Spells(Living Races)

In Shilla, there are many spells and skills that you will need to progress through the game. Some can be used by everybody, some only belong to Mages in the Mage Guild

General Use Spells(everyone can use)

This spell can allow you to teleport to previously visited areas in the game. Requires that you have visited the area first, have the required Wisdom to learn the spell, and in some cases purchased a badge from the Shilla Adventurer. Click the link for more details.

This spell can restore health by casting a mana spell at 4x the level trained. This restores 4 health per level. This caps at 500, so the most this spell can restore is 2000.

This spell can restore health by casting a fatigue spell at 4x the level trained. This restores 4 health per level. This caps at 500, so the most this spell can restore is 2000.

Both of the restorative spells can be skipped because eating food is more efficient and mostly heals all 3 bars at once.


Mages Guild Spells (Mages Guild Exclusive)

  • Magic Shield Adds magical the level of the spell cast to your armor stat. Obtained in the Mage's guild.
Magic shield blocks 1 point of damage for every level trained. So level 1000 would block 1000 damage.
Note for every attack a monster has, it will block that much damage. So if a monster has 4 attacks, it would block 4000 total damage. If it only has 1, then just 1000 damage would be blocked. Effective against monsters with high number of attacks.
Level Wisdom Needed Mana cost Defense
1 10 1 1
50 500 50 50
100 1000 100 100
250 2500 250 250
500 5000 500 500
750 7500 750 750
1000 10000 1000 1000
  • Energy Shield Percentage of damage is moved from Health damage to fatigue damage. Obtained in the Mage's guild.
The max level is 1000 for 50%. Value per level decreases as the spell gets trained higher. Example values below:
Level Wisdom Needed Mana cost % blocked
1 10 8 1.58%
50 500 400 11.18%
100 1000 800 15.81%
250 2500 2000 25.00%
500 5000 4000 35.36%
750 7500 6000 43.30%
1000 10000 8000 50.00%

Note that this spell does decrease 10% when Magic Shield, Nature of Protection, or Fire Barrier is active, and so at some point you will want to stop using those spells in favor of just Energy Shield.

  • Magic Arrow General Purpose attack spell. Mage Spells use Int for number of attacks, and this spell uses the combination of (Str+Con+Wis+Chr/4) to determine attack power damage. You'll want to join a guild and get their spells asap, as they are much stronger than this spell.

Sub Guild Exclusive Spells

(These are only available while in these respective sub guilds and after fufilling any guild requirements in those guilds.)


Wand Wielders (Specific to this sub guild)

Spells for the Wandwielder guild:

Spell Name How To Get Additional Notes
Cone of Ice First attack spell, purchased in shop Needed for quest 2
Source of Life 2nd attack spell, purchased in shop
Waterfall 3rd attack spell, given in quest 5
Life Tap 4th attack spell, given in quest 7 Heals 2x spell level per attack
Tsunami 5th attack spell, given in quest 9
Monsoon Final attack spell, given in quest 10, part 1
Charismatic Engulfment Major Charisma buff spell, given in quest 10, final part
River of Dexterity Defensive buff, gives Dexterity Needed for quests 2-4
Aquatic Breathing Purchased in shop, allows for underwater breathing Spell level = time duration(lvl 1000 = 1000 mins)
River of Charm Minor Charisma buff spell, given in quest 3 See notes below
Major Healing Higher quality heal spell heals for 20x spell level, up to 20000

River of Dexterity is the Wandwielders defensive buff, it gives Dexterity which is useful for life and fatigue boosting with Energy Shield. It gives 12 Dex per spell level, costs 6 mana to cast and needs 15 Wisdom per level.

River of Dexterity
Level Wis Mana cost Dexterity Gained
1 15 6 12
50 750 300 600
100 1500 600 1200
250 3750 1500 3000
500 7500 3000 6000
750 11250 4500 9000
1000 15000 6000 12000

River of Charm gives 3 Charisma for every level, 6 Wisdom is required for each level and 2 mana is used for each level as well.
Charismatic Engulfment gives 20 Charisma for every level, 60 Wisdom is required for each level and 18 mana is used for each level as well.

River of Charm
Level Wisdom Needed Mana cost Charisma Gained
1 6 2 3
50 300 100 150
100 600 200 300
250 1500 500 750
500 3000 1000 1500
750 4500 1500 2250
1000 6000 2000 3000
Charismatic Engulfment
Level Wisdom Needed Mana cost Charisma Gained
1 20 18 60
50 1000 900 3000
100 2000 1800 6000
250 5000 4500 15000
500 10000 9000 30000
750 15000 13500 45000
1000 20000 18000 60000

Tome Holders

Fire spells, obtained in the Tomeholder guild either at their spell shop or during their quest:

Spell Name How To Get Additional Notes
Fire Sparks First attack spell, purchased in shop Needed for Quest 2
Fire Bolt Second attack spell, given in Quest 3 Needed for Quest 4
Fireball 3rd attack spell, given in quest 5
Volcano 4th attack spell, given in quest 7
Armageddon 5th attack spell, given in quest 9
Solar Wind Final attack spell, given in quest 10, part 1
Torch Light Purchased in Shop, Gives ability to see in the Dark Spell level = time duration(lvl 1000 = 1000 mins)
Fire Engulfment Minor Wisdom buff spell, bought in shop See notes below
Superior Knowledge Major Wisdom buff spell, given in quest 10, final part See notes below
Fire Barrier Defensive buff bought in Shop Needed in Quest 3, see below

Fire Barrier values shown below. The barrier is active for 12 minutes or if the damage exceeds the barrier value. The barrier can be carried over between battles if the barrier is not used up in its entirety. The timer can be stacked, but you can't stack barrier values.
So a level 100 barrier can block 1000 damage and be stacked for 60 mins with 5 casts, but the barrier will stay at 1000.

Fire Barrier
Level Wisdom Needed Mana cost Damage blocked
1 20 5 10
50 1000 250 500
100 2000 500 1000
250 5000 1250 2500
500 10000 2500 5000
750 15000 3750 7500
1000 20000 5000 10000

Superior Knowledge gives 3 Wisdom for every level, 12 Wisdom is required for each level and 3 mana is used for each level as well.
Fire Engulfment gives 20 Wisdom for every level, 60 Wisdom is required for each level and 18 mana is used for each level as well.

Superior Knowledge
Level Wisdom Gained Mana cost Wisdom Needed
1 3 3 12
50 150 150 600
100 300 300 1200
250 750 750 3000
500 1500 1500 6000
750 2250 2250 9000
1000 3000 3000 12000
Fire Engulfment
Level Wisdom Gained Mana cost Wisdom Needed
1 20 18 60
50 1000 900 3000
100 2000 1800 6000
250 5000 4500 15000
500 10000 9000 30000
750 15000 13500 45000
1000 20000 18000 60000

Orb Masters (Specific to this sub guild)

Air spells, obtained in the Orbmaster guild either at their spell shop or during their quest:

Spell Name How To Get Additional Notes
Shock Wave First Attack spell, purchased in shop Beginner Spell
Wind of Change Second attack spell, purchased in shop Need this to complete quest 2
Explosion 3rd attack spell, given in quest 5 Needed for Quest 8
Tornado 4th attack spell, given in quest 7 -
Annihilation 5th attack spell, given in quest 9 Gives temporary Strength boost at 2 * spell level per attack, is stackable
Cosmic Channelling Final attack spell, given in quest 10, part 1 -
Aura of Strength Minor Strength buff spell, given in quest 3 See notes below, also required for quests 5 & 7
Winds of Flight Purchased in shop, gives power to fly Spell level = time duration(lvl 1000 = 1000 mins)
Strong Engulfment Major Strength buff spell, given in quest 10, final part See notes below
Bedazzle Purchased in shop, helps reduce enemy accuracy Increased level leads to higher evasion rate, capped at 2/3rds

Aura of Strength gives 3 Strength for every level, 6 Wisdom is required for each level and 3 mana is used for each level as well.
Strong Engulfment gives 20 strength for every level, 20 Wisdom is required for each level and 20 mana is used for each level as well.

Aura of Strength
level Strength Gained Mana Wisdom needed
1 3 3 6
50 150 150 300
100 300 300 600
250 750 750 1500
500 1500 1500 3000
1000 3000 3000 6000
Strong Engulfment
level Strength Gained Mana Wisdom needed
1 3 3 6
50 150 150 300
100 300 300 600
250 750 750 1500
500 1500 1500 3000
1000 3000 3000 6000
+++ Staff Controllers (Specific to this sub guild)

Earth spells, obtained in the Staff Controllers guild either at their spell shop or during their quest:

Spell Name How To Get Additional Notes
Thorns First attack spell, purchased in shop Needed for quest 2
Tremor 2nd attack spell, given in quest 3 Needed for quest 4
Rupture 3rd attack spell, given in quest 5
Force of Nature 4th attack spell, given in quest 7
Quake 5th attack spell, given in quest 9
Big Bang Final attack spell, given in quest 10, part 1
Natural Growth Minor Constitution buff spell, purchased in shop Needed for quests 2 & 3, see notes below
Earthen Engulfment Major Constitution buff spell, given in quest 10 final part See notes below
Earth Glide Allows for burrowing, purchased in shop Spell level = time duration(lvl 1000 = 1000 mins)
Nature Protection Defensive armor spell, given in quest 8 See notes below

Nature Protection is a stronger version of Magic Shield. It gives 2 points of defense per level, which means it can block up to 2000 points per attack at level 1000. Once you get this, you should consider removing Magic Shield as both spells do not stack together and the most recent one cast overrides the previous casted spell. This works best against monsters with multiple attacks, as the armor blocks each attack separately.

Natural Growth
Level Wisdom Needed Mana cost Constitution Gained
1 2 2 2
50 300 100 150
100 600 200 300
250 1500 500 750
500 3000 1000 1500
750 4500 1500 2250
1000 6000 2000 3000
Earthen Engulfment
Level Wisdom Needed Mana cost Constitution Gained
1 60 15 20
50 3000 750 1000
100 6000 1500 2000
250 15000 3750 5000
500 30000 7500 10000
750 45000 11250 15000
1000 60000 15000 20000

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