All the skills of the Shillien Elder from the first levels to the third profession: what each one does, at which levels it is learned and which skills are worth learning.
Here we will list all the skills of the Shillien Elder and give the necessary explanations that will help you in the game. The skill level-ups of the Shillien Elder come at levels 7 and 14 before the first profession, every 5 levels after the first profession, that is, at 20, 25, 30 and 35, every 4 levels up to level 56 after the second profession and then every 2 levels up to 74, and at every level after the third profession. For buffing fighters the key levels are 56 (
Death Whisper and
Guidance of the third level), 58 (
Vampiric Rage of the third level) and 72 (
Vampiric Rage of level 4). For mages: 52 (Greater
Empower of the third level), 62 (
Wild Magic of the first level) and 70 (
Wild Magic of the second level).
The professions: the first profession is Path to a Shillien Oracle, the second profession is described on the page of the class Shillien Elder, the third profession is Saga of the Shillien Saint.
The skills learned before the second profession
Wind Strike (active): the main attack nuke of buffers and healers before the first profession; without it they could not level on their own at all. With it they can not only reach level 20 quickly but also level up a bunch of others such as the Warcryer, the Overlord and other handicapped ones. The skill is given right at level 1, with two level-ups to the fifth skill level, at levels 7 and 14; it does not develop further, and after the first profession it starts failing terribly, so you cannot level with it much after that.
Self Heal (active): given at the very first level, it does not develop at all, heals only yourself; it even helped a couple of times, but I usually do not use it.
Anti Magic (passive): raises the character's M.Def. Learned at level 7 and develops right up to the third profession; 45 levels of this skill in all, the last learned at level 74. There is never enough SP for this skill: you think, well, now at last I will learn it to the end, extra magic defense never hurt anybody, not even buffers. But no: other, more important skills turn up to learn, and afterwards there is no SP left. So I level this skill when everything else has been learned.
Weapon Mastery (passive): raises the character's physical and magic attack. 42 levels of the skill: the first is learned at level 7, the last at level 74; this is the very skill for which dwarves envy Prophets. In everyday buffer life it is not really needed, but for the Olympiad it is vital.
Armor Mastery (passive): raises the character's defense. Three levels: learned at level 7, leveled up at level 14, and it does not develop further.
Ice Bolt (active): the second attack nuke of all healers and buffers. Learned at level 7, leveled up at 14; 4 levels of the skill in all, no upgrades after level 14. It deals less damage than
Wind Strike, so it is used as a finishing skill: first we hit the mob with
Wind Strike, then finish it with
Ice Bolt if needed. The reuse time of the skill is also longer than that of
Wind Strike.
Might (buff): the first attack buff, given at level 7. It raises the power of physical attack. 3 levels of the skill in all, level-ups at levels 20 and 40. Since this buff is not in the newbie helper's beginner set, players in the starter villages are very glad when you buff them with
Might, even of level 1.
Shield (buff): the first defensive buff, learned at level 7. It raises the character's physical defense. 3 levels of the skill in all, level-ups at levels 25 and 44.
Heal (heal): the very first heal with which you can heal not only yourself but also others. Learned at level 7; 18 levels of the skill in all, level-ups at character levels 14, 20, 25, 30 and 35, that is, only until the second profession. I practically never learn it, because
Battle Heal is better.
Battle Heal (heal): learned at level 14; 15 levels of the skill in all, level-ups at character levels 20, 25, 30 and 35, that is, only until the second profession. The Prophet's main heal. It does not heal very well, but there are no other acceptable options.
Group Heal (group heal): learned at level 14; 15 levels of the skill in all, level-ups at character levels 20, 25, 30 and 35, that is, only until the second profession. The Prophet's only mass heal. I never learn it, because other buffers and healers have better options. And let the Prophet buff.
Wind Shackle (active): a wind attack that lowers the target's attack speed; learned at level 14; 19 levels of the skill in all, the level rises at every level-up, the last one is learned at level 74.
Boost Mana (passive): raises the character's maximum MP; learned at level 20; 8 levels of the skill in all, level-ups at character levels 30, 40, 48, 56, 60, 66 and 72. Each level-up adds a little MP to the maximum. Learn it, of course.
Robe Mastery (passive): raises physical defense when you wear a mage set. Learned at character level 20. It levels up every 5 levels until the second profession, every 4 levels until level 56, and every 2 levels until the third profession. 41 levels in all.
Light Armor Mastery (passive): raises physical defense when you wear light armor. Learned at character level 20. It levels up every 5 levels until the second profession, every 4 levels until level 56, and every 2 levels until the third profession. 41 levels in all.
Quick Recovery (passive): reduces the time between uses of magic skills. Learned at character level 20. It levels up at character levels 30 and 48. 3 levels in all.
Concentration (buff): raises resistance to having your cast interrupted by mobs and other players; that is, the higher the level of the buff, the smaller the chance that your cast is interrupted. Needed only by mages. 6 levels of the skill in all; learned at level 20, level-ups at levels 30, 44, 52, 60 and 68.
Kiss of Eva (buff): lets you stay in water longer without taking damage. At first glance a useless skill, but it helps a lot at the start on a new server, when there is practically no adena and quests have to be done, the profession one included. Even at the first level of the skill it lets you swim from Gludin to Talking Island without using healing potions. The skill is learned at level 20; 2 levels in all, the second learned at character level 52; the level-up need not be learned, because by that time the skill is no longer needed.
Wind Walk (buff): raises run speed. Without this skill all characters move like sleepy flies. Learned at level 20, leveled up at level 30.
Disrupt Undead (active): deals damage to undead, and only to undead. Learned at level 20, level-ups every 5 levels until the second profession; 8 levels of the skill in all. It is the only attack nuke after the first profession, and a very narrowly specialised one at that, because it deals damage only to undead. Solo Shillien Elders level with it on the undead, first in the Execution Grounds, where down below you can level calmly up to about level 35, and then in the Death Pass, chasing the mobs Fettered Soul and running away from the other aggressive mobs, which are not undead.
Resurrection (active): resurrects a character who went too far, carried away by grinding or PvP. On resurrection it restores a percentage of the lost experience; the higher the skill level, the higher this percentage. Learned at level 20, leveled up at level 30, and not learned further. Both the Elven Elder, who can restore up to 60% of the experience, and the Bishop (up to 80%) resurrect better, so it makes sense to use this skill with a Shillien Elder only when there is neither a Blessed Scroll of Resurrection at hand nor other healers.
Fast Mana Recovery (passive): increases mana regeneration; a must to learn. Learned at level 25, level-ups at levels 35, 44, 52, 60, 68 and 74; 7 levels in all.
Fast Spell Casting (passive): raises casting speed. Learned at level 25, level-ups at levels 40 and 56; 3 levels in all. A must to learn.
Dryad Root (active): that very root, or hold, or roots, whatever you like to call it. It lets you "tie" the opponent to one spot: it cannot move away but can still swing its arms and legs, so once you have rooted a mob, run away from it so that it does not reach you. If the mob uses a bow or is a mage altogether, you have to run quite far away. It is used mainly so that an aggroed mob loses interest in you when you run past. If you have not run far enough and the root has worn off, the mob will briskly run to you, so run further. My friend Rimma, playing a Prophet, did the quest for the Tateossian jewelry recipes with the help of the root alone, leaving behind her half a location of rooted mobs in the Hot Springs. The skill is learned at level 25; 33 levels in all, the last learned at level 74. There is never enough SP for this skill.
Focus (buff): raises the chance of a critical attack, for which all destroyers love it in the form of a special ability set into the weapon. Learned at level 25, level-ups at levels 44 and 52.
Empower (buff): increases magic attack power. Learned at level 25; the skill has 3 levels, level-ups at levels 44 and 52.
Mental Shield (buff): raises the character's resistance to root, sleep, fear and mental attacks. Learned at level 25, level-ups at levels 40, 48 and 56; 4 levels in all.
Sleep (active): lets you put the opponent to sleep. Learned at level 25; 9 levels of the skill in all, the last learned at level 35, and it does not develop further, so the Shillien Elder has no use for it whatsoever.
Vampiric Rage (buff): the famous vampiric buff itself. Part of the physical damage is converted into HP: damage to the enemies, HP to our dear selves. It does not work with skills and with ranged attacks. Learned at level 30; the skill has 4 levels, level-ups at levels 44, 58 and 72. It is the counterpart of the Warcryer's buff
Chant of Vampire, but it is learned much earlier: the Warcryer learns the first level of the vampiric buff only after getting the second profession.
Recharge (active): the very skill for which Shillien Elders and Elven Elders are called mana batteries. It restores part of the mana. In the early chronicles it restored mana to anybody; in Interlude this indecency was forbidden, and now rechargers can pour mana into everybody except Shillien Elders and Elven Elders. And before that you could go to the rift against undead with a crowd of Shillien Elders and Elven Elders: the Elven Elders killed the undead, and the Shillien Elders poured mana into them. The skill is learned at level 30; 32 levels of the skill in all, the last learned at level 74. The amount of mana given depends on the level difference between the one who recharges and the one who is recharged. If the recharger is much lower in level, it may give nothing at all. It also depends on the server build: somewhere there are such limits, somewhere not.
Resist Wind (resistance buff): raises resistance to wind attacks. Learned at level 35, level-ups at levels 40 and 44. Quite a decent resistance, because many mobs in the game use wind attacks. The book for learning the skill is not sold in every town; I buy it in the temple of Giran.
Fast HP Recovery (passive): raises HP regeneration. 6 levels of the skill in all, learned from level 35 to level 74. A must to learn.
The second-profession skills
Death Whisper (buff): raises the power of the critical hit in physical attacks. There is one nuance here: in the days of C4 this skill raised the critical much more than in Interlude; it was cut either in C5 or in Interlude itself, I no longer remember. BUT! The same buff, only from a scroll, has stayed uncut on many servers, so people often make adena by selling the scroll with this buff at a high price. The skill is learned at level 40, two level-ups at levels 48 and 56. To learn the skill you need a book, which is knocked out of the mob Valley Treant.
Guidance (buff): raises accuracy in physical attacks. We all remember how, coming to the 20+ catacombs on a new server with the newbie buff, we keep missing the mobs, and it may even be that out of ten blows only one or two hit. That is all because we do not have this buff. As soon as we buff
Guidance, everything returns to normal at once. The skill is learned at character level 40, level-ups at levels 48 and 56. To learn the skill you need a book, which is knocked out of the mob Valley Treant.
Purify (heal): cures paralysis, poison and bleeding. Learned at level 44; the skill has 3 levels, level-ups at levels 52 and 62. To learn the skill you need a book, which is knocked out of the mob Forest Runner.
Greater Heal (heal): restores the target's HP and raises the regeneration speed. Learned at level 48; 29 levels in all, the last learned at level 74. I do not like this heal, because it takes up a buff slot. To learn the skill you need a book, which is knocked out of the mob Manashen Gargoyle.
Greater Group Heal (heal): the mass counterpart of the previous heal; naturally it heals less, but all the party members standing nearby. Learned at level 48; 29 levels in all, the last learned at level 74. I do not like it for the same reason. To learn the skill you need a book, which is knocked out of the mob Enchanted Stone Golem.
Erase (active): lets you remove an enemy pet from the battlefield. A must to learn for those who are going to the Olympiad. To learn the skill you need a book, which is knocked out of the mob Elder Lost Watcher. Learned at level 56, level-ups every two character levels; 10 levels of the skill in all, the last learned at level 74. The skill was introduced into the game in the C5 chronicles; C4 does not have it.
Spirit Ore is needed to cast the skill.
Mana Burn (active): lowers the mana of a mob or another character, simply "burns" it. Everybody should learn it, not only those who go to the Olympiad or to PvP. I use this skill on raid bosses, mostly on solo ones, when its mana has to be burned so that the boss does not cancel the destroyer. A Prophet and a Shillien Elder together burn the mana of any raid boss in a few seconds. The skill is learned at level 56; 10 levels of the skill in all, the last learned at level 74. The skill was introduced into the game in the C5 chronicles; C4 does not have it. To learn this skill a book is required, which is knocked out of the mob Lost Gargoyle Youngling. One of the most expensive books on the market.
Invocation (active): restores approximately 1500-1700 MP in 30 seconds. While it lasts you cannot do anything, P.Def is greatly lowered, and any damage interrupts it. The reuse time is about 15 minutes and does not depend on Casting Speed. The skill is learned at level 56, level-ups at levels 60, 64, 68 and 72. To learn this skill a book is required, which is bought from the NPCs in Rune, Goddard or Ivory Tower (Trader: Natasha, Rupert, Wesley).
Holy Resistance (resistance buff): raises resistance to light magic. Learned at level 58, level-ups at levels 66 and 74. To learn this skill a book is required, which is knocked out of the mob Ursus. The skill was introduced in the C5 chronicles.
Wild Magic (buff): increases the chance of a magic critical hit. Learned at level 62, leveled up at level 70. To learn this skill a book is required, which is knocked out of the mob Crypt Sage.
The third-profession skills
Health (passive): raises the character's resistance to the debuffs Poison and Bleed. One level, learned at level 76. To my mind it does not raise it much, because those same shamans in Ketra keep stubbornly hanging poison. But I learn it just in case. You never know.
Wisdom (passive): raises the character's resistance to the debuffs sleep and root and to mental attacks. One level, learned at level 76. A must for everybody: sleep and root do not matter much, because they will land anyway, but extra protection from mental attacks will not hurt.
Arcane Protection (resistance buff): raises resistance to cancel and to all debuffs. Learned at level 76, the skill has only one level, and to learn it you need a book, which is knocked out of the mob Tomb Preacher.
Skill Mastery (passive): has a small chance that some skill is reused instantly or that a buff cast on you lasts double time. Absolutely useless, because during farming you could not care less whether some ONE skill was doubled or not: all the others have to be rebuffed anyway. It makes sense at the Olympiad: what if a skill from the augmentation lasts not 2 but 4 minutes. Though I do not even know whether this skill applies to augmentation, I learn it just in case anyway. The skill has one level, learned at level 77.
Block Shield (active debuff): removes from the opponent the buffs that raise physical defense, prevents these buffs from being cast again, and lowers physical defense. Learned at level 77, the skill has only one level, and to learn it you need a book, which is knocked out of the mob Ketra Orc Shaman.
Arcane Wisdom (aura): lowers mana consumption and cuts casting speed. It constantly consumes HP. Learned at level 78.
Prophecy of Wind (buff): gives +4 to accuracy, +4 to evasion, +20% to physical attack speed and +20% to the power and chance of a critical hit from a skill, so this buff mostly suits only the dagger classes. 5 spirit ore are needed to cast the buff. To learn it you need a book, which is knocked out of the mob Lilim Great Mystic. The buff lasts 5 minutes. Learned at level 78.
Mass Recharge (fusion skill, a dome): creates a dome inside which mana regeneration is greatly increased for all party members. At least 3 charges of Spell Force are needed to use the skill; it consumes 1 Magic Symbol. Learned at level 80; a book is needed, which is knocked out of the mob Tyrannosaurus.
This overview leaves out a few useless skills such as the poison cure (there is purify anyway) and
Vampiric Touch.