Spell of Protection
You take no damage for 15 seconds.
Which temple is yours, how to make a Scroll of Blood, the relic match, the temple spells and the prizes.
Illusion Temple is a team match: two teams fight over a sacred relic and race to carry it to their own base. Kills earn points for four temple spells that decide most fights. Every number on this page comes from the server's own files.
Server time. At least 2 players must be inside a temple or that temple is cancelled and your scroll is given back.
The brackets are the same for every class. Below level 220 you cannot enter.
| Temple | Character level | Scroll of Blood | Mix success | Mix zen |
|---|---|---|---|---|
| Temple 1 | 220–270 | 70% | 3,000,000 | |
| Temple 2 | 271–320 | 70% | 5,000,000 | |
| Temple 3 | 321–350 | 70% | 7,000,000 | |
| Temple 4 | 351–380 | 70% | 9,000,000 | |
| Temple 5 | 381–399, or 400 before third class | 70% | 11,000,000 | |
| Temple 6 | 400 with third class | 70% | 13,000,000 |
Mix it in the Chaos Machine. Both parts must be the same level; the scroll comes out at that level and is used up when the match starts.
A failed mix loses everything in the machine.
In the cash shop (X in the game): 40 KCoin for one entry or 360 KCoin for ten. It opens the temple that fits your level.
You cannot enter in a party of 5 or with a transformation ring on. Any party you are in is left on the way in.
Both drop from monsters outside the temple with a 0.1% chance; the monster's level sets the level. Lumen the Barmaid in Lorencia and Caren the Barmaid in Devias also sell every level.
| Level | Old Scroll: monster level | Covenant: monster level |
|---|---|---|
| +1 | 67–71 | 71–75 |
| +2 | 72–77 | 76–81 |
| +3 | 78–83 | 82–87 |
| +4 | 84–89 | 88–93 |
| +5 | 90–95 | 94–99 |
| +6 | 96 and up | 100 and up |
Players are split into the Allies (yellow) and the Illusion team (blue), balanced by size and class. Each team is a party of its own, and teammates cannot hurt each other.
A few seconds after the start a statue appears at one of two spots. Click it from up to 3 steps away and the relic drops at your feet; pick it up. The temple monsters appear at that moment.
Bring it to your team's storage NPC at your base. Each delivery is 1 point, and a new statue appears 5 seconds later. While you carry it you cannot teleport, use /move, trade or drop it. Do not move it around in your inventory.
The first team to 7 points wins at once. Otherwise, when time runs out, the team with at least 2 points and more than the other wins. A tie has no winner.
If you die you come back at your base with 15 seconds of Protection; a relic you carried drops where you fell.
You start with 10 points, gain 2 per monster and 5 per player you kill, up to 90. Dying resets you to 10. Points are spent only when a spell succeeds.
You take no damage for 15 seconds.
Roots a player within 3 steps for 15 seconds; they cannot move or teleport.
Teleports you next to whoever carries the relic.
Halves the SD of a player within 3 steps.
To get the experience you must have used a temple spell successfully at least 3 times and still be inside when the match ends. Winners get the base plus twice the relic amount for every point they won by; everyone else gets the base plus the relic amount for each point their team scored.
| Temple | Base | Per relic |
|---|---|---|
| Temple 1 | 300,000 exp | 50,000 exp |
| Temple 2 | 340,000 exp | 60,000 exp |
| Temple 3 | 380,000 exp | 70,000 exp |
| Temple 4 | 420,000 exp | 80,000 exp |
| Temple 5 | 460,000 exp | 90,000 exp |
| Temple 6 | 500,000 exp | 100,000 exp |
Each player on the winning team can claim one item from their team's storage during the four minutes after the match.
Every temple monster you kill also drops one item from its bracket's list, on top of the usual drops.
/move or trading while you carry the relic.