Tales of Eternia Artes List and Combo Guide

Every Tales of Eternia artes family by character: Reid, Farah, Keele, Meredy, Chat and Max, with TP costs, unlock conditions, combo routing and Mystic Artes.

Last Updated: 2026-10-17

Tales of Eternia Artes List and Combo Guide

Six characters, three completely different arte systems, and not a single one of them shares a progression rule with the others. Reid and Farah learn by levelling hidden Slash/Thrust and Punch/Kick counters that the game never displays. Keele and Meredy learn nothing from combat at all, because what they can cast is decided by where you drop each Greater Craymel inside the Craymel Cage. Chat and Max only learn by walking to a specific place and triggering an event. Every TP cost and unlock condition on this page is original-release data (the 2000 PlayStation release, as catalogued by the PlayStation-era shrine guides), because Bandai Namco has published no arte table for the remaster as of the October 15, 2026 console launch and the October 16, 2026 Steam release.

  • Reid: 21 documented skills plus three extensions, split into Special Skills and Sacred Skills, gated by a Slash/Thrust level pair.
  • Farah: 13 combat attacks on a Punch/Kick pair, three skills handed out by events, and the only extension chain that needs a specific setup mid-fight.
  • Keele and Meredy: around 65 castable Craymel Artes between them, and no setup lets you use all of them at once.
  • Chat and Max: six skills each, all found by location rather than earned by levelling.

Three Arte Systems, Not One

The original game never explains this and the remaster does not either, so it is worth stating plainly before the tables. Reid and Farah have physical skills tied to internal counters. Keele and Meredy have spells only, and those spells exist in pairs of Craymels. Chat and Max sit outside both systems: their skills come from scripted events, and in the original release neither could chain them the way a swordsman can.

Character Arte type What gates a new arte Combos in the original?
Reid Hershel Skills (physical) Slash and Thrust levels, plus usage counts Yes: normal string, then Special Skill, then Sacred Skill
Farah Oersted Skills (physical) Punch and Kick levels, plus usage counts Yes: string, Forward, Rising, Air, Power
Keele Zeibel Craymel Artes (spells) Craymel levels plus cage assignment No
Meredy Craymel Artes (spells) Craymel levels plus cage assignment No
Chat Skills (physical) Six separate world events No
Max Skills (energy) Six separate world events Only with the Canceller equipped

For the two mages, the Craymel Cage guide is the page that actually matters, because a spell you have technically unlocked is unusable if its component Craymels are sitting in the wrong cages. For Reid and Farah it is the reverse: nothing in a menu tells you how far along a level pair you are, so the practical advice is to keep attacking with both a Slash-type and a Thrust-type move rather than spamming one button.

Original-release source: the skill tables below come from the Tales of Destiny II Skills listing and the Craymel Artes listing at the RPGClassics shrine. Both pages catalogue the 2000 PlayStation release, and both file the game under its old North American title, Tales of Destiny II.

Reid Hershel: Slash and Thrust Levels

Reid's list is the most developed in the game. Special Skills need a Slash level and a Thrust level, and the harder ones also need you to have used an earlier skill a set number of times. Sacred Skills are gated by usage counts too, with one exception at the bottom of the table: Omega Seal lists no prerequisite beyond the 30/30 level pair, which is why it is the only Sacred Skill an over-levelled player can pick up without grinding.

Special Skill TP Slash / Thrust Also requires Element
Sonic Blade 4 2 / 1
Thunder Blade 4 1 / 2
Swarm 7 2 / 5
Demon Hammer 6 5 / 2
Spiral Attack 10 9 / 16 Light
Tempest Strike 9 16 / 8 Wind
Twin Sonic Blade 8 10 / 3 Sonic Blade used 50 times
Super Lightning Blade 8 4 / 10 Thunder Blade used 50 times Wind, Volt
Neo Swarm 12 4 / 13 Swarm used 150 times
Demon Twist 10 13 / 4 Demon Hammer used 150 times
Double Spiral Attack 14 5 / 22 Spiral Attack used 150 times
Omega Tempest Strike 14 23 / 4 Tempest Strike used 150 times Wind
Sacred Skill TP Slash / Thrust Also requires Element
Demon Lightning Hammer 10 7 / 5 Demon Hammer and Thunder Blade, 50 each
Neosonic Swarm 10 5 / 7 Sonic Blade and Swarm, 50 each
Mega Sonic Thrust 15 1 / 14 Thunder Blade and Swarm, 70 each
Sonic Chaos 15 13 / 1 Sonic Blade and Twin Sonic Blade, 60 each
Demon Spiral Hammer 20 19 / 14 Spiral Attack 80, Demon Hammer 120 Light
Neo Tempest Swarm 24 19 / 14 Neo Swarm 120, Tempest Strike 80
Omega Demon Chaos 40 24 / 20 Demon Hammer 250, Demon Twist 200
Rising Phoenix 40 22 / 24 Super Lightning Blade 200, Mega Sonic Thrust 150 Fire
Omega Seal 40 30 / 30 none

Reid's three extensions layer a second input on top of a Sacred Skill: Dragon Demon Chaos (10 TP) adds slashes to Omega Demon Chaos, Burning Phoenix (50 TP) upgrades Rising Phoenix, and Quasi Seal (24 TP) escalates Omega Seal. His documented combo goes normal string into a Special Skill into a Sacred Skill, and stops there, because the original rules do not allow any further link after a Sacred Skill. A concrete example from the old guides is Slash, Slash, Stab, Swarm, Sonic Chaos. If you want those usage counters to tick up quickly, the levelling and farming guide covers where the enemy density makes the grinding tolerable.

Farah Oersted: Punch and Kick

Farah runs on Punch and Kick instead of Slash and Thrust, and her chain is one step longer than Reid's. She has no Sacred Skills at all, so her damage route is string, Forward Skill, Rising Skill, Air Skill, Power Skill, which is why her best attacks read as a sequence rather than a finisher.

Attack TP Punch / Kick Also requires Element
Palm Strike 4 2 / 1
Triple Blossom 6 1 / 2
Sonic Fist 8 5 / 2
Swallow Dance 7 4 / 5
Eagle Dive 8 4 / 8
Rising Dragon Strike 12 8 / 4 Sonic Fist 30, Palm Strike 10
Death Blossom 12 11 / 12 Triple Blossom 80, Eagle Dive 30
Twin Palm Strike 12 10 / 8 Palm Strike 60, Rising Dragon Strike 30
Mirage 10 15 / 15
Super Sonic Fist 18 18 / 6 Sonic Fist 150
Super Swallow Dance 13 9 / 18 Swallow Dance 150
Eagle Rise 20 22 / 25 Death Blossom 160, Super Swallow Dance 100
Chi 20 22 / 14 Super Sonic Fist 160, Twin Palm Strike 100 Fire (marked with a question mark in the original table)

Three of her skills ignore levelling entirely and are handed out by events instead, which is exactly the kind of content the remaster now points at:

Event skill TP Effect Where the original triggers it
Healer 12 Restores half an ally's HP Regulus Dojo, when you leave for River Pier again
Detoxify 4 Cures Poison Morle, when you leave for Undine Stream
Life 50 Revives a fallen ally Farlos Sanctuary, before climbing Mt. Farlos

Her extensions are Maximum Burst (50 TP, after 300 uses of Chi and 30 uses of Fatal Fury), Fatal Fury (60 TP, after 250 uses of Chi), and Flame Dance, which has no TP listed and is triggered by running to the target while the screen is still black after Fatal Fury, landing two punches, then chaining a rising skill into a diving skill. One warning about the source table: the original prerequisite line for Fatal Fury names an additional skill that appears nowhere else in its own list, so treat that single line as unreliable and the usage count as the real gate.

Keele and Meredy: What the Craymel Cage Lets You Cast

This is the part of Eternia's arte system that has no equivalent in most Tales games, and the part most likely to confuse a returning player. Both mages draw from the same pool of spells, but each spell needs two Greater Craymels. To actually cast it you must place the two component Craymels in different Craymel Cages and then Fringe them. The original guide's arte tables are organised under ten headings, matching ten Greater Craymels: Undine (water), Sylph (wind), Efreet (fire), Gnome (earth), Celsius (ice), Volt (volt), Shadow (shadow), Rem (light), Maxwell (elemental), and Sekundes (time).

Arte Element TP Fringe requirement
Aqua Edge Water 4 Keele's starting arte
Spread Water 9 Undine 1
Acid Rain Water 10 Undine 12, Gnome 5
Heal Water 16 Undine 1, Sylph 1
Nurse Water 42 Undine 14, Celsius 1
Cure Water 32 Undine 22, Maxwell 1
Restore Water 60 Undine 25, Rem 1
Resurrection Water 96 Undine 25, Sekundes 1
Undine Water 20 Summon: Undine at maximum Vitality
Wind Blade Wind 7 Keele's starting arte
Air Thrust Wind 12 Sylph 1
Cyclone Wind 44 Sylph 20, Shadow 9
Concentrate Wind 6 Sylph 6, Efreet 5
Item+ Wind - Sylph 23, Maxwell 10
Medical+ Wind - Sylph 26, Rem 10
Sylph Wind 26 Summon: Sylph at maximum Vitality
Fireball Fire 7 Keele's starting arte
Eruption Fire 18 Efreet 1
Flame Wall Fire 12 Efreet 12, Gnome 9
Explode Fire 36 Efreet 15, Volt 9
Sharpness Fire 6 Efreet 5, Sylph 7
Efreet Fire 33 Summon: Efreet at maximum Vitality
Grave Earth 7 Meredy's starting arte
Stalagmite Earth 18 Gnome 1
Ground Dasher Earth 48 Gnome 21, Shadow 10
Mental Charge Earth - Gnome 5, Sylph 11
Life Rescue Earth - Gnome 24, Rem 10
Mental Supply Earth - Gnome 25, Maxwell 20
Gnome Earth 40 Summon: Gnome at maximum Vitality
Ice Needles Ice 6 Meredy's starting arte
Freeze Lancer Ice 21 Celsius 1
Blizzard Ice 20 Celsius 12, Sylph 16
Absolute Ice 30 Celsius 14, Volt 12
Resist Ice 6 Celsius 10, Gnome 11
Freeze Guard Ice - Celsius 10, Efreet 14
Celsius Ice 46 Summon: Celsius at maximum Vitality
Lightning Volt 7 Meredy's starting arte
Thunder Blade Volt 24 Volt 1
Indignation Volt 52 Volt 22, Rem 10
Recover Volt 10 Volt 6, Gnome 11
Charge Volt 100 Volt 5, Sylph 15
Stun Guard Volt - Volt 10, Undine 19
Volt Volt 53 Summon: Volt at maximum Vitality
Dark Force Shadow 32 Shadow 1
Bloody Howl Shadow 72 Shadow 28, Sekundes 18
Deep Mist Shadow 6 Shadow 9, Undine 19
Barrier Shadow 6 Shadow 5, Volt 15
Shadow Shadow 60 Summon: Shadow at maximum Vitality
Ray Light 30 Rem 1
Holy Lance Light 52 Rem 21, Maxwell 24
Holy Bliss Light 8 Rem 15, Efreet 24
Health Light - Rem 10, Shadow 21
Rem Light 60 Summon: Rem at maximum Vitality
Meteor Swarm Elemental 60 Maxwell 1
Shooting Star Elemental 80 Maxwell 26, Sekundes 26
Poison Guard Elemental - Maxwell 10, Shadow 17
Life Up Elemental - Maxwell 10, Celsius 22
Maxwell Elemental 66 Summon: Maxwell at maximum Vitality
Distortion Time 64 Sekundes 1
Stagnation Time 16 Sekundes 2, Celsius 30
Delay Time 60 Sekundes 20, Gnome 30
Drain Guard Time - Sekundes 10, Rem 11
Mental Up Time - Sekundes 10, Efreet 24
Sekundes Time 100 Summon: Sekundes at maximum Vitality

Three rules from the original system decide whether that table is usable in practice. Vitality runs from 1 to 10 and rises when you cast spells of that Craymel's element, falls when you cast the opposing element, and opposing pairs are Water and Volt, Wind and Earth, Fire and Ice, Light and Shadow, and Elemental and Time. Only one Greater Craymel can sit at maximum Vitality, and casting the same element again instantly drops it to 5. Casting a spell whose two components are in the same cage does nothing at all. Because the pairs overlap heavily, the original guide states outright that no combination lets you use every spell at once, so a mage's value is a matter of which five or six spells you decide you want.

Keep one opposing element deliberately low

Because Vitality rises with same-element casting and falls with the opposing element, a mage who spams one element will constantly break the fringe pairs that need that Craymel. If you rely on Absolute, watch Undine's Vitality, since Water is Volt's opposite.

There is no official remaster Craymel list. The names and numbers above come from the PlayStation-era arte tables for this game's original release, and Bandai Namco has not published an updated one.

Chat and Max: Skills Found, Not Levelled

Neither character has a level counter. Every skill is attached to a place, which makes them the pair that benefits most from the remaster's blue destination icon.

Chat's skill TP Effect Where
Pow Hammer 12 Throws hammers that stun Starting skill
Rover Tool 15 Steals an item on impact Starting skill
Toss Hammer 16 Poison hammers Small moon-shaped island far south-west of Tinnsia (coordinates 183, 130)
Ice Hammer 20 Freezing hammers Inferia, the underwater cave (coordinates 121, 122)
Para Ball 16 Chance of an instant KO Bathe at the Craymel Hot Springs
Eternal Hammer 60 Massive damage Aifread's Cavern
Max's skill TP Element Where
Burning Force 20 Fire Starting skill
Air Blade 24 Air Peruti, the docks
Aqua Spiral 28 Water Tinnsia
Rage Laser 34 Light Outside Cape Fortress
Dark Laser 40 Shadow The ruined house in Luishka
Elemental Master 72 All elements After learning the other five

The coordinates are the original game's on-screen map readouts, and they are the only thing resembling a location marker the old tables give you.

Combo Routing by Character

Chaining rules in the original release are character-specific rather than universal, and the remaster's own materials describe combat only in general terms, so these categories are the ones to work with.

Original-release source: the combo orders, button assignments and casting rules in this section are documented on the shrine's Game Mechanics page, which also states plainly that no Craymel setup lets you use every spell at once.

Chain Order Notes
Reid Normal string, Special Skill, Sacred Skill Nothing links after a Sacred Skill
Farah Normal string, Forward, Rising, Air, Power No Sacred Skills exist for her
Max Attack skill, attack skill, Elemental Master Requires the Canceller equipped
Chat Single skills only The original rules give her no chain
Keele, Meredy Spell casting only Casting is interruptible; being hit cancels the spell entirely

Two mechanics deserve more attention than they usually get. First, skills are assigned to a small set of button slots, so you cannot carry every arte into a fight even after unlocking them: the original layout puts the primary character's skills on the attack button plus Up, Down and Left/Right variants, and a single shoulder slot can hold a party member's own skill. Second, Keele can shorten a spell's casting time by pressing the direction prompts that appear next to his HP and TP, and Max has the same option for his skills. That casting window is also the weakness of the whole spell system: any hit taken while charging ends the spell, and it has to be started again from scratch.

On the remaster side, do not expect the original's button notations to match your controller. The change list puts Button Settings under Menu > Custom, and it covers battles as well as fields, towns and dungeons.

Combination Attacks

Four pairs exist in the original release, each one a physical skill from Reid or Farah chained into a spell from Keele or Meredy. Because the mage half is always a fringed spell, whether you can fire the pair at all depends on your cage setup, which is the clearest argument for deciding your mage's spell list before a boss fight rather than during one.

Combination Characters Trigger pair Result
Flaming Sword Reid and Keele Demon Hammer plus Fireball Fire-element Demon Hammer-style attack
Serpent Knuckle Farah and Keele or Meredy Rising Dragon Strike plus Heal Poisonous strikes with Farah
Lightning Strike Farah and Keele or Meredy Twin Palm Strike plus Lightning Blade Lightning-element attack
Earth Divide Reid and Keele or Meredy Spiral Attack plus Cyclone Wind-element spinning sword attack

Earth Divide is a naming oddity in the original tables: it pairs a wind spell and is described as a wind-element effect, so do not read the name as telling you what it does.

Mystic Artes: What the Term Means Here

Mystic Arte is the term the remaster's own materials use, and the one place they use it is the Battle Subtitles setting, which covers the victory voice and the Mystic Arte voice lines that play on the post-battle results screen. That confirms the game labels voiced arte lines that way and nothing more, which is the honest limit of what official material says. No official remaster list of Mystic Artes per character has been published, and the original-era tables do not sort their content under that label either. What they do document is the finisher tier: the summon extensions, which are triggered by holding a button through the previous animation. For Maxwell the chain runs Dual Sol, Eternity Swarm, Prismic Stars, Shining Gate, Explosion Nova, Maxwell Minimus, Dimension Material, and finally Blue Earth, which restores all HP and TP and adds bonus experience at the end of the battle. The button names in that chain are the original controller's.

Official source: Remastered change list (Bandai Namco official site)

Original PlayStation guidebook scan showing a page on upgrading advanced arts and secrets
Original PlayStation guidebook scan showing a page on upgrading advanced arts and secrets

The scan above is from the printed PlayStation-era guide, which is the kind of original documentation that treated arte upgrades as a topic of its own rather than a stat table. It is here as period reference, not as a remaster source: every number in the tables on this page comes from the PlayStation-era listings cited next to them. One arte sits outside every category those listings document, and it is Meredy's alone. Destiny costs 133 TP, needs a specific item the old table abbreviates as S.D., and can only be used once every 30 minutes of play. That condition is a PlayStation-era measurement, not a remaster one.

What Remastered Changes About Artes

The official change list is unusually specific about artes-adjacent systems, and none of the entries is a damage rebalance. The wording in the third column is the launch-week English rendering of that Japanese page, so treat the phrasing as a translation and the behaviour as the fact.

Change What it does Wording in the change list
Blue exclamation icon Marks events related to learning new techniques and skills A blue exclamation mark will be displayed for events related to learning new techniques and skills
Green text highlight Newly learned techniques and skills are shown in green Newly learned techniques and skills will be displayed in green text
Battle Subtitles Subtitle toggle covering victory and Mystic Arte voice lines You can toggle them ON/OFF from Menu > Custom > Battle Subtitles
Button Settings Remaps battle, field, town and dungeon controls Added key customization functionality for fields, towns, and dungeons
Combat Level Mania selectable from the first playthrough, Unknown from the second The Mania combat level is available from the start of the first playthrough

Official source: Tales of Eternia Remastered on Steam

Nothing in the official material says arte TP costs, damage values or unlock thresholds were adjusted, and no arte table has been published for this release. Press coverage describes the remaster as based on the PSP port rather than the 2000 PlayStation original, and the documented PSP changes were presentational: faster loading with the loading screens removed, cropped field graphics, battles redone in full widescreen, and a better overworld frame rate, as recorded on the Wikipedia entry for the original game. The working assumption, then, is that the arte roster matches the original lists on this page, but that is an inference from how the PSP version was described, not a remaster measurement.

Do not treat these numbers as remaster values

Every TP cost, level pair and usage counter here is original-release data. If the remaster quietly altered a threshold, the tables above will be wrong in a way nobody has documented yet. Where a value matters for a build decision, check it against your own in-game skill list first.

FAQ

Does every character have artes in Tales of Eternia Remastered? Yes, but through three different systems. Reid and Farah unlock skills from hidden Slash/Thrust and Punch/Kick levels plus usage counters. Keele and Meredy cast Craymel Artes decided by Craymel levels and cage assignment. Chat and Max learn six skills each by triggering events in specific places.

Can Keele and Meredy use every spell at once? No. Every spell needs two Greater Craymels placed in different cages, and because the pairs overlap, the original guide states there is no combination that lets you use all spells simultaneously. You choose a setup that covers the spells you actually want.

Why do Max and Chat not have combos? The original rules only give chain sequences to Reid and Farah. Chat has no chain at all, and Max can only link his skills together while the Canceller is equipped, which is why his skill order is a build decision rather than a default.

Did the remaster change arte damage or TP costs? No official change list entry mentions arte rebalancing, and no remaster arte table has been published. The confirmed arte-related additions are the blue destination icon for arte-teaching events, green highlighting on newly learned artes, and subtitles for Mystic Arte voice lines.

How do I find the events that teach new skills? Use the blue exclamation icon. The official change list says it marks events related to learning new techniques and skills and that it also displays the distance to the destination, which covers Farah's event skills and everything on Chat's and Max's lists.

What is a Mystic Arte in this game? The term appears in the remaster's official change list, in the battle subtitles entry covering victory and Mystic Arte voice lines. The finisher-tier content documented in the original tables is the summon extensions, including Maxwell's eight-step chain ending in Blue Earth, plus Meredy's Destiny.

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