Another Eden Begins - Systems

The progression and battle systems of Another Eden Begins, collected in one place. The story sections of the hub overview summarise them; the entries here explain how each one actually works, what it costs and where its materials come from, so a player can plan a party around them instead of discove...
of 11 entries · updated 2026-09-15
Name Type Description Source
Another Force Battle System A gauge shared by the whole party that fills as members land attacks and hit elemental weaknesses. Available in every battle from the tutorial onward
Party Formation and Reserves Battle System Six characters are carried with four on the field and two in reserve. Core system; party size expands through the story
Elemental Weakness and Resistance Battle System Fire, Water, Earth, Wind, Shade, Thunder and Crystal attacks are checked against each enemy's resistances. Core system; resistances are visible once an enemy has been scanned or fought
Another Dungeons Progression Loop Repeatable dungeons run from a fixed set of entrances, each with its own enemy table and reward pool. Unlocked as the story progresses; entrances appear per era
Dungeon Keys Resource Green and red keys are the entry cost for Another Dungeon runs and regenerate over real time rather than being bought in bulk. Regenerate over time; also awarded from story progress and events
Light and Shadow Progression System Each character carries a Light or Shadow value that rises when a duplicate of that character is obtained or when specific items are used on them. Duplicates, dedicated items and dungeon rewards
Class Change Progression System Characters move from three star to four star to five star classes using class-specific upgrade materials. Class tomes and materials from Another Dungeons and story rewards
Grasta Equipment System Gem-like items socketed into a character's grid. Another Dungeons and boss encounters
Manifest Weapons and Awakening Equipment System A character's Manifest weapon grants a signature skill that no other weapon provides, and awakening it with materials strengthens that skill further. Manifest weapon acquisition plus awakening materials from dungeons and bosses
No Stamina Gate Structure The story, exploration and party management run without an energy meter, so a session is limited by keys for dungeons and by the player's own time rather than by regeneration. Applies to the whole game outside dungeon keys
Present, Antiquity and Future Structure The story moves between three eras of the same world. Story structure from the opening arc onward
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