I wanted to share my experiences with this build because of the terrible advice on wikia for agi builds (i.e. dumping your points into vit, hybridizing, using gear sets like white scara, etc.). This is primarily a damage dealing build, but it's not tanking dmg, so the main thing to keep in mind if you're planning on making an agi xelor, if you want it to be strong at high lvls, is to focus on getting your agility as high as possible, everything else is secondary.
BENEFITS OF THE AGI XELOR BUILD
Unlike Strength of Chance Xelors, Agi Xelors have 2 class attack spells, and we get them very early on. The low lvl agi gear out there is far superior in terms of bonuses than any other build, so you can start doing fairly massive damage by lvl 40 or so. The ability to freely move around on the battle field to buff teammates or escape from enemies without having to worry abut dodge rolls is great for you and your team, and if you go Agi it is very easy to get a 5MP or even 6MP set... more MP means better team buffing and makes the linear attack of shriveling much easier to deal with.
You do have fewer spells than an Int. Xelor, although fewer attack spells to level means more spell points free for raising your other Xelor talents. Mummy does not offer the same kind of protection to an Agi Xelor, but... a lot of people don't realize that it is not only Int. that raises shields, but also the stat corresponding to the attack you are reducing. At 750 Agi, I reduce 15 damage from neutral/earth/fire/water... but a whopping 71 damage reduction from Air attacks. That is with -133 Int. Mummy still has a lot of uses for an Agi Xelor, but yeah... it's definitely not as hax as the mummy an Int. Xelor gets to use.
At lower levels there are really no weapons for us... I rely on spells, and use a Carnivorous Staff for the huge Agi bonuses it gives me along with the Toady. Lots of hammers, daggers, etc. have strength and intelligence requirements that you'll never get while you're wearing a Mad Tofu Cloak... that's all about to change with my Black Rat Daggers... but waiting until lvl 108 for a really good weapon is a long time.
It is highly highly recommended that you scroll Agility to 101 before dumping your points in... and that you only ever spend points on Agility. You are working against HARSH soft caps here, and if you fully scroll, you can have 200 base Agi at lvl 100... without scrolling first, 200 base Agi wont come until lvl 160!
If you can't scroll Agi, still dump ALL of your points into agility. You many be tempted to use points in Vitality. DON'T DO IT! You will regret it later. If you want to sacrifice some Agi for more Vitality to help you survive through the low and mid-levels, then do it with gear. Use a Gotubby instead of an Agi pet, get a Gob ring... whatever. But doing it with gear can always change, spending your points wrong is forever (at least until the next major update)
AGI - Scroll and put in ALL points
STR / INT / CHA - Casually start scrolling these... but it won't make a difference until very high lvls. Once you take off your Mad Tofu Cloak, having 101 scrolled INT for better mummy protection is pretty important. No rush though, that cloak will last you well past lvl 100!
WIS - Scroll as high as you can as fast as you can.
VIT - Scroll this ASAP also... until high lvls you're gonna have HP issues. Every scrolled VIT point is worth the cost. Do NOT spend any character points on this stat however.
Such amazing gear for Agi characters.
LVL 1-26 - Young Adventurer Set
LVL 26-36 - Full Tofu Set... nice AGI and DMG bonuses, and it looks hot!
LVL 3x - Mad Tofu Cloak, Toady, Carnivorous Staff (you just gained a few hundred AGI!)
LVL 4x - Swap out remaining Tofu Set pieces for Wind Kwak Amulet and Ring, White Scara Belt and Ring, and Croboots
LVL 57-70 - Swap out your Amulet, Ring, Boots, Belt for Aerdala pieces. White Scara Ring is still good for 2nd slot. So is OkaRinga
Over lvl 100
I am swapping out my Aerdala pieces for White Rat pieces (Black Rat is good too)... Black Rat Daggers and Dragon Pig Ring at lvl 108, Krutch at lvl 111, Kaliptus Headband at lvl 133, Luhene Hammer at lvl 143, Cape Tenfuture at lvl 148... Some of this gear is really hard to make, but hey... you went from lvl 36 to 148 on ONE CAPE!
In the order of leveling...
LVL 11 - Max Frostbite
LVL 21 - Max Shrivelling
LVL 31 - Max Slowdown
LVL 42 - Max Devotion
LVL 51 - Max Teleportation
LVL 61 - Good time to get Moon Hammer and MAX IT
LVL 71 - Max Mummy
LVL 74 - I finally put in some points to raise Flight to lvl 3
Now start saving points for a weapon skill and your lvl 6 spells... you need 10 points saved by lvl 103 for lvl 6 Slowdown and Frostbite, and 15 more to get a lvl 6 weapon skill. Do that and at lvl 103 you will have about 4 Spell points left over... I spent 3 of those to get Dial down to a 4AP cost.
Why are these spells so great?
Frostbite - non-linear attack. low DMG isn't really all that low with the AGI you will have. I can hit 100 with Frostbite while stealing 2AP, and it's about to go down to a 3AP cost at lvl 103. Awesome low lvl spell that holds up. It is also boosted range, which can be handy.
Shriveling - very very strong attack for the AP cost. Decent non-boostable range of 8. At lvl 101, my shriveling does 102 - 143 per hit for a 3AP cost. That means if I devo for 10AP, I can teleport to 8 squares from my enemy, shrivel them twice for about 250 dmg on average, and then retreat to 13 square distance. HAX! Can't do that with Dark Ray!
Flight - I was surprised to find out that I actually DO use flight... in spite of having 5MP and never being dodge locked. Whether I'm cornered by something and I need to scoot 8 tiles across the map instead of 5, or I've been soothed by a Sadida or MP-raped by a plain crackler, etc. Getting it to level 3 gets the fail rate down to where the spell is usable, and a crit fail doesn't end your turn
Moon Hammer - The average base DMG on moon hammer is actually identical to casting Shriveling 3X.. so why do you need a 8AP spell that does that same average DMG as your reliable 3AP spell can for for a 9AP total cost? I always use Shriveling when I can, but there are times when the potential for massive DMG is needed... for example - if you're fighting a Xelor with strong Counter, and you're getting 40 DMG reflected on every attack, hitting once for 300 is MUCH better than hitting 3x for 100... same thing if you are fighting a Feca with Wind Armor on, or a Xelor who is in Mummy mode. The other thing is that the range of 8 on Moon Hammer is non-linear... 5MP help you get in range for Shriveling, but it might not get you out again. If you are 8 tiles away on a diagonal, to run in and cast a linear spell and retreat means running 4 tiles towards your enemy, and retreating one... so you are only 5 tiles away. Bad if you are fighting an Eca with some HAX sword or something. Or, you can cast Moon Hammer from where you are, and flee to 13 tiles away... even if you crit fail you're still 8 tiles removed. It's a strategic spell, not just crushing DMG. And btw, my max hit on Moon Hammer vs. 0% resist is 627.