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...
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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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