following the confrontation with Stranger in Black Space, the Stab option will appear in the menu, allowing him, already heavily affected by Omori, to commit suicide.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. It always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x AGI - DEF to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== In-game ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
Dw alone.gif&lt;br /&gt;
MIRROR PLAYGROUND.png&lt;br /&gt;
Release energy.png&lt;br /&gt;
OmoriWhiteSpace.png&lt;br /&gt;
Blackspace.png&lt;br /&gt;
Omori Mirror (RW).png&lt;br /&gt;
Omori Mirror Dark (RW).png&lt;br /&gt;
Omori_saves_Sunny.png&lt;br /&gt;
Omori_Title_Screen_(Normal).png&lt;br /&gt;
OMORI Sprite run.png&lt;br /&gt;
Omori Sprite (Idle).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faces ===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OmoriNeutral.png|Neutral&lt;br /&gt;
Omori Afraid (Unused).png|Afraid (Unused)&lt;br /&gt;
Omori Afraid.png|Afraid (Console boss rush)&lt;br /&gt;
OmoriEyesClosed.png|Defeated&lt;br /&gt;
OmoriHappy.png|Happy&lt;br /&gt;
OmoriEcstatic.png|Ecstatic&lt;br /&gt;
OmoriManic.png|Manic&lt;br /&gt;
OmoriSad.png|Sad&lt;br /&gt;
OmoriDepressed.png|Depressed&lt;br /&gt;
OmoriMiserable.png|Miserable&lt;br /&gt;
OmoriAngry.png|Angry&lt;br /&gt;
OmoriEnraged.png|Enraged&lt;br /&gt;
OMORIFurious.png|Furious&lt;br /&gt;
OmoriInjured.png|Injured&lt;br /&gt;
OmoriVictory.png|Victory&lt;br /&gt;
OmoriSuccumb.png|Omori did not succumb.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG AUBREY OMORI.png&lt;br /&gt;
DW TAG HERO OMORI.png&lt;br /&gt;
DW TAG KEL OMORI.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
DW TAG OMORI AUBREY.png&lt;br /&gt;
DW TAG OMORI HERO.png&lt;br /&gt;
DW TAG OMORI KEL.png&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
DW_Omori_tag_normal.png&lt;br /&gt;
DW_Omori_tag_masked.png&lt;br /&gt;
DW_Omori_tag_pigtails.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Photo Album ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 01.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
DW ALBUM 15.png&lt;br /&gt;
DW ALBUM 18.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Omori Boss Intro.png&lt;br /&gt;
OMORIENEMY.png&lt;br /&gt;
OMORIENEMY2.png&lt;br /&gt;
OMORIENEMY3.png&lt;br /&gt;
OMORIENEMY4.png&lt;br /&gt;
OMORIENEMY5.png&lt;br /&gt;
OMORIENEMY6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMOCAT OMORI PROMO.png&lt;br /&gt;
OMOCAT OMORI DOODLE.png&lt;br /&gt;
OMOCAT_OMORI_SLEEPING.png&lt;br /&gt;
OMORI LOOK.jpg&lt;br /&gt;
OMORI BLEGH.jpg&lt;br /&gt;
OMORI TRAILER.gif&lt;br /&gt;
OMORI SKETCH SLEEPING.gif&lt;br /&gt;
OMORI_FRIENDS2.gif&lt;br /&gt;
OMORI_FRIENDS.gif&lt;br /&gt;
OMORI SKETCH HOLDHIMSELF.png&lt;br /&gt;
OMOCAT SKETCH OMORIHIKIKOMORI.png&lt;br /&gt;
OMOCAT SKETCH OMORIANDWHITEHANDS.png&lt;br /&gt;
Omori Ness Madotsuki Sketch.png&lt;br /&gt;
Omori &amp;amp; Mewo background.png&lt;br /&gt;
Omori Old Concept.png&lt;br /&gt;
OMORI_DW Group Concept.png&lt;br /&gt;
OMORI CONCEPT OMORIGENDERS.png&lt;br /&gt;
Omori &amp;amp; Sunny Concepts.png&lt;br /&gt;
OMORI NEWFACES.png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori_3_Month_Artwork.png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Omoriboy ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMORI COMIC P01.jpg&lt;br /&gt;
Abbi blog.png&lt;br /&gt;
OMOCAT OLDBLOG 01.gif&lt;br /&gt;
OMOCAT OLDBLOG 02.gif&lt;br /&gt;
OMOCAT OLDBLOG 03.gif&lt;br /&gt;
OMOCAT OLDBLOG 04.gif&lt;br /&gt;
OMOCAT OLDBLOG 05.gif&lt;br /&gt;
OMOCAT OLDBLOG 06.gif&lt;br /&gt;
OMOCAT OLDBLOG 07.gif&lt;br /&gt;
OMOCAT OLDBLOG 08.gif&lt;br /&gt;
OMOCAT OLDBLOG 09.gif&lt;br /&gt;
OMOCAT OLDBLOG 10.gif&lt;br /&gt;
OMOCAT OLDBLOG 11.gif&lt;br /&gt;
OMOCAT OLDBLOG 12.gif&lt;br /&gt;
OMOCAT OLDBLOG 13.gif&lt;br /&gt;
OMOCAT OLDBLOG 14.gif&lt;br /&gt;
OMOCAT OLDBLOG 15.gif&lt;br /&gt;
OMOCAT OLDBLOG 16.gif&lt;br /&gt;
OMOCAT OLDBLOG 17.gif&lt;br /&gt;
OMOCAT OLDBLOG 18.gif&lt;br /&gt;
OMOCAT OLDBLOG 19.gif&lt;br /&gt;
OMOCAT OLDBLOG 20.gif&lt;br /&gt;
OMOCAT OLDBLOG 21.gif&lt;br /&gt;
OMOCAT OLDBLOG 22.gif&lt;br /&gt;
OMOCAT OLDBLOG 23.gif&lt;br /&gt;
OMOCAT OLDBLOG 24.gif&lt;br /&gt;
OMOCAT OLDBLOG 25.gif&lt;br /&gt;
OMOCAT OLDBLOG 26.gif&lt;br /&gt;
OMOCAT OLDBLOG 27.gif&lt;br /&gt;
OMOCAT OLDBLOG 28.gif&lt;br /&gt;
OMOCAT OLDBLOG 29.png&lt;br /&gt;
OMOCAT OLDBLOG 30.gif&lt;br /&gt;
OMOCAT OLDBLOG 31.gif&lt;br /&gt;
OMOCAT OLDBLOG 32.gif&lt;br /&gt;
OMOCAT OLDBLOG 33.gif&lt;br /&gt;
OMOCAT OLDBLOG 34.gif&lt;br /&gt;
OMOCAT OLDBLOG 35.gif&lt;br /&gt;
OMOCAT OLDBLOG 36.gif&lt;br /&gt;
OMOCAT OLDBLOG NEIGHBORS.gif&lt;br /&gt;
OMOCAT OLDBLOG 37.gif&lt;br /&gt;
OMOCAT OLDBLOG 38.gif&lt;br /&gt;
OMOCAT OLDBLOG 39.gif&lt;br /&gt;
OMOCAT OLDBLOG 40.gif&lt;br /&gt;
OMOCAT OLDBLOG OMORI'S WORLD.jpg&lt;br /&gt;
OMOCAT OLDBLOG 41.gif&lt;br /&gt;
OMOCAT OLDBLOG 42.gif&lt;br /&gt;
OMOCAT OLDBLOG 43.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 1.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 2.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{todo|Verify where the Afraid Omori portrait comes from.}}&lt;br /&gt;
*Omori's Angry and Injured portraits, unlike all other animated portraits in the game, only have two animated frames as opposed to three.&lt;br /&gt;
**His Happy portrait also notably lacks blush on one frame.&lt;br /&gt;
*A female version of Omori was once planned early in development but was eventually scrapped. The sprites are still used in-game on the Omori route should he drink the [[Mystery Potion]].&lt;br /&gt;
*Omori is the only party member, counting both real party members and Headspace party members who cannot, even with cheats, become Afraid. In fact, his sprite sheet doesn't even have portraits for it.&lt;br /&gt;
**This was not the case in the Kickstarter demo, however; while similarly unused there, Omori '''did''' have Afraid portraits on the sprite sheet. Even in the final game, this sprite sheet file is still technically used in the [[Red Maze#Faces of Omori|Faces of Omori]] part of the Red Maze in Black Space, where one can, with a keen eye, make out Omori's Afraid portrait in the background.&lt;br /&gt;
**On the console versions, this is no longer true as he can become Afraid in exactly one situation: At the very end of the new Boss Rush, although in this case, he uses a [https://omori.wiki/File:Sunny_Afraid_Alt.gif completely different portrait] that instead depicts Sunny.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:Omori_Afraid.png&amp;diff=13291</id>
		<title>File:Omori Afraid.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:Omori_Afraid.png&amp;diff=13291"/>
		<updated>2024-02-27T01:50:50Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13290</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13290"/>
		<updated>2024-02-26T00:48:00Z</updated>

		<summary type="html">&lt;p&gt;Vl: Fixed text being all caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DW Basil face 01.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Faces===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
BASILNEUTRAL.png|Neutral&lt;br /&gt;
BASILAFRAID.png|Afraid&lt;br /&gt;
BASILTOAST.png|Toast&lt;br /&gt;
BASILHAPPY.png|Happy&lt;br /&gt;
BASILECSTATIC.png|Ecstatic&lt;br /&gt;
BASILMANIC.png|Manic&lt;br /&gt;
BASILSAD.png|Sad&lt;br /&gt;
BASILDEPRESSED.png|Depressed&lt;br /&gt;
BASILMISERABLE.png|Miserable&lt;br /&gt;
BASILANGRY.png|Angry&lt;br /&gt;
BASILENRAGED.png|Enraged&lt;br /&gt;
BASILFURIOUS.png|Furious&lt;br /&gt;
BASILINJURED.png|Injured&lt;br /&gt;
BASILVICTORY.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13289</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13289"/>
		<updated>2024-02-26T00:47:32Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added battle faces gallery section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DW Basil face 01.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Faces===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
BASILNEUTRAL.png|Neutral&lt;br /&gt;
BASILAFRAID.png|Afraid&lt;br /&gt;
BASILTOAST.png|Toast&lt;br /&gt;
BASILHAPPY.png|Happy&lt;br /&gt;
BASILECSTATIC.png|Ecstatic&lt;br /&gt;
BASILMANIC.png|Manic&lt;br /&gt;
BASILSAD.png|Sad&lt;br /&gt;
BASILDEPRESSED.png|Depressed&lt;br /&gt;
BASILMISERABLE.png|MISERABLE&lt;br /&gt;
BASILANGRY.png|Angry&lt;br /&gt;
BASILENRAGED.png|Enraged&lt;br /&gt;
BASILFURIOUS.png|Furious&lt;br /&gt;
BASILINJURED.png|Injured&lt;br /&gt;
BASILVICTORY.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILAFRAID.png&amp;diff=13288</id>
		<title>File:BASILAFRAID.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILAFRAID.png&amp;diff=13288"/>
		<updated>2024-02-26T00:38:33Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILFURIOUS.png&amp;diff=13287</id>
		<title>File:BASILFURIOUS.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILFURIOUS.png&amp;diff=13287"/>
		<updated>2024-02-26T00:30:24Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILMISERABLE.png&amp;diff=13286</id>
		<title>File:BASILMISERABLE.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILMISERABLE.png&amp;diff=13286"/>
		<updated>2024-02-26T00:17:24Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILMANIC.png&amp;diff=13285</id>
		<title>File:BASILMANIC.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILMANIC.png&amp;diff=13285"/>
		<updated>2024-02-26T00:06:25Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILVICTORY.png&amp;diff=13284</id>
		<title>File:BASILVICTORY.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILVICTORY.png&amp;diff=13284"/>
		<updated>2024-02-25T23:55:45Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILINJURED.png&amp;diff=13283</id>
		<title>File:BASILINJURED.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILINJURED.png&amp;diff=13283"/>
		<updated>2024-02-25T23:49:15Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILTOAST.png&amp;diff=13282</id>
		<title>File:BASILTOAST.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILTOAST.png&amp;diff=13282"/>
		<updated>2024-02-25T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILENRAGED.png&amp;diff=13281</id>
		<title>File:BASILENRAGED.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILENRAGED.png&amp;diff=13281"/>
		<updated>2024-02-25T23:16:20Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILANGRY.png&amp;diff=13280</id>
		<title>File:BASILANGRY.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILANGRY.png&amp;diff=13280"/>
		<updated>2024-02-25T23:07:30Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILDEPRESSED.png&amp;diff=13279</id>
		<title>File:BASILDEPRESSED.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILDEPRESSED.png&amp;diff=13279"/>
		<updated>2024-02-25T22:56:34Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILSAD.png&amp;diff=13278</id>
		<title>File:BASILSAD.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILSAD.png&amp;diff=13278"/>
		<updated>2024-02-25T22:38:05Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILECSTATIC.png&amp;diff=13277</id>
		<title>File:BASILECSTATIC.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILECSTATIC.png&amp;diff=13277"/>
		<updated>2024-02-25T22:23:04Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BasilHappy1.png&amp;diff=13276</id>
		<title>File:BasilHappy1.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BasilHappy1.png&amp;diff=13276"/>
		<updated>2024-02-25T22:10:03Z</updated>

		<summary type="html">&lt;p&gt;Vl: Vl moved page File:BasilHappy1.png to File:BASILHAPPY.png: Consistency with other file names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:BASILHAPPY.png]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13275</id>
		<title>File:BASILHAPPY.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13275"/>
		<updated>2024-02-25T22:10:03Z</updated>

		<summary type="html">&lt;p&gt;Vl: Vl moved page File:BasilHappy1.png to File:BASILHAPPY.png: Consistency with other file names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BasilNeutral.png&amp;diff=13274</id>
		<title>File:BasilNeutral.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BasilNeutral.png&amp;diff=13274"/>
		<updated>2024-02-25T22:08:58Z</updated>

		<summary type="html">&lt;p&gt;Vl: Vl moved page File:BasilNeutral.png to File:BASILNEUTRAL.png: Consistency with other file names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:BASILNEUTRAL.png]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILNEUTRAL.png&amp;diff=13273</id>
		<title>File:BASILNEUTRAL.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILNEUTRAL.png&amp;diff=13273"/>
		<updated>2024-02-25T22:08:58Z</updated>

		<summary type="html">&lt;p&gt;Vl: Vl moved page File:BasilNeutral.png to File:BASILNEUTRAL.png: Consistency with other file names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Basil's neutral battle animation&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13272</id>
		<title>File:BASILHAPPY.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13272"/>
		<updated>2024-02-25T22:00:36Z</updated>

		<summary type="html">&lt;p&gt;Vl: Vl uploaded a new version of File:BasilHappy1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13271</id>
		<title>File:BASILHAPPY.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:BASILHAPPY.png&amp;diff=13271"/>
		<updated>2024-02-25T21:59:50Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Mari&amp;diff=13270</id>
		<title>Mari</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Mari&amp;diff=13270"/>
		<updated>2024-02-25T21:35:31Z</updated>

		<summary type="html">&lt;p&gt;Vl: Removed extra picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character infobox&lt;br /&gt;
|image=DW Face Mari 0.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=female&lt;br /&gt;
|age=15&lt;br /&gt;
|birthday=March 1&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Major supporting character&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mari''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. She is the older sister of [[Sunny]] and her presence serves as one of the major driving forces behind the game's story. &lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
Mari is a girl with long, straight hair and bangs. In [[Headspace]], she has purple hair and eyes. She wears what looks like a variation of a Japanese [https://en.wikipedia.org/wiki/Japanese_school_uniform &amp;lt;i&amp;gt;seifuku&amp;lt;/i&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
In the [[Faraway Town|real world]], Mari had black hair, black eyes, and wore a purple jacket or sweater over a white dress. She wore purple shoes.&lt;br /&gt;
&lt;br /&gt;
As a spirit, Mari looks slightly older than her appearance in Headspace. Similar to [[Omori]], she is completely black and white, and her eyes are sometimes depicted as white. She wears a long, white dress.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
She's often spoken of as being kind and gentle and plays a sisterly role in the friend group with Sunny, [[Hero]], [[Kel]], [[Aubrey]], and [[Basil]]. &lt;br /&gt;
&lt;br /&gt;
Her first appearance shows she has a mischievous side, poking fun at Kel and Aubrey's mannerisms and afterward teasing Hero. Later in the game, it is also revealed she would pull pranks on Hero especially, such as putting bugs in his school desk. It is implied that she and Hero were in a relationship&lt;br /&gt;
&lt;br /&gt;
It is also shown that she was a perfectionist, spending hours at a time practicing the same piano piece over and over again.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Background===&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
Mari was born on March 1st&amp;lt;ref&amp;gt;[https://twitter.com/OMORI_GAME/status/1362572854793887748 Official OMORI Account confirms that Mari's birthday is on March 1st.]&amp;lt;/ref&amp;gt; to unnamed parents more than 16 years before the main game. At some point, her parents had her little brother, Sunny. The two grew up in [[Faraway Town]] next to [[Kel's house|Kel and Hero's family]]. She used to play softball before suffering from a permanent knee injury.&lt;br /&gt;
&lt;br /&gt;
Mari and Hero were a couple prior to her death, this is shown in Basil's photo album. Prior to the events of the game, Mari would spend a lot of time practicing the piano and taking college prep classes. Because of this, she would spend less time with her younger brother, Sunny. In an attempt to spend more time with his sister, Sunny picked up the violin again and the both of them would practice together often for an upcoming recital.&lt;br /&gt;
&lt;br /&gt;
On the day of the recital, Mari and Sunny had an argument due to Mari's perfectionism, which resulted in him accidentally pushing her down the stairs, killing her. Initially in denial, Sunny and Basil carried her to bed, believing she was unconscious. &lt;br /&gt;
&lt;br /&gt;
Basil, after realizing she was dead, came up with the plan to frame her death as a suicide. Stepping back into the house, both of them looked back at her corpse to see one of her eyes looking directly at them, traumatizing the children and haunting them in the form of [[Something]].&lt;br /&gt;
&lt;br /&gt;
Though Sunny and Basil knew the truth, everyone else was under the impression that Mari had committed suicide and blamed themselves for her death. As a result, their previously tight-knit friend group fell apart.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Omori Origin Group.png&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
ChildMariandBabySunny.gif&lt;br /&gt;
MariSunnySnuggle.png&lt;br /&gt;
SunnyMariChildren.gif&lt;br /&gt;
HeroMariSunnyKel.png&lt;br /&gt;
ComfortingAubrey.png&lt;br /&gt;
MEMORY3.png&lt;br /&gt;
EveryonePiano.png&lt;br /&gt;
MEMORY4.PNG&lt;br /&gt;
EveryoneKitchen.png&lt;br /&gt;
SunsetPicnic.png&lt;br /&gt;
MarisavingSunny.gif&lt;br /&gt;
Maricrying.png&lt;br /&gt;
MarihuggingSunnyrelief.png&lt;br /&gt;
MariandSunnyrecital1.gif&lt;br /&gt;
MariandSunnyrecital2.png&lt;br /&gt;
MariFinalRecital.png&lt;br /&gt;
SunnyWindow.png&lt;br /&gt;
Marisfuneral.png&lt;br /&gt;
Maridwwalk.gif&lt;br /&gt;
MARI SPRITE.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
====Headspace====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Face_Mari_0.png&lt;br /&gt;
DW_Face_Mari_1.png&lt;br /&gt;
DW_Face_Mari_2.png&lt;br /&gt;
DW_Face_Mari_3.png&lt;br /&gt;
DW_Face_Mari_4.png&lt;br /&gt;
DW_Face_Mari_5.png&lt;br /&gt;
DW_Face_Mari_6.png&lt;br /&gt;
DW_Face_Mari_7.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Black Space====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Mari (Faceless).png&lt;br /&gt;
Somethingportrait.png&lt;br /&gt;
HellMari Portrait.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spirit====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Mari Spirit.png&lt;br /&gt;
Mari Spirit 1.png&lt;br /&gt;
SPIRIT MARI 03.png&lt;br /&gt;
Mari Spirit 4.png&lt;br /&gt;
Mari Spirit 5.png&lt;br /&gt;
Mari Spirit 6.png&lt;br /&gt;
Mari Spirit 7.png&lt;br /&gt;
Mari Spirit 8.png&lt;br /&gt;
Mari Spirit 9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
====Headspace====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 16.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 06.png&lt;br /&gt;
FA ALBUM 07.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 14.png&lt;br /&gt;
FA ALBUM 15.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 23.png&lt;br /&gt;
FA ALBUM 24.png&lt;br /&gt;
FA ALBUM 28.png&lt;br /&gt;
FA ALBUM 29.png&lt;br /&gt;
FA ALBUM 30.png&lt;br /&gt;
FA ALBUM 36.png&lt;br /&gt;
FA ALBUM 39.png&lt;br /&gt;
FA ALBUM 40.png&lt;br /&gt;
FA ALBUM 41.png&lt;br /&gt;
FA ALBUM 42.png&lt;br /&gt;
FA ALBUM 45.png&lt;br /&gt;
FA ALBUM 46.png&lt;br /&gt;
FA ALBUM 47.png&lt;br /&gt;
FA ALBUM 48.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot; columns=&amp;quot;4&amp;quot; captionalign=&amp;quot;center&amp;quot; captionsize=&amp;quot;small&amp;quot; bordercolor=&amp;quot;transparent&amp;quot; position=&amp;quot;center&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Marisunny.png&lt;br /&gt;
Good Times Sketch (2019).png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
MARI_HANAMAKI_OMOCAT_SKETCH.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Happy Birthday Mari.gif&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
Maribday23.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Mari's birthday, '''Mar'''ch '''1'''st, spells out her name.&lt;br /&gt;
* Mari had a black cat named [[Mewo]].&lt;br /&gt;
* Mari took flower arrangement classes with her mother, occasionally bringing Sunny along.&amp;lt;ref&amp;gt;Sunny: MOM's flower arrangement.&amp;lt;br&amp;gt;Mom and Mari have been taking classes recently.&amp;lt;br&amp;gt;Sometimes they drag me along.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari has trouble falling asleep, so she reads before bed.&amp;lt;ref&amp;gt;Sunny: A table lamp. MARI has trouble sleeping, so she reads books before bed. I often turn this light off for her after she falls asleep.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari and Sunny traded beds when she realized he had trouble falling asleep.&amp;lt;ref&amp;gt;Sunny: A very, very comfortable bed...&amp;lt;br&amp;gt;It used to be Mari's, but she switched with me when she noticed I had trouble sleeping.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari and Hero are the same age.&amp;lt;ref&amp;gt;Mari talks about putting bugs in Hero's desk at school. This implies they are classmates.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Sunny would sleep in Mari's bed with her when he had nightmares.&amp;lt;ref&amp;gt;Sunny: Mari's bed... Mine too when I had nightmares.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The name of the &amp;quot;White egret orchid&amp;quot;, the flower associated with Mari throughout the game, is &amp;quot;[https://en.wikipedia.org/wiki/Pecteilis_radiata Pecteilis radiata]&amp;quot;. It does not actually symbolize &amp;quot;my thoughts will follow you into your dreams&amp;quot; like in game, rather symbolizing happiness and love, as well as elegance and beauty. On the same topic, the [https://en.wikipedia.org/wiki/Lily_of_the_valley Lily of the valley], the plant Basil associate to Mari&amp;lt;ref&amp;gt;Basil: These flowers are called Lily of the valley. It's said that they're able to ward off evil spirits and help people see a brighter future...&amp;lt;br&amp;gt;I guess that's why they remind me of Mari!&amp;lt;br&amp;gt;I can always count on her to help me stay positive!&lt;br /&gt;
&amp;lt;/ref&amp;gt;, is poisonous, and can cause abdominal pain, nausea, vomiting, and irregular heartbeats if any part of it is ingested.&lt;br /&gt;
* Omocat states that Mari, similar to Hero, seems perfect on the outside but is hiding a lot in the inside. Which could be why they could make such a good match.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=1692&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* In Head Space, her perfectionist tendencies are hidden. Omocat describes themselves as a perfectionist too.&lt;br /&gt;
:* Like Mari, Omocat used to take piano lessons and have recitals.&lt;br /&gt;
:* Early one, Mari was one of Sunny's friends. This was changed to &amp;quot;make the story more impactful&amp;quot;&lt;br /&gt;
:* Mari's personality reflects those who take care of Omocat like older sisters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Mari&amp;diff=13269</id>
		<title>Mari</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Mari&amp;diff=13269"/>
		<updated>2024-02-25T21:34:39Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console album pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character infobox&lt;br /&gt;
|image=DW Face Mari 0.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=female&lt;br /&gt;
|age=15&lt;br /&gt;
|birthday=March 1&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Major supporting character&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mari''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. She is the older sister of [[Sunny]] and her presence serves as one of the major driving forces behind the game's story. &lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
Mari is a girl with long, straight hair and bangs. In [[Headspace]], she has purple hair and eyes. She wears what looks like a variation of a Japanese [https://en.wikipedia.org/wiki/Japanese_school_uniform &amp;lt;i&amp;gt;seifuku&amp;lt;/i&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
In the [[Faraway Town|real world]], Mari had black hair, black eyes, and wore a purple jacket or sweater over a white dress. She wore purple shoes.&lt;br /&gt;
&lt;br /&gt;
As a spirit, Mari looks slightly older than her appearance in Headspace. Similar to [[Omori]], she is completely black and white, and her eyes are sometimes depicted as white. She wears a long, white dress.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
She's often spoken of as being kind and gentle and plays a sisterly role in the friend group with Sunny, [[Hero]], [[Kel]], [[Aubrey]], and [[Basil]]. &lt;br /&gt;
&lt;br /&gt;
Her first appearance shows she has a mischievous side, poking fun at Kel and Aubrey's mannerisms and afterward teasing Hero. Later in the game, it is also revealed she would pull pranks on Hero especially, such as putting bugs in his school desk. It is implied that she and Hero were in a relationship&lt;br /&gt;
&lt;br /&gt;
It is also shown that she was a perfectionist, spending hours at a time practicing the same piano piece over and over again.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Background===&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
Mari was born on March 1st&amp;lt;ref&amp;gt;[https://twitter.com/OMORI_GAME/status/1362572854793887748 Official OMORI Account confirms that Mari's birthday is on March 1st.]&amp;lt;/ref&amp;gt; to unnamed parents more than 16 years before the main game. At some point, her parents had her little brother, Sunny. The two grew up in [[Faraway Town]] next to [[Kel's house|Kel and Hero's family]]. She used to play softball before suffering from a permanent knee injury.&lt;br /&gt;
&lt;br /&gt;
Mari and Hero were a couple prior to her death, this is shown in Basil's photo album. Prior to the events of the game, Mari would spend a lot of time practicing the piano and taking college prep classes. Because of this, she would spend less time with her younger brother, Sunny. In an attempt to spend more time with his sister, Sunny picked up the violin again and the both of them would practice together often for an upcoming recital.&lt;br /&gt;
&lt;br /&gt;
On the day of the recital, Mari and Sunny had an argument due to Mari's perfectionism, which resulted in him accidentally pushing her down the stairs, killing her. Initially in denial, Sunny and Basil carried her to bed, believing she was unconscious. &lt;br /&gt;
&lt;br /&gt;
Basil, after realizing she was dead, came up with the plan to frame her death as a suicide. Stepping back into the house, both of them looked back at her corpse to see one of her eyes looking directly at them, traumatizing the children and haunting them in the form of [[Something]].&lt;br /&gt;
&lt;br /&gt;
Though Sunny and Basil knew the truth, everyone else was under the impression that Mari had committed suicide and blamed themselves for her death. As a result, their previously tight-knit friend group fell apart.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Omori Origin Group.png&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
ChildMariandBabySunny.gif&lt;br /&gt;
MariSunnySnuggle.png&lt;br /&gt;
SunnyMariChildren.gif&lt;br /&gt;
HeroMariSunnyKel.png&lt;br /&gt;
ComfortingAubrey.png&lt;br /&gt;
MEMORY3.png&lt;br /&gt;
EveryonePiano.png&lt;br /&gt;
MEMORY4.PNG&lt;br /&gt;
EveryoneKitchen.png&lt;br /&gt;
SunsetPicnic.png&lt;br /&gt;
MarisavingSunny.gif&lt;br /&gt;
Maricrying.png&lt;br /&gt;
MarihuggingSunnyrelief.png&lt;br /&gt;
MariandSunnyrecital1.gif&lt;br /&gt;
MariandSunnyrecital2.png&lt;br /&gt;
MariFinalRecital.png&lt;br /&gt;
SunnyWindow.png&lt;br /&gt;
Marisfuneral.png&lt;br /&gt;
Maridwwalk.gif&lt;br /&gt;
MARI SPRITE.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
====Headspace====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Face_Mari_0.png&lt;br /&gt;
DW_Face_Mari_1.png&lt;br /&gt;
DW_Face_Mari_2.png&lt;br /&gt;
DW_Face_Mari_3.png&lt;br /&gt;
DW_Face_Mari_4.png&lt;br /&gt;
DW_Face_Mari_5.png&lt;br /&gt;
DW_Face_Mari_6.png&lt;br /&gt;
DW_Face_Mari_7.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Black Space====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Mari (Faceless).png&lt;br /&gt;
Somethingportrait.png&lt;br /&gt;
HellMari Portrait.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spirit====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Mari Spirit.png&lt;br /&gt;
Mari Spirit 1.png&lt;br /&gt;
SPIRIT MARI 03.png&lt;br /&gt;
Mari Spirit 4.png&lt;br /&gt;
Mari Spirit 5.png&lt;br /&gt;
Mari Spirit 6.png&lt;br /&gt;
Mari Spirit 7.png&lt;br /&gt;
Mari Spirit 8.png&lt;br /&gt;
Mari Spirit 9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
====Headspace====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 16.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 06.png&lt;br /&gt;
FA ALBUM 07.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 14.png&lt;br /&gt;
FA ALBUM 15.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 23.png&lt;br /&gt;
FA ALBUM 24.png&lt;br /&gt;
FA ALBUM 28.png&lt;br /&gt;
FA ALBUM 29.png&lt;br /&gt;
FA ALBUM 30.png&lt;br /&gt;
FA ALBUM 36.png&lt;br /&gt;
FA ALBUM 39.png&lt;br /&gt;
FA ALBUM 40.png&lt;br /&gt;
FA ALBUM 41.png&lt;br /&gt;
FA ALBUM 42.png&lt;br /&gt;
FA ALBUM 45.png&lt;br /&gt;
FA ALBUM 46.png&lt;br /&gt;
FA ALBUM 47.png&lt;br /&gt;
FA ALBUM 48.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot; columns=&amp;quot;4&amp;quot; captionalign=&amp;quot;center&amp;quot; captionsize=&amp;quot;small&amp;quot; bordercolor=&amp;quot;transparent&amp;quot; position=&amp;quot;center&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Marisunny.png&lt;br /&gt;
Good Times Sketch (2019).png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
MARI_HANAMAKI_OMOCAT_SKETCH.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Happy Birthday Mari.gif&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
Maribday23.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Mari's birthday, '''Mar'''ch '''1'''st, spells out her name.&lt;br /&gt;
* Mari had a black cat named [[Mewo]].&lt;br /&gt;
* Mari took flower arrangement classes with her mother, occasionally bringing Sunny along.&amp;lt;ref&amp;gt;Sunny: MOM's flower arrangement.&amp;lt;br&amp;gt;Mom and Mari have been taking classes recently.&amp;lt;br&amp;gt;Sometimes they drag me along.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari has trouble falling asleep, so she reads before bed.&amp;lt;ref&amp;gt;Sunny: A table lamp. MARI has trouble sleeping, so she reads books before bed. I often turn this light off for her after she falls asleep.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari and Sunny traded beds when she realized he had trouble falling asleep.&amp;lt;ref&amp;gt;Sunny: A very, very comfortable bed...&amp;lt;br&amp;gt;It used to be Mari's, but she switched with me when she noticed I had trouble sleeping.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari and Hero are the same age.&amp;lt;ref&amp;gt;Mari talks about putting bugs in Hero's desk at school. This implies they are classmates.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Sunny would sleep in Mari's bed with her when he had nightmares.&amp;lt;ref&amp;gt;Sunny: Mari's bed... Mine too when I had nightmares.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The name of the &amp;quot;White egret orchid&amp;quot;, the flower associated with Mari throughout the game, is &amp;quot;[https://en.wikipedia.org/wiki/Pecteilis_radiata Pecteilis radiata]&amp;quot;. It does not actually symbolize &amp;quot;my thoughts will follow you into your dreams&amp;quot; like in game, rather symbolizing happiness and love, as well as elegance and beauty. On the same topic, the [https://en.wikipedia.org/wiki/Lily_of_the_valley Lily of the valley], the plant Basil associate to Mari&amp;lt;ref&amp;gt;Basil: These flowers are called Lily of the valley. It's said that they're able to ward off evil spirits and help people see a brighter future...&amp;lt;br&amp;gt;I guess that's why they remind me of Mari!&amp;lt;br&amp;gt;I can always count on her to help me stay positive!&lt;br /&gt;
&amp;lt;/ref&amp;gt;, is poisonous, and can cause abdominal pain, nausea, vomiting, and irregular heartbeats if any part of it is ingested.&lt;br /&gt;
* Omocat states that Mari, similar to Hero, seems perfect on the outside but is hiding a lot in the inside. Which could be why they could make such a good match.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=1692&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* In Head Space, her perfectionist tendencies are hidden. Omocat describes themselves as a perfectionist too.&lt;br /&gt;
:* Like Mari, Omocat used to take piano lessons and have recitals.&lt;br /&gt;
:* Early one, Mari was one of Sunny's friends. This was changed to &amp;quot;make the story more impactful&amp;quot;&lt;br /&gt;
:* Mari's personality reflects those who take care of Omocat like older sisters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13268</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13268"/>
		<updated>2024-02-25T21:33:33Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console album pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DW Basil face 01.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Kel&amp;diff=13267</id>
		<title>Kel</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Kel&amp;diff=13267"/>
		<updated>2024-02-25T03:34:27Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console album pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character infobox|image=DWKELNEUTRAL.png|size=150px|sprites=[[File:KelWalkDW.gif]][[File:KelWalkFA.gif]]|gender=male|age=Headspace - 12 (Approx)&amp;lt;br&amp;gt;Real World - 16 (Approx)|birthday=November 11|location=[[Neighbor's Room]]|role=Deuteragonist}}'''Kel''' is one of the main three deuteragonists that join [[Omori]]'s party in ''[[OMORI (game)|OMORI]]''. When [[Tagging|tagging]] Kel as the leader, he gains the ability to throw his ball from certain platforms to hit objects otherwise inaccessible to the party.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
 {{HP}} **&lt;br /&gt;
 {{MP}} *****&lt;br /&gt;
 Attack ***&lt;br /&gt;
 Defense **&lt;br /&gt;
 Speed *****&lt;br /&gt;
 Luck ****&lt;br /&gt;
&lt;br /&gt;
Birthday: November 11th&amp;lt;br&amp;gt;&lt;br /&gt;
Likes: Sports, milk, photobombing, [[Hector]], digging in the trash&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Pickles, cooties, thinking too hard &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Though he's got an impulsive and competitive streak, Kel is an ever loyal companion. You can count on his athletic talent and his dexterity with a ball to knock down foes. He holds his pet rock Hector dearly.&amp;quot;&lt;br /&gt;
===Appearance===&lt;br /&gt;
In [[Headspace]], Kel wears a colorful tank top covered in multicolored squares. Like the other Headspace party members, he does not wear socks or shoes and his hair and eyes are purple.&lt;br /&gt;
&lt;br /&gt;
In the real world, Kel appears to be older and taller than his younger Headspace counterpart. He has brown hair and olive skin. He also wears an orange basketball shirt with white lines.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Kel is very competitive by nature and loves to show off, as well as annoy his friends, especially [[Aubrey]], who he constantly bickers with. Despite this, he deeply cares for his friends and repeatedly demonstrates undying loyalty towards them. He is shown to have an extremely strong sense of justice both in Headspace and in reality, jumping at the chance to confront Sweetheart and chase her throughout [[Deeper Well]] and [[Humphrey_(location)|Humphrey]], and outright battling with Aubrey and the Hooligans multiple times in reality in an attempt to get the Photo Album back, and later to stop their bullying of Basil.&lt;br /&gt;
&lt;br /&gt;
In the real world, he is slightly more reserved than his Headspace self, although still extremely outspoken and outright impulsive. He admits to having distanced himself from his friends while they were grieving Mari's death out of a fear of misunderstanding and making things worse.&amp;lt;ref&amp;gt;Kel: At that time, I didn't really understand what was happening... I was afraid that I'd somehow make things worse... so I just decided to stay out of all of it.&amp;lt;/ref&amp;gt; This fear appears to have stimmed from an incident that occurred a year or so after Mari's death, where his attempt to rouse Hero from his depressive state instead resulted in the latter screaming at him, taking out his grief and anger and reducing both of them to tears.&amp;lt;ref&amp;gt;Kel: One night... I went over to him while he was all huddled in his blankets and started saying stuff. Stuff like how we all miss him and how we want him to get better... How everyone is really worried... How Mari wouldn't want to see him like this... [...] But Hero... Hero got angry. He suddenly got up and started screaming and yelling at me about a bunch of stuff. Some of it was pretty hurtful, too... but I think I blocked out a lot of it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Towards the end of the game, if Sunny examines him as he sleeps at Basil's house, he will describe him as &amp;quot;a bit careless at times,&amp;quot; but with &amp;quot;a good heart,&amp;quot; and as someone who &amp;quot;just wants everyone around him to be happy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kel was born on November 11th&amp;lt;ref&amp;gt;[https://twitter.com/OMORI_GAME/status/1362572854793887748 Official OMORI Account confirms that Kel's birthday is on November 11th.]&amp;lt;/ref&amp;gt; to his unnamed parents. He has an older brother named [[Hero]] and a younger sister named [[Sally]]. &lt;br /&gt;
&lt;br /&gt;
Since they were children, Kel and his family lived directly besides [[Sunny]]'s House. He, Sunny, [[Mari]], Hero, Aubrey, and [[Basil]] were close friends and spent much of their time together. After the death of Mari, the group drifted apart and his brother left for college.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
====Day 1====&lt;br /&gt;
Kel is the one who knocks on the door at the start of the day. Sunny can either open the door for him, starting the [[Routes|Sunny route]], or alternatively, completely ignore him, starting the Omori route. If Sunny opens the door for him, he initially expresses shock that he actually answered, and admits that he doesn't &amp;quot;really have a game plan here.&amp;quot; Quickly recovering, he suggests that Sunny help him pick out a gift for his brother Hero, who is set to return to Faraway Town from college the next day, suggesting that they start at Hobbeez.&lt;br /&gt;
&lt;br /&gt;
Once Sunny picks out and purchases said gift, Kel suggests that they visit Faraway Park to play. However, as soon as they arrive, they witness the local delinquent group, the Hooligans, bullying Basil, led by Aubrey. Outraged, Kel attempts to get the Hooligans to stop, and winds up goading Aubrey into a fight, as she attempts to get them to leave her alone.&lt;br /&gt;
&lt;br /&gt;
After she is either slashed with Sunny's [[Steak Knife]] or intimidated by it, she and the Hooligans leave. Kel initially expresses gratitude at Sunny's knife preventing the situation from escalating, before confiscating it from him and chiding him for carrying a dangerous weapon around. The duo decides to walk Basil back home, but once they arrive, Basil suddenly begs them not to leave, before asking them for a favor: Aubrey has stolen his Photo Album and refuses to give it back. Kel immediately agrees to help him recover it and directs Sunny to Faraway Park to begin their search.&lt;br /&gt;
&lt;br /&gt;
After the duo battle their way through most of the Hooligans, they ultimately learn that Aubrey is likely at the church sermon going on that day. While Kel initially suggests waiting for the sermon to end before confronting her, Sunny ignores him and enters the church. Sneaking to the pew behind Aubrey, Kel confronts her over the theft and demands that she give the album back. She refuses, claiming that she's keeping the album safe, and bitterly admitting to feeling abandoned by her &amp;quot;old friends&amp;quot; after Mari's death. Kel attempts to apologize for not being there for her when she needed them, an apology she rejects. As she attempts to leave, Kel accidentally escalates the situation by loudly calling her a thief in the middle of the sermon, interrupting it and drawing attention to Aubrey. As the church goers begin to gossip about her recent behavior and bullying of Basil, Aubrey furiously tells him off for his escalation and refusal to see her side of the story, before attacking him and Sunny.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether or not she defeats the two, she runs out of the church in tears after the battle. Kel expresses remorse over his impulsive actions, and they simply decide to leave. As they walk away, they pass Aubrey's house, and notice her throwing something away. Digging through the garbage, Kel discovers that she had thrown away the Photo Album, and after recovering it, they head to Basil's house to return it. [[Polly]] invites them in for dinner, and Basil thanks them for retrieving it, agreeing to go through the album with them. As they review the photos, Kel notices that a significant number of the pictures seem to be missing. He comes to the conclusion that Aubrey probably has them and suggests to Sunny that they recover them later. Polly shortly after requests Kel's help with dinner, leaving Sunny and Basil alone.&lt;br /&gt;
&lt;br /&gt;
As the three boys eat dinner, Kel lets slip that Sunny will move in three days, prompting Basil to flee to the restroom, to Kel's confusion. After dinner is finished and night falls, Kel walks Sunny back home, apologizing for the trouble they got into today, before suggesting that they hang out again tomorrow.&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
Kel once again knocks on Sunny's door. Sunny can either again open it to continue the Sunny route or ignore it and go back to bed to initiate a Mixed route, an Omori route with minor differences.&lt;br /&gt;
&lt;br /&gt;
If Sunny answers the door, Kel will greet him, and confirms that Hero will arrive around dinner that day, leaving most of the day free. Kel suggests they use this time to run his errands, dragging Sunny along as they pick up a bakery order and a [[&amp;quot;Pizza&amp;quot; Order|Hero sandwich]]. Returning home, Kel avoids being scolded by his mother for taking hours to finish his errands by using Sunny as a distraction, before showing him his room.&lt;br /&gt;
&lt;br /&gt;
After he shows it off, his mother calls them downstairs, saying that &amp;quot;some girl&amp;quot; wants to see Kel. Said girl is Polly, who is looking for Basil and assumed he'd be with them. When she realizes that he isn't, she grows concerned and asks them to keep an eye out for him. Kel, having &amp;quot;a bad feeling&amp;quot; about leaving Basil alone when the Hooligans are active, begs his mother to let him and Sunny look for him, something she reluctantly agrees to.&lt;br /&gt;
&lt;br /&gt;
The duo head to Faraway Park to begin their search, checking around the spot they last saw him before they're suddenly interrupted when they hear him shouting for help from their old hangout spot. Rushing to him, they find that the Hooligans have taken over the spot. While Kel immediately assumes they were attacking him, [[Kim]] instead claims that they were simply trying to get Basil to leave before he suddenly panicked and started screaming, an explanation he refuses to believe. The Hooligans attack Kel and Sunny shortly after to &amp;quot;defend their turf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Regardless of the outcome of the battle, Kel refuses to leave and tells Aubrey that he knows she still cares for her old friends, noting that, despite making new friends, Aubrey still chooses to hang out at their old hangout spot. When the rest of the Hooligan disperse from the area, leaving an emotionally conflicted Aubrey alone, Kel repeats his demand to leave Basil alone, reminding her of how they all used to be friends. When Aubrey shoves Basil into the lake by accident in a fit of rage shortly afterward, Kel immediately rushes to Aubrey's side, shouting at her to keep her occupied as Sunny [[Something in the Water|conquers his thalassophobia]] in an effort to save Basil's life.&lt;br /&gt;
&lt;br /&gt;
Hero arrives shortly after this event, and he dives into the lake, saving both Basil and Sunny. They agree to return the unconscious, but okay Basil to his house. When Aubrey attempts to interject, Kel coldly blows her off, saying she's caused enough trouble. After Hero helps Polly put Basil to bed, he properly greets Kel and Sunny, and learns from Kel that Aubrey has changed significantly, saying that she has &amp;quot;become all messed up,&amp;quot; began bullying Basil, and was the one who shoved him into the lake, much to Hero's disbelief, who assumes that there's been a misunderstanding. Nonetheless, he reassures Hero that what happened with Aubrey and Basil wasn't his fault, before suggesting they return home for dinner. &lt;br /&gt;
&lt;br /&gt;
Once they heat up their food, Kel mentions to Hero that Sunny now has Basil's photo album and suggests that they look through it again. Once finished, Kel reiterates that most of the photos seem to be missing, noting that Aubrey likely still has them. Hero further realizes there are no photos of Mari in the album, implying that Aubrey specifically stole the photographs with her in them. As they further reminiscence over memories, Hero suggests that they visit Sunny's house one last time, an idea Kel agrees with.&lt;br /&gt;
&lt;br /&gt;
After a quick detour to Fix-It, they arrive at Sunny's house that night, where Kel and Hero suggest they have a sleep-over, remembering that Sunny hates sleeping alone.&lt;br /&gt;
&lt;br /&gt;
Kel quickly passes out after setting up a makeshift tent out of blankets, leaving Sunny and Hero alone before he too goes to bed.&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
On Day 3, Kel and Hero wake up before Sunny and do all of his chores for him. The three eat breakfast, and Kel answers a knock at the door, furious to see that it is [[Kim]], one of the Hooligans. Kim states that she is worried because Aubrey won't leave her house, so the three head into [[Aubrey's House]] to see what is wrong. They go to Aubrey's room, where Kel and Aubrey argue until Hero intervenes. The two apologize to each other, and Aubrey adds the missing photos of Mari back into the Photo Album. Aubrey joins the party and the group heads to Basil's house, where Polly tells them he is visiting his grandmother at the hospital. The group visits their old treehouse and reminiscence the happier days of their childhood. Later that evening, they eventually return to Basil's house, only to find out that Basil has locked himself in his room. They decide to have a sleepover, planning to talk to him in the morning.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's DEF unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWKELNEUTRAL.png&lt;br /&gt;
| name1    = Annoy&lt;br /&gt;
| desc1    = Turns a friend or foe Angry. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Rebound&lt;br /&gt;
| desc3    = Deals 2.5 x ATK - DEF to all enemies. Costs 15 {{MP}}.&lt;br /&gt;
| source3  = Level 4&lt;br /&gt;
| name4    = Run 'n Gun&lt;br /&gt;
| desc4    = Deals 1.5 x AGI - DEF to a single target. Costs 15 {{MP}}.&lt;br /&gt;
| source4  = Level 9&lt;br /&gt;
| name5    = Curveball&lt;br /&gt;
| desc5    = If the target has an emotion, deals 3 x ATK - DEF. Otherwise, 2 x ATK - DEF. A successful hit randomly applies another emotion to the target. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 10&lt;br /&gt;
| name6    = Ricochet&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF to an enemy three times, with a 30% damage variation. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 16&lt;br /&gt;
| name7    = Megaphone&lt;br /&gt;
| desc7    = Makes all party members angry. Costs 45 {{MP}}.&lt;br /&gt;
| source7  = Level 20&lt;br /&gt;
| name8    = Can't Catch Me&lt;br /&gt;
| desc8    = Multi target taunt for one turn. Decrease all foes' hit rate by 55% for two turns. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = Level 21&lt;br /&gt;
| name9    = Rally&lt;br /&gt;
| desc9    = Restore 4 energy to the party and 30% Juice to each party member besides himself, also turns himself Happy. Costs 50 {{MP}}.&lt;br /&gt;
| source9  = Level 26&lt;br /&gt;
| name10   = Comeback&lt;br /&gt;
| desc10   = Makes Kel Happy. If Sad was removed, Kel gains Flex. Costs 25 {{MP}}.&lt;br /&gt;
| source10 = Level 29&lt;br /&gt;
| name11   = Tickle&lt;br /&gt;
| desc11   = until the end of the turn, all attacks that can hit right in the heart done to the target will hit right in the heart. Costs 55 {{MP}} juice.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Flex&lt;br /&gt;
| desc12   = Increases Kel's hit rate by 1000% (making him unable to miss) and increase the damage of the next damaging attack by 2.5 times. Costs 10 {{MP}}.&lt;br /&gt;
| source12 = [[Pluto]]&lt;br /&gt;
| name13   = Juice Me&lt;br /&gt;
| desc13   = Deals 25% of the friend's current heart as damage, but recover 40% juice, this damage is affected by both the Flex affect and emotion, but not the juice gained. Costs 10 {{MP}}. This skill does not have damage variation and will never hit right in the heart.&lt;br /&gt;
| source13 = [[Coconut]]&lt;br /&gt;
| name14   = Snowball&lt;br /&gt;
| desc14   = If the target is Sad, it will do 3 x ATK - DEF damage, else it will do 2.5 x ATK - DEF and turn the target sad. Costs 20 {{MP}}.&lt;br /&gt;
| source14 = [[Snowball]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot;&amp;gt;&lt;br /&gt;
Omori Origin Group.png&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
MIRROR_PLAYGROUND.png&lt;br /&gt;
Release_energy.png&lt;br /&gt;
HeroMariSunnyKel.png&lt;br /&gt;
ComfortingAubrey.png&lt;br /&gt;
MEMORY3.png&lt;br /&gt;
EveryonePiano.png&lt;br /&gt;
MEMORY4.PNG&lt;br /&gt;
EveryoneKitchen.png&lt;br /&gt;
SunsetPicnic.png&lt;br /&gt;
Kel intro small.png|An older Kel greets Sunny.&lt;br /&gt;
Group_hug_fw.png|Kel, Hero, and Sunny comfort Aubrey.&lt;br /&gt;
Kel_Sleeping.png|Kel sleeping at Basil's house.&lt;br /&gt;
KEL'S FAMILY PHOTO.png|Kel's family photo.&lt;br /&gt;
KelWalkDW.gif&lt;br /&gt;
DW Kel Sprite (Idle).png&lt;br /&gt;
KelWalkFA.gif&lt;br /&gt;
KEL.png&lt;br /&gt;
Kel Was Kelsey.gif|Development gif with Kel's old name. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DWKEL1.png&lt;br /&gt;
DWKEL2.png&lt;br /&gt;
DWKEL3.png&lt;br /&gt;
DWKEL4.png&lt;br /&gt;
DWKEL5.png&lt;br /&gt;
DWKEL6.png&lt;br /&gt;
DWKEL7.png&lt;br /&gt;
DWKEL8.png&lt;br /&gt;
DWKEL9.png&lt;br /&gt;
DWKEL10.png&lt;br /&gt;
DWKEL11.png&lt;br /&gt;
DWKEL12.png&lt;br /&gt;
DWKEL13.png&lt;br /&gt;
DWKEL14.png&lt;br /&gt;
DWKEL15.png&lt;br /&gt;
DWKEL16.png&lt;br /&gt;
DWKEL17.png&lt;br /&gt;
DWKEL18.png&lt;br /&gt;
DWKEL19.png&lt;br /&gt;
DW Kel (Faceless).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RWKel1.png&lt;br /&gt;
RWKel2.png&lt;br /&gt;
RWKel3.png&lt;br /&gt;
RWKel4.png&lt;br /&gt;
RWKel5.png&lt;br /&gt;
RWKel6.png&lt;br /&gt;
RWKel7.png&lt;br /&gt;
RWKel8.png&lt;br /&gt;
RWKel9.png&lt;br /&gt;
RWKel10.png&lt;br /&gt;
RWKel11.png&lt;br /&gt;
RWKel12.png&lt;br /&gt;
RWKel13.png&lt;br /&gt;
RWKel14.png&lt;br /&gt;
RW Young Kel.png&lt;br /&gt;
RW Young Kel 2.png&lt;br /&gt;
RW Young Kel 3.png&lt;br /&gt;
Dark KEL One.png&lt;br /&gt;
Dark KEL Two.png&lt;br /&gt;
Dark KEL Three.png&lt;br /&gt;
Dark KEL Four.png&lt;br /&gt;
Dark KEL Five.png&lt;br /&gt;
Dark KEL Six.png&lt;br /&gt;
Dark KEL Seven.png&lt;br /&gt;
Dark KEL Eight.png&lt;br /&gt;
RW KEL Cry.png&lt;br /&gt;
RWKelDark15.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DWKELNEUTRAL.png|Neutral&lt;br /&gt;
DWKELAFRAID.png|Afraid&lt;br /&gt;
DWKELTOAST.png|Toast&lt;br /&gt;
DWKELHAPPY.png|Happy&lt;br /&gt;
DWKELECSTATIC.png|Ecstatic&lt;br /&gt;
DWKELSAD.png|Sad&lt;br /&gt;
DWKELDEPRESSED.png|Depressed&lt;br /&gt;
DWKELANGRY.png|Angry&lt;br /&gt;
DWKELENRAGED.png|Enraged&lt;br /&gt;
DWKELINJURED.png|Injured&lt;br /&gt;
DWKELVICTORY.png|Victory&lt;br /&gt;
DWKelComeback.png|When using Comeback&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RWKELNEUTRAL.png|Neutral&lt;br /&gt;
RWKELAFRAID.png|Afraid (Unused)&lt;br /&gt;
RWKELDEFEATED.png|Defeated&lt;br /&gt;
RWKELHAPPY.png|Happy&lt;br /&gt;
RWKELECSTATIC.png|Ecstatic (Unused)&lt;br /&gt;
RWKELSAD.png|Sad&lt;br /&gt;
RWKELDEPRESSED.png|Depressed (Unused)&lt;br /&gt;
RWKELANGRY.png|Angry&lt;br /&gt;
RWKELENRAGED.png|Enraged (Unused)&lt;br /&gt;
RWKELINJURED.png|Injured&lt;br /&gt;
RWKELVICTORY.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG AUBREY KEL.png&lt;br /&gt;
DW TAG HERO KEL.png&lt;br /&gt;
DW TAG OMORI KEL.png&lt;br /&gt;
DW TAG KEL AUBREY.png&lt;br /&gt;
DW TAG KEL HERO.png&lt;br /&gt;
DW TAG KEL OMORI.png&lt;br /&gt;
Dw_Kel_tag_normal.png&lt;br /&gt;
DW_Kel_tag_masked.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA TAG AUBREY KEL.png&lt;br /&gt;
FA TAG HERO KEL.png&lt;br /&gt;
FA TAG SUNNY KEL.png&lt;br /&gt;
FA TAG KEL AUBREY.png&lt;br /&gt;
FA TAG KEL HERO.png&lt;br /&gt;
FA TAG KEL SUNNY.png&lt;br /&gt;
FA_Kel_tag.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 01.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 06.png&lt;br /&gt;
DW ALBUM 08.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 11.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 15.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 18.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 04.png&lt;br /&gt;
FA ALBUM 06.png&lt;br /&gt;
FA ALBUM 08.png&lt;br /&gt;
FA ALBUM 09.png&lt;br /&gt;
FA ALBUM 10.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 14.png&lt;br /&gt;
FA ALBUM 16.png&lt;br /&gt;
FA ALBUM 19.png&lt;br /&gt;
FA ALBUM 20.png&lt;br /&gt;
FA ALBUM 21.png&lt;br /&gt;
FA ALBUM 22.png&lt;br /&gt;
FA ALBUM 24.png&lt;br /&gt;
FA ALBUM 26.png&lt;br /&gt;
FA ALBUM 28.png&lt;br /&gt;
FA ALBUM 29.png&lt;br /&gt;
FA ALBUM 34.png&lt;br /&gt;
FA ALBUM 35.png&lt;br /&gt;
FA ALBUM 37.png&lt;br /&gt;
FA ALBUM 38.png&lt;br /&gt;
FA ALBUM 39.png&lt;br /&gt;
FA ALBUM 40.png&lt;br /&gt;
FA ALBUM 41.png&lt;br /&gt;
FA ALBUM 42.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMORI FRIENDS.gif&lt;br /&gt;
KEL OMORISKETCH.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
OMOCAT SKETCH OMORIKELS.png&lt;br /&gt;
OMORI GROUPSKETCH2.png&lt;br /&gt;
OMORI FRIENDS2.gif&lt;br /&gt;
OMORI DW Group Concept.png&lt;br /&gt;
OMORI GROUPREALWORLDSKETCH.png&lt;br /&gt;
OMOCAT SKETCH OMORIANDKELS.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
Kelconcept.png&lt;br /&gt;
Good Times Sketch (2019).png&lt;br /&gt;
OMOCAT OMORI AU ARTWORK.png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Climbwithme.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It's entirely possible that Kel's name was going to be different during production, as evidenced by an old development GIF&amp;lt;ref&amp;gt;[https://rpgmaker.net/games/6228/images/46204/ Kel's name is Kelsey in this old development gif.]&amp;lt;/ref&amp;gt; where his name is Kelsey.&lt;br /&gt;
* In the real world, Kel is the only character capable of legitimately feeling Happy, Sad, and Angry.&lt;br /&gt;
:* He will become Happy if he is given [[Orange Joe (real world)|Orange Joe]] in battle.&lt;br /&gt;
:* Several enemies, such as [[Kim (enemy)|Kim]], are capable of making him Sad.&lt;br /&gt;
:* He will be locked to Angry throughout the entire battle against Aubrey at the Church, and will not change emotion even if fed Orange Joe.&lt;br /&gt;
&lt;br /&gt;
* Omocat reveals that Kel wasn't based on their own emotions, but rather on Sunny's personality.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=1830&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Since Sunny is quiet and passive, he needs an energetic person to push the story along.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Aubrey&amp;diff=13266</id>
		<title>Aubrey</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Aubrey&amp;diff=13266"/>
		<updated>2024-02-25T03:33:18Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console album pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about the playable character Aubrey. For the enemy, see: [[Aubrey (enemy)]].}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DWAUBREYNEUTRAL.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=Female&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=May 23&lt;br /&gt;
|location=[[Neighbor's Room]]&lt;br /&gt;
|role=Deuteragonist&lt;br /&gt;
}}&lt;br /&gt;
'''Aubrey''' is one of the three main deuteragonists in ''[[OMORI (game)|OMORI]]'' that join [[Omori|Omori's]] party. When Aubrey is [[Tagging|tagged]], she can smash obstacles with a bat.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
 {{HP}} *****&lt;br /&gt;
 {{MP}} **&lt;br /&gt;
 Attack *****&lt;br /&gt;
 Defense **&lt;br /&gt;
 Speed **&lt;br /&gt;
 Luck **&lt;br /&gt;
&lt;br /&gt;
Birthday: May 23rd&lt;br /&gt;
Likes: [[Mr. Plantegg]], Watermelon, Crayons, Bunnies&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Mean people, bitter melon, immature pranks, [[Kel]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sweet and strong-willed Aubrey stands up for her friends in battle and is their constant source of morale. She carries Mr. Plantegg, her plushie friend and weapon of choice, wherever she goes.&amp;quot;&lt;br /&gt;
===Appearance===&lt;br /&gt;
In [[Headspace]], Aubrey wears a light-green dress and has a pink bow in her hair. She does not wear socks or shoes and her hair and eyes are purple.&lt;br /&gt;
&lt;br /&gt;
In the real world, Aubrey's appearance is significantly different, looking almost nothing like her dream self. She has dyed her hair pink, and now wears a varsity jacket over a crop-top along with a jean skirt. Her eyes are a piercing cyan, and she also wears a green headband that vaguely resemble bunny ears, as opposed to a ribbon. She is almost always seen carrying her [[Nail Bat]], a baseball bat with nails hammered into it.&lt;br /&gt;
&lt;br /&gt;
Going by both the [[Photo Album]] and [[Memory Lane]], her natural hair and eye color are both a dark brown, implying that her eye-color in modern day is due to contact lenses.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
In Headspace, Aubrey is very cheerful and is always happy to see Omori, with her dialogue and interactions with him heavily implying that she has a one-sided crush on him. She becomes sad and worried quite easily and is the most anxious of the five characters when [[Basil]] goes missing. She has a tense relationship with Kel, arguing with him almost constantly, usually requiring mediation from [[Hero]] or [[Mari]] to resolve.&lt;br /&gt;
&lt;br /&gt;
In the real world, she has changed significantly since Mari's death. She is cold and hostile to her old friends at the beginning of the game, due to her believing they abandoned her when she needed them most. She is short-tempered and violent, having frequent outbursts. Alongside [[The Hooligans]], which she leads, she bullies Basil, going as far as to steal Basil's [[Photo Album|photo album]]. However, this is due to the fact that she believes Basil scribbled out the photos. She also goes to church every week in an attempt to find peace after Mari's death. As the game progresses, she eventually reveals why she stole Basil's photo album and manages to reconcile with [[Sunny]], Kel, and Hero, as well as Basil himself.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Aubrey was born on May 23rd&amp;lt;ref&amp;gt;[https://twitter.com/OMORI_GAME/status/1362572854793887748 Official OMORI Account confirms that Aubrey's birthday is on May 23rd.]&amp;lt;/ref&amp;gt; to her unnamed [[Aubrey's mom|mother]] and father on the same year as Sunny, Kel, and Basil. She lived with her parents at their [[Aubrey's house|house]], though it is suggested that they may have lived in squalor. At some point, she became friends with Mari, Sunny, Hero, Kel, and Basil. As children, they often played together.&lt;br /&gt;
&lt;br /&gt;
Mari's death, Hero's departure for college, as well as her dad leaving her family caused her to feel angry and isolated. She became upset that her friends had all stopped talking to each other, believing them to have abandoned her. At one point, she is so desperate to reconnect with them that she begs Basil to let her study at his house after school. He reluctantly agrees, but is notably distant and refuses to speak with her. While he is in the bathroom, she looks at his photo album only to find that they had been scribbled out with black marker. Furious, she takes the album and cleans the photos, becoming alienated from Basil and tormenting him.&lt;br /&gt;
&lt;br /&gt;
She then became the leader of the local delinquents, The Hooligans, and spends a majority of her time with them at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
====Day 1====&lt;br /&gt;
Sunny and Kel see Basil begging [[Kim]] to tell Aubrey to give him back his photo album at [[Faraway Park]]. Kim refuses to help Basil, and Kel confronts her, telling her to leave Basil alone. This causes a commotion at which point Aubrey shows up with her new group of friends: The Hooligans. &lt;br /&gt;
&lt;br /&gt;
Kel tries to reason with Aubrey but she insists on fighting both him and Sunny. Regardless of whether or not Sunny uses the knife during the battle, Aubrey will notice it and become upset, leaving the park with The Hooligans.&lt;br /&gt;
&lt;br /&gt;
Sunny and Kel later find her at the [[Church|church]]. Kel pushes her to return the photo album, and says that Mari would be sad to see that they have all stopped being friends. She retaliates, stating that Mari is dead and that after her death they abandoned her. She says that the reason she goes to church every week is that she is still trying to find peace after Mari's death. She becomes angry when Kel mentions that Basil told them she stole the photo album, stating that she is keeping it safe. Kel refuses to believe this, but still apologizes for not being there after Mari's death. Aubrey refuses his apology, and a fight ensues. During the fight, many of the church patrons gossip about Aubrey, implying that she is out of control due to her father leaving her family. &lt;br /&gt;
&lt;br /&gt;
After the fight, Aubrey leaves, and Kel and Sunny see her throwing away the Photo Album. They retrieve it from the trash, but find that some of the photos are missing.&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
She and the Hooligans are seen bullying Basil in the secret hangout behind the park. A fight ensues, and The Hooligans leave, leaving Kel, Sunny, Basil, and Aubrey alone. Aubrey is overwhelmed with emotion and angrily questions why they keep coming back into her life. Kel berates her for bullying Basil, and she retaliates by pushing Basil into the lake. After Hero saves Basil, she is regretful of her actions, but the party does not forgive her, not understanding why she is so angry with Basil. She is left alone by the lake.&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
Aubrey's best friend Kim knocks on Sunny's door and asks him to go check on her because she won't leave her house. All of the hooligans are outside her house and are worried about her. The party enters her house to discover trash scattered everywhere and her mother unresponsive and fixated in front of the TV. They go into her room, angering her, but Hero is able to calm her down. They have a heart-to-heart talk and she makes up with everyone, apologizing to them. They find the missing photos, all of which are pictures of Mari, and she says she took them because it was all she had left of Mari. They put them back in the photo album and she joins the party. &lt;br /&gt;
&lt;br /&gt;
The party reminisces at some spots in town, and then they go visit their old treehouse. She leaves her pink pinwheel in the stump of the tree where Mari was found dead and starts being open with everyone about her feelings. &lt;br /&gt;
&lt;br /&gt;
Then they go to [[Basil's house]] and, even though he won't open his door, she apologizes sincerely to him. They all sleep in the living room, with her taking the couch.&lt;br /&gt;
&lt;br /&gt;
==== Day 4 ====&lt;br /&gt;
In the Good Ending, she is seen standing beside Basil's hospital bed alongside everyone.&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Aubrey cannot be seen at all in the real world during the Hikikomori Route, since Sunny never leaves his house. In Headspace, her character remains the same as in the Normal Route, with some additional dialogue added in the stages of Headspace only unlockable through completing the Headspace Reset.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's DEF unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = DWAUBREYNEUTRAL.png&lt;br /&gt;
| name1    = Pep Talk&lt;br /&gt;
| desc1    = Turn a friend or foe happy. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Counter&lt;br /&gt;
| desc3    = Taunts all enemies. If hit by a single target skill, retaliates with a normal attack. Costs 5 {{MP}}.&lt;br /&gt;
| source3  = Level 6&lt;br /&gt;
| name4    = Twirl&lt;br /&gt;
| desc4    = Deals 2 x ATK + LCK - DEF to a target and makes Aubrey Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 10&lt;br /&gt;
| name5    = Team Spirit&lt;br /&gt;
| desc5    = Makes Aubrey and her target Happy. Costs 10 {{MP}}.&lt;br /&gt;
| source5  = Level 11&lt;br /&gt;
| name6    = Power Hit&lt;br /&gt;
| desc6    = Deals 2 x ATK damage to the target, ignoring its defense, as well as decreasing its defense by one tier. Costs 20 {{MP}}.&lt;br /&gt;
| source6  = Level 14&lt;br /&gt;
| name7    = Mood Wrecker&lt;br /&gt;
| desc7    = Deals 3 x ATK - DEF if the target is any tier of Happy. Does 2.25 x ATK - DEF otherwise. Costs 10 {{MP}}.&lt;br /&gt;
| source7  = Level 17&lt;br /&gt;
| name8    = Wind-up Throw&lt;br /&gt;
| desc8    = Deals 3 x ATK - DEF if one enemy remains, 2.5 x ATK - DEF if two enemies remain, and otherwise deal 2 x ATK - DEF. Costs 20 {{MP}}.&lt;br /&gt;
| source8  = Level 20&lt;br /&gt;
| name9    = Mash&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF. If it's a killing blow, restore 100% of Aubrey's Juice. Costs 15 {{MP}}.&lt;br /&gt;
| source9  = Level 23&lt;br /&gt;
| name10   = Beatdown&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF to a single target three times. Costs 30 {{MP}}.&lt;br /&gt;
| source10 = Level 27&lt;br /&gt;
| name11   = Last Resort&lt;br /&gt;
| desc11   = Deals 4 x Aubrey's Current HP to an enemy, but turns Aubrey into Toast. Costs 50 {{MP}}.&lt;br /&gt;
| source11 = Level 30&lt;br /&gt;
| name12   = Headbutt&lt;br /&gt;
| desc12   = Deals 3 x ATK - DEF if Aubrey is any tier of Angry. Otherwise does 2.5 x ATK - DEF. Damages Aubrey up to 20% of her heart. Costs 5 {{MP}}.&lt;br /&gt;
| source12 = [[Berly]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Omori Origin Group.png&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
MIRROR PLAYGROUND.png&lt;br /&gt;
Release energy.png&lt;br /&gt;
ComfortingAubrey.png&lt;br /&gt;
BASILMEMORY.PNG&lt;br /&gt;
MEMORY3.png&lt;br /&gt;
EveryonePiano.png&lt;br /&gt;
MEMORY4.PNG&lt;br /&gt;
EveryoneKitchen.png&lt;br /&gt;
SwingsetAubreySunny.png&lt;br /&gt;
SunsetPicnic.png&lt;br /&gt;
Aubrey intro.png&lt;br /&gt;
Group hug fw.png&lt;br /&gt;
Aubrey Sleeping.png&lt;br /&gt;
KIMAUBREY.png&lt;br /&gt;
FAAubreyWalk.gif&lt;br /&gt;
FA Sprite Aubrey Idle.png&lt;br /&gt;
Aubreywalk.gif&lt;br /&gt;
DW Aubrey Sprite (Idle).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Aubrey_face_00.png&lt;br /&gt;
DW_Aubrey_face_01.png&lt;br /&gt;
DW_Aubrey_face_02.png&lt;br /&gt;
DW_Aubrey_face_03.png&lt;br /&gt;
DW_Aubrey_face_04.png&lt;br /&gt;
DW_Aubrey_face_05.png&lt;br /&gt;
DW_Aubrey_face_06.png&lt;br /&gt;
DW_Aubrey_face_07.png&lt;br /&gt;
DW_Aubrey_face_08.png&lt;br /&gt;
DW_Aubrey_face_09.png&lt;br /&gt;
DW_Aubrey_face_10.png&lt;br /&gt;
DW_Aubrey_face_11.png&lt;br /&gt;
DW_Aubrey_face_12.png&lt;br /&gt;
DW_Aubrey_face_13.png&lt;br /&gt;
DW_Aubrey_face_14.png&lt;br /&gt;
DW Aubrey (Faceless).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Aubrey_face_00.png&lt;br /&gt;
RW_Aubrey_face_01.png&lt;br /&gt;
RW_Aubrey_face_02.png&lt;br /&gt;
RW_Aubrey_face_03.png&lt;br /&gt;
RW_Aubrey_face_04.png&lt;br /&gt;
RW_Aubrey_face_05.png&lt;br /&gt;
RW_Aubrey_face_06.png&lt;br /&gt;
RW_Aubrey_face_07.png&lt;br /&gt;
RW_Aubrey_face_09.png&lt;br /&gt;
RW_Aubrey_face_10.png&lt;br /&gt;
RW_Aubrey_face_11.png&lt;br /&gt;
RW_Aubrey_face_26.png&lt;br /&gt;
RW_Aubrey_face_27.png&lt;br /&gt;
RW_Aubrey_face_43.png&lt;br /&gt;
RW_Aubrey_face_C22.png&lt;br /&gt;
RW_Aubrey_face_C23.png&lt;br /&gt;
RW_Aubrey_face_C27.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DWAUBREYNEUTRAL.png|Neutral&lt;br /&gt;
DWAUBREYTOAST.png|Toast&lt;br /&gt;
DWAUBREYHAPPY.png|Happy&lt;br /&gt;
DWAUBREYECSTATIC.png|Ecstatic&lt;br /&gt;
DWAUBREYSAD.png|Sad&lt;br /&gt;
DWAUBREYDEPRESSED.png|Depressed&lt;br /&gt;
DWAUBREYANGRY.png|Angry&lt;br /&gt;
DWAUBREYENRAGED.png|Enraged&lt;br /&gt;
DWAUBREYINJURED.png|Injured&lt;br /&gt;
DWAUBREYAFRAID.png|Afraid&lt;br /&gt;
DWAUBREYCELEBRATION.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RWAUBREYNEUTRAL.png|Neutral&lt;br /&gt;
RWAUBREYDEFEATED.png|Defeated&lt;br /&gt;
RWAUBREYHAPPY.png|Happy (Unused)&lt;br /&gt;
RWAUBREYECSTATIC.png|Ecstatic (Unused)&lt;br /&gt;
RWAUBREYSAD.png|Sad (Unused)&lt;br /&gt;
RWAUBREYDEPRESSED.png|Depressed (Unused)&lt;br /&gt;
RWAUBREYANGRY.png|Angry (Unused)&lt;br /&gt;
RWAUBREYENRAGED.png|Enraged (Unused)&lt;br /&gt;
RWAUBREYINJURED.png|Injured&lt;br /&gt;
RWAUBREYAFRAID.png|Afraid (Unused)&lt;br /&gt;
RWAUBREYVICTORY.png|Victory&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG HERO AUBREY.png&lt;br /&gt;
DW TAG KEL AUBREY.png&lt;br /&gt;
DW TAG OMORI AUBREY.png&lt;br /&gt;
DW TAG AUBREY HERO.png&lt;br /&gt;
DW TAG AUBREY KEL.png&lt;br /&gt;
DW TAG AUBREY OMORI.png&lt;br /&gt;
DW_Aubrey_tag_normal.png&lt;br /&gt;
DW_Aubrey_tag_masked.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA TAG HERO AUBREY.png&lt;br /&gt;
FA TAG KEL AUBREY.png&lt;br /&gt;
FA TAG SUNNY AUBREY.png&lt;br /&gt;
FA TAG AUBREY HERO.png&lt;br /&gt;
FA TAG AUBREY KEL.png&lt;br /&gt;
FA TAG AUBREY SUNNY.png&lt;br /&gt;
FA_Aubrey_tag.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 04.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
DW ALBUM 14.png&lt;br /&gt;
DW ALBUM 15.png&lt;br /&gt;
DW ALBUM 17.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 14.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 19.png&lt;br /&gt;
FA ALBUM 20.png&lt;br /&gt;
FA ALBUM 23.png&lt;br /&gt;
FA ALBUM 25.png&lt;br /&gt;
FA ALBUM 29.png&lt;br /&gt;
FA ALBUM 37.png&lt;br /&gt;
FA ALBUM 39.png&lt;br /&gt;
FA ALBUM 40.png&lt;br /&gt;
FA ALBUM 43.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Aubrey Enemy (Neutral).png&lt;br /&gt;
Aubrey Enemy (Angry).png&lt;br /&gt;
Aubrey Enemy (Happy).png&lt;br /&gt;
Aubrey Enemy (Sad).png&lt;br /&gt;
Aubrey Enemy (Injured).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
AUBREY HERO ARTWORK2.gif&lt;br /&gt;
OMOCAT OMORI AUBREY.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
OMORI GROUPSKETCH2.png&lt;br /&gt;
OMOCAT OMORI AU ARTWORK.png&lt;br /&gt;
OMOCAT AUBREY DOODLE2.png&lt;br /&gt;
OMOCAT AUBREY DOODLE.png&lt;br /&gt;
OMORI FRIENDS2.gif&lt;br /&gt;
OMORI POSTER 2.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OMORI SKETCH AUBREYANDCO.png&lt;br /&gt;
OMORI FRIENDS.gif&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
OMOCAT AUBREY DOODLE 3.png&lt;br /&gt;
Good Times Sketch (2019).png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Aubrey Sketch Omocat.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
Aubrey birthday.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*When in the real-world party, Aubrey cannot legitimately feel any emotion, as no enemy in the [[Recycultist HQ]] can change the party's emotion, and no items in reality can change her emotion. Despite this, she has portraits for almost every emotion (minus the tier 3 ones).&lt;br /&gt;
*Aubrey's birthday, May 23rd, falls on the [[143]]rd day of the year.&lt;br /&gt;
* Omocat states that Aubrey mirrors their personal expriences, especially their transition from childhood to young adulthood.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=1771&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Her real world appearance were directly inspired by Omocat's own in college, where they had long, dyed hair, wore bomber jackets and headbands &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Omori&amp;diff=13265</id>
		<title>Omori</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Omori&amp;diff=13265"/>
		<updated>2024-02-25T03:31:14Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console album pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about the playable character Omori. For the enemy, see: [[Omori (enemy)]]. For the game, see: [[OMORI (game)]].}}&lt;br /&gt;
{{See also|Sunny}}&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=OmoriNeutral.png&lt;br /&gt;
|sprites=[[File:OMORI Sprite run.png]]&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=Male&lt;br /&gt;
|age=12 (Approx.)&lt;br /&gt;
|location=[[White Space]]&lt;br /&gt;
|role=playable character&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;...&amp;quot;|Omori}}&lt;br /&gt;
'''Omori''' is the titular deuteragonist in ''[[OMORI (game)|OMORI]]''. Omori is controlled by the player at night, while exploring [[Headspace]].&lt;br /&gt;
&lt;br /&gt;
When Tagged, Omori can use his knife to cut obstacles such as traffic cones down to clear paths.&lt;br /&gt;
== Profile ==&lt;br /&gt;
 {{HP}} ***&lt;br /&gt;
 {{MP}} ****&lt;br /&gt;
 Attack ****&lt;br /&gt;
 Defense ***&lt;br /&gt;
 Speed ****&lt;br /&gt;
 Luck ***&lt;br /&gt;
&lt;br /&gt;
Birthday: ???&amp;lt;br&amp;gt;&lt;br /&gt;
Likes: [[Aubrey]], [[Kel]], [[Hero]], [[Mari]], [[Basil]], [[Grape Soda]]&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Heights, Spiders, Deep Water, [[Cherry Soda]], [[Tofu]]&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;This is Omori. He's been living in [[White Space]] for as long as he can remember, but it seems like he can't remember much else. His trusty Knife can cut through anything.&amp;quot;&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Omori is a young boy who wears a black tank top, long black socks, and shorts that are striped black and white, vaguely resembling the keys of a piano. While his friends - and the rest of Headspace - are vibrantly colored, Omori is always rendered in complete monochrome.&lt;br /&gt;
&lt;br /&gt;
His hair style is practically identical to [[Sunny]]'s.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
As a silent protagonist, Omori's personality is widely up to player interpretation. However, his commentary throughout Headspace, and his writings in the [[Foe Facts!]] journal all suggest that his personality is, compared to his friends, very grounded and snarky. It's also noted that he has a rather solemn, stoic demeanor, with characters like Mari implying that he almost never smiles.&lt;br /&gt;
&lt;br /&gt;
He is notably never seen emoting outside of battle.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
At some point following [[Mari]]'s death, Sunny presumably began visiting [[Headspace]] as Omori. The origins of Omori are not fully clarified, although it is heavily implied through both the cutscene that plays at the beginning of the Two Days Left dream&amp;lt;ref&amp;gt;The cutscene is called omori_origin.webm within the game files.&amp;lt;/ref&amp;gt; and the Truth album's comments&amp;lt;ref&amp;gt;Photo of Hopelessness - [...] Your head starts to feel fuzzy... You sink into a crevice in your mind... an empty white room.&amp;lt;/ref&amp;gt; that White Space's creation predates Omori's 'birth'; Sunny originally visited White Space as himself, but eventually, either no longer able to, or willing, to enter White Space as himself, created Omori. The door to Headspace appears after this happens, suggesting that its creation was a direct consequence of Omori's 'birth.'&lt;br /&gt;
&lt;br /&gt;
Inside Headspace, Omori can freely visit a dream world where his friends reside along with what appear to be representations of his acquaintances and fictional mascots. The entirety of Headspace seems to exist solely for the purpose of escapism, a distraction from the reality and consequences of Mari's death: Mari is still alive and well, and his friends still hang out together, exactly the same as they were four years ago, before Mari's death. Sunny's repeated escape into Headspace is strongly implied to be the reason behind his refusal to leave his house for four years.&lt;br /&gt;
&lt;br /&gt;
Omori's true purpose is to repress everything related to Mari's death to 'protect' Sunny from his own guilt using his control over Headspace. Dialogue from the residents of [[Black Space]] and [[Deeper Well]] suggest that, whenever Sunny's subconscious begins to remind him of the truth, Omori 'resets' Headspace in order to lock all reminders of it, such as [[Something]], back into Black Space, until it inevitably leaks out again. This cycle appears to have gone on for the four years since Mari's death, with the loop only potentially breaking during the events of the [[Routes|Sunny route]].&lt;br /&gt;
&lt;br /&gt;
=== Normal route ===&lt;br /&gt;
As the story progresses, Omori appears to change from a persona adopted by Sunny within Headspace to a full alternate personality, serving as an unhealthy coping mechanism of sorts, who reflects Sunny's depression and guilt as he closes in on the truth behind Mari's death. This culminates in the final battle of the game, where he fights Omori in White Space to decide his ultimate fate, as the latter [[Omori (enemy)|attempts to take over his mind and body,]] with the goal of ending Sunny's life in a final effort to 'save' him from the truth.&lt;br /&gt;
&lt;br /&gt;
As the two battle, Omori eventually begins talking to Sunny, cruelly tearing into his flaws and mistakes, deeming him unforgivable and suggesting he atone for his sins by killing himself. Omori is an insurmountable opponent, and he eventually triumphs over Sunny, regardless of his strategy in battle.&lt;br /&gt;
=== Good Ending ===&lt;br /&gt;
If Sunny chooses not to give up once he inevitably falls against Omori, he will get back up. Refusing to succumb to Omori's onslaught, Sunny instead plays the Duet he had intended to play with Mari before her accidental death, finally coming to terms with the truth and the role he played that day. Omori is placated by this, and embraces Sunny, who absorbs Omori into himself, no longer needing his 'help' in suppressing the truth. He is not seen again after this.&lt;br /&gt;
&lt;br /&gt;
=== Bad Ending ===&lt;br /&gt;
On the other hand, if Sunny gives up, Omori will prove victorious in the battle for Sunny's psyche, and will instead absorb him, hijacking his mind and body completely. Afterwards, Omori will suddenly return to White Space, and will eventually leave to visit Headspace as always with his friends.&lt;br /&gt;
&lt;br /&gt;
In reality, Sunny will step out onto the balcony of the [[Hospital]], and ultimately decides to, like Omori suggested, kill himself by jumping to his death.&lt;br /&gt;
&lt;br /&gt;
=== Hikikomori route ===&lt;br /&gt;
{{Spoiler|section|alt}}&lt;br /&gt;
The plot is notably changed as Sunny represses more memories of Mari's death as he chooses to shut himself away even more than before. By the time Omori arrives in Black Space, he slowly is given more control over Sunny's mind and body. However, Stranger and Something attempt to stop Sunny from submerging himself further into his dream world of escapism, and outright forces Sunny out of Omori in order to make him face the devastation his actions caused the day Mari fell. Sunny tries to fight off Stranger but fails as the shadowy figure overwhelms him, leading him to be transported into Red Space, where Omori awaits him on his throne of hands.&lt;br /&gt;
&lt;br /&gt;
From there, Omori descends from his throne and helps Sunny withstand Stranger's wrath. The battle ultimately ends with Stranger fading away, allowing Omori to rescue Basil in the [[Church Of Something]]. Omori and Basil leave Black Space and return to [[Neighbor's Bedroom]], where their friends are sleeping in their beds. Once Omori and Basil fall asleep, as instructed by the [[Big Yellow Cat]], Headspace is reset. &lt;br /&gt;
&lt;br /&gt;
Sunny wakes up following this, only to find Something following him at every step of his house. Notably, at this point, if he checks the mirror in the bathroom, he will only see Omori reflected back, confirming the almost complete control he has already given him. Sunny is stalked as he completes the last of his to-do list, before succumbing to his self-hatred and guilt as he falls asleep, completely unable to repress Something's existence. As he attempts to sleep, Omori decides to 'save' him from his trauma by fusing with him. This hijacking of both his mind and body sends Sunny into an endless loop of repression and discovery as he embraces a world where he dreams forever, unable to discover the truth. &lt;br /&gt;
&lt;br /&gt;
When Sunny falls asleep and becomes Omori again, he finds that the reset has changed Headspace in a variety of ways: For instance, Basil appears to have never discovered the truth, more areas are accessible, and more optional sidequests are available for Omori and friends to pursue.&lt;br /&gt;
&lt;br /&gt;
Notably, as soon as Sunny wakes up following the confrontation with Stranger in Black Space, the Stab option will appear in the menu, allowing him, already heavily affected by Omori, to commit suicide.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. It always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x AGI - DEF to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== In-game ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
Dw alone.gif&lt;br /&gt;
MIRROR PLAYGROUND.png&lt;br /&gt;
Release energy.png&lt;br /&gt;
OmoriWhiteSpace.png&lt;br /&gt;
Blackspace.png&lt;br /&gt;
Omori Mirror (RW).png&lt;br /&gt;
Omori Mirror Dark (RW).png&lt;br /&gt;
Omori_saves_Sunny.png&lt;br /&gt;
Omori_Title_Screen_(Normal).png&lt;br /&gt;
OMORI Sprite run.png&lt;br /&gt;
Omori Sprite (Idle).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faces ===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OmoriNeutral.png|Neutral&lt;br /&gt;
Omori Afraid (Unused).png|Afraid (Unused)&lt;br /&gt;
OmoriEyesClosed.png|Defeated&lt;br /&gt;
OmoriHappy.png|Happy&lt;br /&gt;
OmoriEcstatic.png|Ecstatic&lt;br /&gt;
OmoriManic.png|Manic&lt;br /&gt;
OmoriSad.png|Sad&lt;br /&gt;
OmoriDepressed.png|Depressed&lt;br /&gt;
OmoriMiserable.png|Miserable&lt;br /&gt;
OmoriAngry.png|Angry&lt;br /&gt;
OmoriEnraged.png|Enraged&lt;br /&gt;
OMORIFurious.png|Furious&lt;br /&gt;
OmoriInjured.png|Injured&lt;br /&gt;
OmoriVictory.png|Victory&lt;br /&gt;
OmoriSuccumb.png|Omori did not succumb.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG AUBREY OMORI.png&lt;br /&gt;
DW TAG HERO OMORI.png&lt;br /&gt;
DW TAG KEL OMORI.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
DW TAG OMORI AUBREY.png&lt;br /&gt;
DW TAG OMORI HERO.png&lt;br /&gt;
DW TAG OMORI KEL.png&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
DW_Omori_tag_normal.png&lt;br /&gt;
DW_Omori_tag_masked.png&lt;br /&gt;
DW_Omori_tag_pigtails.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Photo Album ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 01.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
DW ALBUM 15.png&lt;br /&gt;
DW ALBUM 18.png&lt;br /&gt;
DW ALBUM 19.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Omori Boss Intro.png&lt;br /&gt;
OMORIENEMY.png&lt;br /&gt;
OMORIENEMY2.png&lt;br /&gt;
OMORIENEMY3.png&lt;br /&gt;
OMORIENEMY4.png&lt;br /&gt;
OMORIENEMY5.png&lt;br /&gt;
OMORIENEMY6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMOCAT OMORI PROMO.png&lt;br /&gt;
OMOCAT OMORI DOODLE.png&lt;br /&gt;
OMOCAT_OMORI_SLEEPING.png&lt;br /&gt;
OMORI LOOK.jpg&lt;br /&gt;
OMORI BLEGH.jpg&lt;br /&gt;
OMORI TRAILER.gif&lt;br /&gt;
OMORI SKETCH SLEEPING.gif&lt;br /&gt;
OMORI_FRIENDS2.gif&lt;br /&gt;
OMORI_FRIENDS.gif&lt;br /&gt;
OMORI SKETCH HOLDHIMSELF.png&lt;br /&gt;
OMOCAT SKETCH OMORIHIKIKOMORI.png&lt;br /&gt;
OMOCAT SKETCH OMORIANDWHITEHANDS.png&lt;br /&gt;
Omori Ness Madotsuki Sketch.png&lt;br /&gt;
Omori &amp;amp; Mewo background.png&lt;br /&gt;
Omori Old Concept.png&lt;br /&gt;
OMORI_DW Group Concept.png&lt;br /&gt;
OMORI CONCEPT OMORIGENDERS.png&lt;br /&gt;
Omori &amp;amp; Sunny Concepts.png&lt;br /&gt;
OMORI NEWFACES.png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori_3_Month_Artwork.png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Omoriboy ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMORI COMIC P01.jpg&lt;br /&gt;
Abbi blog.png&lt;br /&gt;
OMOCAT OLDBLOG 01.gif&lt;br /&gt;
OMOCAT OLDBLOG 02.gif&lt;br /&gt;
OMOCAT OLDBLOG 03.gif&lt;br /&gt;
OMOCAT OLDBLOG 04.gif&lt;br /&gt;
OMOCAT OLDBLOG 05.gif&lt;br /&gt;
OMOCAT OLDBLOG 06.gif&lt;br /&gt;
OMOCAT OLDBLOG 07.gif&lt;br /&gt;
OMOCAT OLDBLOG 08.gif&lt;br /&gt;
OMOCAT OLDBLOG 09.gif&lt;br /&gt;
OMOCAT OLDBLOG 10.gif&lt;br /&gt;
OMOCAT OLDBLOG 11.gif&lt;br /&gt;
OMOCAT OLDBLOG 12.gif&lt;br /&gt;
OMOCAT OLDBLOG 13.gif&lt;br /&gt;
OMOCAT OLDBLOG 14.gif&lt;br /&gt;
OMOCAT OLDBLOG 15.gif&lt;br /&gt;
OMOCAT OLDBLOG 16.gif&lt;br /&gt;
OMOCAT OLDBLOG 17.gif&lt;br /&gt;
OMOCAT OLDBLOG 18.gif&lt;br /&gt;
OMOCAT OLDBLOG 19.gif&lt;br /&gt;
OMOCAT OLDBLOG 20.gif&lt;br /&gt;
OMOCAT OLDBLOG 21.gif&lt;br /&gt;
OMOCAT OLDBLOG 22.gif&lt;br /&gt;
OMOCAT OLDBLOG 23.gif&lt;br /&gt;
OMOCAT OLDBLOG 24.gif&lt;br /&gt;
OMOCAT OLDBLOG 25.gif&lt;br /&gt;
OMOCAT OLDBLOG 26.gif&lt;br /&gt;
OMOCAT OLDBLOG 27.gif&lt;br /&gt;
OMOCAT OLDBLOG 28.gif&lt;br /&gt;
OMOCAT OLDBLOG 29.png&lt;br /&gt;
OMOCAT OLDBLOG 30.gif&lt;br /&gt;
OMOCAT OLDBLOG 31.gif&lt;br /&gt;
OMOCAT OLDBLOG 32.gif&lt;br /&gt;
OMOCAT OLDBLOG 33.gif&lt;br /&gt;
OMOCAT OLDBLOG 34.gif&lt;br /&gt;
OMOCAT OLDBLOG 35.gif&lt;br /&gt;
OMOCAT OLDBLOG 36.gif&lt;br /&gt;
OMOCAT OLDBLOG NEIGHBORS.gif&lt;br /&gt;
OMOCAT OLDBLOG 37.gif&lt;br /&gt;
OMOCAT OLDBLOG 38.gif&lt;br /&gt;
OMOCAT OLDBLOG 39.gif&lt;br /&gt;
OMOCAT OLDBLOG 40.gif&lt;br /&gt;
OMOCAT OLDBLOG OMORI'S WORLD.jpg&lt;br /&gt;
OMOCAT OLDBLOG 41.gif&lt;br /&gt;
OMOCAT OLDBLOG 42.gif&lt;br /&gt;
OMOCAT OLDBLOG 43.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 1.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 2.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{todo|Verify where the Afraid Omori portrait comes from.}}&lt;br /&gt;
*Omori's Angry and Injured portraits, unlike all other animated portraits in the game, only have two animated frames as opposed to three.&lt;br /&gt;
**His Happy portrait also notably lacks blush on one frame.&lt;br /&gt;
*A female version of Omori was once planned early in development but was eventually scrapped. The sprites are still used in-game on the Omori route should he drink the [[Mystery Potion]].&lt;br /&gt;
*Omori is the only party member, counting both real party members and Headspace party members who cannot, even with cheats, become Afraid. In fact, his sprite sheet doesn't even have portraits for it.&lt;br /&gt;
**This was not the case in the Kickstarter demo, however; while similarly unused there, Omori '''did''' have Afraid portraits on the sprite sheet. Even in the final game, this sprite sheet file is still technically used in the [[Red Maze#Faces of Omori|Faces of Omori]] part of the Red Maze in Black Space, where one can, with a keen eye, make out Omori's Afraid portrait in the background.&lt;br /&gt;
**On the console versions, this is no longer true as he can become Afraid in exactly one situation: At the very end of the new Boss Rush, although in this case, he uses a [https://omori.wiki/File:Sunny_Afraid_Alt.gif completely different portrait] that instead depicts Sunny.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_19.png&amp;diff=13264</id>
		<title>File:DW ALBUM 19.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_19.png&amp;diff=13264"/>
		<updated>2024-02-25T03:23:38Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_18.png&amp;diff=13263</id>
		<title>File:DW ALBUM 18.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_18.png&amp;diff=13263"/>
		<updated>2024-02-25T03:22:51Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_17.png&amp;diff=13262</id>
		<title>File:DW ALBUM 17.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_17.png&amp;diff=13262"/>
		<updated>2024-02-25T03:21:42Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_16.png&amp;diff=13261</id>
		<title>File:DW ALBUM 16.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_16.png&amp;diff=13261"/>
		<updated>2024-02-25T03:21:03Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_15.png&amp;diff=13260</id>
		<title>File:DW ALBUM 15.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_15.png&amp;diff=13260"/>
		<updated>2024-02-25T03:20:32Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:DW_ALBUM_14.png&amp;diff=13259</id>
		<title>File:DW ALBUM 14.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:DW_ALBUM_14.png&amp;diff=13259"/>
		<updated>2024-02-25T03:19:55Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13258</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13258"/>
		<updated>2024-02-25T03:00:01Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added tags gallery section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DW Basil face 01.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Omori&amp;diff=13257</id>
		<title>Omori</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Omori&amp;diff=13257"/>
		<updated>2024-02-25T02:56:39Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added console tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about the playable character Omori. For the enemy, see: [[Omori (enemy)]]. For the game, see: [[OMORI (game)]].}}&lt;br /&gt;
{{See also|Sunny}}&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=OmoriNeutral.png&lt;br /&gt;
|sprites=[[File:OMORI Sprite run.png]]&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=Male&lt;br /&gt;
|age=12 (Approx.)&lt;br /&gt;
|location=[[White Space]]&lt;br /&gt;
|role=playable character&lt;br /&gt;
}}&lt;br /&gt;
{{quote|&amp;quot;...&amp;quot;|Omori}}&lt;br /&gt;
'''Omori''' is the titular deuteragonist in ''[[OMORI (game)|OMORI]]''. Omori is controlled by the player at night, while exploring [[Headspace]].&lt;br /&gt;
&lt;br /&gt;
When Tagged, Omori can use his knife to cut obstacles such as traffic cones down to clear paths.&lt;br /&gt;
== Profile ==&lt;br /&gt;
 {{HP}} ***&lt;br /&gt;
 {{MP}} ****&lt;br /&gt;
 Attack ****&lt;br /&gt;
 Defense ***&lt;br /&gt;
 Speed ****&lt;br /&gt;
 Luck ***&lt;br /&gt;
&lt;br /&gt;
Birthday: ???&amp;lt;br&amp;gt;&lt;br /&gt;
Likes: [[Aubrey]], [[Kel]], [[Hero]], [[Mari]], [[Basil]], [[Grape Soda]]&amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Heights, Spiders, Deep Water, [[Cherry Soda]], [[Tofu]]&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;This is Omori. He's been living in [[White Space]] for as long as he can remember, but it seems like he can't remember much else. His trusty Knife can cut through anything.&amp;quot;&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Omori is a young boy who wears a black tank top, long black socks, and shorts that are striped black and white, vaguely resembling the keys of a piano. While his friends - and the rest of Headspace - are vibrantly colored, Omori is always rendered in complete monochrome.&lt;br /&gt;
&lt;br /&gt;
His hair style is practically identical to [[Sunny]]'s.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
As a silent protagonist, Omori's personality is widely up to player interpretation. However, his commentary throughout Headspace, and his writings in the [[Foe Facts!]] journal all suggest that his personality is, compared to his friends, very grounded and snarky. It's also noted that he has a rather solemn, stoic demeanor, with characters like Mari implying that he almost never smiles.&lt;br /&gt;
&lt;br /&gt;
He is notably never seen emoting outside of battle.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{Spoiler|section}}&lt;br /&gt;
At some point following [[Mari]]'s death, Sunny presumably began visiting [[Headspace]] as Omori. The origins of Omori are not fully clarified, although it is heavily implied through both the cutscene that plays at the beginning of the Two Days Left dream&amp;lt;ref&amp;gt;The cutscene is called omori_origin.webm within the game files.&amp;lt;/ref&amp;gt; and the Truth album's comments&amp;lt;ref&amp;gt;Photo of Hopelessness - [...] Your head starts to feel fuzzy... You sink into a crevice in your mind... an empty white room.&amp;lt;/ref&amp;gt; that White Space's creation predates Omori's 'birth'; Sunny originally visited White Space as himself, but eventually, either no longer able to, or willing, to enter White Space as himself, created Omori. The door to Headspace appears after this happens, suggesting that its creation was a direct consequence of Omori's 'birth.'&lt;br /&gt;
&lt;br /&gt;
Inside Headspace, Omori can freely visit a dream world where his friends reside along with what appear to be representations of his acquaintances and fictional mascots. The entirety of Headspace seems to exist solely for the purpose of escapism, a distraction from the reality and consequences of Mari's death: Mari is still alive and well, and his friends still hang out together, exactly the same as they were four years ago, before Mari's death. Sunny's repeated escape into Headspace is strongly implied to be the reason behind his refusal to leave his house for four years.&lt;br /&gt;
&lt;br /&gt;
Omori's true purpose is to repress everything related to Mari's death to 'protect' Sunny from his own guilt using his control over Headspace. Dialogue from the residents of [[Black Space]] and [[Deeper Well]] suggest that, whenever Sunny's subconscious begins to remind him of the truth, Omori 'resets' Headspace in order to lock all reminders of it, such as [[Something]], back into Black Space, until it inevitably leaks out again. This cycle appears to have gone on for the four years since Mari's death, with the loop only potentially breaking during the events of the [[Routes|Sunny route]].&lt;br /&gt;
&lt;br /&gt;
=== Normal route ===&lt;br /&gt;
As the story progresses, Omori appears to change from a persona adopted by Sunny within Headspace to a full alternate personality, serving as an unhealthy coping mechanism of sorts, who reflects Sunny's depression and guilt as he closes in on the truth behind Mari's death. This culminates in the final battle of the game, where he fights Omori in White Space to decide his ultimate fate, as the latter [[Omori (enemy)|attempts to take over his mind and body,]] with the goal of ending Sunny's life in a final effort to 'save' him from the truth.&lt;br /&gt;
&lt;br /&gt;
As the two battle, Omori eventually begins talking to Sunny, cruelly tearing into his flaws and mistakes, deeming him unforgivable and suggesting he atone for his sins by killing himself. Omori is an insurmountable opponent, and he eventually triumphs over Sunny, regardless of his strategy in battle.&lt;br /&gt;
=== Good Ending ===&lt;br /&gt;
If Sunny chooses not to give up once he inevitably falls against Omori, he will get back up. Refusing to succumb to Omori's onslaught, Sunny instead plays the Duet he had intended to play with Mari before her accidental death, finally coming to terms with the truth and the role he played that day. Omori is placated by this, and embraces Sunny, who absorbs Omori into himself, no longer needing his 'help' in suppressing the truth. He is not seen again after this.&lt;br /&gt;
&lt;br /&gt;
=== Bad Ending ===&lt;br /&gt;
On the other hand, if Sunny gives up, Omori will prove victorious in the battle for Sunny's psyche, and will instead absorb him, hijacking his mind and body completely. Afterwards, Omori will suddenly return to White Space, and will eventually leave to visit Headspace as always with his friends.&lt;br /&gt;
&lt;br /&gt;
In reality, Sunny will step out onto the balcony of the [[Hospital]], and ultimately decides to, like Omori suggested, kill himself by jumping to his death.&lt;br /&gt;
&lt;br /&gt;
=== Hikikomori route ===&lt;br /&gt;
{{Spoiler|section|alt}}&lt;br /&gt;
The plot is notably changed as Sunny represses more memories of Mari's death as he chooses to shut himself away even more than before. By the time Omori arrives in Black Space, he slowly is given more control over Sunny's mind and body. However, Stranger and Something attempt to stop Sunny from submerging himself further into his dream world of escapism, and outright forces Sunny out of Omori in order to make him face the devastation his actions caused the day Mari fell. Sunny tries to fight off Stranger but fails as the shadowy figure overwhelms him, leading him to be transported into Red Space, where Omori awaits him on his throne of hands.&lt;br /&gt;
&lt;br /&gt;
From there, Omori descends from his throne and helps Sunny withstand Stranger's wrath. The battle ultimately ends with Stranger fading away, allowing Omori to rescue Basil in the [[Church Of Something]]. Omori and Basil leave Black Space and return to [[Neighbor's Bedroom]], where their friends are sleeping in their beds. Once Omori and Basil fall asleep, as instructed by the [[Big Yellow Cat]], Headspace is reset. &lt;br /&gt;
&lt;br /&gt;
Sunny wakes up following this, only to find Something following him at every step of his house. Notably, at this point, if he checks the mirror in the bathroom, he will only see Omori reflected back, confirming the almost complete control he has already given him. Sunny is stalked as he completes the last of his to-do list, before succumbing to his self-hatred and guilt as he falls asleep, completely unable to repress Something's existence. As he attempts to sleep, Omori decides to 'save' him from his trauma by fusing with him. This hijacking of both his mind and body sends Sunny into an endless loop of repression and discovery as he embraces a world where he dreams forever, unable to discover the truth. &lt;br /&gt;
&lt;br /&gt;
When Sunny falls asleep and becomes Omori again, he finds that the reset has changed Headspace in a variety of ways: For instance, Basil appears to have never discovered the truth, more areas are accessible, and more optional sidequests are available for Omori and friends to pursue.&lt;br /&gt;
&lt;br /&gt;
Notably, as soon as Sunny wakes up following the confrontation with Stranger in Black Space, the Stab option will appear in the menu, allowing him, already heavily affected by Omori, to commit suicide.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&amp;lt;br&amp;gt;&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = OmoriNeutral.png&lt;br /&gt;
| name1    = Sad Poem&lt;br /&gt;
| desc1    = Inflicts sadness on a friend or foe. Costs 5 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Guard&lt;br /&gt;
| desc2    = Acts first, reducing damage taken by 50% for 1 turn. No {{MP}} Cost.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Stab&lt;br /&gt;
| desc3    = Deals 1.5 x ATK - DEF. If Omori is any tier of Sad, it will deal 2 x ATK. It always hit right in the heart. Costs 13 {{MP}}.&lt;br /&gt;
| source3  = Level 3&lt;br /&gt;
| name4    = Bread Slice&lt;br /&gt;
| desc4    = Deals 2.5 x ATK - DEF. If it's a killing blow, gain [[bread]]. Costs 10 {{MP}}.&lt;br /&gt;
| source4  = Level 5&lt;br /&gt;
| name5    = Mock&lt;br /&gt;
| desc5    = Deals 3 x ATK - DEF. if the target is any tier of Angry, it will decrease its attack value by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source5  = Level 7&lt;br /&gt;
| name6    = Hack Away&lt;br /&gt;
| desc6    = Deals 2 x ATK - DEF three times. If Omori is in any tier of Angry, it will instead deal 2.25 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source6  = Level 10&lt;br /&gt;
| name7    = Observe&lt;br /&gt;
| desc7    = At the end of the turn, applies either a &amp;quot;single-target&amp;quot; or a &amp;quot;multi-target&amp;quot; state to the target, forcing it to use either a single-target attack or a multi-target attack for two turns. This can vary from enemy to enemy and can be seen in detail on their respective [[Enemies|enemy]] pages. No {{MP}} cost.&lt;br /&gt;
| source7  = [[Shawn]]&lt;br /&gt;
| name8    = Lucky Slice&lt;br /&gt;
| desc8    = Deals (ATK + LCK) x 1.5 - DEF. If Omori is in any tier of Happy, it will deal (ATK + LCK) x 2 - DEF. Costs 15 {{MP}}.&lt;br /&gt;
| source8  = Level 12&lt;br /&gt;
| name9    = Trick&lt;br /&gt;
| desc9    = Deals 3 x ATK - DEF damage, if the target is on any tier of Happy, it decreases its speed by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source9  = Level 15&lt;br /&gt;
| name10   = Painful Truth&lt;br /&gt;
| desc10   = Deals 2 x ATK - DEF damage, and inflicts Sadness to Omori and his target. Costs 10 {{MP}}.&lt;br /&gt;
| source10 = Level 19&lt;br /&gt;
| name11   = Shun&lt;br /&gt;
| desc11   = Deals 3 x ATK - DEF to the target. If the target is Sad, it decreases its defense by 3 tiers. Costs 20 {{MP}}.&lt;br /&gt;
| source11 = Level 20&lt;br /&gt;
| name12   = Stare&lt;br /&gt;
| desc12   = Reduces the target's speed, attack, and defense by one tier. Costs  45 {{MP}}.&lt;br /&gt;
| source12 = Level 25&lt;br /&gt;
| name13   = Exploit&lt;br /&gt;
| desc13   = Deals 2.5 x ATK - DEF. If the target has any emotion, it will deal 3.5 x ATK - DEF. Costs 30 {{MP}}.&lt;br /&gt;
| source13 = Level 30&lt;br /&gt;
| name14   = Final Strike&lt;br /&gt;
| desc14   = If Omori is Neutral, it will deal 3 x ATK - DEF. If Omori is on the first emotion tier, it will deal 4 x ATK - DEF. If on the second emotion tier, it will deal 5 x ATK -DEF. If on the last emotion tier, it will deal 6 x ATK - DEF. Costs 50 {{MP}}.&lt;br /&gt;
| source14 = Level 35&lt;br /&gt;
| name15   = Red Hands&lt;br /&gt;
| desc15   = Deals 3 x ATK - DEF four times to a target. Costs 75 {{MP}}.&lt;br /&gt;
| source15 = Hikikomori Route&lt;br /&gt;
| name16   = Vertigo&lt;br /&gt;
| desc16   = Deals 3 x AGI - DEF to all enemies, and decreases their attack by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source16 = Defeating [[Heights]] in the Hikikomori Route&lt;br /&gt;
| name17   = Cripple&lt;br /&gt;
| desc17   = Deals 3.5 x ATK - DEF to a target and decreases its speed by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source17 = Defeating [[Spiders]] in the Hikikomori Route&lt;br /&gt;
| name18   = Suffocate&lt;br /&gt;
| desc18   = Deals 400 damage to all enemies, and decreases their defense by 3 tiers. Costs 45 {{MP}}.&lt;br /&gt;
| source18 = Defeating [[Drowning]] in the Hikikomori Route&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== In-game ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DW Group Hug.png&lt;br /&gt;
Dw alone.gif&lt;br /&gt;
MIRROR PLAYGROUND.png&lt;br /&gt;
Release energy.png&lt;br /&gt;
OmoriWhiteSpace.png&lt;br /&gt;
Blackspace.png&lt;br /&gt;
Omori Mirror (RW).png&lt;br /&gt;
Omori Mirror Dark (RW).png&lt;br /&gt;
Omori_saves_Sunny.png&lt;br /&gt;
Omori_Title_Screen_(Normal).png&lt;br /&gt;
OMORI Sprite run.png&lt;br /&gt;
Omori Sprite (Idle).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Faces ===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OmoriNeutral.png|Neutral&lt;br /&gt;
Omori Afraid (Unused).png|Afraid (Unused)&lt;br /&gt;
OmoriEyesClosed.png|Defeated&lt;br /&gt;
OmoriHappy.png|Happy&lt;br /&gt;
OmoriEcstatic.png|Ecstatic&lt;br /&gt;
OmoriManic.png|Manic&lt;br /&gt;
OmoriSad.png|Sad&lt;br /&gt;
OmoriDepressed.png|Depressed&lt;br /&gt;
OmoriMiserable.png|Miserable&lt;br /&gt;
OmoriAngry.png|Angry&lt;br /&gt;
OmoriEnraged.png|Enraged&lt;br /&gt;
OMORIFurious.png|Furious&lt;br /&gt;
OmoriInjured.png|Injured&lt;br /&gt;
OmoriVictory.png|Victory&lt;br /&gt;
OmoriSuccumb.png|Omori did not succumb.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;165&amp;quot; spacing=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW TAG AUBREY OMORI.png&lt;br /&gt;
DW TAG HERO OMORI.png&lt;br /&gt;
DW TAG KEL OMORI.png&lt;br /&gt;
TAG BASIL OMORI.png&lt;br /&gt;
DW TAG OMORI AUBREY.png&lt;br /&gt;
DW TAG OMORI HERO.png&lt;br /&gt;
DW TAG OMORI KEL.png&lt;br /&gt;
TAG OMORI BASIL.png&lt;br /&gt;
DW_Omori_tag_normal.png&lt;br /&gt;
DW_Omori_tag_masked.png&lt;br /&gt;
DW_Omori_tag_pigtails.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Photo Album ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 01.png&lt;br /&gt;
DW ALBUM 05.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 10.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
DW ALBUM 13.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
Omori Boss Intro.png&lt;br /&gt;
OMORIENEMY.png&lt;br /&gt;
OMORIENEMY2.png&lt;br /&gt;
OMORIENEMY3.png&lt;br /&gt;
OMORIENEMY4.png&lt;br /&gt;
OMORIENEMY5.png&lt;br /&gt;
OMORIENEMY6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Artwork ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMOCAT OMORI PROMO.png&lt;br /&gt;
OMOCAT OMORI DOODLE.png&lt;br /&gt;
OMOCAT_OMORI_SLEEPING.png&lt;br /&gt;
OMORI LOOK.jpg&lt;br /&gt;
OMORI BLEGH.jpg&lt;br /&gt;
OMORI TRAILER.gif&lt;br /&gt;
OMORI SKETCH SLEEPING.gif&lt;br /&gt;
OMORI_FRIENDS2.gif&lt;br /&gt;
OMORI_FRIENDS.gif&lt;br /&gt;
OMORI SKETCH HOLDHIMSELF.png&lt;br /&gt;
OMOCAT SKETCH OMORIHIKIKOMORI.png&lt;br /&gt;
OMOCAT SKETCH OMORIANDWHITEHANDS.png&lt;br /&gt;
Omori Ness Madotsuki Sketch.png&lt;br /&gt;
Omori &amp;amp; Mewo background.png&lt;br /&gt;
Omori Old Concept.png&lt;br /&gt;
OMORI_DW Group Concept.png&lt;br /&gt;
OMORI CONCEPT OMORIGENDERS.png&lt;br /&gt;
Omori &amp;amp; Sunny Concepts.png&lt;br /&gt;
OMORI NEWFACES.png&lt;br /&gt;
Omori Countdown (24 Days Left).png&lt;br /&gt;
Happy New Year (2021) Sketch.png&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori_3_Month_Artwork.png&lt;br /&gt;
Omori Release Energy (Merch).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori First Award.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Omoriboy ===&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
OMORI COMIC P01.jpg&lt;br /&gt;
Abbi blog.png&lt;br /&gt;
OMOCAT OLDBLOG 01.gif&lt;br /&gt;
OMOCAT OLDBLOG 02.gif&lt;br /&gt;
OMOCAT OLDBLOG 03.gif&lt;br /&gt;
OMOCAT OLDBLOG 04.gif&lt;br /&gt;
OMOCAT OLDBLOG 05.gif&lt;br /&gt;
OMOCAT OLDBLOG 06.gif&lt;br /&gt;
OMOCAT OLDBLOG 07.gif&lt;br /&gt;
OMOCAT OLDBLOG 08.gif&lt;br /&gt;
OMOCAT OLDBLOG 09.gif&lt;br /&gt;
OMOCAT OLDBLOG 10.gif&lt;br /&gt;
OMOCAT OLDBLOG 11.gif&lt;br /&gt;
OMOCAT OLDBLOG 12.gif&lt;br /&gt;
OMOCAT OLDBLOG 13.gif&lt;br /&gt;
OMOCAT OLDBLOG 14.gif&lt;br /&gt;
OMOCAT OLDBLOG 15.gif&lt;br /&gt;
OMOCAT OLDBLOG 16.gif&lt;br /&gt;
OMOCAT OLDBLOG 17.gif&lt;br /&gt;
OMOCAT OLDBLOG 18.gif&lt;br /&gt;
OMOCAT OLDBLOG 19.gif&lt;br /&gt;
OMOCAT OLDBLOG 20.gif&lt;br /&gt;
OMOCAT OLDBLOG 21.gif&lt;br /&gt;
OMOCAT OLDBLOG 22.gif&lt;br /&gt;
OMOCAT OLDBLOG 23.gif&lt;br /&gt;
OMOCAT OLDBLOG 24.gif&lt;br /&gt;
OMOCAT OLDBLOG 25.gif&lt;br /&gt;
OMOCAT OLDBLOG 26.gif&lt;br /&gt;
OMOCAT OLDBLOG 27.gif&lt;br /&gt;
OMOCAT OLDBLOG 28.gif&lt;br /&gt;
OMOCAT OLDBLOG 29.png&lt;br /&gt;
OMOCAT OLDBLOG 30.gif&lt;br /&gt;
OMOCAT OLDBLOG 31.gif&lt;br /&gt;
OMOCAT OLDBLOG 32.gif&lt;br /&gt;
OMOCAT OLDBLOG 33.gif&lt;br /&gt;
OMOCAT OLDBLOG 34.gif&lt;br /&gt;
OMOCAT OLDBLOG 35.gif&lt;br /&gt;
OMOCAT OLDBLOG 36.gif&lt;br /&gt;
OMOCAT OLDBLOG NEIGHBORS.gif&lt;br /&gt;
OMOCAT OLDBLOG 37.gif&lt;br /&gt;
OMOCAT OLDBLOG 38.gif&lt;br /&gt;
OMOCAT OLDBLOG 39.gif&lt;br /&gt;
OMOCAT OLDBLOG 40.gif&lt;br /&gt;
OMOCAT OLDBLOG OMORI'S WORLD.jpg&lt;br /&gt;
OMOCAT OLDBLOG 41.gif&lt;br /&gt;
OMOCAT OLDBLOG 42.gif&lt;br /&gt;
OMOCAT OLDBLOG 43.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 1.gif&lt;br /&gt;
OMOCAT OLDBLOG 44 PART 2.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{todo|Verify where the Afraid Omori portrait comes from.}}&lt;br /&gt;
*Omori's Angry and Injured portraits, unlike all other animated portraits in the game, only have two animated frames as opposed to three.&lt;br /&gt;
**His Happy portrait also notably lacks blush on one frame.&lt;br /&gt;
*A female version of Omori was once planned early in development but was eventually scrapped. The sprites are still used in-game on the Omori route should he drink the [[Mystery Potion]].&lt;br /&gt;
*Omori is the only party member, counting both real party members and Headspace party members who cannot, even with cheats, become Afraid. In fact, his sprite sheet doesn't even have portraits for it.&lt;br /&gt;
**This was not the case in the Kickstarter demo, however; while similarly unused there, Omori '''did''' have Afraid portraits on the sprite sheet. Even in the final game, this sprite sheet file is still technically used in the [[Red Maze#Faces of Omori|Faces of Omori]] part of the Red Maze in Black Space, where one can, with a keen eye, make out Omori's Afraid portrait in the background.&lt;br /&gt;
**On the console versions, this is no longer true as he can become Afraid in exactly one situation: At the very end of the new Boss Rush, although in this case, he uses a [https://omori.wiki/File:Sunny_Afraid_Alt.gif completely different portrait] that instead depicts Sunny.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:TAG_OMORI_BASIL.png&amp;diff=13256</id>
		<title>File:TAG OMORI BASIL.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:TAG_OMORI_BASIL.png&amp;diff=13256"/>
		<updated>2024-02-25T02:54:32Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=File:TAG_BASIL_OMORI.png&amp;diff=13255</id>
		<title>File:TAG BASIL OMORI.png</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=File:TAG_BASIL_OMORI.png&amp;diff=13255"/>
		<updated>2024-02-25T02:52:26Z</updated>

		<summary type="html">&lt;p&gt;Vl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractOMORI}}&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basil&amp;diff=13254</id>
		<title>Basil</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basil&amp;diff=13254"/>
		<updated>2024-02-23T21:47:34Z</updated>

		<summary type="html">&lt;p&gt;Vl: Added skills section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox&lt;br /&gt;
|image=DW Basil face 01.png&lt;br /&gt;
|size=150px&lt;br /&gt;
|gender=male&lt;br /&gt;
|age=Headspace - 12&amp;lt;br&amp;gt;Real World - 16&lt;br /&gt;
|birthday=February 18&lt;br /&gt;
|location=[[Vast_Forest#Forest_Playground|Forest Playground]]&lt;br /&gt;
|role=Tritagonist&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This article is about Basil as a character. For the enemy, see [[Basil (enemy)]].''&lt;br /&gt;
&lt;br /&gt;
'''Basil''' is a major supporting character in ''[[OMORI (game)|OMORI]]''. He serves as one of the driving forces throughout the game as the party spends most of the game looking for him after his sudden disappearance.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
===Appearance===&lt;br /&gt;
In Headspace, Basil is a medium height boy with pale skin, teal eyes, teal chin-length hair, wearing a purple, blue, and pink flower crown. He wears denim overalls with a large pocket on the chest and a white t-shirt under. He doesn't wear any shoes. &lt;br /&gt;
&lt;br /&gt;
In the real world, he has blond-greenish hair that he has a single pink flower tucked into. he wears a grey knitted tank-top over a white t-shirt, beige shorts, and black shoes, the same clothes that [[Sunny]] wears.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Basil is shy and socially anxious but cares deeply about his friends. He enjoys taking pictures, caring for plants, art, and reading. It is said in the game that &amp;quot;He will never throw away anything, no matter how worthless it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
====Headspace====&lt;br /&gt;
Basil's headspace counterpart is rather cheery, yet shy and humble. He is quick to forgive, as can be seen by his encounter with [[Boss]] after hide-and-seek, and he is very empathetic. He is friendly, and his shyness seems to stem from having low self-esteem and putting others' needs above his own.  &lt;br /&gt;
&lt;br /&gt;
He is incredibly sentimental, keeping memorabilia of his friends and happy memories through photos, and planting flowers that remind him of his friends, taking great care to plant flowers that he associates with his friends. His empathy stretches to his plants as well, showing a lot of worry when they're in danger of being hurt, and talking to them as he would his friends. It is noted that he avoids conflict. He doesn't learn to fight, even after his friends nag him to.&lt;br /&gt;
&lt;br /&gt;
====Real World====&lt;br /&gt;
Compared to the headspace Basil, the real-world version of him is more anxious and sensitive. He is a target for bullying, typically by [[Aubrey]] and The [[Hooligans]], but during the events of the game, if the player takes the Normal Route, usually [[Kel]] and Sunny defend him from harassment. The increased anxiety he shows is most likely due to his guilt over [[Mari]]'s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Basil was born on February 18th to unnamed parents. He lived with his grandmother since he was a toddler because his parents were &amp;quot;too busy.&amp;quot; As a child, he was friends with Sunny, [[Hero]], Aubrey, Mari, and Kel. He enjoyed taking photos and kept a [[Photo Album|photo album]].&lt;br /&gt;
&lt;br /&gt;
After Sunny accidentally pushes Mari down the stairs, Basil suggests framing the accident as a suicide. They hang her body from a tree in Sunny's garden. After looking back into the garden, the sight of the corpse's eye traumatizes them.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
===Normal Route===&lt;br /&gt;
&lt;br /&gt;
====Day 1====&lt;br /&gt;
&lt;br /&gt;
====Day 2====&lt;br /&gt;
&lt;br /&gt;
====Day 3====&lt;br /&gt;
&lt;br /&gt;
===Hikikomori Route===&lt;br /&gt;
Basil is not seen at all in the real world in the Hikikomori route due to Sunny never leaving his house. However, one of the Hikikomori endings has been theorized to imply that Basil committed suicide, as when Sunny leaves the house with his mother, the sound of sirens can be heard.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Skills have a basic 20% variation in damage (Excepting those with a fixed amount and release Energy).&lt;br /&gt;
DEF refers to Enemy's Defense unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
| image    = BasilNeutral.png&lt;br /&gt;
| name1    = Cheer&lt;br /&gt;
| desc1    = Heals Omori and Basil for 20% of their juice and increases one of their stats by 3 tiers based on their emotions. Costs 80 {{MP}}.&lt;br /&gt;
| source1  = Default&lt;br /&gt;
| name2    = Herbal Remedy&lt;br /&gt;
| desc2    = Heals a friend for 75% of their heart with 20% variance, effectively healing anywhere between 60-90% of their heart. Also restores 1 energy. Costs 35 {{MP}}.&lt;br /&gt;
| source2  = Default&lt;br /&gt;
| name3    = Photograph&lt;br /&gt;
| desc3    = Taunts all enemies and reduces their hit rate by 25% for the turn. Costs 50 {{MP}}.&lt;br /&gt;
| source3  = Default&lt;br /&gt;
| name4    = Body Slam&lt;br /&gt;
| desc4    = Deals 2 * ATK + (current energy * Basil's level) - DEF to an enemy. Costs 40 {{MP}}.&lt;br /&gt;
| source4  = Default&lt;br /&gt;
| name5    = Tulip&lt;br /&gt;
| desc5    = Deals [Omori's ATK + Omori's DEF + Omori's AGI + (Omori's LCK * 5)] - DEF to all enemies. Costs 50 {{MP}}.&lt;br /&gt;
| source5  = [[Tulip Hairstick]]&lt;br /&gt;
| name6    = Gladiolus&lt;br /&gt;
| desc6    = Deals ATK * 4 to a target with 10% variance. Always hits right in the heart. Costs 40 {{MP}}.&lt;br /&gt;
| source6  = [[Gladiolus Hairband]]&lt;br /&gt;
| name7    = Cactus&lt;br /&gt;
| desc7    = Deals Basil's DEF + Basil's current HP - DEF to a target with 10% variance. Costs 40 {{MP}}.&lt;br /&gt;
| source7  = [[Cactus Hairclip]]&lt;br /&gt;
| name8    = Rose&lt;br /&gt;
| desc8    = Acts first, healing Omori and Basil for 40% of their heart and reducing all foes' attack by 1 tier (firstly targets the first foe in the troop, then apply its attack debuff to the rest of the troop). Healing is not affected by emotions. Costs 50 {{MP}}.&lt;br /&gt;
| source8  = [[Rose Hairclip]]&lt;br /&gt;
| name9    = Flower Crown&lt;br /&gt;
| desc9    = Deals 2.5 x ATK - DEF four times to a target and has a different animation when used against Mari. Costs 75 {{MP}}.&lt;br /&gt;
| source9  = [[Flower Crown]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===In-game===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Boss (neutral).png|Basil as seen in the Boss sprite.&lt;br /&gt;
BASILMEMORY.PNG|Aubrey introducing Basil to her friends.&lt;br /&gt;
MEMORY3.png|Basil is introduced to the group by Aubrey.&lt;br /&gt;
EveryonePiano.png|Everyone watching Sunny and Mari playing the piano.&lt;br /&gt;
MEMORY4.PNG|Sunny and his friends watch the starry sky.&lt;br /&gt;
EveryoneKitchen.png|The group in the kitchen.&lt;br /&gt;
SunsetPicnic.png|The group having a picnic at sunset.&lt;br /&gt;
Omori Origin Group.png|Omori's friends together.&lt;br /&gt;
DW Group Hug.png|Basil and his friends having a group hug together.&lt;br /&gt;
Cutscene_intro_sitted.gif|Basil and Sunny looking at many photos of their memories.&lt;br /&gt;
Cutscene_intro_standing.gif|Basil and Sunny standing together.&lt;br /&gt;
BasilChruch.png|Basil in the church (entered via Black Space)&lt;br /&gt;
BasilCrying3.gif|Basil crying over his ongoing guilt on Mari's death.&lt;br /&gt;
Basil something 1.png|Basil looking at a photo.&lt;br /&gt;
Basil something 2.png|There's something behind Basil.&lt;br /&gt;
Cutscene_bad_ending.gif|Basil committing suicide in the Neutral Ending.&lt;br /&gt;
Basilbig2.png&lt;br /&gt;
Basil walk.gif&lt;br /&gt;
BASIL.png&lt;br /&gt;
RealBasilWalk.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faces===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW_Basil_face_00.png&lt;br /&gt;
DW_Basil_face_01.png&lt;br /&gt;
DW_Basil_face_02.png&lt;br /&gt;
DW_Basil_face_03.png&lt;br /&gt;
DW_Basil_face_04.png&lt;br /&gt;
DW_Basil_face_05.png&lt;br /&gt;
DW_Basil_face_06.png&lt;br /&gt;
DW_Basil_face_07.png&lt;br /&gt;
DW_Basil_face_09.png&lt;br /&gt;
DW_Basil_face_10.png&lt;br /&gt;
DW_Basil_face_11.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Space=====&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW Basil (Faceless).png&lt;br /&gt;
DW Basil (Something).png&lt;br /&gt;
STRANGER.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;85&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
RW_Basil_face_12.png&lt;br /&gt;
RW_Basil_face_16.png&lt;br /&gt;
RW_Basil_face_17.png&lt;br /&gt;
RW_Basil_face_18.png&lt;br /&gt;
RW_Basil_face_19.png&lt;br /&gt;
RW_Basil_face_20.png&lt;br /&gt;
RW_Basil_face_21.png&lt;br /&gt;
RW_Basil_face_22.png&lt;br /&gt;
RW_Basil_face_23.png&lt;br /&gt;
RW_Basil_face_24.png&lt;br /&gt;
RW_Basil_face_25.png&lt;br /&gt;
RW_Basil_face_26.png&lt;br /&gt;
RW_Basil_face_27.png&lt;br /&gt;
RW_Basil_face_28.png&lt;br /&gt;
RW_Basil_face_29.png&lt;br /&gt;
RW_Basil_face_30.png&lt;br /&gt;
RW_Basil_face_31.png&lt;br /&gt;
RW_Basil_face_32.png&lt;br /&gt;
RW_Basil_face_33.png&lt;br /&gt;
RW_Basil_face_34.png&lt;br /&gt;
RW_Basil_face_35.png&lt;br /&gt;
RW_Basil_face_36.png&lt;br /&gt;
RW_Basil_face_37.png&lt;br /&gt;
RW_Basil_face_38.png&lt;br /&gt;
RW_Basil_face_39.png&lt;br /&gt;
RW_Basil_face_40.png&lt;br /&gt;
RW_Basil_face_41.png&lt;br /&gt;
RW_Basil_face_42.png&lt;br /&gt;
RW_Basil_face_43.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Photo Album===&lt;br /&gt;
=====Headspace=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
DW ALBUM 02.png&lt;br /&gt;
DW ALBUM 07.png&lt;br /&gt;
DW ALBUM 09.png&lt;br /&gt;
DW ALBUM 12.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Real World=====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;140&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
FA ALBUM 02.png&lt;br /&gt;
FA ALBUM 03.png&lt;br /&gt;
FA ALBUM 11.png&lt;br /&gt;
FA ALBUM 12.png&lt;br /&gt;
FA ALBUM 13.png&lt;br /&gt;
FA ALBUM 17.png&lt;br /&gt;
FA ALBUM 44.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boss===&lt;br /&gt;
&amp;lt;gallery spacing=&amp;quot;small&amp;quot; position=&amp;quot;center&amp;quot; widths=&amp;quot;120&amp;quot; captionalign=&amp;quot;center&amp;quot; bordersize=&amp;quot;none&amp;quot; hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Basil Something (Boss).png&lt;br /&gt;
Basil Something (Boss) Hurt.png&lt;br /&gt;
File:Stranger (Boss).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artwork===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Omori Doodles.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR.png&lt;br /&gt;
OMORI GROUPARTWORKCOLOR2.png&lt;br /&gt;
OMORI 1 MONTH ARTWORK.png&lt;br /&gt;
OMORI_Fight_Sketch.png&lt;br /&gt;
BasilAndAubrey.jpg&lt;br /&gt;
OmoriPoster.png&lt;br /&gt;
Art_Basil_pokemons.png&lt;br /&gt;
OmoriBasilSketch.png&lt;br /&gt;
Faraway Town Citizens Concept.png&lt;br /&gt;
BasilDoodle.jpg&lt;br /&gt;
OMOCAT OMORI BASIL.png&lt;br /&gt;
Trailer_Basil.png&lt;br /&gt;
OMOCAT BASILSKETCH.png&lt;br /&gt;
Omori Birthdays.png&lt;br /&gt;
Omori Main Faraway Cast (Merch Teaser).png&lt;br /&gt;
Omori Chibi Stickers.png&lt;br /&gt;
Omori Headspace Main.png&lt;br /&gt;
BasilBday23.jpg&lt;br /&gt;
OmoBDay23.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* At one point in development, Basil's grandmother had a gun. Omocat tried to justify it by turning her into a hunter, but ultimately it was cut for &amp;quot;being too silly&amp;quot;.&amp;lt;ref&amp;gt;https://youtube.com/watch?v=9Wt_OXT2B0w&amp;amp;t=838s&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Most of this can still be experienced in the 2019 build, where Basil commits suicide by gun, rather than his scissors.&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1yhTRKsQLgkKLZqAscm-_AoiMQZAky_M6FlPtrttSvbg/edit#heading=h.5x3duksu2a7o&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Omocat reveals that Basil has changed the most since his inception.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=aUmMu7yioO0?t=2024&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* At first he was a sweet and well put-together, like Mari. Later he became an very angsty boy named Rowan, who resembled Aubrey. In the end, Basil took from both iteration's personalities and became his own interesting character.&lt;br /&gt;
* Basil was supposed to be playable at the end of the [[Routes|neutral route]]. This was cut due to time constraints but later reintroduced as console content.&amp;lt;ref&amp;gt;https://twitter.com/drawfest_pixiv/status/1668566208382394368?cxt=HHwWgIDT7YiI-KcuAAAA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Vl</name></author>
	</entry>
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