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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 Beam (490-640), Explosion Wave (0-300), Sudden Death (does Physical Damage) (0-65), Strong Haste, Self-Healing. |
| Est. Max. Damage: |
1900+ hp per turn |
| Immune To: |
Invisibility, Paralysis. |
| Strong To: |
Physical (-1%?), Death (-90%), Ice (-80%), Earth (-50%) |
| Neutral To: |
Drown?, Life Drain? |
| Weak To: |
Holy (+5%), 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 stronger Behemoth, or 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 can use Fireball runes, stay always with Magic Shield and perhaps some instant attack spells like Exori flam. Use Fire fields or Firewalls, to help keep them away from shooters/healers. |
| Loot: |
0-245? gp, 0-4 Platinum Coin, 0-4 Orichalcum Pearls, Concentrated Demonic Blood, Scythe, Ultimate Health Potion, Demonic Essence, Great Mana Potion, Magic Light Wand, Dark Shield (semi-rare), Rusty Armor (Rare) (rare), Glacier Kilt (very rare), Underworld Rod (very rare), Skullcracker Armor (very rare), Nightmare Blade (very rare), Death Ring (very rare), Black Hood (very rare). (Loot Statistics) |
See also: Creatures.
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