Xanadu Next/Game Mechanics

From SDA Knowledge Base

Jump to: navigation, search

=Game Mechanics

Weapon Proficiency and Skills

Each weapon has an affiliated skill that can be used while the weapon is equipped.

The user gains proficiency with any weapon based on the number of strikes given to objects and enemies. As proficiency rises, the damage dealt by the weapon increases by a significant amount.

At 100% proficiency, you permanently learn the equipped weapon's skill,and are able to utilize it without that weapon equipped. The curve of gaining proficiency resets. The curve from 100% to 200% is much sharper, but the damage dealt by the weapon is also on a sharper curve to its' maximum state.

Skills that amplify weapon damage stack.

Each active skill has a set amount of uses available between rests. Drinking a magic potion (highlighted skill), leveling up (all skills), dying to utilize an elixir (all skills) or touching a save statue refreshes the amount of uses available.

Passive skills have their effect active so long as they are equipped on the skillbar.

Spells

Spells are divided by 'tier'. Each 'tier' generally has a set amount of base casts (20,10,7).

Spells are further divided (with the exception of specific spells) into levels. The basic elemental spells have 3 levels. The middle tier elemental spells have 2 levels. The special spells have one level.

Spells and equipment available in the shops are updated per Crown boss kill. You can find most of the spells in the wild once the exploration items are found and the pathways to them are open.

Touching a save statue (all spells), upgrading a level one spell with a higher spellbook (only that spell), drinking a magic potion (only the highlighted spell), leveling up (all spells) all refresh the amount of available spellcasts.

Routing around killcounts, experience, and spellcasts between areas to refresh spell and skill uses between levelups and statues is a thing.

Passive Items

Items with a passive effect like the Ruby and the Gauntlets have their passive effect active only while they are equipped to the item bar. You need to swap out these items between the inventory and item bar based on your circumstances in order to progress.

Experience Gain

Each monster has a base amount of given experience. As your level approaches and exceeds their level, that given amount decreases, to a minimum of 1.

Guardian Spirits

Guardian cards level up, with each individual enemy death granting one experience. The card effect given increases per level of the card. The Flugel card grants an additional 10% experience given per card level(max card level 5), and the Sorcerian card grants an additional 3% magic damage per card level (max card level 5).

You can also get a flat level (no experience is carried over) from touching Guardian statues scattered about the island. Routing out killcounts in order to utilize these statues most efficiently is a thing.

Block Puzzles

Block puzzles are pretty straightforwards until the colored blocks (match 3) and the hover boots come into play.

Alternate puzzle solutions

The above video has alternate solutions to a few of the puzzles.

Backstabs, directional damage

When you attack an enemy from the front, it deals reduced damage. Attacking from the sides increases damage dealt slightly, and attacking from the rear (signified by red slashes appearing on the enemy and a 'critical hit' screenshake, very satisfying) increases damage significantly.

Directional damage and backstabs apply to the player as well, so watch your back.

Personal tools