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Click on the Matter links to find out which equipment in Mugen Souls Z need to be dismantled in order to make them.


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 effectsEdit

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 effectsEdit

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 damageEdit

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)Edit

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 MatterEdit

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 UpEdit

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 multiplyingEdit

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 statsEdit

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 givenEdit

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 takenEdit

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-regenEdit

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 defenseEdit

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 multiplicationEdit

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 bonusEdit

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.

UniqueEdit

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 alsoEdit

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