PSI ~ Weapons ~ Body ~ Arms ~ Other
Ness is the "Chosen One" and the first character in your party. Hailing from the sleepy town of
Onett, Ness is catapulted from his ordinary life by a mysterious meteorite that rocks the town
late one night. He's recognized mainly by his red and blue baseball cap (the only
distinguishing feature when he is turned into a robot!), as well as his yellow-and-blue shirt
and blue shorts. He can often be seen flashing a peace sign with a big grin on his face when
he's not busy bashing enemies.
Ness' father is always working or on business trips and you never see him. Ness' mother is
always at home, cleaning, washing the dog, watching TV or doing aerobics. Both of Ness'
parents are very supportive of their son and have great faith in his abilities. Ness' sister
is your average younger sister, until she gets a part-time job working for a storage company.
The family dog is loyal when it suits him (when things get too scary, he's out of there!),
otherwise all he does is eat and sleep and get bathed on occasion. The house is fairly
uninteresting, but as Ness' father always borrows money from the neighbours it makes sense
that the family should live in less than splendour.
Ness is fairly well rounded out, with strong PSI as well as strong Offense and Defense. His
primary PSI strength is Lifeup/Healing. Coupled with his high PP level it means that no one in
your group will stay down for very long! His trademark PSI is based off of his favourite thing.
This PSI Special is good, but the higher levels require a large amount of PP that's better used
for healing. Ness is also one of the two people in the group who learn Teleport, which is
infinitely useful. When not roasting enemies with PSI, Ness socks it to them with his weapon of
choice: baseball bats. Ness has the highest physical Offense of the group, and at higher
levels can easily do over 900 damage with a smash hit!
One drawback of Ness' is that he's something of a Mumma's boy, and is the only member of the
group to get homesick. He also has a lot of items to carry, so his inventory is very full.
His speed isn't that great either, usually forcing him to go last in attack rounds or not
healing a friend before their HP runs out. The fact that his PSI Special has a damage cap can
be rather frustrating, plus some enemies don't seem to be harmed by PSI Special on occasion,
which is a waste of PP. Other than PSI Special, Teleport, Lifeup and Healing, most of Ness'
other PSI abilities are somewhat useless.
Offense PSI - Recover PSI
Assist PSI - Other PSI
| PSI | Cost | Level | Description |
|---|
| PSI Special A | 10 PP | 8 | A psychokinetic wave generated by concentration that deals about 50 damage to each enemy. Great against enemies in the beginning of the game. |
| PSI Special B | 14 PP | 22 | A psychokinetic wave generated by concentration that deals about 180 damage to each enemy. |
| PSI Special G | 40 PP | 49 | A psychokinetic wave generated by concentration that deals about 320 damage to each enemy. This power is better left to bosses and harder enemies as it uses a lot of PP. |
| PSI Special O | 98 PP | 75 | A psychokinetic wave generated by concentration that deals about 640 damage to each enemy. Use it only on tough bosses as 98 PP, even for Ness, is hard to come by. |
| PSI Flash A | 8 PP | 18 | Creates a strong flash and can make the enemy start crying uncontrollably, and in some circumstances, feel strange. It misses half the time, and does no physical damage. |
| PSI Flash B | 16 PP | 38 | Creates a strong flash and can make the enemy start crying uncontrollably, and in some circumstances, feel strange, become numb, or even be destroyed. It only works about 10% better than PSI Flash A. |
| PSI Flash G | 24 PP | 61 | Creates a strong flash and can make the enemy start crying uncontrollably. Often, it will destroy an enemy in a single strike. This one works about 75% of the time. |
| PSI Flash O | 32 PP | 67 | It emits glorious rays that have a high probability of destroying all the enemies on the scene in a single strike. This one works about 90% of the time. |
| Lifeup A | 5 PP | 2 | Restores 100 HP to one person. Very useful in the early stages of the game, or on group members with low levels. |
| Lifeup B | 8 PP | 20 | Restores 300 HP to one person. Can be used even towards the end of the game. |
| Lifeup G | 13 PP | 39 | Completely restores the HP of one person. This is quite possibly the best healing PSI power you can get. |
| Lifeup O | 24 PP | 70 | Restores 400 HP to everyone. Only useful when everyone needs to be healed, otherwise just use Lifeup G and save the PP. |
| Healing A | 5 PP | 10 | Cures a cold, sunstroke, or sleep conditions. You'll be using this a lot in the Dusty Dunes Desert and in Peaceful Rest Valley. |
| Healing B | 8 PP | 24 | In addition to the effects of Healing A, this cures poisonings, nausea, feeling strange and uncontrollable crying. VERY useful, you get poisoned a lot. |
| Healing G | 20 PP | 53 | In addition to the effects of Healing B, this cures being diamondized and paralysis. It also revives a friend who has become unconscious, though HP is not maxed out. Only use this on dead group members or to cure diamondization, it's a waste on anything else. |
| Shield A | 6 PP | 16 | Protects one person with a shield of light. It reduces the damage caused by an enemy's attack by 50%. Using a different shield will cancel these effects. Very useful in the beginning of the game, or against tough bosses. |
| Shield B | 10 PP | 34 | Protects one person with a power shield. Cuts damage in half and some of the blocked damage is dealt back to the enemy. Using a different shield will cancel these effects. Cost effective! |
| Hypnosis A | 6 PP | 4 | Puts one enemy to sleep. It only has a 60% chance of working. |
| Hypnosis O | 18 PP | 27 | Puts all of the enemies to sleep. This one works about 85% of the time, and is a good idea when you're running low on HP. |
| Paralysis A | 8 PP | 14 | Forces one enemy into the "numbed" condition. This doesn't work very well, and many enemies are immune to Paralysis anyway. |
| Paralysis O | 24 PP | 29 | Forces all enemies into "numbed" condition. It's a bit stronger and will work more often, but most enemies are immune to Paralysis. If you need to use this, use Paralysis A and save the extra PP. |
| Teleport A | 2 PP | N/A | Allows you to immediately return to a place you have already been. You need a good running approach for this to work. You learn this after talking to Talah Rama, the monkey teaches it to you. |
| Teleport B | 8 PP | N/A | Allows you to immediately return to a place you have already been. You don't need a running approach to use this. It is also called the "Tornado Teleport." You learn this after defeating your Nightmare in Magicant. |
Weapons with prices in parentheses cannot be purchased, only sold for this amount.
| Weapon | Cost | Location | Offense Up | Properties |
|---|---|---|---|---|
| Cracked Bat | ($9) | Gift Box in Tracy's Room | Offense+4 | |
| Yo-yo | $29 | Store in | Offense+6 | |
| Tee Ball Bat | $48 | Store in Onett | Offense+8 | |
| Slingshot | $89 | store in | Offense+12 | |
| Sand Lot Bat | $98 | Store in | Offense+15 | |
| Minor League Bat | $399 | Store in | Offense+26 | |
| Bionic Slingshot | $449 | Store in | Offense+32 | |
| Mr. Baseball Bat | $498 | Store in | Offense+38 | |
| Trick Yo-yo | $998 | Store in | Offense+46 | |
| T-Rex's Bat | $698 | Store in Winters | Offense+48 | |
| Big League Bat | $3080 | Store in | Offense+54 | |
| Combat Yo-yo | $1148 | Store in | Offense+54 | |
| Hall of Fame Bat | ($940) | Trading Tenda | Offense+62 | |
| Ultimate Bat | $2298 | Lost Underworld | Offense+68 | |
| Magicant Bat | ($0) | Gift Box in Magicant | Offense+80 | |
| Legendary Bat | ($0) | Gift Box in Cave of the Past | Offense+110 | |
| Gutsy Bat | ($1490) | Bionic Kraken | Offense+100 | Guts+127 |
| Casey Bat | ($19) | Master Barf | Offense+125 | Misses 3/4 times |
Items with prices in parentheses cannot be purchased, only sold for this amount.
| Item | Cost | Location | Defense Up | Properties |
|---|---|---|---|---|
| Travel Charm | $60 | Entertainer | Defense+0 | Protects against Paralysis |
| Great Charm | $400 | Gift Box in , Store in | Defense+1 | Protects against Paralysis, Speed+5 |
| Crystal Charm | $600 | Store in | Defense+2 | Protects against Paralysis, Speed+15 |
| Rabbit's Foot | ($900) | Store in | Defense+3 | Protects against Paralysis, Speed+40 |
| Flame Pendant | $3000 | Gift Box in , Store in Saturn Valley | Defense+15 | Protects from Fire attacks |
| Night Pendant | $3000 | Gift Box in , Store in Saturn Valley | Defense+15 | Absorbs the light of a Flash attack |
| Rain Pendant | $3000 | Gift Box in , Store in | Defense+15 | Protects from Freeze attacks |
| Earth Pendant | $4000 | Store in Magicant | Defense+16 | Protects from Fire, Freeze and Flash attacks |
| Sea Pendant | ($2500) | Gift Box in Lost Underworld | Defense+20 | Protects from Fire, Freeze and Flash attacks |
| Star Pendant | ($3500) | Enemy | Defense+30 | Protects from Fire, Freeze, Flash and Paralysis attacks |
Items with prices in parentheses cannot be purchased, only sold for this amount.
| Item | Cost | Location | Defense Up | Properties |
|---|---|---|---|---|
| Cheap Bracelet | $98 | Store in Onett | Defense+5 | |
| Copper Bracelet | $349 | Store in | Defense+10 | |
| Silver Bracelet | $599 | Gift Box in , Store in | Defense+15 | |
| Gold Pracelet | $2799 | Store in | Defense+30 | |
| Platinum Band | $3899, $6899 | Gift Box in | Defense+40 | |
| Diamond Band | $5198, $9998 | Store in | Defense+50 | |
| Pixie's Bracelet | ($795) | Gift Box in , Store in | Defense+60 | Protects against Hypnosis, Luck+10 |
| Cherub's Band | ($895) | Gift Box in | Defense+70 | Protects against Hypnosis, Luck+20 |
| Goddess Band | ($990) | Gift Box in | Defense+80 | Protects against Hypnosis, Luck+30 |
Items with prices in parentheses cannot be purchased, only sold for this amount.
| Item | Cost | Location | Defense Up | Properties |
|---|---|---|---|---|
| Baseball Cap | $19 | Store in Onett | Defense+5 | |
| Mr. Baseball Cap | ($99) | Clubhouse Kid | Defense+6 | |
| Holmes Hat | $59 | Gift Box in , Store in | Defense+10 | |
| Hard Hat | $298 | Gift Box in , Store in | Defense+15 | |
| Coin of Slumber | $1500 | Store in | Defense+30 | Luck+10 |
| Coin of Defense | $2000 | Store in | Defense+40 | Luck+13 |
| Coin of Silence | $2500 | Store in Winters | Defense+45 | Luck+16 |
| Mr. Saturn Coin | $1000 | Mr. Saturn | Defense+47 | Luck+18 |
| Charm Coin | $3000 | Store in | Defense+50 | Luck+20 |
| Lucky Coin | $6000 | Defense+50 | Luck+22 | |
| Talisman Coin | $3500 | Person | Defense+60 | Luck+20 |
| Shiny Coin | $4000 | Store in | Defense+70 | Luck+30 |
| Souvenir Coin | ($3000) | Gift Box in | Defense+80 | Luck+35 |