Greater Craymels are powerful elemental spirits in Tales of Eternia Remastered (developed by TOSE and published by Bandai Namco) that serve as the foundation of your magic, summoning, and elemental attack systems. By contracting with these spirits across the twin worlds of Inferia and Celestia, party spellcasters Keel and Meredy can unlock advanced Artes through Fringing and call upon spirits in the Aggressive Linear Motion Battle System (A-LMBS).

Greater Craymels Overview and Locations

During the journey to avert the Great Fall, Reid Hershel and his party encounter Greater Craymels across both realms. Most spirits require proving your strength in battle before entering a Craymel Cage.

Greater CraymelElementRealm & LocationBoss Combat Notes & Weaknesses
UndineWaterInferia (River of Great Spirits Cave)Uses spear thrusts and beam attacks that grant brief invincibility frames. Keep mages at range while Reid and Farah attack between cooldowns.
SylphWindInferia (Wind Spirit Cave)Teleports into the air after taking roughly four hits. Attack from behind using anti-air skills like Kogarenzan to bypass arrow attacks.
Efreet (Salamander)FireInferia (Volcanic Cave route)Only his upper torso/chest is vulnerable to strikes; lower flames ignore hits. Once defeated, Undine restrains him into a cage.
RemLightInferia / Celestia threshold (Farose Church)Manifests after gathering initial spirits; bestows the Sorcerer Ring and establishes the Bridge of Light rather than fighting directly.
GnomeEarthCelestia (Earth Spirit Rail Station / Cave)Located along the Celestian rail transit system; anchors the surrounding terrain with Earth magic.
Selshius (Celsius)IceCelestia (Mountain peaks above Peiruty)Has 33,333 HP and is weak to Fire. Uses ice martial techniques and requires fire-based Artes to break through defenses.
VoltLightningCelestia (Lightning Ruins)Has 54,321 HP and is weak to Water. Navigating the ruins requires the Ice Ring to extinguish electrical barriers before confronting the spirit.
ShadowDarknessCelestiaManifestation of Celestian spirit power; appears alongside Rem when assembling the spirits.

The Craymel Cage and Summoning Mechanics

Acquiring a Greater Craymel allows you to store it within the party's Craymel Cages, shared between your primary casters, Keel and Meredy.

Vitality and Summon Activation

Every Greater Craymel tracks two distinct metrics: Vitality (represented by the yellow gauge) and Experience:

  • Charging Vitality: A Craymel's Vitality increases during combat when party members execute attacks corresponding to that spirit's element.
  • Elemental Opposition: Charging one element drains its opposing spirit's gauge (for example, building Wind energy charges Sylph but lowers Gnome's Vitality).
  • Summoning: When a spirit's gauge displays "Vitality Max!", the player can trigger a full-screen summon attack. Executing the summon completely drains the Vitality bar back to zero.
  • Cage Swapping: Moving a Greater Craymel between Keel and Meredy's cages immediately reduces a portion of its stored Vitality.

Summon Damage Scaling

According to player testing data, summon damage dealt by Greater Craymels does not scale with character weapon stats or standard caster levels. Instead, summon attacks inflict fixed baseline damage per hit tick (for example, Undine deals roughly 100 damage per tick).

The only factor that alters this output is enemy elemental resistance or vulnerability. When confronting an enemy weak to an element—such as summoning Undine against the fire-aspected Efreet—the damage scales up to double its base value (reaching up to 200 damage per tick).

The Fringing System and Spell Management

Greater Craymels gain levels and experience as you fight battles or consume specific booster items, such as Fragments. Leveling up spirits increases the potency of their associated spells and unlocks access to new magic through the Fringing menu option.

How Fringing Works

  1. Access the Menu: Open the Craymel Cage interface and select the third option, Fringing.
  2. Spirit Level Requirements: When two or more contracted spirits reach designated level thresholds, Fringing merges their elemental properties to generate new spells. Basic spells like Air Thrust (Sylph) or Eruption (Efreet) become available immediately, while advanced healing spells like Heal require specific level benchmarks across both Sylph and Undine.
  3. Caster Distribution: Spells are bound to the specific character holding the necessary Greater Craymels in their cage. For instance, Keel cannot cast Spread if Undine is placed in Meredy's cage, and neither character can use Heal unless both Sylph and Undine reside together in that character's active cage.

Spell Extensions

Certain high-tier spells can trigger "Extensions" in real-time combat under specific battle conditions. When successfully extended, a spell evolves into a larger effect—such as the water spell Spread expanding into a damaging hurricane known as Maelstrom.

Frequently Asked Questions

Why does my Greater Craymel summon deal low damage even after leveling up?

Summon damage is mechanically fixed per tick and does not increase through character stats, caster equipment, or Craymel levels. To maximize summon output, align your summons with the elemental weaknesses of the enemy group, which can double the damage dealt.

How do I teach Keel and Meredy healing spells like Heal?

Healing magic requires a combination of Undine (Water) and Sylph (Wind). Both spirits must reach their prerequisite levels, undergo the Fringing process in the Craymel menu, and be assigned to the specific character's Craymel Cage who needs to cast the spell.

Where can I exchange collected Lens items during the journey?

Lenses found hidden in background objects and chests can be turned in to designated NPCs: an Inferian collector located at the northeast corner of Chambard, and Irene at the item shop in Tinnsia.