Combat/Stat Guide by Nioden

Version: 0.85 | Updated: 09/15/06 | Printable Version

*** Nioden's Enchanted Arms Combat and Stat Guide v0.85 ***

>>>Spoiler Info<<< The only spoilers contained in this guide are a few skill 
names, golem names, and which (human) characters will join your party.  The 
latter is only in the "suggestions for raising attributes" section.

Also note, I'm only at 40% completion, so some info on what skills the main 
characters get could change, and possibly a few more tidbits.

The damage and stat system is very very simple and a bit trivial, but still 
quite fun.  There is no way to raise your defense and the damage each attack 
does is always listed when on the battlefield (it's the PP number).  Damage can 
be modified when on the battlefield by a few things, which can be found in the 
"How damage is determined" section.  Other than that, the guide starts with how 
to identify what types of attacks and elemental attributes characters have, and 
then discusses attributes and how to raise them.  After that it's all about the 
combat.  Enjoy!

Major Changes/Updates:
-Removed some information from what agility does.  Who gets the first turn seems
to be based on agility AND what level everyone is.  My best guess for how it
works is: 10 x(average level difference) + AGI.  That's with limited testing.
-Confirmed what rage does.
-When three characters are in the same column, the third takes no damage from
direct attacks.  Previously listed as 25%.


|Table of Contents:|

1) Types of attacks & how to distinguish between them
2) Elemental attributes
3) Attributes, what skills they affect, and other stats
     3b) Suggestions for raising attributes
4) How attributes affect skills
5) Battlefield & Combat:
     a) Battlefield & Movement
     b) Attacking & Death
     c) How damage is determined (defense, buffs, elemental atks, etc)
     d) Ex attacks
     e) Combos
     f) Over-breaks
     g) Status effects
6) Battle Strategy (for tough battles)
7) Corrections to game descriptions
8) Contact and Legal info

Can't find something in this guide?  You may find it in the in-game help files,
accessed by opening the menu and selecting "help."

1)Types of attacks(1

+Note: Skills tell you what type of attacks they are in their description, and
also the symbol to the left of the skill name will tell you what it is.

Distinguished by the fist symbol (with no arrow).  Mostly consists of all 
physical attacks (melee, guns, etc).  When used on a column of enemies (one is
standing behind another), the enemy in back will take 50% of the damage.  If 
there are three enemies, the third will take no damage.
Some direct attacks, have a huge range, so don't get confused and think they 
should be raised with the 'range' attribute. They are still direct!

Distinguished by a fist symbol with an arrow.  Magic attacks usually go under 
this category, but some physical do too.  When used on a column of enemies 
there is no change in damage.

Distinguished by a sphere with a plus sign.  Healing and magic effects usually 
go under this category. Can sometimes include offensive magic (APO golem for 

2)Elemental attributes(2

Every character, golem, and enemy belongs to one of the six elemental 
attributes (denoted by an icon near their portrait).  Some attacks are also 
elemental attacks, which are denoted by an icon to the left of the one that 
denotes attack type (direct, range, etc).  If a character is hit with an attack 
that is of the same, or opposite, element as the character, then the damage 
will be modified.  So Atsuma will take varying damage if he's attacked by water 
or fire, because his element is fire (read the damage section for more). Non-
elemental attacks do normal damage, despite the character's elemental 

The elements and their symbols are:

Non-elemental: No symbol present

Fire (red) which is opposite of Water/Ice (blue)

Wind (green) which is opposite of Earth (orange/brownish with a symbol in the 

Dark (purple) which is opposite of Light (yellow)

3)Attributes, etc(3

Modifies the damage of direct attacks (marked by a fist)

Modifies the damage of magic attacks (marked by a fist with an arrow)

Modifies the damage/healing power of Support/Cover skills. Does not modify
the skills you equip by going into "equip skill -> support" 

+Note: There has to be a PP amount next to the attack or skill for it to be 
modified by an attribute. Many support skills look like "—PP" and will remain 

Lowers the amount of VP loss when you escape and determines who goes first in a
battle (which can become very important).  Who goes first in a battle is based
off agi and what level everyone is.  Also you can check enemy agi
by going into "map", located in the main menu.

There is none! There's no way to raise it or automatically take less damage.  
Check the "How damage is determined" Section for more.

VP lowers after most battles and when it hits 0 your character drops to 1 HP 
and 1 EP after every battle until the VP rises above 0 again.  You can restore 
VP three ways; by using a resting station thingy, by placing a character in the 
reserve and walking around, or by using an item (you can eventually buy them at 
the black crystal shop thingies).  If a character's VP is 0 then putting him in 
the reserve will not raise it so be careful! Max VP cannot be changed.

You lose 1 VP every round after the first round.  If the enemy goes first, you 
lose 1 VP when taking your first turn. You lose 1 VP for every time your 
characters get hit. You lose 10 VP for dying. You lose variable VP for fleeing, 
based on agility (10 VP for about 200 AGI and approx –2 VP for every 100 AGI).  
– Thanks to Rejier for info on VP.

Friend Points, it raises after each fight and affects combos and possibly Ex 
damage (check the combo section for more).

Leveling up: 
When you level, all of your attributes automatically raise by a random amount. 
It seems to be something like 1-20 for HP and EP and 1-15 for the rest.

3b) Suggestions for raising attributes

All characters/Golems need HP, raise it regularly when the SP required to raise
it won't make a huge impact on your total SP. When starting out with low-level 
golems, pump HP fairly early on.

Not all characters need much EP, as it increases each level.  The best bet is 
to wait until a character needs more EP before pumping it up. Karin, for 
example, may need more when she gets her resurrection spell. Also, some Golems 
need EP above all else, like Taigalion who can't even use one of his skills 
until he gets more EP.  Make EP one of your highest priorities for 
characters/golems who really need it, and lowest for those who don't.

Raise this under two conditions. First, if the price to raise it seems cheap to 
you, then raise it (You get lots more SP as the game progresses). Second, if 
you're getting surprise attacked (enemy takes the first turn) a lot, then raise 
it.  Before you pump it too much, realize that some golems have much higher AGL 
so you should consider using them if you need to defeat an opponent that gets 
the first turn every time.

For the rest of the attributes (direct, range, and support), the Golems are 
easiest to figure out and the characters are a bit harder. Golems never get new 
skills so...

Direct, range, and support for:


1. Look at a golem's skills, if they have all 'direct' attacks, then only raise
      direct attack, as they will never need Range or Support.

2. Make sure the skill has a PP number, or it won't be affected (don't raise
       support to increase a 25% protection spell, cause it won't work.

3. When the golem has multiple skills with different attributes (for example;
      one is direct, and one is range), then decide on if you really want to
      use both.  If so, raise both stats.  If not, you can always put some
      points into the under-used one if the SP seems cheap to you.
4. Spend all your skill points for Golems. They don't need to be stashed for 


Atsuma: He should get all direct and a little support if you use his support
      skills that have a PP cost, but mostly stick with direct.  You don't need
      to go crazy, save SP for new skills and HP, but do raise it some.

Toya: He has direct and range attacks, but his direct does much more damage.
      So, I recommend mainly raising direct, with maybe a few points in range
      if you really want to.

Makoto: Makoto is range and support.  He has quite a powerful healing spell and
      mediocre damage.  I would definitely raise his healing as needed, as it
      increases a good bit when 'support' goes up. Raise range when his healing
      is satisfactory though.

Karin: Karin is a tough one, as she has medium damage range attacks
      (elemental), support spells, and also gets some direct attacks (Non-
      elemental).  You could spread yourself thin covering all of that.  I
      personally recommend staying away from Karin's direct attacks and just
      using range and support, and raising the range and support attributes.
      She is the only character who can resurrect for quite some time (and it
      restores more hp with a higher 'support'), so I wouldn't skimp out on
      using her as a support character.

Raigar: Raigar is simple.  Raise direct.  He eventually gets a some range
      stuff, but it isn't stronger than his direct attacks, so I would ignore
      them. His support spells don't use the support attribute.

Yuki: Both range and direct, her direct hits more people and can include 
      elemental damage, but her range does more damage.  I would raise both for

4)How attributes affect skills(4

Short version: +5 to an attribute gives you 5% more damage (based on the base 
PP amount in the skills or status menu)

Explanation: It is very straightforward; first, go into the menu and look at 
the skills (character -> status), the PP number (i.e. damage or amount of 
healing) for each skill is the base PP/damage a skill will do (it is usually a
higher number on the battlefield, because the battlefield shows the modified 
PP).  The corresponding attribute will act like a percentage and will directly
modify that base PP.  For example:

50PP for a direct attack and a 'direct' attribute of 100:
      50PP x 100% = 50PP -- the attack will do 50 damage to an enemy.
      (on a calculator you would divide the attribute number by 100
      then multiply by the PP)

If the direct attribute is 200 then it doubles the damage so:
      50PP x 200% = 100 PP -- enemies take 100 damage

And unfortunately if your attribute is less than 100, then you only do a 
fraction of the PP/damage listed under the status menu:
50PP w/ an attribute of 50:
      50PP x 50% = 25PP -- you do piddly damage

So... when you're choosing a golem to buy, look at their damage (PP) and 
multiply it by the corresponding attribute divided by 100.  Some Golems with 
low PP but high attributes will be very good, and some golems with high PP and 
low attributes can be leveled up to be quite exceptional.

Also note the attributes max out at 999, so the most you can do is 10x the base
damage or 20x damage with a 100% buff or 40x damage with a buff and getting an 
elemental damage bonus.  Or even slightly more if you do a combo ;)

5)Battlefield and Combat(5

5a)  Battlefield and Movement

This is pretty simple and the tutorial explains it to you so I will just try to 
add a little more.  There are two side of the battlefield, each 4 squares wide 
and 3 squares deep.  You can only move around on your side and not the enemy's 
side.  The 3 square depth mainly adds defensive strategy, while the 4 square 
width lets you spread out your characters and move them around.  The same goes 
for the enemy, they will often times move as far back as possible so Atsuma 
can't hit them with his close range attacks.

Almost all characters can only move two squares each turn, and this number 
never changes.  You can move two squares up/down, or two left/right, or one 
up/down and one left/right (meaning the game doesn't count diagonal movement). 
At the start of every battle you are randomly placed, so plan on moving around.
On the plus side, characters won't block you from moving past them, unless they
are too big (described next). Remember, nothing is permanent until your turn 
ends, you can go back and change what all your characters do until you execute 
a command for all characters.

Some characters have a "size" greater than 1, this means they'll take up more 
than one square.  The typical sizes are 1 and 4. If you have a character who 
takes up 4 squares you will not be able to move through them, and can only go 

Lastly, I would like to point out that you can select any enemy on the field 
and look at their combo gauge, attacks, and attack ranges. Use it to your 

5b)  Attacking and Death

Attacking is just about as straightforward as moving.  Select a character and 
his attacks/buffs/etc will pop up, select an attack and it will be performed. 
When selecting an attack some squares will light up red, your attack hits all 
of the red squares. Instead of attacking you can use an item or Ex attack as 
well, from the same menu as the attack skills one (hit left or right).  Check 
the sections about how damage is determined for info on PP.

EP use should be noted. Skills use up EP and if you run out of EP you can't use 
any skills until you recover some EP.  You can use the standby command for this 
(last option on the attack screen).  You can also drain EP from enemies with 
some characters and other characters have a HP/EP heal spell for themselves.

Other than selecting attacks you have four options.  You can standby, which 
automatically recovers EP (that's ALL it does).  You can hit the right trigger 
(or Y) and choose auto, letting the computer fight for you.  You can hit the 
left trigger (or Y) and end your turn, putting any characters you didn't tell 
to attack into 'standby'.  Lastly, you can escape (press Y), with a 100% chance 
of success, but will lose a large amount of VP.

After a fight all characters regain full HP and EP, but lose some VP (discussed 

Death has very few negative affects.  It can lower your VP after a fight and if 
you don't revive a character in three turns (there is an on-screen number 
indicating this) the character vanishes until the fight is over.

At first you cannot revive any characters.  After awhile one of your main 
characters will get a revive skill and all you need to do is cast it.  
Eventually you can also buy items that revive people.  That's about it.

5c)  How damage is determined

On the battlefield the PP number (which is next to the EP cost) is how much 
damage the attack will do.  Normally this is the exact amount of damage you 
will do with an attack (Makoto would like to remind you that you can also look 
at the enemy's PP too). This number can be modified in a few ways:

1. If the attack has an elemental attribute which is opposite of the target
      character's element it'll do 2x damage.
+Note: It doesn't matter if your character is fire and the enemy is water, you
      won't do any extra damage unless your character uses a fire-based attack.
      Some golems are of a certain element and have no elemental attacks. For
      example; a wind golem with all non-elemental attacks will cause no extra
      damage to an Earth enemy and are highly likely to take 2x damage from
      that enemy. So don't put someone up against the opposite element unless
      they have elemental attacks!

2. If the attack is the same element as the target it does 1/2 damage.
      The note above still applies.

3. Protection spells, which usually lowers damage by 50%. They do not stack.
      Read the caution below.

5. Power up spells, which usually raises damage (PP) by 25-100%. They do not
      stack. They do not raise HP/EP.

CAUTION: Protect spells override Power up spells and vice versa, don't try to
      stack them! Raigar's first Ex skill can be overridden as well.

4. If there are two characters in the same column and you attack both with a
      'direct' attack, the second guy will take 50% damage. A third would take
      no damage.

There is no inherent defense, so if you want more defense use a protection 
spell or stack your guys in a column so they take less damage from direct 

5d)   Ex attacks 

These are special high-damage attacks you can do if your Ex gauge is high 
enough.  It rises by taking damage, getting killed, or by killing an enemy. 
All or most Ex attacks are automatically gained as the story progresses and as
your characters level.  They can be used in combos and lower your Ex gauge by 
the specified amount.  Just save them for harder fights.  Also, some bosses 
have Ex attacks, so be careful!
(Golems do not have, and cannot learn Ex attacks)

+Note: The game also says FP affects Ex attacks, I'm not sure how.

5e)    Combos

Depending on your FP, your combo gauge will start between 0 and 50 (50 for 
999FP) for each character.  You typically get +30 to the gauge per round 
(sometimes varies by character/golem), regardless of what you do, and +10 for 
each enemy you and an ally hit. When it hits 100 (aka MAX) you can perform a 
combo simply by attacking the same enemy with multiple allies that have a combo
gauge at MAX.  The advantages are that you'll do more damage and that you are 
more likely to get an over-break from the damage being added together.

+Note:  You cannot do a combo between two characters if another character is 
setup to take a turn between the two.  You can do a combo with all four 
characters or two different combos with three characters if some attacks 
overlap and some don't.  Or mix it up any other way you can think of.

5f)   Over-breaks  

Over-breaks happen when one character or a combo does more damage to an enemy 
than its max hp.  They are a good thing and net you 120% SP from the enemy it 
happens to.  There are also Over-break uppers that happen when you do twice as
much damage as the enemy's max hp, and they net you 200% SP.  When an Over-
break upper happens to a character (you or the enemy) that character will be 
removed from the field and be un-revivable.

5g)   Status effects

Blurred: "Harder to hit"  (I've never seen anyone ever miss... ???)

Gravity: Cannot move 

Poison: Takes away a small amount of HP each turn

Turn ELM: Flips the targets elemental attribute to its opposite 
      (example: Astuma who is fire would be changed to water)

Taunt/Rage: Enemy will attack you if you are in range.  This doesn't mean they
      won't use an AOE attack and hit everyone around you, but the attack will
      include you.  Depending on the attacks of the enemy, you could make it so
      only you get hit.  Best used against healers.
+Note: I've never seen anything happen when my characters get enraged. Nothing
      seemed to change.

6)Battle strategies (6

Step 1: Examine each enemy (you can select them on the battlefield):
-- Do their attacks do elemental damage?
-- You can see how many squares their attacks hit, is it all short range?
      A spread? A column attack?
-- Check their element, hp, and check if bosses have Ex attacks.

Step 2:  
Pick characters that are the same element as that of the enemy's attacks, if 
you need more defense.  Choose characters with elemental attacks that will do 
extra damage (are opposite the enemy's element) if you need more offense (and 
especially if you can stay out of their range). Place your characters 
strategically; especially if enemies can only hit the front two rows, you'll 
want to be in the back with characters that have a good range.

Choose whether to use protect spells and healing to stay alive or power spells 
to take enemies out fast.  Or neither?  Try and stack your allies in the same 
column, with the low hp ones behind others, so they take less damage.  So like 
Atsuma, then behind him put a healer.  The healer takes less damage and can 
heal Atsuma.  Also, consider using multiple EP draining characters to quasi-
silence enemies (take all their EP away and all they can do is "standby" to 
recover EP).  You could also use turn element and some characters that are the 
same element as the enemy.  This will effectively halve the damage you take 
while letting you do 2x damage, assuming everyone is using elemental attacks.

Be ready to use Ex attacks in hard fights, especially in combos with other 
characters.  Focus on lowering the number of enemies, starting with low hp 
ones, hard hitters, or ones with bad attack ranges (like ones who can hit 
everyone).  A lot depends on what characters you have on the battlefield, but 
you'll get used to what your favorite party members can handle doing.


Spoilsport: Calabaza and another golem or two get a skill called "spoilsport", 
the skill's description says you can only use it when you are immobile.  This 
is incorrect; the only time the skill works is when Calabaza dies.  It will 
automatically fire off when he falls, and he'll be taken from the field (can't 
revive).  Nothing special happens if gravity (which immobilizes you) is cast on 
Calabaza.  Either I missed something, or more likely the Japanese have a word 
for being KO'd that can be roughly translated into "immobile".


Contact info:

Have corrections or additions? Find this guide posted somewhere other than at 
gamefaqs? Hit me up at and let me know!  Please put FAQ in the 
subject area.

Legal info:

This guide was written solely for gamefaqs ( No part of this 
guide may be reproduced elsewhere.

This may not be reproduced under any circumstances except for personal, private 
use. It may not be placed on any web site or otherwise distributed publicly 
without advance written permission. Use of this guide on any other web site or 
as a part of any public display is strictly prohibited, and a violation of 

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright [2006] by [Damian Raczkowski]