Some time after they were imprisoned, the Crests were able to create the Séiléhsti. These legendary weapons were overly powered and could only be wielded to full effect by the Flàré of the same Crest. The most interesting thing to note is that it seems that the weapon grows as the Flàré grows - obtaining a Màdj seems to benefit the weapons... Noting that we had only seen 6 of these powerful things in our journey (those for Véri, Nàrrice, Éru, Dàé, Lsòla, and Gé), all are now listed below:
Frònéi: Oròshíndà, the Nanchaku
Oròshíndà is the name for the pair of weapons. There are two of them that make up this powerful entity. They are no longer than any normal versions, but completely orange from hilt to hilt. Each hilt has a Carnelian stud on the bottom of them. The power of the flames flows throughout the weapon, making each hit a searing burn that gives the user a straight +6 bonus to his/her attack, deals 2d12 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, Oròshíndà creates a flame in the travel path of the weapon itself. It is rumoured to be able to release fireballs.
Véri: Rénúku, the Battleaxe
Rénúku is about one and a half times taller than an normal sized elf and is a dark-sh blue all over. There are a couple of jewels on the hilt, but apart form that it's very plain. The power of the water flows through the weapon which makes it a little more flexible than a normal battleaxe, giving the user a straight +8 bonus to his/her attack. It hits for 3d8 damage with a 17-20 critical range and always has a film of water on it's surface. Once the Gàló-Màdj is obtained, the water film begins to create water vapour in the air as it moves. It is rumoured that it creates cannons of water.
Ynèré: Gurádia, the Bolas
Gurádia is also known as the disk of light as that's what it looks like when thrown. But when it's not in flight, the weapon is four balls attached to a centre ring, that are all yellow in colour. It electrifies what it touches, except of course, it's own user, giving the user a straight +6 bonus to his/her attack, dealing 4d6 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, it sparks with electricity as it flies through the air. It is rumoured that it can paralyse on impact.
Clèsi: Lòhengì, the Rapier
Lòhengì has a blade far longer than any normal Rapier such that it almost looks like a short Halberd. It is almost completely aqua in colour due to the ever-so-slight coating of ice, with the hilt being of the same shade, but of wrapped silk. The silk wrapping doesn't all wrap around the hilt, leaving a small piece waving about when it is swung. A massively strong weapon, it gives the user a straight +8 bonus to his/her attack, deals 2d10 damage on a 17-20 critical range, and with the Gàló-Màdj, the small piece of hanging silk creates small shards of ice as it sways. It is rumoured to create ice-spire upon contact.
Lòég: Aldèkón, the Mace
Aldèkón is a long and earthy mace that has 6 notches in it's length, making it look like a branch that has been petrified. Atop this mace is round ball of petrified clay which gleams in the sunlight. Long and brown, it is said to be stronger than diamond itself, giving the user a straight +10 bonus to his/her attack. It swings for 3d10 damage on a 17-20 critical range and with the Gàló-Màdj, every swing creates a mini sandstorm. It is rumoured to create pits in the ground.
Nàrrice: Nésèlor, the Whip
Nésèlor is strong whip with a length of 15 ft and an emerald jeweled handhold. However, the power of the wind flows through the weapon and this makes it as light as a feather and as sharp as a knife, with every swing it creates a small shield of wind. The weapon has decent strength giving the user a straight +10 bonus to his/her attack, dealing 6d6 damage with a 17-20 critical range. Alongside the Gàló-Màdj, every swing becomes a huge burst of wind. It is rumoured that it can break the sound barrier with a sizable sonic-boom as well.
Éru: Díasmí, the Greatsword
Díasmí is almost as tall as an elf, and is made of pure light. However, the power of Éru flows through the weapon and this makes it completely useless if wielded by anyone but the Flàré of Éru. This also means it cannot cut it's Flàré either. The weapon has great strength, giving the user a straight +8 to his/her attack, dealing 4d10 damage with a 17-20 critical range. With the Gàló-Màdj, the weapon has a long-range ability similar to the 1st Flare of the Éru, but less powerful. It is rumored that it has ability to purify anything it touches.
Úshk: Xànchúra, the Spiked Chain
Xànchúra is literally nothing more than a ball and chain, where the ball has a plethora of spikes on it. Black from the chain to the ball, it has so much of the power of Úshk flowing through it, it also cannot be used by anyone else other than it's own Flàré and as a result doesn't cut them either. It gives the user a straight +8 to his/her attack, deals a whopping 5d4 damage on a 17-20 critical range. With the Gàló-Màdj, it can even create a portal in it's path. It is rumoured to corrupt anything it touches.
Dàé: Piràmé, the Longbow
Piràmé is larger than normal Longbows, and has an eerie purple colour to the wood. However, the power of the mind flows through the weapon and this makes it impossible for the weak-minded to resist. The weapon has great strength, giving the user a straight +6 to his/her attack, dealing 5d6 damage with a 17-20 critical range. With the Gàló-Màdj in possession, it is possible for it's non-arrowed hits to paralyse the opponent. It is rumoured that it totally destroy the opponent's mind.
Lsòla: T.É.S.R.il, the Four Daggers
T.É.S.R.il is a very interesting set of Daggers, each of which are slightly longer than any normal Dagger, and have a sheen that never attracts grime. The Daggers are made of the similar material to the metal that is created by the Flàré themselves, which makes them indestructible. They can also be manipulated to by the magnetic feild and thus be spun around the user's body. The weapon has great strength giving the user a straight +6 to his/her attack, dealing 4d8 in total, with a 17-20 critical range. Under the influence of the Gàló-Màdj, it can make the limb it hits turn to metal. It is rumoured that they can completely encase an opponent in metal.
Gé: Guròndái, the Two-Bladed Sword
Guròndái is almost twice the size of a normal halfling, and is made of pure gold. However, the power of the spirit flows through the weapon and this makes it harder than perhaps the metal of Lsòla. The weapon has great strength giving the user a straight +12 to his/her attack, dealing 6d8 damage with a 17-20 critical range. It has the power to heal and with it's Gàló-Màdj, it can revive.
Téiq: Yécúrás, the Crossbow
The only other bow-like weapon of the group, Yécúrás is possibly the most obvious with it's bright red exterior and red slashes of light for the bows. It is such a foreboding weapon that being anywhere in it's vicinity tends to make you feel like you are suffocating slowly. It gives great strength, a straight +10 to his/her attack, dealing a massive 5d10 on a 17-20 critical range. It has the power to rot anything it touches and with the Gàló-Màdj, it can even turn the opponent into a Zombie.
For all weapons bar the Séiléhsti of Gé and Téiq, under the effect of a double critical hit, the rumoured effects take place in addition to all the other ones. Also, instead of a simple doubling of damage, the damage is doubled once again (thus a 4x total damage), thus the destructive power is rather large...