Battle Mechanics

From Another Eden Wiki


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.


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.

Reserves Healing Tactic[edit]

Because food is only limited to 1 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:

  1. During combat, eliminate all but one enemy.
  2. Send characters who need to heal to reserves (Up to 5).
  3. 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.
  4. 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.

Escaping from Battle[edit]

The "Run" button causes your party to attempt to escape from the current battle. 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.

Attempt Probability of success
1 50%
2 50%
3 75%
4 100%

Status Ailment Cure Rates[edit]

AKA, chances debuff like poison, pain, etc will be removed after each turn. This affects both allies and enemies.

Turn Probability of success
1 0.0%
2 37.5%
3 62.5%
4 87.5%
5 100.0%


In Another Eden, characters and attacks have certain types which can potentially affect the damage of the move when used.

There are two types:

  • Elemental Type (Fire, Water, Earth, Wind)
  • Physical Weapon Type (Slash, Piercing, Blunt)

If an enemy has a weak point to a type, and a character uses a skill of that type against an enemy, damage will be increased by 2x.

Some skill descriptions (i.e. Mariel's Aurora Force) state an increase to "Type resistance" which refers to all elemental resistances.

Weakness / Resistances[edit]

For elements, the weakness/resistance chart is as follows:

Element Weak Against Resists
Skill Type 8 1.png Fire Skill Type 8 8.png Water Skill Type 8 4.png Wind
Skill Type 8 8.png Water Skill Type 8 2.png Earth Skill Type 8 1.png Fire
Skill Type 8 2.png Earth Skill Type 8 4.png Wind Skill Type 8 8.png Water
Skill Type 8 4.png Wind Skill Type 8 1.png Fire Skill Type 8 2.png Earth

Enemies can have additional resistances beyond what the element normally resists and can even have special resistances such as "Absorb" where an enemy can absorb the specific element attack rather than just normally resist it. There are also several cases where an enemy resists only its own element but not the one it has an offensive advantage on.

Unlike elemental weakness/resistances, weapon type resistances do not follow a standard pattern and are set on an enemy-to-enemy basis.

During battle, an enemy's weakness can be checked by holding the character's skill of choice. If an enemy is weak/resists the attack, an indicator will appear over the monster on the screen.

All characters will have a innate element which will usually be accompanied by skills of that element, and have an opportunity to increase their base elemental resistance (see chart above for element relationships) up to 30% (for 5-star characters) via the ability board. Note that characters do not have an inherent elemental weakness.

Tier 5 characters will have the opportunity to increase resistance to all negative status effects (debuffs) by 10% via the ability board.

Status Effects[edit]

Some skills may inflict negative status effects also known as debuffs. A successful infliction is indicated by a purple status icon, and sometimes an accompanying sprite (i.e. a "zzz" above an enemy when given sleep). When a status icon begins to blink its effects will stop at the end of the turn.

  • Bind: Character loses the the ability to activate one of their 3 skills. Multiple binds can be inflicted on a single character to shut off more skills.
  • Charge: Character prepares for the next action.
  • Confuse: Character uses a random skill on a random target. This effect is cancelled if the character is attacked.
  • Counter: Character gains the ability to counter certain attacks.
  • Darkness: Character attacks can miss.
  • Nullify: Character is protected against specific status effects.
  • Poison: Damages character or enemy at the end of all actions in a turn. Damage based on INT.
  • Pain: Damages character or enemy at the end of all actions in a turn. Damage based on PWR.
  • Rage: Character or enemy can only attack the target that inflicted the rage. Note that this does not prevent an AoE attack from being performed.
  • Sleep: Similar to stun, if inflicted before an action is executed in a turn, character or enemy falls asleep and does not execute any action during that turn. This effect persists for 3 turns or until non-poison/pain damage is taken.
  • Stone: Character cannot act or receive damage.
  • Stun: If inflicted before action taken in a turn, character or enemy becomes stunned and does not take the expected action.