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Jeff Andonuts

From The Codex
Revision as of 22:33, 15 March 2022 by VileShadows (talk | contribs)

Man, oh, man, did that ever scare me! The sky runner... I guess it took a little damage while landing... Oh well...

You don't have to explain a thing... I'm Jeff. I came because you called me. I'm not very strong, really near-sighted, kind of shy, and I tend to be a little reckless. This is just the way I am...

I hope you want me to be your friend... okay?

~ Jeff befriending Ness

Background

Jeff Andonuts (ジェフ Jefu) is a character in MOTHER 2 (localized as EarthBound). He is the second character to join Ness, and also the only permanent member of his team who is unable to use PSI abilities. To compensate, he can repair objects, although what exactly he can repair is based on his IQ level and the broken items he has in his inventory. He usually uses guns as his primary weapons, along with an assortment of different projectile items like bottle rockets.

Jeff Andonuts is a resident of the Snow Wood Boarding School in Winters, FoggyLand, and the son of the great professor Dr. Andonuts when he joins the adventure. Paula communicates with him telepathically to rescue her and Ness from captivity in Threed. After acquiring the Sky Runner from his father, Jeff travels to Threed and rescues Ness and Paula, securing his place as one of the chosen four.

Statistics

Key: Early Game | Mid Game | Late Game

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

Name: Jeff Andonuts

Origin: MOTHER 2

Sex: Male

Age: 13

Classification: Human, Chosen One

Alignment: Neutral Good

Dimensionality: 3-D

Attack Potency: Peak Human level (Should be comparable to Ness at level 1) to Small Building level+ (Eventually became stronger than enemies such as the Territorial Oak, which explode into flames upon defeat) | Small Building level+ to City Block level (Defeated Thunder and Storm who can create storms to attack which was calculated at this | City Block level

Travel Speed: Superhuman travel speed (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 (Faster than before) | Superhuman (Faster than before)

Combat Speed: Superhuman to Speed of Light (Able to fight against enemies that are comparable to himself) | FTL (Faster than before) | FTL (Faster than before) | FTL (Faster than before. Can fight Porky Minch, who would later fight Lucas. Can dodge laser beams from various enemies)

Reaction Speed: Superhuman to Speed of Light (Can dodge laser beams from robotic enemies) | FTL (Faster than before) | FTL (Faster than before. Can fight Porky Minch, who would later fight Lucas, who could avoid laser beams from K9000. Can dodge laser beams from various enemies)

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

Striking Strength: Peak Human Class (Should be comparable to Ness at level 1) to Small Building Class+ (Can harm enemies comparable to himself) | Small Building Class+ to City Block Class (Can harm Thunder and Storm, and could later harm end game enemies) | City Block Class

Durability: Peak Human level to Small Building Class+ (Eventually became strong enough to survive the self destruction of the Territorial Oak) | Small Building level+ to City Block level (Survived a crash that reduced the Sky Runner to tiny scraps. Can endure attacks from Thunder and Storm) | City Block level

Stamina: Superhuman (Can fight for long periods of time. Can take mortal wounds and still be able to live long enough to be healed) | Superhuman (Should have higher stamina than before) | Superhuman, Limitless as a robot

Range: Standard Melee, up to Hundreds of Meters with guns and other projectiles | Standard Melee, up to Hundreds of Meters with guns and other projectiles, Standard Melee, up to Hundreds of Meters with guns and other projectiles

Intelligence: Extraordinary Genius (Is the son of the renowned scientist, Dr. Andonuts, who is said to be even greater than Einstein or Heisenberg and has created some of the most advanced technology in the series. Capable of fixing broken technology and can make complex devices by fixing up mundane objects, such as turning a broken pipe into a Shield Killer, turning a broken harmonica into the Baddest Beam, or turning a broken trumpet into the Defense Shower)


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 Jeff to wake up at his last save location. 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 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 Jeff 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), Sheer Will (Was willing leave his home country to save two people he had never even met before. Accepted his fate of saving the world alongside Ness and the rest of the chosen four. Agreed to go to the past to defeat Giygas without any hesitation, even knowing that he may not succeed or get to come back), 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), Weapon Mastery, Information Analysis (His Spy ability can reveal an target's stats and weaknesses just by looking at them), Empathic Manipulation (Defeating certain enemies frees them from Giygas’s influence and causes them to be pacified), Damage Boost (Can occasionally land critical hits that deal much more damage than his standard attacks. While he cannot land critical hits with shooting weapons in the original release of Mother 2, this was likely a programming error as this was corrected in Mother 1+2), Non-Physical Interaction, Soul Manipulation, Immortality Negation (Can harm intangible and non-corporeal beings such as ghosts with physical attacks), passive Fear Manipulation (Causes weaker enemies to flee on the overworld), passive Fate Manipulation, Probability Manipulation, Plot Manipulation, Causality Manipulation, Time Manipulation, Dream Manipulation, and Subjective Reality via the Truth of the Universe (Can manipulate fate on a multiversal scale. Able to turn Jeff's defeats into bad dreams to prevent him from failing his journey), limited Dimensional Storage (Can store large items on his person such as a bazooka and an entire bicycle, though there is a limit to how many items she can carry), Self-Sustenance (Types 1, 2, and 3) as a robot, possible Magicant Creation and Astral Projection (It is implied that all humans are able to create a Magicant)
Mind Manipulation, Morality Manipulation, Empathic Manipulation, Madness Manipulation, Corruption (Type 3), Fear Manipulation, and Reality Warping (Able to resist Giygas’s influence during his journey. 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), limited Resistance to Time Stop (Can dodge attacks even while frozen in time by the Dali's Clock)

Energy Manipulation and Air Manipulation with guns (Most guns he uses are laser beams, though a few of his weaker guns fire compressed bursts of air), Life Absorption (With the HP Sucker and hungry HP-Sucker, can absorb health from enemies), Power Nullification and Forcefield Negation (With several items. Can remove the effects of PSI from all battle participants, which includes stat boosts and shields, as well as reverting Poo back to his normal state after he uses Mirror with the Neutralizer. Can cause a target to lose concentration with the Counter PSI Unit, which prevents them from being able to use any PSI. Can remove a target's shield with the Shield Killer), Status Effect Inducement (Can solidify enemies with a sticky slime using a Slime Generator), Statistics Amplification (With the Defense Shower and Sudden Guts Pills. Can increase the team's defense stat with the Defense Shower and double his Guts stat with the Sudden Guts Pill), Explosion Manipulation (With Bombs, Super Bombs, Bottle Rockets, and the Heavy Bazooka), 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), Can attack enemies with a yogurt dispenser.
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), limited Resistance to Durability Negation with various pendants (The Night, Sea, and Star pendants give her near full immunity to PK Flash and its effects, including instant death)


Standard Equipment

*Pop Gun: A toy gun obtained from a locker in the Snow Wood Boarding School. It increases Offense by 16. All guns have a base accuracy of 100%.

  • Stun Gun: A gun found in the Brick Road Maze. It increases Offense by 24.
  • Toy Air Gun: A toy gun that fires compressed blasts of air, which can be bought from the arms dealer in Threed. It increases Offense by 32.
  • Magnum Air Gun: A gun that fires compressed blasts of air, obtained by fixing the broken air gun found in the Snow Wood Boarding School. It increases Offense by 36.
  • Zip Gun: A gun that can be bought from the arms dealer in Dusty Dunes Desert. It increases Offense by 40.
  • Laser Gun: A laser gun obtained by fixing the broken laser found in Belch's Factory. It increases Offense by 48.
  • Hyper Beam: A laser gun that can be bought from the arms dealer in the Fourside department store. It increases Offense 58.
  • Double Beam: A laser gun obtained by fixing a broken gadget bought from the junk salesman in Fourside. It increases Offense by 66.
  • Crusher Beam: A laser gun that can be bought from the arms dealer in the Scaraba desert.It increases Offense by 72.
  • Spectrum Beam: A laser gun obtained by fixing a broken cannon bought from a salesman in Scaraba. It increases Offense by 78.
  • Death Ray: A laser gun found in Tenda Village. It increases Offense by 90.
  • Baddest Beam: A laser gun obtained by fixing the broken harmonica found in Stonehenge Base. It increases Offense by 98.
  • Moon Beam Gun: A laser gun found in the Fire Spring. It increases Offense by 110.
  • Gaia Beam: Jeff's ultimate weapon, obtained by fixing a broken antenna dropped from an Uncontrollable Sphere. It increases Offense by 125.

*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 prvides 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, though it can be given to Jeff. 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.

  • *Heavy Bazooka: A powerful bazooka that fires explosive rounds. Deals 135 to 405 damage to the primary target as well as 67 to 202 damage to any adjacent targets.

  • Defense Shower: Increases the Defense of the entire team by a small amount. Can be stacked up to three times and ignores the Defense cap of 255.
  • Hp Sucker: Drains 6.25% to 18.75% of a target's maximum Hp. It will fail if Jeff's Hp is currently rolling to 0.
  • Hungry Hp Sucker: Drains 6.25% to 18.75% of every target's maximum Hp. It will fail if Jeff's Hp is currently rolling to 0.
  • Bottle Rocket: An explosive bottle rocket that deals 90 to 150 damage to a single target.
  • Big Bottle Rocket: A bundle of five bottle rockets that each deal 90 to 150 damage to a single target.
  • Multi Bottle Rocket: A bundle of twenty bottle rockets that each deal 90 to 150 damage to a single target. It is the single most powerful damage dealing attack in the series excluding the final prayers used against Giygas.
  • Neutralizer: Removes the effects of PSI from all battle participants, eliminating stat changes and shields.
  • Shield Killer: Destroys an enemy's shield.
  • Counter-PSI Unit: Causes an enemy to lose concentration, preventing them from using any PSI.
  • Slime Generator: Generates a sticky slime that immobilizes an enemy.

  • *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, though it can be given to Jeff. 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. Restores 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. Restores about 20 Pp when eaten.
  • Magic Pudding: A special pudding that can be bought from Magicant. Restores 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. Restores 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.


  • Other

    Standard Tactics: As he is the only member of his team who cannot use PSI, he utilizes an array of gadgets to deal with enemies and support his teammates. He primarily damages enemies with his guns and the Heavy Bazooka, though he also has access to powerful bottle rockets that cause huge damage when launched, the Multi Bottle Rocket in particular being able to blow away even the toughest enemies usually in one hit. Aside from offense, he has a plethora of support gadgets in order to cripple enemies in various ways, in addition to being able to boost the entire team's defense with the Defense Shower. He should typically lead off with the spy ability in order to gauge his enemy's stats, weaknesses, and equipment so he has a better idea of how defeat them properly.

    Weaknesses: Reliant on his equipment to use abilities. Cannot interact with anyone as a ghost.

    Notable Attacks/Techniques:

    • Spy: Observes the stats and weaknesses of others, alongside any items they may be carrying.

    Gallery

    Battle Records

    None.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Jeff Andonuts