Milla Maxwell

Milla Maxwell (ミラ＝マクスウェル) is one of two main characters of the game Tales of Xillia. Created as the incarnation of Maxwell, the Lord of Spirits, Milla controls the four great spirits Efreet, Undine, Sylph, and Gnome. She holds the duty to protect the world and everything that resides in it. Sensing the death of a great number of spirits, Milla travels to Il Fan to investigate the cause.

Personality
Milla holds her duty of protecting the world above all else. She states that it is synonymous with the name Maxwell, being the lord of all spirits that it is her responsibility to protect all living things. She shows a strong determination to play her role despite losing the power of the four great spirits early in the story. She shows that she is willing to go to any lengths to uphold her duty, at many points risking her very life to accomplish this. At first, she even shows disregard for people if it were for the greater good, but after spending time with the party, she learns a greater appreciation for individual life.

Having lived 20 years together with the four great spirits, she has had little human contact except with her worshipers in Ni Akeria. Her knowledge of human behavior stems from what she has read in books, leading her to have many odd mannerisms. In particular, she heeds no mind to her rather light attire, claiming that it is comfortable and easy to move in, despite Jude's initial discomfort. Milla frequently muses at the behavior that makes humans "human", giving a lot of insight to Jude Mathis as they journey together.

Milla shows a rather deep fondness of food, not knowing the delight of eating for the first 20 years of her life. She is often caught drooling while any food subjects are mentioned.

Fighting Style
Milla wields a traditional sword like many Tales protagonists. Her stats gained from the Liliale Orb are rather balanced with a slight focus on intelligence and strength. Her "Martial Artes" (武身技) mainly consist of close range attacks that use the blade of her sword or short range magic projectiles. She can also summon the four great spirits to do quick attacks, unlike other Tales games where spirits are used like spells and require an incantation time.

Her unique "Magic Artes" (魔技) allow her to use close range elemental attacks that take the place of her "Spirit Magic" (精霊術) when the "artes" button is not held down. Milla has Spirit Magic of elements from the four great spirits, but focuses more on fire and wind, as well as having access to lightning, a combination of fire and wind, and light magic. She can be played as an offensive spell caster or as a melee attacker. Her Magic Artes allow for fast elemental damage, compared to Spirit Magic that requires incantation time but cover wide areas.

Milla excels more on aerial combat, exemplified by her many aerial skills that allow for better mobility and damage while in midair. Almost all of her artes have aerial enabled with quick speed to allow combos to be easily performed.

Milla's partner characteristic support is "Bind" (バインド). While Milla is the slave character, any time the monster targeted by the master is stunned, she will Bind them with a magic circle, disabling the target while the master is free to attack.

Prologue
In Milla's arc, she begins her journey traveling from her shrine in Ni Akeria to the city of Il Fan, the capital of La Sugall. Sensing the death of many spirits, she investigates the cause and meets Jude Mathis along the way. Entering a research building from underground, they discover human experimentation and the Lance of Kresnik (クルスニクの槍), a weapon of mass destruction that Milla refers to as a Jin (黒匣(ジン)). Deeming it as the cause for the mass spirit annihilation as well as other threats, Milla attempts to destroy it by summoning the four great spirits when they are interrupted by a mysterious girl in red clothing. After engaging in a fight and defeating the girl, she activates the Jin, causing massive mana absorption, consuming the four great spirits leaving Milla powerless. Before the floor collapses under the power of the lance, Milla manages to steal the key required for activation, stopping the machine. Jude saves her from drowning as they fall through the floor into a water reservoir. Leaving the sewers, they are soon apprehended by knights of La Sugall and placed under arrest for treason; however, Alvin, a wandering mercenary appears and saves them as they board a boat and begin their journey to regain Milla's powers and stop the Lance of Kresnik.

On the Run
Being marked a fugitive along with Jude, Milla finds herself powerless without the aid of the four great spirits. Regardless, she still holds strong to her duty to protect the world. With Jude wanting to follow her since she needs help, and having nowhere to go being a fugitive now, they continue their journey with Alvin. Despite wielding a sword, she has no practical experience, and asks Alvin to train her in basic combat since he is thoroughly experienced being a freelance mercenary, paying him with the rewards of a quest.

Milla explains to the party the nature of "Jin". Similar to magitechnology from Tales of Phantasia and Tales of Symphonia, Jin is a form of technology that is fueled by the power from spirits, ultimately causing their death. Without spirits, life on Lise Maxia slowly withers away. In particular, the Lance of Kresnik is a weapon of war, adding additional danger to its existence.

Reaching the town of Ha Mil, they are treated to a rather hospitable environment. There, they have a close encounter with knights from La Sugall, before leaving with the aid of Elise. They arrive at the village of Ni Akeria, where a shrine dedicated to Milla is located. The residents all revere Milla, bowing in her presence recognizing her as Maxwell. At her shrine, Milla attempts a ritual to resummon the four great spirits to regain her powers, but the process fails. They conclude that the spirits are still alive and trapped within the Lance of Kresnik, and set their next goal as finding away to release them.

Back to Ha Mil and to Karaha Schall
Leaving Ni Akeria, the party travels back through Ha Mil. There, they re-encounter Elise, who is being shunned by the village, completely contrary to the initial welcome they received, blaming her for the arrival of the knights resulting in injuries to the village people. Jude wants to take Elise with the party instead of leaving her there, but Milla initially objects since she would only be a burden to their cause; however, she eventually allows it, showing a more compassionate side to her and Elise joins the party as a non-playable character.

Upon reaching Karaha Schall on their journey, they encounter Drossel K. Schall, and her butler, Rowen J. Ilbert. Milla demonstrates her knowledge of Efreet as they meet Drossel in a market place where she is picking out a tea set. The shop owner claims the set was created to the liking of Efreet with his emblem, but Milla explains otherwise, describing Efreet's own tastes as well as noting the date of creation, being younger than the last time Efreet was summoned. Despite the fraud, Drossel purchases the set, taking a liking to its appearance, and invites the party to her home later as a sign of goodwill for the help Milla provided.