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
„
“
''I'm Ness...
It's been a long road getting here...
Soon, I'll be...Soon, I'll be...Soon, I'll be...
What will happen to us?
„
~ Ness after collecting the 7th melody
“
Ness... Hmmm... I think Ness is the right name for him. Ness... he smiled just from hearing his own name. Do you think he likes his name? Try putting that red cap on him. Ha ha ha! It's too big, but it looks good on him... I hope King won't be jealous of the baby. This baby will grow up to be a hard worker just like you. I don't think he needs to be rich or famous... but I want him to be a thoughtful, strong boy. That's odd... the baby bottle that he pointed at seemed to move a little bit...
„
~ Ness's Parents
“
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
“
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 (ネス, Nesu) is the silent main protagonist of Earthbound (Mother 2 in Japan), 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 Earthbound, 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 Pokey Minch, he returns home and tries to get back to sleep. Soon thereafter, Pokey 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 returned 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 total annihilation.
Combat Speed:Speed of Light (Fought with Buzz Buzz against the Starman Jr in the very beginning of the game. Grew much stronger as the journey progressed) | FTL (Can fight against identical enemies found in both Mother 1 and 3, should be comparable to Ninten and Lucas) | Extra-Temporal
Reaction Speed:Speed of Light (Can dodge laser beams from robotic enemies) | FTL (Faster than before. Should be comparable to the rest of the Chosen Four when they were about to take on Pokey Minch, who would later fight Lucas. Can dodge laser beams from various enemies) | Extra-Temporal
Lifting Strength:Unknown | Class 5 (Able to lift a submarine alongside Paula and Jeff) | Extra-Temporal
Striking Strength:Small Building Class+ (Can damage enemies comparable to him) | City Block Class (Comparable to the rest of the chosen four when they were powerful enough to defeat endgame enemies) | High Multiverse level+ (Mostly relies on physical attacks to deal damage. Could slightly harm Giygas)
Durability:Small Building level+ (Can endure attacks from enemies that are more powerful than Buzz Buzz and the Starman Junior) | City Block level (Comparable to the rest of the chosen four when they were able to take hits from endgame enemies) | High Multiverse level+ (Able to withstand attacks from Giygas and is assumed to have protected the rest of the party from him during the final battle)
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) | Limitless in his true form (Is the universe itself)
Range: Extended melee range with weapons, likely up to Hundreds of Meters, possibly higher with PSI (Via scaling to PSI users like Poo who uses PK Starstormwhich is described as“shaking the stars") | Extended melee range with weapons, likely up to Hundreds of Meters, possibly higher with PSI. Universal via Magicant, Interdimensional via Power Absorption (Within his magicant he absorbed a portion of Truth) | High Multiversal+ (Is the Universe and became one with the Universal System. Exists throughout all of time. Was able to physically interact with the Truth of the Universe. Can summon The Player. Able to hurt Giygas)
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)
Resistances: to 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, Ice 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)Abstract Existence (Type 1. Can create Magicant and all of its inhabitants, who each represents a part of Ness's Mind)
Loaded Dice:Summoning (Can summon Carefree Bombs, Beautiful UFOs, High Class UFOs, Electro Swooshes, Fobbies, and Uncontrollable Spheres), Resistance to Light Manipulation (Flash is only 10% effective), Resistance to Status Effect Inducement (Resists Hypnosis completely)
Cracked Bat: Ness's starting bat, the weakest one. Raises his offense by 4.
Tee Ball Bat Bat: A stronger bat Ness gets. Raises his offense by 8.
Sand Lot Bat: A much stronger bat then previously. Raises his offense by 15.
Minor League Bat: A much stronger bat then previously. Raises his offense by 26.
Mr. Baseball Bat: A much stronger bat then previously. Raises his offense by 38.
T-rex's Bat: A much stronger bat then previously. Raises his offense by 48.
Hall of Fame Bat: A much stronger bat then previously. Raises his offense by 62.
Ultimate Bat: A stronger bat Ness gets. Contrary to its name, this is not Ness' ultimate weapon. Raises his offense by 62.
Magicant Bat: A bat he gains from his journey in his Magicant. A much stronger bat then previously. Raises his offense by 80.
Legendary Bat: The second-strongest bat Ness can get. It increases his offense stat by 110, making it more powerful than the Gutsy Bat, though it lacks the Guts bonus the Gutsy Bat provides.
Casey Bat: The strongest bat Ness can get. It increases Ness' Offense stat by 125, making it the strongest overall of his weapons, but will only hit 25% of the time under normal circumstances. However, its accuracy and the chance of it scoring SMAAAASH!! hits increases as Ness' party members are knocked out, and while fighting opponents much stronger than the party. In addition, if used directly from the inventory, its accuracy is increased.
Gutsy Bat: Ness' ultimate weapon. It raises his Offense by 100 and Guts by 127.
Other Equippable Weapons
Yo-yo: First found by Ness. Can be bought at a drugstore. It is bought for $29 and sold for $14. This item increases the offense by 6.
Trick Yo-yo: Another item found by Ness and Jeff. It is bought at the Fourside Department Store. It is bought for $998 and sold for $499. This item increases the offense by 46.
Combat Yo-yo: Another item found by Ness and co. It is bought at the Deep Darkness Arms Dealer. It is bought for $1148 and sold for $574. This item increases the offense by 54.
Slingshot: A standard slingshot. First bought and obtained by Ness in the Twoson Dept. Store, and bought for $89. It is sold for $44, and increases the offense of a party member by 12 points.
Bionic Slingshot: An enhanced version of the standard slingshot. Obtained by Ness and co. in the Saturn Valley Shop for $449. This item can be sold for $224, and it increases the offense of a party member by 32 points.
*Bag of Dragonite: Use to turn into a dragon for a single attack against your enemies.
Bomb: Damages an enemy when used during battle. Because of its explosive power, it may effect others besides the target creature. Gone after one use.
Handbag Strap: Freezes an enemy during battle.
Insecticide: Deals 100 damage to any arthropod-based enemies.
Mummy Wrap: Freezes an enemy during battle.
Pair of dirty socks: When used during battle, the enemy gets so nauseous from the ripe odor, they cannot fight. Gone after one use.
Pharoh's Curse: An ectoplasmic ooze is disgorged out of the dreadful box, and the enemy may be poisoned. Gone after one use.
Rust Promoter: Quickly rusts metallic enemies when used during battle. The enemy will take about 200 points of damage. Gone after one use.
Rust promoter DX: Causes almost instantaneous rusting when used on metallic enemies during battle. The enemy will take about 400 points of damage. Gone after one use.
Shyness Book: As the title says, it helps one overcome shyness.
Snake: When used during battle, it bites the enemy and disappears. It may also poison the enemy.
Snake Bag: During battle, a snake pops out of the bag and bites the enemy. There are thousands of small snakes living in the bag, so you should be able to use it over and over again. It can possibly poison the enemy, too.
Stag Beetle: By throwing this at the enemy during battle, the enemy is shocked and stops moving. Gone after one use.
Super Bomb: Able to dish out some heavy-duty destruction in combat. Because of its explosive power, it may effect others besides the target creature. Gone after one use.
Toothbrush: Freezes an enemy during battle.
Viper: When used during battle, it bites the enemy and disappears. It always poisons the enemy.
Xterminator spray: Deals 200 points of damage to any bug when used during combat. Can be used many times.
Zombie Paper: Similar to fly paper, but used to trap wandering zombies.
*Travel Charm: Provides protection from Paralysis.
Great Charm: Speed increases by 5. Raises defense by 1.
Crystal Charm: Raises defense by 2 and speed by 15.
Rabbit's Foot: Speed increases by 40. Provides protection from Paralysis. Raises defense by 3.
Baseball Cap: It has the logo of your favorite baseball team. Raises defense by 5.
Cheap Bracelet: Raises defense by 5.
Mr. Baseball Cap: It is said to have been given to Ness' friend by a famous player at the ballpark. Raises defense by 6.
Copper Bracelet: Raises defense by 10.
Holmes Hat: It makes you feel like the great detective, Sherlock Holmes, when equipped. Raises defense by 10.
Hard Hat: Raises defense by 15.
Silver Bracelet: Raises defense by 15.
Night Pendant: Provides protection from Flash via absorbing the light of a flash attack. Raises defense by 15.
Flame Pendant: Provides protection from Fire. Raises defense by 15.
Rain Pendant: Provides protection from Freeze. Raises defense by 15.
Earth Pendant: Provides protection from Fire, Freeze and Flash. Raises defense by 16.
Sea Pendant: Provides protection from Fire, Freeze and Flash. Raises defense by 20.
Gold Bracelet: Raises defense by 30.
Coin of Slumber: Raises defense by 30 and luck by 10.
Star Pendant: Provides protection from Fire, Freeze, Flash and Paralysis. Raises defense by 30.
Platinum Band: Raises defense by 40.
Coin of Defense: Raises defense by 40 and Luck by 13.
Coin of Silence: Raises defense by 45 and luck by 16.
Mr. Saturn Coin: Raises defense by 47 and luck by 18.
Diamond Band: Raises defense by 50.
Lucky Coin: Raises defense by 50 and luck by 20.
Charm Coin: Raises defense by 50 and luck by 20.
Tailsman Coin: Raises luck by 25 and defense by 60.
Pixie's Bracelet: Provides protection from Sleep. Increases Luck by 10. Raises defense by 60.
Shiny Coin: Raises luck by 30 and raises defense by 70.
Cherub's Band: It increases your defense. Helps keep you from being hypnotized, and it also increases your Luck by 20. Raises defense by 70.
Souvenir Coin: Raises luck by 35 and defense by 80.
Goddess Band: Provides protection from Sleep. Increases Luck by 30. Raises defense by 80.
Hawk Eye: Allows you to see in the dark.
Piggy Nose: If you wear this on your nose, you can find and root out magic truffles. Can be used many times. ...let me explain about Magic Truffles. They are a kind of mushroom that grow in damp places, like at the base of big trees. They are almost always buried , so they cannot be seen. If you find one and eat it, it is said to greatly restore a person's PP! You can see more info about the wondrous Magic Truffle after you have obtained one.
Franklin Badge: Passively reflects against lightning and light based attacks.
Important Items
ATM Card: His bank reserves can hold up to $9,999,999.
Bad Key Machine: The "Machine that Opens Doors, especially when you have a slightly bad key" machine. Opens any locked door.
Sound Stone: If Ness touches this to his forehead and concentrate on his thoughts, "Your Sanctuary" melodies can be heard.
Pencil Eraser: Apple Kid's invention. It makes something blocking Ness' way that looks like a pencil disappear in just a second.
Eraser Eraser: Apple Kid's invention. The Eraser eraser erases eraser statues that block Ness's way.
Receiver Phone: Allows Ness to receive calls but he cannot call with it himself.
Foods
Bag of fries: Heals 24 HP.
Banana: Heals 25 HP.
Bean croquette: Heals 42 HP.
Beef jerky: Heals 150 HP.
Boiled egg: Heals 42 HP.
Bottle of DXwater: Heals: 1 PP.
Bowl of rice gruel: Heals 216 HP.
Brain food lunch: Heals 300 HP and 50 PP.
Bread roll: Heals 30 HP.
Calorie stick: Heals 60 HP.
Can of fruit juice: Heals 6 HP.
Chef's special: Heals 200 HP.
Cookie: Heals 6 HP.
Croissant: Heals 60 HP.
Cup of coffee: Heals 12 HP.
Cup of noodles: Heals 40 HP.
Double burger:Heals 90 HP.
Fresh Egg: Heals 80 HP.
Gelato de resort:Heals 30 HP.
Hamburger: Heals 50 HP.
Kabob: Heals 120 HP.
Kraken soup: Completely refills everyone's HP.
Large pizza: Heals 240 HP.
Lucky sandwich: Can heals either 60 HP, 240 HP, or all HP, and 5 PP, 20 PP, or all PP.
Luxury jerky: Heals 300 HP.
Magic pudding: Heals 40 PP.
Magic tart: Heals 20 PP.
Magic truffle: Heals 80 PP.
Mammoth burger: Heals 204 HP.
Molokheiya soup: Heals 84 HP.
Pasta di Summers: Heals 110 HP.
Peanut cheese bar: Heals 108 HP.
Picnic lunch: Heals 80 HP.
Piggy jelly: Heals 300 HP.
Pizza: Heals 300 HP
Plain roll: Heals 80 HP.
Plain yogurt: Heals 168 HP.
Popsicle: Heals 18 HP.
Protein drink: Heals 84 HP.
PSI caramel: Heals 20 PP.
Royal iced tea: Heals 60 HP.
Skip sandwich: Increases speed and heals 6 HP.
Skip sandwich DX: Increases speed and heals 6 HP.
Spicy jerky: Heals 252 HP.
Intelligence:Genius (Despite appearing as a silent protagonist with little information surrounding him, Ness is a bright, compassionate, strong and determined child that has been acknowledged by many others in the series, even by the TOTU. Even from the beginning of the game, he was willing enough to go out and investigate a meteor that had crash landed in his town. Understood Buzz Buzz's warning about Giygas and his own Destiny, and took up the job without any retaliation. His courage and mental resistances is exceptionally high to such a degree that it can resist Giygas’s influences. Is the leader of the chosen four, having extraordinary navigation, leadership, and communication skills, never getting lost or having doubts traveling around the planet (aside from Homesickness, but eventually got over it) and while still keeping a calm, courageous and optimistic look despite the negativity that surrounds his world or any dire situation he may be in. Able to navigate through a large illusion world with its own set rules of "Yes" meaning "No" and "No" meaning "Yes". Poo remarks how well Ness is able to use PSI without any training, in which he has no trouble executing complex Psychic attacks. One of them includes a powerful psychokinetic wave ability that only he and Giygas knows how to use. It should be noted that Intelligence roughly correlates to the power of PSI. This can be shown by Giygas's race who are Super Geniuses that possesses PSI abilities beyond human comprehension. Despite his nature and inexperience look, Ness is surprisingly a noteworthy tactician in battle; having been able to outwit gang leaders, police officers, an entire cult dedicated to turning the world blue, corrupted mayors with the entire city on their own side, and geniuses such as the Starmen and other advanced enemies in combat. By the time he created Magicant, the realm of his mind, Ness was capable of entering The Sea of Eden, which only those who are "truly ready" are able to enter in. The Sea of eden is said to be filled with "Ultimate Intelligence" and where the Truth of the Universe can be interacted with. When Ness defeated the evil part of his mind, he then learned of his true self, who is the Universe and soon reached out deep within his mind, truly realizing his purpose and destiny). Cosmic after awakening his true power (Gained the power of the Sea of Eden, which was described as the Supreme intelligence and Truth of the Universe. His true form is the Universe and exist throughout Time-Space. Told his avatar what's to come in the future, even being completely aware of the Apple of Enlightenment and its prediction and telling him to meet up at Saturn Valley as he and his friends would get something new there. Is an aspect of the Truth of the Universe and absorbed a part of it to himself)
Weaknesses: Pacifist. Gets homesick if he hasn't called or visited home recently, though this weakness is eventually overcome | Despite creating Magicant and all of it's inhabitants, he does not have full control over it as there are some beings within it that will attack and act hostile towards Ness | Summoning The Player is only accessible if the outcome desires it, otherwise None Notable
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.
PK Flash: A glorious flash of light that has various effects. At the Omega level, it has a 37.5% chance to cause enemies to cry uncontrollably, a 12.5% chance to paralyze, a 12.5% chance to make enemies feel strange, and a 37.5% chance to cause instant death. Naturally resisted by some enemies.
Lifeup: Heals himself and/or his allies. The Gamma level fully restores the health of the target and is very low cost. The Omega level heals Ness and his entire party for a great amount of HP.
Healing: Removes status ailments depending on the level used. At the Gamma level, it is able to cure colds, sunstroke, poison, nausea, strangeness, crying, diamondization (petrification), as well as being able to revive fallen allies back with a fraction of their HP.
Shield: The user creates a shield that reduces the damage physical attacks and some non-PSI energy based attacks in half at the Alpha level and reflects 50% of the damage taken from enemy attacks 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 critical hits.
Hypnosis: The target falls asleep. The Omega level can affect many targets at once.
Paralysis: Paralyzes an opponent's body, preventing them from performing physical actions such as attacking or using items. The Omega level can affect many targets at once.
Teleport: Allows teleportation to anywhere he has previously been.
Magicant: A universe created entirely from Ness's own memories. It exists only within the mind of the user and is shaped entirely by their thoughts and desires. Deep into Magicant is the Sea of Eden, a place where Ness can touch the Truth of the Universe.
Truth of the Universe: The Truth of the Universe (also known as Eternity or The Sea of Eden) is a supreme being that exist beyond the Mother world and embodies all of knowledge and possibility, having the ability to manipulate fate and reality itself in order to protect its chosen ones.
* 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.
PK Fire: The user shoots a burst of fire from their fingertips that damages an entire row of enemies. In EarthBound Beginnings the Omega level is able to instantly destroy all enemies in battle.
PK Freeze: The user swirls a very cold wind around an opponent to inflict major damage. Has a 50% chance to completely solidifying the target for one turn, preventing them from doing anything. In EarthBound Beginnings the Gamma level is able to reduce a single enemy to critical levels of Hp.
PK Thunder The user fires a bolt of lightning that deals damage to random targets. It is not resisted by any enemies but it is less accurate when there are less targets present to hit. Instantly destroys psychic shields.
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.
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.
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.
Refresh: The user bestows themselves or an ally with a status that restores 10% of their maximum Hp every turn for five turns.
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.
Offense Up: Increases an ally's Offense stat by a small amount. Can be stacked up to three times and ignores the Offense cap of 255. The Omega level can affect the entire team.
Defense Up: Increases an ally's Defense stat by a small amount. Can be stacked up to three times and ignores the Defense cap of 255. The Omega level can affect the entire team.
Quick Up: Increases an ally's Speed stat by a small amount. Ignores the Speed cap of 255. Does not have an Omega level and only works on one ally.
Offense Down: Decreases an enemy's Offense stat by a small amount. Can be stacked up to three times. The Omega level can affect many targets at once.
Defense Down: Decreases an enemy's Defense stat by a small amount. Can be stacked up to three times. The Omega level can affect many targets at once.
PSI Block: Causes a target to lose concentration and prevents them from being able to use any PSI.
Shield Off: Removes a shield from a single target.
Brainshock: Inflicts a target with strangeness, causing them to sometimes use their abilities on the wrong target, which includes allies. The Omega level can affect many targets at once. Strangeness lasts until the target is hit by a physical attack.
Darkness: Blinds one target, sharply reducing the accuracy of their physical attacks.
4th-D Slip: The user slips through space to escape battle. Known simply as the "Dimension Slip" in the original Japanese release.
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.
Mirror: The user concentrates and turns into a targeted enemy. Does not work on some enemies.