Check out the community portal for ways in which you can help the Wiki of Mana! Also, keep in mind that this wiki contains unmarked spoilers.
Not a registered member yet? Please consider visiting one of the sponsors displayed in any article -- it helps keep our lights on!
Secret of Mana enemies
From the Wiki of Mana, the Mana encyclopedia
Jump to navigationJump to search
This is an exhaustive list of all the regular enemies in Secret of Mana.
There is a total of 81 types of regular enemies in the game.
Enemy list[edit]
No. | Name | Type | Location(s) | Descripton | ||
---|---|---|---|---|---|---|
SNES sprite | Mobile sprite | HD image | ||||
001 | Animal | Gaia Lowlands Potos Falls Potos Village Outskirts |
These cute, round yellow rabbits live in open plains and verdant meadows. They bite viciously at their opponent and can even twirl around for additional damage. | |||
Rabite | ||||||
002 | Plant | Gaia Lowlands Potos Village Outskirts |
A carnivorous plant that loves to conceal itself among flower patches to strike at unsuspecting travelers. They can poison their target in one bite and even put them to sleep. | |||
Lullabud | ||||||
003 | Plant | Gaia Lowlands Potos Village Outskirts |
A pink-capped mutated fungus that roams forests and meadows. It sprays its sleeping spores to make their target unconscious and can even breakdance on its head. | |||
Mushboom | ||||||
004 | Insect | Gaia Lowlands | These giant insects can zoom across the field and hurl their stinger at the heroes, poisoning them in the process. | |||
Buzz Bee | ||||||
005 | Animal | Gaia's Navel Haunted Forest Underground Palace |
A nimble bat that can by hard to hit. The creature can bite their prey and cast Balloon to further stall them for a while. | |||
Blat | ||||||
006 | Demihuman | Gaia's Navel | Underground creatures found usually sleeping instead of patrolling. They start chasing their target and swinging their axe around once they wake up. | |||
Kid Goblin | ||||||
007 | Amorphous | Gaia's Navel Northtown Ruins Underground Palace |
Amorphous green monsters that can multiply itself at will. Their supple bodie makes them hard to hit and can inflict poison. | |||
Green Drop | ||||||
008 | Demihuman | Haunted Forest Witch's Castle |
Furry hooded forest-dwelling children. Their archery skills paired with their swift movements can make them a pain to deal with. | |||
Chobin Hood | ||||||
009 | Amorphous | Haunted Forest Witch's Castle |
Quirky monocular creatures who pop in and out of the ground as they please. They can be very dangerous as they can turn allies into Moogles, generate up to two Chobin Hoods on the battlefield and replenish hit points. | |||
Eye Spy | ||||||
010 | Plant | Witch's Castle | This hyperactive furniture may look like an ordinary chair at first, but they come alive when they sense their target in vicinity. Getting cornered by multiple Polter Chairs can prove to be fatal. | |||
Polter Chair | ||||||
011 | Beast | Haunted Forest Witch's Castle |
Muscle-bound lycanthropes who should not be underestimated whatsoever. They are great martial artists that can strike multiple hits at once and decimate a team at full health. Some will also try to cure themselves after sustaining enough damage. | |||
Werewolf | ||||||
012 | Fish | Southtown Sewers Undine's Cave Water Palace |
While these large fishes may appear inoffensive at first, can spit out contaminated water at the party and call forth an Acid Storm to reduce their defense stat. | |||
Iffish | ||||||
013 | Demihuman | Underground Palace | A specialized kind of goblin spawn by Goblin Lords to act as reinforcement. They like to cast Defender on themselves and other enemies. They also use their axe and boomerang to deal physical damage. | |||
Ma Goblin | ||||||
014 | Demihuman | Underground Palace | A high-ranked goblin patrolling the Underground Palace. They can use several spells to hurt and hinder their opponent and call in backup. They also do support by replenishing hit points. | |||
Goblin | ||||||
015 | Plant | Underground Palace Pandora Ruins |
Animated wooden chess pieces who enjoy casting Speed Up to raise its already high evasion to become nigh-impossible to defeat with physical attacks. | |||
Chess Knight | ||||||
016 | Pandora Ruins | Undead | An undead enemy who can spit out a poisonous mist. It may also unleash Speed Down to an ally. | |||
Zombie | ||||||
017 | Demihuman | Pandora Ruins | This tribal spellcaster uses its dark powers to summon Zombies at will. Their high evasion stat makes them very difficult to hit. They occasionally cast Defender on allies and Fireball to opponents. | |||
Tomato Man | ||||||
018 | Machine | Pandora Ruins | A sword possessed by an evil spirit. It attacks by thrusting its blade to targets. If left alone, they will cast Moon Saber on themselves to steal their opponent's hit points. | |||
Evil Sword | ||||||
019 | Fish | Cave of the White Dragon Great Forest Forest of Seasons Water Palace |
A half-man, half-fish trident-wielding creature. They enjoy throwing their weapon at foes and casting Cuter Water when low on hit points. | |||
Water ThugSNES/Water BanditHD | ||||||
020 | Animal | Great Forest Forest of Seasons |
A rowdy pink Rabite living in the Upper Land. Contrary to their yellow brethren, they mainly use magic abilities to attack such as Energy Absorb and Acid Storm. | |||
Silktail | ||||||
021 | Bird | Cave of the White Dragon Great Forest Forest of Seasons |
Puffy owls roosting in the Forest of Seasons and its outskirts. Their habit of casting SilenceSNES/ConfusionHD to the main ally can make them quite bothersome. | |||
Nemesis Owl | ||||||
022 | Insect | Cave of the White Dragon Great Forest Forest of Seasons |
Big orange freshwater crabs. They fling one of their pincers like a boomerang to hit targets. They will sometimes cast Thunder Saber on themselves if left alone. | |||
Steamed Crab | ||||||
023 | Insect | Cave of the White Dragon Great Forest |
Oversized caterpillars with tough exoskeleton. They will poison their prey on contact and will occasionally pu them to sleep. | |||
Crawler | ||||||
024 | Animal | Cave of the White Dragon Frozen Forest Great Forest Kakkara Desert Matango Cave Moogle Village |
These moles are coverted with thick blue spikes they use to hurt opponents. They frequently bury themselves in the ground to move around and can throw dirt or spin forward to deal damage. | |||
Pebbler | ||||||
025 | Bird | Cave of the White Dragon Matango Cave |
These peculiar avian spellcasters can produce up to two molebears at a time. They deal damage by casting wind-elemental spells at their target. | |||
Kimono Bird | ||||||
026 | Insect | Kakkara Desert | Huge scorpions who can burrow they stinger into the ground to sting their foes in a more sneaky way. They may also raise their defense stat. | |||
Sand Stinger | ||||||
027 | Plant | Fire Palace Kakkara Desert Passage of Trials Southtown Sewers |
Large explosive jack-o'-lanterns spawn by Mad Mallard. They detonate after a while. | |||
Pumpkin Bomb | ||||||
028 | TBA | Insect | Kakkara Desert | Huge spiders living in sand pits, leaving only their legs showing. They love to trap unsuspecting bystanders into their pit and cast Earth Slide or Gem Missile for further damage. | ||
Spider Legs | ||||||
029 | Demihuman | Fire Palace Kakkara Desert Moon Palace Southtown Sewers |
Military ducks who trows bombs at their target. They can also produce Pumpkin Bombs on field. | |||
Mad Mallard | ||||||
030 | Animal | Crystal Forest Frozen Forest Grand Palace Mana Fortress |
Wolves acclimated to northern climate. They sprint toward their prey to deal damage and can also cast Speed Down on them. | |||
Howler | ||||||
031 | Gas | Crystal Forest Frozen Forest Ice Palace Northtown Ruins |
A magical cloud comprised of suspended ice crystals. It cannot be attacked direct and goes down easily with fire magic. It can use Freeze or spew ice chunks to turn targets into snowmen. | |||
LA FunkSNES/Bluster GasHD | ||||||
032 | TBA | Gas | Fire Palace Northtown Ruins |
A gaseous creature formed by coalesced embers. It an spit out flames to set allies on fire and cast fire-elemental spells. | ||
Dark Funk | ||||||
033 | Reptile | Frozen Forest Ice Palace |
A bipedal turtle knight. They wield spears and can also use Ice Saber on it to freeze targets. | |||
Shellblast | ||||||
034 | Spirit | Ice Palace Northtown Ruins |
Etheral beings that cannot be defeat through normal means. They can use Freeze and Energy Absorb to impede on their opponent. | |||
Shellblast | ||||||
035 | Amorphous | Fire Palace Northtown Ruins |
Slimes imbued with the power of fire. Like their Green Drop counterpart, they can multiply but may also set their opponent ablaze by mere touch. | |||
Red Drop | ||||||
036 | Amorphous | Ice Palace Northtown Ruins |
Slimes imbued with the power of ice. Like their Green Drop counterpart, they can multiply but may also turn their opponent into snowmen by simply touching them. | |||
Blue Drop | ||||||
037 | Demihuman | Fire Palace Kakkara Desert Northtown Ruins |
Stronger variant of Chobin Hoods. They can even Flame Saber to set allies on fire with their arrows. | |||
Robin Foot | ||||||
038 | Plant | Ice Palace Imperial Palace |
Enchanted tomes lurking in dark corners of dusty libraries. These grimoires can sure cast a wide variety of supporting and offensive spells. | |||
Mystic Book | ||||||
039 | Plant | Gold Tower Ice Palace Northtown Ruins |
A large mechanical eye. They can use their Moogle laser and cast Lucent Beam to cause trouble. Furthermore, they produce Robin Foots to help them in battle. | |||
Weepy Eye | ||||||
040 | Fish | Mana Palace Southtown Sewers |
Ravenous fishes living in underground facilities. They have strong ice magic and can even launch a torpedo at their opponent. | |||
Dinofish | ||||||
041 | Animal | Northtown Ruins Palace of Darkness Underground City |
Dire bats akin to the underworld monsters and the power of darkness. They can be surprisingly vicious when they start biting. | |||
Grave Bat | ||||||
042 | Undead | Northtown Ruins Underground City |
Zombies with even more deadly arsenal. They use Speed Down on opponents and Speed Up on themselves. They may also inflict poison on collision. | |||
Ghoul | ||||||
043 | Amorphous | Gold Tower Northtown Ruins |
Occular creatures with the ability to generate Weepy Eyes instantly. They use Cure Water to heal their allies and an eye beam to turn foes into moogles. | |||
Wizard Eye | ||||||
044 | Demon | Gold Tower Northtown Ruins |
These tiny devils can quickly become dangerous if left alone, as thet can cast a variety of fire spells blow embers at foes to set them on ablaze. They can even replenish their hit points. | |||
Imp | ||||||
045 | N/A | Machine | Imperial Palace Mana Fortress |
Mechanical knights able to use their morning star to move around by swinging it. It can further up their defense power, too. | ||
Armored Man | ||||||
046 | Amorphous | Gold Tower Imperial Palace Palace of Darkness |
Sludge monsters primarily made of tar. They clap their hands together, inflicting blaze to a party member. They will also multiply if left alone and cast Lava Wave. | |||
Emberman | ||||||
047 | Plant | Imperial Palace Mana Fortress Mana Palace Northtown Ruins Passage of Trials |
Elusive sentient chests concealing themselves as real treasure chests. They yield lots of experience and gold pieces for those brave enough to slay them. | |||
Mimic Box | ||||||
048 | TBA | Demihuman | Gold Tower Imperial Palace Palace of Darkness |
Agile fighters and expert at concealing themselves behind fake walls. They use their sword and boomerang to deal physical damage and can also cast fire magic. | ||
Dark Ninja | ||||||
049 | Plant | Lofty Mountains | Deadly plants able to swiftly cast Energy Aborb and Sleep Flower onto their opponent. | |||
Trap Flower | ||||||
050 | Insect | Lofty Mountains | These mountainous bees can hurl explosives at the unsuspecting targets. | |||
Bomb Bee | ||||||
051 | Bird | Lofty Mountains Mana Palace |
Strange infant creature found at the highest mountain peaks. On prick of this tiny monster can turn an ally into stone. | |||
Eggatrice | ||||||
052 | Demon | Palace of Darkness Underground City |
Disembodied devil heads possessing frightening powers. The generate Dark Bats and can also shrink allies with their breath. Finally, they will resort to dark magic if kept alive. | |||
Fierce Head | ||||||
053 | N/A | Palace of Darkness | Machine | Mechanized servants of the underworld. They are virtually similar to the Armored Man, with the exception of their Wall magic attack they are fond of casting. | ||
Dark Knight | ||||||
054 | Undead | Gold Tower Passage of Trials |
Undead canines who can summon vines and acid rain to lower their opponent's stats. They have rather high attack power. | |||
Beast Zombie | ||||||
055 | Amorphous | Mana Palace Passage of Trials Underground City |
Peculiar slimes with unique molecular structure enabling them to transform into another monster. They have high evasion and defense, making them hard to kill. | |||
Shape Shifter | ||||||
056 | N/A | Demon | Mana Fortress Republic of Tasnica Underground City |
Demons ninjas straight from the underworld. They use Dispel Magic to ward off any stat modifier and use Ice Saber on themselves to freeze their opponent. | ||
Dark Stalker | ||||||
057 | Plant | Passage of Trials | Magical explosives imbued with Wood elemental magic. They detonate after a while. | |||
Nitro Pumpkin | ||||||
058 | Amorphous | Grand Palace Mana Palace Moon Palace Passage of Trials |
Magical jellyfish creatures able to absorb magic points from a target. | |||
Marmablue | ||||||
059 | Machine | Mana Palace Underground City |
robotized scorpions with a heavy metal coat. They have very similar attack patterns as their Sand Stinger counterpart, but they can also cast Gem Missile to targets. | |||
Steelpion | ||||||
060 | N/A | Machine | Mana Palace Underground City |
Cyborg Crawlers with the ability to spit out fire and spew toxins to inflict blaze and poison. They can also cast Wall on themselves to void incoming magical damage. | ||
Metal Crawler | ||||||
061 | Bird | Mana Fortress Mana Palace Underground City |
Elite Kimono sorcerers able to spawn Metal Crawlers to assist them in combat. They also cast poweful wind elemental magic. | |||
Kimono Wizard | ||||||
062 | Reptile | Mana Fortress Mana Palace |
Reptilian creatures with a perpertual bewildered expression on their face. They can pertrify target on mere touch and can use earth elemental magic. | |||
Basilisk | ||||||
063 | N/A | Demihuman | Mana Fortress Mana Palace Passage of Trials Underground Palace |
Elite military personnel capable of launching bombs and casting Exploder at their opponents. They can also produce Nitro Pumpkin indefinitely. | ||
Captain Duck | ||||||
064 | Animal | Mana Fortress Mana Palace Passage of Trials Underground Palace |
Wolves from the Dark Realm. They summon Beast Zombies from the underworld and can use Blaze Wall to ensnare their prey. | |||
Heck Hound | ||||||
065 | Demon | Mana Fortress Mana Palace Passage of Trials Underground Palace |
Faithful servants of the Underworld. They use their ice breath to freeze their prey. | |||
Gremlin | ||||||
066 | Machine | Grand Palace | Demonic weapons that can embue their blade with different elemental powers. | |||
Doom Sword | ||||||
067 | Reptile | Grand Palace Mana Fortress |
A stronger variant of Shellblast who can use their mechanized body to grow wheels. They can grant the powers of light and the Moon to their weapon. | |||
Turtlance | ||||||
068 | Plant | Grand Palace Mana Fortress |
Tomes who are said to once belonged to a devil. They cast dark magic to impede their foes and use Wall to deflect their opponent's spells. | |||
National Scar | ||||||
069 | N/A | Plant | Pure Land | A rare variant of Mushboom able to protect itself with Wall at all times. | ||
Mushgloom | ||||||
070 | Fish | Pure Land | Water Thugs protected by the boon of the seas. They cast Acid Storm to lower their opponent's defense. | |||
Ice ThugSNES/Ice BanditHD | ||||||
071 | N/A | Animal | Pure Land | Hyperactive Pebblers who can boost their defense stat and summon earthquakes to deal damage. | ||
Needlion | ||||||
072 | Bird | Pure Land | A giant talon that once belonged to a mighty griffon. They possess very high attack and can even boost their own defense. | |||
Griffin Hand | ||||||
073 | N/A | Machine | Mana Fortress | A powerful robot crustacean found inside the legendary Mana Fortress. They may leave a Bow Orb upon defeat. | ||
Metal Crab | ||||||
074 | Demihuman | Pure Land | Mysterious wizard being who have mastered the summoning arts. They are able to spawn all kinds of monsters and use Lucid Barrier to defend themselves. | |||
Eggplant Man | ||||||
075 | Spirit | Pure Land | Prankster ectoplasms which cannot be fell by mere weapons. They use water elemental magic to deal damage. | |||
Ghost | ||||||
076 | Amorphous | Mana Fortress | Amalgamation of putrid water that can multiply itself. They cast Acid Storm and Energy Absorb to hurt the party members. They yield the Spear Orb. | |||
Tsunami | ||||||
077 | Demon | Mana Fortress | Large heads bearing the likeness of a demon god. Can use powerful dark elemental magic, spit poison and produce Dark Stalkers. May give out the Axe Orb. | |||
Fiend Head | ||||||
078 | Machine | Mana Fortress | Metallic orbs able to protect themselves with Wall and use their Moogle Beam on party members. They sometimes leave the Javelin Orb upon defeat. | |||
Whimper | ||||||
079 | Beast | Mana Fortress | This supreme breed of werewolves can use advanced martial arts and cast Moon Saber on themselves to steal hit points from their opponents. They might leave the Glove Orb. | |||
Wolf Lord | ||||||
080 | N/A | Demihuman | Mana Fortress | The most skilled ninjas of the land. They use boomerangs and swords to physically attack, as well as casting Exploder and Flame Saber. Adventurers may find a Boomerang Orb in their remains. | ||
Master Ninja | ||||||
081 | N/A | Machine | Mana Fortress | Extremely powerful machines made to destroy anything with their morning star. Defeating them may drop a Whip Orb. | ||
TerminatorSNES/Mace MenaceHD |