Xelor Spell Guide

A study in the art of time theft.

Level 1
Slow Down
This tool is a clear necessity for the Xelor. At level 1, it’s usefulness is limited. However, at level 2, it reaches 5 squares and has the possibility of draining 1 to 2 AP. Its 1 AP cost allows it to be thrown about without much thought. In recent updates, it has been given a facelift as a maxed spell. Level 5, can reach 13 squares away and drain 2 to 3 AP from an enemy. Combine this with 1 AP to use and you can suck half the action out of a team from half way across a map. Pretty useful if you want to keep your enemy from buffing, all the while gaining them yourself.

Counter (Wisdom)
Turn yourself into a prespic. This wisdom based spell reflects 2 to 3 damage for 2 turns, at level 1. It’s true colors don’t show until you bring it to level 4 or 5. Unfortunately, recent updates have now made this spell un-stackable. However, level 4 and 5 still retain the ability for allowing a recast before the spell wears off. It can provide a little extra protection during battle, and can cause an enemy to kill itself, before it kills you. This spell is boosted by wisdom, so it becomes useful while wearing a leveling set, as it can guard you from extra damage.

Hand (Fire)
This spell had previously been thought as a waste of spell points. It can shoot in any direction, but it’s high AP use, and lower damage than Dark Ray made many characters leave it behind. However, the 1.12 update introduced the level 6 capability of this spell. Once you’re above level 100, you should forget all levels of Dark Ray, and reintroduce them to Hand. The spell has a 12 to 22 (fire) damage range, and can hit in any direction for 8 squares. It costs 4 AP to use and has a critical hit rate of 1/40, while the fail rate is 1/50. Buffing with Devotion will easily get you 8 attack points to double the spell.

Level 3
Frostbite (Air)
The Agility Xelor’s tool. This spell has a limited usage for an intel based Xelor except as a last resort for draining a target’s AP. At level 1, it does 2 – 4(Air) damage, drains 1 AP, and costs 5 AP to use. At level 5, it does 6 – 8 damage, drains 2 AP, and costs 4 AP to use. A major downside with this spell is that its range stays at 4 through all levels (although boost-able). Also, it can only be cast once a turn. However, if you’re an Agility Xelor, maxing this guarantees a 2 AP drain, if it’s not dodged. Combine this with a lvl 2 – 5 Slow Down, or a maxed Sandglass of Xelor, and you can drain 4-5 AP off your target.

Level 6
Haziness
While it’s usefulness is limited, Haziness can become a fantastic tool which will pull you out of a life or death situation. It’s drain is un-dodgable, no matter what the resists of your Enemy. Level 1 costs 6 AP and drains 1 to 2 AP from every player for 3 turns (even you and your teammates). Since it costs so much AP, it’s really only useful just before you’re about to get trapped. However, if you’re surrounded by monsters that require that amount of attack points, you can disable them and hopefully deal enough attacks to knock them out. Level 5 costs 3 AP, and drains 3 -4 AP from each player. If you have an Eniprisa around, or have Devotion, you can easily remedy the AP loss on your own team, while possibly disabling the enemy.

Level 9
Dark Ray (Fire)
The primary tool for the Intel Xelor. If you’re going for fire damage, this spell should be maxed immediately. Level 5 deals 9 – 17 (fire) damage. It’s a strait line attack which can hit as far as 8 squares away and is boost-able through equipment or spells. If you’re going with the common Intelligence build, this is your best friend until you reach level 100+. At that point, you should forget all levels of this spell and go for the superior level 6 Hand.

Level 13
Teleportation
This spell is an absolute lifesaver. While you can only cast it once per round, it can allow you to move right up to your enemy, or distance yourself from them immediately. Level 1 (6 AP) allows you to move 6 squares, while level 5 (4 AP) boosts you to 16. If you really love this spell, then level 6 will jump you as far as 63 squares away! It has no reliance on line of sight.

Level 17
Shriveling (Air)
This is the primary attack for an agility based Xelor, and the little brother of the Intel Xelor’s Dark Ray. It costs 3 AP through all levels, meaning you can easily double it’s damage. Level 5 attacks in a strait line, dealing 10 – 15 (air) damage. If you have some AP equipment and use the later learned Devotion, you can triple this attack, causing 30 – 45 base damage. The only downside with this spell is that it is not boost-able with range equipment, so you must always be within 8 squares to use it. However, being an extremely powerful spell should make up for it.

Level 21
Sandglass of Xelor (Fire)
Once here, you can begin working on the infamous Dark Ray, Sandglass combo. This is mostly useful at level 5, when it becomes 2 AP to use, and deals 3 – 10 (fire) damage, while possibly draining 1 – 2 AP from the enemy. It’s damage ranges are fairly weak, but combining it with lvl 5 Dark Ray means you do some decent damage, and slightly prevent return attacks. If you have an extra AP from equipment, you can also throw in Slow Down to suck even more AP out of your enemy.

Level 26
Temporal Dust (Fire)
Another fire based spell for the Intel Xelor. It’s an Area of Effect spell, which hits a 3x square area, plus an extra square on all sides from the center. This can be extremely useful for clearing out large mobs of creatures, or hitting a group of people who have mistakenly remained too close together. Also, it drains 1 AP from the targets, and 2 on a critical hit. The only downside of this spell is that it has a high AP cost of 6, even when at level 5. However, being one of the only major non-linear attacks, it’s important this spell is raised if you’re intelligence based.

Level 31
Time Theft
I’ve never really understood this spell until a met a Xelor specializing in AP reduction. It’s pretty worthless at level 1, costing 5 AP to use, and draining a maximum of 1 AP (I think). However, as this other person described to me, level 5 can be a powerful tool. It’s AP use drops to 4, while being able to easily drain 2 AP from the target. The drain is interesting, however, because instead of vanishing, it gives the points to you. This means that with 6 AP, you can cast this spell for 4, gain 2, then have a remaining 4 AP to drain more from the enemy, or attack them. While this other player seemed really psyched about it, I still am doubtful of it’s true usefulness.

Level 36
Homing Hand (Water)
This spell is pretty much useless except for it’s range. For 6 AP, you can summon a small clock hand which can travel up to 40 squares away and hit an opponent. Even with a decent amount of chance, it only deals about 10-15 damage at level 1. While I haven’t seen it in action, I’ve heard level 5 can deal about 30-40 damage. Again, for it’s high AP cost, it’s really only useful for hitting an enemy that’s too far away to hit with anything else.

Level 42
Devotion
This is one of the major stepping stones for the Xelor class. It should be maxed as soon as possible, as anything less is only a tease to you and your fighting partners. Level 5 guarantees that every teammate up to two 2 squares away in a cross pattern gets 2 AP. It only costs 2 AP to use at level 5. A tricky thing about this spell, however, is that included in the gain, is a dodge-able 3 AP drain to the caster. This means that you should always cast this last, unless you are extremely confident about your ability to dodge it.

Level 48
Flight
Another teleportation style spell. However, this one can be cast as many times as possible, and only allows you to move 1 square away. I find this spell useful at level 3 or higher. Level 3 drops the AP use to 2, while boosting the failure probability to 1/6, rather than level 1 and 2′s 1/3. Level 5 still costs 2 AP, but the fail rate becomes 1/50. I’ve kept this at level 3 so far, and will consider boosting it later.

Level 54
Loss of Motivation
What seems like a junk spell, actually has a decent use. At level 1, the cost is 1 AP, and lowers the target’s ability to dodge an AP drain by 2%. You can only cast it on an enemy once a turn, however, the buff lasts for 5 turns, allowing you to stack it over time. Level 5 boosts the range to 8 and lowers resistances by 6% for 6 turns. Cast this once each turn and you can drop an enemy’s AP drain resistance by 36%.

Level 60
Blinding Protection (Wisdom)
Another fantastic AP based spell. This works opposite of Loss of Motivation, increasing your resistance to AP losses. For 4 AP at Level 1, you boost your protection by 20%, and add a 1 damage reflect. The spell is infinite, and can only be removed by an de-buffing. Level 5 costs 2 AP, gives you +60% avoidance of AP loss, and reflects 6 damage. The reflection is based on Wisdom, so the more you have, the more damage you are able to return to the attacker. Combine this with Counter, and use Devotion (your chances of dodging the AP drain are far higher), and you should still have 2 AP left for 2 Slow Downs, 1 Flight, 1 Sandglass of Xelor, or some Loss of Motivation.

Level 70
Mummification (Fire)
The true power of the Xelor now reveals itself. Besides looking insanely cool, you gain a large amount of resistances, and +damages. At level 5, and with about 370 intelligence you can cut out about 100 damages from an attack. Also, you’ll gain +7 to your damages, and an additional 100% ability for resisting an AP drain. Be extremely careful though, as the spell only lasts for 5 turns, and has a 20 turn cooldown from it’s casting. Depending on when you cast, it can save your life, or cause your demise. This spell can turn you into a PvP machine, a Perceptor devastator, and a vital asset against many monsters. Try teaming it up with Devotion, Counter, and Blinding Protection; you’ll gain extra resistance, and laugh as your opponents gawk at your 160%+ AP drain resistance.

Level 80
Clock (Water)
This spell with awaken you to your first major change in your spell base. As you’ve been leveling your Xelor, you probably would have noticed the major change in your class, with Clock. This spell is either take it or leave it, meaning you will either decide to immediately take it to level 5, or ditch it for the higher damage Punch of Xelor. Level 5 costs 5 AP to use, has a boost-able minimum range of 3, and gives you the ability to possibly steal 1 AP off you opponent. It’s base damage is 31 to 35 water damage. This spell is the primary choice for most Xelors as chance is incredibly easy to scroll.

Level 90
Punch of Xelor (Earth)
If you have the guts, are willing to scroll, and/ or use equipment to raise strength above and beyond 101, you will use Punch of Xelor. Level 5 has a 41 to 45 base damage earth attack. While it doesn’t steal AP, it’s base range is greater than clock reaching a finite 5 squares away. If you haven’t been using strength since level 60 or so, this spell probably isn’t for you. Otherwise, you’re about to devastate your enemy with one of the coolest looking spells in the game (ever seen Kung Fu Hustle? Imagine the Buddhist Palm, wrapped in bandages, crushing your opponent). Yeah, those damages feel good. Even if you don’t level this spell, use it as a finishing move, it will bring back days or Mortal Kombat, or just humiliate your opponent to the point of never coming near a Xelor again.

Level 100
Dial of Xelor
This is ultimately argued as the most useless level 100 spell in the entire game. You are not greeted with an amazing AP drainer, an all powerful defensive spell, or a ridiculous damage dealer… instead, you are faced with the most mediocre line of sight blocker, ever. Level 1 costs 6 AP for placing this object, level 5 costs 2 AP. Awesome?.. Hell no! there’s a 5 turn cool down before you can place another one. Basically, it allows you to fill in the gaps between Mummification ‘IF’ you’re fighting a character who relies entirely on line of sight attacks (what’s that? nobody?… oh yeah, totally useless!). If you level this spell, you’ve either got an awesome secret, or a terrible mistake on your hands.


I hope this guide gives you a few hints on what spells you may wish to level as you create a Xelor. While possibly the most unusual character in the game, they are capable of a couple of amazing tricks. Being one of the most diverse characters in the game, they can specialize in Fire/ Air/ Earth/ or Water damages. Combine this with their amazing AP draining skills, and you can create one amazing character. However, be extremely careful with your choices. Leveling one spell may give you an advantage, but it may also leave you vulnerable to any number of attacks. These choices are yours, so choose your build and leveling choices wisely. After all, Wisdom and Intelligence will be your strongest allies.