|Est. Max Dmg||1730+|
|Physical||80% or less|
|Runs at||(does not run)|
July 2, 2008
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).
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).
Chases their target to melee range and retargets frequently. A grim reaper never retreats.
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.
- 0-271× Gold Coin
- 0-4× Platinum Coin
- Concentrated Demonic Blood
- Demonic Essence
- Great Mana Potion
- Mystical Hourglass
- Ultimate Health Potion
- Dark Shield (semi-rare)
- Magic Light Wand (semi-rare)
- Rusty Armor (Rare) (semi-rare)
- Nightmare Blade (rare)
- 0-4× Orichalcum Pearl (rare)
- Underworld Rod (rare)
- Death Ring (very rare)
- Glacier Kilt (very rare)
- Skullcracker Armor (very rare)