Ribbit, ribbit.
(Human, remember that monsters have feelings too!)
In encounters, enemies have emotions that can alter certain aspects of a battle. An enemy's emotion affects the effectiveness of certain ACTs and the enemy's dialogue, as well as either its own stats or the player's.
In Game[]

An example of enemies in battle having different emotions.
Any regular enemy (i.e. any enemy that isn't a Boss) can spawn with an emotion. Enemies in Lost Worlds do not have their ACT effectiveness or dialogue changed by emotions, but they still have the stat changes.
List of Emotions[]
- Neutral: The default emotion, or rather, the lack thereof. Enemies with this emotion behave as normal.
Anger: Boosts the enemy's ATK.
Sadness: Boosts the enemy's DEF.
Happiness: Boosts the enemy's HP.
Afraid: Shortens the player's invincibility period after taking damage.
Disgust: Increases the length of the enemy's attacks.
When an enemy is spareable, their emotion will change to Star (Neutral before v2.7.9).
Trivia[]
- Originally, there was a personalities system planned for DONTFORGET, but it was scrapped because monsters having distinct identities was already part of Undertale's charm. Additionally, enemies were planned to have different sprites based on their emotions, but this was not implemented.[1]
References[]
- ↑ ❤ December 2021 Progress Report ❤ December 28, 2021