Part 1: Explanations
Part 2: Shilla Legends
General Information
  • Restoring Characters
    If you had a character before, but it was deleted or put into inactivity, you can email the admins and ask them if they can restore it for you. This is only possible if the character is from the same game version that shilla is running in now. If there has been a reset, and your character is from before then, the admins cannot restore it.
  • Stats Explanations
    For more information on what your stats do exactly, visit the Stats Page.
  • Sending and Receiving Items
    In Shilla, you cannot just send something to someone, and then the other has it instantly. You must send it through a Trader. Currently there are 3 Traders in Shilla:
    Trader Jack: Trades Weapons & Armor
    Trader Jack (TJ) is the most well known, and he can trade Weapons and Armor. If you send something to someone, that person can buy the item out of their trader. This item will only cost 2/3 of the normal shop price, so when you send something, the other will get it cheaper than normal. Of course, some items can't be bought, and only sent. There are several items that have restrictions on them. For more information on that, visit the Wall Score Page.
    Trader Jack can be found in the north-east corner of Shilla Town. You start out with 5 available slots, which you can expand by getting the Green, Red and Black Trunks (all forged), which add 5 slots each. You don't lose these Trunks when you die, so you only have to forge them once. It's highly recommended that you do so.
    Trader Bob: Trades Food & Flowers
    Trader Bob trades Food and Flowers, and can be found in the south-west corner of Shilla Town. You have 13 slots here, but it can't be expanded. You shouldn't need Trader Bob very often. It may be useful for receiving a rare food you need in a certain forge.
    The Trinket Exchange: Amulets & Rings; Not Bracelets
    The Trinket Exchange can be found in the Halfling Shire, which lies in the Plains. This means you can't get to the Trinket Exchange at the start of your journey. Don't ask for Amulets or Rings when you've just started, since you can't get them. The Trinket Exchange has 3 slots for you, which can be expanded by the Jewelry Box (forged), which adds an additional 3 slots for a total of 6 slots max.
  • Death
    There's no escape, and it will most likely happen to you. You get killed by a creature. Ok, now what happens? When you click Continue, you are teleported to the Fountain. You lose all your Experience and the Gold in your pocket (not your banked gold, thank god), and all equipment/items you had on you, with the exception of Trunks, Compass and Keys. Your Death count will be increased by one, and all your stats are lowered by one point (and of course, if you had stat-boosting items, that will be gone so your stats will be lower). So you lose quite alot. It's best to have a sum of money in the bank at all times, and ask people for items when you get killed.
  • Alignments
    Alignments are a relatively new aspect to shilla. You must choose an Alignment sooner or later to move on. You can pick from Air, Water, Earth and Fire. Here are directions to the Temples in Town: The Water Temple is W, N, N, W, W, N, E from fountain. The Air Temple is W, S, S, W, W, N from fountain. The Fire Temple is E, S, S, E, E, S, W from fountain, and lastly the Earth Temple is E, N, N, E, E, S from fountain. Alignment will give you an advantage over certain creatures, and a weakness against others. The remaining two are neutral for you. Most creatures in shilla have an alignment, but some don't, such as the Town Guard. Later on you will get to (almost) pure elemental areas. For example, you can expect to find Fire creatures in the Volcano, and Water creatures in the Ocean. Then if you are a Water Alignment, you're very strong in the Volcano, but if you are Air, then you are weak. And so every Align has it's pros and cons. Here is a table with weaknesses and advantages against the elements:
    -FireAirEarthWater
    FireNeutralStrongNeutralWeak
    AirWeakNeutralStrongNeutral
    EarthNeutralWeakNeutralStrong
    WaterStrongNeutralWeakNeutral
    SpiritStrongStrongStrongStrong
    Now how to make sense out of this table.. You read from left to right, and YOU, the player, are the colored Align. The creature you are fighting is the other row. If you are a Fire Align for example, and you are going to fight an Ocean Creature (Water Align), then look in the table and see... that you are weak against the creature, and that you can expect it to hit alot more (6% more damage), and it will also have effect on how much you hit for, as your grope goes down (by 6%). Still being Fire Align yourself, and you're facing a Clouds creature or a bird now (Air Align Creature), then you are strong against them, like it says in the table, Strong. You'll get hit for alot less (6% less), and your damage will increase because your grope goes up (by 6%). Basically, we can split the upper table into two:
    Monster Damage:
    -FireAirEarthWater
    Fire0%-6%0%+6%
    Air+6%0%-6%0%
    Earth0%+6%0%-6%
    Water-6%0%+6%0%
    Spirit-6%-6%-6%-6%
    Your Grope (STR+CON):
    -FireAirEarthWater
    Fire0%+6%0%-6%
    Air-6%0%+6%0%
    Earth0%-6%0%+6%
    Water+6%0%-6%0%
    Spirit+6%+6%+6%+6%
    You see, the Monster Damage table shows you how much more/less you get hit for when fighting aligned creatures, and the Grope table shows how much more/less you hit the creature for. So, looking back in the first table, you can conclude that when you're Strong against an align, your grope goes up by 6%, and you'll get hit by 6% less damage by those aligned creatures. It's pretty easy, just be aware that creatures like Earth Elemental, Air Elemental, Fire Elemental and Ice Elemental probably come along with 12% increases or decreases, because they're almost pure align. Furthermore, another exception are the Elemental Guardians, of which the guide has a special section.