The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu

Support the wiki on our official Ko-Fi page or Patreon page!

Ness: Difference between revisions

From The Codex
m
m
Line 163: Line 163:
*'''Trick Yo-yo:''' A stronger yo-yo that can be bought from the store in Fourside. It increases Offense by 46, though it has a base accuracy of 81.25%.
*'''Trick Yo-yo:''' A stronger yo-yo that can be bought from the store in Fourside. It increases Offense by 46, though it has a base accuracy of 81.25%.
*'''Combat Yo-yo:''' The strongest yo-yo in the game, able to be bought from the merchant in Deep Darkness. It increases Offense by 54, though it has a base accuracy of 81.25%.}}
*'''Combat Yo-yo:''' The strongest yo-yo in the game, able to be bought from the merchant in Deep Darkness. It increases Offense by 54, though it has a base accuracy of 81.25%.}}
<br>


|-|Defensive Equipment=
|-|Defensive Equipment=
Line 187: Line 188:
*'''Cherub's Band:''' A powerful bracelet found in the Fire Spring. It increases Defense by 70, Luck by 20, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.
*'''Cherub's Band:''' A powerful bracelet found in the Fire Spring. It increases Defense by 70, Luck by 20, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.
*'''Goddess Band:''' The best bracelet in the game, obtained from a present in Magicant. It increases Defense by 80, Luck by 30, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.
*'''Goddess Band:''' The best bracelet in the game, obtained from a present in Magicant. It increases Defense by 80, Luck by 30, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.
<br>
{{!}}-{{!}}Other Equipment=
{{!}}-{{!}}Other Equipment=
*'''Baseball Cap:''' An ordinary baseball cap that can be bought from stores in Onett and Twoson. It increases Defense by 5.
*'''Baseball Cap:''' An ordinary baseball cap that can be bought from stores in Onett and Twoson. It increases Defense by 5.
Line 201: Line 203:
*'''Shiny Coin:''' A coin that can be bought from the store in Lost Underworld. It increases Defense by 70 and Luck by 30.
*'''Shiny Coin:''' A coin that can be bought from the store in Lost Underworld. It increases Defense by 70 and Luck by 30.
*'''Souvenir Coin:''' The best coin in the game, obtained from a present in Deep Darkness. It increases Defense by 80 and Luck by 35.}}
*'''Souvenir Coin:''' The best coin in the game, obtained from a present in Deep Darkness. It increases Defense by 80 and Luck by 35.}}
<br>


|-|Battle Items=
|-|Battle Items=
Line 222: Line 225:
*'''Viper:''' A poisonous viper. Deals a small amount of damage to one target with a 100% chance of inflicting poison.
*'''Viper:''' A poisonous viper. Deals a small amount of damage to one target with a 100% chance of inflicting poison.
*'''Snake Bag:''' A bag filled with thousands of small snakes. Deals a small amount of damage to one target with a 50% chance of inflicting poison. Can be reused.
*'''Snake Bag:''' A bag filled with thousands of small snakes. Deals a small amount of damage to one target with a 50% chance of inflicting poison. Can be reused.
<br>
{{!}}-{{!}}Temporary Boosting Items=
{{!}}-{{!}}Temporary Boosting Items=
*'''Defense Spray:''' A spray that raises the defense of an ally by one stage. Can be stacked up to three times.
*'''Defense Spray:''' A spray that raises the defense of an ally by one stage. Can be stacked up to three times.
*'''Sudden Guts Pill:''' A special pill that doubles the Guts stat of the user for the duration of the battle. Ignores the 255 stat cap.
*'''Sudden Guts Pill:''' A special pill that doubles the Guts stat of the user for the duration of the battle. Ignores the 255 stat cap.
<br>
{{!}}-{{!}}Passive Items=
{{!}}-{{!}}Passive Items=
*'''Teddy Bear:''' A stuffed teddy bear that can take enemy attacks for the party if it's targeted by an enemy. Has 100 Hp and 20 Defense. Even if multiple are owned, only one can be active in battle at a time.
*'''Teddy Bear:''' A stuffed teddy bear that can take enemy attacks for the party if it's targeted by an enemy. Has 100 Hp and 20 Defense. Even if multiple are owned, only one can be active in battle at a time.
Line 230: Line 235:
*'''Franklin Badge:''' A badge given to Ness by Paula after he rescues her from captivity. It reflects any lightning based attacks that hit the user.
*'''Franklin Badge:''' A badge given to Ness by Paula after he rescues her from captivity. It reflects any lightning based attacks that hit the user.
*'''Brain Stone:''' A special stone belonging to Poo that allows the user to concentrate without using their own brain when held. It prevents the user from being able to lose concentration.}}
*'''Brain Stone:''' A special stone belonging to Poo that allows the user to concentrate without using their own brain when held. It prevents the user from being able to lose concentration.}}
<br>


|-|Consumables=
|-|Consumables=
Line 288: Line 294:
*'''Magic Pudding:''' A special pudding that can be bought from Magicant. Recovers about 40 Pp when eaten.
*'''Magic Pudding:''' A special pudding that can be bought from Magicant. Recovers about 40 Pp when eaten.
*'''Magic Truffle:''' A rare truffle that can only be found growing at the base of trees in wet, muddy places, most notably Deep Darkness. Recovers about 80 Pp when eaten.
*'''Magic Truffle:''' A rare truffle that can only be found growing at the base of trees in wet, muddy places, most notably Deep Darkness. Recovers about 80 Pp when eaten.
<br>
{{!}}-{{!}}Condiments=
{{!}}-{{!}}Condiments=
*'''Ketchup Packet:''' A packet of ketchup. Goes well with burgers, fries, jerky, kabobs, truffles, croissants, fresh eggs, and bean croquette. Doubles Hp recovered.
*'''Ketchup Packet:''' A packet of ketchup. Goes well with burgers, fries, jerky, kabobs, truffles, croissants, fresh eggs, and bean croquette. Doubles Hp recovered.
Line 297: Line 304:
*'''Jar of Hot Sauce:''' A jar of hot sauce. Goes well a cup of noodles, pasta, and pizza. Doubles Hp recovered.
*'''Jar of Hot Sauce:''' A jar of hot sauce. Goes well a cup of noodles, pasta, and pizza. Doubles Hp recovered.
*'''Jar of Delisauce:''' A special type of condiment that goes well with all foods. Doubles Hp and Pp recovered.
*'''Jar of Delisauce:''' A special type of condiment that goes well with all foods. Doubles Hp and Pp recovered.
<br>
{{!}}-{{!}}Status Removal=
{{!}}-{{!}}Status Removal=
*'''Cold Remedy:''' A medicine used to cure colds.
*'''Cold Remedy:''' A medicine used to cure colds.
Line 305: Line 313:
*'''Horn of Life:''' A special horn that heals an ally when it is blown. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.
*'''Horn of Life:''' A special horn that heals an ally when it is blown. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.
*'''Cup of Lifenoodles:''' A special cup of noodles. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.}}
*'''Cup of Lifenoodles:''' A special cup of noodles. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.}}
<br>
</tabber>
</tabber>


Line 940: Line 949:
*'''[https://wikibound.info/wiki/Poo#Mirror Mirror]:''' The user concentrates and turns into a targeted enemy. Does not work on some enemies.
*'''[https://wikibound.info/wiki/Poo#Mirror Mirror]:''' The user concentrates and turns into a targeted enemy. Does not work on some enemies.
</tabber>
</tabber>
----
<tabber>
'''Game Progression Keys'''
|-|Game Progression Keys=
*'''Early Game:''' Starts from the moment the game begins and end after the third sanctuary.
*'''Early Game:''' Starts from the moment the game begins and end after the third sanctuary.
*'''Mid Game:''' Starts after the third sanctuary and ends at the Tenda village.
*'''Mid Game:''' Starts after the third sanctuary and ends at the Tenda village.
*'''Late Game:''' Starts after the Tenda village and ends right as Ness unlocks his true power in Magicant.
*'''Late Game:''' Starts after the Tenda village and ends right as Ness unlocks his true power in Magicant.
</tabber>


==Gallery==
==Gallery==

Revision as of 08:25, 2 December 2021

Dear Mom & Dad:

 Having lots of fun. Visited Giant Step and squashed an enormous ant. Keep sending money. Love, Ness

Dear Mom & Dad:

 Weather's great in Twoson. Desposed ruthless cult leader and rescued a girl in a dress. Think I'm in love. Ness (P.S. She wore the dress)

Dear Mom & Dad:

 Sat on a talking sesame seed. What a surprise! Running low on money. Need a million bucks. Love you, Ness

Onett
Bicycle
Ness, you've stood on the eight power spots of the earth. From these, you created Magicant, the realm of your mind. In Magicant, there's beauty, kindness, sorrow, and hatred. Of course, there's an evil and violent side of you. The Sea of Eden sits at the center of those feelings. It takes you to the truth about yourself.
~ Star Master (In Ness's Magicant)
Hey me! I found my cap that you lost.
~ Ness in Magicant
It's me...I'm you when you were younger. Hey, let's play ball. Do you prefer reading comics or playing games? What? You're busy?...
~ A memory of Ness when he was younger
Welcome Home
Deeper into Ness's Subconscious
Sea of Eden

Instantly Ness's mind cleared and he realized that he had possessed great power! At that moment, Ness's psychic powers radically expanded!

Giygas' goal is to destroy you. Listen carefully! Everything in the universe could be destroyed at the hands of Giygas. But he and his followers are also in trouble. The Apple of Enlightenment has foretold that Giygas' attempt will fail. It is because of the existence of a boy named Ness. ...That's me! Listen. Free your mind and KNOW what you must do! Your destiny has already been decided.
~ Ness's true form to his Avatar
The Power

Background

Ness (ネス, Nesu) is the silent main protagonist of Mother 2 (localized as EarthBound), and is analogous to Ninten and Lucas in their respective games. He greatly enjoys baseball; not only are most of his weapons various types of baseball bats, but he can also equip several baseball caps. In the EarthBound Player's Guide, he is said to wear a special baseball cap with his favorite team's logo on the front.

At the beginning of the game, Ness is awoken from a sound sleep by the impact of the meteorite north of his house in Onett. His mother and sister are agitated, but Ness leaves to find out what happened. After meeting up with Lier X. Agerate and Porky Minch, he returns home and tries to get back to sleep. Soon thereafter, Porky arrives and demands that Ness help him look for his little brother, who has gone missing during the calamity surrounding the impact.

After a pep-talk from his mother, Ness, Pokey and King go back out to the hillside, where they find Picky (who reveals it was Pokey who actually ran away). They also encounter Buzz-Buzz, an insectoid warrior who has travelled from the future to warn Ness of the threat that Giygas poses to the universe. It is from Buzz-Buzz that Ness learns of the prophecy surrounding his future; that he, along with the help of two other boys and one girl, will stand against Giygas and save the universe from being sentenced to eternal darkness.

Powers and Stats

Key: Early Game | Mid Game | Late Game

Tier: 9-C to Low 8-C | Low 8-C to 8-B | 8-B

Name: Ness

Origin: Mother 2

Sex: Male

Age: 12 as an Avatar. Extra-Temporal as the universe (Exists across all of time due to being the conscious mind of the universe)

Classification: Human Boy, Psychic, The Chosen One, Cosmic Being, Conscious Mind of the Universe

Dimensionality: 3-D as an avatar, (3+1)-D as the universe (Exists as the conscious mind of the universe)

Attack Potency: Peak Human level (Able to defeat fodder enemies in Onett) to Small Building level+ (Eventually became strong enough to use attacks that rival the self-destruction of the Territorial Oak in damage. Defeated Master Belch and the Trillionage Sprout) | Small Building level+ (Became stronger than before. Able to defeat enemies such as the Guardian Digger and the Department Store Spook) to City Block level (Defeated Thunder and Storm, who can create storms to attack) | City Block level (Defeated his own inner evil by himself, the manifestation of which is more powerful than every sanctuary guardian and all of Giygas's minions)

Durability: Peak Human level (Can withstand attacks from the fodder enemies in Onett) to Small Building level+ (Eventually able to withstand the self-destruction of the Territorial Oak. Can endure attacks from other members of the chosen four that are inflicted with strangeness) | Small Building level (More durable than before. Can endure attacks from enemies such as the Guardian Digger and the Department Store Spook. Can endure attacks from other members of the chosen four that are inflicted with strangeness) to City Block level (Can endure attacks from Thunder and Storm. Survived a crash that reduced the Sky Runner to tiny scraps. Can endure attacks from other members of the chosen four that are inflicted with strangeness) | City Block level (Can endure attacks from enemies such as the Diamond Dog and his own inner evil. Able to easily endure attacks from other members of the chosen four that are inflicted with strangeness)

Striking Strength: Peak Human Class (Wields a baseball bat as his primary weapon) to Small Building Class+ (Can harm enemies that are comparable to himself, such as Master Belch and the Trillionage Sprout. Can harm other members of the chosen four while inflicted with strangeness) | Small Building Class+ (Can harm enemies that are comparable to himself, such as the Guardian Digger and the Department Store Spook. Can harm other members of the chosen four while inflicted with strangeness) to City Block Class (Can harm Thunder and Storm, as well as enemies that are stronger than or comparable to them. Can harm other members of the chosen four while inflicted with strangeness) | City Block Class (Can harm enemies such as the Diamond Dog and his own inner evil. Can harm other members of the chosen four while inflicted with strangeness)

Lifting Strength: Unknown | Class 5 (Able to lift a submarine alongside Paula and Jeff) | Class 5

Travel Speed: Superhuman (Should be comparable to Ninten, who can move 700 meters in about 13 seconds. Travels around entire towns and cities in a short amount of time) | Superhuman | Superhuman

Combat Speed: FTL (Able to fight against enemies that are comparable to himself) | FTL (Able to fight against enemies that are comparable to himself) | FTL (Able to fight against enemies that are comparable to himself)

Reaction Speed: FTL (Can dodge laser beams from robotic enemies) | FTL (Faster than before) | FTL (Faster than before. Should be comparable to the rest of the Chosen Four when they were about to take on Porky Minch, who would later fight Lucas. Can dodge laser beams from various enemies)

Stamina: Superhuman (Can fight for long periods of time, can take mortal wounds and still manage to heal himself) | Superhuman (Should have higher stamina than before) | Superhuman (Should have higher stamina than before)

Range: Extended Melee, up to Hundreds of Meters with PSI (Comparable to Paula and Poo, who can use PK Thunder, which has been demonstrated by several enemies to behave similar to normal lightning) | Extended Melee, up to Hundreds of Meters with PSI, likely Low Multiversal with Teleport (Should be comparable to Ninten and Ana, who are able to teleport in and out of Maria's Magicant) | Extended Melee, up to Hundreds of Meters with PSI, Complex Universal with Absorption (Absorbed the entirety of Magicant, along with a portion of the Truth of the Universe), likely Low Multiversal with Teleport

Intelligence: Genius (Regarded as a bright child by several characters and became a master of PSI with no formal training. Serves as the leader of the chosen four, with his decisions and judgment overriding even that of Jeff, an extraordinary genius, and Poo, an experienced warrior who was able to master PK Starstorm, which is said to only be able to be learned after reaching a higher level of intelligence. Stated in the tea break scene that his in-born intelligence and courage is what brought him through his journey)

Tier: 2-A

Name: Ness

Origin: Mother 2

Sex: Male

Age: 12 as an Avatar. Extra-Temporal as the universe (Exists across all of time due to being the conscious mind of the universe)

Classification: Human Boy, Psychic, The Chosen One, Cosmic Being, Conscious Mind of the Universe

Dimensionality: 3-D as an avatar, (3+1)-D as the universe (Exists as the conscious mind of the universe)

Attack Potency: High Multiverse level+ (Absorbed the power of the Earth along with the rest of Magicant, which contains a portion of the Truth of the Universe. Able to slightly harm Giygas. Exists as the conscious mind of the universe itself). Due to possessing the ultimate intelligence, he should be able to use Paula's Pray ability, which can summon the Player

Durability: High Multiverse level+ (Able to withstand attacks from Giygas)

Striking Strength: High Multiverse Class+ (Able to slightly harm Giygas)

Lifting Strength: Extra-Temporal (Exists as the cosncious mind of the universe)

Travel Speed: Extra-Temporal (Exists as the conscious mind of the universe. Able to move inside of Giygas, who exists as a dimensionless, non-existent void of darkness)

Combat Speed: Extra-Temporal (Able to fight against Giygas)

Reaction Speed: Extra-Temporal (Can react to and dodge attacks from Giygas)

Stamina: Limitless (Exists as the conscious mind of the universe)

Range: Extended Melee, Complex Universal with PSI (Exists as the conscious mind of the universe), Low Multiversal with Teleport. Due to possessing the ultimate intelligence, he should be able to use Paula's Pray ability, which can summon the Player

Intelligence: Cosmic after awakening his true power (Touched the Truth of the Universe and gained the ultimate intelligence. Exists as the conscious mind of the universe)


Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Immortality (Type 8, limited Types 6 and 7. Losing a battle causes his defeat to be unwritten, becoming a bad dream and allowing Ness to wake up at his last save location. The real Ness is the consciousness of the universe, while the playable Ness is an avatar he uses, with the death of said avatar not affecting the real Ness. Can take fatal attacks and still hang on with 1 Hp as long as he has greater than 1 Hp, as well as being able survive any fatal damage as long as he wins the battle before his Hp rolls down all the way. If his avatar’s soul is separated from its body, it will be able to return to the original body if the host body it inhabits is destroyed, as Ness was able to return from the past after his robot body was destroyed upon Giygas’s death. Can die and become a ghost), Accelerated Development (Grows from battle very quickly, with his strength trivializing enemies from previous areas as he progresses), Supernatural Willpower (Possesses the sheer willpower to accept his fate to save the world without a second thought and agreed to go to the past to defeat Giygas without any hesitation, even knowing that he may not succeed or get to come back. Apple Kid remarks that his courage is what allowed Ness to succeed against his seemingly small odds of victory and is impressed enough to want to study the phenomenon of “courage” itself. Was fully committed to traveling to the Sea of Eden to awaken his true power, despite being warned that he would be met with sorrow if he was not truly ready), Regeneration (Mid-Low. Able to take attacks such as stabs and explosions without being hindered and can heal from them with PSI and by eating food items. Staying at a rest area overnight completely recovers Hp and Pp), Enhanced Senses (Capable of fighting in total darkness completely uninhibited. Can still hit enemies even while uncontrollably crying), Extrasensory Perception (Should be comparable to Ninten), Mind Manipulation (Can use various PSI techniques. Capable of affecting both non-physical and non-sentient beings), Telepathy (Regularly communicates with animals that cannot speak. Can communicate with his true self in the Sea of Eden), Telekinesis (Was able to move his bottle as a baby), Teleportation and Dimensional Travel (Able to use PSI Teleport, which allows him to teleport to locations he's previously been to. Should be comparable to Ninten and Ana, who are able to teleport in and out of Maria's Magicant), Energy Manipulation and Energy Projection (Can manipulate psychic energy by using PSI), Light Manipulation and Durability Negation (PK Flash emits glorious rays of light that can inflict several status effects and has the chance to instantly destroy a target at the Beta level and higher), Healing, Purification (Types 1 and 3) and Resurrection (Healing can remove various status effects, including colds, sunstroke, sleep, poison, nausea, crying, strangeness, paralysis, petrification, as well as unconsciousness and death. Capable of bringing back machines, ghosts, non-living targets, and abstract entities in addition to living beings, even if the target has been completely destroyed or has faded into thin air. Can restore Hp with Lifeup), Status Effect Inducement (Can inflict sleep with Hypnosis, paralysis with Paralysis and PK Flash, and uncontrollable crying with and strangeness with PK Flash), Forcefield Creation and Damage Reduction (Can create shields that halve the damage of non-psychic attacks. Grants Attack Reflection at the Beta level, redirecting half of the damage taken to the attacker), Empathic Manipulation (Defeating certain enemies frees them from Giygas’s influence and causes them to be pacified. PK Flash is able to induce uncontrollable crying), Power Bestowal (Taught a monkey how to use PSI Teleport), Damage Boost (Can occasionally land critical hits that deal much more damage than his standard bash attacks), Astral Projection (Able to enter his Magicant as a mental projection, a metaphysical realm that exists within his mind), Absorption and Power Absorption, (Absorbed the Earth’s power, as well as the rest of Magicant. Touched the Truth of the Universe and absorbed the fraction of it that existed in Magicant), Weapon Mastery (Proficient in using several types of makeshift weapons such as bats, yo-yos, and slingshots), Non-Physical Interaction, Soul Manipulation, and Immortality Negation (Type 7. Can harm intangible and non-corporeal beings such as ghosts with physical attacks and PSI), passive Fear Manipulation (Causes weaker enemies to flee from him on the overworld), passive Fate Manipulation, Probability Manipulation, Plot Manipulation, Causality Manipulation, Time Manipulation, Dream Manipulation, Truth Manipulation, Subjective Reality and Divine Protection via the Truth of the Universe (Can manipulate fate on a multiversal scale. Able to turn Ness's defeats into bad dreams to prevent him from failing his journey, All events in the series are predestined to happen. Even in situations where Giygas has the upper hand, it will only further Ness's journey, such as when the monsters in Threed corner and knock out Ness and Paula, which ended up allowing them to meet Jeff, as well as when the Starmen kidnapped Dr. Andonuts and Apple Kid, allowing them to meet upon being rescued and start work on the phase distorter. Even when Giygas had a 99% chance of winning, his defeat was still guaranteed due to the prophecy), Magicant Creation (Created Magicant, which was shown to be an entire universe. Can bring back various items created from Magicant into the physical universe), Quantum Manipulation and Conceptual Interaction (Able to interact with the Truth of the Universe, a conceptual being who is described to travel through time and space as a “grain and a wave”, a direct reference to the quantum mechanical phenomenon of wave-particle duality), limited Psychometry (Upon visiting a sanctuary he is able to see a vision from his past), limited Dimensional Storage (Can store large items in his backpack such as a bazooka and an entire bicycle, though there is a limit to how many items he can carry)
Mind Manipulation, Morality Manipulation, Empathic Manipulation, Madness Manipulation (Type 2), Corruption (Type 3), Fear Manipulation, and Reality Warping, (Able to resist Giygas’s influence during his journey, although he is not immune to it as he was required to awaken his true power to stand a chance against Giygas. Can fight and defeat the Mani Mani statue, whose powers were able to turn people greedy and selfish, without being affected), Disease Manipulation (Does not get inflicted with diseases when bitten by zombies and wild animals), Radiation Manipulation (Can endure the Atomic Reactor Robot’s explosion without suffering any adverse effects from the radiation), Heat Manipulation (Can endure being exposed to extreme temperatures, such as the Fire Spring), limited Resistance to Time Stop (Can dodge attacks even while frozen in time by the Dali's Clock)

All previous abilities, but more powerful. Cosmic Intelligence, Cosmic Awareness, and Enlightenment (Touched the Truth of the Universe and attained the ultimate intelligence), Omnipresence (Type 2. Exists as the conscious mind of the universe and exists throughout time), Acausality (Types 1 and 3. Was unaffected by traveling to the past and destroying Giygas. Exists throughout all of time in the universe), Immortality (Type 1. Exists throughout all of time in the universe), Self-Sustenance (Types 1, 2 and 3. Exists as the conscious mind of the universe), Higher-Dimensional Existence (Exists as the conscious mind of the universe, though he operates through a 3 dimensional avatar), Abstract Existence (Type 1. Overlapped with the universal system of fate), Large Size (Type 8. Exists as the conscious mind of the universe), Avatar Creation (The playable Ness is only an avatar of the real Ness, who exists as the conscious mind of the universe), Clairvoyance and Precognition (Type 5. His true self knew that he had to travel to Saturn Valley to progress his journey. Knew of the Apple of Enlightenment's existence and knew about the prophecy it had foretold), Enhanced Non-Physical Interaction (Can harm abstract, conceptual, nonexistent, and dimensionless beings. Capable of slightly harming Giygas. Should be vastly superior to Ninten, who can make a nonexistent NPC exist as long as he thinks about him)

Should have access to many PSI abilities that he does not use in-game due to possessing the ultimate intelligence, such as Mind Manipulation and Resistance Negation (Should be able to manipulate the minds of others and ignore PSI resistance due to being immensely superior to Giygas's original form), Life Manipulation and Necromancy (Possesses vastly superior abilities to Giygas in his original form, who could turn inanimate objects into living beings and raise the dead), Illusion Creation (Type 3. Should be able to produce a psychic illusion comparable to if not superior to that of the Mani Mani Statue), Weather Manipulation (Should be vastly superior to Giygas's original form, who casually created a dark cloud around Mt. Itoi upon landing on Earth), Elemental Manipulation (Through various elemental PSI), Fire Manipulation (PK Fire), Heat Manipulation and Air Manipulation (PK Freeze), Electricity Manipulation (PK Thunder), Earth Manipulation (PK Ground), Darkness Manipulation (PSI Darkness), Curtain Fire (PK Starstorm), Power Nullification (PSI Block. Should be comparable to enemies who can emit pale green light, which removes the effects of PSI such as shields and stat buffs, as well as returning Poo back to his original state if he had transformed using Mirror), Statistics Amplification (Offense Up, Defense Up, and Quick Up), Statistics Reduction (Offense Down and Defense Down), Status Effect Inducement (Paralysis, Confusion, Uncontrollably Crying, Instant Death, Sleep Manipulation, Poison, and Blindness), Intangibility (Spatial via Dimension Slip), Transformation and Power Mimicry (Should be able to use Poo's Mirror ability), Flight (Should be comparable to Poo, who was able to swoop down from the sky and end the party's battle with Master Barf), and Enhanced Telepathy (Should be comparable to Paula, who can use her Pray ability to call upon the Player in desperate situations), should also have Information Analysis (Should be superior to Jeff, who is able to use Spy to deduce an enemy's stats and weaknesses), Durability Negation and One Hit Kill (PK Fire and PK Beam at higher levels can instantly kill foes. PK Freeze can reduce foes to a critical condition), Time Stop and Transmutation (Should have the abilities of some enemies due to them being gifted their powers by Giygas's PSI. The Dali's Clock is able to briefly freeze a target in time as it attacks them and several enemies are able to diamondize a target, usually through an eerie glare)

Statistics Amplification with Defense Spray and Sudden Guts Pills (Can increase his defense stat with the Defense Spray and double his Guts stat with the Sudden Guts Pill), Explosion Manipulation with Bombs and Super Bombs, Poison Manipulation with various items (Pharaoh's Curse, Snake, Snake Bag, Viper), Ectoplasm Manipulation with the Pharaoh's Curse (Emits an ectoplasmic ooze that poisons an enemy), Transformation and Fire Manipulation with the Bag of Dragonite (Can transform into a dragon and breath fire to deal massive damage to enemies), limited Existence Erasure with the Pencil Eraser and the Eraser Eraser (Can erase pencil shaped and eraser shaped objects with the respective items in the North American release of the game, and can erase octopus shaped objects and kokeshi doll shaped objects in the original Japanese release)
Electricity Manipulation and Energy Manipulation with the Franklin Badge (Capable of completely reflecting lightning based attacks back at the enemy. Shown in Mother 1 that it can also reflect PK Beam), Fire Manipulation, Heat Manipulation, Heat Manipulation, Light Manipulation, and Paralysis Inducement with various pendants, Sleep Manipulation with higher tier arm bands (Pixie's Bracelet, Cherub's Band, and the Goddess Band all increase resistance to Hypnosis while lowering resistance to Brainshock), Power Nullification with the Brain Stone (Can prevent enemies from making him lose his concentration, which prevents the usage of PSI), limited Resistance to Durability Negation with various pendants (The Night, Sea, and Star pendants give him near full immunity to PK Flash and its effects, including instant death)

Standard Equipment:

*Cracked Bat: The first baseball bat Ness is able to equip, being found in Tracy's room or being bought from the store in Onett. It increases Offense by 4. Almost all baseball bats have a base accuracy of 93.75%.

  • Tee Ball Bat: A baseball bat that can be bought from stores in Onett and Twoson. It increases Offense by 8.
  • Sand Lot Bat: A baseball bat that can be bought from stores in Happy Happy Village and Fourside. Increases Offense by 15.
  • Minor League Bat: A baseball bat that can be bought from stores in Threed and Fourside. Increases Offense by 26.
  • Mr. Baseball Bat: A baseball bat that can be bough from stores in Dusty Dunes Desert and Fourside. It increases Offense by 38.
  • T-Rex's Bat: A baseball bat that can be bought from the store in Winters. It increases Offense by 48.
  • Big League Bat: A baseball bat that can be bought from stores in Summers and Scaraba. It increases Offense by 54.
  • Casey Bat: A very powerful baseball obtained by defeating Master Barf. Increases Offense by 125, though it has a base accuracy of only 25%.
  • Hall of Fame Bat: A baseball bat that can be obtained by trading Horns of Life to the shop Tenda in Tenda Village. It increases Offense by 62.
  • Ultimate Bat: A baseball bat that can be bought from a Tenda in the Lost Underworld. It increases Offense by 68.
  • Magicant Bat: A powerful baseball bat found in Magicant. It increases Offense by 80.
  • Legendary Bat: Ness's second strongest weapon, obtained by opening the lone present in the Cave of the Past. It increases Offense by 110.
  • Gutsy Bat: Ness's ultimate weapon, obtained from defeating a Bionic Kraken. It increases Offense by 100 and increases Guts by 127. The massive boost to Ness's Guts stat allows him to land critical hits and survive mortal damage much more frequently.

*Yo-yo: An ordinary yo-yo that can be bought from the store in Onett. It increases Offense by 6, though it has a base accuracy of 81.25%.

  • Slingshot: An ordinary slingshot that can be bought from the store in Twoson. It increases Offense by 12, though it has a base accuracy of 81.25%.
  • Bionic Slingshot: An augmented slingshot that can be bought from the store in Saturn Valley. It increases Offense by 32, though it has a base accuracy of 81.25%.
  • Trick Yo-yo: A stronger yo-yo that can be bought from the store in Fourside. It increases Offense by 46, though it has a base accuracy of 81.25%.
  • Combat Yo-yo: The strongest yo-yo in the game, able to be bought from the merchant in Deep Darkness. It increases Offense by 54, though it has a base accuracy of 81.25%.


  • *Travel Charm: An ordinary charm that can be obtained from the traveling entertainer in Onett or bought from the shop in Burglin Park. It provides a 50% resistance to Paralysis.

    • Great Charm: A charm that can be found in the Lilliput Steps or bought from the store in Saturn Valley. It increases Defense by 1, Speed by 5, and provides 90% resistance to Paralysis.
    • Crystal Charm: A charm that can be bought from the store in Scaraba, providing immunity to Paralysis. It increases Defense by 2 and Speed by 15.
    • Rabbit's Foot: A charm found in Lumine Hall that increases speed and grants immunity to Paralysis. It increases Defense by 3 and Speed by 40.
    • Flame Pendant: A pendant that can be found in the Monkey Caves or from the shop in Saturn Valley after Ness returns from Magicant. It increases Defense by 15 and provides a 95% resistance to Fire based attacks.
    • Night Pendant: A pendant that can be found in Moonside or from the shop in Saturn Valley after Ness returns from Magicant. It increases Defense by 15 and provides immunity to Flash.
    • Rain Pendant: A pendant that can be found in the Scaraba pyramid or from the shop in Saturn Valley after Ness returns from Magicant. It increases Defense by 15 and provides a 95% resistance to Freeze based attacks.
    • Earth Pendant: A pendant that can be bought from the shop in Magicant. It increases Defense by 16, provides a 60% resistance to Fire and Freeze based attacks, and provides a 90% resistance to Flash.
    • Sea Pendant: A powerful pendant obtained from a present in the Lost Underworld. It increases Defense by 20, provides a 95% resistance to Fire and Freeze based attacks, and provides immunity to Flash.
    • Star Pendant: The best pendant in the game, obtained by defeating a Major Psychic Psycho. It increases Defense by 30, provides a 95% resistance of Fire and Freeze based attacks, and provides immunity to Flash and Paralysis.

    *Cheap Bracelet: An ordinary bracelet that can be bought from stores in Onett and Twoson. It increases Defense by 5.

  • Copper Bracelet: A bracelet that can be bought from stores in Burglin Park and Happy Happy Village. It increases Defense by 10.
  • Silver Bracelet: A bracelet that can be obtained from a present in the underground of Threed or bought from the store in Saturn Valley. It increases Defense by 15.
  • Gold Bracelet: A bracelet that can be bought from stores in Fourside and Summers. It increases Defense by 30.
  • Platinum Band: A bracelet that can be found in the Dusty Dunes Desert Gold Mine or bought from stores in Summers and Scaraba. It increases Defense by 40.
  • Diamond Band: A bracelet that can be found in the Scaraba pyramid or bought from stores in Summers and Deep Darkness. It increases Defense by 50.
  • Pixie's Bracelet: A powerful bracelet found in the Stonehenge Base. It increases Defense by 60, Luck by 10, and it provides a 33.33% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 66.67%.
  • Cherub's Band: A powerful bracelet found in the Fire Spring. It increases Defense by 70, Luck by 20, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.
  • Goddess Band: The best bracelet in the game, obtained from a present in Magicant. It increases Defense by 80, Luck by 30, and it provides a 66.67% resistance to Hypnosis while reducing the wearer's resistance to Brainshock to 33.33%.

  • *Baseball Cap: An ordinary baseball cap that can be bought from stores in Onett and Twoson. It increases Defense by 5.

    • Mr. Baseball Cap: A unique baseball cap given to Ness by one of the kids in the Onett Treehouse. It increases Defense by 6.
    • Holmes Hat: A hat meant to be worn by detectives that can be obtained from one of the lockers in the Winters Boarding School or bought from the store in Threed. It increases Defense by 10.
    • Hard Hat: A helmet that can be obtained from a present or bought from the store in Threed. It increases Defense by 15.
    • Coin of Slumber: A coin that can be obtained from a present in the Milky Well or bought from stores in the Dusty Dunes Desert and Fourside. It increases Defense by 30 and Luck by 10.
    • Coin of Defense: A coin that can be obtained from a present in the Dusty Dunes Desert Gold Mine or bought from stores in Fourside and Toto. It increases Defense by 40 and Luck by 13.
    • Coin of Silence: A coin that can be bought from the store in Winters. It increases Defense by 45 and Luck by 16.
    • Mr. Saturn Coin: A unique coin given to Ness by a Mr. Saturn after defeating Master Belch. It increases Defense by 47 and Luck by 18.
    • Lucky Coin: A coin that can be bought from the store in Summers. It increases Defense by 50 and Luck by 20.
    • Charm Coin: A coin that can be bought from the merchant in Deep Darkness. It increases Defense by 50 and Luck by 20.
    • Talisman Coin: A unique coin that can be obtained by trading Horns of Life to the shop Tenda in Tenda Village. It increases Defense by 6o and Luck by 25.
    • Shiny Coin: A coin that can be bought from the store in Lost Underworld. It increases Defense by 70 and Luck by 30.
    • Souvenir Coin: The best coin in the game, obtained from a present in Deep Darkness. It increases Defense by 80 and Luck by 35.


    *Bomb: A bomb that explodes when thrown at an enemy. Deals 45 to 135 damage to the primary target as well as 22 to 67 damage to any adjacent targets.

    • Super Bomb: A more powerful bomb that explodes when thrown at an enemy. Deals 135 to 405 damage to the primary target as well as 67 to 202 damage to any adjacent targets.
    • Bag of Dragonite: A bag of magic powder that turns the user into a dragon when sprinkled on themself. Deals 600 to 1,000 fire damage to all enemies.
    • Rust Promoter: A spray that rusts metallic enemies, dealing 100 to 300 damage to them.
    • Rust Promoter DX: A spray that rusts metallic enemies, dealing 200 to 600 damage to them.
    • Insecticide Spray: A spray that damages insect enemies, dealing 50 to 150 damage to them. Targets all enemies.
    • Xterminator Spray: A spray that damages insect enemies, dealing 100 to 300 damage to them. Targets all enemies and can be reused.

    *Pair of Dirty Socks: A pair of dirty socks given to Ness by Penetella Giovanni for returning his grandmother's contact lens. Can be thrown at an enemy to solidify them.

  • Stag Beetle: A stag beetle that jumps at an enemy and shocks them into solidification.
  • Handbag Strap: A handbag strap that can be used as a whip, dealing damage to an enemy and solidifying them.
  • Mummy Wrap: Wrapping used to mummify the deceased. Can be used as a whip, dealing damage to an enemy and solidifying them.
  • Monkey's Love: A token of affection give to Ness by a monkey in Deep Darkness after he taught them how to teleport. Summons a tiny monkey that gives the target a hug, solidifying them.
  • Pharaoh's Curse: A box filled with ectoplasmic ooze. Poisons an enemy when used.
  • Snake: A poisonous snake. Deals a small amount of damage to one target with a 50% chance of inflicting poison.
  • Viper: A poisonous viper. Deals a small amount of damage to one target with a 100% chance of inflicting poison.
  • Snake Bag: A bag filled with thousands of small snakes. Deals a small amount of damage to one target with a 50% chance of inflicting poison. Can be reused.

  • *Defense Spray: A spray that raises the defense of an ally by one stage. Can be stacked up to three times.

    • Sudden Guts Pill: A special pill that doubles the Guts stat of the user for the duration of the battle. Ignores the 255 stat cap.

    *Teddy Bear: A stuffed teddy bear that can take enemy attacks for the party if it's targeted by an enemy. Has 100 Hp and 20 Defense. Even if multiple are owned, only one can be active in battle at a time.

    • Super Plush Bear: A fluffier stuffed teddy bear that can take attacks for the part if it's targeted. Has 400 Hp and 50 Defense. Even if multiple are owned, only one can be active in battle at a time.
    • Franklin Badge: A badge given to Ness by Paula after he rescues her from captivity. It reflects any lightning based attacks that hit the user.
    • Brain Stone: A special stone belonging to Poo that allows the user to concentrate without using their own brain when held. It prevents the user from being able to lose concentration.


    *Skip Sandwich: A special sandwich that increases the running speed of the consumer for about 10 seconds. Recovers 6 Hp when eaten.

    • Skip Sandwich DX: A special sandwich that increases the running speed of the consumer for about 20 seconds. Recovers 6 Hp when eaten.
    • Cookie: An ordinary cookie. Recovers 6 Hp when eaten.
    • Can of Fruit Juice: A can of fruit juice. Recovers 6 Hp when consumed.
    • Cup of Coffee: A regular cup of coffee. Recovers about 12 Hp when consumed.
    • Popsicle: A regular popsicle. Recovers about 18 Hp when eaten.
    • Banana: A regular banana. Recovers about 25 Hp when eaten.
    • Bag of Fries: A bag of french fries. Recovers about 24 Hp when eaten.
    • Bread Roll: A buttered bread roll. Recovers about 30 Hp when eaten.
    • Gelato de Resort: A delicious ice cream sold in Summers. Recovers about 30 Hp when eaten.
    • Trout Yogurt: A special trout flavored yogurt given to Ness by Pokey's maid. Recovers about 30 Hp when eaten.
    • Cup of Noodles: A regular cup of noodles. Recovers about 40 Hp when eaten.
    • Boiled Egg: A boiled egg. Recovers about 40 Hp when eaten.
    • Bean Croquette: A croquette made with mashed chick peas, then breaded and deep fried. Recovers about 40 Hp when eaten.
    • Hamburger: A regular hamburger. Recovers about 50 Hp when eaten.
    • Royal Iced Tea: The highest quality tea, produced by tea expert Mr. Y. Todaar, who carefully selects only hand-picked tea leaves. Long ago, only aristocrats at a king's court were allowed to drink this tea. Recovers about 60 Hp when consumed.
    • Croissant: A regular croissant. Recovers about 60 Hp when eaten.
    • Calorie Stick: An energy bar. Recovers about 60 Hp when eaten.
    • Fresh Egg: A fresh egg. Recovers about 80 Hp when eaten. If kept in the inventory for long enough, it will hatch into a chick that will eventually mature into a chicken.
    • Protein Drink: A protein drink meant for building a stronger body. Recovers about 80 Hp when eaten.
    • Picnic Lunch: A picnic lunch filled with assorted goods, including a slice of cake. Recovers about 80 Hp when eaten.
    • Plain Roll: A completely plain bread roll. Nothing particularly special about it. Recovers about 80 Hp when eaten.
    • Molokheiya Soup: A soup made with Molokheiya, a summer vegetable from Scaraba. It's high in nutrients, and it has a light flavor that Scarabans love. Recovers about 80 Hp when eaten.
    • Double Burger: A burger with two patties instead of one. Recovers about 90 Hp when eaten.
    • Peanut Cheese Bar: A snack bar made with peanuts and cheese. Recovers about 100 Hp when eaten.
    • Pasta di Summers: This is a pasta dish which legend holds was a favorite of King Summers the Third in the 16th century. Back then, there were many great chefs, confident of their culinary skills, always going to and from Summer's Palace. One day, King Summers wife, Anna Summers, said, "Oh what I wouldn't give for some really delicious pasta!" ...Well, let's just leave it at that. The story is too long to go through completely... but it really is a beautiful, touching tale... Recovers about 110 Hp when eaten.
    • Pizza: A regular pizza. Recovers about 120 Hp when eaten.
    • Kabob: Broiled lamb's liver and other meats served on a skewer. Recovers about 120 Hp when eaten.
    • Plain Yogurt: Completely plain and ordinary yogurt. Nothing particularly special about it. Recovers about 160 Hp when eaten.
    • Mammoth Burger: A large burger. Recovers about 200 Hp when eaten
    • Bowl of Rice Gruel: A bowl of rice gruel. Recovers about 200 Hp when eaten.
    • Chef's Special: A special dish prepared by a highly trained chef from Summers. Recovers about 200 Hp when eaten.
    • Large Pizza: An extra large pizza that everyone can share. Recovers about 240 Hp to every party member.
    • Spicy Jerky: Some spicy jerky. Recovers about 250 Hp when eaten.
    • Luxury Jerky: A gourmet version of jerky that is considered a delicacy. It is created by a skillful artisan who has been making jerky for over 60 years. Jerky fans consider this the caviar of all jerkys. Recovers about 300 Hp when eaten.
    • Piggy Jelly: A special type of Jelly that Mr. Saturns love. Recovers about 300 Hp when eaten.
    • Kraken Soup: Soup made from the fin of a Kraken. Fully recovers Hp when eaten.
    • Hand-Aid: A special band-aid made by Paula's mother. Fully recovers Hp when used.
    • Brain Food Lunch: A special box lunch. Recovers 300 Hp and 50 Pp when eaten. Fully recovers Hp and Pp when eaten with the correct condiment.
    • Lucky Sandwich: A special type of sandwich that varies in effect. The effect it has is randomly determined when it is first bought.
      • Effect 1: Recovers about 60 Hp (43.75%).
      • Effect 2: Recovers about 240 Hp (25%).
      • Effect 3: Fully recovers Hp (18.75%).
      • Effect 4: Recovers 5 Pp (6.25%).
      • Effect 5: Recovers 20 Pp (4.17%).
      • Effect 6: Fully recovers Hp and Pp (2.08%).

    *Bottle of Water: A regular bottle of water. Recovers 1 Pp when consumed.

  • Bottle of DX Water: A bottle of expensive water. Recovers 1 Pp when consumed.
  • PSI Caramel: A piece of sweet caramel. Recovers about 20 Pp when eaten.
  • Magic Tart: A special tart that can be found in Magicant. Recovers about 20 Pp when eaten.
  • Magic Pudding: A special pudding that can be bought from Magicant. Recovers about 40 Pp when eaten.
  • Magic Truffle: A rare truffle that can only be found growing at the base of trees in wet, muddy places, most notably Deep Darkness. Recovers about 80 Pp when eaten.

  • *Ketchup Packet: A packet of ketchup. Goes well with burgers, fries, jerky, kabobs, truffles, croissants, fresh eggs, and bean croquette. Doubles Hp recovered.

    • Salt Packet: A packet of salt. Goes well with boiled eggs, picnic lunches, brain food lunches, and the chef's special. Doubles Hp recovered.
    • Sugar Packet: A packet of sugar. Goes well with bread rolls, calorie sticks, plain yogurt, and sweets. Doubles Hp and Pp recovered.
    • Sprig of Parsley: A sprig of parsley. Goes well with piggy jelly, peanut cheese bars, and bowls of rice gruel. Doubles Hp recovered.
    • Carton of Cream: A carton of cream. Goes well with bananas, popsicles, lucky sandwiches, and trout yogurt. Doubles Hp restored.
    • Tin of Cocoa: A tin of cocoa powder. Goes well with cookies, plain rolls, skip sandwiches, and ice cream. Doubles Hp recovered.
    • Jar of Hot Sauce: A jar of hot sauce. Goes well a cup of noodles, pasta, and pizza. Doubles Hp recovered.
    • Jar of Delisauce: A special type of condiment that goes well with all foods. Doubles Hp and Pp recovered.

    *Cold Remedy: A medicine used to cure colds.

    • Wet Towel: A wet towel meant to cool off the user. Cures sunstroke when used.
    • Vial of Serum: A vial of serum used to cure poison.
    • Refreshing Herb: A refreshing herb used to heal an ally. Acts as the equivalent of Healing β, removing colds, sunstroke, sleep, crying, strangeness, poison, and nausea.
    • Secret Herb: A special type of herb used to heal an ally. Acts as the equivalent of Healing γ, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with 25% Hp.
    • Horn of Life: A special horn that heals an ally when it is blown. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.
    • Cup of Lifenoodles: A special cup of noodles. Acts as the equivalent of Healing Ω, removing every status in the game aside from mashroomization and possession as well as reviving unconscious allies with full Hp.


    Standard Tactics: Ness primarily fights using his powerful physical attacks, though he has access to a plethora of useful PSI at his disposal. Ness has access to PK Rockin, which is the single most powerful offensive PSI in the series, though most of Ness's PSI is centered around supporting his teammates, having access to the best set of healing PSI as well as two powerful status inducing PSI with Hypnosis and Paralysis. If Ness is completely cornered, the player will directly intervene with his battle in order to save him.

    Weaknesses: Ness is a pacifist and chooses not to kill his enemies. Occasionally becomes homesick if he hasn't visited or called home recently, though this weakness is eventually overcome. Cannot use PSI if his concentration is disrupted. Unable to interact with anything as a ghost.

    Notable Attacks/Techniques:

    *PK Rockin: A powerful psychokinetic wave that damages all enemies. It is not resisted by any enemies, but is the only offensive PSI that can be avoided.

    Level Effect PP Cost Acquisition
    α Deals 40 to 120 neutral damage to all enemies. Can be avoided. 10 Level 8
    β Deals 90 to 270 neutral damage to all enemies. Can be avoided. 14 Level 22
    γ Deals 160 to 480 neutral damage to all enemies. Can be avoided. 40 Level 49
    Ω Deals 320 to 960 neutral damage to all enemies. Can be avoided. 98 Level 75
    • PK Flash: A glorious flash of light that has various effects.
    Level Effect PP Cost Acquisition
    α Inflicts crying (87.5%) or strangeness (12.5%) on all enemies. 8 Level 18
    β Inflicts crying (62.5%), strangeness (12.5%), paralysis (12.5%), or instant defeat (12.5%) on all enemies. 16 Level 38
    γ Inflicts crying (50%), strangeness (12.5%), paralysis (12.5%), or instant defeat (25%) on all enemies. 24 Level 61
    Ω Inflicts crying (37.5%), strangeness (12.5%), paralysis (12.5%), or instant defeat (37.5%) on all enemies. 32 Level 67
    • Lifeup: Heals himself and/or his allies.
    Level Effect PP Cost Acquisition
    α Restores 75 to 125 Hp to one target. 5 Level 2
    β Restores 225 to 375 Hp to one target. 8 Level 20
    γ Fully restores Hp to one target. 13 Level 39
    Ω Restores 300 to 500 Hp to the entire party. 24 Level 70
    • Healing: Removes status ailments depending on the level used.
    Level Effect PP Cost Acquisition
    α Cures colds, sunstroke, and sleep for one target. 5 Level 10
    β Cures previous conditions, poison, nausea, crying, and strangeness for one target. 8 Level 24
    γ Cures previous conditions, paralysis, diamondization, and has a 75% chance to revive a fallen ally with a fraction of their full Hp. 20 Level 53
    Ω Cures previous conditions and fully revives one fallen ally. 38 N/A
    • Shield: The user creates a shield of light that reduces the damage of physical attacks.
    Level Effect PP Cost Acquisition
    α Creates a three layered shield for one target that halves the damage of all physical attacks. Each layer is depleted by a single hit, and the entire shield is destroyed by a critical hit. Using this while a shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 6 Level 12
    β Creates a three layered power shield for one target that halves the damage of all physical attacks and reflects half of all received damage from physical attacks back at the attacker. Each layer is depleted by a single hit, and the entire shield is destroyed by a critical hit. Using this while a shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 10 Level 34
    Σ Creates a three layered shield for all allies that halves the damage of all physical attacks. Each layer is depleted by a single hit, and the entire shield is destroyed by a critical hit. Using this while a shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 18 N/A
    Ω Creates a three layered power shield for one target that halves the damage of all physical attacks and reflects half of all received damage from physical attacks back at the attacker. Each layer is depleted by a single hit, and the entire shield is destroyed by a critical hit. Using this while a shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 30 N/A
    • Hypnosis: Causes the affected targets to fall asleep.
    Level Effect PP Cost Acquisition
    α Inflicts sleep on one enemy. 6 Level 4
    Ω Inflicts sleep on all enemies. 18 Level 27
    • Paralysis: Paralyzes an opponent's body, preventing them from performing physical actions such as attacking or using items.
    Level Effect PP Cost Acquisition
    α Inflicts paralysis on one enemy. 8 Level 14
    Ω Inflicts paralysis on all enemies. 24 Level 29
    • Teleport: Allows teleportation to anywhere he has previously been.
    Level Effect PP Cost Acquisition
    α Teleports in a straight line. 2 Event
    β Teleports in a circular motion. 8 Event

    Due to touching the Truth of the Universe and attaining the ultimate intelligence, he should know every PSI technique in the series, with the following being PSI that he does not display in game.

    • PK Love: A powerful psychokinetic wave that damages all enemies. It is the signature PSI ability of Lucas and Claus, and was used by both of them to pull the needles that sealed away the Dark Dragon. This PSI does not appear in Mother 2, and as such, its data from Mother 3 will be displayed.
    Level Effect PP Cost
    α Deals 130 to 150 neutral damage to all enemies. 10
    β Deals 230 to 250 neutral damage to all enemies. 20
    γ Deals 450 to 480 neutral damage to all enemies. 35
    Ω Deals 800 to 820 neutral damage to all enemies. 50
    • PK Starstorm: The user summons a barrage of psychic stars to rain down upon all enemies and explode, dealing massive damage. It is not resisted by any enemies.
    Level Effect PP Cost
    α Deals 270 to 450 neutral damage to all enemies. 24
    Ω Deals 540 to 900 neutral damage to all enemies. 42
    • PK Fire: The user shoots a burst of fire from their fingertips that damages an entire row of enemies. In Mother 1 the Omega level is able to instantly destroy all enemies in battle.
    Level Effect PP Cost
    α Deals 60 to 100 fire damage to a row of enemies. 6
    β Deals 120 to 200 fire damage to a row of enemies. 12
    γ Deals 180 to 300 fire damage to a row of enemies. 20
    Ω Deals 240 to 400 fire damage to a row of enemies. 42
    • PK Freeze: The user swirls a very cold wind around an opponent to inflict major damage. Has a 50% chance to completely solidify the target, preventing them from doing anything. In Mother 1 the Gamma level is able to reduce a single enemy to critical levels of Hp.
    Level Effect PP Cost
    α Deals 135 to 225 freeze damage to one enemy. 4
    β Deals 270 to 450 freeze damage to one enemy. 9
    γ Deals 405 to 675 freeze damage to one enemy. 18
    Ω Deals 540 to 900 freeze damage to one enemy. 28
    • PK Thunder: The user fires a bolt of lightning that deals damage to random targets. Each successive level fires one additional lightning bolt. It is not resisted by any enemies but it is less accurate when there are less targets present to hit. Instantly destroys psychic shields.
    Level Effect PP Cost
    α Deals 60 to 180 neutral damage to one random target. 3
    β Deals two strikes of 60 to 180 neutral damage to random targets. 7
    γ Deals three strikes of 100 to 300 neutral damage to random targets. 16
    Ω Deals four strikes of 100 to 300 neutral damage to random targets. 20
    • PK Beam: A beam of psychic energy that damages a target. The Gamma level is capable of negating durability and destroying a target in one hit, and the Omega level deals damage to all enemies. Partially resisted by metallic enemies. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    α Deals 28 to 32 light damage to one enemy. 4
    β Deals 70 to 85 light damage to one enemy. 7
    γ Instantly destroys one enemy. 12
    Ω Deals 100 to 210 light damage to all enemies. 24
    • PK Ground: Creates an earthquake to damage all enemies with. Negates durability by an extent due to the fact that it deals percentage based damage instead of scaling damage. Cannot be reflected by shields. This PSI does not appear in Mother 2, and as such, its data from Mother 3 will be displayed.
    Level Effect PP Cost
    N/A Deals damage equal to 1.56% to 12.5% of each target's Hp five times. Hits all enemies and has a 6.25% chance to cause tripping. 43
    • PSI Magnet: The user absorbs psychic power from a target to add to their own. The Omega level absorbs psychic power from all targets present.
    Level Effect PP Cost
    α Absorbs 2 to 8 PP from one enemy. 0
    Ω Absorbs 2 to 8 PP from all enemies. 0
    • Refresh: The user bestows the party with a status that restores Hp every turn for five turns. This PSI does not appear in Mother 2, and as such, its data from Mother 3 will be displayed.
    Level Effect PP Cost
    N/A Restores 12.5% of the entire party's maximum Hp every turn for five turns. 20
    • PSI Shield: The user creates a psychic shield that completely blocks all offensive PSI at the Alpha level and reflects it back at the Beta level. When applied it provides three layers that can each take one attack, though he is able to stack more layers by using it multiple times. The shield is instantly destroyed by lightning based attacks.
    Level Effect PP Cost
    α Creates a three layered psychic shield for one target that completely nullifies all offensive PSI. Each layer is depleted by a single hit. Using this while a psychic shield is already active will add three more layers onto it, though if a physical shield is active, it will be replaced. 8
    β Creates a three layered psychic power shield for one target that reflects all offensive PSI. Each layer is depleted by a single hit. Using this while a psychic shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 14
    Σ Creates a three layered psychic shield for all allies that completely nullifies all offensive PSI. Each layer is depleted by a single hit. Using this while a psychic shield is already active will add three more layers onto it, though if a physical shield is active, it will be replaced. 24
    Ω Creates a three layered psychic power shield for all allies that reflects all offensive PSI. Each layer is depleted by a single hit. Using this while a psychic shield is already active will add three more layers onto it, though if a psychic shield is active, it will be replaced. 42
    • Offense Up: Increases an ally's Offense stat by a small amount.
    Level Effect PP Cost
    α Raises the offense of one ally by 6.25%. Can be stacked up to four times. Ignores the offense cap of 255. 10
    Ω Raises the offense of all allies by 6.25%. Can be stacked up to four times. Ignores the offense cap of 255. 30
    • Defense Up: Increases an ally's Defense stat by a small amount. This PSI does not appear in Mother 2, and as such, its data from Mother 3 will be displayed.
    Level Effect PP Cost
    α Raises the defense of one ally by 6.25%. Can be stacked up to four times. Ignores the defense cap of 255. 6
    Ω Raises the defense of all allies by 6.25%. Can be stacked up to four times. Ignores the defense cap of 255. 18
    • Quick Up: Increases an ally's Speed stat by a small amount. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    N/A Increases the speed of one ally. Ignores the speed cap of 255. 3
    • Offense Down: Decreases an enemy's Offense stat by a small amount. This PSI does not appear in Mother 2, and as such, its data from Mother 3 will be displayed.
    Level Effect PP Cost
    α Lowers the offense of one enemy by 6.25%. Can be stacked up to four times. 7
    Ω Lowers the offense of all enemies by 6.25%. Can be stacked up to four times. 22
    • Defense Down: Decreases an enemy's Defense stat by a small amount.
    Level Effect PP Cost
    α Lowers the defense of one enemy by 6.25%. Can be stacked up to four times. 6
    Ω Lowers the defense of all enemies by 6.25%. Can be stacked up to four times. 18
    • PSI Block: Causes a target to lose concentration and prevents them from being able to use any PSI. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    N/A Makes one enemy unable to concentrate, preventing them from using PSI. 5
    • Shield-Off: Removes a shield from a single target. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    N/A Removes an enemy's shield. 8
    • Brainshock: Inflicts a target with strangeness, causing them to sometimes use their abilities on the wrong target, which includes allies. Strangeness lasts until the target is hit by a physical attack.
    Level Effect PP Cost
    α Inflicts strangeness on one enemy. 10
    Ω Inflicts strangeness on all enemies. 30
    • Darkness: Blinds one target, sharply reducing the accuracy of their physical attacks. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    N/A Blinds one enemy. 10
    • 4th-D Slip: The user slips through space to escape battle. Known simply as the "Dimension Slip" in the original Japanese release. This PSI does not appear in Mother 2, and as such, its data from Mother 1 will be displayed.
    Level Effect PP Cost
    N/A Escape from battle without fail. 16
    • Pray: The user calls out using telepathy to make a random effect happen. In dire situations, this ability can be used to call upon the prayers of others and even those of the Player.
    Text Effect Probability
    Dazzling light Deals 90 to 260 neutral damage to one target. 6.25%
    Dazzling light All enemies and allies begin crying uncontrollably. 12.5%
    Golden light Fully restores the Hp of a random ally. 6.25%
    Heaven-rending sound All enemies and allies begin feeling strange. Ignores resistances. 6.25%
    Heavy air All enemies and allies have their defense lowered by one stage. 6.25%
    Mysterious aroma All enemies and allies fall asleep. Ignores resistances. 6.25%
    Mysterious light Restores 1 to 5 PP to all allies. 6.25%
    Very subtle light Restores 6.25% Hp to all allies (rounded down). 31.25%
    Warm light Restores 12.5% Hp to all allies (rounded down). 12.5%
    Rainbow-colored light Revives all fallen enemies and allies. 6.25%
    • Mirror: The user concentrates and turns into a targeted enemy. Does not work on some enemies.

    *Early Game: Starts from the moment the game begins and end after the third sanctuary.

    • Mid Game: Starts after the third sanctuary and ends at the Tenda village.
    • Late Game: Starts after the Tenda village and ends right as Ness unlocks his true power in Magicant.

    Gallery

    Battle Records

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Ness