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Long awaited, the Xelor revamp is now becoming reality, and will come to the game in the upcoming update, in July. Today, we offer you a closer look at the modifications to expect.

In this devblog, we will give you an overview of the new mechanics that we would like to add to the Xelor class. Note that we will not include any values, as we would first like to have your feedback on the overall mechanics and features.
 
Let us know what you think!
 

On a General note

  • We wanted to put the emphasis on Multi Element. While playing a single element will still be possible and fun, you will notice a high level of interaction between the three elements of the Xelor. It goes without saying that this class will reach its full potential when played with Multi Element builds. This is a modification that will become truer and truer in the entire game as time goes by. With the spells being balanced on a maximum level of 200 and no longer 100, you will see that playing Multi Element becomes a real option and a viable alternative to Single Element.
  • Tick Tock: This mechanic being one of the real originality of the class, we decided to use it even more, and make it a real game changer for the Xelor. You will see that many spells can have very different effects if they’re used on a Tick or Tock turn, and your strategy will have to take this into account.
  • Hyperaction: This change will apply to the entire game, but Xelors might be the ones most affected by it. All AP losses will now generate Hyperaction. In other words, each time you inflict an AP loss to your opponent, he will receive a level of resistance to further AP loss. The resistance will decrease at the beginning of each players turn.
  • Accelerator: This state will apply to a target and gain one level each time said target receives an AP from a Xelor spell. Once Accelerator reaches level 5, the target can no longer receive additional AP. The state resets at the beginning of the player’s turn. When this state reaches level 5, Temporal Focus to another ally.
 

Water

Frostbite


Damages will be lowered, but chances to apply an AP loss will increase.
Cost: 3AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 3 - 32 | Effects: -1 AP (50-90%)

 

Temporal Control


Slow Down becomes Temporal Control: This spell can either target the Xelor, allies or enemies. On a Tick turn it will have a chance to give one AP and place a “temporal focus” state on the target (if the target is an ally, it doesn’t take any damage from this spell). On a Tock turn, it inflicts an AP loss (1 AP instead of 2 AP). There can only be one “temporal focus” at a time in the game (ends at the end of the Xelor’s turn).
Cost: 1 AP | Range: 0 and 2-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 1/target
Damage: 1 - 6 | Effects: Tick: +1 AP (50-90%) Temporal Focus / Tock: -1 AP (50%), -1 AP (90%)

Xelor sandglass


Its damages will lower, and the spell becomes limited to 4 uses per target. On a Tick turn it will have a chance to give one AP to an ally under the “temporal focus” state. On a Tock turn, the target has a chance to lose one AP.
Cost: 2 AP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: In Line
Damage: 2 - 19 | Effects: Tick: +1 AP to ally under Temporal Focus (40-80%) / Tock: -1 AP (40-80%)

 

Clock


Its damages and cost will lower (5 AP). On a Tick turn it will have a chance to give one AP per enemy hit by the spell, to an ally under “temporal focus”. On a Tock turn, the target has a chance to lose one AP.
Cost: 5 AP | Range 2-4 | Area: Cross | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 50 | Effects: Tick: +1 AP to ally under temporal focus (50-90%) / Tock: -1 AP (50-90%)

 

Sinistro


It now has 3 charges, 3 AP and the spell Frostbite with a range of 1-3. If placed on a Dial cell, it will have chances to remove an AP and It will no longer be destroyed if not on an Hour cell.
Cost: 4 AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 1 Control
Damage: - | Effects: 3 Charges, 3 AP, spell: Frostbite with Range 1-3

 

Air

Underhand


Has no Tick and Tock effects anymore. Its range can now be modified but it can only target a cell in contact with an Hour cell. Its cost is lowered (3 AP) and range increased (1-2) while the damages are lowered. Cast on a player it will apply the effect “Aiming” (temporary translation) that will push back the target by one cell at the beginning of the Xelor’s turn (in the opposite direction). If a Xelor uses this spell on an empty cell in contact with an Hour cell, it will create a Time Rift. The Aiming effect can stack.
Cost: 3 AP | Range: 1-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: target a player or a cell in contact with an hour cell
Damage: 3 - 45 | Effects: on player: Applies Aiming / If Xelor on a Hour cell, on targeted cell: places a Time Rift

 

Aging


Its cost is increased (2 AP) and range decreased (1-3). It will now have a cross area. Its damage bonuses with Tick and Tock will be modified. It will now consume the states “Distortion” and “Aiming” and directly apply their effects instead of them applying at the beginning of the next turn.
Cost: 2 AP | Range: 1-3 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: 1/target
Damage: 1 - 6 | Effects: Tick: -1/-10 HP for each 10 INI lost / Tock: -1/-9 HP for each AP lost / Consumes Distortion and Aiming

 

Temporal Distortion


Its damages will increase. It will no longer have a Tick and Tock effect. Teleports the target on a Time Rift, turns it toward the Xelor and applies “Distortion” to it. Distortion: the target receives damages at the beginning of the next Xelor’s turn. This spell doesn’t damage allies.
Cost: 2 AP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: No | Conditions: None
Damage: 2 - 30 | Effects: Teleports the target on a Time Rift (and turns it toward the Xelor) / Applies Distortion

 

Tempus Fugit


Its damages will now always be dealt before teleportation. Casting this spell creates a “Time Twist” (temporary translation) on the starting and ending cell. If a player the Xelor or his allies step on a Time Twist, he is teleported to the other (if empty). There can only be 2 Time Twist at a time in the fight, and they only last one turn. The spell has no special effect on Tick and Tock turns.
Cost: 3 AP 1 MP | Range 2-2 | Area: Cross | LoS: No | Boostable: No | Conditions: None
Damage: 3 - 35 | Effects: Damages are dealt before teleportation / Place a Time Twist on the starting cell, and the landing cell

 

Xelor Punishment

This spell no longer requires targeting of an Hour cell (Range 3-4 No LoS, not modifiable). It can only be cast if the Xelor is on an Hour cell. Its use will now be two per turn. If it targets an Hour cell, it will deal its maximum damage. Otherwise, it will destroy the Hour cell under the Xelor and deal lowered damage. The spell has no special effect on Tick and Tock turns.
Cost: 5 AP | Range 3-4 (6 on Hour cell) | Area: Cross | LoS: No | Boostable: No | Conditions: Xelor on Hour cell, 2/turn
Damage: 5 - 75 | Effects: If target on Hour cell: 6 - 80 Air dmg / If not: destroys the Hour cell under the Xelor

 

 

 

Fire

Hand


On a Tick turn, the Initiative loss will be lowered. On a Tock turn, the spell will bounce on another target up to two cells away. Now limited to 2 uses per turn.
Cost: 5 AP | Range: 3-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 2/turn
Damage: 5 - 70 | Effects: Tick: -25 INI / Tock: Rebounds on a target up to 2 cells away

 

Line of Fire


Its cost will lower (4 AP) and range will increase (1-2). It no longer requires Line of Sight and its Range can be modified (with a single target). Its damages will be lowered. On a Tick turn the Initiative loss will be lowered. On a Tock turn the area of the spell becomes a line of 3 cells.
Cost: 4 AP | Range: 1-2 in line | Area: - | LoS: No | Boostable: Yes | Conditions: None
Damage: 4 - 45 | Effects: Tick: -20 INI / Tock: Line 3

 

Temporal Burn


On a Tick turn the Initiative loss per AP inflicted will be lowered. On a Tock turn its area becomes a cross. It can only “burn” up to 3 AP maximum with each use (it becomes usable more than once per turn).
Cost: X | Range: 2-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: AP > 0
Damage: 1 - 12 | Effects: Tick: -5 INI per AP / Tock: Cross 1

 

Temporal Dust


Its area becomes a Cross. On a Tick turn the Initiative loss is lowered. On a Tock turn its area becomes a Circle of 2 cells (as its current area).
Cost: 6 AP | Range: 1-4 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 60 | Effects: Tick: -20 INI / Tock: Circle 2

 

Hydrand


Its AP cost is lowered to 4 and it will take 1 Control point. It now has 3 charges, 3 AP and the spell Temporal Burn with a Range of 1-3. If placed on an Hour cell, it will have increased chances to remove additional Initiative. It will no longer be destroyed when not on a Hour cell.
Cost: 4 AP | Range: 1-3 | Area: Cross 3 | LoS: Yes | Boostable: Yes | Conditions: 1 Control
Damage: 3 - 30 | Effects: 3 charges

 

Specialties

Xelor's Dial


Its cost has been rebalanced in WP (1) and AP (2). Its range in line will increase. Its charges will also increase but it will only provide a Damage bonus. Also, the Dial can only be placed on a position that will directly place the Xelor on an Hour cell (the Xelor is no longer teleported on an Hour cell when he places the Dial). The Dial will be destroyed if the Xelor isn’t on it at the end of his turn (and no longer at the beginning of his turn). Still blocks line of sight.
Cost: lvl 1: 1 WP 3 AP / lvl max: 1 WP 2 AP | Range: lvl 1: 3 Line / lvl max: 3 Line
Effects: lvl 1: Summons a Dial with 3 Charges, +5% damage / lvl max: Summons a Dial with 8 Charges, +50% damage

 

Timekeeper


No longer provides Initiative, but now has a chance of adding charges to the Dial.
Cost: 3 AP / 1 AP | Range: 3 / 3
Effects: Stock 1 AP on the Dial, 5% chance to add another charge / Stock 1 AP on the Dial, 50% chance to add another charge

 

Mummification


Its cost in AP is rebalanced (2), and its range is decreased (1-4). It now completely reanimates the targeted ally (the Xelor no longer controls him). The ally comes back with a percentage of the Xelor’s HP, and the states In Recovery and “Mummification” applied to him. Mummification: The ally loses 25%  33% of the HP he received when brought back to life each turn (lasts 4 3 turn). If the Xelor dies, the ally dies with him.
Cost: 6 AP / 3 AP | Range: 1 / 1-4
Effects: Revives an ally with 10% of Xelor's HP and Recovery 1 and Mummification / Revives an ally with 100% of Xelor's HP and Recovery 10 and Mummification

Devotion


It now costs MP instead of WP (1), and its range is increased to 0-4. It no longer targets the Xelor and his allies, but has to be targeted directly on a player (becomes monotarget). The target receives an AP bonus. No longer removes Hyperaction but Acceleration. Increasing its level will improve the use per turn limitation.
Cost: 3 MP / 1 MP | Range: 0 / 0-4
Effects: +1 AP to the target, 2/target, 1/turn / +1 AP to the target, 2/target, 4/turn

 

Desynchronization


Temporal Images becomes Desynchronization: This spell with AP and WP cost (3 AP + 1 WP at min level, 1 WP at max lvl) will allow a Xelor to change a Tick turn into a Tock, and the other way around, but will lower the Damages of the Xelor. Casting this spell several turns in a row will cost 3 additional AP.
Cost: 3 AP 1 WP / 1 WP | Range: 0 / 0
Effects: Tick becomes Tock (or Tock becomes Tick), applies Desynchronization -18% damage all / Tick becomes Tock (or Tock becomes Tick), applies Desynchronization -0% damage all

 

 

Temporal Waves


It no longer offers a chance to remove an additional AP. Instead, a Tick turn increases chances of Initiative loss and a Tock turn increases chances of an AP loss. Tick and Tock will trigger even if no point is spent in this passive.
Lvl 1: Triggers Tick (lvl 1) and Tock (lvl 1)
Lvl max: Triggers Tick (lvl 20) and Tock (lvl 20)

 

Master of Time


The Initiative bonus is lowered while the Chances to remove an AP are increased. This passive will also provide a bonus to Mechanics starting from level 10.
Lvl 1: +2 INI, +1.5% chance to remove AP
Lvl max: +40 INI, +30% chance to remove AP, +2 Mechanics

 

Time Theft
 

It now increases the chances of successfully giving an AP to an ally.
Lvl 1: 1% chance to gain 1 AP, +1% chance to give 1 AP
Lvl max: 20% chance to gain 1 AP, +20% chance to give 1 AP

 

Temporal Armor


Temporal Armor becomes Temporal Armor: This passive will apply a “Time Crystallization” state to the Xelor. This state will see its level increase for each element used during the turn, until a maximum of 100. The state provides a Damage bonus to the Xelor, and is removed if no damage is dealt for one turn. This passive also provides an Initiative bonus. Sinistro and Hydruille will trigger Time Crystallization when cast.
Lvl 1: +0 Lvl of Time Crystallization per element used this turn
Lvl max: +15 Lvls of Time Crytallization per element used this turn, +15 INI

 

Rollback


Its effect will be changed. At the beginning end of the Xelor’s turn, he will now have chances of regaining the AP he spent in the previous turn this turn, for the next turn.
Lvl 1: Xelor has 1% chance to recover an AP used during the turn, max 3 AP
Lvl max: Xelor has 20% chance to recover an AP used during the turn, max 3 AP

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Comments (162)
Scary Polter
MoshPitt 10 July 2013 16:27
Making a Xelor seems a lot more interesting now. I may have to move this up on my to do list.

Wish mummification had more clarification to it. After the 4 turns, does the mummified character die? Or if the character has been healed, will it only lose the 25% hp given to it? If its the latter, definitely game changing
Bellaphone Lover
neroatsushi 10 July 2013 16:39
Indeed,prolly gonna try too
Not so Hairy Moon
Soundtrack8 10 July 2013 16:48
With the spells being balanced on a maximum level of 200 and no longer 100, you will see that playing Multi Element becomes a real option and a viable alternative to Single Element.
--
How will this be any different to now... Its not like we see many if not any multi element chars running around atm.
Community Manager
[Troyle] 10 July 2013 16:51

(MoshPitt @ 10 July 2013 16:27) *
Making a Xelor seems a lot more interesting now. I may have to move this up on my to do list.

Wish mummification had more clarification to it. After the 4 turns, does the mummified character die? Or if the character has been healed, will it only lose the 25% hp given to it? If its the latter, definitely game changing

Upon resurrection, you will give HP to the character equal to a percentage of the current Xelor's HP (the percentage increases with the level of the spell). For the next 4 turns, the character will loose 25% of the HP that was initially given to him.

After these 4 turns, the characters stays alive and no longer looses HP.
Narcissistic Larva
emeraldfighter 10 July 2013 17:01
This looks pretty interesting, im sad to see that clock has lower damage as its my main attack spell but at least it does not cost 1 mp anymore. Rollback looks really cool hoping it will be 20% at lvl 20. The dial giving no damage should not make a difference thanks to Time Crystallization. So over all looks pretty good.
Ugly Gobball
kobashii 10 July 2013 17:18
HMMMMMMMMMMM.........
Eccentric Moogrr
nishantjung 10 July 2013 17:22
ENIRIPSA!!! when??
Ecstatic Whisperer
cyndiloo 10 July 2013 17:45
I'm really disappointed in a 4/turn limit on hourglass. You really diminish the value and playstyle of an air/water hybrid xelor who builds for time theft and rollback and you force them to level yet another spell i.e. frostbite with a higher cost to spend their ap on which you've again lowered the damage on. Water does't do much damage to begin with. In fact, playing water/air does come with some nice every other turn utility to remove ap, but it's barely keeping up in the damage department as it is. Less hourglass is also less aging, further decreasing damage. With 4/turn limit on hourglass and increasing ap costs for aging, I seriously doubt it'll do more than tickle after this. The damage bonus is nice from multielement usage, but as you're removing all damage from the dial, it's really only a net gain of 50 percent damage and only 25 if you were unable to stand on an bright cell, so any true multielement user will still have trouble getting above the point where resists aren't negating almost all incoming damage in high level content. All we're getting is a stacking mechanic that will take 3 turns to get close to max that will at best give us 25 percent more damage than we get on a bright cell and if you get stunned you lose it all and have to start from scratch.

Furthermore, you only have one really true multielement set at high levels and that is vamp which is somewhat restrictive and lacks the runic potential of any over 100 set. It's still far more likely you'll have to focus on 2 elements and to be truly effective you'll need to have relatively high levels like 6 or 7 spells further diluting your potential.

Don't get me wrong, I'm excited about finally getting our revamp, but just as you said you wanted to make smithmagic more accessible to every player and then did the opposite, I feel that multielement usage is going to backfire on you. We will have to use multielements to raise up the damage in the specialty, but what's going to be far more effective than a true multielement build is just throwing in 1 slowdown or 1 1ap temp burn while focusing on 1 element.

I shall endeavor to try to keep playing the air/water build I love so much, but with a 4/turn limit on hourglass in a spec that constantly procs 1 ap and is crunched for time b/c of spell animations and setting up dials and now setting focuses and doing devotion, we'll likely have to leave a lot of 1 and 2 ap unused b/c we just can't cast anything anymore due to turn limits or running out of time. I suppose we'll have to just start with a frostbite and then try to get 4 hourglasses with time theft or rollback, but It's wonky and changes everything and if you're going to go so far as 4/turn then you might as well just let us have it be unlimited. I understand making powerful mp using moves like storm arrow into 2/turn limits or psych flask, but until this moment you have set a precedent where you only did turn limits to keep people from stacking 6 mp and 8 ap and getting a ton more firepower than a traditional 10 ap 5 mp build.

There's just not enough spell xp to keep 6 to 7 spells even close to a level that truly makes them be effective and you're further compounding this with turn limits even though we already are playing two different alternating playstyles due to tick tock. In a sense hourglass is not really 4/turn, it's 4/every other turn alternated with 2/turn on punishment every other turn.

I still can't help but feel the best use of a xelor now is to just go fire/air b/c you have to level so much less to make it work and don't have wonky turn limits imposed on hand while you do for both punishment and hourglass, making air/water a mess of alternating turn limits and leftover ap that has to be put into completely different spells. If this is the case it will sadden me greatly, b/c water/air xelor is one of the reasons I was drawn to this game and love it as much as I do.

We'll see what happens, but I for one am going down on record as saying putting turn limits on spells that do not use mp is a slippery slope and all the other classes could easily be affected by this going forward. Be wary whatever class you play, as it certainly seems that from now on we've opened a door that will only lead to every spell being classified by arbitrary per turn limits and force you all to use spells you would rather not.

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and I didn't speak out because I wasn't a communist.

Then they came for the socialists,
and I didn't speak out because I wasn't a socialist.

Then they came for the trade unionists,
and I didn't speak out because I wasn't a trade unionist.

Then they came for me,
and there was no one left to speak for me

----------------- Martin Niemöller
Wilder than Wild Dragoturkey
OM3GA-Z3R0 10 July 2013 18:14

Sinistro: It now has 3 charges, 3 AP and the spell Frostbite with a range of 1-3. If placed on a Dial cell, it will have chances to remove an AP and will no longer be destroyed if not on an Hour cell.

WOW such a huge nerf, Sinistro's were amazing crowd control support, actually they were my main spell next to Sandglass now they are literally useless.
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