Race Abilities And Bonuses

Introduction:

You want to play Shilla and you've created a character. You looked at the information the game provided you and you are confused. You see some numbers, some green, some red, some white, and can't make sense of it properly. Hopefully after reading this guide, you will understand a little better what is going on.

First off, a description of each stat:

Strength: Increases life and also increases how much you can carry. Items in Shilla are assigned weight values related to Strength. If an item weighs 1, then you would need 1 Strength point to hold it. If you have a weight of 500, you are going to need 500 Strength to carry it. Helps with Melee attack power.

Dexterity: Increases life and fatigue. Determines how many attacks a melee character will use in a round of combat. At 10 Dexterity you will have 1 attack, and every 20 Dexterity thereafter you will gain an additional attack. (10,30,50,70,90… 1,2,3,4,5….)

Constitution: Increases Life and Fatigue. Helps with Melee attack power.

Wisdom: Increases Mana and Fatigue. This is also a requirement for activating quests. Also increasing this will allow you to train spells to higher levels.

Intelligence: Increases Mana. If you are a mage character, this follows the same formula for attacking as Dexterity for fighters. Also increasing this will allow you to access more areas in Shilla.

Charisma: Increases Mana. Increasing this will decrease the cost of items in shops.
Some more advanced uses for these will be explained in detail in other areas of the site(weapon requirements, spell power, etc…)

First,

RaceID Name Strength Dexterity Constitution Wisdom Intelligence Charisma Sum
1 Arachnid 21 23 16 22 22 16 120
2 Avian 18 20 20 25 17 16 116
3 Centaur 18 20 20 22 20 20 120
4 Draconian 25 20 20 18 18 19 120
5 Dwarf 25 16 25 17 18 20 121
6 Elf 15 23 18 21 19 24 120
7 Gnome 15 16 20 20 25 24 120
8 Hobbit 20 24 23 16 15 22 120
9 Human 20 20 20 20 20 20 120
10 Imp 22 21 22 18 18 19 120
11 Lizardman 23 17 20 20 20 20 120
12 Ogre 25 14 28 17 20 16 120
13 Orc 20 18 22 20 20 20 120
14 Pixie 14 24 13 24 23 20 118
15 Satyr 22 21 19 18 19 21 120
16 Wolfman 23 20 20 17 17 23 120
17 Wraith 22 19 19 22 20 18 120
18 Nymph 20 19 18 23 22 18 120
19 Gargoyle 19 18 22 21 22 18 120
20 Dryad 15 21 16 23 21 24 120

This table doesn't mean a whole lot honestly. Each race starts out with this amount of stats, but you can add 30 points of whatever stat you wish. A pro tip would be to make sure you have 40 Intelligence to complete the 'clear the beach' quest which give you 1 million experience to boost the rest of your stats up to an appropriate level.

Next table and description:

Name Strength Dexterity Constitution Wisdom Intelligence Charisma Sum
Arachnid 5 4.25 6.25 4.75 4.75 5 25
Avian 5.5 4.75 5 5.25 4.75 4.75 24.5
Centaur 4.25 4.5 4.5 5.75 5.75 5.25 25.75
Draconian 4 5 4.5 6 4.5 6 26
Dwarf 4.25 4.25 4.25 6.25 6.25 5 26
Elf 5.75 4.75 5.75 4.5 4.5 4.75 24.25
Gnome 6.25 4 6.25 4.25 4.25 5 23.75
Hobbit 5.5 4.25 5 6 5 4.25 24.5
Human 5 5 5 5 5 5 25
Imp 5 4 4.5 5.5 5.5 5.5 25
Lizardman 4.5 4.5 5 5.25 5.25 5.5 25.5
Ogre 3.75 5.25 4 5.5 5.5 6 26.25
Orc 4.75 4.75 4.75 5.25 5.25 5.25 25.25
Pixie 6.5 4.5 5.5 4.75 4.75 4 23.5
Satyr 4.25 4.25 4.75 5.5 5.5 5.75 25.75
Wolfman 4.5 4.25 6 4.5 6 4.75 25.5
Wraith 7 4 5 4.25 4.25 5.5 23
Nymph 5 5.75 5.75 4 4.25 5.25 25
Gargoyle 5.5 6 4.5 4.25 4.5 5.75 25
Dryad 6 4.75 5.75 4.5 4.75 4.25 24

The first number you want to pay attention to, is the number 5. 5 is the average. The Human race in this game is the most average of all the races.
Any number below 5, would mean to train this stat would be cheaper than the average. Any number above 5 would be that it would cost more to train this stat than the average.

If you want to be a fighter or thief class, you may want to focus on cheaper numbers on the life stats(Strength/Dexterity/Constitution), if you are a mage you may want to focus on (Wisdom/Intelligence/Charisma).

Finally, and the most important part(split into 2 tables due to length).

Race Abilities:

Name Accuracy AreaRestrictions ArmorBonus ColdDamage DamageTaken FatigueUsage Grope HeatDamage
Arachnid 30.00% - -10.00% - - - -3.00% -
Avian -30.00% - - -50.00% 10.00% - - -
Centaur - - -10.00% - 10.00% - - 50.00%
Draconian - - 10.00% 50.00% - - - -50.00%
Dwarf -30.00% 10.00% 10.00% - - -10.00% - -
Elf 30.00% - - 50.00% 10.00% - - 50.00%
Gnome - -10.00% 10.00% -50.00% - - - -50.00%
Hobbit - - 10.00% 50.00% - - - -50.00%
Human - - - - - - - -
Imp - 10.00% -10.00% 50.00% - -15.00% - -50.00%
Lizardman - 10.00% - 50.00% - - 3.00% -50.00%
Ogre - - - -50.00% - -10.00% 3.00% 50.00%
Orc - 10.00% 10.00% 50.00% - - - -50.00%
Pixie - - -10.00% - 10.00% - -3.00% -
Satyr - - - 50.00% 10.00% - - -50.00%
Wolfman - -10.00% - -50.00% - - - 50.00%
Wraith - - 10.00% -50.00% - - -3.00% 50.00%
Nymph - -10.00% -10.00% 0.00% - - - -
Gargoyle -30.00% - 10.00% 0.00% - - - -
Dryad 30.00% - - - 10.00% - - -
Name ShopPrices SpellPower Weight BeInvisible Fly SeeInDark Swim
Arachnid - - 50.00% - - Yes -
Avian - 20.00% - - Yes - -
Centaur - 20.00% 50.00% - - - -
Draconian 10.00% - - - - - -
Dwarf 10.00% -20.00% 50.00% - - Yes -
Elf - 20.00% - - - Yes -
Gnome - -20.00% -50.00% - - - -
Hobbit - - -50.00% - - - -
Human - - - - - - -
Imp 10.00% - - - Yes Yes -
Lizardman - - - - - - Yes
Ogre 10.00% -20.00% - - - - -
Orc - -20.00% - - - - -
Pixie - 20.00% -50.00% Yes Yes - -
Satyr - 20.00% - - - - -
Wolfman - -20.00% - - - Yes -
Wraith - - - - - - -
Nymph - - - - - - Yes
Gargoyle - - - - Yes - -
Dryad - 20.00% -50.00% - - Yes -

How important are these abilities? Read on….

Rated on scale of 1-5(1 Worst, 5 Best)

Accuracy(5): Default miss rate is 20%, so normally without other benefits you would hit 80/100 attacks. +/- 30% would mean you would then miss either 14% or 26%(0.2 * 0.3 = 0.06 so 6% +/-)
The higher you progress in the game, the higher the variance of attacks becomes. If you have 1000 attacks, you will average 800 normally, 860 if you have positive accuracy bonus, 740 if you have a decrease in bonus. This is one of the most important stats to consider when playing.
Area Restrictions(1): The highest area in the game needs 2000 Dex/Con or 1020 Int. Any player will hit these way before they need to. Pointless.
Armor Bonus(2-3): 10% means for every 1 point of defense from armor or armor spells, you will get .1 added or subtracted from the total. Shilla is a very heavily focused game on attacking first and killing and not getting hit, so the armor bonuses aren't that important. The most you will use from armor bonuses are the few quest bosses that take multiple rounds to kill.
Cold Damage(1): In the desert, you can become cold at night and take damage. Most players can get items sent to them that nullify this effect or greatly decrease it so this becomes not so much of an issue. If you are playing an early round and can't get these items sent to you, this number may be higher, but it still is nothing that can't be overcome without much effort involved.
Damage Taken(5): Some races take 10% more damage. This is annoying because death in this game is brutal. It isn't so bad in the beginning when you may need 100 extra more life than someone else at that level, but higher up the numbers get into the thousands. You will commonly find yourself attacking monsters and killing them, but if you make one small mistake, game over. So choose wisely on this.
Fatigue Usage:(1) Doesn't matter much. Higher up in the game you get, the less you even notice this.
Grope(2): Fighters get attack power from grope(Str+Con) plus weapon range. +3% means for every 100 points, you get 3 extra in your damage calculations. Nice bonus, but it could be better to consider a race that has cheaper training costs on Str/Con as well. The opposite happens if you have -3% grope as well.
Heat Damage(1): See Cold Damage, same idea. Desert gets hot during the day. Also heat damage is calculated in the Volcano as well, but the coding is off and therefore not applicable at this time.
Shop Prices(2-3): Shop prices are determined by your Charisma. Usually the formula is [Base Price/Charisma]. If you have an increase, multiply this number by 1.1 to find the true cost.
Spell Power(3-4 Mage, 1 Melee): If you want to play as a Mage, this is more important as your attack spells will do 20% more damage. If you stick with the traditional melee classes, this is pointless.
Weight(1): 50% Bonus means you can carry 50% more weight than normal. Nice when you are farming for food and armor to sell in the beginning, but as you find higher quality food and your Strength gets higher in value, this means nothing in the end.
Be Invisible(1): One race(Pixie) can be Invisible. They can get into other races villages without meeting their normal requirements. Not really necessary for any purpose in the game.
Fly(1): Any character can fly with help of one Pegasus Wing food item. So don't bother with this ever.
See In Dark(1): The areas you will train in that require light to see, you will already be equipping items that give light. So this is pointless.
Swim(2): In the Ocean, you need items that can allow you to swim. If you are playing earlier in a round where those items are harder to come by, this can be somewhat of an advantage. However as items are found this effect can be acquired by everyone rather easily.

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