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		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=13632</id>
		<title>Battle system</title>
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		<updated>2024-04-10T09:31:28Z</updated>

		<summary type="html">&lt;p&gt;Meme: stat cap is 999, it is NOT the damage cap&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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%, or 200% on console versions.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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   = Increase speed, attack, and defense by 25% and increases luck by 50%. User also regenerates 10% heart and 5% juice at the end of each turn.&lt;br /&gt;
| tiertwo6   = &amp;lt;center&amp;gt;Increase speed, attack, and defense by 50% and increases luck by 80% 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. 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>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Sweetheart_Bust&amp;diff=13394</id>
		<title>Sweetheart Bust</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Sweetheart_Bust&amp;diff=13394"/>
		<updated>2024-03-04T05:07:40Z</updated>

		<summary type="html">&lt;p&gt;Meme: hitrate trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = SWEETHEART_BUST.png&lt;br /&gt;
|user      = [[Aubrey]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 20&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = -30&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 75&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
'''Sweetheart Bust''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
A bust of [[Sweetheart]]. It's really heavy.&amp;lt;br&amp;gt;Like really, really heavy.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Given by [[Pessi]] after completing the [[Quests|quest]] [[Pessi's Thing]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Along with the [[Pool Noodle]], it is the only weapon in the game that reduces the wielder's speed.&lt;br /&gt;
**The speed penalty is significant enough that, if Aubrey equips it, she will almost always move after [[Hero]], and depending on the enemy, may move after them. This should be kept in mind for battles where turn order is very important, such as [[Perfectheart (enemy)|Perfectheart]]'s or [[Mutantheart (enemy)|Mutantheart]]'s.&lt;br /&gt;
*Additionally, it is the only Headspace weapon which provides less than 100 hitrate&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13393</id>
		<title>Pluto (Expanded)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13393"/>
		<updated>2024-03-04T04:54:41Z</updated>

		<summary type="html">&lt;p&gt;Meme: &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   = 3000/10000&lt;br /&gt;
| juice   = 1500/5000&lt;br /&gt;
| attack  = 52/85&lt;br /&gt;
| defense = 32/65&lt;br /&gt;
| speed   = 22/70&lt;br /&gt;
| luck    = 10/15&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;
In his first and Boss Rush encounters the only difference's his stats and rewards, which are as below:&lt;br /&gt;
*First encounter: 3000 {{HP}} heart, 1500 {{MP}} juice, 52 attack, 32 defense, 22 speed and 10 luck (rewards with 6000 exp and 500 {{Clams}} clams).&lt;br /&gt;
*Boss Rush: 10000 {{HP}} heart, 5000 {{MP}} juice, 85 attack, 65 defense, 70 speed and 15 luck (no rewards).&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 start to charge his ultimate attack for '''two turns'''. 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>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13392</id>
		<title>Pluto (Expanded)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=13392"/>
		<updated>2024-03-04T04:45:55Z</updated>

		<summary type="html">&lt;p&gt;Meme: clarified pluto buff state and meteor ai&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   = 3000/10000&lt;br /&gt;
| juice   = 1500/5000&lt;br /&gt;
| attack  = 52/85&lt;br /&gt;
| defense = 32/65&lt;br /&gt;
| speed   = 22/70&lt;br /&gt;
| luck    = 10/15&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;
In his first and Boss Rush encounters the only difference's his stats and rewards, which are as below:&lt;br /&gt;
*First encounter: 3000 {{HP}} heart, 1500 {{MP}} juice, 52 attack, 32 defense, 22 speed and 10 luck (rewards with 6000 exp and 500 {{Clams}} clams).&lt;br /&gt;
*Boss Rush: 10000 {{HP}} heart, 5000 {{MP}} juice, 85 attack, 65 defense, 70 speed and 15 luck (no rewards).&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 the party is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage to all 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 the party is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage to all 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 the party is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a 'Pluto meteor', dealing 100 damage to all 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 the party is under the &amp;quot;Pluto ultimate buff&amp;quot; state, 100% chance of summoning a Pluto meteor, dealing 100 damage to all 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 start to charge his ultimate attack for '''two turns'''. 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] damage to all party, 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>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Mr._Jawsum_(enemy)&amp;diff=13193</id>
		<title>Mr. Jawsum (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Mr._Jawsum_(enemy)&amp;diff=13193"/>
		<updated>2023-12-23T07:43:18Z</updated>

		<summary type="html">&lt;p&gt;Meme: xp awarded correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about Mr. Jawsum as an enemy. For the character, see: [[Mr. Jawsum]].}}&lt;br /&gt;
{{Enemy infobox&lt;br /&gt;
| image   = Mr Jawsum (neutral).gif&lt;br /&gt;
| size    = 300px&lt;br /&gt;
| heart   = 500&amp;lt;br&amp;gt;3000 (Boss Rush)&lt;br /&gt;
| juice   = 250&amp;lt;br&amp;gt;1000 (Boss Rush)&lt;br /&gt;
| attack  = 999&lt;br /&gt;
| defense = 20&amp;lt;br&amp;gt;60 (Boss Rush)&lt;br /&gt;
| speed   = 1&lt;br /&gt;
| luck    = 10&lt;br /&gt;
}}&lt;br /&gt;
At the end of the [[Last Resort]], [[Omori]] and his friends fight [[Mr. Jawsum]] to break free from their fraudulent contracts and resume their search for [[Basil]]. He will be joined by two [[Gator Guy]]s, and will spend his turns calling replacements in if any die, and buffing them, as he never attacks.&lt;br /&gt;
&lt;br /&gt;
He can also be fought in the [[Boss Rush]], although his stats will be significantly buffed.&lt;br /&gt;
&lt;br /&gt;
== Foe Facts ==&lt;br /&gt;
A venture capitalist /&amp;lt;br&amp;gt;entrepreneur / loan shark who&amp;lt;br&amp;gt;owns 51% of the Deep Well.&amp;lt;br&amp;gt;There is nothing he believes in&amp;lt;br&amp;gt;more than a signed contract.&amp;lt;br&amp;gt;- Omori&lt;br /&gt;
&lt;br /&gt;
Hey, it's the boss!&amp;lt;br&amp;gt;Love that guy!&amp;lt;br&amp;gt;- Kel&lt;br /&gt;
== Battle ==&lt;br /&gt;
Mr. Jawsum's behavior and rewards are not affected by emotions. When fought in the Boss Rush, he will offer no rewards.&lt;br /&gt;
&lt;br /&gt;
Mr. Jawsum can only be damaged if he is alone on the field. If he is targeted while at least one Gator Guy is alive, the Gator Guy will take the hit instead. If two Gator Guys are on the field, the damage will be split between them - this can be used to effectively turn powerful single-target attacks like Run N Gun or Power Hit into multi-target attacks.&lt;br /&gt;
&lt;br /&gt;
Mr. Jawsum is one of very few enemies to not be affected by Observe.&amp;lt;ref&amp;gt;This happens because Jawsum will always check for the multi-target state applied by Observe, while Observe will, in this fight, always apply a single-target state, rendering its effect useless.&amp;lt;/ref&amp;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          = Mr Jawsum (neutral).gif&lt;br /&gt;
| size1           = 300px&lt;br /&gt;
| descriptionone1 = If he is alone, he will always call another Gator Guy to the battle.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;20% chance of issuing an attack order, turning all Gator Guys and himself Angry.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If only one other Gator Guy is on the field, and he does not issue an attack order, he will call another Gator Guy to the battle.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Otherwise, he will issue an attack order, turning all Gator Guys and himself Angry.&lt;br /&gt;
| descriptiontwo1 = Always drops a [[Contract]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 10000 {{Clams}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
'''Attack order''': Turn the gators and himself angry.&lt;br /&gt;
&lt;br /&gt;
'''Summon minion''': Summons a Gator Guy to the battle.&lt;br /&gt;
&lt;br /&gt;
'''Summon minion (boss rush)''': Summons a stronger Gator Guy to the battle.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Mr. Jawsum picks up the phone and calls a Gator Guy!&lt;br /&gt;
 * Mr. Jawsum gives order to attack!&lt;br /&gt;
=== Starting battle ===&lt;br /&gt;
 * Mr. Jawsum: ''Boys... would you be so kind as to show these kids the way out?''&lt;br /&gt;
=== During Battle ===&lt;br /&gt;
*99% {{HP}}:&lt;br /&gt;
 * Mr. Jawsum: ''I WANT THESE KIDS GONE YOU UNDERSTAND!?''&lt;br /&gt;
*75% {{HP}}:&lt;br /&gt;
 * Mr. Jawsum: ''The Gator Guy who runs them out gets free pizza... on me!''&lt;br /&gt;
*50% {{HP}}:&lt;br /&gt;
 * Mr. Jawsum: ''What do you mean we're running low on henchmen!? That's impossible!''&lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Mr. Jawsum: ''You let yourselves be foiled by a bunch of children!?''&lt;br /&gt;
 * Mr. Jawsum: ''WHAT DID I EVEN HIRE YOU FOR!?''&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Mr. Jawsum: ''JAWHAW HAW HAW!!!''&lt;br /&gt;
 * Mr. Jawsum: ''That's what happens when you mess with Mr. Jawsum!''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Mr. Jawsum: ''WE NEED MORE MEN, YOU HEAR ME!?''&amp;lt;ref name=&amp;quot;summon&amp;quot;&amp;gt;The &amp;quot;summon minion&amp;quot; skill would use this battle text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
 * Mr. Jawsum: ''AND I MEAN NOW!''&amp;lt;ref name=&amp;quot;summon&amp;quot; /&amp;gt;&lt;br /&gt;
 * Mr. Jawsum begins counting clams.&amp;lt;ref&amp;gt;The &amp;quot;do nothing&amp;quot; skill would use this action text, but such skill does not exist on the skill files.&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mr_Jawsum_(neutral).png&lt;br /&gt;
Mr_Jawsum_(happy).png&lt;br /&gt;
Mr_Jawsum_(sad).png&lt;br /&gt;
Mr_Jawsum_(angry).png&lt;br /&gt;
Mr_Jawsum_(damaged).png&lt;br /&gt;
Mr_Jawsum_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Mr. Jawsum possesses an extremely high Attack stat of 999, one of the highest in the game. This is particularly odd as he never attacks.&lt;br /&gt;
**Coincidentally, the [[Big Strong Tree]] also has 999 Attack, and also never attacks.&lt;br /&gt;
== References ==&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Shucker&amp;diff=12893</id>
		<title>Shucker</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Shucker&amp;diff=12893"/>
		<updated>2023-05-23T17:29:14Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = SHUCKER.png&lt;br /&gt;
|user      = [[Hero]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 10&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
The '''Shucker''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
When equipped, [[Hero]]'s normal attack will be forced to do 240 damage to [[Mussel]]s with a 20% damage variance.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Good for opening mussels.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained in the Construction Site in [[Underwater Highway]], right at the earliest entrance, guarded by a Mussel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Shucker.jpg|The location of the watermelon containing the Shucker, its the blue one.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Shucker&amp;diff=12892</id>
		<title>Shucker</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Shucker&amp;diff=12892"/>
		<updated>2023-05-23T15:36:42Z</updated>

		<summary type="html">&lt;p&gt;Meme: shucker actually doubles damage against mussels, reasons not known at the moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = SHUCKER.png&lt;br /&gt;
|user      = [[Hero]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 10&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
The '''Shucker''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
When equipped, [[Hero]] will do double damage to [[Mussel]]s.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Good for opening mussels.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained in the Construction Site in [[Underwater Highway]], right at the earliest entrance, guarded by a Mussel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Shucker.jpg|The location of the watermelon containing the Shucker, its the blue one.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12885</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12885"/>
		<updated>2023-04-13T15:51:06Z</updated>

		<summary type="html">&lt;p&gt;Meme: Undo revision 12884 by Ddoggedgfd (talk)&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;
&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.&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 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;
===== [[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   = Turns 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 Omori's defense by one tier, then afflicts Omori'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 emotion is set to check for Omori's and not 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;
}}&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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;
=== 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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Cupcake_Bunny&amp;diff=12883</id>
		<title>Cupcake Bunny</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Cupcake_Bunny&amp;diff=12883"/>
		<updated>2023-04-13T07:37:45Z</updated>

		<summary type="html">&lt;p&gt;Meme: sprinkle info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy infobox&lt;br /&gt;
| image   = Cupcake_Bunny_(neutral).gif&lt;br /&gt;
| size    = 150px&lt;br /&gt;
| heart   = 150&lt;br /&gt;
| juice   = 100&lt;br /&gt;
| attack  = 15&lt;br /&gt;
| defense = 15&lt;br /&gt;
| speed   = 5&lt;br /&gt;
| luck    = 10&lt;br /&gt;
| drops   = [[Cherry Soda|cherry soda]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cupcake Bunny''' is an [[Enemies|enemy]] that can be found [[Orange Oasis]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Like most enemies, it will behave differently in battle based on its [[Battle System|emotion]]:&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          = Cupcake_Bunny_(neutral).gif&lt;br /&gt;
| descriptionone1 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 20% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will throw sprinkles on an ally, increase its stats, turning it happy, and healing it {{Observe}}&lt;br /&gt;
| descriptiontwo1 = 1/3 chance of dropping a [[Cherry Soda|cherry soda]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 248 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 45 {{Clams}} clams&lt;br /&gt;
| image2          = Cupcake_Bunny_(happy).gif&lt;br /&gt;
| descriptionone2 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 20% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will throw sprinkles on an ally, increase its stats, turning it happy, and healing it {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 1/1 chance of dropping a [[Cherry Soda|cherry soda]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 248 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 68 {{Clams}} clams&lt;br /&gt;
| image3          = Cupcake_Bunny_(sad).gif&lt;br /&gt;
| descriptionone3 = 25% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 45% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will throw sprinkles on an ally, increase its stats, turning it happy, and healing it {{Observe}}&lt;br /&gt;
| descriptiontwo3 = 1/3 chance of dropping a [[Cherry Soda|cherry soda]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 186 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 34 {{Clams}} clams&lt;br /&gt;
| image4          = Cupcake_Bunny_(angry).gif&lt;br /&gt;
| descriptionone4 = 55% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will throw sprinkles on an ally, increase its stats, turning it happy, and healing it {{Observe}}&lt;br /&gt;
| descriptiontwo4 = 1/3 chance of dropping a [[Cherry Soda|cherry soda]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 372 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 45 {{Clams}} clams&lt;br /&gt;
}}&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def], it will never hit right in the heart. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Sprinkle''': [.5 * b.mhp] (50% of target's maximum {{HP}}), also Increase its speed, defense, and attack by one tier and turning it happy, &amp;lt;b&amp;gt;this skill is unable to increase stats beyond tier 1&amp;lt;/b&amp;gt;.&amp;lt;ref&amp;gt;Happens as it was coded to add these states directly without checking what state to add based on the state it already has like usual&amp;lt;/ref&amp;gt; {{Observe}}&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Cupcake Bunny bumps into [target].&lt;br /&gt;
 * Cupcake Bunny hops in place.&lt;br /&gt;
 * Cupcake Bunny covers [target] in sprinkles.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cupcake_Bunny_(neutral).png&lt;br /&gt;
Cupcake_Bunny_(happy).png&lt;br /&gt;
Cupcake_Bunny_(sad).png&lt;br /&gt;
Cupcake_Bunny_(angry).png&lt;br /&gt;
Cupcake_Bunny_(damaged).png&lt;br /&gt;
Cupcake_Bunny_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*As part of the [[Quests|quest]] [[Rabbit Killer]], a Leaf-like character named [[Leafie]] will give the player different rewards based on how many bunnies you killed, up to a maximum of 50 bunnies of any type, Leafie will always keep track of how many bunnies you killed regardless if you already completed the quest.&lt;br /&gt;
*The Bunny Exterminator [[Achievements|achievement]] will be granted to the player after defeating 100 bunnies of any type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12882</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12882"/>
		<updated>2023-04-13T07:01:06Z</updated>

		<summary type="html">&lt;p&gt;Meme: cook and gator aid&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;
&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.&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 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;
===== [[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   = Turns 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 Omori's defense by one tier, then afflicts Omori'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 emotion is set to check for Omori's and not 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;
}}&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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;
=== 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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12881</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12881"/>
		<updated>2023-04-13T06:31:36Z</updated>

		<summary type="html">&lt;p&gt;Meme: dazzle, rally, and call kel bug&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;
&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.&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 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;
===== [[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. 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   = Turns 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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;
=== 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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=12880</id>
		<title>Pluto (Expanded)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Pluto_(Expanded)&amp;diff=12880"/>
		<updated>2023-04-13T06:14:36Z</updated>

		<summary type="html">&lt;p&gt;Meme: pluto expand skill clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
In his first and Boss Rush encounters the only difference's his stats and rewards, which are as below:&lt;br /&gt;
*First encounter: 3000 {{HP}} heart, 1500 {{MP}} juice, 52 attack, 32 defense, 22 speed and 10 luck (rewards with 6000 exp and 500 {{Clams}} clams).&lt;br /&gt;
*Boss Rush: 10000 {{HP}} heart, 5000 {{MP}} juice, 85 attack, 65 defense, 70 speed and 15 luck (no rewards).&lt;br /&gt;
He will behave as follows:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pluto_Expanded_(normal).gif|135x180px|frameless|center|Neutral Pluto (Expanded)]]&lt;br /&gt;
[[File:Pluto_Expanded_(happy).gif|135x180px|frameless|center|Happy Pluto (Expanded)]]&lt;br /&gt;
[[File:Pluto_Expanded_(sad).gif|135x180px|frameless|center|Sad Pluto (Expanded)]]&lt;br /&gt;
[[File:Pluto_Expanded_(angry).gif|135x180px|frameless|center|Angry Pluto (Expanded)]]&lt;br /&gt;
|If his {{HP}} is below 10%, he will always cause an Earth's finale, doing attack damage to all party member without missing.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a normal attack. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a submission hold, dealing damage to a party member and decrease its speed.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing nothing.&lt;br /&gt;
&lt;br /&gt;
if his {{HP}} is below 40%, he will expand further (face), increasing his attack an defense and lowering his speed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, it will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, once it 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;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Rewards&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Pluto_Expanded_(normal).gif|180x240px|frameless|center|Neutral Pluto (Expanded)]]&lt;br /&gt;
|If under the &amp;quot;Pluto ultimate buff&amp;quot; state, it will summon a Pluto meteor, dealing 100 damage to all party members.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a normal attack.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a submission hold, dealing damage to a party member and decrease its speed.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing nothing.&lt;br /&gt;
&lt;br /&gt;
Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&lt;br /&gt;
|15000 exp.&lt;br /&gt;
&lt;br /&gt;
5000 {{Clams}} clams.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Pluto_Expanded_(happy).gif|180x240px|frameless|center|Happy Pluto (Expanded)]]&lt;br /&gt;
|If under the &amp;quot;Pluto ultimate buff&amp;quot; state, it will summon a Pluto meteor, dealing 100 damage to all party members.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a normal attack.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a submission hold, dealing damage to a party member and decrease its speed.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing nothing.&lt;br /&gt;
&lt;br /&gt;
Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&lt;br /&gt;
|15000 exp.&lt;br /&gt;
&lt;br /&gt;
6000{{Clams}} clams.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Pluto_Expanded_(sad).gif|180x240px|frameless|center|Sad Pluto (Expanded)]]&lt;br /&gt;
|If under the &amp;quot;Pluto ultimate buff&amp;quot; state, it will summon a 'Pluto meteor', dealing 100 damage to all party members.&lt;br /&gt;
&lt;br /&gt;
Else, he will always do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&lt;br /&gt;
|14000 exp.&lt;br /&gt;
&lt;br /&gt;
4000 {{Clams}} clams.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Pluto_Expanded_(angry).gif|180x240px|frameless|center|Angry Pluto (Expanded)]]&lt;br /&gt;
|If under the &amp;quot;Pluto ultimate buff&amp;quot; state, it will summon a Pluto meteor, dealing 100 damage to all party members.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a normal attack.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing a submission hold, dealing damage to a party member and decrease its speed.&lt;br /&gt;
&lt;br /&gt;
30% chance of doing nothing.&lt;br /&gt;
&lt;br /&gt;
Else, he will do a headbutt, dealing high damage to a party member, also damaging himself by 1% {{HP}}. {{Observe}}&lt;br /&gt;
|16000 exp.&lt;br /&gt;
&lt;br /&gt;
5000 {{Clams}} clams.&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 start to charge his ultimate attack for '''two turns''', after the charging, '''Pluto and the party''' will receive a &amp;quot;Pluto ultimate buff&amp;quot; state, allowing him to continuously summon a Pluto meteor to deal damage to the party and increasing everyone'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] damage to all party, 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>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Earth&amp;diff=12879</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Earth&amp;diff=12879"/>
		<updated>2023-04-13T06:07:13Z</updated>

		<summary type="html">&lt;p&gt;Meme: earth aoe sad bug explained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Earth''' is an [[Enemies|enemy]] that can be found in [[Otherworld#Otherworld Campsite|Otherworld Campsite]], inside [[Captain Spaceboy|Captain Spaceboy's]] house.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Earth can be fought two times, one time by herself after unlocking Captain Spaceboy's Solar System bridge, and later alongside [[Pluto]], during One Day Left on the [[Routes||Hikkikomori Route]]..&lt;br /&gt;
&lt;br /&gt;
=== Prologue ===&lt;br /&gt;
Earth has 425 {{HP}} heart, 210 {{MP}} juice, 20 attack, 15 defense, 13 speed and 10 luck. Like most enemies, she will behave differently according to her [[Battle system|emotion]]:&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          = Earth (neutral).gif&lt;br /&gt;
| descriptionone1 = If below 20% {{HP}}, she will use her ultimate attack, dealing attack damage to all party members and increasing her own hit rate by 1000%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 60% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, the Earth will be cruel to a party member, turning them sad.&lt;br /&gt;
| descriptiontwo1 = 600 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 230 {{Clams}} clams&lt;br /&gt;
| image2          = Earth (sad).gif&lt;br /&gt;
| descriptionone2 = If below 20% {{HP}}, she will use her ultimate attack, dealing attack damage to all party members and increasing her own hit rate by 1000%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 50% chance of doing a normal attack. {{Observe}}&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, the Earth will be cruel to a party member, turning them sad.&lt;br /&gt;
| descriptiontwo2 = 600 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 345 {{Clams}} clams&lt;br /&gt;
| image3          = Earth (happy).gif&lt;br /&gt;
| descriptionone3 = If below 20% {{HP}}, she will use her ultimate attack, dealing attack damage to all party members and increasing her own hit rate by 1000%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 45% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 60% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, the Earth will be cruel to a party member, turning them sad.&lt;br /&gt;
| descriptiontwo3 = 450 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 173 {{Clams}} clams&lt;br /&gt;
| image4          = Earth (angry).gif&lt;br /&gt;
| descriptionone4 = If below 20% {{HP}}, she will use her ultimate attack, dealing attack damage to all party members and increasing her own hit rate by 1000%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance of doing nothing.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, the Earth will be cruel to a party member, turning them sad.&lt;br /&gt;
| descriptiontwo4 = 900 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 230 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
Earth has 5000 {{HP}} heart, 2500 {{MP}} juice, 70 attack, 70 defense, 85 speed and 10 luck. There are no rewards for defeating her, and like most enemies, she will behave differently according to her [[Battle system|emotion]]:&lt;br /&gt;
&lt;br /&gt;
{{Battle infobox&lt;br /&gt;
| imagetitle      = EMOTION&lt;br /&gt;
| title1          = BEHAVIORS&lt;br /&gt;
| image1          = Earth (neutral).gif&lt;br /&gt;
| descriptionone1 = 55% chance of being cruel, turning all party members sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, she will release her energy, dealing attack damage to all party members. {{Observe}}&lt;br /&gt;
| image2          = Earth (sad).gif&lt;br /&gt;
| descriptionone2 = 50% chance of being cruel, turning all party members sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, she will release her energy, dealing attack damage to all party members. {{Observe}}&lt;br /&gt;
| image3          = Earth (happy).gif&lt;br /&gt;
| descriptionone3 = 60% chance of being cruel, turning all party members sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, she will release her energy, dealing attack damage to all party members. {{Observe}}&lt;br /&gt;
| image4          = Earth (angry).gif&lt;br /&gt;
| descriptionone4 = 30% chance of being cruel, turning all party members sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, she will release her energy, dealing attack damage to all party members. {{Observe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In addition, if Pluto ever gets below 50% {{HP}}, he will throw Earth at the party and deal his normal attack to all party members. This can only be done once, and Earth will die because of it.&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
''Skills that can be used when under the effect Observe is marked with {{Observe}} on the table, normally this would also be here, but it was removed to avoid &lt;br /&gt;
confusion as it behaves differently between battles.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default).&lt;br /&gt;
&lt;br /&gt;
'''The Earth is cruel''': Turn the target sad.&lt;br /&gt;
&lt;br /&gt;
'''Protect the world''': [2 * a.atk - b.def] to all party.&lt;br /&gt;
&lt;br /&gt;
'''Cruel''': Turns Omori sadder first, then afflicts Omori's emotion to the rest of the party. (If Omori was not sad, already sad members will not turn sadder, if Omori was sad, all members are turned depressed immediately, if Omori was depressed or miserable, all other members are completely unaffected)&amp;lt;ref&amp;gt;Happens as the check of what state of sad to give depending on the target's emotion is set to check for Omori's and not independently checking and applying the states to each party member&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battle quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Earth attacks [target]!&lt;br /&gt;
 * Earth is rotating slowly.&lt;br /&gt;
 * Earth is cruel to [target]!&lt;br /&gt;
 * Earth is cruel to everyone...&lt;br /&gt;
 * Earth uses its strongest attack!&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Earth_(neutral).png&lt;br /&gt;
Earth_(happy).png&lt;br /&gt;
Earth_(sad).png&lt;br /&gt;
Earth_(angry).png&lt;br /&gt;
Earth (damaged).png&lt;br /&gt;
Earth (dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Defeating Earth's first encounter rewards the player with the [[Achievements|achievement]] &amp;quot;Goodbye World&amp;quot;, while its second encounter rewards with &amp;quot;The Brightest Stars&amp;quot;.&lt;br /&gt;
* Earth will disappear after Omori has overcome his fear of drowning. It must be fought beforehand if one wants to fight it.&lt;br /&gt;
* It is not needed to defeat the Earth to win the second encounter, only Pluto himself, however, it is unlikely that the Earth survives the encounter due to the fight's mechanics.&lt;br /&gt;
* For a better understanding of the epilogue battle's mechanics, go to [[Pluto (Expanded)]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Pluto_(enemy)&amp;diff=12878</id>
		<title>Pluto (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Pluto_(enemy)&amp;diff=12878"/>
		<updated>2023-04-13T06:01:37Z</updated>

		<summary type="html">&lt;p&gt;Meme: pluto expand skill clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy infobox&lt;br /&gt;
| image   = Pluto (neutral).gif&lt;br /&gt;
| size    = 150px&lt;br /&gt;
| heart   = 300&lt;br /&gt;
| juice   = 150&lt;br /&gt;
| attack  = 12&lt;br /&gt;
| defense = 10&lt;br /&gt;
| speed   = 4&lt;br /&gt;
| luck    = 10&lt;br /&gt;
| drops   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{hatnote|This article is about the optional boss Pluto. For the character, see: [[Pluto]]. For the other Pluto encounter, see: [[Pluto (Expanded)]].}}&lt;br /&gt;
&lt;br /&gt;
'''Pluto''', known as &amp;quot;???&amp;quot; at this point of the game, is an optional [[Enemies|enemy]] that can be fought in [[Otherworld#Otherworld Campsite|Otherworld Campsite]], the player will only be able to fight him at this state before defeating the [[Download Window]], as he will disappear after it.&amp;lt;br&amp;gt;he will always be fought alongside his [[Left Arm]] and [[Right Arm]].&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Like most enemies, he will behave differently according to his [[Battle system|emotion]]:&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 (neutral).gif&lt;br /&gt;
| descriptionone1 = 40% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 60% chance of doing a headbutt, doing high damage to a party member {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy&lt;br /&gt;
| descriptiontwo1 = 251 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 125 {{Clams}} clams&lt;br /&gt;
| image2          = Pluto (happy).gif&lt;br /&gt;
| descriptionone2 = 30% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will do a headbutt, doing high damage to a party member {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 250 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 188 {{Clams}} clams&lt;br /&gt;
| image3          = Pluto (sad).gif&lt;br /&gt;
| descriptionone3 = 80% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance of doing a headbutt, doing high damage to a party member {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy&lt;br /&gt;
| descriptiontwo3 = 188 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 94 {{Clams}} clams&lt;br /&gt;
| image4          = Pluto (angry).gif&lt;br /&gt;
| descriptionone4 = 30% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 80% chance of doing a headbutt, doing high damage to a party member {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy&lt;br /&gt;
| descriptiontwo4 = 375 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 125 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, he will &amp;quot;expand&amp;quot; once he reaches 50% {{HP}}, increasing his stats.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Headbutt''': [3 * a.atk - b.def]. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Expand''': Applies a tier 2 buff to its attack and defence while applying a tier 2 debuff on its speed, &amp;lt;b&amp;gt;this will not stack with existing buffs/debuffs&amp;lt;/b&amp;gt;, as such this skill wont allow it to reach tier 3 buffs/debuffs.&amp;lt;ref&amp;gt;Happens as it was coded to add these states directly without checking what state to add based on the state it already has like usual&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Brag''': Turn the user happy.&lt;br /&gt;
== Battle quotes ==&lt;br /&gt;
=== Actions ===&lt;br /&gt;
 * ??? bolts forward and slams [target]!&lt;br /&gt;
 * ??? strikes a pose!&lt;br /&gt;
 * ??? brags about his muscles!&lt;br /&gt;
 * ??? expands!&lt;br /&gt;
=== During battle ===&lt;br /&gt;
*50% {{HP}}:&lt;br /&gt;
 * ???: ''GWAH AHAHAH AHAHA!!!''&lt;br /&gt;
 * ???: ''What a splendid show of force!''&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * ???: ''Hmph... You kids fought well... but you lack training.''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * ??? pumps himself up!&amp;lt;ref&amp;gt;Would be used for his &amp;quot;expand&amp;quot; skill.&amp;lt;/ref&amp;gt;&lt;br /&gt;
 * ???: ''WOEWO EWEOWEOWEOW!!!''&amp;lt;ref&amp;gt;Would be used before a &amp;quot;strong attack&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
 * ???: ''Hmph... You kids fought well.''&amp;lt;ref name=&amp;quot;defeat&amp;quot;&amp;gt;He would say this when being defeated.&amp;lt;/ref&amp;gt;&lt;br /&gt;
 * ???: ''But... Huff... huff... I won't go down so easily...''&amp;lt;ref name=&amp;quot;defeat&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pluto (neutral).png&lt;br /&gt;
Pluto (happy).png&lt;br /&gt;
Pluto (sad).png&lt;br /&gt;
Pluto (angry).png&lt;br /&gt;
Pluto (damaged).png&lt;br /&gt;
Pluto (dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Defeating him will unlock the &amp;quot;GWAHAHAHA&amp;quot; [[Achievements|achievement]].&lt;br /&gt;
*You don't need to defeat his arms to win the battle. On a similar note, being defeated will not trigger a game over screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Perfectheart_(enemy)&amp;diff=12744</id>
		<title>Perfectheart (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Perfectheart_(enemy)&amp;diff=12744"/>
		<updated>2023-01-28T05:00:13Z</updated>

		<summary type="html">&lt;p&gt;Meme: miswording fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about Perfectheart as an enemy. For the character, see: [[Perfectheart]].}}&lt;br /&gt;
&lt;br /&gt;
'''Perfectheart''' is one of the [[Sweetheart]] clones that are created by slime sisters, being the creation of [[Medusa]]. &amp;lt;br&amp;gt;&lt;br /&gt;
She resembles, of course, Sweetheart herself, but with a less &amp;quot;flashy&amp;quot; dress and a more calm personality, being the &amp;quot;definitive&amp;quot; or &amp;quot;perfect&amp;quot; version of her. She is considered to be the final challenge of the game, being one of the hardest [[Enemies|enemy]] in the game, otherwise referred to as a &amp;quot;superboss&amp;quot;.&lt;br /&gt;
== Battle ==&lt;br /&gt;
Perfectheart has 10000 {{HP}} heart, 5000 {{MP}} juice, 140 attack, 140 defense, 140 speed and 15 luck. She will give no rewards when defeated, and will behave as stated below:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Perfectheart_(neutral).gif|90x120px|frameless|center|Neutral Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(happy).gif|90x120px|frameless|center|Happy Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(sad).gif|90x120px|frameless|center|Sad Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(angry).gif|90x120px|frameless|center|Angry Perfectheart]]&lt;br /&gt;
|During the second phase, it will always use angelic wrath, dealing 75% {{HP}} damage to all party members and giving them a random emotion. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
35% chance to steal heart, dealing attack damage to a party member, and healing herself the same amount. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
25% chance to steal breath, leeching a party member's {{MP}}. &lt;br /&gt;
&lt;br /&gt;
35% chance of using her angelic voice to deal fixed 175 damage to all party members, turning them happy, and her sad.&lt;br /&gt;
&lt;br /&gt;
45% chance to exploit emotion, dealing emotional damage to a party member.&lt;br /&gt;
&lt;br /&gt;
Else, she will spare someone, leaving the target nearly toasted or toasting it. &lt;br /&gt;
|}&lt;br /&gt;
Additionally, once she reaches 35% {{HP}} for the first time, she will cleanse herself of all debuffs and emotions as well as heal all her heart, starting phase two where she will constantly call for her angelic wrath, as pointed above.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Steal heart''': [2 * a.atk - b.def], also healing herself with the damage caused. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Steal breath''': [b.mmp] (100% maximum {{MP}}), also steals the {{MP}} for herself.&lt;br /&gt;
&lt;br /&gt;
'''Angelic wrath''': [.75 * b.mhp] (75% maximum {{HP}}), it will never hit right in the heart and only have a 15% variation, it will also give all targets random emotions. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Exploit emotion''': [2 * a.atk - b.def], it will never hit right in the heart and does not vary, but it will always deal emotional damage, thus increasing damage.&lt;br /&gt;
&lt;br /&gt;
'''Spare''': it has different formulas based on the remaining {{HP}} of the target:&lt;br /&gt;
*{{HP}}=1: [1].&lt;br /&gt;
*{{HP}}&amp;gt;1: [b.hp - 1].&lt;br /&gt;
Additionally, it ignores any emotional advantage/disadvantage, will never hit right in the heart, and have no variation.&lt;br /&gt;
&lt;br /&gt;
'''Angelic voice''': [175] to all party members, it will never hit right in the heart and with no damage variation, it will also turn all targets happy.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Perfectheart steals [target]'s heart.&lt;br /&gt;
 * Perfectheart steals [target]'s breath away.&lt;br /&gt;
 * Perfectheart unleashes her wrath.&lt;br /&gt;
 * Perfectheart exploits [target]'s emotions!&lt;br /&gt;
 * Perfectheart decides to let [target] live.&lt;br /&gt;
 * Perfectheart sings a soulful song...&lt;br /&gt;
&lt;br /&gt;
=== Starting battle ===&lt;br /&gt;
 * Perfectheart: ''Remember, children... You brought this upon yourselves!''&lt;br /&gt;
=== During Battle ===&lt;br /&gt;
*35% {{HP}}:&lt;br /&gt;
 * Perfectheart: ''Oh... You are quite strong.''&lt;br /&gt;
 * Perfectheart: ''It seems I must try a bit harder.''&lt;br /&gt;
*25% {{HP}}:&lt;br /&gt;
 * Perfectheart: ''Hm? W-What's this? A drop of sweat?''&lt;br /&gt;
 * Perfectheart: ''My, my... I cannot believe this.''&lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Perfectheart: ''Ah. You have bested me.''&lt;br /&gt;
 * Perfectheart: ''Right, then. I know when to admit defeat.''&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Perfectheart: ''I said that you would regret this, children.''&lt;br /&gt;
 * Perfectheart: ''Don't make me do this again.''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Perfectheart: ''Tsk... Tsk... Showing your emotions only makes you easier to read.''&amp;lt;ref&amp;gt;The &amp;quot;exploit emotion&amp;quot; skill would use this battle text, but there are no triggers for it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perfectheart_(neutral).png&lt;br /&gt;
Perfectheart_(happy).png&lt;br /&gt;
Perfectheart_(sad).png&lt;br /&gt;
Perfectheart_(angry).png&lt;br /&gt;
Perfectheart_(damaged).png&lt;br /&gt;
Perfectheart_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Her Angelic Wrath skill is capable of doing more than 100% {{HP}} if she has any emotional advantage.&lt;br /&gt;
*It's possible to force the battle to not change phases by using observe during the first phase, it's unknown why this occurs.[https://www.youtube.com/watch?v=-oRYroOIgpU]&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Basketball&amp;diff=12740</id>
		<title>Basketball</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Basketball&amp;diff=12740"/>
		<updated>2023-01-27T06:24:19Z</updated>

		<summary type="html">&lt;p&gt;Meme: basketball v chickenball trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = [[File:BASKETBALL.png]]&lt;br /&gt;
|user      = [[Kel]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 50&lt;br /&gt;
|attack    = 15&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 100&lt;br /&gt;
|luck      = 15&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
'''Basketball''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Kel's ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
It can be obtained by interacting with the Tentacle in [[Vast Forest]] after [[Abbi]] has been spared. The Tentacle is near the Foggy Bridge on the left of Vast Forest.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Basketball tentacle.jpg|Location of abbi's tentacle in the Vast Forest.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite providing less speed than the [[Chicken Ball]], it is often a better weapon for maximizing Kel's run 'n gun damage if [[Coffee]] is used. This is due to the fact that at high enough levels, Basketball and coffee will provide enough speed to reach the stat limit of 999, while also providing more luck than the Chicken Ball.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Tenderizer&amp;diff=12739</id>
		<title>Tenderizer</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Tenderizer&amp;diff=12739"/>
		<updated>2023-01-27T06:16:43Z</updated>

		<summary type="html">&lt;p&gt;Meme: added tenderize info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = [[File:TENDERIZER.png]]&lt;br /&gt;
|user      = [[Hero]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 30&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
'''Tenderizer''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The most dangerous tool in the kitchen.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained after smashing a watermelon in one of the caves in the foot of [[Snowglobe Mountain]], on the same map the area's intro card shows up.&amp;lt;br&amp;gt;*Obtaining it also teaches Hero the skill &amp;quot;Tenderize&amp;quot;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Tenderizer.jpg|Location of the Tenderizer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Baking_Pan&amp;diff=12738</id>
		<title>Baking Pan</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Baking_Pan&amp;diff=12738"/>
		<updated>2023-01-27T06:15:01Z</updated>

		<summary type="html">&lt;p&gt;Meme: added snack time info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Items&lt;br /&gt;
|image     = [[File:BAKING_PAN.png]]&lt;br /&gt;
|user    = [[Hero]]&lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 10&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 6&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit = 100&lt;br /&gt;
}}&lt;br /&gt;
'''Baking Pan''' is a [[weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Hot when it comes out of the oven.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Smashing a watermelon in the [[Junkyard]] in the area north of [[Download Window]].&amp;lt;br&amp;gt;*Obtaining it also teaches Hero the skill &amp;quot;Snack time&amp;quot;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Baking pan.jpg|Location of the Baking pan.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Chicken_Ball&amp;diff=12737</id>
		<title>Chicken Ball</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Chicken_Ball&amp;diff=12737"/>
		<updated>2023-01-27T06:11:13Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = [[File:CHICKEN_BALL.png]]&lt;br /&gt;
|user      = [[Kel]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 0&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 200&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
'''Chicken Ball''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description==&lt;br /&gt;
A chicken ball. What else would it be?&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained by successfully defeating the [[Chicken?]] in the last floor of [[Dino's Dig]], keep in mind that failing to do so will make the weapon unobtainable, as the chicken does not respawn.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The safest way to obtain it without mods or being high level, is simply reloading a save file from before the failure and try again, and pray for the 10% chance that the chicken have of not running away.&lt;br /&gt;
*Due to the extreme amount of speed this weapon provides and how early it can be obtained, it serves as Kel's best weapon until [[Basketball]] is obtained much later, as it makes &amp;quot;run'n gun&amp;quot;, a skill with damage based on speed, do very high damage, being able to reach the damage cap of 9999 damage under the right circumstances.&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Eye_Patch&amp;diff=12726</id>
		<title>Eye Patch</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Eye_Patch&amp;diff=12726"/>
		<updated>2023-01-23T13:15:04Z</updated>

		<summary type="html">&lt;p&gt;Meme: negative hitrate trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Items&lt;br /&gt;
|image     = [[File:Eye patch.png]]&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 7&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = -25%&lt;br /&gt;
}}'''{{PAGENAME}}''' is a [[Charms|charm]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The first step to becoming a pirate.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained after defeating [[Space Ex-Boyfriend]] in the [[Otherworld]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*After snatching this charm from [[Captain Spaceboy]], he will not show up using an eye patch anymore.&lt;br /&gt;
*As the only charm to reduce hit rate, one may achieve negative hit rate by equipping this charm and removing the wearer's weapon. In practice however, negative values have the same effects of 0 hit rate.&lt;br /&gt;
[[Category:Charms]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Toys&amp;diff=12725</id>
		<title>Toys</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Toys&amp;diff=12725"/>
		<updated>2023-01-23T12:53:51Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Toys''' are consumable items that can only be used in combat, causing a variety of effects to either the party or the enemy. These effects may include dealing damage, changing emotions, or applying debuffs. Items that deal damage will always deal a fixed amount of damage and will never hit right in the heart.&amp;lt;br&amp;gt;Below is a list containing all toys in the game, a more concise list can be found in [[:Category:Toys]].&lt;br /&gt;
&lt;br /&gt;
== Dream world ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Price&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bottle.png]]&lt;br /&gt;
|[[Can]]&lt;br /&gt;
|0&lt;br /&gt;
|Recyclable material.&amp;lt;br&amp;gt;Give to recycle machine for 5 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fruit juice.png]]&lt;br /&gt;
|[[Glass Bottle]]&lt;br /&gt;
|0&lt;br /&gt;
|Recyclable material.&amp;lt;br&amp;gt;Give to recycle machine for 10 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cardboard.png]]&lt;br /&gt;
|[[Cardboard]]&lt;br /&gt;
|0&lt;br /&gt;
|Recyclable material.&amp;lt;br&amp;gt;Give to recycle machine for 15 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batteries.png]]&lt;br /&gt;
|[[Dead Batteries]]&lt;br /&gt;
|0&lt;br /&gt;
|Recyclable material.&amp;lt;br&amp;gt;Give to recycle machine for 20 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Computer part.png]]&lt;br /&gt;
|[[Computer Part]]&lt;br /&gt;
|0&lt;br /&gt;
|Recyclable material.&amp;lt;br&amp;gt;Give to recycle machine for 25 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jacks.png]]&lt;br /&gt;
|[[Jacks]]&lt;br /&gt;
|25 {{Clams}}&lt;br /&gt;
|Deals small damage to all foes and reduces their speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rubber band.png]]&lt;br /&gt;
|[[Rubber Band]]&lt;br /&gt;
|75 {{Clams}}&lt;br /&gt;
|Deals damage to a foe and reduces their defense.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dynamite.png]]&lt;br /&gt;
|[[Dynamite]]&lt;br /&gt;
|1000 {{Clams}}&lt;br /&gt;
|Actually dangerous...&amp;lt;br&amp;gt;Deals heavy damage to all foes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sparkler.png]]&lt;br /&gt;
|[[Sparkler]]&lt;br /&gt;
|100 {{Clams}}&lt;br /&gt;
|Little fires.&amp;lt;br&amp;gt;Inflicts happy on a friend or foe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Confetti.png]]&lt;br /&gt;
|[[Confetti]]&lt;br /&gt;
|250 {{Clams}}&lt;br /&gt;
|Small squares of colorful paper.&amp;lt;br&amp;gt;Inflicts happy on all friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Poetry book.png]]&lt;br /&gt;
|[[Poetry Book]]&lt;br /&gt;
|100 {{Clams}}&lt;br /&gt;
|Sad words strung together.&amp;lt;br&amp;gt;Inflicts sad on a friend or foe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rain Cloud.png]]&lt;br /&gt;
|[[Rain Cloud]]&lt;br /&gt;
|250 {{Clams}}&lt;br /&gt;
|Angsty water droplets.&amp;lt;br&amp;gt;Inflicts sad on all friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Present.png]]&lt;br /&gt;
|[[Present]]&lt;br /&gt;
|100 {{Clams}}&lt;br /&gt;
|It's not what you wanted...&amp;lt;br&amp;gt;Inflicts anger on a friend or foe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Air horn.png]]&lt;br /&gt;
|[[Air Horn]]&lt;br /&gt;
|250 {{Clams}}&lt;br /&gt;
|Who would invent this!?&amp;lt;br&amp;gt;Inflicts anger on all friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dandelion.png]]&lt;br /&gt;
|[[Dandelion]]&lt;br /&gt;
|250 {{Clams}}&lt;br /&gt;
|Has a calming effect.&amp;lt;br&amp;gt;Removes emotion from a friend or foe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Potion.png]]&lt;br /&gt;
|[[Mystery Potion]]&lt;br /&gt;
|0&lt;br /&gt;
|A questionable potion made for [[Omori]].&amp;lt;br&amp;gt;Can only be used underwater.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rubber band.png]]&lt;br /&gt;
|[[Big Rubber Band]]&lt;br /&gt;
|200 {{Clams}}&lt;br /&gt;
|Deals big damage to a foe and&amp;lt;br&amp;gt;reduces their defense.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pearl.png]]&lt;br /&gt;
|[[Pearl]]&lt;br /&gt;
|200 {{Clams}}&lt;br /&gt;
|Pretty calcium that's used in jewelry.&amp;lt;br&amp;gt;Can be sold for clams.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faraway Town ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Price&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pepper spray.png]]&lt;br /&gt;
|[[Pepper Spray]]&lt;br /&gt;
|0 $&lt;br /&gt;
|For self-defense only.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flowers.png]]&lt;br /&gt;
|[[Flowers]]&lt;br /&gt;
|2 $&lt;br /&gt;
|For important people.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:First aid kit.png]]&lt;br /&gt;
|[[First Aid Kit]]&lt;br /&gt;
|5 $&lt;br /&gt;
|From Othermart pharmacy.&amp;lt;br&amp;gt;Heals 150 heart.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandage.png]]&lt;br /&gt;
|[[Bandage]]&lt;br /&gt;
|1 $&lt;br /&gt;
|From Othermart pharmacy.&amp;lt;br&amp;gt;Heals 50 heart.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Weapons&amp;diff=12724</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Weapons&amp;diff=12724"/>
		<updated>2023-01-23T12:42:35Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are equippable items that [[Omori]] and his friends use to attack. Unless they are using specific charms or skills that boost hit rating, it's impossible to hit any target without the use of weapons. Each character can only equip weapons assigned to them, being knives for Omori, toys for [[Aubrey]], balls for [[Kel]], and kitchenware for [[Hero]].&amp;lt;br&amp;gt;Below is a list containing all weapons in the game, a more concise list can be found in [[:Category:Weapons]].&lt;br /&gt;
&lt;br /&gt;
== [[Omori]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Shiny Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see your reflection in the blade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| A pretty sharp knife.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s been used a few times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DULL_KNIFE.png]]&lt;br /&gt;
|[[Dull Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Worn and harder to use.&amp;lt;br&amp;gt;&lt;br /&gt;
You can no longer see your reflection.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUSTY_KNIFE.png]]&lt;br /&gt;
|[[Rusty Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 100&lt;br /&gt;
| Turning a bit brown.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s not what it used to be...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Red Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 100&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see something in the blade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Sunny]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FLY_SWATTER.png]]&lt;br /&gt;
|[[Fly Swatter]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| You can slap flies with it, but that's&amp;lt;br&amp;gt;&lt;br /&gt;
about it... &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Steak Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| Good for cutting meat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HANDS.png]]&lt;br /&gt;
|[[Hands]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| These are all you have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shattered violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broken violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VIOLIN.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Aubrey]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:STUFFED_TOY.png]]&lt;br /&gt;
|[[Stuffed Toy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| &amp;quot;MR. PLANTEGG&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Makes a weird noise when you punch it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COMET_HAMMER.png]]&lt;br /&gt;
|[[Comet Hammer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A hammer made from meteors!&amp;lt;br&amp;gt;&lt;br /&gt;
What a lucky find!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BODY_PILLOW.png]]&lt;br /&gt;
|[[Body Pillow]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Life-sized and huggable, yet suspicious.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:POOL_NOODLE.png]]&lt;br /&gt;
|[[Pool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It’s completely useless.&amp;lt;br&amp;gt;&lt;br /&gt;
Who invented this, anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COOL_NOODLE.png]]&lt;br /&gt;
|[[Cool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It's Pool Noodle... but cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HERO'S_TROPHY.png]]&lt;br /&gt;
|[[Hero's Trophy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Unused&lt;br /&gt;
| Hero's most prized possession.&amp;lt;br&amp;gt;&lt;br /&gt;
Inflicts sad on Hero.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MAILBOX.png]]&lt;br /&gt;
|[[Mailbox]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| You got mail... box.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAGUETTE.png]]&lt;br /&gt;
|[[Baguette]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Unused&lt;br /&gt;
| Made of bread.&amp;lt;br&amp;gt;&lt;br /&gt;
It's harder than it looks...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SWEETHEART_BUST.png]]&lt;br /&gt;
|[[Sweetheart Bust]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| -30&lt;br /&gt;
| 0&lt;br /&gt;
| 75&lt;br /&gt;
| Headspace&lt;br /&gt;
| A bust of Sweetheart. It's really heavy.&lt;br /&gt;
Like really, really heavy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASEBALL_BAT.png]]&lt;br /&gt;
|[[Baseball Bat]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Aubrey's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAIL_BAT.png]]&lt;br /&gt;
|[[Nail Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Aubrey's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
More dangerous than a Steak Knife.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Kel]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUBBER_BALL.png]]&lt;br /&gt;
|[[Rubber Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Playground-tested, child-approved.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:METEOR_BALL.png]]&lt;br /&gt;
|[[Meteor Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A literal meteor! What are the chances?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLOOD_ORANGE.png]]&lt;br /&gt;
|[[Blood Orange]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A red orange.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JACK.png]]&lt;br /&gt;
|[[Jack]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| -6&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| “Please, call me Jack.&amp;lt;br&amp;gt;&lt;br /&gt;
O’ Lantern is my father's name.” - Jack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BEACH_BALL.png]]&lt;br /&gt;
|[[Beach Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Fun in the sun for everyone!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COCONUT.png]]&lt;br /&gt;
|[[Coconut]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Brown, furry, and full of juice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GLOBE.png]]&lt;br /&gt;
|[[Globe]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Headspace&lt;br /&gt;
| The Earth, but smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
It's a little hard to dribble...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CHICKEN_BALL.png]]&lt;br /&gt;
|[[Chicken Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A Chicken Ball. What else would it be?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNOWBALL.png]]&lt;br /&gt;
|[[Snowball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It is cold because it is made of snow.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Kel's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball (real world)]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Kel's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly effective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Hero]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SPATULA.png]]&lt;br /&gt;
|[[Spatula]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Good for flipping burgers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ROLLING_PIN.png]]&lt;br /&gt;
|[[Rolling Pin]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Unused&lt;br /&gt;
| The most efficient way to roll dough.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TEAPOT.png]]&lt;br /&gt;
|[[Teapot]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Equipped with a handle and spout.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FRYING_PAN.png]]&lt;br /&gt;
|[[Frying Pan]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Less effective than a microwave.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more heart in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLENDER.png]]&lt;br /&gt;
|[[Blender]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Turns any solid into a liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAKING_PAN.png]]&lt;br /&gt;
|[[Baking Pan]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Hot when it comes out of the oven.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TENDERIZER.png]]&lt;br /&gt;
|[[Tenderizer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| The most dangerous tool in the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LOL_SWORD.png]]&lt;br /&gt;
|[[LOL Sword]]&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| xD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OL'_RELIABLE.png]]&lt;br /&gt;
|[[Ol' Reliable]]&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| HERO's ultimate weapon. Snacks will&lt;br /&gt;
restore more heart and juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHUCKER.png]]&lt;br /&gt;
|[[Shucker]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Good for opening Mussels.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FIST.png]]&lt;br /&gt;
|[[Fist]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Gets the job done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Weapons&amp;diff=12723</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Weapons&amp;diff=12723"/>
		<updated>2023-01-23T12:37:27Z</updated>

		<summary type="html">&lt;p&gt;Meme: separated weapons based on user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are equippable items that [[Omori]] and his friends use to attack. Unless they are using specific charms or skills that boost hit rating, it's impossible to hit any target without the use of weapons. Each character can only equip weapons assigned to them, being knives for Omori, toys for [[Aubrey]], balls for [[Kel]], and kitchenware for [[Hero]].&amp;lt;br&amp;gt;Below is a list containing all weapons in the game, a more concise list can be found in [[:Category:Weapons]].&lt;br /&gt;
&lt;br /&gt;
== [[Omori]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Shiny Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see your reflection in the blade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| A pretty sharp knife.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s been used a few times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DULL_KNIFE.png]]&lt;br /&gt;
|[[Dull Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Worn and harder to use.&amp;lt;br&amp;gt;&lt;br /&gt;
You can no longer see your reflection.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUSTY_KNIFE.png]]&lt;br /&gt;
|[[Rusty Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 100&lt;br /&gt;
| Turning a bit brown.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s not what it used to be...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Red Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 100&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see something in the blade.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Sunny]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FLY_SWATTER.png]]&lt;br /&gt;
|[[Fly Swatter]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| You can slap flies with it, but that's&amp;lt;br&amp;gt;&lt;br /&gt;
about it... &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Steak Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| Good for cutting meat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HANDS.png]]&lt;br /&gt;
|[[Hands]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| These are all you have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shattered violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broken violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VIOLIN.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Cannot be destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Aubrey]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:STUFFED_TOY.png]]&lt;br /&gt;
|[[Stuffed Toy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| &amp;quot;MR. PLANTEGG&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Makes a weird noise when you punch it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COMET_HAMMER.png]]&lt;br /&gt;
|[[Comet Hammer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A hammer made from meteors!&amp;lt;br&amp;gt;&lt;br /&gt;
What a lucky find!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BODY_PILLOW.png]]&lt;br /&gt;
|[[Body Pillow]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Life-sized and huggable, yet suspicious.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:POOL_NOODLE.png]]&lt;br /&gt;
|[[Pool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It’s completely useless.&amp;lt;br&amp;gt;&lt;br /&gt;
Who invented this, anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COOL_NOODLE.png]]&lt;br /&gt;
|[[Cool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It's Pool Noodle... but cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HERO'S_TROPHY.png]]&lt;br /&gt;
|[[Hero's Trophy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Unused&lt;br /&gt;
| Hero's most prized possession.&amp;lt;br&amp;gt;&lt;br /&gt;
Inflicts sad on Hero.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MAILBOX.png]]&lt;br /&gt;
|[[Mailbox]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| You got mail... box.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAGUETTE.png]]&lt;br /&gt;
|[[Baguette]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Unused&lt;br /&gt;
| Made of bread.&amp;lt;br&amp;gt;&lt;br /&gt;
It's harder than it looks...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SWEETHEART_BUST.png]]&lt;br /&gt;
|[[Sweetheart Bust]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| -30&lt;br /&gt;
| 0&lt;br /&gt;
| 75&lt;br /&gt;
| Headspace&lt;br /&gt;
| A bust of Sweetheart. It's really heavy.&lt;br /&gt;
Like really, really heavy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASEBALL_BAT.png]]&lt;br /&gt;
|[[Baseball Bat]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Aubrey's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAIL_BAT.png]]&lt;br /&gt;
|[[Nail Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Aubrey's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
More dangerous than a Steak Knife.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Kel]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUBBER_BALL.png]]&lt;br /&gt;
|[[Rubber Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Playground-tested, child-approved.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:METEOR_BALL.png]]&lt;br /&gt;
|[[Meteor Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A literal meteor! What are the chances?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLOOD_ORANGE.png]]&lt;br /&gt;
|[[Blood Orange]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A red orange.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JACK.png]]&lt;br /&gt;
|[[Jack]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| -6&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| “Please, call me Jack.&amp;lt;br&amp;gt;&lt;br /&gt;
O’ Lantern is my father's name.” - Jack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BEACH_BALL.png]]&lt;br /&gt;
|[[Beach Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Fun in the sun for everyone!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COCONUT.png]]&lt;br /&gt;
|[[Coconut]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Brown, furry, and full of juice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GLOBE.png]]&lt;br /&gt;
|[[Globe]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| Headspace&lt;br /&gt;
| The Earth, but smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
It's a little hard to dribble...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CHICKEN_BALL.png]]&lt;br /&gt;
|[[Chicken Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| A Chicken Ball. What else would it be?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNOWBALL.png]]&lt;br /&gt;
|[[Snowball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| It is cold because it is made of snow.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Kel's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball (real world)]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Kel's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly effective.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Hero]] ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Location&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SPATULA.png]]&lt;br /&gt;
|[[Spatula]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Good for flipping burgers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ROLLING_PIN.png]]&lt;br /&gt;
|[[Rolling Pin]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| The most efficient way to roll dough.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TEAPOT.png]]&lt;br /&gt;
|[[Teapot]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Equipped with a handle and spout.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FRYING_PAN.png]]&lt;br /&gt;
|[[Frying Pan]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Less effective than a microwave.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more heart in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLENDER.png]]&lt;br /&gt;
|[[Blender]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Turns any solid into a liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAKING_PAN.png]]&lt;br /&gt;
|[[Baking Pan]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Hot when it comes out of the oven.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TENDERIZER.png]]&lt;br /&gt;
|[[Tenderizer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| The most dangerous tool in the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LOL_SWORD.png]]&lt;br /&gt;
|[[LOL Sword]]&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| xD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OL'_RELIABLE.png]]&lt;br /&gt;
|[[Ol' Reliable]]&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| HERO's ultimate weapon. Snacks will&lt;br /&gt;
restore more heart and juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHUCKER.png]]&lt;br /&gt;
|[[Shucker]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| Headspace&lt;br /&gt;
| Good for opening Mussels.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FIST.png]]&lt;br /&gt;
|[[Fist]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
| Faraway&lt;br /&gt;
| Gets the job done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Weapons&amp;diff=12722</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Weapons&amp;diff=12722"/>
		<updated>2023-01-23T12:23:49Z</updated>

		<summary type="html">&lt;p&gt;Meme: fixed missing stat of shucker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are equippable items that [[Omori]] and his friends use to attack. Unless they are using specific charms or skills that boost hit rating, it's impossible to hit any target without the use of weapons. Each character can only equip weapons assigned to them, being knives for Omori, toys for [[Aubrey]], balls for [[Kel]], and kitchenware for [[Hero]].&amp;lt;br&amp;gt;Below is a list containing all weapons in the game, a more concise list can be found in [[:Category:Weapons]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! User&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Shiny Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Omori]]&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see your reflection in the blade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Omori]]&lt;br /&gt;
| A pretty sharp knife.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s been used a few times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DULL_KNIFE.png]]&lt;br /&gt;
|[[Dull Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
|[[Omori]]&lt;br /&gt;
| Worn and harder to use.&amp;lt;br&amp;gt;&lt;br /&gt;
You can no longer see your reflection.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUSTY_KNIFE.png]]&lt;br /&gt;
|[[Rusty Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 100&lt;br /&gt;
|[[Omori]]&lt;br /&gt;
| Turning a bit brown.&amp;lt;br&amp;gt;&lt;br /&gt;
It’s not what it used to be...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHINY_KNIFE.png]]&lt;br /&gt;
|[[Red Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 100&lt;br /&gt;
|[[Omori]]&lt;br /&gt;
| A shiny new knife.&amp;lt;br&amp;gt;&lt;br /&gt;
You can see something in the blade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FLY_SWATTER.png]]&lt;br /&gt;
|[[Fly Swatter]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| You can slap flies with it, but that's&amp;lt;br&amp;gt;&lt;br /&gt;
about it... &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KNIFE_WEAPON.png]]&lt;br /&gt;
|[[Steak Knife]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| Good for cutting meat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HANDS.png]]&lt;br /&gt;
|[[Hands]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| These are all you have.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Shattered violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broken violin.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| Cannot be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:VIOLIN.png]]&lt;br /&gt;
|[[Violin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
| Cannot be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:STUFFED_TOY.png]]&lt;br /&gt;
|[[Stuffed Toy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| &amp;quot;MR. PLANTEGG&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Makes a weird noise when you punch it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COMET_HAMMER.png]]&lt;br /&gt;
|[[Comet Hammer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| A hammer made from meteors!&amp;lt;br&amp;gt;&lt;br /&gt;
What a lucky find!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BODY_PILLOW.png]]&lt;br /&gt;
|[[Body Pillow]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| Life-sized and huggable, yet suspicious.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:POOL_NOODLE.png]]&lt;br /&gt;
|[[Pool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| -5&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| It’s completely useless.&amp;lt;br&amp;gt;&lt;br /&gt;
Who invented this, anyway?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COOL_NOODLE.png]]&lt;br /&gt;
|[[Cool Noodle]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| It's Pool Noodle... but cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HERO'S_TROPHY.png]]&lt;br /&gt;
|[[Hero's Trophy]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| Hero's most prized possession.&amp;lt;br&amp;gt;&lt;br /&gt;
Inflicts sad on Hero.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MAILBOX.png]]&lt;br /&gt;
|[[Mailbox]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| You got mail... box.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAGUETTE.png]]&lt;br /&gt;
|[[Baguette]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| Made of bread.&amp;lt;br&amp;gt;&lt;br /&gt;
It's harder than it looks...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SWEETHEART_BUST.png]]&lt;br /&gt;
|[[Sweetheart Bust]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| -30&lt;br /&gt;
| 0&lt;br /&gt;
| 75&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| A bust of Sweetheart. It's really heavy.&lt;br /&gt;
Like really, really heavy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASEBALL_BAT.png]]&lt;br /&gt;
|[[Baseball Bat]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| Aubrey's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAIL_BAT.png]]&lt;br /&gt;
|[[Nail Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
|[[Aubrey]]&lt;br /&gt;
| Aubrey's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
More dangerous than a Steak Knife.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RUBBER_BALL.png]]&lt;br /&gt;
|[[Rubber Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| Playground-tested, child-approved.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:METEOR_BALL.png]]&lt;br /&gt;
|[[Meteor Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| A literal meteor! What are the chances?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLOOD_ORANGE.png]]&lt;br /&gt;
|[[Blood Orange]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| A red orange.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JACK.png]]&lt;br /&gt;
|[[Jack]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| -6&lt;br /&gt;
| 0&lt;br /&gt;
| -6&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| “Please, call me Jack.&amp;lt;br&amp;gt;&lt;br /&gt;
O’ Lantern is my father's name.” - Jack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BEACH_BALL.png]]&lt;br /&gt;
|[[Beach Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| Fun in the sun for everyone!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:COCONUT.png]]&lt;br /&gt;
|[[Coconut]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| Brown, furry, and full of juice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GLOBE.png]]&lt;br /&gt;
|[[Globe]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| The Earth, but smaller.&amp;lt;br&amp;gt;&lt;br /&gt;
It's a little hard to dribble...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CHICKEN_BALL.png]]&lt;br /&gt;
|[[Chicken Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| A Chicken Ball. What else would it be?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNOWBALL.png]]&lt;br /&gt;
|[[Snowball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| It is cold because it is made of snow.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 15&lt;br /&gt;
| 100&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| Kel's ultimate weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BASKETBALL.png]]&lt;br /&gt;
|[[Basketball (real world)]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
|[[Kel]]&lt;br /&gt;
| Kel's weapon of choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Surprisingly effective.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SPATULA.png]]&lt;br /&gt;
|[[Spatula]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Good for flipping burgers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ROLLING_PIN.png]]&lt;br /&gt;
|[[Rolling Pin]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| The most efficient way to roll dough.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TEAPOT.png]]&lt;br /&gt;
|[[Teapot]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Equipped with a handle and spout.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FRYING_PAN.png]]&lt;br /&gt;
|[[Frying Pan]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Less effective than a microwave.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more heart in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BLENDER.png]]&lt;br /&gt;
|[[Blender]]&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Turns any solid into a liquid.&amp;lt;br&amp;gt;&lt;br /&gt;
Snacks will restore more juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:BAKING_PAN.png]]&lt;br /&gt;
|[[Baking Pan]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Hot when it comes out of the oven.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TENDERIZER.png]]&lt;br /&gt;
|[[Tenderizer]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| The most dangerous tool in the kitchen.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LOL_SWORD.png]]&lt;br /&gt;
|[[LOL Sword]]&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| xD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OL'_RELIABLE.png]]&lt;br /&gt;
|[[Ol' Reliable]]&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| HERO's ultimate weapon. Snacks will&lt;br /&gt;
restore more heart and juice in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SHUCKER.png]]&lt;br /&gt;
|[[Shucker]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Good for opening Mussels.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FIST.png]]&lt;br /&gt;
|[[Fist]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 95&lt;br /&gt;
|[[Hero]]&lt;br /&gt;
| Gets the job done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Shucker&amp;diff=12721</id>
		<title>Shucker</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Shucker&amp;diff=12721"/>
		<updated>2023-01-23T12:23:06Z</updated>

		<summary type="html">&lt;p&gt;Meme: fixed missing stat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox Items&lt;br /&gt;
|image     = SHUCKER.png&lt;br /&gt;
|user      = [[Hero]]&lt;br /&gt;
|location  = &lt;br /&gt;
|sells for =&lt;br /&gt;
|enemy     =&lt;br /&gt;
|heart     = 0&lt;br /&gt;
|juice     = 0&lt;br /&gt;
|attack    = 10&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 0&lt;br /&gt;
|luck      = 0&lt;br /&gt;
|hit  = 100&lt;br /&gt;
|quests    =&lt;br /&gt;
}}&lt;br /&gt;
The '''Shucker''' is a [[Weapons|weapon]] in ''[[OMORI (Game)|OMORI]]''.&lt;br /&gt;
&lt;br /&gt;
When equipped, [[Hero]] will do ten times as much damage as usual to [[Mussel]]s.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Good for opening mussels.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Obtained in the Construction Site in [[Underwater Highway]], right at the earliest entrance, guarded by a Mussel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Shucker.jpg|The location of the watermelon containing the Shucker, its the blue one.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Charms&amp;diff=12711</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Charms&amp;diff=12711"/>
		<updated>2023-01-19T19:02:10Z</updated>

		<summary type="html">&lt;p&gt;Meme: fixed flower crown desc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Charms''' are equipable items that any party member can equip, boosts stats and/or apply emotions to the user at the start of a battle.&amp;lt;br&amp;gt;Below is a list containing all charms in the game, a more concise list can be found in [[:Category:Charms]].&lt;br /&gt;
&lt;br /&gt;
== Headspace charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake gold watch.png]]&lt;br /&gt;
|[[&amp;quot;Gold&amp;quot; Watch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Most definitely-probably-not-really&amp;lt;br&amp;gt;made of gold. Useless in battle.&amp;lt;br&amp;gt;Can be sold for a 1000 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3D_glasses.png]]&lt;br /&gt;
|[[3D Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Now has one more D than 2D glasses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3_leaf_clover.png]]&lt;br /&gt;
|[[3-leaf Clover]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|Just a regular clover.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:4_leaf_clover.png]]&lt;br /&gt;
|[[4-leaf Clover]]&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|If you find one, it’s supposed to make you lucky!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:5_leaf_clover.png]]&lt;br /&gt;
|[[5-leaf Clover]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2 + (1 for each point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
|Is it even a clover at this point?&amp;lt;br&amp;gt;luck increases with more energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png]]&lt;br /&gt;
|[[Appendix]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Backpack.png]]&lt;br /&gt;
|[[Backpack]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A convenient storage device.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baseball_cap.png]]&lt;br /&gt;
|[[Baseball Cap]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A mystical hat dating back to 199X.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binoculars.png]]&lt;br /&gt;
|[[Binoculars]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200%&lt;br /&gt;
|Two noculars. Noculars x2.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blanket.png]]&lt;br /&gt;
|[[Blanket]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Soft, fluffy, and protects you from monsters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Book.png]]&lt;br /&gt;
|[[Book]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Contains a wealth of knowledge within it.&amp;lt;br&amp;gt;Wearer gains 50% more exp in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bow_tie.png]]&lt;br /&gt;
|[[Bow Tie]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A simple and elegant bow.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bracelet.png]]&lt;br /&gt;
|[[Bracelet]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A simple bracelet.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Breadphones.png]]&lt;br /&gt;
|[[Breadphones]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Two rolls of bread.&amp;lt;br&amp;gt;[[Life jam]] will now heal to full heart. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bubble_wrap.png]]&lt;br /&gt;
|[[Bubble Wrap]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Therapeutic packaging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bunny ears.png]]&lt;br /&gt;
|[[Bunny Ears]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Helps you hear better.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cat_ears.png]]&lt;br /&gt;
|[[Cat Ears]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Gives you catlike reflexes!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cellphone.png]]&lt;br /&gt;
|[[Cellphone]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Absolutely indestructible.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Clam coin.png]]&lt;br /&gt;
|[[Clam Coin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Said to bring great wealth and fortune!&amp;lt;br&amp;gt;Doubles the amount of clams received from battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cool glasses.png]]&lt;br /&gt;
|[[Cool Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Even cooler when worn indoors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cough mask.png]]&lt;br /&gt;
|[[Cough Mask]]&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|Keeps germs close to your face.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Daisy.png]]&lt;br /&gt;
|[[Daisy (charm)|Daisy]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A daisy from [[Daisy]].&amp;lt;br&amp;gt;Wearer start the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye patch.png]]&lt;br /&gt;
|[[Eye Patch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -25%&lt;br /&gt;
|The first step to becoming a pirate.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Faux tail.png]]&lt;br /&gt;
|[[Faux Tail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Not a real tail.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fedora.png]]&lt;br /&gt;
|[[Fedora]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|[[Mr. Jawsum]] pulls it off.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Finger.png]]&lt;br /&gt;
|[[Finger]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A dismembered finger. Still fresh.&amp;lt;br&amp;gt;Wearer start the battle angry.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fox tail.png]]&lt;br /&gt;
|[[Fox Tail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5 + (3 for each 1 point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A real fox tail!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Friendship bracelet.png]]&lt;br /&gt;
|[[Friendship Bracelet]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A bracelet that embodies friendship.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nerdy glasses.png]]&lt;br /&gt;
|[[Nerdy Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200%&lt;br /&gt;
|Automatically makes you look smarter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gold watch.png]]&lt;br /&gt;
|[[Gold Watch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Definitely 100% gold. You can tell by the weight.&amp;lt;br&amp;gt; Can be sold for 5000 clams&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hard hat.png]]&lt;br /&gt;
|[[Hard Hat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|More difficult than an easy hat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headband.png]]&lt;br /&gt;
|[[Headband]]&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Used to keep the hair out of your face.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart string.png]]&lt;br /&gt;
|[[Heart String]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Fragile. Treat well.&amp;lt;br&amp;gt; Wearer start happy in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:High heels.png]]&lt;br /&gt;
|[[High Heels]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| -10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Makes you taller! [[Kel]] would probably like these.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Homework.png]]&lt;br /&gt;
|[[Homework]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|The bane of every child's existence.&amp;lt;br&amp;gt;Wearer starts the battle sad.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inner tube.png]]&lt;br /&gt;
|[[Inner Tube]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2 + (1 for each point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Makes swimming easier, yet harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magical bean.png]]&lt;br /&gt;
|[[Magical Bean]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Wearer starts battle with a random emotion.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Onion ring.png]]&lt;br /&gt;
|[[Onion Ring]]&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Just one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paper bag.png]]&lt;br /&gt;
|[[Paper Bag]]&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Wear it over your head.&amp;lt;br&amp;gt;Prevents emotions.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hector.png]]&lt;br /&gt;
|[[Hector]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Can talk, but is very shy.&amp;lt;br&amp;gt;He is a good friend.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pretty bow.png]]&lt;br /&gt;
|[[Pretty Bow]]&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A polkadot bow. Too flashy for your taste.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punching bag.png]]&lt;br /&gt;
|[[Punching Bag]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Has a picture of Kel on it.&amp;lt;br&amp;gt;Wearer starts angry in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rabbit foot.png]]&lt;br /&gt;
|[[Rabbit Foot]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|A little yucky, but keeps you lucky.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red ribbon.png]]&lt;br /&gt;
|[[Red Ribbon]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1 + (2 for each point of energy)&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A pretty red ribbon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deep poetry book.png]]&lt;br /&gt;
|[[Deep Poetry Book]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Touches the soul deeply.&amp;lt;br&amp;gt;Wearer starts sad in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rubber duck.png]]&lt;br /&gt;
|[[Rubber Duck]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A cute rubber duck. Doesn’t like you very much.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sales tag.png]]&lt;br /&gt;
|[[Sales Tag]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Who can resist a sale?&amp;lt;br&amp;gt;Reduces cost of the first skill used in battle by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seer googles.png]]&lt;br /&gt;
|[[Seer Goggles]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|Goggles that know everything.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Top hat.png]]&lt;br /&gt;
|[[Top Hat]]&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
|Hope it's not haunted...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hector.png]]&lt;br /&gt;
|[[Hector Jr.]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 for each point of energy&lt;br /&gt;
| 0&lt;br /&gt;
|Can talk, but is very shy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wedding ring.png]]&lt;br /&gt;
|[[Wedding Ring]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|Ruthlessly discarded by [[Sweetheart]].&amp;lt;br&amp;gt;Wearer starts the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wishbone.png]]&lt;br /&gt;
|[[Wishbone]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
|For all your wish-making needs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Veggie kid.png]]&lt;br /&gt;
|[[Veggie Kid (charm)|Veggie Kid]]&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A young vegetable.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Watering pail.png]]&lt;br /&gt;
|[[Watering Pail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of spring.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sunscreen.png]]&lt;br /&gt;
|[[Sunscreen]]&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of summer.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rake.png]]&lt;br /&gt;
|[[Rake]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of fall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Scarf.png]]&lt;br /&gt;
|[[Scarf]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of winter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cotton ball.png]]&lt;br /&gt;
|[[Cotton Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A fluffy ball of cotton.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flashlight.png]]&lt;br /&gt;
|[[Flashlight]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Brightens up a room.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Remote.png]]&lt;br /&gt;
|[[Universal Remote]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|Can change the universe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chef_hat.png]]&lt;br /&gt;
|[[Chef's Hat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|The pride of every chef.&amp;lt;br&amp;gt;Restores 5% juice every turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Remote.png]]&lt;br /&gt;
|[[TV Remote]]&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Changes channels on the TV.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Contract.png]]&lt;br /&gt;
|[[Contract]]&lt;br /&gt;
| -80%&lt;br /&gt;
| -80%&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
|A powerful piece of paper.&amp;lt;br&amp;gt;Trades heart and juice for other stats.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower crown.png]]&lt;br /&gt;
|[[Flower Crown]]&lt;br /&gt;
| 100&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A precious gift made by [[Basil]].&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abbi_eye.png]]&lt;br /&gt;
|[[Abbi's Eye]]&lt;br /&gt;
| -90%&lt;br /&gt;
| -99%&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 100%&lt;br /&gt;
|[[Abbi|Abbi's]] remains.&amp;lt;br&amp;gt;Predicts who a foe will target at the start of battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tulip hairstick.png]]&lt;br /&gt;
|[[Tulip Hairstick]]&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Plain, simple, and bulbous.&amp;lt;br&amp;gt;Wearer gains 50% more exp.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gladiolus hairband.png]]&lt;br /&gt;
|[[Gladiolus Hairband]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100%&lt;br /&gt;
|Represents strength of character.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cactus hairclip.png]]&lt;br /&gt;
|[[Cactus Hairclip]]&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A very sturdy and resilient plant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rose hairclip.png]]&lt;br /&gt;
|[[Rose Hairclip]]&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 100%&lt;br /&gt;
|Versatile and universally loved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faraway Town charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Red Hand]]&lt;br /&gt;
|Red, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Green Hand]]&lt;br /&gt;
|Green, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Purple Hand]]&lt;br /&gt;
|Purple, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Purple Ball]]&lt;br /&gt;
|A bouncy purple ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Pink Ball]]&lt;br /&gt;
|A bouncy pink ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Green Ball]]&lt;br /&gt;
|A bouncy green ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Green Slinky]]&lt;br /&gt;
|A green springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Blue Slinky]]&lt;br /&gt;
|A blue springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Yellow Slinky]]&lt;br /&gt;
|A yellow springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Yellow Keychain]]&lt;br /&gt;
|A portable yellow cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Green Keychain]]&lt;br /&gt;
|A portable green cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Pink Keychain]]&lt;br /&gt;
|A portable pink cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chimera keychain.png]]&lt;br /&gt;
|[[Chimera Keychain]]&lt;br /&gt;
|A portable... cat?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pet rock.png]]&lt;br /&gt;
|[[Pet Rock]]&lt;br /&gt;
|The most loyal rock.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower clip.png]]&lt;br /&gt;
|[[Flower Clip (real world)]]&lt;br /&gt;
|A flower on a clip.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red headband.png]]&lt;br /&gt;
|[[Red Headband]]&lt;br /&gt;
|A headband that is red.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:orange headband.png]]&lt;br /&gt;
|[[Orange Headband]]&lt;br /&gt;
|A headband that is orange.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cool glasses.png]]&lt;br /&gt;
|[[Cool Glasses (real world)]]&lt;br /&gt;
|Even cooler when worn indoors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seashell necklace.png]]&lt;br /&gt;
|[[Seashell Necklace (unused)]]&lt;br /&gt;
|You can almost feel the sea breeze.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seashell necklace.png]]&lt;br /&gt;
|[[Seashell Necklace]]&lt;br /&gt;
|To help you remember your friends...&amp;lt;br&amp;gt;Increase heart and juice by 25 and defense by 5.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gold watch.png]]&lt;br /&gt;
|[[Gold Watch (real world)]]&lt;br /&gt;
|A shiny item for your wrist.&amp;lt;br&amp;gt;Can be sold for 200$.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake gold watch.png]]&lt;br /&gt;
|[[&amp;quot;Gold&amp;quot; Watch (real world)]]&lt;br /&gt;
|Is this even real gold?&amp;lt;br&amp;gt;Can be sold for 20$.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fedora.png]]&lt;br /&gt;
|[[Fedora (real world)]]&lt;br /&gt;
|Goes on your head, but it shouldn't.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rabbit_foot.png]]&lt;br /&gt;
|[[Rabbit Foot (real world)]]&lt;br /&gt;
|No rabbits were harmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Teddy bear.png]]&lt;br /&gt;
|[[Teddy Bear (real world)]]&lt;br /&gt;
|Better when you hug it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock cap.png]]&lt;br /&gt;
|[[&amp;quot;You rock&amp;quot; Cap]]&lt;br /&gt;
|A prestigious cap bestowed upon the&amp;lt;br&amp;gt;pet rock champion. 100% cotton.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pinwheel.png]]&lt;br /&gt;
|[[Pinwheel]]&lt;br /&gt;
|Prettier in the wind.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paint brush.png]]&lt;br /&gt;
|[[Paint Brush]]&lt;br /&gt;
|Feels cool to carry around.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bottlecap.png]]&lt;br /&gt;
|[[Cool Bottlecap]]&lt;br /&gt;
|Rare and vintage. Mildly shiny.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pet rock.png]]&lt;br /&gt;
|[[Kel's Pet Rock]]&lt;br /&gt;
|Kel's best friend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unused Headspace charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baby_chicken.png]]&lt;br /&gt;
|[[Baby Chicken]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|You can't be sad while holding a baby chicken.&amp;lt;br&amp;gt;Wearer starts happy in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bottlecap.png]]&lt;br /&gt;
|[[Bottle Cap]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Pretty neat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cactus.png]]&lt;br /&gt;
|[[Cactus]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Spiky on the outside, soft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower clip.png]]&lt;br /&gt;
|[[Flower Clip]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A nice gift. Wearer starts the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lucky token.png]]&lt;br /&gt;
|[[Lucky Token]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|Prevents toast if wearer has more than 1 heart.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Monocle.png]]&lt;br /&gt;
|[[Monocle]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1%&lt;br /&gt;
|Designed for the rich and people with one eye.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mustache.png]]&lt;br /&gt;
|[[Mustache]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|The pride of every gentleman.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oven mitts.png]]&lt;br /&gt;
|[[Oven Mitts]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Fashionable and practical.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Albeit unlisted, there are unused dream world variants of the &amp;quot;teddy bear&amp;quot;, which likely got remade for the [[Teddy Bear]] needed for the quest &amp;quot;[[A good listener]]&amp;quot;, and a &amp;quot;pet rock&amp;quot;, both marked as &amp;quot;DELETE&amp;quot;.&lt;br /&gt;
*There are two seashell necklaces, the one used in game (the one with stats) seems to be originally intended to be for the dream world, yet it's used only in the real world, this may be unintended, this is also the only charm with stats used in the real world.&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Abbi%27s_Eye&amp;diff=12710</id>
		<title>Abbi's Eye</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Abbi%27s_Eye&amp;diff=12710"/>
		<updated>2023-01-19T15:21:54Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Items&lt;br /&gt;
|image     = Abbi eye.png&lt;br /&gt;
|heart     = -90%&lt;br /&gt;
|juice     = -99%&lt;br /&gt;
|attack    = 40&lt;br /&gt;
|defense   = 0&lt;br /&gt;
|speed     = 40&lt;br /&gt;
|luck      = 40&lt;br /&gt;
|hit  = 100%&lt;br /&gt;
}}'''{{PAGENAME}}''' is a [[Charms|charm]] in ''[[OMORI (Game)|OMORI]]''. When equipped, the user will always cast Observe at the end of their turn, allowing characters other than [[Omori]] to predict what enemies will do.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[Abbi]]'s remains. Predicts who a foe&amp;lt;br&amp;gt;&lt;br /&gt;
will target at the start of battle.&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
After defeating [[Abbi (Enemy)|Abbi]], refuse her pleas for mercy and kill her.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SS Location Abbis eye.png|Location of Abbi's eye, floating after she is defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*It is generally recommended to spare Abbi instead of killing her. Abbi's Eye is a very situational accessory, the ultimate weapons and accessories given by her tentacles as a reward for sparing her are overall much more useful and less situational.&lt;br /&gt;
*Prior to 1.0.8, equipping this Charm onto Omori would make render him functionally invincible due to [[Battle_system#Plot_armor|quirks in how Omori's 'plot armor' hit was calculated.]]&lt;br /&gt;
[[Category:Charms]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Charms&amp;diff=12709</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Charms&amp;diff=12709"/>
		<updated>2023-01-19T14:57:28Z</updated>

		<summary type="html">&lt;p&gt;Meme: separated unused charms into another table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Charms''' are equipable items that any party member can equip, boosts stats and/or apply emotions to the user at the start of a battle.&amp;lt;br&amp;gt;Below is a list containing all charms in the game, a more concise list can be found in [[:Category:Charms]].&lt;br /&gt;
&lt;br /&gt;
== Headspace charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake gold watch.png]]&lt;br /&gt;
|[[&amp;quot;Gold&amp;quot; Watch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Most definitely-probably-not-really&amp;lt;br&amp;gt;made of gold. Useless in battle.&amp;lt;br&amp;gt;Can be sold for a 1000 clams.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3D_glasses.png]]&lt;br /&gt;
|[[3D Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Now has one more D than 2D glasses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3_leaf_clover.png]]&lt;br /&gt;
|[[3-leaf Clover]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|Just a regular clover.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:4_leaf_clover.png]]&lt;br /&gt;
|[[4-leaf Clover]]&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|If you find one, it’s supposed to make you lucky!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:5_leaf_clover.png]]&lt;br /&gt;
|[[5-leaf Clover]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2 + (1 for each point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
|Is it even a clover at this point?&amp;lt;br&amp;gt;luck increases with more energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png]]&lt;br /&gt;
|[[Appendix]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Backpack.png]]&lt;br /&gt;
|[[Backpack]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A convenient storage device.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baseball_cap.png]]&lt;br /&gt;
|[[Baseball Cap]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A mystical hat dating back to 199X.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Binoculars.png]]&lt;br /&gt;
|[[Binoculars]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200%&lt;br /&gt;
|Two noculars. Noculars x2.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blanket.png]]&lt;br /&gt;
|[[Blanket]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Soft, fluffy, and protects you from monsters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Book.png]]&lt;br /&gt;
|[[Book]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Contains a wealth of knowledge within it.&amp;lt;br&amp;gt;Wearer gains 50% more exp in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bow_tie.png]]&lt;br /&gt;
|[[Bow Tie]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A simple and elegant bow.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bracelet.png]]&lt;br /&gt;
|[[Bracelet]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A simple bracelet.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Breadphones.png]]&lt;br /&gt;
|[[Breadphones]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Two rolls of bread.&amp;lt;br&amp;gt;[[Life jam]] will now heal to full heart. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bubble_wrap.png]]&lt;br /&gt;
|[[Bubble Wrap]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Therapeutic packaging.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bunny ears.png]]&lt;br /&gt;
|[[Bunny Ears]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Helps you hear better.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cat_ears.png]]&lt;br /&gt;
|[[Cat Ears]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Gives you catlike reflexes!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cellphone.png]]&lt;br /&gt;
|[[Cellphone]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Absolutely indestructible.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Clam coin.png]]&lt;br /&gt;
|[[Clam Coin]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Said to bring great wealth and fortune!&amp;lt;br&amp;gt;Doubles the amount of clams received from battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cool glasses.png]]&lt;br /&gt;
|[[Cool Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Even cooler when worn indoors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cough mask.png]]&lt;br /&gt;
|[[Cough Mask]]&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|Keeps germs close to your face.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Daisy.png]]&lt;br /&gt;
|[[Daisy (charm)|Daisy]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A daisy from [[Daisy]].&amp;lt;br&amp;gt;Wearer start the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye patch.png]]&lt;br /&gt;
|[[Eye Patch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -25%&lt;br /&gt;
|The first step to becoming a pirate.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Faux tail.png]]&lt;br /&gt;
|[[Faux Tail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Not a real tail.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fedora.png]]&lt;br /&gt;
|[[Fedora]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|[[Mr. Jawsum]] pulls it off.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Finger.png]]&lt;br /&gt;
|[[Finger]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A dismembered finger. Still fresh.&amp;lt;br&amp;gt;Wearer start the battle angry.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fox tail.png]]&lt;br /&gt;
|[[Fox Tail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5 + (3 for each 1 point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A real fox tail!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Friendship bracelet.png]]&lt;br /&gt;
|[[Friendship Bracelet]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A bracelet that embodies friendship.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Nerdy glasses.png]]&lt;br /&gt;
|[[Nerdy Glasses]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 200%&lt;br /&gt;
|Automatically makes you look smarter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gold watch.png]]&lt;br /&gt;
|[[Gold Watch]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Definitely 100% gold. You can tell by the weight.&amp;lt;br&amp;gt; Can be sold for 5000 clams&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hard hat.png]]&lt;br /&gt;
|[[Hard Hat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|More difficult than an easy hat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headband.png]]&lt;br /&gt;
|[[Headband]]&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Used to keep the hair out of your face.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart string.png]]&lt;br /&gt;
|[[Heart String]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Fragile. Treat well.&amp;lt;br&amp;gt; Wearer start happy in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:High heels.png]]&lt;br /&gt;
|[[High Heels]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| -10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Makes you taller! [[Kel]] would probably like these.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Homework.png]]&lt;br /&gt;
|[[Homework]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|The bane of every child's existence.&amp;lt;br&amp;gt;Wearer starts the battle sad.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Inner tube.png]]&lt;br /&gt;
|[[Inner Tube]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2 + (1 for each point of energy)&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Makes swimming easier, yet harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Magical bean.png]]&lt;br /&gt;
|[[Magical Bean]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Wearer starts battle with a random emotion.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Onion ring.png]]&lt;br /&gt;
|[[Onion Ring]]&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Just one.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paper bag.png]]&lt;br /&gt;
|[[Paper Bag]]&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Wear it over your head.&amp;lt;br&amp;gt;Prevents emotions.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hector.png]]&lt;br /&gt;
|[[Hector]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Can talk, but is very shy.&amp;lt;br&amp;gt;He is a good friend.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pretty bow.png]]&lt;br /&gt;
|[[Pretty Bow]]&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A polkadot bow. Too flashy for your taste.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punching bag.png]]&lt;br /&gt;
|[[Punching Bag]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Has a picture of Kel on it.&amp;lt;br&amp;gt;Wearer starts angry in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rabbit foot.png]]&lt;br /&gt;
|[[Rabbit Foot]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|A little yucky, but keeps you lucky.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red ribbon.png]]&lt;br /&gt;
|[[Red Ribbon]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1 + (2 for each point of energy)&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A pretty red ribbon.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deep poetry book.png]]&lt;br /&gt;
|[[Deep Poetry Book]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Touches the soul deeply.&amp;lt;br&amp;gt;Wearer starts sad in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rubber duck.png]]&lt;br /&gt;
|[[Rubber Duck]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A cute rubber duck. Doesn’t like you very much.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sales tag.png]]&lt;br /&gt;
|[[Sales Tag]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Who can resist a sale?&amp;lt;br&amp;gt;Reduces cost of the first skill used in battle by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seer googles.png]]&lt;br /&gt;
|[[Seer Goggles]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 200%&lt;br /&gt;
|Goggles that know everything.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Top hat.png]]&lt;br /&gt;
|[[Top Hat]]&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
|Hope it's not haunted...&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hector.png]]&lt;br /&gt;
|[[Hector Jr.]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 + (1 for each point of energy)&lt;br /&gt;
| 1 for each point of energy&lt;br /&gt;
| 0&lt;br /&gt;
|Can talk, but is very shy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wedding ring.png]]&lt;br /&gt;
|[[Wedding Ring]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
|Ruthlessly discarded by [[Sweetheart]].&amp;lt;br&amp;gt;Wearer starts the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wishbone.png]]&lt;br /&gt;
|[[Wishbone]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
|For all your wish-making needs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Veggie kid.png]]&lt;br /&gt;
|[[Veggie Kid (charm)|Veggie Kid]]&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A young vegetable.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Watering pail.png]]&lt;br /&gt;
|[[Watering Pail]]&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of spring.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sunscreen.png]]&lt;br /&gt;
|[[Sunscreen]]&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of summer.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rake.png]]&lt;br /&gt;
|[[Rake]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of fall.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Scarf.png]]&lt;br /&gt;
|[[Scarf]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Embodies the spirit of winter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cotton ball.png]]&lt;br /&gt;
|[[Cotton Ball]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A fluffy ball of cotton.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flashlight.png]]&lt;br /&gt;
|[[Flashlight]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Brightens up a room.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Remote.png]]&lt;br /&gt;
|[[Universal Remote]]&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|Can change the universe.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chef_hat.png]]&lt;br /&gt;
|[[Chef's Hat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|The pride of every chef.&amp;lt;br&amp;gt;Restores 5% juice every turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Remote.png]]&lt;br /&gt;
|[[TV Remote]]&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Changes channels on the TV.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Contract.png]]&lt;br /&gt;
|[[Contract]]&lt;br /&gt;
| -80%&lt;br /&gt;
| -80%&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
|A powerful piece of paper.&amp;lt;br&amp;gt;Trades heart and juice for other stats.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower crown.png]]&lt;br /&gt;
|[[Flower Crown]]&lt;br /&gt;
| 100&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A precious gift made by [[Basil]].&amp;lt;br&amp;gt;Wearer starts the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abbi_eye.png]]&lt;br /&gt;
|[[Abbi's Eye]]&lt;br /&gt;
| -90%&lt;br /&gt;
| -99%&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 100%&lt;br /&gt;
|[[Abbi|Abbi's]] remains.&amp;lt;br&amp;gt;Predicts who a foe will target at the start of battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tulip hairstick.png]]&lt;br /&gt;
|[[Tulip Hairstick]]&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Plain, simple, and bulbous.&amp;lt;br&amp;gt;Wearer gains 50% more exp.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gladiolus hairband.png]]&lt;br /&gt;
|[[Gladiolus Hairband]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100%&lt;br /&gt;
|Represents strength of character.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cactus hairclip.png]]&lt;br /&gt;
|[[Cactus Hairclip]]&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A very sturdy and resilient plant.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rose hairclip.png]]&lt;br /&gt;
|[[Rose Hairclip]]&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 100%&lt;br /&gt;
|Versatile and universally loved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Faraway Town charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Red Hand]]&lt;br /&gt;
|Red, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Green Hand]]&lt;br /&gt;
|Green, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hand.png]]&lt;br /&gt;
|[[Purple Hand]]&lt;br /&gt;
|Purple, sticky, and shaped like a hand.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Purple Ball]]&lt;br /&gt;
|A bouncy purple ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Pink Ball]]&lt;br /&gt;
|A bouncy pink ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ball.png]]&lt;br /&gt;
|[[Green Ball]]&lt;br /&gt;
|A bouncy green ball.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Green Slinky]]&lt;br /&gt;
|A green springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Blue Slinky]]&lt;br /&gt;
|A blue springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slinky.png]]&lt;br /&gt;
|[[Yellow Slinky]]&lt;br /&gt;
|A yellow springy toy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Yellow Keychain]]&lt;br /&gt;
|A portable yellow cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Green Keychain]]&lt;br /&gt;
|A portable green cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Keychain.png]]&lt;br /&gt;
|[[Pink Keychain]]&lt;br /&gt;
|A portable pink cat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chimera keychain.png]]&lt;br /&gt;
|[[Chimera Keychain]]&lt;br /&gt;
|A portable... cat?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pet rock.png]]&lt;br /&gt;
|[[Pet Rock]]&lt;br /&gt;
|The most loyal rock.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower clip.png]]&lt;br /&gt;
|[[Flower Clip (real world)]]&lt;br /&gt;
|A flower on a clip.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red headband.png]]&lt;br /&gt;
|[[Red Headband]]&lt;br /&gt;
|A headband that is red.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:orange headband.png]]&lt;br /&gt;
|[[Orange Headband]]&lt;br /&gt;
|A headband that is orange.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cool glasses.png]]&lt;br /&gt;
|[[Cool Glasses (real world)]]&lt;br /&gt;
|Even cooler when worn indoors.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seashell necklace.png]]&lt;br /&gt;
|[[Seashell Necklace (unused)]]&lt;br /&gt;
|You can almost feel the sea breeze.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Seashell necklace.png]]&lt;br /&gt;
|[[Seashell Necklace]]&lt;br /&gt;
|To help you remember your friends...&amp;lt;br&amp;gt;Increase heart and juice by 25 and defense by 5.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gold watch.png]]&lt;br /&gt;
|[[Gold Watch (real world)]]&lt;br /&gt;
|A shiny item for your wrist.&amp;lt;br&amp;gt;Can be sold for 200$.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fake gold watch.png]]&lt;br /&gt;
|[[&amp;quot;Gold&amp;quot; Watch (real world)]]&lt;br /&gt;
|Is this even real gold?&amp;lt;br&amp;gt;Can be sold for 20$.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fedora.png]]&lt;br /&gt;
|[[Fedora (real world)]]&lt;br /&gt;
|Goes on your head, but it shouldn't.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rabbit_foot.png]]&lt;br /&gt;
|[[Rabbit Foot (real world)]]&lt;br /&gt;
|No rabbits were harmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Teddy bear.png]]&lt;br /&gt;
|[[Teddy Bear (real world)]]&lt;br /&gt;
|Better when you hug it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rock cap.png]]&lt;br /&gt;
|[[&amp;quot;You rock&amp;quot; Cap]]&lt;br /&gt;
|A prestigious cap bestowed upon the&amp;lt;br&amp;gt;pet rock champion. 100% cotton.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pinwheel.png]]&lt;br /&gt;
|[[Pinwheel]]&lt;br /&gt;
|Prettier in the wind.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Paint brush.png]]&lt;br /&gt;
|[[Paint Brush]]&lt;br /&gt;
|Feels cool to carry around.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bottlecap.png]]&lt;br /&gt;
|[[Cool Bottlecap]]&lt;br /&gt;
|Rare and vintage. Mildly shiny.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pet rock.png]]&lt;br /&gt;
|[[Kel's Pet Rock]]&lt;br /&gt;
|Kel's best friend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unused Headspace charms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Heart&lt;br /&gt;
! Juice&lt;br /&gt;
! ATK&lt;br /&gt;
! DEF&lt;br /&gt;
! SPD&lt;br /&gt;
! LUCK&lt;br /&gt;
! HIT&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baby_chicken.png]]&lt;br /&gt;
|[[Baby Chicken]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|You can't be sad while holding a baby chicken.&amp;lt;br&amp;gt;Wearer starts happy in battle.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bottlecap.png]]&lt;br /&gt;
|[[Bottle Cap]]&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Pretty neat.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cactus.png]]&lt;br /&gt;
|[[Cactus]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Spiky on the outside, soft on the inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Flower clip.png]]&lt;br /&gt;
|[[Flower Clip]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|A nice gift. Wearer starts the battle happy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lucky token.png]]&lt;br /&gt;
|[[Lucky Token]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|Prevents toast if wearer has more than 1 heart.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Monocle.png]]&lt;br /&gt;
|[[Monocle]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1%&lt;br /&gt;
|Designed for the rich and people with one eye.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mustache.png]]&lt;br /&gt;
|[[Mustache]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|The pride of every gentleman.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Oven mitts.png]]&lt;br /&gt;
|[[Oven Mitts]]&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|Fashionable and practical.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Albeit unlisted, there are unused dream world variants of the &amp;quot;teddy bear&amp;quot;, which likely got remade for the [[Teddy Bear]] needed for the quest &amp;quot;[[A good listener]]&amp;quot;, and a &amp;quot;pet rock&amp;quot;, both marked as &amp;quot;DELETE&amp;quot;.&lt;br /&gt;
*There are two seashell necklaces, the one used in game (the one with stats) seems to be originally intended to be for the dream world, yet it's used only in the real world, this may be unintended, this is also the only charm with stats used in the real world.&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Kite_Kid_(enemy)&amp;diff=12708</id>
		<title>Kite Kid (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Kite_Kid_(enemy)&amp;diff=12708"/>
		<updated>2023-01-19T14:19:31Z</updated>

		<summary type="html">&lt;p&gt;Meme: kite kid 1 day left cant resummon kite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article refers to Kite Kid as an enemy, for the character, go to [[Kite Kid]].''&lt;br /&gt;
&lt;br /&gt;
'''Kite Kid''' is an [[Enemies|enemy]] and an optional mini-boss that can be engaged at the top of the [[Vast Forest#Pinwheel Forest|Pinwheel Forest]], he will always be accompanied with his trusty [[Kid's Kite]].&lt;br /&gt;
== Battle ==&lt;br /&gt;
There are two variants that can be fought depending on how much the player progress before fighting him.&lt;br /&gt;
&lt;br /&gt;
=== Before epilogue === &lt;br /&gt;
If fought before the epilogue, he has 750 {{HP}} heart, 375 {{MP}} juice, 24 attack, 15 defense, 25 speed and 10 luck. He will behave as stated 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          = KITEKIDNORMAL.gif&lt;br /&gt;
| descriptionone1 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo1 = 1000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 350 {{Clams}} clams&lt;br /&gt;
| image2          = KITEKIDHAPPY.gif&lt;br /&gt;
| descriptionone2 = 100% chance of doing a normal attack. {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 1000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 525 {{Clams}} clams&lt;br /&gt;
| image3          = KITEKIDSAD.gif&lt;br /&gt;
| descriptionone3 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo3 = 750 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 263 {{Clams}} clams&lt;br /&gt;
| image4          = KITEKIDANGRY.gif&lt;br /&gt;
| descriptionone4 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo4 = 1500 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 350 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, If his kite is ever defeated, he will repair it after some turns, bringing it back to the field. This is an extra action and will be done at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
=== During epilogue ===&lt;br /&gt;
If fought during the epilogue, he has 8000 {{HP}} heart, 4000 {{MP}} juice, 84 attack, 68 defense, 70 speed and 10 luck. He will behave as stated:&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          = KITEKIDNORMAL.gif&lt;br /&gt;
| descriptionone1 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo1 = 12000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 3000 {{Clams}} clams&lt;br /&gt;
| image2          = KITEKIDHAPPY.gif&lt;br /&gt;
| descriptionone2 = 100% chance of doing a normal attack. {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 1200 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 3500 {{Clams}} clams&lt;br /&gt;
| image3          = KITEKIDSAD.gif&lt;br /&gt;
| descriptionone3 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo3 = 10000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 2500 {{Clams}} clams&lt;br /&gt;
| image4          = KITEKIDANGRY.gif&lt;br /&gt;
| descriptionone4 = 75% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, he will brag, turning himself happy. &lt;br /&gt;
| descriptiontwo4 = 14000 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 3000 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike his fight before the epilogue, he will never repair his kite if it was defeated.&lt;br /&gt;
&lt;br /&gt;
Additionally, every turn the wind will change, affecting all the enemy troops in the following ways:&lt;br /&gt;
* If the wind becomes '''weaker''', it will remove all previous buffs (up to tier 3) and speed debuff (up to tier 2) from the target.&lt;br /&gt;
* If the wind becomes '''steady''', it will buff the attack and defense by 2 tiers and debuff the speed by 2 tiers.&lt;br /&gt;
* If the wind becomes '''raging''', it will buff attack, defense and speed by 3 tiers.&lt;br /&gt;
Lastly, whenever a new &amp;quot;wind state&amp;quot; is applied, it will retrieve the previous buffs and speed debuff (up to tier 2) from the enemy troops.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default). {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Brag''': Turn himself happy.&lt;br /&gt;
&lt;br /&gt;
'''Repair''': Bring his kite back to the battle.&lt;br /&gt;
&lt;br /&gt;
== Battle quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Kite Kid throws jacks at [Target]!&lt;br /&gt;
 * Kite Kid brags about Kid's Kite!&lt;br /&gt;
 * Kite Kid Tapes up Kid's kite!&lt;br /&gt;
 * Kid's Kite feels good as new!&lt;br /&gt;
=== Start of battle ===&lt;br /&gt;
*During epilogue:&lt;br /&gt;
 * Kite Kid: ''We are one with the wind!''&lt;br /&gt;
 * Kite Kid: ''As long as it blows, we are unbeatable!''&lt;br /&gt;
=== During battle ===&lt;br /&gt;
*25% {{HP}}:&lt;br /&gt;
 * Kite Kid: ''No... This can't be...''&lt;br /&gt;
 * Kite Kid: ''The wind... It's getting weaker!''&lt;br /&gt;
*Before epilogue:&lt;br /&gt;
 * Kite Kid repairs his Kid's Kite.&lt;br /&gt;
*During epilogue:&lt;br /&gt;
 * The wind is weak. &lt;br /&gt;
 * The wind is steady. &lt;br /&gt;
 * The wind is raging. &lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Kite Kid: ''But me and my kite have an unbreakable bond...''&lt;br /&gt;
 * Kite Kid: ''How could we lose?''&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Kite Kid: ''Haha! As the wind predicted! Me and my kite are unbeatable.''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Kite Kid repairs his kite. &amp;lt;ref name=&amp;quot;repair&amp;quot;&amp;gt;His &amp;quot;repair&amp;quot; skill would use this action text, as well as two battle text related to it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
 * Kite Kid: ''You think you can defeat us?'' &amp;lt;ref name=&amp;quot;repair&amp;quot; /&amp;gt;&lt;br /&gt;
 * Kite Kid: ''Think again!'' &amp;lt;ref name=&amp;quot;repair&amp;quot; /&amp;gt;&lt;br /&gt;
 * Kite Kid: ''Let me show you the true power of me and my kite!'' &amp;lt;ref&amp;gt;Supposedly, it would be used on the first time his kite used &amp;quot;fly 2&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KITEKIDNORMAL.png&lt;br /&gt;
KITEKIDHAPPY.png&lt;br /&gt;
KITEKIDSAD.png&lt;br /&gt;
KITEKIDANGRY.png&lt;br /&gt;
KITEKIDINJURED.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The fight will always end after defeating Kite kid, the player does not need to defeat the kite to progress.&lt;br /&gt;
*There are different dialogues after defeat if the player fixed the pinwheel near the entrance or not.&lt;br /&gt;
:*If the pinwheel is not fixed:&lt;br /&gt;
::*Kite Kid: ''Sigh... I knew it. We can't perform at our full potential without the perfect weather conditions.''&lt;br /&gt;
::*Kite kid: ''The wind feels weaker today... Maybe there's something wrong with one of the pinwheels.''&lt;br /&gt;
:*If the pinwheel is fixed:&lt;br /&gt;
::*Kite Kid: ''Maybe me and my kite should try to fly somewhere else...''&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12707</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12707"/>
		<updated>2023-01-19T14:12:11Z</updated>

		<summary type="html">&lt;p&gt;Meme: restored info that was removed ages back somehow&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;
&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.&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 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;
===== [[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 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. 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   = Turns all foes happy and decreases their attack by one tier. 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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.&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack.&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack.&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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&lt;br /&gt;
&lt;br /&gt;
==== Deuffs ====&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12706</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12706"/>
		<updated>2023-01-19T14:06:34Z</updated>

		<summary type="html">&lt;p&gt;Meme: &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.&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;
&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.&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 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;
===== [[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 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. 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   = Turns all foes happy and decreases their attack by one tier. 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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.&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack.&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack.&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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&lt;br /&gt;
&lt;br /&gt;
==== Deuffs ====&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12705</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12705"/>
		<updated>2023-01-19T13:59:36Z</updated>

		<summary type="html">&lt;p&gt;Meme: minor spelling and grammar fix, clarified a few things, added info on pass to Omori final tier.&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.&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;
&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.&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 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;
===== [[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 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;
===== [[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. 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   = Turns all foes happy and decreases their attack by one tier. 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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.&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack.&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack.&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 lasts for six turns and stack up to three times, while the non-conventional ones, 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&lt;br /&gt;
&lt;br /&gt;
==== Deuffs ====&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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Therese&amp;diff=12632</id>
		<title>Therese</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Therese&amp;diff=12632"/>
		<updated>2022-10-04T05:08:39Z</updated>

		<summary type="html">&lt;p&gt;Meme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy infobox&lt;br /&gt;
| image   = Therese_(neutral).gif&lt;br /&gt;
| size    = 150px&lt;br /&gt;
| heart   = 195&lt;br /&gt;
| juice   = 90&lt;br /&gt;
| attack  = 22&lt;br /&gt;
| defense = 15&lt;br /&gt;
| speed   = 25&lt;br /&gt;
| luck    = 10&lt;br /&gt;
| drops   = [[Tofu|tofu]], [[Banana Smoothie|banana smoothie]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Therese''' is one of the [[Enemies]] that can be found in [[Sweetheart's Castle]], together with [[Marsha]], [[Lucius]] and [[Harold]], they form the royal guard that protects the castle from intruders.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Therese has 195 {{HP}} heart, 90 {{MP}} juice, 22 attack, 15 defense, 25 speed and 10 luck. Like most enemies, it will behave differently according to its [[Battle System|emotion]]:&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          = Therese_(neutral).gif&lt;br /&gt;
| descriptionone1 = 65% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will insult a party member, turning it angry&lt;br /&gt;
| descriptiontwo1 = 1/10 chance of dropping [[Tofu|tofu]] and 1/50 chances of dropping a [[Banana Smoothie|banana smoothie]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 440 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 52 {{Clams}} clams&lt;br /&gt;
| image2          = Therese_(happy).gif&lt;br /&gt;
| descriptionone2 = 35% chance of doing a 'double shot', dealing attack damage twice to a party member {{Observe}}&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, it will insult someone, turning a party member angry&lt;br /&gt;
| descriptiontwo2 = 1/5 chance of dropping [[Tofu|tofu]] and 1/25 chances of dropping a [[Banana Smoothie|banana smoothie]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 440 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 78 {{Clams}} clams&lt;br /&gt;
| image3          = Therese_(sad).gif&lt;br /&gt;
| descriptionone3 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 55% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will insult someone, turning a party member angry&lt;br /&gt;
| descriptiontwo3 = 1/10 chance of dropping [[Tofu|tofu]] and 1/50 chances of dropping a [[Banana Smoothie|banana smoothie]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 330 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 39 {{Clams}} clams&lt;br /&gt;
| image4          = Therese_(angry).gif&lt;br /&gt;
| descriptionone4 = 75% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 20% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will 'snipe' someone, dealing emotional damage&lt;br /&gt;
| descriptiontwo4 = 1/10 chance of dropping [[Tofu|tofu]] and 1/50 chances of dropping a [[Banana Smoothie|banana smoothie]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 660 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 52 {{Clams}} clams&lt;br /&gt;
}}&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default). {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Snipe''': [2 * a.atk], it will always be a moving attack.&lt;br /&gt;
&lt;br /&gt;
'''Insult''': [a.atk], also turns the target angry.&lt;br /&gt;
&lt;br /&gt;
'''Double shot''': [2 * a.atk - b.def], twice on the same target.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Therese shoots an arrow at [target]!&lt;br /&gt;
 * Therese drops an arrow.&lt;br /&gt;
 * Therese snipes [target]'s weak point!&lt;br /&gt;
 * Therese calls target a poppy head!&lt;br /&gt;
 * Therese fires two arrows!&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Therese gained [Hero's current experience] exp!&lt;br /&gt;
 * Therese levelled up!&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Therese fires two arrows at once!&amp;lt;ref&amp;gt;Its &amp;quot;double shot&amp;quot; skill would use this action text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Therese_(neutral).png&lt;br /&gt;
Therese_(happy).png&lt;br /&gt;
Therese_(sad).png&lt;br /&gt;
Therese_(angry).png&lt;br /&gt;
Therese_(damaged).png&lt;br /&gt;
Therese_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*During the first visit to Sweetheart's Castle, they will not chase the player due to the [[Sprout Mole Masks|sprout mole mask]] given by [[Hero]], but can still battle if it touches the party, they will chase as normal during the other days. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Harold&amp;diff=12629</id>
		<title>Harold</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Harold&amp;diff=12629"/>
		<updated>2022-09-29T17:08:47Z</updated>

		<summary type="html">&lt;p&gt;Meme: mistake on harold's happy ai fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Enemy infobox&lt;br /&gt;
| image   = Harold_(neutral).gif&lt;br /&gt;
| size    = 150px&lt;br /&gt;
| heart   = 225&lt;br /&gt;
| juice   = 112&lt;br /&gt;
| attack  = 28&lt;br /&gt;
| defense = 22&lt;br /&gt;
| speed   = 15&lt;br /&gt;
| luck    = 10&lt;br /&gt;
| drops   = [[Nachos|nachos]], [[Tofu|tofu]]&lt;br /&gt;
}}&lt;br /&gt;
'''Harold''' is an [[Enemies|enemy]] that can be found in [[Sweetheart's Castle]], together with [[Marsha]], [[Lucius]] and [[Therese]], they form the royal guard that protects the castle from intruders.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
Like most enemies, it will behave differently according to its [[Battle System|emotion]]:&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          = Harold_(neutral).gif&lt;br /&gt;
| descriptionone1 = 65% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance to protect itself, reducing damage taken by 50%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else it will wink, turning one of the party members happy&lt;br /&gt;
| descriptiontwo1 = 1/10 chance of dropping [[Nachos|nachos]] and 1/5 of dropping [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 462 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 64 {{Clams}} clams&lt;br /&gt;
| image2          = Harold_(happy).gif&lt;br /&gt;
| descriptionone2 = 30% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 40% chance to protect itself, reducing damage taken by 50%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else it will wink, turning one of the party members happy&lt;br /&gt;
| descriptiontwo2 = 1/5 chance of dropping [[Nachos|nachos]] and 1/2 of dropping [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 462 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 96 {{Clams}} clams&lt;br /&gt;
| image3          = Harold_(sad).gif&lt;br /&gt;
| descriptionone3 = 25% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 50% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 40% chance to protect itself, reducing damage taken by 50%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else it will wink, turning one of the party members happy&lt;br /&gt;
| descriptiontwo3 = 1/10 chance of dropping [[Nachos|nachos]] and 1/5 of dropping [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 347 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 48 {{Clams}} clams&lt;br /&gt;
| image4          = Harold_(angry).gif&lt;br /&gt;
| descriptionone4 = 80% chance of doing a normal attack {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 15% chance of doing nothing&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 20% chance to protect itself, reducing damage taken by 50%&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else it will wink, turning one of the party members happy&lt;br /&gt;
| descriptiontwo4 = 1/10 chance of dropping [[Nachos|nachos]] and 1/5 of dropping [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 693 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 64 {{Clams}} clams&lt;br /&gt;
}}&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default). {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Protect''': Apply Guard state to the user, decreasing damage taken for the turn by 50%. This is a high-speed skill.&lt;br /&gt;
&lt;br /&gt;
'''Wink''': Turns the target happy.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Harold swings his sword at [target]!&lt;br /&gt;
 * Harold adjust his helmet.&lt;br /&gt;
 * Harold protects himself.&lt;br /&gt;
 * Harold winks at [target]!&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Harold gained [Omori's current experience] exp!&lt;br /&gt;
 * Harold levelled up!&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Harold_(neutral).png&lt;br /&gt;
Harold_(happy).png&lt;br /&gt;
Harold_(sad).png&lt;br /&gt;
Harold_(angry).png&lt;br /&gt;
Harold_(damaged).png&lt;br /&gt;
Harold_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*During the first visit to Sweetheart's Castle, they will not chase the player due to the [[Sprout Mole Masks|sprout mole mask]] given by [[Hero]], but can still battle if it touches the party, they will chase as normal during the other days. &lt;br /&gt;
*On the current patch (1.0.8), there is a bug, likely related to its &amp;quot;protect&amp;quot; skill, that makes other skills sometimes also receive the extra speed, also allowing the skill to be used as if it had no extra speed, it's unknown what causes the bug to occur.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12615</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12615"/>
		<updated>2022-09-14T14:15:16Z</updated>

		<summary type="html">&lt;p&gt;Meme: full damage formula&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.&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 wether an attack hits or misses. The default hit rate for most party members is 100%, though this can be changed with items and status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters and the 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, excluding 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;
&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 used 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.&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 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;
===== [[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 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;
===== [[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. 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   = Turns all foes happy and decreases their attack by one tier. 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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.&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.&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack.&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack.&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 most common buffs/debuffs, speed, attack, and defense lasts for six turns and stack up to three times, while the uncommon ones, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till it 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&lt;br /&gt;
&lt;br /&gt;
==== Deuffs ====&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 dreamworld 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 follow:&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;
Only the defender is tier is taken into consideration when increasing/decreasing the damage, 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 and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills, 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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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. 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;
A 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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=User:Meme&amp;diff=12190</id>
		<title>User:Meme</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=User:Meme&amp;diff=12190"/>
		<updated>2022-08-03T15:52:03Z</updated>

		<summary type="html">&lt;p&gt;Meme: Created page with &amp;quot;hi  I add battle related info&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi&lt;br /&gt;
&lt;br /&gt;
I add battle related info&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Perfectheart_(enemy)&amp;diff=12189</id>
		<title>Perfectheart (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Perfectheart_(enemy)&amp;diff=12189"/>
		<updated>2022-08-03T15:48:02Z</updated>

		<summary type="html">&lt;p&gt;Meme: spare ignores emotions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about Perfectheart as an enemy. For the character, see: [[Perfectheart]].}}&lt;br /&gt;
&lt;br /&gt;
'''Perfectheart''' is one of the [[Sweetheart]] clones that are created by slime sisters, being the creation of [[Medusa]]. &amp;lt;br&amp;gt;&lt;br /&gt;
She resembles, of course, Sweetheart herself, but with a less &amp;quot;flashy&amp;quot; dress and a more calm personality, being the &amp;quot;definitive&amp;quot; or &amp;quot;perfect&amp;quot; version of her. She is considered to be the final challenge of the game, being one of the hardest [[Enemies|enemy]] in the game, otherwise referred to as a &amp;quot;superboss&amp;quot;.&lt;br /&gt;
== Battle ==&lt;br /&gt;
Perfectheart has 10000 {{HP}} heart, 5000 {{MP}} juice, 140 attack, 140 defense, 140 speed and 15 luck. She will give no rewards when defeated, and will behave as stated below:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Perfectheart_(neutral).gif|90x120px|frameless|center|Neutral Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(happy).gif|90x120px|frameless|center|Happy Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(sad).gif|90x120px|frameless|center|Sad Perfectheart]]&lt;br /&gt;
[[File:Perfectheart_(angry).gif|90x120px|frameless|center|Angry Perfectheart]]&lt;br /&gt;
|During the second phase, it will always use angelic wrath, dealing 75% {{HP}} damage to all party members and giving them a random emotion. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
35% chance to steal heart, dealing attack damage to a party member, and healing herself the same amount. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
25% chance to steal breath, leeching a party member's {{MP}}. &lt;br /&gt;
&lt;br /&gt;
35% chance of using her angelic voice to deal fixed 175 damage to all party members, turning them happy, and her sad.&lt;br /&gt;
&lt;br /&gt;
45% chance to exploit emotion, dealing emotional damage to a party member.&lt;br /&gt;
&lt;br /&gt;
Else, she will spare someone, leaving the target nearly toasted or toasting it. &lt;br /&gt;
|}&lt;br /&gt;
Additionally, once she reaches 35% {{HP}} for the first time, she will cleanse herself of all debuffs and emotions as well as heal all her heart, starting phase two where she will constantly call for her angelic wrath, as pointed above.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Steal heart''': [2 * a.atk - b.def], also healing herself with the damage caused. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Steal breath''': [b.mmp] (100% maximum {{MP}}), also steals the {{MP}} for herself.&lt;br /&gt;
&lt;br /&gt;
'''Angelic wrath''': [.75 * b.mhp] (75% maximum {{HP}}), it will never hit right in the heart and only have a 15% variation, it will also give all targets random emotions. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Exploit emotion''': [2 * a.atk - b.def], it will never hit right in the heart and does not vary, but it will always deal emotional damage, thus increasing damage.&lt;br /&gt;
&lt;br /&gt;
'''Spare''': it has different formulas based on the remaining {{HP}} of the target:&lt;br /&gt;
*{{HP}}=1: [1].&lt;br /&gt;
*{{HP}}&amp;gt;1: [b.hp - 1].&lt;br /&gt;
Additionally, it ignores any emotional advantage/disadvantage, will never hit right in the heart, and have no variation.&lt;br /&gt;
&lt;br /&gt;
'''Angelic voice''': [175] to all party members, it will never hit right in the heart and with no damage variation, it will also turn all targets happy.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Perfectheart steals [target]'s heart.&lt;br /&gt;
 * Perfectheart steals [target]'s breath away.&lt;br /&gt;
 * Perfectheart unleashes her wrath.&lt;br /&gt;
 * Perfectheart exploits [target]'s emotions!&lt;br /&gt;
 * Perfectheart decides to let [target] live.&lt;br /&gt;
 * Perfectheart sings a soulful song...&lt;br /&gt;
&lt;br /&gt;
=== Starting battle ===&lt;br /&gt;
 * Perfectheart: ''Remember, children... You brought this upon yourselves!''&lt;br /&gt;
=== During Battle ===&lt;br /&gt;
*35% {{HP}}:&lt;br /&gt;
 * Perfectheart: ''Oh... You are quite strong.''&lt;br /&gt;
 * Perfectheart: ''It seems I must try a bit harder.''&lt;br /&gt;
*25% {{HP}}:&lt;br /&gt;
 * Perfectheart: ''Hm? W-What's this? A drop of sweat?''&lt;br /&gt;
 * Perfectheart: ''My, my... I cannot believe this.''&lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Perfectheart: ''Ah. You have bested me.''&lt;br /&gt;
 * Perfectheart: ''Right, then. I know when to admit defeat.''&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Perfectheart: ''I said that you would regret this, children.''&lt;br /&gt;
 * Perfectheart: ''Don't make me do this again.''&lt;br /&gt;
=== Unused ===&lt;br /&gt;
 * Perfectheart: ''Tsk... Tsk... Showing your emotions only makes you easier to read.''&amp;lt;ref&amp;gt;The &amp;quot;exploit emotion&amp;quot; skill would use this battle text, but there are no triggers for it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perfectheart_(neutral).png&lt;br /&gt;
Perfectheart_(happy).png&lt;br /&gt;
Perfectheart_(sad).png&lt;br /&gt;
Perfectheart_(angry).png&lt;br /&gt;
Perfectheart_(damaged).png&lt;br /&gt;
Perfectheart_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Her Angelic Wrath skill is capable of doing more than 100% {{HP}} if she has any emotional advantage.&lt;br /&gt;
*It's possible to force the battle to not change phases by using observe during the first turn, it's unknown why this occurs.[https://www.youtube.com/watch?v=-oRYroOIgpU]&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Snaley_(enemy)&amp;diff=12188</id>
		<title>Snaley (enemy)</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Snaley_(enemy)&amp;diff=12188"/>
		<updated>2022-08-03T15:48:00Z</updated>

		<summary type="html">&lt;p&gt;Meme: release energy ignores emotions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{hatnote|This article is about Snaley as an enemy. For the character, see: [[Snaley]].}}&lt;br /&gt;
&lt;br /&gt;
'''Snaley''' is a recurring character that can be found several times throughout [[Headspace]], but can be fought as an [[Enemies|enemy]] on the following order in the [[Deep Well]]:&lt;br /&gt;
*At the construction site.&lt;br /&gt;
*At the broken bridge (where we see [[Sweetheart]] using her umbrella to float).&lt;br /&gt;
*At the end of the highway.&lt;br /&gt;
== Battle ==&lt;br /&gt;
He has different stats and behavior according to the encounter, however, none will give either exp or clams, but will always drop a [[Coffee|coffee]]&amp;lt;ref&amp;gt;The battle is supposed to be aborted before rewards, but there were reports of him being able to be defeated, which results in receiving the coffee from his reward table&amp;lt;/ref&amp;gt;.&lt;br /&gt;
=== Construction site ===&lt;br /&gt;
Here, he has 1000 {{HP}} heart, 500 {{MP}} juice, 30 attack, 10 defense, 30 speed and 10 luck. He will follow a set behaviour:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Snaley (Neutral).gif|90x120px|frameless|center|Neutral Snaley]]&lt;br /&gt;
[[File:Snaley Happy.gif|90x120px|frameless|center|Happy Snaley]]&lt;br /&gt;
[[File:Snaley (Sad).gif|90x120px|frameless|center|Sad Snaley]]&lt;br /&gt;
[[File:Snaley Angry.gif|90x120px|frameless|center|Angry Snaley]]&lt;br /&gt;
|For the '''first two turns''', he will do a normal attack. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
For the '''next two turns''', he will do nothing.&lt;br /&gt;
&lt;br /&gt;
After this, he will always do a normal attack.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, he will turn sad by the end of the '''second turn'''. He will also miss more often, as he has a 10% less hit rate than all enemies by default.&lt;br /&gt;
=== Broken bridge ===&lt;br /&gt;
Here, he has 1500 {{HP}} heart, 750 {{MP}} juice, 35 attack, 25 defense, 35 speed and 10 luck. He will follow a set behaviour:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Snaley (Neutral).gif|90x120px|frameless|center|Neutral Snaley]]&lt;br /&gt;
[[File:Snaley Happy.gif|90x120px|frameless|center|Happy Snaley]]&lt;br /&gt;
[[File:Snaley (Sad).gif|90x120px|frameless|center|Sad Snaley]]&lt;br /&gt;
[[File:Snaley Angry.gif|90x120px|frameless|center|Angry Snaley]]&lt;br /&gt;
|On the '''first turn''' he will do a beatdown to a party member, dealing attack damage three times. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
On the '''second turn''', he will do an attack with a follow-up on a random target.&lt;br /&gt;
&lt;br /&gt;
After this, he will always do a normal attack.&lt;br /&gt;
&lt;br /&gt;
35% chance of doing a normal attack.&lt;br /&gt;
&lt;br /&gt;
35% chance of doing an attack with a follow-up on a random target.&lt;br /&gt;
&lt;br /&gt;
25% chance of doing a beatdown to a party member, dealing attack damage three times. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
Otherwise, he will do nothing.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, he will turn happy by the end of the '''second turn'''.&lt;br /&gt;
=== End of the highway ===&lt;br /&gt;
Here, he has 2000 {{HP}} heart, 1000 {{MP}} juice, 40 attack, 30 defense, 40 speed and 15 luck. He will follow a set behaviour:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #ffffff; border: 2px solid #000000;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Emotion&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding-top:5px; font-size:100%;text-align:center; background: #000000; color:#FFFFFF&amp;quot;|Behaviour&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Snaley (Neutral).gif|90x120px|frameless|center|Neutral Snaley]]&lt;br /&gt;
[[File:Snaley Happy.gif|90x120px|frameless|center|Happy Snaley]]&lt;br /&gt;
[[File:Snaley (Sad).gif|90x120px|frameless|center|Sad Snaley]]&lt;br /&gt;
[[File:Snaley Angry.gif|90x120px|frameless|center|Angry Snaley]]&lt;br /&gt;
|On the '''first turn''' he will use a megaphone, turning the entire party angry. &lt;br /&gt;
&lt;br /&gt;
35% chance of doing a normal attack. {{Observe}}&lt;br /&gt;
&lt;br /&gt;
35% chance of doing an attack with a follow-up on a random target.&lt;br /&gt;
&lt;br /&gt;
Otherwise, he will do nothing.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, he will turn happy on the end of the '''first turn''', later on, he will release energy once he reaches 30% {{HP}}, hurting 50% of target's maximum {{HP}} to all party members and healing himself by 1 {{HP}}. He will also never miss, as he has a 200% hit rate by default.&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, whatever it was removed to avoid confusion, as it acts differently between battles.''&lt;br /&gt;
&lt;br /&gt;
'''Snaley attack''': [2 * a.atk - b.def], with a 10% damage variation.&lt;br /&gt;
&lt;br /&gt;
'''Snaley attack''' (follow up): [2 * a.atk - b.def], with a 10% damage variation. Force the use of &amp;quot;snaley follow up&amp;quot; to a random target, usualy the same.&lt;br /&gt;
&lt;br /&gt;
'''Snaley follow up''': [2.5 * a.atk - b.def], with a 10% damage variation.&lt;br /&gt;
&lt;br /&gt;
'''Beatdown''': [2 * a.atk - b.def], three times to the same target.&lt;br /&gt;
&lt;br /&gt;
'''Snaley megaphone''': Turns all the party members angry, this is a very slow skill that will often hit last.&lt;br /&gt;
&lt;br /&gt;
'''Snaley release energy''': [.5 * b.mhp] (50% target's maximum {{HP}}) to all party members, which ignores any emotional advantage/disadvantage and never hits right in the heart.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Snaley attacks [target]!&lt;br /&gt;
 * Snaley attacks again!&lt;br /&gt;
 * Snaley falls over.&lt;br /&gt;
 * Snaley furiously attacks!&lt;br /&gt;
 * Snaley uses an airhorn!&lt;br /&gt;
=== First encounter ===&lt;br /&gt;
==== Start of battle ====&lt;br /&gt;
 * Snaley: ''Wow! My first battle! Here I come!''&lt;br /&gt;
==== During battle ====&lt;br /&gt;
*End of the first turn:&lt;br /&gt;
 * Snaley: ''Battles are harder than they look... I gotta try harder!''&lt;br /&gt;
*End of the second turn:&lt;br /&gt;
 * Snaley: ''Sigh... I don't know if I'm cut out for this...''&lt;br /&gt;
==== When defeated ====&lt;br /&gt;
 * Snaley: ''Okay, please stop! That's enough!''&lt;br /&gt;
=== Second encounter ===&lt;br /&gt;
==== Start of battle ====&lt;br /&gt;
 * Snaley: ''I taught myself some skills since our last battle! You'd better watch out!''&lt;br /&gt;
==== During battle ====&lt;br /&gt;
*End of the first turn:&lt;br /&gt;
 * Snaley: ''Wasn't that cool!? I'm awesome!''&lt;br /&gt;
*End of the second turn:&lt;br /&gt;
 * Snaley: ''I can do follow-up skills too Watch this!''&lt;br /&gt;
 * Snaley: ''How was that!? One of these days, I'll be as strong as you!''&lt;br /&gt;
==== When defeated ====&lt;br /&gt;
 * Snaley: ''Okay, please stop! That's enough!''&lt;br /&gt;
=== Third encounter ===&lt;br /&gt;
==== Start of battle ====&lt;br /&gt;
 * Snaley: ''I'd bet I'm almost as strong as you now! You'd better take this seriously!''&lt;br /&gt;
==== During battle ====&lt;br /&gt;
*End of the first turn:&lt;br /&gt;
 * Snaley: ''Heh! You aren't the only ones who can use emotions!''&lt;br /&gt;
*30% {{HP}}:&lt;br /&gt;
 * Snaley: ''And now it's time for my ultimate attack!&lt;br /&gt;
=== Unused ===&lt;br /&gt;
Snaley uses an exclusive text file for his battle and event texts, turning all of the following texts from the battle text folder unused:&lt;br /&gt;
 * Snaley: ''My first fight! Here I come!''&lt;br /&gt;
 * Snaley: ''Wow fighting is hard. Let me try again!''&lt;br /&gt;
 * Snaley: ''I don't know if I'm cut out for this...''&lt;br /&gt;
 * Snaley: ''Okay that's enough. Thank you for the lesson.''&lt;br /&gt;
 * Snaley: ''I've been learning some new skills since last time! You guys better watch out!''&lt;br /&gt;
 * Snaley: ''Wasn't that cool!''&lt;br /&gt;
 * Snaley: ''I also learned how to do follow-up skills! Here let me show you!''&lt;br /&gt;
 * Snaley: ''How was that! I am almost as strong as you guys now!''&lt;br /&gt;
 * Snaley: ''I am excited to show you how much I've grown! Please don't hold back!''&lt;br /&gt;
 * Snaley: ''You guys aren't the only ones who can use emotions!''&lt;br /&gt;
 * Snaley: ''You really are strong but now it's time for me to use my ultimate attack!''&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Snaley_Enemy_(Neutral).png&lt;br /&gt;
Snaley Enemy Happy.png&lt;br /&gt;
Snaley_Enemy_(Sad).png&lt;br /&gt;
Snaley_Enemy_Angry.png&lt;br /&gt;
Snaley_(Hurt).png&lt;br /&gt;
Snaley_Enemy_(Defeated).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* During his last encounter, he will use [[Rabbit?]]'s normal attack instead, which is almost the same, but with a different battle text and normal damage variation of 20%.&lt;br /&gt;
* He shares [[Marsha|Marsha's]] &amp;quot;do nothing&amp;quot; skill text. He also shares action texts with [[Omori]] both for his attack and &amp;quot;attack again&amp;quot; tag.&lt;br /&gt;
* Snaley is one of, if not the only enemy that can feel all tier 3 emotions, including afraid, while under any of these states, he will behave as if he was neutral and with all the effects of the emotion. This may have been unintended.&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Battle_system&amp;diff=12179</id>
		<title>Battle system</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Battle_system&amp;diff=12179"/>
		<updated>2022-08-02T17:28:08Z</updated>

		<summary type="html">&lt;p&gt;Meme: &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.&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 wether an attack hits or misses. The default hit rate for most party members is 100%, though this can be changed with items and status effects.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[Weapons]] are the characters and the 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, excluding 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;
&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 used 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.&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. 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;
===== [[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 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;
===== [[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. 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   = Turns all foes happy and decreases their attack by one tier. 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   = Increase all the party members' defense by one tier. Costs 15 {{MP}}.&lt;br /&gt;
| source18 = [[Gator Guy]] (Artist)&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    = Increase speed, attack and defense by one tier. No {{MP}} cost.&lt;br /&gt;
| source8  = Encountering Omori&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. Aubrey also takes 20% of the damage.&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.&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.&lt;br /&gt;
&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 one tier.&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.&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.&lt;br /&gt;
| tiertwo3   = Heals Kel by 25% {{HP}} and 10% {{MP}} and forces him to do a normal attack.&lt;br /&gt;
| tierthree3 = Heals Kel by 40% {{HP}} and 20% {{MP}} and forces him to do a normal attack.&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 most common buffs/debuffs, speed, attack, and defense lasts for six turns and stack up to three times, while the uncommon ones, like [[Sno-Cone]] and the release energy buff, do not stack and last till the end of the battle or till it 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   = Increase attack by 10%.&lt;br /&gt;
| tiertwo1   = Increase attack by 25%.&lt;br /&gt;
| tierthree1 = Increase attack by 50%.&lt;br /&gt;
| name2      = Defense up&lt;br /&gt;
| tierone2   = Increase defense by 15%.&lt;br /&gt;
| tiertwo2   = Increase defense by 30%.&lt;br /&gt;
| tierthree2 = Increase defense by 50%.&lt;br /&gt;
| name3      = Speed up&lt;br /&gt;
| tierone3   = Increase Speed by 50%.&lt;br /&gt;
| tiertwo3   = Increase Speed by 100%.&lt;br /&gt;
| tierthree3 = Increase Speed by 400%.&lt;br /&gt;
| name4      = Sno-cone&lt;br /&gt;
| tierone4   = Increase speed, attack, luck, and defense by 20%.&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   = Increase speed, attack, luck, and defense by 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;
}}&lt;br /&gt;
&lt;br /&gt;
==== Deuffs ====&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 dreamworld 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 follow:&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;
Only the defender is tier is taken into consideration when increasing/decreasing the damage, 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 and follow-ups.&lt;br /&gt;
| name2   = STRESSED OUT&lt;br /&gt;
| image2  = SunnyStressedRed.png&lt;br /&gt;
| effect2 = Blocks the use of skills, 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 mechanism that forbids Omori from dying when being the victim of a killing blow once per battle, which gives the message “Omori did not succumb” instead, it’s a simple “immortal” state that’s given to Omori, once being struck by a killing blow, the immortal state’s set to be removed at the end of the turn, meaning that all damage taken till the end of the turn will still not kill him. &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, if Omori had more than 5% {{HP}} by the end of the turn (for example, by the use of a healing item after the “killing blow” was taken), 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;
* Final stat = base stat * (emotion effect) * (in-battle buff) * (in-battle debuff) * (release energy bonus) * (sno-cone bonus). &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.&lt;br /&gt;
&lt;br /&gt;
A 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 original calculated value. &lt;br /&gt;
&lt;br /&gt;
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 exception is Tea Time, which is unaffected by emotional advantages. This is 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;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Sir_Maximus_III&amp;diff=12157</id>
		<title>Sir Maximus III</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Sir_Maximus_III&amp;diff=12157"/>
		<updated>2022-08-01T10:27:54Z</updated>

		<summary type="html">&lt;p&gt;Meme: maximus spin actually ignores def&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sir Maximus III''' is an [[Enemies|enemy]] that can be found in [[Sweetheart's Castle]], it’s one of the three mini-bosses you fight inside the castle, and the younger of the three members of the Maximus family you encounter in combat, after that they show up during the [[Boss Rush]] as a team.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
As stated before, it will be fought twice, whatever, the only difference is its stats and rewards, which are as stated below:&lt;br /&gt;
*First encounter: 1110 {{HP}} heart, 550 {{MP}} juice, 24 attack, 24 defense, 20 speed, and 15 luck (it will give the rewards stated on the table).&lt;br /&gt;
*Boss Rush: 4000 {{HP}} heart, 2000 {{MP}} juice, 75 attack, 100 defense, 75 speed and 15 luck (will have no rewards). &lt;br /&gt;
&lt;br /&gt;
Like most enemies, it will act differently according to its [[Battle system|emotion]]:&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          = Sir Maximus (neutral).gif&lt;br /&gt;
| descriptionone1 = 30% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance of doing a spin, dealing increased damage which ignores defense to all party members. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will flex, turning itself happy and increasing the damage of the next attack.&lt;br /&gt;
| descriptiontwo1 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 2500 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 600 {{Clams}} clams&lt;br /&gt;
| image2          = Sir Maximus (happy).gif&lt;br /&gt;
| descriptionone2 = 40% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 49% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will spin, dealing increased damage which ignores defense to all party members. {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 2500 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 900 {{Clams}} clams&lt;br /&gt;
| image3          = Sir Maximus (sad).gif&lt;br /&gt;
| descriptionone3 = 40% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance of doing a spin, dealing increased damage which ignores defense to all party members. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will flex, turning itself happy and increasing the damage of the next attack.&lt;br /&gt;
| descriptiontwo3 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 1875 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 450 {{Clams}} clams&lt;br /&gt;
| image4          = Sir Maximus (angry).gif&lt;br /&gt;
| descriptionone4 = 45% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 45% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 40% chance of doing a spin, dealing increased damage which ignores defense to all party members. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will flex, turning itself happy and increasing the damage of the next attack.&lt;br /&gt;
| descriptiontwo4 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 3750 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 600 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, once it reaches 220 (20%) {{HP}}, it will do its ultimate attack once, dealing damage to all party members, on the Boss Rush this attack will be done once it's defeated, dealing damage according to the number of enemies still alive.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default). {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Hit twice''': [2 * a.atk - b.def].&lt;br /&gt;
&lt;br /&gt;
'''Spin''': It have a different formula based on the number of party members alive:  {{Observe}}&lt;br /&gt;
*1 party member: [4 * a.atk].&lt;br /&gt;
*2 party members: [3 * a.atk].&lt;br /&gt;
*3 or 4 party members: [2 * a.atk].&lt;br /&gt;
&lt;br /&gt;
'''Flex''': Add a &amp;quot;Flex&amp;quot; state, multiplying the next damage it causes by 2.5 times and turns itself happy.&lt;br /&gt;
&lt;br /&gt;
'''Ultimate attack''': 50, does not hit right in the heart.&lt;br /&gt;
&lt;br /&gt;
'''Ultimate attack''' (Boss Rush): 50 when dying first, 75 when being the second to fall, 100 if it's the last mole standing. It will never hit right in the heart and does not have any variation on its damage.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Sir Maximus III swing his sword!&lt;br /&gt;
 * Sir Maximus III remembers his grandfather's dying words.&lt;br /&gt;
 * Sir Maximus III strikes twice!&lt;br /&gt;
 * Sir Maximus III uses his grandfather's ultimate attack!&lt;br /&gt;
 * Sir Maximus III spins quickly!&lt;br /&gt;
 * Sir Maximus III flexes and feels his best!&lt;br /&gt;
&lt;br /&gt;
=== During battle ===&lt;br /&gt;
 * Sir Maximus III: ''No... I cannot let my father's and his father's deaths be in vain!'' (50% {{HP}}).&lt;br /&gt;
 * Sir Maximus III: ''Now for my ultimate attack!''&lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Sir Maximus III: ''Father... Grandfather...''&lt;br /&gt;
 * Sir Maximus III: ''I'm sorry... I have failed you.''&lt;br /&gt;
&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Sir Maximus III: ''Alas, my family has been avenged!''&lt;br /&gt;
 * Sir Maximus III: ''This is a glorious day for my people!''&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sir_Maximus_(neutral).png&lt;br /&gt;
Sir_Maximus_(happy).png&lt;br /&gt;
Sir_Maximus_(sad).png&lt;br /&gt;
Sir_Maximus_(angry).png&lt;br /&gt;
Sir_Maximus_(damaged).png&lt;br /&gt;
Sir_Maximus_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Flex effect gained from its ‘flex’ skill is the same used by [[Kel]], with the addition of turning itself happy.&lt;br /&gt;
*Later in the game, [[Sir Maximus IV]] can be found on one of the [[VIP rooms]] suffering from its parents’ death.&lt;br /&gt;
*One of the few enemies whose 'do nothing' action actually does something.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
	<entry>
		<id>https://omori.wiki/index.php?title=Sir_Maximus_II&amp;diff=12156</id>
		<title>Sir Maximus II</title>
		<link rel="alternate" type="text/html" href="https://omori.wiki/index.php?title=Sir_Maximus_II&amp;diff=12156"/>
		<updated>2022-08-01T10:26:18Z</updated>

		<summary type="html">&lt;p&gt;Meme: maximus spin actually ignores def&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sir Maximus II''' is an [[Enemies|enemy]] that can be found in [[Sweetheart's Castle]], it’s one of the three mini-bosses you fight inside the castle, and the middle of the three members of the Maximus family you encounter in combat, after that they show up during the [[Boss Rush]] as a team.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
As stated before, it will be fought twice, however, the only difference is its stats and rewards, which are as stated below:&lt;br /&gt;
*First encounter: 750 {{HP}} heart, 375 {{MP}} juice, 20 attack, 20 defense, 10 speed, and 10 luck (with the rewards stated on the table).&lt;br /&gt;
*Boss Rush: 3500 {{HP}} heart, 1500 {{MP}} juice, 70 attack, 95 defense, 70 speed and 10 luck (will have no rewards). &lt;br /&gt;
&lt;br /&gt;
Like most enemies, it will act differently according to its [[Battle system|emotion]]:&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          = Sir Maximus (neutral).gif&lt;br /&gt;
| descriptionone1 = 35% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 30% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will spin, dealing increased damage which ignores defense to all party members. {{Observe}}&lt;br /&gt;
| descriptiontwo1 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 1700 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 400 {{Clams}} clams&lt;br /&gt;
| image2          = Sir Maximus (happy).gif&lt;br /&gt;
| descriptionone2 = 35% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will spin, dealing increased damage which ignores defense to all party members. {{Observe}}&lt;br /&gt;
| descriptiontwo2 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 1700 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 600 {{Clams}} clams&lt;br /&gt;
| image3          = Sir Maximus (sad).gif&lt;br /&gt;
| descriptionone3 = 45% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 35% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will spin, dealing increased damage which ignores defense to all party members. {{Observe}}&lt;br /&gt;
| descriptiontwo3 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 1275 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 300 {{Clams}} clams&lt;br /&gt;
| image4          = Sir Maximus (angry).gif&lt;br /&gt;
| descriptionone4 = 45% chance of doing a normal attack. {{Observe}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 25% chance of doing nothing... becoming sad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 40% chance to hit twice, dealing damage to two random party members once.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Else, it will spin, dealing increased damage which ignores defense to all party members. {{Observe}}&lt;br /&gt;
| descriptiontwo4 = 1 [[Tofu|tofu]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 2550 exp&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; 400 {{Clams}} clams&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Additionally, once it reaches 150 (20%) {{HP}}, it will do its ultimate attack once, dealing damage to all party members, on the Boss Rush this attack will be done once it's defeated, dealing damage according to the number of enemies still alive.&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}}.''&lt;br /&gt;
&lt;br /&gt;
'''Attack''': [2 * a.atk - b.def] (default). {{Observe}}&lt;br /&gt;
&lt;br /&gt;
'''Hit twice''': [2 * a.atk - b.def].&lt;br /&gt;
&lt;br /&gt;
'''Spin''': It have a different formula based on the number of party members alive:  {{Observe}}&lt;br /&gt;
*1 party member: [4 * a.atk].&lt;br /&gt;
*2 party members: [3 * a.atk].&lt;br /&gt;
*3 or 4 party members: [2 * a.atk].&lt;br /&gt;
&lt;br /&gt;
'''Ultimate attack''': [50], with 25% damage variation and unable to hit right in the heart.&lt;br /&gt;
&lt;br /&gt;
'''Ultimate attack''' (Boss Rush): [50] when dying first, [75] when being the second to fall, [100] if it's the last mole standing. It will never hit right in the heart and does not have any variation on its damage.&lt;br /&gt;
&lt;br /&gt;
== Battle Quotes ==&lt;br /&gt;
=== Action quotes ===&lt;br /&gt;
 * Sir Maximus II swing his sword!&lt;br /&gt;
 * Sir Maximus II remembers his father's dying words.&lt;br /&gt;
 * Sir Maximus II strikes twice!&lt;br /&gt;
 * Sir Maximus II uses his father's ultimate attack!&lt;br /&gt;
 * Sir Maximus II spins quickly!&lt;br /&gt;
=== During battle ===&lt;br /&gt;
*50% {{HP}}:&lt;br /&gt;
 * Sir Maximus II: ''No... I cannot let my father's death be in vain!''.&lt;br /&gt;
 * Sir Maximus II: ''Now for my ultimate attack!''&lt;br /&gt;
&lt;br /&gt;
=== When defeated ===&lt;br /&gt;
 * Sir Maximus II: ''Father... Forgive me.''&lt;br /&gt;
 * Sir Maximus II: ''I'm sorry... I have failed you.''&lt;br /&gt;
&lt;br /&gt;
=== When defeating the player ===&lt;br /&gt;
 * Sir Maximus II: ''Alas, my father has been avenged!''&lt;br /&gt;
 * Sir Maximus II: ''This is a glorious day for my people!''&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sir_Maximus_(neutral).png&lt;br /&gt;
Sir_Maximus_(happy).png&lt;br /&gt;
Sir_Maximus_(sad).png&lt;br /&gt;
Sir_Maximus_(angry).png&lt;br /&gt;
Sir_Maximus_(damaged).png&lt;br /&gt;
Sir_Maximus_(dying).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Later in the game, [[Sir Maximus IV]] can be found on one of the [[VIP rooms]] mourning its parents’ death.&lt;br /&gt;
*Like the other Sir Maximus, it will cheer after defeating the player.&lt;br /&gt;
*One of the few enemies which the &amp;quot;do nothing&amp;quot; action don't do nothing.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;/div&gt;</summary>
		<author><name>Meme</name></author>
	</entry>
</feed>