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Grim Reaper

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Properties

Property Value
Combat Properties
Health 3900
Experience 5500
Elements Physical
Death
Est. Max Dmg 1730+
Summon (not possible)
Convince (not possible)
General Properties
Name Grim Reaper
Classification Undead Humanoids
Spawn Type Regular
Unblockable
Illusionable
Pushable
Pushes
Elemental Properties
Physical 80% or less
Holy 110%
Death 20%
Fire 110%
Energy 110%
Ice 35%
Earth 60%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Runs at (does not run)
Walks around Energy
Fire
Walks through Poison
Other Properties
Version 8.2
July 2, 2008
Status Active
Help
Grim Reaper
You see a grim reaper.
  • Death!
  • Come a little closer!
  • The end is near!

Notes

Grim Reapers are malignant spirits that control undead bodies. They are independent, serving no master but their own malicious goals. As long as they can cause pain and fear to living beings, they are also prepared to ally with other evil entities. The nature of these possessive spirits is currently disputed. The most popular theory implies that the spirits are actually some ancient race that never had any corporeal form other than that of possessed undead beings. They cloak their possessed bodies with rags, and they arm them with a scythe imbued with part of their own mystical energy. These scythes are known to rend horrible wounds that heal only slowly and often become infected. The scythes are nearly indestructible and are able to cut through any armor with ease. The worst thing about the reapers is that they cannot be killed for good. Even if the undead body is hacked into pieces, the possessing spirit escapes unharmed, ready to possess another undead body. Some Grim Reapers haunt their opponents again and again until they finally kill them.
Dread and fear are the things the spirits are looking for. It is assumed that the spirits feed on these emotions and also on pain and agony. For this reason, it is no surprise that Grim Reapers prefer places where they can inflict pain or fear.

Grim reapers have isolated spawns and do not come in massive groups. The best place for grim reapers is the Yalahar Cemetery Quarter however Paladins may prefer the main Drefia spawn. Although their name suggests a specialization of death damage, most of the damage usually taken is physical (assuming the beam is avoided).

Abilities

Melee (0-320) and with Blood Rage (0-815), Blood Ball (225-275, death damage), Death Beam (350-720), Explosion Wave (0-300), Sudden Death (does Physical Damage) (0-165), Strong Haste, Blood Rage, unknown green shimmer effect on itself, Self-Healing (130-205).

Damage Taken From Elements

  • Physical
    Damage Icons
    -20%
  • Holy
    Damage Icons
    +10%
  • Death
    Damage Icons
    -80%
  • Fire
    Damage Icons
    +10%
  • Energy
    Damage Icons
    +10%
  • Ice
    Damage Icons
    -65%
  • Earth
    Damage Icons
    -40%
  • Drown
    Damage Icons
    +0%
  • Life drain
    Damage Icons
    +0%

Behavior

Chases their target to melee range and retargets frequently. A grim reaper never retreats.

Strategy

Stand diagonal if you can, its wave and beam are lethal.
Knights: you 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: you shouldn't hunt them solo until around level 200 (anything below you will need Magic Shield). It is a common powergaming method to have a knight block grim reapers for low level mages. Helpful for this strategy is the fact grim reapers do not walk over fire. Keep in mind, though, that it will walk over a blocking fire if you attack them while they are focused on you.
Paladins: these are much loved by paladins thanks to their exp/hp ratio. A common strategy at Drefia is to place a fire bomb by the stairs and walk across them during the fight, such that the grims will walk around them and never be in melee range.

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