Click on the Matter links to find out which equipment in Mugen Souls Z need to be dismantled in order to make them. |
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List of all Matter found in Mugen Souls Z. For the article pertaining to Matter in general, see the Matter main article.
In order to get the 2nd and 3rd matter slot, upgrading the equipment to Grade G (for 2nd slot) and Grade C (for 3rd slot) will unlock the randomized set of matters for that item. The randomized matter sets can be controlled by moving the cursor away from the item and back to it on Grades "G" and "C". When you find the matter you want from the randomized set of matter, upgrade the equipment one more time to make the creation of the Matter possible in the equipment when dismantling it.
Note: All Matter is counted towards the carry limit whether it is stacked, unequipped or equipped. The maximum limit of Matter carried is 2048 before needing to discard or combine them to create new ones.
Inflict status effects[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
1 | Inflict Poison | 300 | Increases the chance of poisoning the enemy on attack. | |
2 | Inflict Sleep | 300 | Increases the chance of putting the enemy to sleep on attack. | |
3 | Inflict Paralysis | 300 | Increases the chance of paralyzing the enemy on attack. | |
4 | Inflict Skill Seal | 300 | Increases the chance of skill sealing the enemy on attack. | |
5 | Inflict Move Seal | 300 | Increases the chance of move sealing the enemy on attack. | |
6 | Inflict Darkness | 300 | Increases the chance of inflicting darkness on the enemy on attack. | |
7 | Inflict Virus | 300 | Increases the chance of infecting the enemy with virus on attack. | |
8 | Inflict Death | 300 | Increases the chance of instant killing the enemy on attack. |
Resist status effects[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
9 | Resist Poison | 300 | Increases resistance to Poison. | |
10 | Resist Sleep | 300 | Increases resistance to Sleep. | |
11 | Resist Paralysis | 300 | Increases resistance to Paralysis. | |
12 | Resist Skill Seal | 300 | Increases resistance to Skill Seal. | |
13 | Resist Move Seal | 300 | Increases resistance to Move Seal. | |
14 | Resist Darkness | 300 | Increases resistance to Darkness. | |
15 | Resist Virus | 300 | Increases resistance to Virus. | |
16 | Resist Death | 300 | Increases resistance to Instant Death. Does not work against Instant-Kill crystals. |
Resist affinity damage[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
17 | Resist Ego | 50 | Increases resistance to Ego affinity attacks. | |
18 | Resist Sadist | 50 | Increases resistance to Sadist affinity attacks. | |
19 | Resist Masochist | 50 | Increases resistance to Masochist affinity attacks. | |
20 | Resist Bipolar | 50 | Increases resistance to Bipolar affinity attacks. | |
21 | Resist Graceful | 50 | Increases resistance to Graceful affinity attacks. | |
22 | Resist Ditz | 50 | Increases resistance to Ditz affinity attacks. | |
23 | Resist Hyper | 50 | Increases resistance to Hyper affinity attacks. | |
24 | Resist Terse | 50 | Increases resistance to Terse affinity attacks. |
Stat ups (avoid all but Mobility Up)[]
These kinds of Matter are one of the few types that can be equipped Multiple times at it's maximum value.
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
25 | HP Up | *3,333,333 | HP increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
26 | SP Up | *3,333,333 | SP increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
27 | ATK Up | *3,333,333 | ATK increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
28 | DEF Up | *3,333,333 | DEF increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
29 | INT Up | *3,333,333 | INT increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
30 | MND Up | *3,333,333 | MND increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
31 | AGI Up | *3,333,333 | AGI increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
32 | TEC Up | *3,333,333 | TEC increases by total value of the Matter. | *True max value: 9,999,999, can double to 19,999,998. |
33 | Mobility Up | *250 | Move increases by total value of the Matter. | *Requires multiple equips for max value of 500. |
Basic Matter[]
Avoid these kinds of Matter at all cost. Not only are these Matters useless, but they are also time consuming, not worth upgrading and take a life time to max out.
Other than "Mobility Up", the rest of these Matter should will not provide any usefulness and will be referred to as "Basic Matter".
These kinds of stat boosts are un-noticible compared to what armor and weapons give, they also take up Matter slots which could be used in place of something more valuable. 3,333,333 is the maximum value for taking up one Matter slot, but it can reach up to 9,999,999 when using multiple Matter slots.
When using the Matter Efficacy Up Matter, the maximum potential of these Matters will also increase. It can get up to 19,999,998 when using a Matter Efficacy Up+100 Matter.
Rip-off study
Max no. of items needed: "666,667 items"
Max cost to get one maxed Matter: "55,555,694,444,250 G"
The cost of combining Matter is expensive because the cost grows exponentially after each combination and no other maximum value can each this high. 166,667,083,332,750G is needed to get 3 of these matters maxed out. That will take at least 36,000 hours straight of G farming the player without taking breaks and assuming that they are an expert at earning 9,999,999,999G (money cap) every 2 hours. The 36,000 hours does not include the time it takes to search for the items that drop it.
When comparing to the most expensive equipment upgrade in the game, gettings one of these Matters maxed is approximately 56,000x more expensive and does not increase much in comparison. The maximum cost of the "Sun Goddess Medal", upgrading from Level 1~999 will cost 994,635,263G.
Mobility Up[]
The "Matter Efficacy Up" will not multiply the effects or maximum potential of the "Mobiity Up" Matter, even when the value is under 250 (it's maximum value). Equipping it multiple times is needed to get the maximum Move of 500 from Matter. This Matter is the only one worth using out of this group.
Equipment strength multiplying[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
36 | Sword Skill Master | 150 | Multiplies Sword type weapon stats of the bearer based on Matter value. | |
37 | Staff Skill Master | 150 | Multiplies Staff type weapon stats of the bearer based on Matter value. | |
38 | Gun Skill Master | 150 | Multiplies Gun type weapon stats of the bearer based on Matter value. | |
39 | Bazooka Skill Master | 150 | Multiplies Bazooka type weapon stats of the bearer based on Matter value. | |
40 | Armor Skill Master | 150 | Multiplies Knuckles type weapon stats of the bearer based on Matter value. | |
41 | Fist Skill Master | 150 | Multiplies Gloves type weapon stats of the bearer based on Matter value. | |
42 | Spear Skill Master | 150 | Multiplies Spear type weapon stats of the bearer based on Matter value. | |
43 | Scythe Skill Master | 150 | Multiplies Scythe type weapon stats of the bearer based on Matter value. | |
44 | Twin Sword Skill Master | 150 | Multiplies Twin Sword type weapon stats of the bearer based on Matter value. | |
45 | Twin Knife Skill Master | 150 | Multiplies Twin Knife type weapon stats of the bearer based on Matter value. | |
46 | Self-Defense | 100 | Multiplies Defense slot item stats of the bearer based on Matter value. | One matter affects all 4 Defense Slot equipment. |
Increase probability stats[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
47 | Evasion Up | 150 | Increases probablilty of evading according to Matter value. | |
48 | Accuracy Up | 150 | Increases probablilty of hitting according to Matter value. | |
49 | Critical Rate Up | 100 | Increases probablilty of critical hits according to Matter value. |
Increase damage given[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
50 | Physical Damage Up | 50 | Physical damage output is multiplied by percentage according the to Matter Value. | |
52 | Magic Damage Up | 50 | Magic damage output is multiplied by percentage according the to Matter Value. |
Reduce damage taken[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
51 | Phys. Dmg. Taken Down | 50 | Physical damage received is reduced by percentage according the to Matter Value. | |
53 | Mag. Dmg. Taken Down | 50 | Magic damage received is reduced by percentage according the to Matter Value. |
Auto-regen[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
54 | HP Auto-Restore | 25 | Recovers HP upon the bearer's turn based on Matter value and maximum HP. | |
55 | SP Auto-Restore | 25 | Recovers SP upon the bearer's turn based on Matter value and maximum SP. |
Drain defense[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
56 | HP Drain Defense | 1 | Nullifies enemy HP drain attacks on wearer. | Will not protect against HP damage from crystals. |
57 | SP Drain Defense | 1 | Nullifies enemy SP drain attacks on wearer. | Will not protect against SP damage from crystals. |
Reward multiplication[]
All these are highly recommended when fighting enemies for the sake of grinding. They will drastically increase in the amount of rewards and greatly shorten the time to reach the goal.
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
60 | Gained EXP Up | 150 | Multiplies to amount of EXP earned when the Matter bearer KO's the enemy. | |
61 | Gained G Up | 150 | Multiplies to amount of G earned when the Matter bearer KO's the enemy. | Not the G Ups used for upgrading Equipment Grade. |
62 | Gained Mugen Points Up | 150 | Multiplies to amount of Mugen Points earned when the Matter bearer KO's the enemy. | |
63 | Peon Points Up | *150 | Multiplies to amount of Peon Points earned when the Matter bearer KO's the enemy. | *Possible glitch. Effectiveness can't reach past +50%. |
Unlike the rest of the Matter types, this one is beneficial to the entire party, rather than the individual. In order for these bonuses to take effect, the person deal the final blow to the enemy. Number of. One matter is needed if there is only one person doing the final blow since it benefits everyone and no need to give it to multiple characters. These are not passive boosts for the individual, but rather a burden since the bonus won't take effect unless they deliver the final blow.
Important: Do "not" give this to a weak character leeching, this will not get anyone anything if they do not KO the enemy.
Example using 10 EXP as a base:
- The person with the Gained EXP Up+50 matter equipped does all the work.
- The battle result shows that you earned 15 EXP from that battle instead of just 10 when someone without that matter does all the work.
- The person with the Gained EXP Up+150 will give an extra 150% bonus to the reward.
- The battle result shows that you earned 25 EXP from that battle instead of just 10 when someone without that matter does all the work.
Level up stat bonus[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
64 | HP Level Up Bonus | 100 | Adds the bonus HP upon leveling up. | |
65 | SP Level Up Bonus | 100 | Adds the bonus SP upon leveling up. | |
66 | ATK Level Up Bonus | 100 | Adds the bonus ATK upon leveling up. | |
67 | DEF Level Up Bonus | 100 | Adds the bonus DEF upon leveling up. | |
68 | INT Level Up Bonus | 100 | Adds the bonus INT upon leveling up. | |
69 | MND Level Up Bonus | 100 | Adds the bonus MND upon leveling up. | |
70 | AGI Level Up Bonus | 100 | Adds the bonus AGI upon leveling up. | |
71 | TEC Level Up Bonus | 100 | Adds the bonus TEC upon leveling up. |
Unique[]
ID | Matter | Max value | Details | Notes |
---|---|---|---|---|
34 | Matter Efficacy Up | 100 | Multiplies the effects of all Matter based on value. | |
35 | Enemy Ability Decay | 50 | Cuts down stats of enemies within weapon range based on Matter value. | Really expensive to combine. |
58 | Null SP Damage | 1 | ????? | |
59 | Impact Damage Restore | 1 | Converts damage received from blast off impact into HP. | |
72 | Limiter Release | 1 | Allows stats to get past the 99,999,999 point limit. |
See also[]
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