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    Combat/Stat Guide by Nioden

    Version: 0.85 | Updated: 09/15/06 | Search Guide | Bookmark Guide

    *** 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 taolas@gmail.com and let me know!  Please put FAQ in the 
    subject area.
    Legal info:
    This guide was written solely for gamefaqs (www.gamefaqs.com). 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]

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