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Sylph
With version 2.1, once advancing to level 50, players will be able to obtain Sylphs upon seeking the legend of the Sylphs. There are six classes of Sylphs: Dark sylphs, Electro sylphs, Fire sylphs, Light Sylphs, Water Sylphs, and Wind Sylphs. Six types of Sylphs have been introduced: Pan (wind sylph), Gaia (electro sylph), Iris (water sylph), Amazon Queen (fire sylph), Apollo (light sylph) and Hades (dark sylph).


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"
Azrael

Overview

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.

Battle Rating gain count for Sylphs
Points spent Pan Gaia Iris Amazon Hades Apollo
2 Strength 6 1 1 6 6 1
2 Armor 4 4 4 4 4 4
2 Intelligence 1 6 6 1 1 6
2 Endurance 2 2 2 2 2 2


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.


Battles

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.

Awaken Icon
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 generates a wave of energy that deals damage to all enemies, transforming 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.


Awaken Cancel
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.

Enchanting

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.

Base HP Amount
Sylph Pan Gaia Iris Amazon Hades Apollo
Base HP 1,200 1,000 900 1,000 ? 1,100

Elemental Resistances

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.

Elemental Resistance of Sylphs
Resistances Amazon (Fire) Pan (Wind) Gaia (Eletro) Iris (Water) Hades (Dark) Apollo (Light)
Fire resist 200 -200 50 100 50 50
Wind resist 100 200 -200 50 50 50
Electro resist 50 100 200 -200 50 50
Water resist -200 50 100 200 50 50
Dark resist -100 -100 -100 -100 100 -200
Light resist -100 -100 -100 -100 -200 100
  • updated for patch 2.46

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: Amazon beats Pan, Pan beats Gaia, Gaia beats Iris, and Iris beats Amazon. Apollo is natural enemy of Hades, the darkness sylph, but all the other sylphs are disadvantaged against Apollo and Hades.

Although it may seem difficult to remember which element beats which, there is a sort of logic to the elemental counters:

  • Fire beats Wind because a blowing wind feeds the flames and strengthens it
  • Wind beats Electro because high winds scatter the clouds necessary for lightning (air is also an insulater against electricity)
  • Electro beats Water because water conducts electricity (also, water is split into its elements via electrolysis)
  • Water beats Fire because water extinguishes fire

Engulfing

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.

Upgrading

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.

Rarity Common Uncommon Rare Epic
Color White Green Blue Purple
★★ 10 100 1,000 15,000
★★★ 20 200 2,000 20,000
★★★★ 30 300 3,000 25,000
★★★★★ 40 400 4,000 30,000
Rarity Upgrade 50 500 5,000 35,000
Total 150 1,500 15,000 125,000

Skills

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.

Learning Skills

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

Active

Name Description
Wind's Protection
Wind's Protection lvl. 1
Increase player HP by min 5% when active
Whistling Blow
Whistling Blow lvl. 1
300% + 100 physical wind damage to single front row. Damage ignores defenses and cannot be dodged
Cyclone
Cyclone lvl. 1
280% + 125 physical wind damage to back row. Damage ignores defenses and cannot be dodged


Awakened / In Sylph Arena

Pan Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Gust Strike
Gust Strike
136% + 180 physical wind damage to a single front row target. 395 1 second
Breeze Blade
Breeze Blade
150% + 100 physical wind damage to a single back row target. This skill has +10% Crit Rate. 395 5 seconds
Airy Guardian
Airy Guardian
Max HP increased by 30% for 3 rounds. After use, Max HP returns to its original value. 395 30 seconds
Breath Shield
Breath Shield (Passive)
35% chance every round to reduce damage by 10%. 445 -
Spirit of Wind
Spirit of Wind (Passive)
When you critical on an enemy, their block is reduced 10% for 2 rounds. 445 -
Wind's Grace
Wind's Grace
145% + 200 physical wind damage to 2-4 enemies. Enemy defenses reduced 50 points for 3 rounds. 445 30 seconds
Master of Wind
Master of Wind (Passive)
When you are hit by a critical attack, your dodge increases by 10%. 445 -
Aquilon's Lament
Aquilon's Lament
210% + 270 physical wind damage to the enemy with the lowest health. 445 25 seconds
Apocalyptic Hurricane
Apocalyptic Hurricane
314% + 350 physical damage to all enemies. Consumes 500 Awakening Points. 745 45 seconds
Aquilon's Blessing
Aquilon's Blessing
Reduces damage by 40% for 3 rounds. Cannot be dispelled. Consumes 500 Awakening Points. 745 45 seconds


Gaia, the Electro Sylph

Active

Name Description
Lightning's Roar
Lightning's Roar lvl.1
Increases player's PATK and MATK by 5% when active
Shock
Shock lvl.1
300% + 100 magic electric damage to a single front row target. Damage ignores defenses and cannot be dodged
Chain Lightning
Chain Lightning lvl.1
200% + 80 magic electric damage to 1-2 enemies. Damage ignores defenses and cannot be dodged


Awakened / In Sylph Arena

Awakened Gaia Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Thundering Strike
Thundering Strike
165% + 120 magic electric damage to a single front row target. 395 1 seconds
Roll of Thunder
Roll of Thunder
150% + 100 magic electric damage. Floating damage +20%. Lasts 2 rounds 395 5 seconds
Jupiter's Wrath
Jupiter's Wrath
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
Short Circuit
Short Circuit
185% + 200 magic electric damage to a single target. Enemies in the same column and row take 50% damage 445 15 seconds
Flash Storm
Flash Storm
240% + 265 magic electric damage to a random single target (prioritizes players). Simultaneously deals 20,000 damage to enemy soldies 445 45 seconds
Static Field
Static Field (Passive)
Chance to prevemt am ememy Crit next round 445 -
Unstable Voltage
Unstable Voltage (Passive)
Every damage received increases attack by 5%. Stacks for a total of 50%. Lasts 2 rounds 445 -
Master of Thunder
Master of Thunder (Passive)
10% chance to deal +15 damage next round 445 -
Thunder Wave
Thunder Wave
470% + 515 magic electric damage to a single enemy 745 45 seconds
Jupiter's Blessing
Jupiter's Blessing
Crit rate and crit damage increased by 10% for 3 rounds 745 45 seconds


Iris, the Water Sylph

Active

Name Description
Water's Restoration
Water's Restoration Lvl. 1
Increase MDEF with 3% when active
Borealis Dance
Borealis Dance Lvl. 1
style="text-align:center;"300% + 100 magic water damage to single front row target. Damage ignores defenses and cannot be dodged
Icicle Storm
Icicle Storm Lvl. 1
190% + 80 magic water damage to all enemies. Damage ignores defenses and cannot be dodged


Awakened / In Sylph Arena

Awakened Iris Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Deluge Strike
Deluge Strike
Deals 165% + 180 magic water damage to a single target. 395 1 second
Ice Armor
Ice Armor
Cleanses debuffed allies. 395 30 seconds
Warm Spring
Warm Spring
Heals 85% + 300 magic damage to teammate with lowest HP. 395 15 seconds
Ocean Mirror
Ocean Mirror (Passive)
Healing effects +5%. 445 -
Spirit Well
Spirit Well (Passive)
The target of Warm Spring has damage reduced by 5% for 3 rounds. 445 -
Rain Dance
Rain Dance
Restores 133% + 500 HP to all teammates. 445 60 seconds
Master of Water
Master of Water (Passive)
Acheron Wave has a chance to bind target for a round. 445 -
Tsunami
Tsunami
Deals 145% + 156 magic water damage to all enemies. Removes debuff from ally with lowest HP. 445 10 seconds
Acheron Wave
Acheron Wave
280% + 350 magic water damage to all enemies. Consumes 500 Awakening Points. 745 45 seconds
Neptune's Blessing
Neptune's Blessing
Healing Effects increased by 20% for 3 rounds. Consumes 500 Awakening Points. 745 45 seconds


Amazon Queen, the Fire Sylph

Active

Name Description
Fury of Fire
Fury of Fire Lvl. 1
Increase player's PATK and MATK by 5% when active
Wrathful Blaze
Wrathful Blaze Lvl. 1
300% + 100 physical fire damage to single front row target. Damage ignores defenses and cannot be dodged
Conflagration
Conflagration Lvl. 1
205% + 80 physical fire damage to 1-2 targets. Damage ignores defenses and cannot be dodged


Awakened / In Sylph Arena

Awakened Amazon Queen Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Burning Strike
Burning Strike
165% + 120 physical fire damage to a random single target. 395 1 second
Consuming Flames
Consuming Flames
100% + 150 physical fire damage to a single front row enemy. Target's damage dealth reduced by 64% for 3 rounds. 395 5 seconds
Infernal Inflammation
Infernal Inflammation
220% + 280 physical fire damage to a random single target. Target's damage received increased by 10% for 3 rounds. 395 8 seconds
Dragon Blast
Dragon Blast
160% + 300 physical fire damage to 2-3 enemies. 445 15 seconds
Firestorm
Firestorm
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
Scorching Shield
Scorching Shield (Passive)
10% chance to trigger when damage is received. Absorbs 3% of Max HP next round 445 -
Fire's Might
Fire's Might (Passive)
10% chance to deal extra 5% damage nex rounds 445 -
Master of Flames
Master of Flames (Passive)
5% chance to reflect damage (max 20,000). 445 -
Vulcan's Judgement
Vulcan's Judgement
440% + 515 physical fire damage to 1-2 enemies. 745 45 seconds
Vulcan's Blessing
Vulcan's Blessing
Increases damage by 20% for 3 rounds. 745 45 seconds


Hades, the Dark Sylph

Active


Name Description
Dark Pact
Dark Pact Lvl. 1
Increases player's PDEF by 5% while active
Darting Shadows
Darting Shadows Lvl. 1
320% + 120 physical dark damage to a single front row target. Damage ingnores defenses and cannot be dodged
Serrated Barbs
Serrated Barbs lvl. 1
170% + 50 physical dark damage to all enemies. Damage ingnores defenses and cannot be dodged


Awakened / In Sylph Arena

Awakened Hades Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Shadow Strike
Shadow Strike
170% + 125 physical shadow damage to a single front row target 395 1 second
Sinister Rot
Sinister Rot
Random single target takes 74% physical damage for 3 rounds 395 5 seconds
Haunt
Haunt
Dispells 2 buffs on all enemy targets 395 8 seconds
Abyssal Shield
Abyssal Shield (Passive)
5% reduction in crit rate 445 -
Dementia
Dementia (Passive)
As HP decreases, damage increases. For every 10% HP lost, damage increases by 3% 445 -
Devour Soul
Devour Soul
215% + 180 physical shadow damage to a single front row target. Heals 60% damage dealt 445 15 seconds
Malediction of Shadow
Malediction of Shadow (Passive)
Target has 10% chance of succumbing to madness and target friends alike for the next round 445 -
Devil's Gaze
Devil's Gaze
230% + 200 physical dark damage to a random single target. Reduces the effects of healings by 50% for 3 rounds. Prioritizes players 445 45 seconds
Endless Night
Endless Night
All enemies take 310% + 295 physical dark damage with a 50% chance 2-4 continue to take damage over 5 rounds. Each round enemies lose 2% of Max HP (up to 8,000). Cannot be dispelled. Consumes 500 Awakening Points 745 45 seconds
Orcus's Blessing
Orcus' Blessing
Increases damage by 30% but damage received by 10%. Lasts 3 rounds. Consumes 500 Awakening Points 745 45 seconds

Apollo, the Light Sylph

Active

Name Description
Blessed Light (Apollo)
Blessed Light Lvl. 1
Increases player's MDEF by 5% while active
Lightspeed Fist
Lightspeed Fist Lvl. 1
310% + 150 damage to a single front row target. Damage ignores defenses and cannot be dodged
Solar Vindication
Solar Vindication lvl. 1
230% + 120 magic light damage to two random enemies. Damage ignores defenses and cannot be dodged


Awakened / In Sylph Arena

Apollo Skills
Name Description Cost (Balens/Bound Balens) Cooldown
Shining Strike
Shining Strike
148% + 180 magic light damage to a single front-row target. 395 1 second
Beam Sword
Beam Sword
130% + 200 magic light damage to 1-2 enemies. Targets with higher HP take higher damage. 395 5 seconds
Light Arrow
Light Arrow
135% + 257 magic light damage to 2-4 enemies. Targets with higher HP take higher damage. 395 15 seconds
Radiant Soul
Radiant Soul (Passive)
10% chance of manifesting a shield which absorbs 3% Max HP of damage for one round. 445 -
Illumination
Illumination (Passive)
Healing is 5% more effective on you. 445 -
Heavenly Body
Heavenly Body
Your MDEF and PDEF increase by 10% for 3 rounds. 445 30 seconds
Master of Light
Master of Light (Passive)
Damage +5%. 445 -
Ray
Ray
160% + 256 magic light damage to all enemies. Restores 2% of Max HP. 445 45 seconds
Sword of Judgement
Sword of Judgment
Ranged attack that deals 340%+300 magic light damage to all enemies. Consumes 500 Awakening Points. 745 45 seconds
Helios' Blessing
Helios' Blessing
Heals 20% HP. Consumes 500 Awakening Points. 745 45 seconds


EXP to level up

Level Experience Level Experience
1 41 4,053,120
2 3000 42 4,632,260
3 4000 43 4,884,730
4 5000 44 5,145,480
5 6000 45 5,551,080
6 7000 46 6,556,680
7 8000 47 7,393,630
8 9000 48 8,537,020
9 10,800 49 9,691,410
10 14,000 50 11,657,000
11 18,000 51 12,004,720
12 22,000 52 12,738,900
13 28,000 53 13,256,800
14 34,000 54 14,282,010
15 40,000 55 15,343,450
16 45,000 56 17,834,490
17 50,000 57 19,035,870
18 55,000 58 20,275,690
19 60,000 59 21,554,680
20 65,000 60 22,873,560
21 70,000 61 24,233,090
22 110,000 62 26,645,190
23 150,000 63 28,062,040
24 220,000 64 29,516,370
25 270,000 65 31,008,840
26 320,000 66 32,540,070
27 378,260 67 34,110,710
28 455,840 68 35,721,420
29 593,100 69 37,372,810
30 740,400 70 39,065,550
31 858,690 71 42,296,320
32 994,890 72 45,573,250
33 1,159,960 73 48,896,320
34 1,335,130 74 52,265,550
35 1,520,720 75 55,680,940
36 1,852,220 76 59,142,480
37 2,259,120 77 62,650,170
38 2,510,050 78 66,204,010
39 2,866,180 79 69,804,010
40 3,241,150 80 73,450,170
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