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Stats

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Stats are properties of characters that affect various aspects of encounters in Dark Worlds, such as the amount of damage dealt or taken and the effectiveness of spells.

Party members have HP, Attack, Defense, Magic, LV, and three cosmetic stats (two unique special stats and Guts). These are shown on the Power and Equipment screens, but LV and cosmetic stats are not shown on the Equipment screen, as equipment has no effect on them. Party HP is visible at the bottom of the screen when the menu is open or during a battle.

Enemies have HP, Attack, Defense and LV. Some enemy stats like AT and DF can be viewed using the Recruits menu, and (in some cases) the "Check" ACT; however, these are not always consistent with the internal game values or even with each other. Enemy HP is not visible to the player.

Main stats

HP

HP (Hit Points or Health Points) determines how much damage a character can take before being defeated, and is possessed by both party members and enemies. It consists of two components: current HP and maximum HP. For party members, this is indicated on the user interface as two values separated by a slash, with the left value being the current HP and the right value being the maximum HP.

Current HP

When a party member's HP drops to 0 or below, they are downed — their HP is set to -1/2 of max HP regardless of damage taken, and they cannot perform any actions. If all party members are downed, the game is over.

At the beginning of the party's turn, all downed party members regain 1/8 of max HP, rounded up. At the end of an encounter, all downed party members have their HP set to 1/8 of max HP, rounded up.

A downed party member can be revived by restoring their HP to above 0, which automatically sets their HP to at least 1/6 of max HP, rounded up. This can be done using items, spells or natural regeneration. Some items, like ReviveMint, can revive a downed character regardless of the size of their current negative HP.

If a regular enemy's HP drops to 0, they either flee or get knocked away, unless they are frozen by Noelle's IceShock or SnowGrave spells. If a recruitable enemy is defeated this way, that type of enemy is rendered LOST, even if they were previously recruited.

Current HP can be changed by:

  • Interacting with a SAVE point in the Dark World (fully restored).
  • Using the services of characters that offer to heal the party, such as Malius.
  • Certain special story cutscenes/events.
  • Using certain consumables.
  • Spells, such as Ralsei's Heal Prayer.
  • Special ACTs, such as Pirouette in the Jevil battle.
  • Attacking with AbsorbAx.
  • Defending with GreenApron

Maximum HP

Party members' maximum HP can be increased by:

  • Increasing LV
  • Defeating enemies violently (starting in Chapter 2)

In Chapter 4, Kris can gain 1 max HP by choosing to say "Further left" to the Old Man on which path to take.[1]

Attack

Attack (AT) affects how much damage a character deals with attacks and some Spells, and is possessed by both party members and enemies. Party members' Attack can be increased by:

  • Increasing LV
  • Defeating enemies violently (starting in Chapter 2)
  • Using equipment (primarily weapons)

Defense

Defense (DF) affects how much damage a character takes from attacks and some Spells, and is possessed by both party members and enemies. Party members' Defense can be increased by using equipment, primarily armors.

Magic

Magic affects the strength of a character's Spells, and is exclusive to party members. Unlike other main stats, Magic is not a returning stat from Undertale. Party members' Magic can be increased by:

  • Increasing LV
  • Defeating enemies violently (starting in Chapter 2)
  • Using equipment (armors and weapons). Some equipment can also lower Magic, like the Ragger2.

In Chapter 4, defeating the Hammer of Justice increases Susie's Magic by 4 for the rest of the Chapter.[2]

Kris has 0 base Magic, and it is unaffected by LV or defeating enemies violently (although it can still be changed by equipment). They also have no Magic-dependent actions, making it useless.

LV

LV is the level of a party member or enemy. It affects party members' base stats like max HP, Attack and Magic. Party members' LV increases after completing a Chapter's main objective.

Uniquely, Noelle joins the party at LV1, and becomes LV2 after receiving any title. Her stats are also unaffected by LV.

Raising base stats through violence

From Chapter 2 onwards, encounters where any enemy was defeated violently (excluding Party Dojo enemies and major bosses) count towards increasing the party's base stats, namely max HP, Attack, and Magic. However, at the start of the first four Chapters, all base stats are reset to that Chapter's starting base values, even if they had been previously boosted by violence. The counter keeping track of violent encounters is also reset to 0 at the start of every Chapter.

For maximum HP:

  • After a violent encounter, all party members gain max HP (even those who are not present during the encounter, with the exception of Noelle).
  • Kris, Susie, and Ralsei gain 2 max HP for each violent encounter while Noelle gains 4. Additionally, Susie gains an extra 1 max HP every other violent encounter.
  • Max HP is capped at the next LV's starting value (Susie's max HP in Chapter 3 is capped at 240 even though LV4 starts at 230 HP, but this is impossible to achieve as there are not enough encounters in Chapter 3).

For Attack and Magic:

  • For Kris, Susie, and Ralsei, Attack and Magic increase by 1 after every 10 violent encounters (except for Kris's Magic which never increases).
  • For Noelle, Attack and Magic increase by 1 after every 4 violent encounters where Noelle is in team.[3]

The Attack and Magic stats can be raised a maximum of:

  • Chapter 2: 3 times (38 encounters)
  • Chapter 3: 1 time (13 encounters)
  • Chapter 4: 2 times (21 encounters)
  • Chapter 5: 1 time (16 encounters in total: 4 in Garden, 5 in Cliffs, 4 in Flower Castle, and 3 in Top of Castle)
Minimum[4][5] and maximum[6][7][8] stats for each LV and character
Character LV HP Attack Defense Magic Guts
Kris 19010201
2120-16012-15202
3160-18614-15202
4200-24017-19203
5240-27217-18203
Susie 111014212
2140-19016-1921-42
3190-22218-1922-33
4230-28222-2423-94
5290-33022-2323-44
Ralsei 1708270
2100-14010-1329-120
3140-16612-13211-121
4180-21015-17214-160
5210-24215-16214-150
Noelle 1, 290-170[note 1]3-8111-160
Flowery 99 999 99 99 99 Stat Flowery Head.png Stat Flowery Head.png Stat Flowery Head.png Stat Flowery Head.png Stat Flowery Head.png

Cosmetic stats

Special stats

Dog stat screenshot.png
A sleeping dog on the Stats screen

Special stats are unique to each party member, and change throughout the course of the game, like titles. Each member can have at most two special stats. If no conditions for a special stat are met, it defaults to ???.

Character StatCondition NameValue
Kris face partymenu.png
Kris
1 Chapter 1, 2% chance[9]
Chapter 2+, 4% chance
Dog Annoying Dog overworld sleeping.gif
Chapter 5 Jumps Number of Jumps done in platforming mode
2 Chapter 3, Sword Route, if value is over 0 * Number of enemies killed in the Original Game, capped at 9999
Chapter 4, if value is over 0 Slain Number of Titan Spawn killed
Chapter 4, if value is over 0 and Slain's value Purify Number of Titan Spawn banished
Chapter 5 Slashes Number of slashes done in platforming mode
Susie face partymenu.png
Susie
1 Always Rudeness 100 by default
99 after Susie joins for real in Chapter 1
89 during Chapter 2

100 during the field segment in Chapter 5

2 Chapter 1 Crudeness 100
101 if the "The $!$? Squad" was chosen[10][11]
Chapter 2 Purple Yes
Chapter 3, if value is over 0 Plucked Number of weed tiles plucked by Susie in The Legend of Tenna, capped at 99
Chapter 4-5 Healing Default:
MagicKris×5+15+2×HealingLevel[note 2][note 3][12]
If Hammer of Justice or Sound of Justice has been defeated:
MagicKris×10+2×HealingLevel[note 2][note 4][12]
Ralsei face partymenu.png
Ralsei
1 Chapter 1, 98% chance Kindness 100
Chapter 1, 2% chance[13] Dogness 1
Chapter 2 Sweetness 97
Chapter 3, if value is over 0 Carried Number of times Ralsei was lifted in The Legend of Tenna, capped at 99
2 Chapters 1-5 Fluffiness 1 fluff by default
2 fluffs in Chapter 2 or if DaintyScarf is equipped in Chapter 1
Noelle face partymenu.png
Noelle
1 Always Coldness Starts at 47, increases by 7 for every IceShock used, up to 100[14]
2 Always Boldness Starts at -12, changes depending on route and plot progress:
Plot×3222, up to 100[15][16]
Flowery face partymenu.png
Flowery
1 Chapter 5 Flowers 99
2 Chapter 5 Floweriness Stat Flowery Head.png Stat Flowery Head.png Stat Flowery Head.png

Guts

Guts is a cosmetic stat of party members that occasionally increases when they level up (except for Ralsei's Guts in Chapter 4 which drops from 1 to 0).

Mercy

Mercy is possessed by enemies, and tracks their current progress to becoming spareable. It is tracked internally in Chapter 1 and shown as a stat bar next to the enemy's name in further Chapters.

There are several ways to increase Mercy in encounters:

  • ACTs (including S-Action, R-Action, and N-Action) are the primary way to increase Mercy, and can even affect the Mercy of non-targeted enemies.
  • Attempting to Spare an enemy whose name is not yellow often slightly increases its Mercy.
  • Using specific items makes some enemies spareable.
  • Some battles have unique ways to gain Mercy via enemy attacks.

Mercy cannot be decreased, with the exception of Tasque Manager - violently defeating one of her allied Tasques lowers her Mercy and causes ACTs to no longer work on her; her Mercy can only be further raised by repeatedly using the Spare action, and Shinobeetle, who has its mercy decrease by 20% per turn when fighting alongside Seth.

Certain scripted encounters end immediately after completely filling their Mercy. Flowery's fight ends after he reaches 50% Mercy.

Mercy screenshot crossed out.png
A red X on the Mercy meter during GIGA Queen's fight

Several boss enemies cannot be spared normally, indicated by a red X through the Mercy meter.

  • Some boss fights, like GIGA Queen, Spamton NEO on the Weird Route, and the Titan can only be progressed through violence.
  • Jevil can be tired out using Hypnosis and/or Pirouette, and spared using Ralsei's Pacify.
  • The Knight's fight can only be progressed through violence, but can be bypassed by losing.
  • Titan Spawn can be banished through either violence or ACTing.

During the Flowery fight, he is able to grant both Susie and Ralsei 10% Mercy through a version of the BlowAway ACT. This is purely cosmetic, and Kris seems to either be immune to the specific ACT Flowery uses, or Mercy in general.

EXP

EXP is a stat that is implied to be gained from violently defeating enemies, similar to Undertale. However, it is not displayed anywhere in the Dark World.

In Chapter 1, the party always earns 0 EXP after a battle, regardless of how the enemies were defeated. In further Chapters, if any enemy is defeated violently during an encounter, the game simply displays the D$ earned along with "You became stronger." (or "Noelle became stronger." if she is present) instead of specifying as usual that 0 EXP was earned.

Light World stats

Hometown Stat screenshot.png
Kris's default stats while in Hometown

In the Light World, Kris has LV, HP, AT, DEF, and EXP, which can be viewed on the Stats menu. These have no functional purpose, and are unrelated to the Dark World, except for AT and HP which depend on Dark World weapons and HP. The menu itself is a replica of Undertale's Stat menu, but Kris's AT and DF display 10 by default, fixing a discrepancy from Undertale where it displayed 0, differing from the internal value of 10.

The name given in the menu is "Kris", instead of either name entered during the introduction. Loading a Completion FILE into current Chapter used depicts "Since Chapter" on the top-right part of the menu. This indicates how much progress has been transferred through multiple Completion FILEs. The variable internally used to track this is the global flag number 914; however, there is a temporary variable that holds the full string after flag 914 gets read, referred to as krispreservationsociety.[17]

Light World HP

While there are no battles in the Light World, Kris's HP can still be reduced in certain situations:

  • Chapter 2: Eating the Box of Heart Candy sets Kris's HP to 19.
  • Chapter 4: While Susie and Noelle are talking in Dess's room, Kris can hit the SOUL with a hockey stick. The first, 5th, 10th, 20th, and 30th hit each deal 1 HP of damage to Kris.[18]
  • Two instances can happen during Chapter 4's Weird Route:
    • After equipping the ThornRing on Noelle, Kris intentionally harms the SOUL during a cutscene, setting their HP to 10.
    • In a later scene at the church, choosing "I'll never play again" in response to Susie talking about Kris playing the piano again prompts Kris to bite their own hand, reducing their HP by 1.

From Chapter 3 onwards, Kris's HP in the Dark World will be reflected in their Light World HP which is set to HPmaxHPmaxHPLW, where HP and maxHP are Kris's Dark World HP and max HP respectively and maxHPLW is their Light World max HP.

Unlike in the Dark World, interacting with SAVE points in the Light World does not restore any HP.

Kris's HP is restored at the start of every Chapter except for Chapter 5, where the current HP at the end of Chapter 4 carries over.

Trivia

  • Since the Light World stat system is fully ported from Undertale, modifying Kris's Light World EXP via hacking also modifies their stats appropriately.
  • Party members' LV are referred to internally as False LV,[19] calculated separately from the global LV stat (which remains set to 1).
    • Since Chapter 2, the LV displayed at SAVE points is equal to the current Chapter.[20] It does not increase to 3 after sealing the library Fountain.
  • The game's code contains a hidden value labeled level.[21] This may suggest that the LV in the Dark World is a measurement of the party's strength in the traditional RPG sense, as opposed to Undertale's "Level of Violence".
  • The Guts stat references a stat of the same name in Breath of Fire II, shown on the Status screen as one or more bright flames. However, it is purely cosmetic in Deltarune.

See also

Notes

  1. The only way for Noelle to reach her maximum stats is to abort the Weird Route just before fighting Berdly and defeat the Werewires he summons.
  2. 1 2 HealingLevel refers to the number of times Susie has improved her healing spell.
  3. Since Kris's base Magic is always 0, the first part is irrelevant (this was likely intended to check Susie's magic instead of Kris's). Its maximum value is 45.
  4. Since Kris's base Magic is always 0, the first part is irrelevant (this was likely intended to check Susie's magic instead of Kris's). Its maximum value is 30.

References

  1. gml_Object_obj_dw_church_darkmaze_Step_0 script, lines 707–720, Chapter 4
  2. gml_Object_obj_hammer_of_justice_enemy_Step_0 script, line 1229, Chapter 4
  3. gml_GlobalScript_scr_levelup script, lines 26–30, Chapter 2
  4. gml_GlobalScript_scr_gamestart script, lines 131–245, Chapter 4
  5. gml_GlobalScript_scr_gamestart_chapter_override script, lines 63–77, Chapter 5
  6. Deltarune (Chapters 2-4) | All Encounters Guide (Maximum damage) on YouTube
  7. DELTARUNE | The ACTUAL max damage you can deal in one turn and 21st Chapter 4 encounter on YouTube
  8. gml_GlobalScript_scr_levelup script, lines 31–40, Chapter 5
  9. gml_Object_obj_darkcontroller_Draw_0 script, lines 289–293, Chapter 1
  10. gml_GlobalScript_scr_text script, lines 461–479, Chapter 1
  11. gml_Object_obj_darkcontroller_Draw_0 script, lines 313–314, Chapter 1
  12. 1 2 gml_Object_obj_darkcontroller_Draw_0 script, lines 462–465, Chapter 4
  13. gml_Object_obj_darkcontroller_Draw_0 script, lines 340–344, Chapter 1
  14. gml_Object_obj_darkcontroller_Draw_0 script, line 424, Chapter 2
  15. gml_Object_obj_darkcontroller_Draw_0 script, line 430, Chapter 2
  16. Noelle's Boldness changes, Chapter 2 code citations - Google Document
  17. gml_Object_obj_overworldc_Draw_0 script, line 93, Chapter 2
  18. gml_Object_obj_homealone_dess_closet_kris_Step_0 script, lines 267–269, Chapter 4
  19. gml_Object_obj_darkcontroller_Draw_0 script, line 256, Chapter 2
  20. gml_Object_obj_savemenu_Draw_0 script, line 39, Chapter 2
  21. gml_Object_obj_savemenu_Create_0 script, line 76, Chapter 2