Inferia ◆ Celestia — out October 16, 2026
Tales of Eternia Remastered

Boss guide: HP, weaknesses and drops

Quick answer

Hard difficulty multiplies every enemy parameter by 20% and Hardcore by 50% — weaknesses and status resistances stay exactly the same.

The numbers below are the ones the game itself records for each encounter, on Normal. Two things to know before you read them: every parameter rises by 20% on Hard and 50% on Hardcore, and elemental weaknesses do not change with difficulty. A party built around the right element stays correct at every setting.

A large fiery creature confronting the party in a glowing cave
Official Steam store screenshot

Greater Craymel fights

BossWhereWeak toResistsHPEXPNotable drops
UndineUndine StreamLightningWater (null)6,8001,360Talisman, Mental Bracelet
SylphSylph CavernEarthWind6,6001,929Protect Ring, Life Bottle
EfreetEfreet GorgeWaterFire (null)24,0002,723Black Onyx, Life Bottle
GnomeMine of GnomeWindEarth (null)16,1603,000Moon Crystal, Rune Bottle
CelsiusMt. CelsiusFireIce, partly Physical33,3334,000Resist Ring, Freeze Charm
VoltRuins of VoltWaterLightning (null), Physical54,3213,600Holy Symbol, Rune Bottle
RemRegulus Knoll (crypt)DarkLight (null)100,00040,960Reflect Ring, Rune Bottle
ShadowShadow CaveLightDark100,32432,768Force Ring, Rune Bottle
MaxwellFarlos Sanctuary—Elemental34,00034,002Faerie Ring, Omni Weapon, Elixir
SekundesShizel's Castle—Most elements, partly Time200,00060,000—

Read the resist column carefully, because it is where parties die. Efreet nullifies Fire. Undine nullifies Water. Volt nullifies Lightning. If your main caster happens to be a Fire specialist, you are bringing a passenger to Efreet Gorge.

Status effects the bosses inflict

Several of these fights are decided by a status ailment rather than raw damage:

  • Celsius inflicts Freeze, and its normal attack can cause instant death. Bring a Freeze Charm or a resistance ring.
  • Volt paralyses. Paralysis ends fights faster than HP loss does — clear it immediately.
  • Sylph lowers accuracy, which turns a clean combo into a string of misses and makes long fights drag.

Story and optional bosses

BossWhereNotes
RassiusBridge of LightA duel, not a monster; short fight with modest HP
HyadesImen (Library), Balir CastleAppears twice, the second far stronger
ShizelBalir Castle, then the Heart of her castleTwo encounters, identical stats, different drops
NereidHeart of Shizel's CastleVery high HP, heavy elemental resistance
Living ArmorNereid's LabyrinthPost-game; enormous attack
Nereid (Labyrinth)Nereid's LabyrinthPost-game superboss with the Hourglass drop
ValkyrieGlimmer SpireOptional, scaled for a full late-game party
HershelNostos CaveA trial fight, not a real threat

Fight patterns that work

  1. Open with the weakness element, then stop casting. Only one spell animates at a time, so your second caster should be healing, not queueing.
  2. Keep the party staggered rather than bursty. Small-area, high-hit-count artes hold a boss in place; the damage comes from your melee character working underneath it.
  3. Buy the resistance item the region sells. Each lair's shop stocks something relevant to the boss at the end, and it is almost always cheaper than the gels you will burn without it.
  4. Use Battle Retry deliberately. Losing to a Craymel on the first attempt is normal; use the retry to learn which of its attacks you cannot dodge, then change party order.