Sylphi Entite is the Wind-elemental Entite in Final Fantasy XII. It can be found in the Haulo Green and Field of Light Winds areas of Ozmone Plain during cloudy weather. It is also fought in the Zodiac versions' Trial Mode at Stage 78 along with four Air Elementals where an Elixir can be rarely stolen from it.
Bestiary entry Edit
Page 1: Observations Edit
To aid the weak, the gods sent knowledge on the winds. The winds loft the seed of flower and tree, tell of the approach of beasts, and carry the voice of an ally. But Man cut down the trees, slew the beasts, and screamed in the waste he had created. The gods sorrowed and raged, and sent a great vortex to flay the world of Man to dust. The vast energy so released gave rise to the sylphi entite.
Page 2: The Entite Pact Edit
The Wind is fickle, going where it will, brushing like maiden's hair on the cheek, bewitching men, and holding them captive. Take the wild wind, traveler, and give it virtue through fortitude of immobilizing Earth. For wind, once frozen, is a promise. And on the day that promise is broken, will it surrender unto you shining electrum.
Sylphi Entite should be avoided during the party's first visit to Ozmone Plain during cloudy weather, as it is most likely too strong to beat. If the party chooses to confront it, the player should use Rose Corsages to evade Silence, and equip Windbreaker to mitigate Aeroga.
Sylph (also called sylphid) is a mythological creature in the Western tradition. The term originates in Paracelsus, who describes sylphs as invisible beings of the air. There is no known substantial mythos associated with them.
The entite genus alludes to Vagrant Story, another game by Yasumi Matsuno, the original director of Final Fantasy XII. In Vagrant Story Sylphid Ring accessory is a ring imbued with the essence of a sylph air spirit.
- The Original Japanese Guidebook cites the Sylphi Entites' MP as being 16,500, but subsequent guides list it as 999.