Sylph

Special Ability
If evolved to a mage, its attack will do one extra hit every 450 wind element, capped at 7 extra hits with 3150 wind element. This means that with a CL100 mage, Sylph would hit its base 3 attacks for mage, plus 5 from CL (1 more attack for every 20 CL as mage), plus a max of 7 additional hits depending on Sylph's wind element for a total of 15 attacks.

The wind element of equipped items will increase by 50%. For example a piece of equipment with +100 wind would actually be +150 for Sylph.

= The Quest for Sylph =

The full questline should take roughly 726 hours, or 30.25 days not including crafting time. This assumes you are actively keeping up with what Sylph requires for its upgrades.

Each stage grants growth for a grand total of 55,996 growth gained through upgrades. That means at V4, Sylph will will be at around 22,663 positive growth if its base form is not trained. This also means you will need to grow Sylph in your growth camp to a minimum of -441 growth before upgrading Sylph past its first form in order to achieve 55,555 growth for its evo. This is especially helpful if you do not possess a GC high enough to reach the 55,555 growth normally. The following table will show each minimum growth value.

Campaign Bonus Each Form

1st Step

V0 - A lost whisper of the wind, diminished greatly in power. It seeks to rejoin itself and to play in the air.



Unlocking Sylph: To unlock Sylph, you will need to run Depth 1 Mountain dungeon and kill the boss 15 times. Each kill you will receive a new item called Whispers of the Wind which you will use to unlock and later upgrade Sylph. This item is not modified by rogues and you cannot receive more than 15 from Mountain.

After getting the 15 Whispers, you need to have an click "Unlock" to obtain Sylph. The icon for creation should be the final form of Sylph but, on completion, the Sylph laughs and playfully giggles as most of it rushes away and into the sky. Only a small portion of Sylph will remain behind to be “unlocked.”

2nd Step

V1 - A giggle and a breeze against your cheek is all you feel, as the spirit is hiding from you in play. All they want is to whirl and spin about in the wind.



Sylph wants to play in certain campaigns, and will change its mind when it is done. Meaning Sylph must be in the campaign and the campaign will NOT count if Sylph is not in it. The rate at which you receive Whispers favor 1-3h runs with 1 hour run giving 2, 2 hour giving 4, and 3 hour giving the max of 6. Even a 12 hour camp will only result in 6 Whispers.

Upgrading Sylph: For the first upgrade, you will need your alchemists to create 1 Secrets of the Wind and give it to Sylph.

Secrets of the Wind Recipe

3rd Step

V2 - A touch on your shoulder and a laugh as it spins away, Sylph is visible only in the briefest of glimpses. They love to play in the breeze.



Upgrading Sylph: For the second upgrade, you will need your alchemists to create 1 Mysteries of the Wind and give it to Sylph.

Mysteries of the Wind Recipe

4th Step

V3 - Sylph giggles teases you with brief flurries of wind across your face before fluttering out of your grasp. A light breeze is constantly pushing away from their form.



Upgrading Sylph: For the third upgrade, you will need your alchemists to create 1 Soul of Sylph and give it to Sylph.

Soul of Sylph Recipe

Final Step

V4 - Sylph is now complete again, and the wind they generate is now strong enough to almost move even your godly form. They can summon tornados at their own mercurial whims, which change as often as the air they embody.



Upgrading Sylph: For the final upgrade, you will need your alchemists to create 1 Magic Soul of Sylph and give it to Sylph.

Magic Soul of Sylph Recipe

Total Cost

Here are the total amount of base mats needed for every step, not including the items needed for Evo. The majority of time will be spent getting the required Whispers for each stage from campaigns as the crafting of each special item wont be too severe in comparison.

Here are the combined amount of craftables needed: