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This creature is in the The Undead class. Grim Reaper
3900 Hit points
5500 Experience points per kill
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Summon/Convince: |
--/-- |
Abilities: |
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. |
Pushable: |
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Push Objects: |
? |
Est. Max. Damage: |
1720+ hp per turn |
Immune To: |
Invisibility, Paralysis. |
Strong To: |
Physical (-20%), Death (-80%), Ice (-65%), Earth (-40%) |
Neutral To: |
Drown?, Life Drain? |
Weak To: |
Holy (+10%), Fire (+10%), Energy (+10%) |
Sounds: |
"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.
See also:
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Location: |
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 Fury.
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. |
Loot: |
0-265 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: Creatures.
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