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The Batter: Difference between revisions
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Latest revision as of 06:46, 17 December 2024
"Mature Content" | |
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
“ | That’s what I did. This cradle is the home of my father. The guardians have fallen. You are Queen of a kingdom that no longer exists. You’ve never been here to do such a thing. Your role was to take care of him, and you have failed your task. And because of you, I must now complete my sacred mission. Lost in preparing the birthday party, you forgot who it was for. …Queen of the flies, it is time for you to join your disciples. Nothing went right, we must forget it all and dream sweet dreams now. However, his shows fear. | „ |
~ The Batter to the Queen before and after the battle |
Background
The Batter is the main protagonist of OFF. When starting the game, The Player is assigned to the Batter and told that he has a special mission to fulfill. The Batter is aware that the Player is controlling him and that he has a purpose, but is relatively uninformed about the nature of the Zones and the world he is in. The Batter fights with different types of baseball bats and utilizes competences that are usually named after baseball terms. He acts as the savior of the world. Embarked on a holy mission, he plans to fulfill this task with the help of his puppeteer who controls his movements. In many ways, the Batter's relationship with the Player resembles that of a solemn religious crusader whose every deed, action and decision is justifiable purely on behalf of his Higher Power.
If The Player chooses to align with the Judge in the game's final battle, the Batter spontaneously takes on a much more disturbing appearance. He is now seen as a depraved, crocodilian creature with soulless white eyes, a mouth filled with serrated teeth and a pair of enormous claws. It is confirmed by Mortis Ghost that this is not a different form of the Batter, but simply a different perspective of him since at that point in the game the player would perceive him as the enemy.
General Information
Name: The Batter, Le Batteur (Original French name)
Origin: OFF
First Appearance: OFF
Latest Appearance: OFF (Last canonical appearance), Suits (Last non-canonical appearance)
Creator: MortisGhost
Sex: Male
Pronouns: He/Him
Age: Unknown
Homeworld: Unknown
Residence: Unknown
Story Role: False Hero, Twist Villain, Main Protagonist, Main Antagonist
Classification: Inhuman, Creation of Hugo, Savior, Physical Embodiment of the Concept of Purity, Puppet of The Puppeteer
Species: Unknown
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Hugo
Occupation: None
Status: Deceased in The Judge's ending (Is killed by The Judge), Unknown in the Regular Ending (The fate of The Batter is not revealed)
Date of Death: Special Ending Route
Alignment: Lawful Evil (The Batter's core goal is to purify the world by turning the Switch OFF causing all life to fade into nothingness, he is one of absolute justice, viewing all situations in true black and white with no grey)
Threat Level: Cosmic Threat (The Batter's core goal is to purify the world by turning the Switch OFF causing all life to fade into nothingness)
Codex Statistics
Key: Pre-Zone 3 | Post-Zone 3
Grade: A | S
Tier: 8-C | At least 8-C, likely Far Higher
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: Building level (Potency) (Can fight and defeat the Spectres, who are noted by Dedan that no one is capable of fighting phantoms asides from The Queen's Royal Officers, which would make it where no Elsen can fight them, with Elsen that reach this large. Defeated a weakened Enoch, who reaches this size. Can fight and defeat both of the Zone Guardians Japhet and Dedan who are the only ones capable of beating Spectres) | At least Building level (Potency), likely Far Higher (Could defeat The Queen in battle, who is the supreme ruler of the world)
Durability: Building level | At least Building level, likely Far Higher
Striking Strength: Building Class (Potency) | At least Building Class (Potency), likely Far Higher
Lifting Strength: Unknown: True Class | Unknown: True Class
Travel Speed: Superhuman (Able to climb up pretty fast a tower that took around a minute and 30 seconds to fall down), Speed of Light in the nothingness (Stated to be able to travel in the nothingness at the speed of light) | Superhuman, Speed of Light in the nothingness
Attack Speed: Superhuman | Superhuman
Reaction Speed: Superhuman (Can react and catch add-ons while falling down a chimeny that takes him around a minute and 30 seconds to fall down where he should be experiencing terminal velocity) | Superhuman
Stamina: Superhuman (Traveled through all four zones and The Room all the while fighting countless Spectres and Zone Guardians with no real breaks in between)
Range: Standard Melee, Extended Melee with Bat, Higher with Competences
Intelligence: Unknown Intelligence
Knowledge: At least Expert level (The Batter can solve various puzzles with the help of The Puppeteer. These puzzles include puzzles that require one to read the Read Me or find hidden numbers and meanings behind various locations. This also includes puzzles like finding the entrance to Dedan’s office, which according to an Elsen has never been found. The Batter is also capable of telling when he’s fighting a losing battle and will immediately adapt by finding the opponent’s weakness and using it against them in order to defeat them as he did to Enoch. The Judge notes Batter’s mastery of battle borders on brilliancy)
Powers and Techniques
Resistance to Mind Manipulation, Madness Manipulation, & Empathic Manipulation (With the Thursday equipment, has a 30% resistance to the furious and madness status effect), Metaphysics Manipulation (Soul Manipulation; Can take attacks from Dedan, and Spectres who all attack the soul), Spatial Manipulation (Can take attacks under the plastic element), Nothingness Manipulation, Conceptual Manipulation, Linguistic Manipulation, Information Manipulation & Text Manipulation (Upon defeating the Zone guardians The Batter makes the all of the inhabitants fall into nothingness. Can travel in the nothingness, a non-existent realm outside of space-time, can travel in the purified zones, where Mortis notes that all Elsen disappear when the world is purified, with even the one Elsen left in zone two eventually disappearing[1]), Possession (The Batter at times will refuse to go to areas or do actions, overriding the Player’s control over him), Metal Manipulation (Can take attacks from the metal attribute. Can walk around in a purified zone where metal no longer exists, which it was stated without metal there would be no way to walk without sinking into the ground), Organic Manipulation (Can take attacks from the meat attribute), Earth Manipulation (With Wednesday, he prevents terrain damage), Power Nullification, Sense Manipulation, & Poison Manipulation (With Friday, gets a 50% resistance to the mute status effect. With Secret day prevents poison, blindness, and muted status effects)
Omega: Purification (Spiritual Purification; Can cure the status ailments: blind, mute, poison, sleep, fury, madness, and palsy with “Inverse Perspective”, “Overdone Perspective”, and “Frontal Perspective”), Durability Negation (With “Photographic Blur”, does an attack that ignores the enemies defense), Resurrection (With “Multiple Perspective”, it revives a dead party member), Statistics Reduction (With “Radial Blur”, decreases defense, and “Gaussian Blur”, decreases competence)
Epsilon: Statistics Amplification (With “Classic Drama” increases attack, “Baroque Drama” increases defense, “Experienced Drama” increases esprit, and “Unrevokable Drama” increases agility)Equipment
- Harold Bat: Batter’s beginning bat which has a hit probability of 90. It increases offense by 5.
- Masashi Bat: Batter’s second bat which has a hit probability of 90. It increases offense by 9.
- Emmanuel Bat: Batter’s third bat which has a hit probability of 90. It increases offense by 12.
- Michael Bat: Batter’s fourth bat which has a hit probability of 95. It increases offense by 15.
- Yoshihiro Bat: Batter’s fifth bat which has a hit probability of 90. It increases offense by 20.
- Lewis Bat: Batter’s sixth bat which has a hit probability of 90. It increases offense by 26.
- Katsuhiro Bat: Batter’s seventh bat which has a hit probability of 90. It has a critical bonus of 9, and increases offense by 32. It also adds the plastic attribute to all attacks.
- Ashley Bat: Batter’s ultimate weapon which has a hit probability of 100. It has a critical bonus of 100, and increases offense by 21, however it allows Batter to hit twice in one turn. The bat also completely ignores enemy evasion.
- Nicolas Tunic: It raises defense by 4.
- David Tunic: It raises defense by 6.
- Min-Woo Tunic: It raises defense by 8.
- Canepa Tunic: It raises defense by 12.
- Taiyou Tunic: It raises defense by 16.
- Neil Tunic: It raises defense by 22.
- Audacious Symbol: Add-On’s beginning symbol which has a hit probability of 90. It increases offense by 3.
- Persistent Symbol: Add-On’s second symbol which has a hit probability of 95. It increases offense by 5.
- Choleric Symbol: Add-On’s third symbol which has a hit probability of 90. It increases offense by 7. It adds the special attribute to all attacks.
- Battlesome Symbol: Add-On’s fourth symbol which has a hit probability of 90. It increases offense by 9.
- Loyal Symbol: Add-On’s fifth symbol which has a hit probability of 90. It increases offense by 11. It adds the special attribute to all attacks.
- Solid Symbol: Add-On’s sixth symbol which has a hit probability of 90. It increases offense by 13. It adds the special attribute to all attacks.
- Vengeful Symbol: Add-On’s seventh symbol which has a hit probability of 90. It increases offense by 14.
- Hidden Symbol: Add-On’s eight symbol which has a hit probability of 95. It increases offense by 16. It adds the metal attribute to all attacks.
- Fast Symbol: Add-On’s ninth symbol which has a hit probability of 90. It increases offense by 18. It adds the special attribute to all attacks.
- Aggressive Symbol: Add-On’s tenth symbol which has a hit probability of 90. It increases offense by 20.
- Silent Symbol: Add-On’s eleventh symbol which has a hit probability of 90. It increases offense by 23.
- Luminous Symbol: Add-On’s twelfth symbol which has a hit probability of 90. It increases offense by 25.
- Boastful Symbol: Add-On’s thirteenth symbol which has a hit probability of 90. It increases offense by 27. It adds the special attribute to all attacks.
- Mysterious Symbol: Add-On’s fourteenth symbol which has a hit probability of 95. It increases offense by 30. It adds the metal attribute to all attacks.
- Jumpy Symbol: Add-On’s fifteenth symbol which has a hit probability of 90. It increases offense by 32.
- Bleeding Symbol: Add-On’s sixteenth symbol which has a hit probability of 90. It increases offense by 35.
- Perfect Symbol: Add-On’s ultimate weapon which has a hit probability of 95. It increases offense by 40. It adds the smoke and plastic attribute to all attacks.
- Radius Epidermis: It raises defense by 4.
- Ulna Epidermis: It raises defense by 6.
- Humerus Epidermis: It raises defense by 9.
- Tibia Epidermis: It raises defense by 11.
- Fibula Epidermis: It raises defense by 17.
- Femur Epidermis: It raises defense by 21.
- Aura of Justice: It raises defense by 3.
- Aura of Fear : It raises defense by 3.
- Aura of Perception: It raises defense by 4.
- Aura of Greatness: It raises defense by 10.
- Aura of Clairvoyance: It raises defense by 18.
- Aura of Tenacity: It raises defense by 25.
- Aura of Lunacy: It raises defense by 41.
- Aura of Power: It raises defense by 59.
- Colour of Wrath: It raises defense by 2.
- Colour of Pain: It raises defense by 3.
- Colour of Sadness: It raises defense by 5.
- Colour of Hatred: It raises defense by 10.
- Colour of Force: It raises defense by 18.
- Colour of Defeat: It raises defense by 29.
- Colour of Neglect: It raises defense by 32.
- The Eighth Colour: It raises defense by 50. It cannot be unequipped.
- Monday: Equipment that protects Batter from critical hits, essentially preventing critical hits from occurring.
- Tuesday: Equipment that reduces the consumption of competence, essentially halving competence consumption.
- Wednesday: Equipment that protects Batter from harmful ground, essentially prevents terrain damage.
- Thursday: Equipment that is beneficial to physical attacks. It grants 30% resistance to the Furious and Madness conditions. It also increases offense by 5.
- Friday: Equipment that is beneficial to competences. It grants 50% resistance to the Muted condition. It also increases Esprit by 7.
- Saturday: Equipment that increases agility, along with increasing evasion. It increases agility by 15.
- Sunday: Equipment that protects from poison, essentially preventing the Poison condition.
- Secret Day: Equipment preventing poison, mute, and blindness, essentially preventing the Poison, Blindness, and Muted conditions.
- Luck ticket: Recovers a moderate amount of HP (100 HP).
- Fortune ticket: Recovers a large amount of HP (1000 HP).
- Silver flesh: Recovers a moderate amount of competence (50 CP).
- Golden flesh: Recovers a large amount of Competence (100 CP).
- Joker: Revives a character (Revives and restores 25% max HP).
- Moloch’s meat: Cures the Poison condition.
- Belial’s meat: Cures all negative status alterations except Death.
- Abaddon’s meat: Fully restores the team’s HP and competence out of combat and cures all status conditions. Unusable in battle.
- Inspiration: Object that’s utilizable in combat. Deals 75 base damage to a single enemy, increasing with Attack and Esprit.
- Expiration: Object that’s utilizable in combat. Deals 400 base damage to a single enemy, increasing with Attack and Esprit.
- Eye: Analyses the enemies’ characteristics. Equivalent to using Wide Angle.
- Taurus-orb: Increases Batter and co.’s max HP by 50.
- Libra-orb: Increases Batter and co.’s max competence by 15.
- Scorpio-orb: Increases Batter and co.’s max offense by 5.
- Gemini-orb: Increases a Batter and co.’s max defense by 5
- Capricorn-orb: Increases a Batter and co.'s esprit by 5.
- Virgo-orb: Increases Batter and co.’s agility by 5.
Notable Techniques
- Wide Angle: Analyzes the enemies' characteristics.
- Save First Base: Heals an ally.
- Run with Courage: Deals Metal damage.
- Furious Homerun: Special attack with low impact.
- Save Second Base: Heals an ally, restoring a lot of health.
- Run with Grace: Deals Plastic damage.
- Special Homerun: Special Attack with average impact.
- Save Third Base: Heals an ally, restoring all health.
- Run with Dementia: Deals Smoke damage.
- Magic Homerun: Special attack with considerable impact.
- Save Fourth Base: Revives and heals an ally.
- Run with Belief: Deals Meat damage.
- Save Secret Base: Heals the entire party.
- Ultimate Homerun: Special attack with incredible impact.
- Saturated String: Special attack with low impact.
- Expected Bracket: Can inflict Poison, continuously dealing them damage that ignores their armor and durability..
- Converted String: Special attack with average impact.
- Requisite Bracket: Can inflict Blind, which causes one to have their accuracy dropped from being blind.
- Long String: Special attack with considerable impact.
- Open Bracket: Can inflict Mute, which completely disables the use of competences.
- Complete String: Special attack with incredible impact.
- Impossible Bracket: Can inflict Palsy, halting them and their competence in their tracks and leaving them vulnerable.
- Inverse Perspective: Cures Blind and Mute.
- Optimized Blur: Attack with random impact.
- Overdone Perspective: Cures Poison and Sleep.
- Photographic Blur: Ignores enemy Defense.
- Frontal Perspective: Cures Fury, Madness, and Palsy.
- Gaussian Blur: Decreases the enemies competence.
- Multiple Perspective: Revives an ally.
- Radial Blur: Decreases the enemies defense.
- Classic Drama: Increases an allies offense.
- Surrealist Tragedy: Hits all enemies with a special attack of low impact.
- Baroque Drama: Increases an allies defense.
- Abstract Tragedy: Hits all enemies with a special attack of average impact.
- Experienced Drama: Increases an allies esprit.
- Cubist Tragedy: Hits all enemies with a special attack of considerable impact.
- Unrevokable Drama: Increases an allies agility.
- Fauvestic Tragedy: Hits all enemies with a special attack of incredible impact.
Other
Standard Tactics: The Batter will attack with whatever the Player chooses for him, if he’s not under the control of The Player he will undergo his own strategies which normally revolves around standard attacks and uses competences. The Batter’s main goal is to purify so he’ll likely lead with that too.
Weaknesses: He cannot purify a Zone if an entity's life force is flowing through/powering it.
Note
- A lot of OFF’s explanations and concepts are very limited and require many different interpretations, thus making it difficult to completely ascertain what certain elements mean, thus using what one can piece together in game along with Mortis’ statements, we have supplied the following profile.
Battle Records
11-1-0
- Japhet - Fight
- Conditions: The Batter had help from his add-on.
- Location: Library of Zone 2
- Note: Japhet was unable to summon spectres and fled after the fight.
- Enoch - Fight
- Conditions: Batter had to run during the fight due to Enoch's strength to exhaust Enoch's strength. The Batter had help from his add-ons.
- Location: Office in Zone 3 (First part of the fight), Station in Zone 3 (Second part of the fight)
- Note: As Batter admits Enoch was far too strong for him and he needed to flee, he could've very likely lost if he never implemented a strategic retreat.
- Hugo - Fight
- Conditions: Hugo did not fight back. The Batter had help from his add-ons.
- Location: The Room
- Note: It's unknown if Hugo would've actually been able to fight back or not.
- The Judge - Fight
- Conditions: The Batter had help from his add-ons.
- Location: The Room
- Note: The Batter only wins if the puppeteer decides to choose his side.
- Spectres - Fought Many Times in Zone 1, Zone 2, Zone 3, & The Room
- Conditions: The Batter had help from his add-ons.
- Location: Zone 1, Zone 2, Zone 3, & The Room
- Elsen - Fought in Zone 3
- Conditions: The Batter had help from his add-ons.
- Location: Zone 3
- Note: The Elsens became burnt giving them the strength to easily kill Spectres and become corrupted.
- Secretaries (OFF) - Fought in the Purified Zone 1, Purified Zone 2, & Purified Zone 3
- Conditions: The Batter had help from his add-ons.
- Location: Purified Zone 1, Purified Zone 2, & Purified Zone 3
- The Judge - Fight
- Conditions: The Batter had help from his add-ons.
- Location: The Room
- Note: The Judge only wins if the puppeteer decides to choose his side.
None.
References
- ↑ "ArrowkneedGuard > All the Elsen disappear with the "purification" of the world, like everything else. There's one left in Zone 2, indeed, but for how long?"