This page details mechanics in battle not related to damage. For damage numbers and mechanics, see Damage Formula. For healing details, see Healing Formula. For non-damage details of Status Effects and Buffs and Debuffs, see their respective pages. For anything to do with Another Force, see Another Force.
A party consists of six members split into two groups: frontline and reserves.
When creating a party, the party is created with four frontline and two reserves, but during combat, it is possible to have only 1 frontline and 5 reserves by utilizing switching.
The frontline characters are the characters who participate in combat, can attack enemies and cast skills. These characters can also switch with the characters in the reserves or move directly to the reserves without switching with another character.
If all frontline characters are defeated, a game over will be issued even if the player still has viable characters in reserve.
Note that in-game, skills uses the term "party" to refer to frontline only, and will specify "frontline and reserves" if otherwise.
The reserves characters are characters who do not participate in the combat action. Reserves characters will instead sit in the backline and heal 10% of their maximum HP and MP every turn. If there are less than four frontline units, it is also possible for a reserves character to switch to the frontline by selecting the "Frontline" option. There is a character who applys End of Turning heal to all party units while the character is in the reserves.
Food fully heals HP and MP of all frontline and reserve members in the party and can be used at any time the menu is available. It should be noted that this heal all characters. A maximum of 1 food item can be held at any one time. Food can be replenished at inns or other specific spots. If there is already a food item in inventory, the new food item will not replace the one in the inventory.
The player starts with Feinne’s Sandwiches in the inventory. If consumed, more Feinne’s Sandwiches can be obtained later in the story.
Reserves Healing Tactic
Because food is only limited to 1 until refilled, and the lack of healing locations during some dungeons, knowing how to use the Reserves to heal your party becomes almost essential as the game difficulty increases.
The idea is to swap the characters who need healing to the reserves and allowing them to heal. For example, one method of doing this is:
- During combat, eliminate all but one enemy.
- Send characters who need to heal to reserves (Up to 5).
- Each turn, continue to switch frontline and reserve characters, allowing a different character to take a hit each turn while the rest of the party heals.
- Keep switching until the majority of your party is healed up, and then defeat the enemy.
Pay attention to character's Valor Chants during this process since switching will activate Valor Chants. Valor Chants that decrease enemy ATK or increase ally DEF will soften the enemy hits while switching characters, potentially allowing the reserves healing to outheal the enemy attacks, expediting the healing process.
All characters possess a skill that is only activated when switching from the Reserves to Frontline. This skill is known as Valor Chant. The targets of Valor Chants range from the character itself to including the enemies or the entire party. The effects of Valor Chants also vary from inflicting status effects to changing the entire battlefield. Valor Chants cannot be activated by any other means. Completing character quests will increase from Level 1 to Level 3.
Sidekicks are characters' friends and allies or even traveling partners or other companions. Add a Sidekick to your party and they'll assist you in battle. Sidekick appears as the 5th front member and supports the battle.
In addition to assisting with auto-attacks during battle, various effects can be activated by consuming "charge", and if conditions are met, it is possible to exert "aura" that gives effects to the target.
Sidekicks can be selected from the Sidekick button shown at the tip of the Party screen. You have a limit of have 2 sidekick in a party where one is the Main Sidkick and the other is a Sub Sidekick and similiar to characters you can swap sidekick using the Sidekick button next to Attack button.
The "Run" button causes your party to attempt to escape from the current battle. As of V2.14.200, the run button is now on a icon button on the top of the interface next to the zone/sing icon location. You can attempt to run from horrors, but the button is disabled entirely for (most) boss battles. If you successfully escape, your party will appear in the nearest "behind the corner" spot on the map. Escaping from a battle in Another Dungeon counts as one of your encounters.
The probability of escaping depends only on your number of escape attempts. Speed of party, state of enemies (sleeps, debuffs) - are irrelevant for escape success. Additionally, certain late game items allow escape chance to be guaranteed.
|Attempt||Probability of success|
In Another Eden, characters and attacks have certain types which can potentially affect the damage of the move when used.
Attacks can comprise two different components.
- Skill Type (Slash, Piercing, Blunt, Magic)
- Element (Fire, Water, Earth, Wind, Shade, Thunder, Crystal)
If an element is not stated on an attack, it will be considered a non-elemental attack. See Battle Mechanics#Elements for more details.
Attacks all have an inherent skill multiplier. Attacks which possess an element will also have an additional multiplier called the Elemental Mod which causes such attacks to do more damage than non-elemental attacks with the same skill multiplier.
During a battle, an enemy's weakness or resistance can be checked by holding the character's skill of choice. If an enemy is weak against or will resist the attack, its corresponding or indicator will appear over the enemy on the screen.
- The order of precedence is > > > > Neutral.
|If an enemy has weakness to a particular attack, the damage dealt will be increased roughly doubled. For exact calculation, see Damage Formula.|
|If the enemy resists the attack, the damage dealt is roughly 1/4. For exact calculation, see Damage Formula.|
|Completely nullifies the attack but AF Gauge is still charged|
|Causes the enemy recovers health from an attack that would have otherwise dealt damage. AF Gauge is not charged. If in Another Force, the enemy does not recover health outside of rare circumstances.|
|Character(s)||Skill & Effects|
Replaces the basic attack when user possesses Insight stacks. When used - consume 1 Insight.
Power of user +30% and Intelligence +30% (3 turns) + Stacks 3 Material on user
There are four different skill types (also known as weapon types) in the game. Every skill in the game falls under one of the following skill types.
- Magic: Staff
- Slash: Sword, Katana, Ax
- Pierce: Bow, Lance
- Blunt: Fists, Hammer
Generally, weapon type resistances do not follow a standard pattern and are set on an enemy-to-enemy basis. For instance, flying enemies are often weak to Pierce, but this is not always the case.
For elements, the weakness and resistance chart is as shown below. This is just a guideline and does not always hold true in battles.
Playable characters have an innate element and often have skills of that same element. Through the ability board, characters can also increase their elemental resistance by up to 30% (for 5★ NS, ES or AC characters) and 20% (for Another Style Characters) for the element they are strong against. For example, Gariyu is a Fire-element character who deals Fire-element magic damage and has increased resistance to Wind. Note that the playable characters do not have an inherent elemental weakness.
- If no element is indicated in the skill description and it deals Slash, Blunt, or Pierce damage, then it is a Non-Elemental physical attack.
- If no element is indicated in the skill description and it deals Magic damage, then it is a non-elemental magic attack. Non-elemental magic attacks are also affected by certain elemental buffs and debuffs, see below for details.
Some skill descriptions state an increase or decrease to "Type resistance", such as Mariel's Aurora Force. Other skills may indicate a specific element. such as Gariyu's Burning Shield which states an increase to "Wind type resistance".
- "Type" refers to all elemental physical attacks and all magic attacks.
- "Type resistance increase/decrease" directly affects damage from all elemental physical attacks and all magic attacks (including non-elemental magic attacks).
- "Type attack+" from Equipment or Grasta affects only elemental physical attacks and elemental magic.
- Exception: "Type attack+ (# moves)" buff from skills or VC affects damage from all sources of damage.
- "Wind type" refers to all physical and magical attacks of Wind element only.
- "Wind type resistance increase/decrease" directly affects damage from all physical and magical attacks of Wind element and also non-elemental magic attacks.
- "Wind type damage+" directly affect damage from all physical and magical attacks of Wind element only.
- "Non-type" effects refer to non-elemental physical and non-elemental magic attacks only.
- "Non-type resistance increase/decrease" does not exist in the game.
- "Non-type attack+", from Equipment or Grastas, affects damage for non-elemental physical and non-elemental magic attacks only.
- "Non-type physical attack+" affects non-elemental physical attacks only. It has the same icon as "PWR+" but is considered a separate buff. It is also separate from "Non-Type Attack+" (gray Type attack icon).
A summary of how elemental moves are affected is shown below.
|Element Type||Elemental Physical||Null Physical||Elemental Magical||Null Magical|
|Null element damage UP (Skill/Equip)||×||✓||×||✓|
|Specific element damage UP (Skill/Equip)||✓||×||✓||×|
|Type damage UP (Skill)||✓||✓||✓||✓|
|Type damage UP (Equip)||✓||×||✓||×|
|Specific element resistance buff/debuff (Skill/Equip)||✓||×||✓||✓|
|Type resistance buff/debuff (Skill/Equip)||✓||×||✓||✓|
Enemies can have additional resistances beyond what the element normally resists. For instance,
- Certain bosses may resist all elements especially if some mechanics or enemies are not defeated in time. Examples include Zennon Ogre.
- Enemies in Weapon Manifestation resists all elements except their own innate element and the element they are supposed to be weak against. Their innate element and the opposing element is neutral instad.
Numerical values affecting various attributes of a character.
Equipment can change a character stats, give unique skills, and provide unique buffs. There are also manifest weapons which can improve the character 5★ skills. It should be noted that progress in the Main Story is needed to be able to equip Manifest Weapon, and Grasta.
- Manifest Weapon
- Sidekick Equipment
- Elements (Complex Dream Reward Characters only)
Battles generally follow the following order within each turn, but exceptions exist.
- Start of battle
- Enemy start-of-turn actions; Bag Baddies "# more turns"
- Party start-of-turn actions (in order of character placement: left to right)
- Sidekick Charged Skills
- Enemy and party preemptive actions (in order of speed, with RNG ±10%)
- Enemy and party normal actions (in order of speed, with RNG ±10%)
- Enemy and party delayed actions (in order of speed, with RNG ±10%)
- Party preemptive end-of-turn actions (in order of speed, with RNG ±10%)
- Party end-of-turn actions (in order of speed, with RNG ±10%)
- Party/Enemy Regen
- Buffs, debuffs, statuses end of turn (including recovery from status); End of Flash Zone or Awakened Zone
- Pain/Poison damage
- Enemy end-of-turn actions
- Party other end-of-turn effects: party heal/buffs/stacks based on no. of moves/actions; most Song effects excluding attacks
- Environmental end-of-turn effects: status apply etc.
- Waves of [Zone] energy fill the area
- All status status icons disappear temporarily, HP/MP recovery for party reserve members, turn switching for singing
- Go back to No. 2
- Preemptive end-of-turn actions can be only executed using Falcon Grasta or Falcon Badge on a turn where Another Force was used.
- No. 14 (party end-of-turn actions) example: Pizzica's Oratorio can be used to cleanse Kikyo (Another Style)'s stun from Overdrive ending if Kikyo is placed to the left of Pizzica.
- Notice that the end-of-turn actions from no. 8 is done before recovery from status (e.g. stun, sleep, etc) so such actions may be skipped if the character is afflicted with such statuses, while that of 13 is done after recovery from status.
- In Battle Simulator, upon defeating the last enemy in a wave, the next wave starts and all remaining actions are skipped, continuing instead from No. 10 (Regen).
- Flash Strike Stance may be overwritten by another zone by the enemy in some cases, but may overwrite enemy zones in others.
- Counters follow in order of character placement: left to right
When some effect of some buff or stack is based on number of %some_type% moves/actions/attacks count in same or previous turn, there are some generic rules that apply for such counting:
- Conditions apply to the precise moment of effect deployment - things like "when in %some% zone", "when %something%"
- Double moves from Copy status are counted twice
- Repeat moves from "Attack again" skills are counted as much as they repeat.
- End-of-Turn, counters, knocked back or dead allies' moves are not counted.
Examples for when moves are counted while considering the moment of activation:
- Counting Earth moves for End of Turn or Start of Turn condition "When in Earth zone":
- Moves counted: Earth moves happen without zone or in any other zone, and then Earth Zone is deployed next by enemy or by next moves/vc before #14(for EoT) of current turn or #3 (for SoT) of next turn
- Moves are not counted: Earth moves happen in Earth zone, but Earth zone is removed or changed or ends at #11 before #14 or before #3 of next turn.
Status effects and buffs/debuffs
Status Effects have either positive or negative effects and are indicated by purple icons. Examples include Poison/Pain, Barrier, and Stun. Most negative status effects can be cleared by skills or have a chance to be cured at the end of every turn. Bosses often have 100% resistance to certain or even all types e.g. Sleep, although skills with "ignore target resistance" can usually guarantee infliction.
Buffs and Debuffs have either positive or negative effects and are indicated by blue or red icons respectively. Some rare buffs are purple, but still considered of this type. Enemies have no resistance to debuffs, so unlike status effects, a 100% chance to inflict will guarantee the effect. Equipment buffs/debuffs are treated specially, not being subject to the same diminishing returns stacking mechanics that applies to debuffs from skills.
Named stacks are technically not considered buffs/debuffs, but often have similar effects. These are indicated as white or red orbs on characters (for positive and negative effects respectively), or some are hexagonal. Named stacks are not removed by skills that cleanse buffs/debuffs. Often times, this can be a indicator for a character skill, in which it act as a consumable buff for a skill.
The basic elements, as described above, are available as soon as Another Eden is started. In later chapters, a new combat mechanic is introduced in the story, known as Another Force. As Another Force has the capability to make "multiple turns" within the same turn, it will prove to be an important source of damage and support for certain battles.
In certain content, enemies may use specific mechanics known as Zones or Stances. They can amplify or minimize the damage bonus of elemental types or physical types, and affect the progression of Another Force for the entire duration of the battle. Zones/Stances are also available to players in certain character skills and Valor Chants.
Some characters have the Lunatic ability instead of Normal Attack. By selecting Lunatic, once per battle the character can enter Lunatic mode. When the character enters Lunatic mode, they recevie powerful special effects. Lunatic mode ends after 3 turns or when the character is defeated. The Power of Benefic Grasta can extend this state for two more turns.
Two types of skills are grouped into Support Effects: Songs and Prayers, their icons inside battle interface share same place with Zones, while not being considered as zones for skill effects. Effects of Songs and Prayers stack with each other and with Zone effects by common rules. Support Effects end after a certain number of turns have passed. A second Support Effect of the same type activated while one is already active will overwrite the current effect so only the latest Song and the latest Prayer can be active at the same time.
- While Songs are in use, singer who activated the effect will be unable to act. In return, your allies will receive various powerful buffs.
- Prayers on the other hand, allow the caster to act, but will be removed if caster will receive any damage on their HP.
|Character(s)||Skill & Effects|
State of strengthening and inspiring all party members with the power of singing.
State of strengthening and inspiring all party members with the power of prayers.
Aura are abilities that activate when certain conditions are fulfilled in battle. 4★ & 5★ Sidekicks and some enemies have Auras. Activation conditions differ depending on the type of Aura. Many Auras affect units other than the Aura holder, so even units without Auras can benefit.
Environmental effects are divided into 4 groups (Atmosphere, Ground, Special, & Weather). Each Environmental effect has it unique traits which can affect some Auras and may change how you apporach a battle. Certain Environmental Effects are considered as Severe, and they can wildly affect the course of battles. Under Severe Environmental Effects, both positive and negative effects are amplified. Phase Shift will always be under Severe Environmental Effects.