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xelor

Xelors are Magi who can influence time. They also command obedience from all related mechanisms like chimes, clocks and pendulums. Xelors enjoy playing with time… either to slow down their enemies or to teleport themselves wherever they want.

Profile
  • Speciality : Manipulates Action Points (AP)
  • Preferred Weapons : Hammer (100 % damage) and Wand (95 % damage)
  • Basic characteristics :
    • 42 Health Points (HP)
    • 6 6 Action Points (AP)
    • 3 3 Movement Points (MP)
    • 1 1 Initiative Point
    • 100 - 100 Prospecting Points

Each time you level up in combat, you'll receive 5 points which you can use to improve your characteristics and one point for your spells. You should spend these points carefully and establish a direction in which you want your character to evolve.

In the table below you'll see how much it costs to improve each characteristic. The more you invest in any one characteristic, the more points you'll have to spend to continue improving it. For Xelors, each INTELLIGENCE point will only cost one capital point until you have accumulated 100. Thereafter, you'll have to spend two capital points to improve this characteristic.

VITALITY will always cost one point and WISDOM will always cost three.

Cost in points for each
characteristic .
1 for 1 2 for 1 3 for 1 4 for 1 5 for 1
Intelligence 0 to 100 101 to 200 201 to 300 301 to 400 401 +
Strength 0 to 20 21 to 40 41 to 60 61 to 80 81 +
Agility 0 to 20 21 to 40 41 to 60 61 to 80 81 +
Chance - 0 to 50 51 to 150 151 to 250 251 +

INTELLIGENCE is the main characteristic of Xelors and it is this characteristic that will cost the least amount of capital points to develop. INTELLIGENCE increases the intensity of Fire damage, which is dealt by many Xelor spells.

Xelor spells

Mummification

0 RA

Required level 70

6 AP

This spell turns the caster into a mummy with increased resistances.

Effects

Normal
Critical

Nb. of casts per turn

Nb. of casts per turn per player

Nb. or turns between two casts

-

1/100

-

-

20

Line of sight

Linear

Free cells

 
 
 
 

Xelors in general

Xelors stand out for their ability to manipulate time. To do this, you will certainly have to use some of the following spells:

Slow Down, Counter, Teleportation, Devotion, Flight, Blinding Protection, Mummification

These spells are every Xelor's trademark and whatever your basic element, you should get to know well - you will use them very often

As for the Xelors' weapons, they will tend to use a Hammer (100 % damage) and a Wand (95 % damage). Nothing is stopping you from using other weapons, but with these, your damage will fall to 90%.

As for choosing your attack spells, this will depend on the element you decide to specialise in. Fire Xelors are the commonest type and the easiest to play, although, being versatile, any type of Xelor will be playable.

Fire Xelor

Fire Xelors are the easiest to evolve. From level one, they have an attack spell linked to their element and soon gain more. Since INTELLIGENCE is their primary characteristic, they will focus on improving this. They will increase their Fire-type damage and improve their spell MUMMIFICATION many times over. By investing points in VITALITY, they will be more effective in resisting attacks.

FIre Xelors will do their best to increase their INTELLIGENCE, and if possible their WISDOM, by equipping items which bring bonuses in this characteristic. As for close combat, they will turn to a good Fire hammer such as the Toh'Lo Hammer.

The Fire Xelor's attack spells are: Hand, Dark Ray, Xelor's Sandglass, Temporal Dust

Inexperienced players should start out with a Fire Xelor, since these can gain power easily which will serve them well when they increase in level, even if they decide to change elements.

Earth Xelor

Earth Xelors can evolve from Fire Xelors or may be completely independant warriors in their own right. They will attempt to increase their STRENGTH, either from the very beginning by buying scrolls, or after having laid the fountations of their character with INTELLIGENCE. STRENGTH will increase their Earth-type damage as well as Neutral damage. As a result they will be spoiled for choice when it comes to close combat weapons.

They will gather items that bring bonuses in STRENGTH and WISDOM, but they can also focus on Fire until level 90 and branch out thereafter. A good Neutal-damage hammer such as the Cerberus will be very useful in the beginning.

The Earth Xelor's attack spell is:Xelor's Punch

Earth Xelors do not have any spell linked to their element and as a result may wish to focus on INTELLIGENCE in order to increase the power of a Fire-type spell such as Hand or Xelor's Sandglass.

Water Xelor

Water Xelors are difficult to evolve and this type will often branch out into another element. It is always a good idea for Water Xelors to invest in INTELLIGENCE and WISDOM as well so as to increase the effectiveness of their support spells.

According to the pathway they folllow, Water Xelors will equip items that bring CHANCE, WISDOM or INTELLIGENCE bonuses. Once they reach level 80, they may begin to focus entirely on CHANCE, not forgetting WISDOM. A good Water damage weapon such as the Ergot Mina or the Tortoi Hammer can compensate for their weakness early on.

The Water Xelor's attack spell is: Clock

As with the Earth Xelor, Water Xelors only have one attack spell in their element. If they have invested in INTELLIGENCE, however, they will have a strong Fire attack to compensate.

Air Xelor

Air Xelors will focus on mobility and the tactical aspect of combat, but they will be less powerful in terms of damage. They are more delicate to play and may pose an interesting challenge for players who enjoy originality. They will be careful to increase their AGILITY in their early stages using scrolls and will then begin to invest their points capital in this characteristic, as well as in VITALITY and WISDOM.

Air Xelors will always tend to equip items that will improve AGILITY which allows them to increase their Air damage and to tackle their enemies more easily. In their early stages, Air-type hammers are quite rare. The Ha Hammer is an exception, but is is also possible to opt for a good dagger.

The Air Xelor's attack spells are: Frostbite, Shriveling

Air Xelors will also focus on displacement spells so as to increase their mobility: Teleportation and Flight

Multi-elemental Xelor

As their name indicates, Multi-elemental Xelors combine spells of at least two specific elements. Often the combination is formed between Fire and another element, but playing a Water/Air or an Air/Earth Xelor is also entirely possible. On the other hand, these types of character paths are some of the most difficult to evolve.

It is not advisable to evolve your character based on more than two attack elements. Your capital points will be spread too thin and your character will lack focused strength, making it an impractical option.

The Xelor Sage

Moving beyond the usual pathway which combines two elements, Xelor Sages are primariy support characters. What they lack in their power of attack, they make up for in AP, making them excellent group fighters. Their lack of attacking power makes it extremely difficult to play on its own. They will tend to increase their WISDOM, firstly using scrolls and later points capital. A good level of VITALITY is also beneficial for this type of Xelor.


Xelor Sages seek to develop this characteristic as much as possible, but can alternatively equip items that bring AP bonuses. They will also choose their weapons on the basis of bonuses, and not of the damage they deal.

The Xelor Sage's attack spells are: Slow Down, Counter, Blurry, vol de temps, Devotion, Loss of Motivation, Blinding Protection, Xelor's Dial