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World Map 1: Expel
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Celine Jules

Contributor: Edward Chang and the Prima Guide
Thanks to RPGamer for the character pic.
Celine Jules
Age: 23
Birthday: September 18
Height: 5'6"
Weight: 110 lbs.
Weapons: Rods
Armor: Light/Magician's Armor, Earrings
Favorite Food: Baby Rabbit Risotto
Favorite Instrument: Violin
Voice Actor: Kana Koinuma
Starting Equipment: Rod, Robe, Pin Heel, Ruby Earring, Prism Ring
Starting Skills: Mineralogy 1, Craft 1, Esthetic Sense 5, Scientific Ability 2, Fairyology 2; Level 8

The best attack magician. Leon may have a better spell (Extinction), but when you look at the overall repertoire you'll realize Celine has some much better spells. You don't have to have her in your party, but why wouldn't you?
For some reason I always find Celine good at Alchemy. I also invest in Motormouth. Celine also almost always comes with the Sense of Design talent so she'll be good at Art. Like Rena, Celine needs lots of Intelligence so put some points into those skills that raise that stat. You should almost never use Celine to fight. The range is pretty bad, and the recovery time for her attack is long, so you'll probably get hit. Even if you're out of MP, it's usually best just to sit tight and let the fighters take care of everything.

My nitpicky voice commentary: Celine's voice is pretty good for her attitude: "I deserve this!" :) Still, for some reason I expected her to have some kind of fake British accent, or at least a high-society type of accent, like when she says in the Arena, if Claude loses (not a voice sample) "Oh Claude darling, that's TOO BAD". In fact, just the regular use of the word "darling" seems to hint at that kind of accent. Still, I like the voice samples in general.

Battle Strategy: In the earlier parts of the game Celine is invaluable. She should be in your party at all times. Later her usefulness pans out because fighters start doing more damage in less time... Still, you should always recruit her. Always.

Talent Information

OriginalityD/B Sense of TasteF/F
DexterityB/C Sense of DesignA/B
Writing AbilityF/D Sense of RhythmF/D
PitchB/D Love of AnimalsF/-
Sixth SenseC/C The Blessing of Mana+

Spells

Firebolt
MP: 2 (Start)
Fires a small fireball at a single enemy. Not a definite-hit spell. I say, why bother? Pretty useless to me. Fire-elemental.

Wind Blade
MP: 2 (Start)
Like Firebolt, only sends a small column of air at an enemy. Will hit flying enemies. Again, not a definite-hit spell, so why bother? Air- elemental.

Thunderbolt
MP: 4 (Start)
This is slightly better. When it is cast, a small cloud appears over the target and a bolt of lightning hits the enemy. If the enemy moves (or is hit) after the cloud forms, the spell will miss... however it hits a lot more often than either Firebolt or Wind Blade. Good if you want to disrupt a spell caster since it is so fast. Thunder-elemental.

Ray
MP: 10 Level: 9
Just like Rena's spell; hits all enemies. You can combine the two for extra damage. However, this spell quickly becomes obsolete in Celine's repertoire. It is still the first spell you will probably get that hits all enemies. Light-elemental.

Energy Arrow
MP: 17 Level: 12
Fires many purplish/pinkish bolts at one enemy. Definite hit, and also hits for about 500 points of damage. Absolutely priceless when you first get it, as it will be the most damaging thing you can do for awhile. Vacuum-elemental.

Forget
MP: 10 Level: 15
Causes multiple enemies to forget their spells. I don't see much of a difference between this spell and Rena's Silence. I don't use it that much either, since it never seems to work when you need it to. Thunder-elemental.

Starlight
MP: 10 Level: 17
Once you get this spell its pretty pointless to ever cast Ray again, since this spell is more powerful and costs the same amount of MP. Attacks everything on the screen for a couple hundred points of damage. Star-elemental.

Reflection
MP: 8 Level: 19
Despite its name, the spell seems to do nothing to other attack spells. Rather, it simply seems to raise defense. Good for fighters, but the AI seems to cast this spell on itself a lot.

Mind Absorber
MP: 1 Level: 22
Steals an enemy's MP and gives it to you. Not as useful as it sounds; many enemies don't have MP in the first place, and the spell misses a lot anyway. In the later stages of the game your Stamina should be so high that you should be regenerating more MP than you are using anyway. Vacuum-elemental.

Neutral
MP: 17 Level: 27
Cancels the effects of an enemy spell. Will NOT cure petrification, paralyzation, or poison. For this reason I found this spell to be useless. Not once in the entire game did an enemy cast anything like Delay on me. I ended up casting this spell only once (so I could add it to the Voice Collection).

Bless
MP: 18 Level: 28
A white light improves the character's accuracy. I suppose it would be good if an enemy tended to block your attacks too much. I didn't use it that often, though, because I tend to keep Celine in attacking magic mode. This spell will let you hit those enemies with shields from the front, which you normally wouldn't be able to do.

Thunderstorm
MP: 28 Level: 31
Lightning hits all enemies on the screen. Does okay damage, especially to those enemies weak against Thunder. MP cost is fairly high though. The first multiple-attack spell you get in awhile. Thunder-elemental.

Eruption
MP: 30 Level: 34
Causes fire to pour over all the enemies. Pretty much the same damage potential as Thunderstorm. Casting times start getting hideously long unless you've been investing in Motormouth. Fire-elemental.

Curse
MP: 20 Level: 39
Negates the effects of any spell a single enemy has cast. Sort of like a mass version of Neutral. I didn't find this spell to be of any use either.

Lunar Light
MP: 38 Level: 43
Now this is more like it. Beams of moonlight create an explosion that causes several thousand points of damage! The earlier in the game you can get this spell, the better. If you have it going into the Tower of Eluria it becomes a snap. Watch the MP consumption, though. Light-elemental.

Southern Cross
MP: 42 Level: 49
Much like Lunar Light. Five stars crash onto the battlefield. If an enemy is weak against Star magic use this one; otherwise use Lunar Light since they are about equally effective and this one costs more MP. Later on the animation shows more stars... I counted eight once. Star-elemental. [The start of the animation is different if you're on Expel or Nede... nice touch.]

Thundercloud
MP: 40 Level: 55
An even more powerful version of Thunderstorm. By the time you get this spell your magic stat should be so high that if an enemy is weak against Thunder this spell will do 9999 damage. Less expensive than Southern Cross, too. Thunder-elemental.

Anti
MP: 40 Level: 59
Raises the party's magic defense. This spell can be so strong that it will actually negate some lesser attack spells. Void-elemental.

Explode
MP: 54 Level: 66
A mass fire spell. This spell takes WAY too long to animate; I eventually turned it off because I was sick of watching it happen. Also expensive and only about as effective as some previous spells. Fire-elemental.

Angel Feather
MP: 30 Level: 76
This spell's description says it raises "all parameters", but doesn't bother to say exactly what's included in "all parameters". [My guess is all the "regular" battle stats: Physical/Magical defense/attack power and speed.]

Meteor Swarm
MP: 82 (found in Cave of Trials L.10)
Summons many meteors to crash into the enemy. Pretty much a guaranteed 9999 points of damage to everyone. However, the MP cost is so high, and other spells might be just as damaging (depending on weaknesses), that I rarely use this spell. Also takes forever! Star-elemental.