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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 (165) Comment on the forum...
Narcissistic Larva
Raphael-Raven 11 July 2013 04:00
The dial change looks okay, the dial destruction on the end of turn is a huge buff...we'll see about the removal of the % damages though. It looks like we'll have a lot of AP to play with and we still get % buff trough multi element spell usage for which you don't have to stand on a dial at all.

for water/air

on tick
you'd be able to gain a lot of ap for yourself(if solo) or for another player trough slowdown.
ideally clock can give you 5 ap so you can use it 3-5 times per turn(10 base ap) if you use devotion(depending how many times can you use it /turn).

on tock you get all that used AP on tick so you can go all out and destroy AP on multiple targets, place them where you want them, or escape on the other side od the map

and on the next turn if Rollback procs again you're on a roll i guess that's why we are seeing limits per target and damage reductions... I'm just unsure if rollback will give ALL the spent ap back or it will be restricted by accelerator(but since it is a passive i guess it will not add accelerator)
Ugly Gobball
Giudecca 11 July 2013 04:10
the dial still gives damage bonus (i think there is a error of traduction), sorry for my bad english.
Short Strich
Testimony 11 July 2013 05:57
Umm devs.
You gotta explain this tri-elemental thing.
What about spell experience raising to 200 makes Multi-Elemental stronger?
If the current idea is 3 skills at Max if multi-elemental. Doesn't that scale to 3 skills at max at 200 too. What difference is there in that progression that makes 2-3 elemental stronger?
Asking because your words make it seem like this multi-elemental effectivity will translate not just to Xelor but others.
Narcissistic Larva
AlejandroVent 11 July 2013 09:22
As usual, I've some questions

"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. "

How will this work? We cast "Temporal Control" on an ally and then cast Xelor Sandglass on an enemy and the ally will get an ap and the enemies will get damaged? or just cast Xelor Sandglass on an ally so the ally gets AP and cast it on an enemy to make damage to it?

"Rollback: Its effect will be changed. At the beginning of the Xelor’s turn, he will now have chances of regaining the AP he spent in the previous turn."

Please explain this further, how much AP can we get back? Which's the limit?

Will the damage gain from "Time Crystallization" work like "Lone Sadida"? I mean, sure you need to cast a spell but how much % can we gain per turn and what's the limit of % we can have?

Quoting Kikuihimonji


It sounds like Eliatrope thing to make such teleportating portals, no? Anyway if you plan to add it to xelor i think it should last permanently untill next Tempus Fugit is cast (aka last untill new ones are created). Maybe even make it so that first cast make only 1 Time Twist cell (at the starting cell) and that 2nd cast will create another (again at starting point, wich is now in different cell) after that the 3rd cast will remove the 1st Time Twist cell and place new one (at starting point of the 3rd cast) and so on. This will give a lot of fun for Xelor gameplay. It should definetly not vanish after 1 turn.

+100 to this idea.

Also, the portal thingies that teleport allies or enemies, will the UBs be immune to those? Will the "target is stabilized" make the target immune to the portal thingies?

You're making Xelors need a couple of turns to prepare properly then do damage. You're making Xelors invest more time which we initially barely had.
Community Manager
[Troyle] 11 July 2013 10:24
First let me apologize, there was indeed a translation mistake in the Devblog, about the Dial.
"Its charges will also increase but it will no longer provide Damage bonus." should have been "Its charges will also increase but it will only provide a Damage bonus."


(Nox16 @ 10 July 2013 20:10) *
Main question: Will time keeper trigger the acceleration state?

No, it will not.


(Nox16 @ 10 July 2013 20:10) *
Second Lesser question: Will we be able to cast the dial in more than a straight line?

Only in a straight line.


(Kikuihimonji @ 10 July 2013 23:31) *

(Troyle @ 10 July 2013 16:51) *
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.
4 tuns of loosing 25% HP given is like 100% of HP given, right? Does it mean the character will not die but will have hmm... 1 HP?

After the 4th turn the character will be left with 1 HP left if he wasn't healed by another player (or attacked by an enemy).


(AlejandroVent @ 11 July 2013 09:22) *
"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. "

How will this work? We cast "Temporal Control" on an ally and then cast Xelor Sandglass on an enemy and the ally will get an ap and the enemies will get damaged? or just cast Xelor Sandglass on an ally so the ally gets AP and cast it on an enemy to make damage to it?

The first one: you cast Temporal Control on an ally to give him the Temporal Focus state and then any spell that gives an AP to an ally will directly give it to this ally.


(AlejandroVent @ 11 July 2013 09:22) *
"Rollback: Its effect will be changed. At the beginning of the Xelor’s turn, he will now have chances of regaining the AP he spent in the previous turn."

Please explain this further, how much AP can we get back? Which's the limit?

Each turn the Xelor will pass one test per AP he spent in the previous turn. Each successful test gives him an additional AP for the turn. Note that there will be a maximum of 3 AP gained this way.
Lord Madgobb
Nox16 11 July 2013 11:33
dial damage and Time keeper doesnt trigger accelerate... mwhahahhahahaha the things i will do *my op build here i come*
On the dial straight line thing that kinda sucks and limits us alot idk why you wouldn't just give us a few range around us in which we can summon it and then either walk to it or whatever that would seem very helpful but whatever i can ignore it its not that huge of a deal to me also so we can only get 3 ap from rollback now which we may or may not get from the beginning of the turn.... will this rollback ap trigger the accelerate?
Overweighted Chafer
milordDen 11 July 2013 12:34
I don't trust toTroyle!! where is PDF file???? Place it to first page here!!!!!

Well now no joke.

  • 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.
Please, monsieur Troyle call me at least one class how can be good in hybryd multielement build at now???
Narcissistic Larva
Raphael-Raven 11 July 2013 13:25

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.

I'd like to have this clarified. So now Hyperaction is lost at the beginning of each players turn; Does this mean for example a fight with 1 enemy: i cast sandglass 2 times on a tofu an he loses 2 ap and gains 20 levels of hyperaction. His turn begins and loses 10 levels leaving him with 10 levels of hyperaction. Now it is my turn again and since hypeaction is lost an the beginning of EACH players turn the tofu loses another 10 levels, removing hyperaction completely.
Or is it like now when he loses hyperaction only at the beginning of his turn?
Lord Madgobb
Nox16 11 July 2013 13:41

(Raphael-Raven @ 11 July 2013 13:25) *

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.

I'd like to have this clarified. So now Hyperaction is lost at the beginning of each players turn; Does this mean for example a fight with 1 enemy: i cast sandglass 2 times on a tofu an he loses 2 ap and gains 20 levels of hyperaction. His turn begins and loses 10 levels leaving him with 10 levels of hyperaction. Now it is my turn again and since hypeaction is lost an the beginning of EACH players turn the tofu loses another 10 levels, removing hyperaction completely.
Or is it like now when he loses hyperaction only at the beginning of his turn?
if i remember correctly he looses hyperaction based on how much ap they have... i think... yes maybe it would be nice for some more clarification on hyperaction.
Short Strich
fuzyfuz123 11 July 2013 14:46
Will gear that gives a bonus to AP stealing chance also increase the chance of giving AP in the tick turn?

-Timesicle
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