The Legend of Sylphs:
- "Half-forgotten texts speak the power of the gods' Immortal Souls, and how their spirits gathered in a holy land to become Sylphs possessing the power of the divine...... Legends say that those who acquire the aid of a Sylph tap in to a power beyond imagination with the ability to wage war on a mythic scale"
Activated Sylphs, or Called Sylphs, gain EXP in most of the ways as the player does. You may only have one sylph active at a time. A few points are added to all Sylph Attributes after leveling up, and you gain 5 Attribute Points which can be assigned manually or automatically. You can rename your sylphs by clicking the "Rename" link in the Sylph window. The names from the Sylph Atoll are used in the table below. These are also the default names they have when acquired.
When these points are assigned, the sylphs gain additional stats which increases their battle rating making them stronger.
Sylphs can be obtained by defeating shadow Sylphs to obtain Essence of Sylph in the Sylph Atoll. You also can obtain a Sylph Seal after winning a battle against a Shadow Sylph.
60 Essence of Sylphs can be exchanged in the Sylph Exchange to obtain a random Sylph Seal of the same class. Four types of Sylph Seals are available in the Sylph Exchange: Wind Sylph Seal, Water Sylph Seal, Fire Sylph Seal and Electro Sylph Seal. You do have a chance to get a Common, Uncommon or Rare Sylph.
Sylphs can be placed on Meditation pedestals on your farm to gain EXP. You can occasionally meld your sylphs when they display a red gem icon. You may also meld your friends' sylphs by visiting their farms. Melding gives the sylph experience. If you meld a friend's sylph, it increases friendliness between you and your friend. You must complete a short quest line in Cloud City before the Meditation pedestals can be used. Your currently active sylph will appear on your farm floating back and forth by the farm shop.
Sylphs are similar to troops in that they follow the player in all combat situations. During battle, your Sylph gains 250 Awakening Points after a certain time interval. When you have 3000 Awakening Points, the sylph can be Awakened by clicking the Awaken button to the right of the rage meter or by pressing the space bar. This action transforms the player into the active sylph granting new skills in all forms of battle, and lasts until the Awakening Points decreases to zero. Sylph skills do not affect player Rage. You may cancel your Awakened Sylph at any time before the Sylph's Awakened points run out by clicking on "Cancel" button. Sylphs gain advanced awakening after reaching level 55.
Unawakened Sylphs cannot be targeted by players or other Sylphs in player combat. But if reduced to zero hit points in their Awakened form (which can be attacked) the player is defeated.
Sylphs can be enchanted with the use of Sylph Sepulcrums to obtain random aptitudes. Aptitudes improve the efficiency of converting the sylph's primary stats (Strength, Intellect, Armor, and Endurance) into a sylph's battle stats (MATK, PATK, PDEF, MDEF, and HP). The formulas:
PATK = .0018 × (Strength × STR Aptitude) PDEF = .0009 × (Armor × ARM Aptitude + Strength × STR Aptitude) MATK = .0018 × (Intellect × INT Aptitude) MDEF = .0009 × (Armor × ARM Aptitude + Intellect × INT Aptitude) HP = (.0060 × (Endurance × END Aptitude)) + Base
The Base HP value is different for each kind of sylph. Rarity (white/green/blue/purple/orange) does not seem to matter.
Sylphs have Points of Resistance against elements of nature. If the Sylph resistance value is positive, it reduces the damage received from that element, and if negative, it increases the damage received from that element.
|Resistances||Pan (Wind)||Gaia (Electro)||Iris (Water)||Amazon (Fire)||Apollo (Light)|
In a sort of Roshambo (or rock-paper-scissors) circle, you could say that one sylph beats another based on the opponents negative resistance to that element. In order: Pan beats Gaia, Gaia beats Iris, Iris beats Amazon, and Amazon beats Pan. Apollo has no natural enemy at this time as a Dark sylph has yet to be introduced, but all the other sylphs are at slight disadvantage to Apollo -- Amazon especially so.
Sylphs can be engulfed by another sylph to gain EXP. The secondary sylph gives 50% of its total EXP to the engulfing sylph. This does not carry over any enchantments, upgrades, or bought skills, so you may want to hold off on enchanting sylphs that you will later engulf.
You can upgrade your sylph using Mahra. Each Mahra is worth 10 points and may give a Sylph's Blessing that gives 50 points. You can also spend 35 Balens or Bound Balens to upgrade 1 time or 700 Balens or Bound Balens to upgrade 20 times. It costs increasing amounts of points for each rarity of sylph. Sylphs start with one star. Once a Sylph of White, Green, Blue, or Purple rarity reaches a five star rating, it can be upgraded to the next rarity level. When a five star Purple sylph is upgraded, its rarity level becomes Orange. An Orange sylph will no longer have any star rating and cannot be further upgraded.
There are three different forms in which the sylphs use their skills:
Active with the Hero: The sylph uses active skills every two rounds. The damage a sylph deals is based on the values of the sylph's stats and not the stats of the hero. These attacks are automatic, randomly chosen, and cannot be controlled. Sylphs in this form cannot be targeted by other players or their sylphs.
Awakened: The sylph attacks are added to the MATK (if the hero class is Mage) or PATK (if the hero class is Knight or Archer) of the player. The Sylph HP and the character HP are interwoven. Awakened attacks are controlled by the player. When an Awakened sylph first appears, they will emit a wave of energy that damages all enemies. This first attack is free and does not use Awakening points. But it does put the sylph's Delphic attack on a ten second cooldown. As noted above, if an Awakened sylph is reduced to zero hit points, not only is the sylph defeated, but the player is defeated as well.
In the Sylph Arena: Sylphs use only their stat values. Attacks are automatic and based on the skill order set on the Sylph Arena entry screen (lower right corner). Sylph attack order is based on each sylph's Battle Rating from highest to lowest in the arena, making it a critical component in strategizing duels and skill order to use against a given opponent.
Every sylph starts with three different Skills that can be used during battles. Although five slots are shown when Awakened, only three are open and available initially. Additional slots need to be purchased.
It's possible to purchase additional slots and Awakened skills scrolls. Skills in the Active state are not available for purchase. The sylph starts with three active slots open plus a passive that becomes available at level 55. Skills can be purchased for 395, 445, or 745 Balens or Bound Balens.
When you learn a new skill, it replaces a random skill that your current Sylph learned. You can learn a new skill in a new slot checking the option "New Slot" and paying an additional of 300 Balens or Bound Balens.
Skill Scrolls disappear after use.
Pan, the Wind Sylph
|Wind's Protection lvl. 1||Increase player HP by min 5% when active|
|Whistling Blow lvl. 1||300% + 100 physical wind damage to single front row. Damage ignores defenses and cannot be dodged|
|Cyclone lvl. 1||280% + 125 physical wind damage to back row. Damage ignores defenses and cannot be dodged.|
Awakened / In Sylph Arena
|136% + 180 physical wind damage to a single front row target.||395||1 second|
|150% + 100 physical wind damage to a single back row target. This skill has +10% Crit Rate.||395||5 seconds|
|Max HP increased by 30% for 3 rounds. After use, Max HP returns to its original value.||395||30 seconds|
|35% chance every round to reduce damage by 10%.||445||-|
|When you critical on an enemy, their block is reduced 10% for 2 rounds.||445||-|
|145% + 200 physical wind damage to 2-4 enemies. Enemy defenses reduced 50 points for 3 rounds.||445||30 seconds|
|When you are hit by a critical attack, your dodge increases by 10%.||445||-|
|210% + 270 physical wind damage to the enemy with the lowest health.||445||25 seconds|
|314% + 350 physical damage to all enemies. Consumes 500 Awakening Points.||745||45 seconds|
|Reduces damage by 40% for 3 rounds. Cannot be dispelled. Consumes 500 Awakening Points.||745||45 seconds|
Gaia, the electro sylph
|Lightning's Roar lvl.1||Increases player's PATK and MATK by 5% when active|
|Shock lvl.1||300% + 100 magic electric damage to a single front row target. Damage ignores defenses and cannot be dodged|
|Chain Lightning lvl.1||200% + 80 magic electric damage to 1-2 enemies. Damage ignores defenses and cannot be dodged|
Awakened / In Sylph Arena
|165% + 120 magic electric damage to a single front row target.||395||1 seconds|
|150% + 100 magic electric damage. Floating damage +20%. Lasts 2 rounds||395||5 seconds|
|225% + 250 magic electric damage to a back-row target. 80% Chance to make a random skill not available for 2 rounds||395||8 seconds|
|185% + 200 magic electric damage to a single target. Enemies in the same column and row take 50% damage||445||15 seconds|
|240% + 265 magic electric damage to a random single target (prioritizes players). Simultaneously deals 20,000 damage to enemy soldies||445||45 seconds|
|Chance to prevemt am ememy Crit next round||445||-|
|Every damage received increases attack by 5%. Stacks for a total of 50%. Lasts 2 rounds||445||-|
|10% chance to deal +15 damage next round||445||-|
|470% + 515 magic electric damage to a single enemy||745||45 seconds|
|Crit rate and crit damage increased by 10% for 3 rounds||745||45 seconds|
Iris, the Water Sylph
|Increase MDEF with 3% when active|
|Borealis Dance Lvl. 1||300% + 100 magic water damage to single front row target. Damage ignores defenses and cannot be dodged|
|Icicle Storm Lvl. 1||190% + 80 magic water damage to all enemies. Damage ignores defenses and cannot be dodged|
Awakened / In Sylph Arena
|Deals 165% + 180 magic water damage to a single target.||395||1 second|
|Cleanses debuffed allies.||395||30 seconds|
|Heals 85% + 300 magic damage to teammate with lowest HP.||395||15 seconds|
|Healing effects +5%.||445||-|
|The target of Warm Spring has damage reduced by 5% for 3 rounds.||445||-|
|Restores 133% + 500 HP to all teammates.||445||60 seconds|
|Acheron Wave has a chance to bind target for a round.||445||-|
|Deals 145% + 156 magic water damage to all enemies. Removes debuff from ally with lowest HP.||445||10 seconds|
|280% + 350 magic water damage to all enemies. Consumes 500 Awakening Points.||745||45 seconds|
|Healing Effects increased by 20% for 3 rounds. Consumes 500 Awakening Points.||745||45 seconds|
Amazon Queen, the Fire Sylph
|Fury of Fire Lvl. 1||Increase player's PATK and MATK by 5% when active|
|Wrathful Blaze Lvl. 1||300% + 100 physical fire damage to single front row target. Damage ignores defenses and cannot be dodged|
|Conflagration Lvl. 1||205% + 80 physical fire damage to 1-2 targets. Damage ignores defenses and cannot be dodged|
Awakened / In Sylph Arena
|165% + 120 physical fire damage to a random single target.||395||1 second|
|100% + 150 physical fire damage to a single front row enemy. Target's damage dealth reduced by 64% for 3 rounds.||395||5 seconds|
|220% + 280 physical fire damage to a random single target. Target's damage received increased by 10% for 3 rounds.||395||8 seconds|
|160% + 300 physical fire damage to 2-3 enemies.||445||15 seconds|
|145% + 325 physical fire damage to all enemies. Targets lose 2% of Max HP (max 4,000) per turn for 5 rounds.||445||45 seconds|
|10% chance to trigger when damage is received. Absorbs 3% of Max HP next round||445||-|
|10% chance to deal extra 5% damage nex rounds||445||-|
|5% chance to reflect damage (max 20,000).||445||-|
|440% + 515 physical fire damage to 1-2 enemies.||745||45 seconds|
|Increases damage by 20% for 3 rounds.||745||45 seconds|
Apollo, the Light Sylph
|Increases player's MDEF by 5% while active|
|310% + 150 damage to a single front row target. Damage ignores defenses and cannot be dodged|
|230% + 120 magic light damage to two random enemies. Damage ignores defenses and cannot be dodged|
Awakened / In Sylph Arena
|Name||Description||Cost (Balens or Bound Balens)||Cooldown|
|148% + 180 magic light damage to a single front-row target.||395||1 second|
|130% + 200 magic light damage to 1-2 enemies. Targets with higher HP take higher damage.||395||5 seconds|
|135% + 257 magic light damage to 2-4 enemies. Targets with higher HP take higher damage.||395||15 seconds|
|10% chance of manifesting a shield which absorbs 3% Max HP of damage for one round.||445||-|
|Healing is 5% more effective on you.||445||-|
|Your MDEF and PDEF increase by 10% for 3 rounds.||445||30 seconds|
|160% + 256 magic light damage to all enemies. Restores 2% of Max HP.||445||45 seconds|
|Ranged attack that deals 340%+300 magic light damage to all enemies. Consumes 500 Awakening Points.||745||45 seconds|
|Heals 20% HP. Consumes 500 Awakening Points.||745||45 seconds|
EXP to level up