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Properties

Property Value
Combat Properties
Health Health Icon 180
Experience Experience Icon 70
Speed Haste Icon 95
Armor Armor Icon 6
Est. Max Dmg Unknown
Summon 450 mana
Convince 450 mana
General Properties
Name Crypt Defiler
Classification Outlaws
Spawn Type
Illusionable
Pushable
Pushes
Bestiary Properties
Class Human
Difficulty Bestiary Level Easy
Occurrence Bestiary Occurrence Rare
Charm Points 15 Charm Icon
Elemental Properties
Physical 110%
Holy 80%
Death 110%
Fire 80%
Energy 100%
Ice 110%
Earth 100%
Drown 100%
Life Drain 100%
Heal 100%
Immunity Properties
Paralysable
Senses Invis.
Behavioural Properties
Runs at 15
Walks around Energy
Fire
Poison
Walks through
Other Properties
Version 9.5
April 3, 2012
Status Event
Help
Crypt Defiler
You see a crypt defiler.
  • I smell gold!
  • You'll make a fine fake-mummy to be sold!
  • Untold riches are awaiting me!
  • I don't like competition!

Notes

Only a few grave robbers live to see the day to get the renown and experience needed to be known as crypt defilers. Most members of their trade die soon by traps, ancient guardians of the tombs or blades of adventurers. Only those cunning and tough enough to survive those perils become the dreaded and despised crypt defilers. They have gathered a meagre fortune to be able to afford better armor and weaponry and some of them even learned to turn the parts of buried creatures into toxins. They are responsible for leading bands of grave robbers out of their customary regions and finance expeditions to seek fortune in far lands. It is due to their dubious courtesy that parties of grave robbers can be encountered almost everywhere in the known world. They and their henchmen are often drawn to a newly discovered crypt like flies to a cadaver. Though some of the crypt defilers are in the employment of eccentric collectors or dealers of stolen goods, most of them are just unscrupulous thieves. Some of them have learned that strength comes in numbers and band together for a common goal, often employing a bunch of less experienced grave robbers. Such alliances usually don't last for long though, as these individuals are prone to betray or sacrifice each other in the face of even the slightest danger. Still it is not unheard of that some of these gangs last long enough to acquire a name for themselves, others have some form of 'representative' in the more dubious parts of the larger cities that can help in the acquiring of 'long lost objects' - for a price of course.

Slightly stronger version of a Nomad.

Abilities

Melee (0-30?), Throwing Star (0-10?).

Damage Taken From Elements

  • Physical
    +10%
  • Holy
    -20%
  • Death
    +10%
  • Fire
    -20%
  • Energy
    +0%
  • Ice
    +10%
  • Earth
    +0%

Location

Horestis Tomb.

Behaviour

A crypt defiler will retreat at 15 (8.33%, red) health.

Strategy

Basically same as nomads.

Loot

(Loot Statistics)