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Forum Index > Player Guides > The Field Guide to Sylestian Fauna
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Author Thread Post
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/7/2018 at 4:23 AM Post #1
The Field Guide to Sylestian Fauna

Under Construction


- Intro -

This Field Guide is here to provide information on the native Sylestian species; it is intended to help aid in the journeys of a newcomers to these shores (and old-hands, should they need it.)

It should provide information on terminology, species locations, pet rarity recognition, breeding and genetics, offspring care, Generator usage, and more.


-Contents-

Current Contents:
Glossary 1
- post 2
- covers a few basic terms

On the Rarity of Sylesti
- post 3
- covers star colour and star count

Pet Traps
- post 9
- covers snare trap types and how to get them
- maybe include festival traps later?

On the Genetics of Sylesti
- post 4
- breakdown of stats and traits
- needs more detail (does not cover yellow percentage stats)

On Inheritance in Sylesti
- post 10
- covers the way Stats, Traits, and Colours are inherited via breeding

On the Nurturing of Sylesti
- post 5
- covers the sylesti lifecycle from eggling through adult, including how nurturing works and how it affects maturity hours and stats.

On Philters, Mutators, Disruptors, and others
- post 6
- exactly what it says on the tin

Sylesti Habitats
- post 7
- what sylesti are found in what areas
- includes (incomplete) list of what levels enemies are in any given area (mostly done)

Sylesti Species
- post 8
- basic overview of sylesti species, needs more detail

Searching Sylesti 1 & Searching Sylesti 2
- post 11 +12
- overview of how to use the Advanced Search to find pets.

Will be altered as appropriate, once we decide exactly what sections go where.
Links to be added later


p2 -stars-

-traps-

-aging-

-nurturing-


p3 -species-

p4 -habitats-

p5 -glossary-

p6 -essences-

-generator-

-restricteds-

p7 -boards-

-creation-

p8 -traits-

-breeding-

-genetics-

-stats-

-colours-


p9 -proficiency-

p10 -search-
Edited By Scathreoite on 3/3/2019 at 8:51 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/7/2018 at 4:26 AM Post #2
Glossary 1, Also Under Construction

Trait Points:
Also called: Gene points, Genotype points, TP
The genetics of Sylesti- each of the six trait slots is made of two Trait Points each, for a total of twelve points.

Gene:
The three slots that alter the physical appearance of a sylesti with markings on their skin, fur, scales, or feathers; they are part of the pets physical body.
They can be seen on pets of any age.

Mutation:
Also called: Mut(s)
The three slots that add or alter a physical trait on a sylesti.
Mutations are only viewable on the Adult pet art.

Visible Trait:
Also called: Vis, v
Uses blue text in the Genetics Section.
Traits that can be seen on a pet; Genes are visible from hatching, and Mutations once the pet reaches Adolescence.

Carried Trait:
Also called: Carry, c
Uses green text in the Genetics Section.
Traits in trait slots with no visible trait; they can only be seen in a pets genetics section if the pet has been genetically tested.

Hidden Trait:
Uses purple text in the Genetics Section.
A subset of both Visible and Carried traits; it is a second, less dominant trait located in the same slot as a more dominant Visible trait.
They cannot be seen in the genetics section if the pet is Untested, though it is still a 50/50 chance for which trait will get passed down to offspring regardless.
Any Vis which was not Generated, Regenerated, or added to a pet via a Mutator can potentially have a Hidden trait. If the pet is an Offspring, it depends on the traits of the parents.

Pet Level:
Each pet has its own level, which can be raised via battle, EXP orbs, and Missions. Levels currently cap at 70.

User Level:

Your User Level is tied to the highest level a pet has reached while in your stables. You cannot put a Sylesti with a higher pet level than your user level in your Party.

Element:
There are six elements- Air, Earth, Fire, Water, Light, Shadow- and each has its own strengths, weaknesses, and strategies.
There are no direct elemental weaknesses (that is, a Light pet doesnt deal more damage to a Shadow pet, a Fire pet doesnt take more damage from a Water pet, Air doesnt resist Earth, etc.), but rather, in the effects that attack abilities have, they can be either good or bad in certain situations.

Region:
There are currently three regions available to adventurers of Sylestia- Viridian Meadow, Umbra Forest, and Astryls Vale.

Town:
The main populous area of each region; they provide access to things like Missions, Quests, Healers, and Shops. In order, these locations are Esiors Haven, Sanctuary of Saerielle, and Ethernia.

Area:
Places such as Trollsblight Caverns, Enigmatic Grotto, and Sweet Blossom Orchard; the areas where one can explore Sylestia and find wild Sylesti.

Dungeon:
Currently only two Dungeons are available- Nightfall Bandit Dungeon and Dungeon of the Forsaken (DoF). An Adventurer can only complete each of the Dungeons once per day.
Wild Sylesti can be encountered in these dungeons, along with regular enemies. By solving puzzles correctly, they can fight Bosses and Enemy-owned Elite sylesti (uncatchable)
Defeating bosses in these dungeons is the only way to find Mythical (Red) equipment.
Forsaken Guardian nyvene eggs can be obtained rarely upon defeating Vierna (Final boss of DoF) within a certain number of moves.

Lost Grove:
An area accessible once one has defeated Vorpar in Astryls Tranquility; it is post-lv60 content, and the only place where Attacks can gain Rank Exp and level up.
Edited By Scathreoite on 10/7/2018 at 7:33 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/7/2018 at 4:43 AM Post #3
On the Rarity of Sylesti

The stars of a wild sylesti are the go-to way to determine a pets rarity and strength.

For the areas of natural Sylestia- that is, all areas discounting the Lost Grove (which can only be accessed through a mysterious rift-like portal in space time currently located in Astryls Vale and guarded by the Royal Guards)- their Stars follow a simple setup:

The Colour of the stars tells you how many Trait points a pet has, and the number tells you the difficulty (or rather, once captured, the amount of Mana the pet has)

In the first two regions, the pets rarity is written next to its species, while in the third region, the Festival Zones, and the Lost Grove it can be seen by hovering the mouse over the name bar.

Pet trap type required does not pertain to pets found in the Lost Grove, as traps there calculate via HP% remaining rather than rarity.


Colour of stars


Star Colour: White
Name: Common

These pets have no Trait points.

They can be caught with any kind of trap.

Grove pets of this rarity have no + stats


Star Colour: Green
Name: Uncommon

These pets have one (1) TP, a single Carried trait.
1c only

They can be caught with any kind of trap.

Unthemed Wild Grove pets of this rarity have +1-+6


Star Colour: Blue
Name: Rare

These pets have two (2) TP. This means the pet can have one Visible trait or two Carried traits.
1v, or 2c

You need Standard snare traps or higher to catch these pets.

Themed pets (Rare Enemy) will always be this rarity or higher.

Unthemed Wild Grove pets of this rarity have +8-+11
Themed Wild Grove pets of this rarity have +12-+17


Star Colour: Purple
Name: Epic

These pets have four (4) TP. They may have two Vis traits, one Vis and two Carries, or four Carries.
2v, or 1v2c, or 4c

You need a Strong snare trap or a Master trap

Unthemed Wild Grove pets of this rarity have +20-+30
Themed Wild Grove pets of this rarity have +30-+45


Star Colour: Yellow/Orange/Gold
Name: Legendary

These pets have six (6) TP. This can manifest as three Vis, two Vis and two Carries, one Vis with four Carries, or as six Carries.
3v, or 2v2c, or 1v4c, or 6c

Can only be caught with a Master Trap.

Unthemed Wild Grove pets of this rarity have +30-+45
Themed Wild Grove pets of this rarity caught prior to the release of The Crypt have +50-+75
Themed Wild Grove pets of this rarity caught post-Crypt release have +60-+90


Star Colour: Red
Name: Mythical/Mystical

These pets have eight (8) TP, the highest rarity of pet, with the absolute maximum any pet can be found with in the wild. They will always be at least two Vis. 8TP can manifest as four Vis, or three Vis with two Carries, or two Vis with four Carries.
4v, or 3v2c, or 2v4c

Can only be caught with a Master Trap.

Unthemed Wild Grove pets of this rarity have +30-+45
Themed Wild Grove pets of this rarity caught prior to the release of The Crypt have +50-+75
Themed Wild Grove pets of this rarity caught post-Crypt release have +60-+90

Forest/Cavern Nest (unthemed, 4-6tp)
Stat range +8-+11

Forest/Cavern Nest (themed, 2-8tp)
Stat range +20-+30

Temple Nest (all nests themed, 2-8tp)
Stat range +40-+60

Elemental-themed Ferrikki (Vexxar drop, 4tp)
Stat range +60-+90


Number of stars
(Stars will be green so as to be more easily seen against the forum background colour)

Regions 1 and 2 (Esior, Umbra)

Pets in these areas can have between one and four stars.


60 base mana


80 base mana


100 base mana


120 base mana


Region 3 (Astryl) and Festival Zone

All catchable pets in these areas have two stars.


80 base mana (regular species)


100 base mana (fabled species)


Lost Grove

In the Lost Grove, Stars act distinctly more as a difficulty measure, as higher rarities do have higher Bonus Stats. Bonus stats are completely random within a specific range determined by rarity, and if the pet is themed/unthemed.


Common or Uncommon Sylesti


"Rare" rarity or higher Unthemed sylesti. Pet has a random Element assigned; Mana and Grove Bonus depend on exact rarity.


"Rare" rarity or higher Themed sylesti. Legendary+ Unthemed? Pet has a random Element assigned; Mana and Grove Bonus depend on exact rarity.
Edited By Scathreoite on 4/16/2024 at 8:12 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/15/2018 at 8:38 PM Post #4
On the Genetics of Sylesti

Everything is under construction Forever, or at least until we actually get it done.

There are a few main points of genetics in Sylesti. See also "On Inheritance in Sylesti" for more indepth on how these interact when sylesti are bred.

Stats

In a Sylesti's profile and proficiency pages, you can see their stats.
These stats will look akin to:
Strength: 1,161 (22 + 0)
or
Strength: 231 (31 + 30)

Broken down this is "Active Stat (Base Stat + Grove Stat)"

- Active stat is used in battle calculations, and is calculated from the other two stats, the pet's level, proficiencies, and equipment.

- Base stat is the pet's inborn stat. The exact stat depends on where the pet came from (wild/ generated/ bred/ Exclusive/ Boosted Exclusive), the species (especially regular vs Fabled), what method of hatching was used (ignored, Helped, Not Helped, Philtered), and the number of Nurtures recieved as a Hatchling. This stat cannot be altered once a pet has reached Adolescence.
The base stats are what are discussed below.

- Grove stats are passed down from pets obtained in the Lost Grove. The exact stats seem to be random within a set average range that varies based on the pet rarity, if it was a roaming wild or found as an eggling, and if it is a Themed or not. When breeding, these stats degrade by around 2-4 points per generation.

Base HP can only be altered by Prismatic Philters (+200) and by Nurturing (if HP is counted as the pet's lowest stat)
Base Mana cannot be altered in any way at this time at any stage of a pet's life.

As of 29th of August 2019, HP and Mana now have dedicated philters, and Prismatic philter now also boosts mana.
As of 24th September 2019, a pet with 2000HP+100str/int/dex/agi will now get Mana when nurtured.


Traits

With Traits, each Sylesti has six trait slots, and each Trait Slot consists of two Trait Points (a total of 12 possible TP per pet), which can be either a trait letter or N (Nothing).
Traits have Dominance as according to their place in the alphabet- while N (Nothing) overpowers all trait letters, other than that the most dominant is A, followed by B, followed by C, etc., continuing down the alphabet.

As such, in the Generator you can see the exact order of dominance when opening a trait drop-down list, as they are organised alphabetically.


There are three kinds of traits-
Visible Traits, represented with blue text in the Advanced Search and pet genetics sections.
These are traits that can be seen on a pet (only genes can be seen on Hatchling art, mutations can only be seen once a pet has reached Adolescence and gained its Adult art)

This is the only colour of trait you will see in an Untested pet's genetics, even if they have Carried or Hidden traits.

Visible traits (discounting Hiddens) are when the trait has two letters for the same trait in the same slot, eg. AA, HH.

Carried Traits, represented with green text in the Advanced Search and pet genetics sections.
These traits cannot be seen on a pets art, and cannot be made visible, only potentially passed on to offspring.
They cannot be seen in a pets genetics section unless they have been genetically tested.

Carried traits are when a pet has an N before the trait letter, eg. NB, NE

Trait slots with Hidden Traits, represented with purple text in the Advanced Search and pet genetics sections.
Effectively a Carried trait located in the same slot as a more dominant Visible trait. They are the second, more recessive letter in the genetic code, the first letter being the Visible trait.
These traits cannot be seen on a pets art, and cannot be made visible, only potentially passed on to offspring.
Even if a pet has a Hidden trait, the trait code will appear as a regular Visible Trait (blue) unless the pet has been genetically tested.

Hidden traits are a more recessive trait located under a more dominant trait, eg. DE, AF- you will never see a pet that is, for instance, SC or HB.
Edited By Scathreoite on 10/7/2019 at 5:38 AM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/15/2018 at 9:07 PM Post #5
On the Nurturing of Sylesti

Nurturing, Age, and Maturity

Pets go through four stages of life- Eggling, Hatchling, Adolescence, and Adulthood.

Each of these periods lasts for a certain amount of hours, though through various means the hours- one could call them Maturity Hours- do not necessarily coincide with the pets Age, as elaborated below.

- You can Nurture Sylesti while they are in their Eggling and Hatchling stages, your own and those belonging to other people.

- You can only nurture each Sylesti once per day, resetting at Sylestian Midnight/Rollover.

- For each correct nurture you will additionally gain a Scale, the currency used in the Scale Shop, and for Nurture Boosting pets.

- Nurture Boosting a pet puts it at the front of nurture lists when using the Nurturing Grounds, making it more likely to get more nurtures.

- Hatchlings under the effect of a Magical Pie drop two scales.

- Nurturing ten sylesti will additionally give you an AP point.

- On rare occasions, a bonus scale can drop, or you'll get a Regular or Enhanced essence of the nurtured species.


You can Genetically Test pets at any stage of their life.
When tested Egglings will show Species, Maturity Hours, and stats, but they will not show Trait genetics or colours (beyond those revealed normally by an eggling) until they hatch.

Pets made via the generator (essence, starter) come in a sort of auto-tested state in that they have all information revealed but do not have the genetically tested icon)


-Summary-

A completely unattended (100% unnurtured) bred egg would take the following amounts of time

Eggling stage lasts 3 days/ 72 hours (locked at 72 maturity hours until hatched, autohatch after 24h form first reaching 72h, interim hours added back after hatching) (starts: 0h if Bred or Bought, random mh if found while exploring)
Hatchling lasts 6d / 144 h (starts: 72h)
Adolescent lasts 18d / 432 h (starts: 216h)
Adulthood starts at 27d / 648 h

To Nurture a Sylesti, either go to its profile and click its pet image, or go to the Hatchery and select the nest icon at the top of the hatchery to go to the nurturing grounds

Egglings:

Sylesti Eggling stage lasts for 72 hours (3 days) from breeding before you can hatch the egg. Wild egglings found while adventuring can be any Maturity up to 71 hours.

Correct Eggling nurture options are:

This Eggling is cool. = Warm the Egg

This Eggling is warm. = Cool the Egg

This Eggling is restless. = Turn the Egg

This Eggling is dirty. = Clean the Egg


For every six Correct nurtures, the Eggling will gain a bonus Maturity Hour- this means that with enough nurtures, you can cut many hours off the hatching time of an egg (100 nurtures would, for instance, cut 20 hours off the hatching time, meaning the egg would hatch after 52 hours instead of 72)

Attending to the eggling once it hits 72 hours will give you a popup that will allow you to boost its stats in one way or another. This period is noted by an in the top right on the sylestis hatchery stall.

The Popup gives the options of
> Help Sylesti Hatch, which gives the pet a bonus of +10 HP
> Let it hatch on its own, which gives the pet a bonus of +1 to one of Str, Int, Dex, or Agi at random.
> Use a Philter, which you can use if you select a Philter from the dropdown

If it is left alone for 24 hours, it will hatch on its own and miss out on the potential bonus.

Egglings go through several stages of their own progression.

0-14 Maturity Hours, 15-29 Maturity Hours, 30-44 Maturity Hours

45-59 Maturity Hours, 60-72 Maturity Hours



Hatchling:

Sylesti Hatchling stage lasts for roughly 144 hours (6 days) from hatching before the pet reaches Adolescence. Wild hatchlings found while adventuring can be any Maturity up to 216 hours.

Correct Hatchling Nurture options are (and as of the Nurture Update on Feb 9 2020, what hatchlings ask for no longer correlates with the stat they're gaining, but rather what they want is picked at random. The stat increase still goes to the lowest stat per usual. Hungry/Feed is no longer an option.):

This Hatchling is hungry. = Offer it food = HP

This Hatchling is weak. = Work out with it = Str

This Hatchling is derpy. = Read it a book = Int

This Hatchling is restless. = Play with it = Dex

This Hatchling is slow. = Race with it = Agi


For every four correct nurtures, a hatchling will gain +1 Maturity.
Every eight correct nurtures will raise whatever stat is lowest. In the case that there is a tie for which stat is lowest, it will go in the order of HP>Str>Int>Dex>Agi.
When a stat is raised, it gets +1 (or in the case of HP, +20). When all other stats are maxed at 2000 and 100, it will swap to boosting the pet's mana by +1 for the nurtures instead.

(For HP it calculates ignoring the 1's digit, so if a pet has 452 HP it will calculate if its higher or lower than the other stats using the 45.)


When an eggling hatches, its internal 'Nurture Counter' is reset, so it starts at '0', though the nurture counter on their page does not (meaning an eggling that hatches with 22 Nurtures recorded in its page display will gain +1 maturity when it says it's at 26, 30, 34 etc. and get +1 to a stat at 30, 38, 46 etc.)


Hatchling art will show the visible Genes on their body, but not Mutations.

If given a Magical Pie, the pet will gain a double nurture effectiveness bonus.


Adolescent:

This stage lasts for 432 hours (18 days) before the sylesti reaches adulthood, starting from the point they reach 216 Maturity Hours.

Once a pet reaches this stage, it will swap to its adult art, and its mutations will be viewable.
Adolescents can no longer be Nurtured, and cannot yet Breed.

Pets created via Generaion (Essences, Starters) start at 216mh.

If given a Magical Pie, the pet will gain an additional 144 Maturity Hours. As there is a three day cooldown on Magical Pie use on a pet, you can use a total of two pies per pet.

Adult:

This stage is the final stage of a Sylesti's growth, and starts once a pet reaches 648h (27 days for bred eggs, 18 days post Generation for Generated pets)

Once a sylesti reaches this age it can be bred.
Edited By Scathreoite on 4/15/2024 at 8:04 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/23/2018 at 9:56 PM Post #6
On Philters, Mutators, Disruptors, and others

Everything is under construction Forever, or at least until we actually get it done.

Philters

Items used either on an Eggling when the hatching prompt is brought up (Select desired Philter in the dropdown menu and select "Use Philter"), or from the pet's profile on Hatchling-or-older pets via the green "Genetic Philter" button.



Stat Philters:
Health, red mark, green contents = Health
Mana, purple marking, blue contents = Mana
Vigor, red marking = Strength
Acumen, blue marking = Intelligence
Precision, orange marking = Dexterity
Nimbleness, yellow marking = Agility


Lesser Philters (when hatching)



Purchased for 500 Scales from the Scale Shop, or obtained via Trade Broker.

These items give a boost of +5 to their stat.


Stat Philters (when hatching)



Purchased for 20 Diamonds from the Diamond Shop, or obtained via Trade Broker.

These items give a boost of +20 to their stat.


Mana Philter (when hatching)



Purchased for 40 Diamonds from the Diamond Shop, or obtained via Trade Broker.

These items give a boost of +20 to their Mana.


Health Philter (when hatching)



Purchased for 40 Diamonds from the Diamond Shop, or obtained via Trade Broker.

These items give a boost of +200 to their HP.


Prismatic Philter (when hatching)



Purchased for 80 Diamonds from the Diamond Shop, or obtained via Trade Broker.

These items give a boost of +200 to HP, and +10 to Mana, Str, Int, Dex, and Agi.

It is of great worth to people who are doing Max Stat projects.


Magical Pie (for Adolescents)



Purchased for 100 Diamonds from the Diamond Shop, or obtained via Trade Broker.

These items age an Adolescent pet 144 Maturity Hours (6 days)
The pet then has a 72 hour/3-day cooldown before they can be fed another.

This means an Adolescent can have a total of two (2) Magical Pies used on it max.

Magical Pies can be used on Hatchlings to double the effectiveness of nurtures (Each nurture counts twice)


Philters of Unlearning and Learning (any age)



Purchased for 100 Scales from the Scale Shop, or obtained via Trade Broker.

Used to stop a pet from gaining EXP or undo an Unlearning Philter to allow it to gain EXP again respectively.

Useful for if you want a pet to stay at a certain level, for example if you want to use it in The Arena, which requires pets to be at or below certain levels.


Philter of Gender Swapping (any age)



Purchased for 100 Diamonds from the Diamond Shop, or obtained via Trade Broker.

Used to swap a pet from Male to Female or Female to Male, but can only be used on pets that have no Offspring.
Once a pet has been bred, it can no longer be affected by this Philter.

Useful for breeding projects when you get a pet that's perfect for the project in every way but that it's the wrong gender.


Philter of Nullification (any age)



Purchased for 1000 Scales from the Scale Shop, or obtained via Trade Broker.

Can remove an unwanted trait from a pet, leaving the trait slot empty.


Philter of Infertility (any age)



Purchased for 100 Diamonds from the Diamond Shop, or obtained via Trade Broker.

Permanently removes a pet's ability to breed, and cannot be undone. If you are going to use this item on a pet, make sure a) this is definitely the pet you intend to use it on, and b) that you are absolutely, 100% certain that you do not wish or intend to ever breed the pet.

It is a single-use version of the Exceptional Infertility Kit.


Philter of Amnesia (any age)



Purchased for 500 Scales from the Scale Shop, or obtained via Trade Broker.

Allows you to rename a pet that already has a name.


Lesser Pet Dye (any age)



Purchased for 1000 Scales from the Scale Shop, or obtained via Trade Broker.

Allows you select a colour slot on a pet to recolour to a different colour of your choosing, but has and unfortunate tendency towards colour-swings away from the desired colour.


Greater Pet Dye (any age)



Purchased for 150 Diamonds from the Diamond Shop, or obtained via Trade Broker.

Allows you select a colour slot on a pet to recolour to a different colour of your choosing, with much higher accuracy than the Lesser Dye.


Philter of Expedient Learning (Party pets)



Purchased for 300 Diamonds from the Diamond Shop, or obtained via Trade Broker.

Unlike other Philters, this is not used on a singular pet. Rather, it is activated via the Inventory, and affects all pets in the party (if used and then the pets in the party are swapped with other pets, it still affects the pets in the party.)
Does not affect pets if they are unconscious at the end of a battle.

Increases the EXP gain of party pets by 100% for 250 battles.
Affects both level exp and attack rank exp.


Mutators

You can only use a single Mutator on a pet, and the pet must be a Tamed Sylesti. Be certain before using one.
Generally using a Mutator on a pet you plan to sell lowers their overall value, as doing so means the new owner cannot use a Mutator to get a trait they would want on the pet.
Mutators cannot put traits in slots that already have a trait (visible or carried) in.

Lesser Genetic Mutator (any age)



Purchased for 1500 Scales from the Scale Shop, or obtained via Trade Broker.

Adds a trait to an empty trait slot on a pet.
You cannot choose what trait, or what slot.
The trait can be either Visible or Carried- this is also random. Per usual, you cannot see a Carried trait if the pet has not been Genetically Tested.


Greater Genetic Mutator (any age)



Purchased for 200 Diamonds from the Diamond Shop, or obtained via Trade Broker.

Adds a Visible trait to a pet in an empty slot. You get to choose what trait you want.


Lovely Mutator (any age)



Only available during Week of Love (Valentines Event), or obtained via Trade Broker.

Can give any pet the Restricted Trait "Valentines Lace".
Alternately can give a pet Lovely Hearts mutation if the species has it.


Lucky Mutator (any age)



Only available during Fortune Festival (St. Patrick's Day Event), or obtained via Trade Broker.

Can give any pet the Restricted Trait "Lucky Dust".
Alternately can give a pet Lucky Runes gene if the species has it.


Disruptors

You can use multiple Disruptors on a pet, though exact usage will depend on the rules of the Disruptor in question.
Most Disruptors are Restricted Trait Disruptors and they and an in-depth coverage of these disruptors and their rules can be found in the Restricted/Majestic Guide's Disruptors section.

Philter of Trait Disruption (Themed) (any age)(First generation themes only)



Purchased for 300 Diamonds from the Diamond Shop, or obtained via Trade Broker.

When used on a Themed pet, it will reshuffle their traits.
Visible traits will become Visible traits (may or may not have a Hidden trait, regardless of the original setup), and Carried traits will become Carried traits.
A pet that is 2v1c will remain a 2v1c pet, and cannot become a 1v3c pet or the like.

As the traits are randomly selected, it is possible to get the same trait (or traits) again.

When used on Majestic Themes, it will only reshuffle from the traits in that Theme's Restricted set.

This can be used to remove a Restricted trait from a non-Majestic pet that has been Disrupted with a Restricted Disruptor, allowing for multiple attempts to get a certain trait from a set (as no non-Majestic theme can have more than two of the same Restricted set Disrupted onto it, and Restricted disruptions cannot overwrite other Restricted traits.)
Edited By Scathreoite on 9/2/2023 at 7:19 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 10/26/2018 at 1:02 AM Post #7
Sylesti Habitats

Everything is under construction Forever, or at least until we actually get it done.

This section will detail some facts about sylesti and where they are found.

Regular species will be presented in Blue, Fabled species in Purple, and species obtained under special circumstances in Yellow.

The Abandoned Egglings in Regions 1 and 2 can be any species found in either of those two areas (eg, you can find nyte eggs in Nightfall Bandit Camp and luff eggs in Enigmatic Grotto)

Post Contents:
- Viridian Meadows
- Umbra Forest
- Astryl's Vale
- Lost Grove
- Scale Shop
- Festival Zones
(Spring, Summer, Fall, Winter)


Viridian Meadows



Species found in Viridian Meadows:

- All Starter Species
- Bulbori
- Luffox

Rarities:

Common Uncommon Rare
The "Capture a Sylesti" Quest provides an Epic sylesti of the same species as your chosen starter, but opposite gender from it.

Levels:

Trollsblight Cavern: 5-9
Fungus Grove: 10-14
Nightfall Bandit Camp: 15-19
Nightfall Bandit Dungeon: 29
Nightfall Bandit Dungeon Bosses: 30


Umbra Forest



Species found in Umbra Forest:

- All Starter Species
- Faelora
- Lupora
- Morkko
- Nytekrie

- Forsaken Guardian Ny'vene eggs are a potential drop from beating Vierna at the completion of the Nighrfall Bandit Dungeon.

Rarities:

Common Uncommon Rare Epic

Levels:

Faerina's Shrine: 25
Enigmatic Grotto: 25-30
Garden of the Magnates: 35
The Forgotten Tomb: 40
Aryth's Spire: 45
Dungeon of the Forsaken: 60


Astryl's Vale



Species found in Astryl's Vale:

- All Regular species
- Nephini

- Ny'vene and Puffadore can be obtained in Ethernia, bought from The Arena and the Puffadore Pet Shop respectively.

Rarities:

Common Uncommon Rare Epic Legendary Mythical

Levels:

Sweet Blossom Orchard: 55
Astryl's Tranquility: 60


Lost Grove



Species found in The Lost Grove:

- All Regular species
- Nephini
- Ferrikki

- Two different Themes of each species found in the Grove

Wild Rarities, Unthemed:

Common : +0
Uncommon : ~+6
Rare : ~+10
Epic : +20-30
Legendary : +30-45
Mythical : +30-45

Exact Grove stats vary individual to individual, even within a species.

Unthemed Eggling Rarities:

Epic Legendary

- Unthemed eggs all have an average of +10 Grove Stat regardless of rarity

Themed Eggling Rarities:

Rare Epic Legendary

- Themed eggs all have an average of +20-30 Grove Stat regardless of rarity?

Levels:

Regular enemies, pre-Behemoth: 65
Boss enemies, pre-Behemoth: 68

Regular enemies, post-Behemoth: 70
Boss enemies, post-Behemoth: 73


Scale Shop



Species found in Scale Shop Eggs:

- All Regular species excluding Kelpari and Lunemara

Rarities:

Uncommon
1c = ? - 500 Scales
Rare
2c = 730 - 750 Scales
1v = 900 - 1000 Scales
Epic
4c = 1230 - 1250 Scales
1v2c = 1480 - 1500 Scales
2v = 1730 - 1750 Scales
Legendary
1v4c = 1950 - 2000 Scales
2v2c = 2230 - 2250 Scales
3v = 2450 + Scales

- Unknown if you can obtain 6c Egglings at this time. If possible, they would have to be egglings between 1900 and 1945 Scales.
- Species obtained is random chance.
- Colours are random chance.

- See Scale Shop Science thread


Levels:

All Egglings are lv0

Festival Zones

The Seasonal Fabled species found in the wild depends on the Season.
The levels of the opponents in the Festival Zones is 10 at the lowest, but otherwise will always match the highest level of a pet in the party (eg. a team of lv5's will be against lv10 enemies, a team of a lv1+lv15+lv20 will always be against lv20 enemies)

Spring


- All Regular species
- Nephini
- Aeridini
- Themed Ferrikki only

Summer


- All Regular species
- Nephini
- Lighira
- Themed Ferrikki only

Fall


- All Regular species
- Nephini
- Ryori
- Themed Ferrikki only

Winter


- All Regular species
- Nephini
- Griffi
- Themed Ferrikki only
Edited By Scathreoite on 3/2/2019 at 1:59 AM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 12/14/2018 at 6:11 PM Post #8
Sylesti Species

Regular

Wild-caught regular species have stats averaging in the pre-teens.
Those made with Regular Essences tend to have stats in the high teens.
Enhanced and Mystical Essences, and Exclusives, tend to have stats in the twenties.

Breeding cooldown of Regular Species is three (3) days


Species: Aurleon
Shorthand: Aur
Type: Starter
Location: All

Stats: Int/Agi>Dex>Str


Species: Bulbori
Shorthand: Bulb
Type: Regular
Location: Viridian Meadows, Astryl's Vale, Lost Grove, Fest Zones

Stats: Int/Dex/Agi>Str


Species: Draeyl
Shorthand: Drae
Type: Starter
Location: All

Stats: Str>Int>Dex/Agi


Species: Faelora
Shorthand: Fae
Type: Regular
Location: Umbra Forest, Astryl's Vale, Lost Grove, Fest Zones

Stats: Agi>Int/Dex>Str


Species: Kelpari
Shorthand: Kelp
Type: Regular
Location: Astryl's Vale, Lost Grove, Fest Zones

Stats: Int>Agi>Str>Dex


Species: Luffox
Shorthand: Luff
Type: Regular
Location: Viridian Meadows, Astryl's Vale, Lost Grove, Fest Zones

Stats: Agi>Dex>Int>Str


Species: Lunemara
Shorthand: Lune
Type: Regular
Location: Astryl's Vale, Lost Grove, Fest Zones

Stats: Agi>Dex>Int>Str


Species: Lupora
Shorthand: Lup
Type: Regular
Location: Umbra Forest, Astryl's Vale, Lost Grove, Fest Zones

Stats: Dex>Agi>Str>Int


Species: Morkko
Shorthand: Mork
Type: Regular
Location: Umbra Forest, Astryl's Vale, Lost Grove, Fest Zones

Stats: Agi>Str/Int>Dex


Species: Nytekrie
Shorthand: Nyte
Type: Regular
Location: Umbra Forest, Astryl's Vale, Lost Grove, Fest Zones

Stats: Int/Dex>Str/Agi


Species: Qitari
Shorthand: Qit
Type: Starter
Location: All

Stats: Str/Dex/Agi>Int


Species: Sylvorpa
Shorthand: Vorp, Vorpa
Type: Starter
Location: All

Stats: Str/Int/Dex/Agi


Species: Vulnyx
Shorthand: Vul
Type: Starter
Location: All

Stats: Agi>Str/Dex>Int


Species: Zolnixi
Shorthand: Nixi
Type: Starter
Location: All

Stats: Int/Agi>Dex>Str


Fabled

Fabled species are noted for their more restricted obtainment, and their higher natural base stats (roughly double that of Regular species obtained in the same method as any given Fabled)

When Breeding, their recovery time is Seven (7) days.

Species: Aeridini
Shorthand: Aeri
Type: Seasonal
Location: Spring Fest
Encounter Rate: Uncommon

Stats: Int>Agi>Dex>Str


Species: Ferrikki
Shorthand: Ferri, Rikki
Type: Wild
Location: Lost Grove, Themed in Fest Zones
Encounter Rate: Rare (LG), Very Rare (FZ)

Stats: Dex>Int>Agi>Str


Species: Griffi
Shorthand: Griff
Type: Seasonal
Location: Winter Fest
Encounter Rate: Uncommon

Stats: Dex/Agi>Str>Int


Species: Lighira
Shorthand: Ligh
Type: Seasonal
Location: Summer Fest
Encounter Rate: Uncommon

Stats: Dex/Agi>Int>Str


Species: Nephini
Shorthand: Neph, Noodle
Type: Wild
Location: Astryl's Vale, Lost Grove, Fest Zones
Encounter Rate: Very Rare (AV, LG, FZ), Ludicrously Rare (Themed)

Stats: Int>Agi>Dex>Str


Species: Ny'vene
Shorthand: Vene
Type: Non-wild
Location: Ethernia Battle Arena Ny'vene Pet Shop, Forsaken Guardian from Vierna in Dungeon of Forsaken
Encounter Rate: No Wild Ny'vene exist. FG Egg can drop from Vierna if battle is completed within a certain amount of turns, but not guaranteed; Rare-Very Rare

Stats: St>Dex>Int>Agi


Species: Ryori
Shorthand: Ryo
Type: Seasonal
Location: Fall Fest
Encounter Rate: Uncommon

Stats: Agi>Int>Dex>Str


Pseudo-Fabled

Only the Puffadore is in this category. In terms of stats and breeding recovery time it is equivalent to a Regular species.
Its catalysts/frost essences are counted as a Fabled species in Festival Exclusive Theme making activities, however.

Species: Puffadore
Shorthand: Puff
Type: Pseudo-Fabled
Location: Ethernia Puffadore Petshop

Stats: Int>Dex>Agi>Str
Edited By Scathreoite on 12/16/2018 at 2:28 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 12/14/2018 at 6:14 PM Post #9
Pet Traps

There are seven kinds of pet trap- three that can be used for Regions one-through-three and the Festival Zones, three that are specifically for the Lost Grove, and the Master Trap


Lesser Snare Trap (Green)-

Weakest kind of trap, can catch Common and Uncommon sylesti.

Obtained from: Esior Haven Market, Sanctuary of Saerielle Market, Ethernia Market, Festival Zone Trader.
Cost: 1000g

Cannot be traded or sold to other players.

Cannot be used in the Lost Grove.


Standard Snare Trap (Blue)-

A regular trap, can catch Common, Uncommon, and Rare sylesti.

Obtained from: Sanctuary of Saerielle Market, Ethernia Market, Festival Zone Trader.
Cost: 2500g

Cannot be traded or sold to other players.

Cannot be used in the Lost Grove.


Strong Snare Trap (Purple)-

A good trap, can catch Common, Uncommon, Rare, and Epic sylesti.

Obtained from: Ethernia Market, Festival Zone Trader
Can also be obtained from certain Festival Tasks.
Cost: 7500g

Cannot be traded or sold to other players.

Cannot be used in the Lost Grove.


Masterful Snare Trap (Red)-
Also called: Master Trap

A trap that has a 100% catch rate, regardless of the target's rarity or amount of HP.

Obtained from: Diamond Shop, Trade Broker
Can also be obtained from certain Festival Tasks.
Cost: 500 diamonds

Master Traps can be traded and sold to other players, and can be both bought and received while a player is in battle.

Can be used in the Lost Grove


Standard Grove Trap (Green)-

A weak trap, usable only in the Lost Grove; can catch sylesti of any rarity, but with a low rate of success, and only when the target is below 40% Health.

Obtained from: Ethernia Market, Trading Post in the Lost Grove Barracks once built.


Greater Grove Trap (Blue)-

A decent trap, usable only in the Lost Grove; can catch sylesti of any rarity, with a middling rate of success. Target is below 60% Health.

Obtained from: Ethernia Market, Trading Post in the Lost Grove Barracks once built.


Exceptional Grove Trap (Purple)-

A good trap, usable only in the Lost Grove; can catch sylesti of any rarity, with a decent rate of success. The target must be below 80% Health.

Obtained from: Currently unobtainable; will be obtainable from the Lost Grove Barracks once Rank 2 of the Trading Post can be constructed.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 83
Posts: 4,141
Posted: 12/14/2018 at 6:25 PM Post #10
On Inheritance in Sylesti

Everything is under construction Forever, or at least until we actually get it done.

Sylesti have multiple points that depend on both parents passing down information to their offspring.

Contents:

Traits
Base Stats
Colours

Trait Inheritance

When breeding, traits are inherited using relatively simple Punnett Square genetics.

Every pet has six traits, and each trait has two letters that make up the trait code- the first slot is the Dominant letter- what is seen on the pet's art-, the second is the Recessive letter- not seen on the pet, but capable of passing to offspring.

If a pet has not been genetically tested, you cannot see the Recessive slots (Carried if under N, Hidden if under another letter), they just show a double of the Dominant (Visible or Nothing) letter.

N (Nothing) is the most Dominant letter, followed by A, B, C, becoming increasingly more Recessive the further back in the alphabet they go.
(Thus you can never get a pet that is, say "DA", as "D" is more Recessive and "A" is more Dominant, so they will always be ordered as "AD")


To show this in action, we will use a pair of random pets to demonstrate:

Parent A

G1: OR [vis henna, carried clownfish]
G2: EE [vis clown triggerfish]
G3: DG [vis irridescence, hidden lotus lights]
M1: NI [carried sea fur]
M2: NA [carried dragonfly wings]
M3: GG [vis seaweed whirlwind]

Parent B

G1: GG [vis picasso triggerfish]
G2: NA [carried henna]
G3: CF [vis pollen markings, hidden saltwater betta]
M1: HI [vis leafy seadragon fins, hidden sea fur]
M2: NB [carried splash wings]
M3: NN [nothing]


if these two pets were untested, their genetics section would appear as:
Parent A
G1: OO [vis henna]
G2: EE [vis clown triggerfish]
G3: DD [vis irridescence]
M1: NN [nothing]
M2: NN [nothing]
M3: GG [vis seaweed whirlwind]

Parent B
G1: GG [vis picasso triggerfish]
G2: NN [nothing]
G3: CC [vis pollen markings]
M1: HH [vis leafy seadragon fins]
M2: NN [nothing]
M3: NN [nothing]

All Carried and Hidden traits could still be inherited by offspring, regardless of testing.

With these traits, offspring from this pair would have the following percentage chances of inheritance:

G1: GO or GR
(Always vis G from father, either hidden O or R from mother)

G2: NE or AE
(Either carried E from mother, No-vis from father, or Vis A from father, hidden E from mother)

G3: CD/ CG/ DF/ FG
(50% chance of vis C from father, with hidden D or G from mother, 25% chance vis D from mother, hidden F from father, 25% chance Vis F from father, hidden G from mother)

M1: NH/ NI/ HI/ II
(25% carried H from father, 25% chance carried I from father, 25% vis H from father, hidden I from mother, 25% I from both parents)

M2: NN/ NA/ NB/ AB
(25% novis nocarry, 25% carried A from mother, 25% carried B from father, 25% Vis A from mother, hidden B from father)

M3: NG
(always carried G from mother)

So a baby might look like
or or
or any number of other combinations

A visualised Punnett Square chart of all these combos:

Linkthrough to blank version that you can use if you want.


Base Stat Inheritance

When it comes to breeding, offspring will have a random number from in-between their parents base stats; if one parent has 230 base HP and the other has 400 base HP, offspring can have anywhere between those two numbers (230-400).

Example:
Parent 1 and Parent 2


And four offspring



"Max Stat" sylesti are sylesti which have been bred to have 2000 HP, 100+ mana (200, now that Mana can be increased with nurtures+philters), and 100 in Str, Int, Dex, and Agi.

"Super Stat" Sylesti are pets who have a total combined Base + Grove stat over 100


Colours

It seems colours work roughly the same way as Stats- that is, for each colour slot, it takes the RGB of both parents and randomly selects a number between each of them.

Thus, a parent with C1 HEX 6DC2D0 crossed with a parent with C1 HEX F6A3F7
6DC2D0 = R 109 G 194 B 208
F6A3F7 = R 246 G 163 B 247

Thus offspring will have an R between 109 and 246, a G between 163 and 194, and a B between 208 and 247
Possible outcomes from these colours include:
BDB6EC 189 / 182 / 236
EDBEEE 237 / 190 / 238
8FBAF6 143 / 186 / 246
DAC0F6 218 / 192 / 246

A pair that is C1 HEX F04865 crossed with C1 HEX 06151B
F04865 = R 240 G 72 B 101
06151B = R 6 G 21 B 27

Thus offspring will have an R between 6 and 204, a G between 21 and 72, and a B between 27 and 101
Possible outcomes from these colours include:
4A4660 6 / 70 / 96
92455D 146 / 69 / 93
BC3C5D 188 / 60 / 93
09201F 9 / 32 / 31

A pair that is C1 HEX 3FCAC3 crossed with C1 HEX FB9D16
3FCAC3 = R 63 G 202 B 195
FB9D16 = R 251 G 157 B 22

Thus offspring will have an R between 63 and 251, a G between 157 and 202, and a B between 22 and 195
Possible outcomes from these colours include:
79C852 121 / 200 / 82
F6BEC1 246 / 190 / 193
D8C5A7 216 / 197 / 167
CDCAA0 205 / 202 / 160
Edited By Scathreoite on 3/14/2020 at 5:22 PM.
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