Tales of Eternia Craymel Cage and Greater Craymels

The Craymel Cage system explained: all ten Greater Craymels, the two-cage split between Keele and Meredy, opposing elements and summoning rules.

Last Updated: 2026-10-17

Tales of Eternia Craymel Cage and Greater Craymels

Keele Zeibel and Meredy each carry one Craymel Cage, and those two cages are the entire spell system: put two Craymels into different cages, press Fringe, and you have a new arte. Move one Craymel across the split and the arte is gone. Ten Craymels exist, no arrangement lets a caster use every spell at once, and only one can hold maximum Vitality. Every name, level gate and Vitality figure below is original-release data from PlayStation-era shrine documentation for the 2000 game, because Bandai Namco has published no Craymel table for Tales of Eternia Remastered as of the October 15, 2026 console launch and October 16, 2026 Steam release. The only Craymel wording this version supplies itself is in its achievement list, kept separate below.

  • Ten Craymels, three tiers: six Greater, two Governing (Rem, Shadow) and two Supreme (Maxwell, Sekundes).
  • Vitality runs 1 to 10. Only one Craymel can sit at 10, and a summon needs its own Craymel maxed.
  • Fringe needs both of its component Craymels on opposite sides of the split.
  • The original documentation states outright that not all spells can ever be usable at once, so the split is a build decision rather than a checklist.

How Fringing and the Two Cages Work

Neither mage learns spells by character level. A spell exists only as a relationship between two Craymels, and the cages are where you create that relationship.

Official source: Tales of Destiny II game mechanics (RPGClassics shrine, original release)

The rule is explicit: the two Craymels that generate a spell must go into different Craymel Cages, and you press Fringe to create it. Heal needs Undine and Sylph in separate cages. The spell then stays available only while those two are kept apart, which is what catches people out, because the first time you rebalance mid-game, artes you were relying on silently vanish. Vitality is the other half of the screen: a gauge from 1 to 10, shown under each Craymel's name on the Craymel Cage screen. It decides whether you can summon that Craymel, and it moves every time either mage casts anything.

  • Vitality rises when a spell of that Craymel's own element is cast.
  • Vitality falls when a spell of the opposing element is cast.
  • At maximum Vitality, casting that same element again drops the gauge straight to 5.
  • No two Craymels can hold maximum Vitality at once; when a second reaches the top, the first falls to 9.
  • Meredy's casting moves Keele's Craymels and vice versa, so neither cage can be shielded from the other mage.
The gauge is shared, so the two mages cannot be tuned independently

If Meredy casts Lightning while Keele holds Volt at maximum Vitality, Volt drops to 5 and Keele loses the summon. Switch off what the AI will waste.

All Ten Craymels and Their Elements

The original guides call all ten of them Greater Craymels with no tier distinction; the class column uses this release's tighter names.

Craymel Element Class in this release Realm (original release) Where the pact happens
Undine Water Greater Craymel of Water Inferia Undine Stream, north-east of Morle
Sylph Wind Greater Craymel of Wind Inferia Sylph Cavern, past the Forest of Temptation
Efreet Fire Greater Craymel of Fire Inferia Efreet's Gorge, near Chambard
Gnome Earth Greater Craymel of Earth Celestia Mine of Gnome, past Luishka
Celsius Ice Greater Craymel of Ice Celestia Mt. Celsius, north-west of the mine
Volt Lightning Greater Craymel of Lightning Celestia Ruins of Volt, reached by ship
Rem Light Governing Craymel of Light Inferia Regulus Knoll, south-east of Rasheans
Shadow Darkness Governing Craymel of Darkness Celestia Shadow Cave, underwater in Celestia
Maxwell Elements Supreme Craymel of Elements Neither world Optional fight at the Seyfert Shrine
Sekundes Time Supreme Craymel of Time Neither world Optional EX boss of the original release

The realm column follows the original release's geography, not any official statement, so read it as older-guide information. Undine Stream, the Sylph Cavern and Efreet's Gorge sit in the Inferia stretch of the old walkthrough, and Rem is fought at Regulus Knoll on the trip back to Inferia. The Mine of Gnome, Mt. Celsius and the Ruins of Volt sit in the Celestia half of that same walkthrough, and the Shadow Cave entry says plainly that its entrance is underwater in Celestia. Community documentation that mirrors this split calls Inferia the realm of Water, Wind, Fire and Light Craymels and Celestia the realm of Earth, Ice, Lightning and Darkness.

Official source: Tales of Eternia Remastered achievement list as catalogued by VGTimes

Official source: Namco Official Guide Book: Tales of Eternia (archive.org scan, original release)

Original Namco guide book page showing the Craymel Cage system with PS1 screenshots
Original Namco guide book page showing the Craymel Cage system with PS1 screenshots

That is the guide book Namco published alongside the 2000 release, and it is the closest thing to an authoritative table the system has ever had. It also shows how little the documentation explains: the cage screen, the Vitality gauge and the Fringe button are described as UI, and the interaction between them is left to the player.

What Every Craymel Gives You on Its Own

Each Craymel has one arte in the original tables whose only listed requirement is that Craymel at level 1. These ten name no partner at all.

Arte Element TP Requirement in the original table
Spread Water 9 Undine level 1
Air Thrust Wind 12 Sylph level 1
Eruption Fire 18 Efreet level 1
Stalagmite Earth 18 Gnome level 1
Freeze Lancer Ice 21 Celsius level 1
Thunder Blade Volt 24 Volt level 1
Dark Force Shadow 32 Shadow level 1
Ray Light 30 Rem level 1
Meteor Swarm Elements 60 Maxwell level 1
Distortion Time 64 Sekundes level 1
Build around the ten single-Craymel artes first

Every other spell in the original list names two Craymels, so moving one across the split breaks it. Distortion is the standout: the original table lists it as trapping one enemy for a flat 5,000 damage, and original-release playthrough documentation calls it undodgeable.

The complete list, element by element with every level gate, is on the artes and combos page.

The Five Opposing Pairs

Five pairs define the whole Vitality economy. Casting one side drains the other, so a setup leaning hard on one element is starving its opposite.

Opposing pair Remaster naming Original-guide naming
Water and Volt Water and Lightning Water / Volt
Wind and Earth Wind and Earth Wind / Earth
Fire and Ice Fire and Ice Fire / Ice
Light and Shadow Light and Darkness Light / Shadow
Elements and Time Elements and Time Elemental / Time

Because the pairs overlap with the spell requirements, Undine ends up inside Heal, Cure, Restore and Resurrection, while Water's opposite number is Volt. Every Volt spell the other mage casts is therefore a tax on your healing. Absolute, the biggest single-target Ice arte in the original tables, needs Celsius and Volt, which makes Volt both a debuff on Undine and a component of your best nuke. Older community FAQs add that higher Vitality also shortens that element's casting time; the shrine documentation does not carry that detail.

Splitting the Cages: Keele Versus Meredy

The starting artes show how the designers saw the split: each mage begins with three spells, and the two sets divide along the realm line.

Mage Starting artes Elements
Keele Zeibel Aqua Edge, Wind Blade, Fireball Water, Wind, Fire
Meredy Grave, Ice Needles, Lightning Earth, Ice, Volt

Keele opens on the Inferia side of the element map and Meredy on the Celestia side, but once you start reassigning Craymels either mage can carry either half, because no spell is tied to a character. The only hard constraint is that each spell's two Craymels end up on opposite sides.

A workable order of operations, based on how the original tables read:

  1. Fix the support core first. Heal, Cure, Restore and Resurrection all ask for Undine, so Undine's placement sets the health of the build.
  2. Decide which of Absolute, Indignation, Cyclone or Explode you want, since each spends Volt, Shadow or Rem on damage instead of support.
  3. Fill in the single-Craymel artes above, which cost no cage space.
  4. Switch off what the AI will waste. The skills screen disables individual spells for a secondary character, and it is the only defence against a badly timed Volt cast.

The best party setup page covers how the split interacts with which four characters you field, and the battle system page explains what a fringed arte does once the cast starts.

Best Craymel: What Is Worth Building Around

Pick Why it earns its cage slot Requirement
Sekundes Distortion deals a flat 5,000 damage and cannot be dodged, and Sekundes is the only Time-tier Craymel Sekundes level 1, plus Undine 25 for Resurrection
Undine Sits inside Heal, Cure, Restore, Resurrection, Nurse and Acid Rain Undine plus each arte's partner
Volt The hardest-hitting multi-Craymel artes, and the earliest Thunder Blade Volt level 1, or Volt plus Celsius for Absolute
Rem The Light tier's only entry, and the partner for Restore, Indignation and Medical+ Rem level 1 for Ray
Maxwell Opens the Elements tier, and its extension chain is the longest damage sequence the original release documents Maxwell level 1 for Meteor Swarm

Third-party trophy trackers give a rough difficulty gradient for the pacts, catalogued 2026-10-17: Undine's Aid at 32.5 percent, Celsius's Aid at 3.3 percent, Sekundes's Aid at 0.5 percent. Those figures track how deep into the game each pact happens, not how strong the Craymel is.

The Craymel Achievements in This Release

The one place this release names Craymels on its own terms is the achievement list: ten pact achievements, one per Craymel, plus a collection entry.

Achievement Description as catalogued Class
Undine's Aid Formed a pact with Undine, the Greater Craymel of Water Greater
Sylph's Aid Formed a pact with Sylph, the Greater Craymel of Wind Greater
Efreet's Aid Formed a pact with Efreet, the Greater Craymel of Fire Greater
Gnome's Aid Formed a pact with Gnome, the Greater Craymel of Earth Greater
Celsius's Aid Formed a pact with Celsius, the Greater Craymel of Ice Greater
Volt's Aid Formed a pact with Volt, the Greater Craymel of Lightning Greater
Rem's Aid Formed a pact with Rem, the Governing Craymel of Light Governing
Shadow's Aid Formed a pact with Shadow, the Governing Craymel of Darkness Governing
Maxwell's Aid Formed a pact with Maxwell, the Supreme Craymel of Elements Supreme
Sekundes's Aid Formed a pact with Sekundes, the Supreme Craymel of Time Supreme
Gathering the Greats Collect all Greater Craymels Collection

This release therefore does separate Greater, Governing and Supreme Craymels, even though the original guides used one label for all ten. Every pact achievement is Bronze and flagged as secret, so the list will not tell you where to go.

Official source: Tales of Eternia Remastered on Steam

What the Remaster Changes Around the Cage Screen

No official change-list entry mentions Craymel balance, cage capacity, Vitality behaviour or the Fringe rule, and no Craymel table has been published for this release.

Addition What it does for a cage build
Destination icons A yellow exclamation icon marks main-scenario destinations and a blue one marks events where new techniques and skills are learned, signposting Craymel lairs
Green text highlight Newly learned techniques and skills display in green, making it obvious when a Craymel level unlocked something
Help and Tips A Help entry under Menu > Custom explains in-game terminology, and rotating tips explain systems as you play
Disable encounters Random encounters can be switched off, making a revisit to an old Craymel lair far less tedious
Battle Retry Added for regular battles, so it is not a safety net for a Supreme Craymel fight
Nereid's Labyrinth timing The dungeon the original opened only from cleared save data now unlocks during the first playthrough at Balir Castle

Official source: Everything new in Tales of Eternia Remastered (Bandai Namco Europe official news)

Official source: Remastered change list (Bandai Namco official site)

Official source: Tales of Eternia Remastered (Bandai Namco official game page)

This release makes the Craymel system easier to navigate and easier to grind, and leaves the system itself alone. The original versus Remastered page tracks what has actually been confirmed about the differences between versions.

FAQ

Is there a best Craymel in Tales of Eternia? By the original tables, Sekundes, mostly for one spell. Distortion needs only Sekundes at level 1, deals a flat 5,000 damage and cannot be dodged, so it survives any cage reorganisation. Undine matters more in practice, since it is a component of Heal, Cure, Restore, Resurrection and Nurse, but its value depends on keeping partners in the right cages.

Can I use every Craymel arte at once? No, and it is a design decision rather than a limitation you can grind past. Every multi-Craymel spell needs its components on opposite sides of the divide, the requirements overlap heavily, and the original documentation states not all spells will ever be usable at once.

Why did my summon disappear? Almost always because the other mage cast something. The gauge is shared between Keele and Meredy, so a Lightning cast from Meredy's side drags Keele's Volt down, and a second Craymel reaching maximum pushes the first to 9. Switching the offending spell off on the AI-controlled mage is the fix.

Does the remaster have the same ten Craymels? Every Craymel name this release uses matches the original list, and its achievements name all ten with the same elements, so there is no evidence of a roster change. The level gates may not be identical: the remaster is understood to be built from the PSP port rather than the 2000 PlayStation original, and no Craymel table has been published for either.

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