Morgaina Schyren
Released모르가이나 쉴렌(Morgaina Schilen)
- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Geysir
- Class
- Healer / Mage (light element)
- Voice Actor
- Son Seon-yeong
- Unique Passive
- Two Faces of the Moon
- Exclusive Weapon
- Crescent Rod
- Ultimate
- none (none listed; the text states "there is no ultimate")
- Original Korean Release Date
- 2024-01-09
- Estimated Release Date
- Live now
Unique Passive
Two Faces of the Moon Passive
First Acquisition: At the start of the game, gain one of Will of the Moon 1 or Dark Side of the Moon 1. When you take lethal damage, revive with 35% health and remove all debuffs. This effect triggers 1 time per game. On revival, if the state before dying was Will of the Moon 1, instead gain Dark Side of the Moon 1; if it was Dark Side of the Moon 1, gain Will of the Moon 1.
- Will of the Moon 1 Cannot be removed: At the end of the character's turn, grant 1 random effect to 1 ally within 3 tiles nearby with 60% chance. Cannot be removed.
- Dark Side of the Moon 1 Cannot be removed: At the end of the character's turn, grant 1 random debuff to 1 enemy within 2 tiles nearby with 60% chance. Cannot be removed.
Max Awakening: At the start of the game, gain one of Will of the Moon 4 or Dark Side of the Moon 4. When you take lethal damage, revive with 35% health and remove all debuffs. This effect triggers 1 time per game. On revival, if the state before dying was Will of the Moon 4, instead gain Dark Side of the Moon 4; if it was Dark Side of the Moon 4, gain Will of the Moon 4.
- Will of the Moon 4 Cannot be removed: Healing effect +30%. At the end of the character's turn, grant 1 random effect to 1 ally within 3 tiles nearby. Cannot be removed.
- Dark Side of the Moon 4 Cannot be removed: At the end of the character's turn, grant 1 random debuff to 1 enemy within 2 tiles nearby. Cannot be removed.
Max Manifestation: Spell power and health increase by 30%. At the start of the game, gain one of Will of the Moon 7 or Dark Side of the Moon 7. Once per game, when you take lethal damage, revive with 100% health and remove all debuffs. On revival, recover all TP and immediately, if the prior state was Will of the Moon 7, instead gain Dark Side of the Moon 7; if it was Dark Side of the Moon 7, gain Will of the Moon 7.
- Will of the Moon 7 Cannot be removed: Healing effect +60%. Damage taken -30%. At the end of the character's turn, grant 1 random effect to 1 ally within 3 tiles nearby.
- Dark Side of the Moon 7 Cannot be removed: Crit chance / magic penetration +30%. At the end of the character's turn, grant 1 random debuff to 1 enemy within 2 tiles nearby.
Classes
Tier table:
- Tier 1: Sister, Mage
- Tier 2: Priest, Wizard
- Tier 3: High Priest, Dark Wizard
Common Classes:
Sister Tier 1 - A basic class that casts radiance magic to heal and protect allies. Benevolence
| Lv | Effect |
|---|---|
| 1 | When using a skill on an ally, recover 10% health. |
| 2 | When using a skill on an ally, recover 15% health. |
Mage Tier 1 - A basic class that casts elemental magic to deal damage to enemies. Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 5%. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 10%. |
Priest Tier 2 - A clergy class specialized in casting radiance magic to support and protect allies. Blessing
| Lv | Effect |
|---|---|
| 1 | If there is an adjacent ally, spell power and resistance increase by +10%, and at end of action, apply Blessing 1 effect for 2 turns to 1 ally within 2 tiles. (Blessing 1 (duration 2): Defense +10%. At end of action, recover health equal to 15% of total health.) |
| 2 | If there is an adjacent ally, spell power and resistance increase by +15%, and at end of action, apply Blessing 2 effect for 2 turns to 1 ally within 2 tiles. (Blessing 2 (duration 2): Defense +15%. At end of action, recover health equal to 15% of total health.) |
Wizard Tier 2 - A skilled mage class that deals damage to enemies with elemental magic and controls the battlefield. Inspiration
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 20%, and when applying an action-control effect via skill, gain a shield equal to 20% of spell power for 2 turns. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 25%, and when applying an action-control effect via skill, gain a shield equal to 25% of spell power for 2 turns. |
High Priest Tier 3 - An advanced clergy class that casts radiance magic to deal damage to enemies and heal allies. Holy Armor
| Lv | Effect |
|---|---|
| 1 | If there is an adjacent ally, spell power and resistance increase by +25%, and at end of action, apply Holy Armor 1 effect for 2 turns to 1 ally within 2 tiles. (Holy Armor 1 (duration 2): Defense/Resistance +20%. At end of action, recover health equal to 20% of total health.) |
| 2 | If there is an adjacent ally, spell power and resistance increase by +30%, and at end of action, apply Holy Armor 2 effect for 2 turns to 1 ally within 2 tiles. (Holy Armor 2 (duration 2): Defense +25%. At end of action, recover health equal to 25% of total health.) |
Dark Wizard Tier 3 - An advanced mage who grafted the power of darkness onto elemental magic to build a unique magic system. Confusion
| Lv | Effect |
|---|---|
| 1 | At the end of the character's turn, apply Magic Vulnerability / Confusion effects to 1 random enemy within 3 tiles nearby. (Confusion Cannot be removedAction Control: Falls into confusion and flees randomly within movable range.) (Magic Vulnerability (duration 2): Resistance -50%.) |
| 2 | At the end of the character's turn, apply Magic Vulnerability / Confusion effects to 2 random enemies within 3 tiles nearby. |
Skills
Common Skills:
Heal Radiance Healing
- Designate an ally and restore health equal to 100% of spell power.
- CostTP 1Range3AreasingleCooldown1 turn
Power Up Radiance
- Designate an ally and grant the Power Up effect for 2 turns.
- Power Up (duration 2): Attack power / spell power +30%. When attacking in combat, remove 1 buff from the enemy.
- CostTP 1Range3AreasingleCooldown2 turns
Heal Wind Radiance Healing
- Designate an ally and restore the health of the target and allies within 3 tiles nearby by 70% of spell power, and increase their resistance by 20% for 2 turns.
- CostTP 3Range3AreaAoECooldown2 turns
Flame Ball Fire Ranged Directional
- Launch a flame ball at an enemy dealing fire damage equal to 100% of spell power, and deal fire damage equal to 60% of spell power to adjacent enemies. Apply Burn effect for 2 turns to damaged enemies.
- Burn Damage over Time (duration 2): At end of character's turn, deal fixed fire magic damage equal to 15% of spell power.
- CostTP 2Range1-3AreaAoECooldown3 turns
- Allowed weapons: Staff, Rod
Ice Missile Frost Ranged Directional Combat
- Launch an ice missile at an enemy dealing damage equal to 130% of spell power and apply Chill Slow effect for 2 turns.
- Chill Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. When stacked, replaced by Freeze.
- Freeze FrostAction Control (duration 1): Unable to act.
- CostTP 1Range1-3AreasingleCooldown2 turns
- Allowed weapons: Staff, Rod
Mana Blade Ranged
- Deal damage equal to 80% of spell power to enemies within 2 tiles around self, and gain a shield equal to 40% of spell power per damaged enemy for 2 turns.
- CostTP 2Range1-3AreaAoECooldown3 turns
- Allowed weapons: Staff, Rod
Holy Blow Radiance Ranged Directional Healing Combat
- Launch a holy blow at an enemy dealing radiance damage equal to 130% of spell power, and restore health equal to 50% of spell power to the 1 ally with the lowest health ratio within 2 tiles nearby.
- CostTP 2Range1-3AreasingleCooldown2 turns
- Allowed weapons: Staff, Rod
Electric Wave Electric Ranged
- Designate an enemy and cause an electric explosion, dealing damage equal to 60% of spell power to the target and enemies within 3 tiles nearby, and with 50% chance Electrocute for 1 turn.
- Electrocute ElectricAction Control (duration 1): Cannot counterattack.
- CostTP 3Range1-3AreaAoECooldown2 turns
- Allowed weapons: Staff, Rod
Sun Light Radiance Ranged Healing
- Cause a radiance explosion within 3 tiles around self, dealing damage equal to 100% of spell power to enemies and removing 2 buffs each. Restore the health of allies within range by 100% of spell power and remove 2 debuffs each.
- CostTP 4RangeselfAreaAoECooldown3 turns
Triple Elemental Blast Fire Frost Electric Ranged
- Use 3 magics (fire, frost, electric) simultaneously against enemies within 3 tiles around self, dealing damage equal to 130% of spell power and applying Chill Slow, Electrocute, and Burn effects for 2 turns.
- Chill Slow FrostAction ControlMovement Control (stacks 2 / duration 2): Movement -1. When stacked, replaced by Freeze.
- Freeze FrostAction Control (duration 1): Unable to act.
- Electrocute ElectricAction Control (duration 1): Cannot counterattack.
- Burn Damage over Time (duration 2): At end of character's turn, deal fixed fire magic damage equal to 15% of spell power.
- CostTP 5RangeselfAreaAoECooldown3 turns
- Allowed weapons: Staff, Rod
Ultimate
None. The unit has no ultimate; the header lists the Ultimate field with no name, and the performance section explicitly states "there is no ultimate".
Exclusive Weapon
Crescent Rod Max Awakening shown
- Rarity: Legendary | Type: Rod | Exclusive character: Morgaina Schilen
- Stats: Max HP +136, Spell power +360
- Additional stat: Spell power +10%
Moonlight (Morgaina exclusive):
- When the wearer uses a skill on an ally, gain Healing Will 6 for 2 turns. When the wearer uses a skill on an enemy, gain Fierce Assault Will 6 for 2 turns. When both effects are obtained, gain Moonlight 6 for 3 turns. (Cooldown 3 turns)
- Healing Will 6: Healing amount +15%.
- Fierce Assault Will 6: Spell power +15%.
- Moonlight 6: At end of action, recover health equal to 15% of the wearer's spell power. When the Moonlight effect expires or is removed, gain a shield equal to 50% of the wearer's spell power for 2 turns.
Offensive Shift (normal skills):
- When the wearer uses a skill on an ally, gain Protection Will 6 for 2 turns. When the wearer uses a skill on an enemy, gain Attack Will 6 for 2 turns.
- Protection Will 6: Healing amount +10%.
- Attack Will 6: Spell power +10%.
Awakening
| Stage | Upgrades |
|---|---|
| 1 | Stat enhancement 1 |
| 2 | Unique Passive enhancement 1, Stat enhancement 2 |
| 3 | Artifact acquisition |
| 4 | Unique Passive enhancement 2, Artifact enhancement 1 |
| 5 | Artifact enhancement 2 |
| 6 | Unique Passive enhancement 3, Artifact enhancement 3 |
Artifacts
Meticulous Preparation
Flavor: "Victory comes to those who are prepared, but people call it luck."
| Lv | Effect |
|---|---|
| 1 | On game start, recover TP 1, gain Meticulous Preparation 1 effect. (Effect: Attack Power/Spell Power +15%. Removed after attacking an enemy.) |
| 2 | On game start, recover TP 1, gain Meticulous Preparation 2 effect. (Effect: Attack Power/Spell Power +20%. Removed after attacking an enemy.) |
| 3 | On game start, recover TP 1, gain Meticulous Preparation 3 effect. (Effect: Attack Power/Spell Power +25%. Removed after attacking an enemy.) |
| 4 | On game start, recover TP 1, gain Meticulous Preparation 4 effect. (Effect: Attack Power/Spell Power +30%. Removed after attacking an enemy.) |
Mana Resonance Stone
Flavor: "The whispering resonance of a thousand stars, its echo calls your soul back to its own magic."
| Lv | Effect |
|---|---|
| 1 | Spell Power +8%, incoming critical hit chance -8%. After attacking, applies Mana Resonance 1 to the enemy. (Mana Resonance 1: incoming magic damage taken / incoming critical hit chance +8%. Lasts 2 turns.) |
| 2 | Spell Power +12%, incoming critical hit chance -12%. After attacking, applies Mana Resonance 2 to the enemy. (Mana Resonance 2: incoming magic damage taken / incoming critical hit chance +12%. Lasts 2 turns.) |
| 3 | Spell Power +16%, incoming critical hit chance -16%. After attacking, applies Mana Resonance 3 to the enemy. (Mana Resonance 3: incoming magic damage taken / incoming critical hit chance +16%. Lasts 2 turns.) |
| 4 | Spell Power +20%, incoming critical hit chance -20%. After attacking, applies Mana Resonance 4 to the enemy. (Mana Resonance 4: incoming magic damage taken / incoming critical hit chance +20%. Lasts 2 turns.) |
Light of Shadows
Flavor: "Fear not. Even the deepest darkness must retreat before the faintest light..."
| Lv | Effect |
|---|---|
| 1 | After reviving from lethal damage, gain a Light of Shadows 1 shield equal to 40% of Spell Power and reset all normal skill cooldowns. (Light of Shadows 1: Spell-Power-scaled shield. While holding a shield, damage taken reduced by 20%. Lasts 2 turns. Shield.) |
| 2 | After reviving from lethal damage, gain a Light of Shadows 2 shield equal to 60% of Spell Power and reset all normal skill cooldowns. (Light of Shadows 2: Spell-Power-scaled shield. While holding a shield, damage taken reduced by 30%. Lasts 2 turns. Shield.) |
| 3 | After reviving from lethal damage, gain a Light of Shadows 3 shield equal to 80% of Spell Power and reset all normal skill cooldowns. (Light of Shadows 3: Spell-Power-scaled shield. While holding a shield, damage taken reduced by 40%. Lasts 2 turns. Shield.) |
| 4 | After reviving from lethal damage, gain a Light of Shadows 4 shield equal to 100% of Spell Power and reset all normal skill cooldowns. (Light of Shadows 4: Spell-Power-scaled shield. While holding a shield, damage taken reduced by 50%. Lasts 2 turns. Shield.) |
Release Date
Original Korean release: Not stated as a specific KR release date in the overview. The overview only says she was added as a Legendary-grade blue-attribute healer/mage "at launch". Launch date for the game is listed elsewhere as 2024/1/9.
Global status: Live now.
Guide
Note: The following is NamuWiki community assessment (KR server), subjective community opinion. No explicit S/A/B tier rating is present in the text.
Performance:
- Among Legendary characters, she is one of only three owners of the "11-character tree", along with Gishne and Irene. Uniquely, like Irene, she doubles as both healer and mage, so her Tier 3 classes are two: High Priest and Dark Wizard. Switching to the mage-side class also changes the class icon.
- Whether Will or Reverse is applied is up to chance. Up through 4th awakening even the effect is very much a chance game, and it is not even a strong effect, making it a bizarre passive. At 4th awakening or above, a guaranteed healing effect attaches to Moon's Will, so it seems weighted more toward the healer side, but if you want to heal and only the Reverse side keeps getting applied, you are stuck with a bad outcome. That she has a revive skill is rated highly, at least.
- She has no ultimate skill.
Evaluation:
- A character where, aside from the surprise of a healer also using attack magic, it is unclear what they were trying to do. There are no attack-related buffs, and the passive is better suited to being a healer, so you end up using her as a healer, but the passive's randomness is too strong, making her hard to utilize. On top of that, she oddly learns Triple Elemental Blast, the signature move of the Pendragon mage corps, a truly confusing character.
- Still, since she learns Heal and Heal Wind, she can be used as a healer if you want to. In World Boss raids, if a red/light attribute ban is in effect and there is no Deimos, there is room to field her as a Legendary-grade healer. She can also learn the Mage's basic 3 skills plus Electric Wave and Triple Elemental Blast, and she holds an ultra-rare revive skill, so either way she is usable if you want. Slap on a healer icon and use Triple Elemental Blast to surprise your opponent in the arena. The moment you decide to use this character, you have decided not to care about efficiency, so there is no need to weigh her power.
- Savor your opponent's praise for your persistence.
- She received an Inner Break, but she should still be praised.
