>>106125072>most of the time you're more or less locked in place next to the first enemy spamming your strongest spell>>106124052>"move behind enemy, attack, repeat, and hope you win the DPS race"This:
>you may need to be an actual time wizard IRL to comprehend how playing a Xelor worksXelor is fucking 2deep4 probably everyone, but it's fun and I used a 20 level Xelor to cheese multiple 60+ level mobs.
You can summon a dial with 12 tiles around it to teleport around, giving you bonuses when you stand on them or end the turn on them.
You can temporary revive allies, revert creatures a turn back, store AP to use on the other turn, give or take AP from others,
You have two more types of summons. One of them attacks every single opponent which ever starts and/or ends his turn in range, and reduces AP. Other deals AoE damage every turn, and also places a one-turn duration buff on you which increases damage you can deal depending on how much different opponents were damaged by it last turn.
Almost every single of your 12 or so attack skills has a different effect unrelated to dealing damage, and in addition to even that it places a status effect on the enemy or friend you are targeting. These status can be triggered or expired automatically on the next turn, or triggered manually. You need to cast a different spell (with 3 or 4 "triggering" spells for each effect), which in addition to it's usual effect will cause status to trigger for additional damage, AP bonus or penalty, increase or decrease initiative or push target to a different tile, depending on which status effect it was and which spell you used to activate it.
In turn, your other spells can deal additional effects depending on how much AP or initiative the target has lost.
Most spells have 2 to 3 usages depending on whether you cast them on friend, foe, summon, ground or yourself.
And to top it off? Each other turn is a Tick or a Tock. Whether the turn is even or odd changes how your spells work.