CHRONO CROSS

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Appendix C: Elements

Elements perform several roles in Chrono Cross. For the most part, they function in the same capacity as the magical spells seen in many other games. However, there are different kinds of Elements which serve other purposes. Consumable Elements disappear after a single use and can be used outside battles as if they were potions or ointments; Trap Elements are also expendable but can only be used in battle to steal Elements from enemies. Pay special attention to your fights with the Shaker Brothers, Peppor and Solt; their antics will help explain many of the intricacies of using Elements in battle.

Level 1 Elements

Spell Name

Color

Level

Equip

Cons

Description

AquaBeam

Blue

1/7

All

No

Strikes a single enemy with a focused ray of water.

BushWhacker

Green

1/7

All

No

A spiraling gust of wind hits a single enemy with leaves.

Cure

Blue

1/7

All

No

Restores a small amount of hit points to a single character.

FireBall

Red

1/7

All

No

A flaming globe smashes into a single enemy.

GravityBlow

Black

1/7

All

No

Blasts an enemy into the air and sends it crashing back to earth.

PhotonRay

White

1/7

All

No

A ray of cosmic laser energy pierces a single opponent.

Revive

White

1/7

All

No

Restore fallen allies to consciousness with 50 hit points. Placing this element higher on the grid will restore a greater amount of hit points.

Tablet

Red

1/7

All

Yes

Restores a small amount of hit points to a single character in combat. Can be used to restore hit points outside of battle as well.

TurnBlack

Black

1/7

All

No

Makes a single enemy susceptible to white elemental attacks.

TurnBlue

Blue

1/7

All

No

Makes a single enemy susceptible to elemental attacks.

TurnGreen

Green

1/7

All

No

Makes a single enemy susceptible to yellow elemental attacks.

TurnRed

Red

1/7

All

No

Makes a single enemy susceptible to blue elemental attacks

TurnWhite

White

1/7

All

No

Makes a single enemy susceptible to black elemental attacks.

TurnYellow

Yellow

1/7

All

No

Makes a single enemy susceptible to green elemental attacks

Uplift

Yellow

1/7

All

No

Raises a chunk of earth into the air and brings it crashing down on an enemy's head.


Level 2 Elements

Spell Name

Color

Level

Equip

Cons

Description

AeroSaucer

Green

2/6

All

No

Twin discs of air slice through a single enemy.

Antidote

Green

2/0

All

Yes

A consumable element that can clear away green status effects like poison and fear.

Brace

Yellow

2/0

All

Yes

A consumable element that can clear away yellow status effects like sprain.

ElectroJolt

Yellow

2/6

All

No

Shocks an enemy with a small electrical discharge

Heal

Green

2/6

All

No

Restores a single character's hit points. It's more potent than Cure.

HellSoul

Black

2/0

All

No

An instant-kill attack that strips an enemy of its soul. It does not affect certain enemies.

Icelance

Blue

2/6

All

No

Skewers an enemy with a flying ice spear.

MagmaBomb

Red

2/6

All

No

Strikes all foes with explosive fragments of fiery energy.

Medicine

Blue

2/0

All

Yes

A consumable element that can clear away blue status effects like freeze and flu.

Meteorite

White

2/6

All

No

Drop a space rock on an enemy's head.

Ointment

Red

2/0

All

Yes

A consumable element that can clear away red status effects like burn and berzerk.

BlackOut

Black

2/0

All

Yes

A consumable element that can clear away black status effects like curse and blind.

WhiteOut

White

2/0

All

Yes

A consumable element that can clear away green status effects like weak and exhaustion.


Level 3 Elements

Spell Name

Color

Level

Equip

Cons

Description

AntiBlack

White

3/5

White

No

Prevents a single enemy from casting black-innate spells. It's not effective against certain enemies.

AntiBlue

Red

3/5

Blue

No

Prevents a single enemy from casting blue-innate spells. It's not effective against certain enemies.

AntiGreen

Yellow

3/5

Green

No

Prevents a single enemy from casting green-innate spells. It's not effective against certain enemies.

AntiRed

Blue

3/5

Red

No

Prevents a single enemy from casting red-innate spells. It's not effective against certain enemies.

AntiWhite

Black

3/5

Black

No

Prevents a single enemy from casting white-innate spells. It's not effective against certain enemies.

AntiYellow

Green

3/5

Green

No

Prevents a single enemy from casting yellow-innate spells. It's not effective against certain enemies.

AquaBall

Blue

3/5

All

No

Flings a sphere of water at an enemy, splashing it with damage.

FirePillar

Red

3/5

All

No

Causes fiery power to bubble forth from the ground beneath an enemy.

BushBasher

Green

3/5

All

No

Causes a thorny plant to spring to life at an enemy's feet.

Capsule

Yellow

3/0

All

Yes

A consumable element that restores a moderate amount of hit points. It can be used to heal outside of battle as well.

CurePlus

Blue

3/5

All

No

A more powerful version of Cure that recovers much of a character's hit points.

Gravitonne

Black

3/5

All

No

Use gravity's power to compress the entire enemy party.

PhotonBeam

White

3/5

All

No

Targets a single enemy with a laser ray; more powerful than PhotonRay.

RecoverAll

White

3/5

All

No

Restores a moderate amount of hit points for the entire party.

Upheaval

Yellow

3/5

All

No

Raises spikes of rock from the earth to spear an enemy.


Level 4 Elements

Spell Name

Color

Level

Equip

Cons

Description

AeroBlaster

Green

4/4

All

No

Blast an enemy with a bullet made of compressed air.

BatEye

Green

4/4

All

No

ObsCures an enemy's vision to lower its chance of making successful physical strikes.

EagleEye

Green

4/4

All

No

Temporarily grants an ally the ability to make physical attacks with 99% accuracy.

ElectroBolt

Yellow

4/4

All

No

An enormous burst of electrical energy electrocutes an enemy. May inflict Yellow status

IceBlast

Blue

4/4

All

No

A spike of ice rises from the earth to impale an enemy. May inflict Freeze status.

Genius

Black

4/4

All

No

Boosts a character's Elemental attack power for a few rounds.

HealAll

Green

4/4

All

No

Nature's soothing power restores the entire party's hit points.

HellBound

Black

4/4

All

No

Blasts an enemy through the ground on a trip straight to hell. It may cause instant death.

HiRes

Yellow

4/4

All

No

Improves an ally's resistance to physical attacks.

Imbecile

Black

4/4

All

No

Lowers an enemy's intelligence, drastically reducing the potency of its elemental skills for a short time.

LoRes

Yellow

4/4

All

No

Weakens an enemy's physical resistance, making it more vulnerable to physical strikes.

MagmaBurst

Red

4/4

All

No

Bubbling magma rises from within the earth to pour over the enemy. It may inflict red status.

MeteorShower

White

4/4

All

No

Multiple chunks of cosmic debris plummet from space to annihilate the enemy party; it may inflict white status.

Nimble

Blue

4/4

All

No

Makes an ally capable of evading enemy attacks more easily.

Numble

Blue

4/4

All

No

Lowers an enemy's evasion rate, reducing its ability to dodge physical strikes.

Purify

White

4/4

All

No

Clears all status ailments.

Strengthen

Red

4/4

All

No

Boosts an ally's physical strength, causing that character to deliver more powerful attacks.

StrongMinded

White

4/4

All

No

Reduces the damage an ally receives from elemental attacks.

Weaken

Red

4/4

All

No

Temporarily lowers an enemy's physical strength

WeakMinded

White

4/4

All

No

Reduces an enemy's ability to defend against elemental attacks.


Level 5 Elements

Spell Name

Color

Level

Equip

Cons

Description

BlueField

Blue

5/3

All

No

Changes the field effect meter to a completely blue state, boosting the power of characters and skills of the same color. Use to facilitate the use of summon elements.

Carnivore

Green

5/3

All

No

An enormous plant rises from the ground and consumes the enemy party. Can be trapped.

CureAll

Blue

5/3

Blue

No

Heal the entire party for high hit points. Can be used only by blue-innate characters.

Deluge

Blue

5/3

All

No

Wash the enemy away with a flood of rushing water. Can be trapped.

Earthquake

Yellow

5/3

All

No

Demolish the enemy party by smashing it with seismic force. Can be trapped.

FreeFall

Black

5/3

All

No

Launch an enemy into orbit and inflict double damage through friction and impact. Can be trapped.

FullRevival

White

5/3

White

No

Restore an ally to life with full hit points.

GreenField

Green

5/3

All

No

Changes the field effect meter to a completely green state, boosting the power of characters and skills of the same color. Use to facilitate the use of summon elements.

HolyLight

White

5/3

White

No

Cosmic energy slams evil. Especially powerful versus the undead. Can the trapped.

Inferno

Red

5/3

Red

No

Immense heat sears the enemy party. Can be trapped.

RedField

Red

5/3

All

No

Changes the field effect meter to a completely red state, boosting the power of characters and skills of the same color. Use to facilitate the use of summon elements.

Revenge

Black

5/3

Black

No

Shift your status condition onto the enemy. Used by black-innate characters only. Can be trapped.

Trap Carnivore

Green

5/0

All

Yes

Lets you capture the Carnivore element in battle.

Trap Deluge

Blue

5/0

All

Yes

Lets you capture the Deluge element in battle.

Trap Earthquake

Yellow

5/0

All

Yes

Lets you capture the earthquake element in battle.

Trap FreeFall

Black

5/0

All

Yes

Lets you capture the FreeFall element in battle.

Trap Inferno

Red

5/0

All

Yes

Lets you capture the inferno element in battle.

Trap HolyLight

White

5/0

All

Yes

Lets you capture the HolyLight element in battle.

Trap Revenge

Black

5/0

All

Yes

Lets you capture the revenge element in battle.

YellowField

Yellow

5/3

All

Yes

Changes the field effect meter to a completely yellow state, boosting the power of characters and skills of the same color. Use to facilitate the use of summon elements.


Level 6 Elements

Spell Name

Color

Level

Equip

Cons

Description

BlackHole

Black

6/2

Black

No

Creates a singularity effect that crushes all enemies within its gravity well; black-innate users only.

Diminish

Black

6/2

All

No

Reduce the potency of elements in the field - affects both enemies and allies for several rounds.

Iceburg

Blue

6/2

Blue

No

Create massive blocks of ice in the air that fall and crush the enemy party; blue-innate users only.

NinetyNine

Red

6/2

Red

No

Target will be guaranteed 99 percent accuracy for several rounds. It's more effective than EagleEye; red-innate users only.

Infoscope

Green

6/2

Green

No

View an enemy's hit-point statistics. Does no work on certain enemies; green-innate users only.

HolyHealing

White

6/2

White

No

A powerful curative spell that fully heals the party's hit points and clears all status conditions; white-innate users only.

Magnify

White

6/2

All

No

Briefly boosts the effect of elemental skills for all combatants.

MagNegate

White

6/2

White

No

Temporarily grants target 100 percent evasion of all elemental skills. Only white-innate characters can cast it.

Nostrum

Black

6/0

All

Yes

A consumable element that restores 200 hit points to a single character, both in and out of combat.

PhysNegate

Yellow

6/2

Yellow

No

Temporarily grants target 100 percent evasion of all physical attacks. Only yellow-innate characters can cast it.

SealAll

Black

6/2

Black

No

Prevents all allies and enemies from using elements for a short time; for use by black-innate characters only.

ThundaStorm

Yellow

6/2

Yellow

No

A ferocious lightning storm boils into being and electrifies the enemy party; yellow-innate users only.

Tornado

Green

6/0

All

Yes

A powerful windstorm take the shape of a funnel cloud and blasts the enemy party; green-innate users only.

Trap BlackHole

Black

6/0

All

Yes

Lets you capture the BlackHole element in battle.

Trap Iceburg

Blue

6/0

All

Yes

Lets you capture the Iceburg element in battle.

Trap ThundaStorm

Yellow

6/0

All

Yes

Lets you capture the thundastorm element in battle.

Trap Tornado

Green

6/0

All

Yes

Lets you capture the Tornado element in battle.

Trap UltraNova

White

6/0

All

Yes

Lets you capture the UltraNova element in battle.

Trap Volcano

Red

6/0

All

Yes

Lets you capture the Volcano element in battle.

UltraNova

White

6/2

White

No

The most powerful white-based spell blasts all enemies with the power of an exploding star; white-innate users only

Vigora

Blue

6/2

All

No

Briefly grants target inexhaustible stamina for a chain of physical attacks.

Volcano

Red

6/2

Red

No

A geyser of tectonic force erupts from beneath the ground and burns the enemy party; red-innate users only.


Level 7 Elements

Spell Name

Color

Level

Equip

Cons

Description

Trap *FrogPrince

Blue

7/0

All

Yes

Lets you capture the *FrogPrince summon element in battle.

Trap *RedWolf

Red

7/0

All

Yes

Lets you capture the *RedWolf summon element in battle.

Trap *Sonja

Green

7/0

All

Yes

Lets you capture the *sonja summon element in battle.

Trap *Golem

Yellow

7/0

All

Yes

Lets you capture the *golem summon element in battle.

Trap *Unicorn

White

7/0

All

Yes

Lets you capture the *unicorn summon element in battle.

Trap *MotherShip

Black

7/0

All

Yes

Lets you capture the *MotherShip summon element in battle.


Level 8 Elements

Spell Name

Color

Level

Equip

Cons

Description

Chrono Cross

All

8/7

All

No

The legendary lost seventh element resonates with other elements through chimes and tones. Can restore spent elements. Serves as a "wild card" on the field effect meter. And...?


Level 7 Summon Elements

Spell Name

Color

Level

Equip

Cons

Description

*FrogPrince

Blue

7/1

Blue

No

Damage all; given to you by the blue dragon.

*Golem

Yellow

7/1

Yellow

No

Damage all; trapped from parties of four centaurpedes in Hydra Marsh (Another).

*MotherShip

Black

7/1

Black

No

Damage all; trapped from shadow cats in Fossil Valley (Another).

*Redwolf

Red

7/1

Red

No

Damage all; trapped from parties of hotdoggitys in Mt Pyre (Home).

*Sonja

Green

7/1

Green

No

Damage all with poison powder; trapped from lone bulbs in Shadow Forest (Home).

*Unicorn

White

7/1

White

No

Heal party; trapped from the dodo in Fossil Valley (Home).


Level 8 Summon Elements

Spell Name

Color

Level

Equip

Cons

Description

*Genie

Green

8/0

Green

No

Wind damages all enemies; given by green dragon.

*GrimReaper

Black

8/0

Black

No

Death damages all foes; given by black dragon.

*Salamander

Red

8/0

Red

No

Damage all by fire lizard; given by fire dragon.

*Saints

White

8/0

White

No

Damage all; recover all (999 hit points). Given by sky dragon.

*BlueWhale

Blue

8/0

Blue

No

Attacks all with flood; given by water dragon.

*ThundaSnake

Yellow

8/0

Yellow

No

Damage all; given by earth dragon.


Dual and Triple Tech Skill Combos

Combo. Name

Color

Attackes Linked

Characters

X-Strike

Red

Dash&Slash (level 3)

Serge

   

Dash&Gash (level 3)

Glenn

DoubleTake

Red

Pilfer (level 3)

Kid

   

Snatch (level 3)

Mel

Flamenco

Red

LimeLight (level 7)

Nikki

   

DanceOnAir (level 7)

Miki

VitalForce

White

VitalEnergy (level 7)

Radius

   

AirForce (level 5)

Viper

PitchBlack

Black

TopShot (level 7)

Norris

   

StrongArm (level 7)

Grobyc

TossedSalad

Green

BamBamBam (level 5)

NeoFio

   

VegOut (level 7)

Turnip

DraggyRider

Yellow

BigBreath (level 7)

Draggy

   

Triplekick (level 7)

Leah

DragonSpike

Green

DragonRider (level 3)

Karsh

   

Toss&Spike (level 7)

Zoah

Z-Slash

Blue

FlyingArrow (level 7)

Serge

   

RedPin (level 5)

Kid

   

Slash/dash (level 3)

Sprigg

DeltaAttack

White

Luminaire (level 5)

Serge

   

Maidenfaith (level 7)

Leena

   

Razflower (level 7)

Razzly



 
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