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Grim Reaper

8.2 (July 2, 2008)
Grim Reaper.gif
This creature is in the The Undead class and Undead Humanoids sub-class.

Grim Reaper
3900 Hit points
5500 Experience points per kill

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: Cross.jpg
Push Objects: Tick.jpg
Walks around: FireEnergy
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. A grim reaper will never retreat (they fight until death).
Field Notes: New creature in Summer Update 2008.
Location: Drefia Grim Reaper Dungeons (next to Vampire Hell), deep in Drefia Wyrm Lair (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). (Loot Statistics)
See also: Creatures.
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