Meredy: Celestian magic and summons
Meredy casts the Celestian elements Keele does not cover, and her Destiny summon is a once-per-thirty-minutes trump card that needs the S.D. item first.
Meredy is sixteen, from Celestia, and speaks a language nobody in Inferia uses outside of casting. She is the reason the story starts, and the reason the party's understanding of the world's two halves has to change.

What she is for
Meredy is the party's Celestian caster. Her element coverage — Earth, Ice and Lightning — is the mirror of Keele's, which makes her the correct pick for the Celestian lairs and Mirror-image of his strengths in Inferia.
She is also the only character who gets a summon. Her Destiny summon is gated behind a valuable item and can be activated once every thirty minutes of play, which makes it a trump card for a boss rather than a rotation piece.
How to use her properly
- Cast her behind a stagger, same as Keele. The one-spell rule applies to her identically.
- Do not run her and Keele in the same active party unless a specific fight demands both element pools. One of them will spend the battle waiting.
- Save the summon for a phase change. Thirty minutes is a long cooldown in a game where a dungeon takes about that long.
- Keep her supplied with gels. She is fragile, and a knocked-out caster is a party with no elemental answer.
Artes and equipment
Meredy's weapon class is the whistle, which she uses with her small pet rather than as a conventional weapon. Like every caster in the game she learns base artes from combo commands and upgrades them through repeated use, and her list is almost entirely Craymel artes rather than physical attacks.
Her equipment priorities are the same as Keele's: an elemental whistle matched to the coming fight, anything that boosts magic, and a ring that stops the lair's status effect. Meredy specifically benefits from anything that reduces casting time, because her elements are the ones the late-game enemies resist least.
Her role in the story
Meredy crossed the barrier between the worlds on purpose, with a warning and a plan, and spent years in hiding preparing for the fight she expected to have. Her parents' story is the engine of the plot's second half, and the reason the party ends up confronting a question about the Grand Fall that they did not anticipate: whether it is being caused at all, or allowed.