Elemental Arts
Five elements, two worlds, and the spark that refuses to be caged.
Elemental Arts are the magical combat abilities that define the real-time battle system of Tales of Arise. Channeling one of five elemental forces—Fire, Water, Wind, Earth, or Lightning—each party member unleashes stylized, animation-heavy attacks that form the backbone of every encounter. In a world fractured between the suffering lower realm of Rena and the opulent upper realm of Curious, the capacity to wield Arts is a rare gift that sets a few individuals apart from the masses and places them at the center of a conflict over freedom and survival.
Arts are not merely decorative flourishes; they are the primary means by which the party overcomes enemies, breaks through defenses, and escalates the intensity of real-time combat. Each character's elemental affinity shapes both their visual spectacle and their tactical role, making the choice of which Arts to activate a constant, dynamic decision in the flow of battle.
- Elements
- Fire, Water, Wind, Earth, Lightning
- Combat style
- Real-time, party-based (up to 4 active characters)
- Core party users
- Alphen (Fire), Dunban (Lightning), Shionne (Water), Tessa (Wind), Elson (Earth)
- Additional party users
- Nil (Lightning), Laph (Fire)
- Setting
- Rena (lower world) / Curious (upper world)
- Game
- Tales of Arise (2021), developed by Bandai Namco Studios
Lore & Background
In the world of Tales of Arise, the ability to channel elemental energy is not universal. Most inhabitants of both Rena and Curious live without ever touching the raw force that drives Arts. Those who can—whether by birth, by the strange circumstances of their origin, or by some deeper connection to the world's fabric—stand out as anomalies. In Curious, where order and hierarchy are enforced with military precision, such power is regulated, studied, and often suppressed. In Rena, where the people endure under the weight of Curious's dominion, a single person who can call flame or storm from their hands becomes a symbol that the status quo can be shattered.
The five elements are not abstract categories; they are expressed through each character's personal history and physicality. A former soldier's lightning crackles with the same controlled fury he once brought to the battlefield. A dancer's wind arts carry the grace and momentum of a performance. A musician's earth attacks resonate with the rhythm he once poured into strings. The Arts are as much a reflection of who the wielder was as they are a weapon they now carry.
The tension between the two realms gives the elemental system its emotional weight. Every Art cast is, in a narrative sense, an assertion of agency in a world designed to deny it. The player's party does not merely attack; they demonstrate that the power the upper world hoards and the lower world is told it cannot have is, in fact, within their reach.
In Their Own Story
The corridor in Curious's lower maintenance level was all cold steel and humming conduits. Alphen pressed his back against the wall, breathing hard, his fingers still tingling from the last burst of flame he'd hurled at the sentinel drones. Dunban was already moving, his blade singing through the air as lightning arced between his knuckles, each strike leaving a white-hot scar on the metal floor. Behind them, Shionne's water wrapped around a fallen enemy like a silent tide, and Tessa spun in a wide arc, her wind Arts parting the smoke so Elson could drive his guitar-strings into the ground and crack the floor open beneath the next wave.
Alphen exhaled. The heat in his palms was fading, but the memory of it—the way the world had bent around his will for just a moment—was enough. He stepped forward. There was no going back to being the person who could only watch.
Reader's Guide
Elemental Arts are the special-attack layer of Tales of Arise's real-time combat. Each character has a set of Arts tied to their primary element, activated with dedicated inputs that trigger cinematic animations dealing elemental damage, applying status effects, or creating area-of-effect zones. A Charge gauge builds as you land hits; when full, you can unleash a Brave Art for a high-impact finisher.
Alphen (Fire), Dunban (Lightning), Shionne (Water), Tessa (Wind), and Elson (Earth) form the core cast, with Nil (Lightning) and Laph (Fire) joining later. In-story, each character's affinity mirrors their past: Dunban's military discipline channels lightning, Tessa's dancer's grace becomes wind, Elson's musician's rhythm grounds earth.
Build tip: Focus a single element's Arts on one character to maximize their damage ceiling, while keeping a secondary element on a support slot for crowd control. Prioritize Arts that apply elemental weakness bonuses against the current enemy type, and save your Brave Art for the moment the enemy's guard breaks for a decisive burst.
Did You Know?
- Each of the five core party members is mapped to a distinct element, meaning the party collectively covers all five forces—Fire, Water, Wind, Earth, and Lightning—giving the player full elemental coverage in any encounte
- Arts in Tales of Arise are performed with unique, character-specific animations rather than generic spell effects, so Alphen's fire and Laph's fire look and feel different in the same battle.
- The world's division into Rena and Curious is not just geography; the rarity and regulation of Arts in each realm is a core part of the story's conflict over power and freedom.
- The real-time combat system lets you swap between up to four active characters on the fly, so you can chain Arts from different elements in rapid succession to exploit elemental interactions.
More in Arts & Combat Systems
Elsewhere in the Tales of Arise universe
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