Field Magic

From Another Eden Wiki

Learn Magic[edit]

In Main Story Chapter 106, you will be introduced to Magic. There are several places where Magic will come in handy in the Rok World. This magic is different from that used in the time layer Aldo and friends are from.

It can move giant objects easily, show the truth of things, and even alter forms... Magic can be learned by anyone who absorbs magic from this world and reads a magic tome, and then you can use it in the field.

Leveling Your Crystal Rod[edit]

Absorb magic from the Lightspark Tree in each region to enhance your Crystal Rod. Your Crystal Rod level only affects which spells you can access, but not the strength of the spells you already know. Stronger spells can only be accessed by gathering Magic Tomes.

There are total of 10 Lightspark Trees spread across Refleque:

  1. Parmonia Meadows - no magic required
  2. Folkian Wildlands (North) - no magic required
  3. Kirdis Forest - require Beginner magic Clearsight
  4. Folkian Wildlands (South) - no new magic required
  5. [need someone to confirm this] Laranssa Seabed - require Beginner magic Clearsight
  6. The Whitherfields - no new magic required
  7. Ritnem - require Beginner magic Clearsight
  8. Hamoul Woodland - require Intermediate magic Farsight
  9. Northern Krete - need Intermediate magic Magikinesis to move the block in Eternook.
  10. Petalfall Village - require Advance magic Allsight (cast in Ritnem to reveal a connecting bridge)
  • For Trees #4-5, you need to reach Chapter 110 and gain the ability to free-explore the undersea over-map. >Click to access spoiler< You are re-united with Sleeping Pearl, the sentient ship from Into Hollow 1 that awaited you for 800 years.
  • For Trees #6-10, you need to clear Chapter 112 and gain the ability to free-explore Effusia (floating islands over-map). >Click to access spoiler< Guilty Hades gains full-flight ability; the event also comes with another nice bonus video for the Xenogears/mecha fans.

Magic Points[edit]

When you get close to a point where Magic can be used (depicted by a staff icon on the minimap), the object that can be affected will start to glow - purple for moveable objects, yellow for illusions, and blue for locked doors and chests. Tap the appropriate button on the bottom of the screen to cast the spell to interact with the overworld.

Types of Magic[edit]

Magic is divided into 4 different types.

  • Transform (Swapping icon) - Self-transform into monsters (Laikas) and gain the ability to converse with monster NPCs
  • Unlock (Key icon) - Unseal doors and unlock chests
  • Visibility (Eye icon) - Reveal hidden items and paths
  • Movement (Hand icon) - Move large objects with telekinesis
Ability Description Use Conditions Type
Types of Field Magic
Illusia A very rare spell that can change the user's form. Developed by a monster, this spell allows conversation with monsters while transformed. Transform
Uncover Magic that allows the user to remove magical seals and locks. A simple and common spell, it has no effect on nonmagical locks. Unlock
Unlock Intermediate form of Uncover. Can open specialized seals, like on treasure chests. A spell developed long ago by a Mek-descended locksmith. Unlock
Unseal Advanced form of Uncover, requiring lots of magic. Able to undo all seals and locks, even ones that only open for specific individuals. Unlock
Clearsight Magic that allows the user to see through illusions. Allows sight through natural barriers, and some artificial ones. Visibility
Farsight Intermediate form of Clearsight. Can see through even elaborate illusions. Use of this spell is a prerequisite for joining law enforcement. Visibility
Allsight Advanced form of Clearsight, requiring lots of magic. This magic can see through all, but its huge power is rarely ever needed. Visibility
Telekinesis Magic that allows the user to move certain objects in this world without touching them. Limited in rage and capability. Movement
Magikinesis Intermediate form of Telekinesis. Move bigger things, from further away. Once used by miners of magical ore. Movement
Omnikinesis Advanced form of Telekinesis, requiring lots of magic. Though its users are few, they can lift even houses with ease. Movement

Intermediate Magic Tomes[edit]

Requirements: Must complete Apprentice Tier (2nd out of 5) of the Tower of Wisdom tournament. You also need to get the tomes in the exact order listed below, since you need those magics to solve later puzzles.

Tome of Magikinesis

  • Talk to npc in [Tower of Wisdom] to learn of accessing intermediate magic.
  • Talk to npc in [Jevan], who will open up the Magic Ore Tunnels that house the tome.
  • Get tome at end of [Magic Ore Tunnels]

Tome of Farsight

  • Talk to girl in [Ritnem]
  • Use sight magic to unlock all 6 spots in town
  • Get [Paw Print Vase] from girl
  • Travel to [Emur], talk to girl in tavern, and give her the Paw Print Vase. She will speak of illusory flames that serve as a deterrent but do no harm.
  • Go back to [Ritnem] and pass through the flaming door to find the tome.

Tome of Illusia

  • Talk to NPC in [Eternook], north of world map, and learn of a "hide-and-seek" poem.
  • Go to southwest of map, [Hamoul Woodlands]
  • Touch flowers in blue→yellow→red order
  • Go to the top left horse monster
  • Choose Yes to all Challenges
  • After that you can trade in all Illusory Medal misprint locations with the NPC

Tome of Unlock

  • Talk to monster NPC in center left of [Lashval Ruins]. You need to be able to transform into a monster in the overworld first.
  • Go to [Omegapolis Ruins Midlayer], check billboard in second row (from top) left house
  • Go to [Shoal Runner], get tome on first map, top right

Advanced Magic Tomes[edit]

Requirements: Must complete Adept Tier (3rd out of 5) of the Tower of Wisdom tournament and beat most of the 4 Beasts. Three of 4 Beast will drop the key items required to start the Advance Magic Tome quests. Note that the 4 Beasts are superbosses with multiple life bars and massive amounts of HP, so extensive prep work is needed to even access these tomes.

You will also need full access to all the Intermediate Magic. In particular, you will need Illusia to talk with the monster NPCs, and all the advanced tomes are locked inside magical chests.

Tome of Unseal

  • Defeat Baron of the Blossoms and pick up Blossom Basket to unlock this questline
  • Go to Omegapolis Ruins and find someone with the green mark in one of the houses (middle, second from bottom)
  • Go to Jasmond Alba District and talk to someone with a green mark inside one of the rooms (bottom left, second from bottom)
  • Explore Boiling Caves of Gazarak and open the chest at the end

Tome of Allsight

  • Defeat Celestialfly and pick up Brigan Bracelet to unlock this questline
  • Go to Fileria tavern and talk to the monster
  • Go to the 4 cities above ground and find 4 pots (they will be marked as magic symbols on the minimap) Eternook, Jevan, Emur, Jasmond Midlayer Courtyard (left screen from Alba District)
  • Go back to Fileria tavern and talk to the monster again
  • Go to Barkhelm Ruins top left
  • Unlock the seal, Go inside the house and open the chest

Tome of Omnikinesis

  • Defeat the Ancient Bladefiend to get the Gearless Pocket Watch.
  • Travel to Southern Krete, use Telekinesis on the elevator, and show the Pocket watch to the historian living nearby. She'll point you to someone with sorcerock in Dierkuul Depths.
  • Enter Dierkuul Depths. Enter the Craftsman's House located just north of the entrance, then transform with Illusia to speak with the monster inhabitant. He'll sell you a Sorcerock Gear for 10,000 Regina.
  • Return to the historian in Southern Krete, hand her the Sorcerock Gear, and she'll repair the watch, giving you the Magifactory Key.
  • Return to Dierkuul Depths and access the magifactory all the way at the end of the map.
  • Scale the Magifactory Tower. The Tome of Omnikinesis is on 4F (accessed from the bottom-most ladder on 3F).