Quenoth Sun Sylph

(image)

In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction.

Special Notes: This unit is capable of basic healing and slowing dehydration. This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. Illumination increases the lighting level in adjacent areas.

(portrait)

Information

Advances from: Quenoth Sun Singer
Advances to:
Cost: 34
HP: 59
Moves: 6
XP: 150
Level: 3
Alignment: lawful
Id: Quenoth Sun Sylph
Abilities: heals +4, illuminates

Attacks (damage × count)

(image)touch
melee
10 × 2
fire
(image)faerie fire
ranged
11 × 4
arcane
magical

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave130%
(icon) Coastal Reef150%
(icon) Deep Water30%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest250%
(icon) Frozen240%
(icon) Fungus250%
(icon) Hills150%
(icon) Mountains260%
(icon) Sand160%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable230%
(icon) Village160%
Last updated on Wed Mar 20 02:45:18 2024.