Trials of Mana/Bestiary Introduction

Trials of Mana, like any RPG, sports an impressive list of monsters for your characters to battle. Here you will find a full bestiary of all normal enemies that may be encountered within the game. If you're looking for a boss refer to the walkthrough instead.

There are no actual bestiary entries on this page. Instead, this page contains a brief introduction to the layout of the bestiary entries and an explanation of each section and the various purposes and values you will find entered into the entries.

Entry Layout
The example entry above illustrates the template all entries in the bestiary share. There are five sections to each entry. The monster's game sprite occupies the far left. To the right of the monster's sprite is the encounter section, which briefly lists in what areas you will find the monster. If the monster only appears during the day or during the night then it is specified in parenthesis beside the location, like "Golden Road (Day)" in the example. Below the encounter section is the monster's treasure information. There are three treasures that a monster may drop on death. See the "Treasure Entries" section below this for further explanation.

To the right of this middle section is the elemental chart. This chart lists a monster's tolerance toward the game's eight elements. There are a total of six different tolerances that a monster may have toward an element, ranging from suffering extra damage to absorbing damage to the monster's HP. The chart is a quick way to scan a monster's resistances and weaknesses to the elements, laid out side by side. See the "The Elemental Chart" entry below for further explanation of the elemental chart and what may be entered to describe a monster's resistances and weaknesses.

The final lower section of an entry holds the spells and attacks table and the notes table. The spells and attacks table lists any special attacks or spells a monster may have in no particular order. The notes section displays any extra useful information that does not fit elsewhere, like if a monster sleeps or will counter magic with a certain attack.

Treasure Entries
After a battle is completed and the "Victory!" message is displayed, there is a chance that a treasure chest may appear. The contents of a treasure chest is based upon two things: the last monster killed in a battle, and the luck of the character opening the treasure chest.

The actual pool of items a chest may contain is based upon the last monster killed. Any other monsters killed do not matter. Every normal monster has a pool of three possible items to appear in a treasure chest. The luck of the character opening a treasure chest decides which of the three possible items will be received.

Each of the items a monster may drop fall into three rough categories: low luck items, low luck rare items, and high luck items. Low luck items are common, cheap, and mostly purchasable from merchants, such as Round Drops and Puipui Grass. Low luck rare items are the more expensive items found in a merchant's inventory, Angel's Grails, or enemy specific items, like Assassin Bug Eyes. High luck items are mostly rare items not sold by merchants, such as ??? seeds and elemental statues.

Keep in mind the strength and rarity of the monster you're battling when looking at these values. A high luck item for a Rabilion is a Stardust Herb, which is buyable within the game, but the Rabilion isn't a very difficult or uncommon monster.

The Elemental Chart
The elemental chart lists a monster's tolerance toward the game's eight elements. Each element is governed by a Spirit of Mana:


 * Earth: Gnome.
 * Wind: Jinn.
 * Ice: Undine.
 * Fire: Salamando.
 * Light: Wisp.
 * Dark: Shade.
 * Moon: Luna.
 * Leaf: Dryad.

There are also six different states of tolerance a monster may have toward an element:


 * Strong: An enemy with strong tolerance suffers less damage when struck by the element.
 * Neutral: An enemy with neutral tolerance suffers no less and no more damage when struck by the element.
 * Weak: An enemy with weak tolerance suffers extra damage when struck by the element.
 * Null: An enemy that nulls an element suffers 0 damage from attack spells and 1 damage from Saber enchanted attacks.
 * Absorb: An enemy that absorbs an element is healed by the element, converting damage into HP.
 * Reflect: An enemy that reflects an element will redirect spells of the element back to the original caster.

Note that there are no conventional Moon elemental attack spells in the game. All moon spells that target an enemy reduce HP by a certain fraction and do not deal actual calculated damage. Because of this, the Moon entry's only purpose is to report a monster's behaviour toward the Moon Saber spell.

Spells and Attacks Chart
The spells and attacks chart contains all special attacks and spells a monster is capable of using. Variations on normal attacks generally are not listed to conserve space. For example, when fighting a Rabite, a skill message may occasionally appear saying “Bite” as the monster performs an attack. This Bite attack is not listed in the Rabite entry because it is almost exactly the same as a Rabite's normal attack in strength and appearance. The attack also does not have any properties worth noting. An exception to this is when the attack adds a status effect that a normal attack cannot, such as the Assassin Bug's Sting attack. Spells and attacks that freeze game play while they are being performed will always be listed.

When a monster uses a spell or ability that comes in both single and multi-target forms and is also available to the player's characters, it will be noted what form of the spell the monster uses. Several monsters have the Heal Light ability. In the Spells and Attacks chart, it will be listed after the ability's name which version the monster possesses:

Heal Light (Multi): Restores HP to all monsters visible.

Heal Light (Single): Restores HP to one monster.

Heal Light (Multi/Single): Restores HP to either one monster or all monsters visible.

A multi ability always affects either all characters or all monsters. A single ability affects either one character or one monster. A multi/single ability can affect either one character or monster, or all characters or monsters.

Also, wherever there is an X in an entry, that is not the actual name of the ability. The X is holding the place of an attribute defined later in the attack description, such as monster level. For example, you may see several summoning abilities with X listed as the level value of the monster summoned, such as the Rabilion's "Summon Level X Rabite."

Summon Level X Rabite: Summons a Rabite the same level as the Rabilion.

In Trials of Mana, this ability won't appear as "Summon Level X Rabite" when a Rabilion uses it. If the Rabilion is level 12, you would see "Summon Level 12 Rabite." If the ability listed was "Summon Level X+2 Rabite" and the Rabilion was still level 12, you would see "Summon Level 14 Rabite."

X, although rarely, is also used to conserve space in several other entries. For example, take a look at the Beast Master's ability entitled "X Down."

X Down (Multi): Speed, Protect, Power, or Mind Down effects on all characters.

In this case, X is holding the place of the four ability names. The Beast Master is able to cast all four stat down spells (Speed Down, Protect Down, Power Down, and Mind Down), but they have been condensed into one skill to conserve space on the attack chart with X holding the place of the ability names.

The Note Pad
Anything worth noting that does not have its own section will be listed in the note pad. As the example entry's note pad shows, Rabites encountered at night will be sleeping. Other worthy entries to the note pad would be what attack a monster normally uses in response to being targeted with magic or if a monster reverses Leaf Saber to drain your own MP when struck.