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)
- Teleport is obtained in Shillatown.
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.
- Bind Wounds is obtained in Shillatown.
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.
- Rejuvenate is obtained in Shillatown.
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.
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.
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 |
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 |
- Magic Arrow is obtained in the Mage's guild.
- Acid Cloud is obtained in the Elven Village.