5500 Experience points per kill
Summon/ Convince: --/--
Melee (0-813), Blood Ball (225-275, death damage), Death Beam (490-720), Explosion Wave (0-300), Sudden Death (does Physical Damage) (0-65), Strong Haste, Self-Healing.
Push Objects: ?
Est. Max. Damage: 1720+
hp per turn
( Physical -20%), ( Death -80%), ( Ice -65%), ( Earth -40%)
?, Drown ? Life Drain
( Holy +10%), ( Fire +10%), ( Energy +10%)
"Death!"; "Come a little closer!"; "The end is near!".
Behavior: Be careful with the beam, sometimes they do nasty combos. They also retarget easily and will run through fire to get to their target.
Field Notes: New creature in
Summer Update 2008.
Drefia Grim Reaper Dungeons (next to Vampire Hell), deep in Wyrms (after the Medusa Shield Quest), Edron ( Hero Cave), and Yalahar ( Cemetery Quarter).
Strategy: Treat them like a
Knights will most likely waste here without a healer and a shooter. Take lots of healing potions as they have a high average damage per turn. Mages shouldn't hunt them solo untill they're around level 200 (below that they'll need magic shield and it'll be a waste). Paladins can hunt them solo from around level 180, running them.
For all vocations: try to be diagonal at all times, their wave and beam are lethal.
gp, 0-4 Platinum Coin, 0-4 Orichalcum Pearls, Concentrated Demonic Blood, Scythe, Ultimate Health Potion, Demonic Essence, Mystical Hourglass, Great Mana Potion, Magic Light Wand, Dark Shield (semi-rare), Rusty Armor (Rare) (semi-rare), Nightmare Blade (rare), Underworld Rod (rare), Glacier Kilt (very rare), Skullcracker Armor (very rare), Death Ring (very rare). ( Create loot statistics) See also: