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Overview[]

Shadows are one of the cornerstone features of the game and a primary drop source to strengthen your character. In-game information can also be found through the in-game command /myth, but all of that will also be covered here.

When killing any monster, you have a chance of dropping a shadow, although it's dependent upon the zone parameters. It shares a drop pool with gems, purses, and clan mines - meaning you can only get 1 of these per kill.

Obtaining Shadows[]

You need to wear equipment in order to even drop a shadow item.

Ways to obtain shadows include:

Buying Shop Gear involves heading over The Guilded Anvil and purchasing a gear of your choice and equipping it. Once you're fully geared out, you're ready to start dropping shadows! Keep in mind though, if any of your gear slots do not contain a gear piece, you have a high chance of only dropping Item Class 1 gear.

How Shadows Work[]

Shadow drops are based off of your equipped gear. On every monster kill, you have a chance to receive a message such as this:

ShadowDrop

A shadow drop randomly picks a piece of your equipment to drop, and what you get is determined by your gears Item Class, but it works different for each type of gear.

Gear Drop Table[]

Before we go over each of the 5 tiers of gear you can possess, it is helpful information to know exactly what piece of gear can drop which shadow type.

Drop Tables (denoted DT) for gear slots. If a DT mentions another DT, it does not include the random aspect.

The table below will cover all possibilities:

Gear Type Equipped Drop Pool
(DT1) Nothing Any (Always IC1)
(DT2) Sword, Axe, Staff, Mace Sword, Axe, Staff, Mace, Randomized DT3
(DT3) Bow, Arrow, Claw Bow, Arrow, Claw, 2x Randomized DT2
(DT4) Leg, Boots Leg, Boots
(DT5) Helmet, Gauntlets Helmet, Gauntlets
(DT6) Fire, Cold, Air, Earth, Drain Fire, Cold, Air, Earth, Drain
(DT7) Armor Armor
(DT8) Arcane, Shield, Death, Scythe Arcane, Shield, Death, Scythe

Gear you have equipped also has a bonus chance of dropping over the others in the list.

For example, if you trigger the Bow, Arrow, Claw pool and you only have claws equipped, you have an extra chance to receive a claw drop over a bow or arrow drop.

Buy Gear + Each Tier[]

Lets go over the 5 different tiers of gear in the game:

  • Shop Tier 1 - These are required to drop the best shadows. The Guilded Anvil is used to buy Weapons and Armor, while The Arcanium is used to buy Spells and enchant gear.
  • Shadow Tier 2 - Generally weaker than shop gear on their own, but they always contain two gem slots and lower requirements than their shop counterpart. All tiers of gear can drop shadows.
  • Mythic Tier 3 - You can upgrade shadow gear to mythic level at 2,1 in Temple of Shadows for gold.
  • Ancestral Tier 4 - You can upgrade mythic using gold and fusion pieces to really give your character extra power, which is far stronger than everything below it.
  • Godly Tier 5 (Final) - Lastly, you can upgrade ancestral gear to their mostly powerful form, Godly!

Each Tier will be explained in more detail in their own sections below.

Shop Gear (T1)[]

Shop gear is the basic gear of the game, but also the most important! The two locations you your gear at is at the The Guilded Anvil (Armor/Weapons) and The Arcanium (Spells, Enchant Gear).

Each gear is the next Tier in power level, starting at Item Class 1 and goes all the way to Item Class 25, but displayed as Roman Numerals in the game, while progressively being more expensive. Through examine windows, each tier gets progressively more expensive with higher stats and level requirements to wield.

  • IC1 and IC2 gear contain 1 gem slot, while everything else contains 2 gem slots for enhancing your gear.
  • Keep in mind though, what shop sells what is determined by the zone you're in. Here are the three zones that contain all gear:

Shop gear is what is required to drop the best shadow gear to upgrade later. The way shop gear works is you always drop either the same Item Class or one lower. For example: You drop a shadow off of an Armor IV. This means the shadow will always be either a III or IV.

Level Requirements[]

Here is the full level requirements table for all gear in the game. Stat requirements change based on your class and race you're playing, and generally other than the early game you should have no trouble meeting it through natural progression.

Item Class Shop Cost Shop Lv. Req. Shadow Lv. Req. Mythic Lv. Req. Anc. Lv. Req. Godly Lv. Req.
I 85 0 0 0 N/A N/A
II 1.2K 0 0 0 N/A N/A
III 17.1K 20 0 100 N/A N/A
IV 243.3K 120 100 200 N/A N/A
V 3.45M 220 200 300 N/A N/A
VI 49.05M 320 300 400 N/A N/A
VII 696.44M 420 400 500 N/A N/A
VIII 3.44B 820 800 900 1,000 N/A
IX 15.44B 1,020 1,000 1,100 1,200 N/A
X 69.25B 3,000 2,000 2,500 3,250 N/A
XI 310.54B 3,500 3,250 3,500 4,000 N/A
XII 1.39T 4,500 4,250 4,500 5,000 6,000
XIII 6.24T 5,000 4,500 5,000 6,000 7,000
XIV 28T 8,500 8,000 8,250 9,000 10,500
XV 125.54T 10,000 9,000 9,500 11,000 15,000
XVI 562.94T 17,000 15,000 16,000 18,000 20,000
XVII 2.52Q 20,000 17,000 18,000 20,000 25,000
XVIII 11.31Q 50,000 40,000 45,000 50,000 60,000
XIX 50.75Q 70,000 60,000 70,000 80,000 100,000
XX 227.58Q 120,000 110,000 130,000 150,000 200,000
XXI 1.02 Quint 400,000 300,000 425,000 450,000 500,000
XXII 4.57 Quint 700,000 600,000 750,000 750,000 800,000
XXIII 20.51 Quint 1,000,000 900,000 1,100,000 1,250,000 1,500,000
XXIV 92 Quint 3,000,000 2,500,000 3,500,000 4,000,000 5,000,000
XXV 412.55 Quint 8,000,000 7,000,000 8,500,000 9,000,000 10,000,000
Shadow Gear (T2)[]

Shadow gear is the first step to get the most powerful upgrades for your gear. While shop gear is how you get the best shadows, shadows can also drop shadows. The main difference however, is that you cannot drop the same Item Class as the equipped shadow.

For example, if you drop off of your Shadow Fire IV, you can only receive a shadow I-III, never IV. The extra shadows can either be sold to other players or (usually) smashed for fusion pieces at the Fusion Machine.

Generally, shadow gear is weaker than shop gear, but also has much lower requirements to equip as well as 2 gem slots for everything (where Shop gear T1 and T2 only have 1 slot).

Here is the list of all shadow type gear in the game:

Type Shadow Name
Sword Phantom Sword
Axe Phantom Axe
Staff Phantom Staff
Mace Phantom Hammer
Bow Phantom Bow
Arrow Phantom Arrow
Shield Ghost Shield
Claw Phantom Claw
Scythe Phantom Scythe
Fire Shadow Fire
Cold Shadow Freeze
Air Shadow Shock
Earth Shadow Tremor
Drain Shadow Drain
Arcane Shadow Heal
Death Shadow Death
Helmet Ghost Helmet
Gauntlets Ghost Gauntlets
Armor Ghost Armor
Leggings Ghost Leggings
Boots Ghost Boots
Mythic Gear (T3)[]

There are only two ways to receive mythic gear: Upgrading shadow gear or finding them through Quests (quite rare). Upgrading shadow gear to mythic gear is located at 2,1 Temple of Shadows. Dropped shadows off mythic gear works the same the regular shadows - Mythic IV can only drop I-III etc.

Simply select what shadow you want to upgrade, and pay the gold cost to upgrade. If you have more than 1 shadow in your inventory, you can also choose the mass-upgrade option to do it all at once, long as you have the gold to pay for it all.

Mythic gear is the best bang for your buck of obtained fusion pieces at the Fusion Machine, as it provides more than shadows will.

With the upgrade to myth, each class gets a varied buff, explained in the table below:

Weapon Type Mythic Name DEX % STR % Enemy DEX % Other
Sword Mystic Blade 2.5 3.5 -2 N/A
Axe Mystic Hatchet 2 5 -2.75 N/A
Staff Mystic Sceptre 4.5 2 -1 Gold = 2.5 (Casters)

Spell Class = 20 * ((IC+5)/100) (Earth)

Mace Mystic Maul 3 4 -2.5 N/A
Bow Mystic Bow 1 N/A -1.5 N/A
Arrow Mystic Arrow 2 N/A -3 N/A
Shield* Spiked Shield 4 N/A N/A Armor Class = 0.5
Claw Mystic Claw N/A N/A -0.5 [Both Claws Myth] Item Class = 0.75%

Damage Multiplier = 5%
Hit Chance = 1%

Scythe Mystic Scythe 2.75 1.5 -1.75 +1 Extra Attack

* Shield armor class does NOT work for Vampires

For spells, we have:

Spell Type Mythic Name WIS % NTL % Enemy WIS % Other
Fire Mythic Flame 3 7 N/A N/A
Cold Mythic Frost 1.5 1.5 -1.5 N/A
Air Mythic Storm 4 2 -2 N/A
Earth Mythic Quake 2.25 2 -1.15 Gold = 2.5% (Fighters)

Weapon Class = 20 * ((IC+5)/100) (Staff)

Drain Mythic Drain 1 N/A -1 Health/VIT = 1%
Arcane Mystic Cure 1.5 2 (Casters) -2 (Casters) Armor Class = ((IC+5)/5) (Non-Scythe)

Health/VIT = RNUM * 0.6 (Casters)

Death Mythic Death 2 3 -1 Armor Class = ((IC+5)/5) (Scythe)
Extra Bones = RNUM * 1

Note: You multiply the %-entry by the Roman Number of your item to obtain the actual effect of a bonus. For example. IV Fire would provide a 3*4 = 12% WIS bonus.

Armor buffs are explained in their own section.

Ancestral Gear (T4)[]

There are only two ways to receive ancestral gear: Upgrading mythic gear, or finding them through Quests (quite rare). Upgrading mythic gear to ancestral gear is located at 1,0 Fallen Temple.

While ancestral gear also applies the I-(MAX IC-1) rule for dropping compared to shop gear, you have a chance for the shadow to be instant Mythic level instead!

To upgrade mythic gear to ancestral gear, it requires more than gold - fusion pieces as well as the gear needs to be VIII or higher! To upgrade, simply select the mythic you want to upgrade and pay the gold cost and fusion pieces required. A pop-up will appear confirming your upgrade - make sure you all meet requirements before proceeding, as ancestral gear contain higher requirements and stats to equip.

While you can certainly smash ancestral gear for fusion pieces at the Fusion Machine, it usually isn't worth it since it cost FP to upgrade, it has higher requirements before you can, and mass-smash is not an option unlike for shadow and mythic gear.

With the upgrade to ancestral, each class gets a varied buff (stacks with mythic buffs!), explained in the table below:

Weapon Type Ancestral Name DEX % STR % Enemy DEX % Other
Sword Ancestral Great Sword 3 3 N/A N/A
Axe Ancestral Double Axe 2 N/A N/A N/A
Staff Ancestral Battlestaff 1.25 N/A -1.25 Spell Class = 45 * ((IC+5)/100) (Earth)
Mace Ancestral Warhammer 3 2 N/A N/A
Bow Ancestral Warbow 4.5 N/A -2 N/A
Arrow Ancestral Bolt 3.5 N/A N/A N/A
Shield* Ancestral Shield 4 2 4 Armor Class = RNUM + 1

Health/VIT = RNUM * 1.1% (Fighters)
Armor Class = Mastery / 20 (Shield)

Claw Ancestral Claw N/A N/A 1 Item Class = 1.25%

Damage Multiplier = 10%
Hit Chance = 1.25%

Scythe Ancestral Scythe 2.5 2 -2 +1 Extra Attack

* Shield armor class does NOT work for Vampires

For spells, we have:

Spell Type Ancestral Name WIS % NTL % Enemy WIS % Other
Fire Primal Flame 3 8 -2.5 N/A
Cold Primal Frost 2 3 -2 N/A
Air Primal Storm 1 3 -1.35 N/A
Earth Primal Quake 2.5 N/A -1.5 Weapon Class = 45 * ((IC+5)/100) (Staff)
Drain Primal Drain 4 N/A N/A Health/VIT = 2%
Arcane Primal Cure 1.5 2 -2 Armor Class = ((IC+5)/10) (Non-Scythe)

Health/VIT = RNUM * 1.1% (Casters)

Death Primal Death 3 2 1 Armor Class = ((IC+5)/10) (Scythe)
Extra Bones = RNUM * 1.5

Note: Drain has a different buff, but just applies VIT + HEALTH instead of the NTL buff.

Armor buffs are explained in their own section.

Godly Gear (T5)[]

There are only three ways to receive godly gear: Upgrading ancestral gear, duping your godly gear(explained later), or finding them through Quests (quite rare). Upgrading ancestral gear to godly gear is located at 8,7 Temple of Ultimate Wisdom.

While godly gear still follows the rule of dropping I-(MAX IC-1) rule, there are two additional perks (on top of a big power boost): drops are always mythic level, and you have a small chance to dupe your godly item. You can fail a dupe though, in which you get an Item Class 1 version of your godly item instead.

To upgrade ancestral gear to godly gear, it has the same requirements as ancestral gear does - gold and fusion pieces as well as the gear needs to be XII or higher! To upgrade, simply select the ancestral piece you want to upgrade and pay the gold cost and fusion pieces required. A pop-up will appear confirming your upgrade - make sure you all meet requirements before proceeding, as godly gear contain much higher requirements and stats to equip.

While you can certainly smash godly gear for fusion pieces at the Fusion Machine, it usually isn't worth it since it cost FP to upgrade, it has higher requirements before you can, and mass-smash is not an option unlike for shadow and mythic gear.

Mythic gear is the best bang for your buck of obtained fusion pieces at the Fusion Machine, as it provides more than shadows will.

With the upgrade to ancestral, each class gets a varied buff (stacks with mythic & ancestral buffs!), explained in the table below:

Note: The buffs are in formula text. For example, "(RH) Hit Chance: 1 * ( (IC+5) / 100)" explained is:

  • Hit Chance - buffs your hit chance for that weapon slot if you have sword equipped
  • 1 * ( (IC+5) / 100) - is the formula to determine your buff. IC is the item class of the sword equipped. If you have IC 15 sword, the formula would be 1 * ((15+5)/100) = 1.2 = 20% hit chance bonus
  • "X-only" indicates you must have that weapon type in your primary weapon or spell slot in order for the buff to work. Basically, dual-wielding the same type of weapon. For Staffs case, it has secondary effects that are active only for earth, drain, or heal classes and do not trigger if staffs are your main way to deal damage.
Weapon Type Godly Name DEX % Specials
Sword Godly Katana 1 Hit Chance = 3 * ( (IC+5) / 100)

Weapon Class = 39 * ( (IC+5) / 100) (Sword)

Axe Godly Halberd N/A Weapon Class = 28 * ( (IC+5) / 100)

Weapon Class = 28 * ( (IC+5) / 100) (Axe)

Staff Godly Battlestaff 5 STR = 7 * ( (IC+5) / 100)

STR = 7 * ( (IC + 5) / 100) (Staff)

Spell Class = 10 * ((IC+5)/100) (Drain)
Spell Class = 10 * ((IC+5)/100) (Drain)

Hit Chance = 1.6 * ((IC+5)/100) (Arcane)
Hit Chance = 1.6 * ((IC+5)/100) (Arcane)

Spell Class = 70 * ((IC+5)/100) (Earth)

Mace Godly Morningstar 1 Weapon Class = 20 * ( (IC+5) / 100)

Hit Chance = 1.7 * ( (IC+5) / 100)
Hit Chance: 1.7 * ( (IC+5) / 100)
(Mace)

Bow Godly Bow 2 Weapon Class = IC*2.75
Arrow Godly Arrow N/A Hit Chance = 2.25 * ( (IC+5) / 100)
Shield* Godly Shield N/A Armor Class = (IC+5) / 20) & 5.75

STR = 1.25 + 5% * 2
DEX = 1.25 + 4$ * 2
DEX = 1.25 + 4% * 2
Health/VIT = RNUM * 1.6%
(Shield)
Armor Class: Mastery / 15 (Shield)
Shield Class uses Shield/Earth

Claw Godly Claw N/A (All Require Both Claws)

IC Boost = 2.5%
Damage Multiplier = 30%
Hit Chance = 2.6%
12% IC Boost on Claws when both are godly

Scythe Godly Scythe 2 Weapon Class = 25 * ( (IC+5) / 100)

Hit Chance: 2.25 * ( (IC+5) / 100)
+2 Extra Attacks

* Shield armor class does NOT work for Vampires

*** 12% is the default, but through Estate, this can be increased further.

For Spells, here is their table in the same format:

  • "X-only" indicates you must have that weapon type in your primary weapon or spell slot in order for the buff to work. Basically, dual-wielding the same type of spell. For earths case, it has secondary effects that are active only for earth/shield/staff classes and do not trigger if staffs are your main way to deal damage (and in heals case, it uses heal primary and staff for buffs).
Spell Type Godly Name WIS % Specials
Fire Divine Firestorm 1.25 Spell Class = 12 * ( (IC+5) / 100)

Hit Chance: 1.15 * ( (IC+5) / 100)
Hit Chance: 1.15 * ( (IC+5) / 100)
(Fire)

Cold Divine Ice Rain N/A Hit Chance: 1.25 * ( (IC+5) / 100)

Spell Class = 38 * ( (IC+5) / 100) (Cold)

Air Divine Tornado N/A Spell Class = 24 * ( (IC+5) / 100)

Spell Class = 24 * ( (IC+5) / 100) (Air)

Earth Divine Quake 5 NTL = 10 * ( (IC+5) / 100)

NTL = 10 * ( (IC+5) / 100) (Earth)

Weapon Class = 70 * ( (IC+5) / 100) (Staff)

Hit Chance = 3 * ( (IC+5) / 100) (Shield)
Hit Chance = 3 * ( (IC+5) / 100) (Shield)

Weapon Class = 28 * ( (IC+5) / 100) (Shield)
Weapon Class = 28 * ( (IC+5) / 100) (Shield)

Drain Divine Stream 3 Vitality & Health = 2.65 * ( (IC+5) / 100) (Drain)
Arcane Divine Blast 1 Spell Class = 28 * ( (IC+5) / 100)
Armor Class = ((IC+5)/10) (Non-Scythe)

NTL = 1.25 + 5% * 5
WIS = 1.25 + 2% * 5
Health/VIT = RNUM * 1.6%
(Arcane)
Arcane Class uses Heal/Staff

Death Divine Death 3 Spell Class = 24 * ( (IC+5) / 100)

Spell Class = 24 * ( (IC+5) / 100) (Death)

Armor Class = ((IC+5)/10) (Scythe)
Extra Bones = RNUM * 2.5

Armor Modifiers[]

Now that all the weapon and spells are covered for upgrades, you may be wondering, what about armor? This section will display all the buffs associated with armor now.

Note: All bonuses do not stack except for Armor. Helmet, Gauntlets, Leggings, and Boots are only a singular buff.

Armor Type Mythic Bonus Anc. Bonus Godly Bonus Shadow Name Mythic Name Anc. Name Godly Name
Helmet +0.25% Armor Class +0.5% Armor Class +0.65% Armor Class Ghost Helmet Mystic Helmet Ancestral Helmet Godly Helmet
Gauntlet +0.16% Armor Class

+0.16% Item Class

+0.25% Armor Class

+0.25% Item Class

+0.5% Armor Class

+0.5% Item Class

Ghost Gauntlets Saintly Gauntlets Ancestral Gauntlets Godly Gauntlets
Armor +2.5% Healing +0.25% Armor Class +1.4% Armor Class Ghost Armor Saintly Plate Ancestral Plate Godly Plate
Legging +0.16% Armor Class

+0.5% Hit Chance

+0.25% Armor Class

+1% Hit Chance

+0.5% Armor Class

+2.5% Hit Chance

Ghost Leggings Saintly Leggings Ancestral Leggings Godly Leggings
Boots +0.25% Armor Class +0.5% Armor Class +0.65% Armor Class Ghost Boots Spiked Boots Ancestral Boots Godly Boots
Godly Stat Requirements[]

Here is the full table of all XII+ gear that you can godly, with their FP cost and stat requirements.

Numeral (IC) Gold Cost FP Cost VIT Req. Weapon / Spell Req. Heal (NTL) Shield (STR)
XII 140B 15,000 53,625 71,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 46,475 42,900
XIII 620B 16,250 58,500 78,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 50,700 46,800
XIV 3T 17,500 63,375 84,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 54,925 50,700
XV 13T 18,750 68,250 91,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 59,150 54,600
XVI 56T 20,000 73,125 97,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 63,375 58,500
XVII 250T 21,250 78,000 104,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 67,600 62,400
XVIII 1Q 22,500 82,875 110,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 71,825 66,300
XIX 5Q 23,750 87,750 117,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 76,050 70,200
XX 22Q 25,000 92,625 123,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 80,275 74,100
XXI 100Q 52,500 97,500 130,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 84,500 78,000
XXII 400Q 55,000 102,375 136,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 92,950 85,800
XXIII 1 Quint 57,500 107,250 143,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 92,950 85,800
XIV 10 Quint 60,000 112,125 149,500 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 97,175 89,700
XXV 40 Quint 62,500 117,000 156,000 STR (Bow/Arrow DEX) / NTL (Earth 50% NTL if Shield Class) 101,400 93,600

Necromancer Summons[]

Name Bone Cost Perks
Bone Vulture 500 Bones: +1
NTL: +500, WIS: +500
Zombie 2,000 Bones: +2
NTL: +1,000, WIS: +1,000
AC: +1, IC: +1, HC: +1%
Skeleton 5,000 Bones: +3
NTL: +1,500, WIS: +1,500
AC: +2, IC: +2, HC: +3%
Ghast 10,000 Bones: +4
NTL: +2,000, WIS: +2,000
AC: +3, IC: +3, HC: +3%
Ghoul 25,000 Bones: +6
NTL: +2,500, WIS: +2,500
AC: +4, IC: +4, HC: +4%
Mummy 50,000 Bones: +8
NTL: +3,000, WIS: +3,000
AC: +5, IC: +5, HC: +5%
Banshee 100,000 Bones: +10
NTL: +4,000, WIS: +4,000
AC: +6, IC: +6, HC: +6%
Wraith 150,000 Bones: +12
NTL: +5,000, WIS: +5,000
AC: +7, IC: +7, HC: +7%
Revenant 300,000 Bones: +14
NTL: +6,000, WIS: +6,000
AC: +8, IC: +8, HC: +9%
Wight 900,000 Bones: +19
NTL: +7,000, WIS: +7,000
AC: +9, IC: +9, HC: +11%
Animated Armor 1,100,000 Bones: +24
NTL: +10,000, WIS: +10,000
AC: +10, IC: +10, HC: +13%
+1 Gem Slot
Ankou 1,300,000 Bones: +29
NTL: +12,000, WIS: +12,000
AC: +11, IC: +11, HC: +16%
+1 Gem Slot
Abberation 1,500,000 Bones: +34
NTL: +15,000, WIS: +15,000
AC: +12, IC: +12, HC: +19%
+1 Gem Slot
Magic Axe 2,000,000 Bones: +39
NTL: +18,000, WIS: +18,000
AC: +13, IC: +13, HC: +25%
+1 Gem Slot
Armoured Phantom 4,000,000 Bones: +49
NTL: +25,000, WIS: +25,000
AC: +14, IC: +14, HC: +30%
+1 Gem Slot
Hellhound 6,000,000 Bones: +59
NTL: +30,000, WIS: +30,000
AC: +15, IC: +15, HC: +35%
+1 Gem Slot
Lich 7,500,000 Bones: +69
NTL: +40,000, WIS: +40,000
AC: +16, IC: +16, HC: +40%
+1 Gem Slot
Vampiric Wolf 9,000,000 Bones: +79
NTL: +50,000, WIS: +50,000
AC: +17, IC: +17, HC: +45%
+1 Gem Slot
Dullahan 12,000,000 Bones: +89
NTL: +65,000, WIS: +65,000
AC: +18, IC: +18, HC: +50%
+1 Gem Slot
Crypt Lord 25,000,000 Bones: +114
NTL: +80,000, WIS: +80,000
AC: +19, IC: +19, HC: +55%
+2 Gem Slot
Necroswarm Giant 35,000,000 Bones: +139
NTL: +100,000, WIS: +100,000
AC: +20, IC: +20, HC: +60%
+2 Gem Slot
Skeletal Dragon 45,000,000 Bones: +164
NTL: +130,000, WIS: +130,000
AC: +22, IC: +22, HC: +70%
+2 Gem Slot
Elder Lich 60,000,000 Bones: +189
NTL: +160,000, WIS: +160,000
AC: +24, IC: +24, HC: +80%
+2 Gem Slot
Undead Girallon 75,000,000 Bones: +214
NTL: +200,000, WIS: +200,000
AC: +26, IC: +26, HC: +90%
+2 Gem Slot
Bone Diamond Pelagon 100,000,000 Bones: +239
NTL: +250,000, WIS: +250,000
AC: +30, IC: +30, HC: +100%
+2 Gem Slot

Shadow Algorithm[]

TBD - When I feel like writing the behemoth out :P

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