Chaos Legion/Legions

Legions and Abilities
If Strider Hiryu has his army of multipodal robots and Mega Man has his arsenal of stolen weaponry, Sieg has the command of seven spectral forces called Chaos Legion: each with their unique signature weaponry, various skills and abilities. This factor makes the game similar to the arcade classic Magic Sword (the player can be aided by allies like the Big Man, Ninja, Thief, Amazon, Priest, Lizard Man, Knight, etc.)

Aside from helping Sieg during warfare, Legions are also the only way to kill the infamous Danu monsters, for these transparent enemies can resist the blade of Sieg. Likewise, a single attack from a Danu can mortally wound a Legion and shatter it.
 * FORCE: When a Legion is summoned, Legionnaires fight alongside Sieg. This is the only time when a Legion takes damage. If Sieg's SP depletes to zero: the Legionnaires vanish, their crest will shatter and until the crest is repaired, the Legion can't be summoned again. During Force mode, Sieg can let the Legion fight actively, or passively wait for his orders. Except for one, each Legion's Force Level-up will increase the number of Legionnaires by one. Its maximum number is only obtainable with the Spiritual Gem.
 * ASSIST: When Sieg fights alone, he can summon a Legion to do special attacks without actually summoning it into battle. Sieg can't use a Legion's Assist if its crest is broken. For each Assist Level-up, the attack duration extends longer and its attack power increases without consuming extra SP. The strongest level obtainable is with the use of a Spiritual Gem.
 * ENCHANT: Each Legion offers special abilities to Sieg, which will alter many of his physical aspects; he can do stronger attacks or create acrobatic maneuvers etc. Unlike Force and Assist, Enchant abilities remain intact even when the Legion's crest is shattered. Few Legions offer more than one Enchant. Each Enchant Level-up varies for each Legion.
 * ATTACK: The Legionnaires' offensive strength; how much damage each unit can inflict during combat. Each Level-up boosts a Legion's Attack by 10 points. Normal maximum value is 80. With a Spiritual Gem, the value is maximized to 100 points.
 * DEFENSE: The Legionnaires' resistance to damage; how much damage the Legion can take during combat (Soul damage). Each Level-up boosts a Legion's Defense by 10 points. Normal maximum value is 80. With a Spiritual Gem, the value is maximized to 100 points.

GUILT / Sword Crest

 * Acquired: Annihilate the seven Badbhs at the end of Prologue.
 * Specialty: Organic enemies
 * Force: Three to six Knights armed with broad swords hunt down enemies and slash them up multiple times. This Legion is an extremely well-rounded favorite and effective for heavy slicing combos.
 * Assist: Midnight Punisher (50 SP) - Sieg dash-slices forward with his sword. If he hits an enemy, Guilt violently slices up the victim.
 * Enchant:
 * Level 1 / Dark Ripper: Sieg normally performs a four-hit slashing attack combo. With Guilt, he can do up to six strikes total.
 * Level 2 / Rising Phoenix: Sieg sends the target flying into the air, defenseless. Best combined with Ground Zero or Despise.
 * Level 3 / Ground Zero: Sieg performs a brutal slash which sends enemies far away, with an added dose of incineration.
 * Level 4 / Guilt Spirit Trancer: Use Dark Ripper, Rising Phoenix, and Ground Zero without the Sword Crest equipped.

MALICE / Arrow Crest

 * Acquired: Destroy Lognagaiser at the end of Stage 2: Dyfan The Twilight City "Streets".
 * Specialty: Metallic enemies
 * Force: Two to five Archers / Gunners fire bolts of laser from their strongbows. They are weak in power but their metal crossbows are highly effective in long-ranged warfare. If the Force Attack key is held down while the Legionnaires are active, they will use the Sniper Mode, and a directable crosshair marks whatever enemies can be shot. However, Sniper Mode will continually drain away SP.
 * Assist: Great Depression (20 SP) - Sieg makes an uppercut slash. If he hits an enemy, it is thrown into the air while Malice's firing squad blasts at the victim.
 * Enchant:
 * Level 1 / Prisoner: When Sieg locks-on an enemy (a white lightning bolt connects him to his target enemy), he can drag it around ala Doctrine Dark's "Dark Wire". Very tricky to use yet effective for target manipulation. Does not work on all enemies.
 * Level 2 / Long-Distance Lock-On: Sieg's lock-on capability extends three times the normal distance to allow long-ranged lock-on.
 * Level 3 / Spartan: Prisoner now also inflicts damage like Doctrine Dark's "Dark Spark".
 * Level 4 / Malice Spirit Trancer: Use Prisoner, Long-Distance Lock-On, and Spartan without the Arrow Crest equipped.

BLASPHEMY / Bomb Crest

 * Acquired: Destroy Verge Zagan at the end of Stage 3: Dyfan The Twilight City "Central Block".
 * Specialty: Any type of enemy
 * Force: One to four mine-armored "turtles" float around Sieg. Each Legionnaire latches on any nearby enemy and self-destructs, (inflicts great damage but depletes SP) and a new Legionnaire respawns in its place.
 * Assist: Crimson Carnage (50 SP) - Sieg role-plays Roberto's soccer skills and kicks a Legionnaire: a bomb that detonates on impact and extremely effective both for weakening and decimating hordes of enemies. The explosion sets nearby enemies ablaze with excellent damage both for up-close or ranged combat. At high enough levels of Assist and Enchant almost anything can be sent flying.
 * Enchant:
 * Level 1 / Airblaze: While airborne, Sieg can stab the ground as he falls down. This knocks down nearby enemies.
 * Level 3 / Airblaze Lv2: This improved version, after the stab, also has the impact detonate the ground, which inflicts damage to all enemies within the vicinity of the blast and incinerates them.
 * Level 4 / Blasphemy Spirit Trancer: Use Airblaze Lv2 without the Bomb Crest equipped.

ARROGANCE / Shield Crest

 * Acquired: Annihilate the six Zagans at the end of Stage 4: The Ruins of Murdoa.
 * Specialty: Any type of enemy
 * Force: Two to five shell-armored "spiders" float around Sieg. It is virtually effective to deflect direct damage to Sieg. It has no initial attack power, but as you raise it with EXP, its unseen potential must never be underestimated.
 * Assist: Rampage (100 SP) - Arrogance weaves a dome canopy which acts as a barrier around Sieg. It momentarily absorbs all enemy attacks and blasts it back to all surrounding enemies. Damage inflicted is proportional to the damage absorbed by Arrogance.
 * Enchant:
 * Level 1 / Avenger: If the attack button is pressed at the moment Sieg takes damage, he will counter-attack by dash-slicing a short distance forward through enemies in front of him. Requires either good timing or rapid button-mashing. Unlike the similar Release from Devil May Cry 3: Dante's Awakening, Sieg still takes the damage.
 * Level 3 / Avenger Lv2: An improved version of Avenger that deals more damage and goes further.
 * Level 4 / Arrogance Spirit Trancer: Use Avenger Lv2 without the Shield Crest equipped.

FLAWED / Claw Crest

 * Acquired: Destroy Maponos at the end of Stage 5: The Ruins of Murdoa "Core".
 * Specialty: Metallic enemies
 * Force: Three to six "ninjas" jump around, trip down enemies, and drill them to death with their razor-sharp talons. Due to the length of their claws, they can also attack airborne enemies. Extremely agile and deadly if used properly.
 * Assist: Laughing Stock (20 SP) - Sieg throws a glowing sword on the ground. Upon the trap's contact with any enemy, Flawed bores out of the ground and drills through the victim and any nearby enemies with magical lightning. Another great alternative for Malice.
 * Enchant:
 * Level 1 / High Jump: Sieg's jumps don't reach very high altitudes. With Flawed, Sieg's jumping power is 50% higher than normal.
 * Level 1 / Despise: Sieg somersaults away after a string of attacks, excellent for escaping enemy counter-attacks after you attack. Combine this after the fifth slash of Guilt's Dark Ripper for nasty damage. Also deals a token amount of damage while throwing close enough enemies into the air.
 * Level 2 / Double Raid: Sieg can perform the excellent double jump: for reaching high ledges, or stomping enemies' heads for minimal damage yet knocks down certain targets.
 * Level 3 / Despise Lv2: The enhanced Despise also leaves an electrical trail for added damage that is effective against Metallic enemies.
 * Level 4 / Flawed Spirit Trancer: Use High Jump, Double Raid, and Despise Lv2 without the Claw Crest equipped.

HATRED / Power Crest

 * Acquired: Annihilate the three Danus at the end of Stage 6: Lakeside.
 * Specialty: Organic enemies
 * Force: Two to five human-like Ogres let your enemies to experience the life of being volleyballs or training sandbags. This underrated Legion is slow yet massively powerful.
 * Assist: Bad Karma (50 SP) - Hatred appears in front of Sieg. Any foolish attempt to attack Sieg results in an immediate counter-attack, not to mention brutal damage. Not useful against normal enemies since it counters a single attacker, but works wonders against bosses. Requires good timing, although this becomes less strict as Bad Karma is leveled.
 * Enchant:
 * Level 1 / Breakdown: Sieg bends and launches a full-body tackle, knocking away all enemies across his path.
 * Level 3 / Breakdown Lv2: The better version of Breakdown adds a powerful explosive and incinerating force to the attack.
 * Level 4 / Hatred Spirit Trancer: Use Breakdown Lv2 without the Power Crest equipped.

THANATOS / Ultimate Crest

 * Acquired: Initially equipped during the Prologue stage, but will be destroyed by Delacroix once you receive the Guilt Legion.
 * Re-acquired: Collect the nine Thanatos Chips found in Stage 2, 3, 4, 5, 6, 7, and 10, in Worlds 1 or 2. The last chips are only found in Second World (after completing Stage 12), by revisiting Stages 8 and 11. Once all the chips are collected, Thanatos will be reborn.
 * Specialty: Any type of enemy
 * Force: Instead of a Legionnaire army, Thanatos aids you with one godlike ally. Raise him quickly by using all EXP Gems. Upon rebirth, it actually starts again as an egg. It undergoes a metamorphic change each time you Level-Up. All higher forms of Thanatos have the ability to teleport alongside Sieg and among enemy ranks to obliterate them. Raising a complete Thanatos is worth 80M EXP.
 * Level 1 / Egg: The tadpole-like egg of Thanatos attacks its enemies one at a time by mere tackling.
 * Level 2 / Juvenile: Thanatos morphs into a floating dragon-like seahorse which damages enemies one at a time with breath attacks.
 * Level 3 / Adult: Sieg starts with this form of Thanatos. From a young dragon, Thanatos regains its human-dragon specter form, and attacks hordes of enemies with one powerful arm swipe for massive damage.
 * Level 4 / Complete: Thanatos takes the perfect human-dragon form, complete with armor and archangel-like wings. When attacking, Thanatos brutally decimates enemies by encasing himself with his wings and rams himself across enemy ranks FOUR times for a hell lot of damage. This makes short work of any boss, and a definitely must-have Legion! Witness the bodies and corpses fly around!
 * Assist: The Ignorant Masses (300 SP) - Thanatos slows time drastically for all enemy troops, while Sieg's mobility remains unhindered. Thanatos summons down a massive laser tempest from the Celestial Realm among enemies for massive damage.
 * Enchant:
 * Level 3 / Healing Factor: Stand still and Sieg will gradually replenish approximately ten LP for every two seconds.
 * Level 4 / Thanatos Spirit Trancer: Use Healing Factor without the Ultimate Crest equipped.

Leveling-Up Your Legions
Raising each of your Legions to the fullest extent of their potential power is no easy feat. Sieg can only equip two Legions at a time. Your only chance to improve them are to level-up their attributes: Force, Assist, and Enchant. This way Sieg can also unlock their abilities, and these abilities will allow you to earn more points for each new stage Sieg completes!

Legion Level-Up Procedure:
 * Equip up to two Legions from the Intermission's Player submenu, then select a desired stage to defeat its boss (again).
 * The more AA+ you receive the higher score multiplier you will gain for your two Legions! Aim for the AAA+ (Achieve AA+ for all ranks) to multiply your total EXP by FOUR!
 * Back to the Intermission, you can use your acquired EXP to purchase level-ups for the equipped Legions! Remember, only the Legions equipped will gain the stage's EXP total. The EXP is your Legions' currency to being more powerful!
 * Access your Legion's Status Screen. If your EXP acquired can purchase a Level-up, you may do so; but be careful with what level-ups you want first. Customization is the key, but it will be better if you buy Enchant or Assist Level-Ups first. Do so with your other Legion.
 * After you have spent all points available, you need to kick monster butt once more with your Legions so as to gain more EXP! Micro-managing your Legions is also necessary. Distribute the EXP evenly by using your Legions alternately. This might be tedious, but there are times you have to do what you don't want to.
 * Use Spiritual Gems when your Legion has reached Lv3 attributes and Lv8 Att / Def. Then go for the maximum levels of each Legion!
 * Best Level-up stage to play and replay is Stage 13: St. Claire's Cathedral. It has a secret Zombie-infested room when revisited. Usually, the total is 5M EXP. But if you did well in the stage and ranked AAA+, you might as well gain a whopping 20M EXP instantly!
 * After you have regained Thanatos and revisited all 12 stages, do not forget to use all seven EXP Gems XL acquired (worth 35M EXP) on Thanatos so that he'll have a massive head start on EXP, since he requires a hell lot of EXP to Level-Up! However, you'll witness that each Level-Up you gave him was worth a hundredfold.

Notes:
 * Refer to the Legion descriptions above. All Lv1 attributes are usable once you equip the crest for battle. Lv stands for the Attribute Level.
 * For FORCE, the Lx refers to the number of Legionnaires in that level. Example: For Guilt's Lv3 Force, it has five Legionnaires. Thanatos only has one Legionnaire, but evolves to a stronger being for each Force Level-Up..
 * For ASSIST, each Level-Up simply boosts the power and effectiveness of the Legion's Assist Attack with no extra consumption of SP.
 * For ENCHANT, the ST refers to the Spirit Trancer. Refer to each Legion's Enchant abilities to see what ability has been gained. Unlisted Enchant Level-Ups means an extra increase in a specific statistic (Life, Soul, Attack, Defense) when the Legion is equipped.
 * All Legions have a common Enchant Lv4 Ability: The Spirit Trancer allows a Legion's abilities to be used by Sieg even without having to equip that Legion. This ability is only available after the Legion has been given a Spiritual Gem. Example: With Flawed's Spirit Trancer, Sieg can jump higher, use Double Jump and Despise even if Flawed is not currently equipped. Get these Level-Up abilities ASAP!
 * JT stands for Juvenile Thanatos, AT for Adult Thanatos, and CT for Complete Thanatos.

GUILT Legion Experience Chart

MALICE Legion Experience Chart

BLASPHEMY Legion Experience Chart

ARROGANCE Legion Experience Chart

FLAWED Legion Experience Chart

HATRED Legion Experience Chart

THANATOS Legion Experience Chart

Legion Level-Up Experience Chart