Bestiary & Monsterssource backed8 minute read

Death Reaper

Death Reaper is a TFS 1.6 creature profile with 3,900 health, 0 experience, 5 configured attacks, and 0 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops.

Reference profileTFS 1.6 monster-data reference
Reviewed
Evidence4 primary references

At a glance

Quick facts

Health
3,900
Experience
0
Speed
320
Race
undead
Attacks
5
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Death Reaper encounter

Death Reaper tells its story in pressure and reward: 3,900 health to overcome, 0 base experience to earn, and 5 configured attack entries and a largest raw XML bound of 720 to read before the first pull.

Death Reaper's clearest weakness lead is no published elemental weakness. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.

Death Reaper offers no direct corpse-loot entry in the available profile. If an encounter still awards something, the answer must be sought in a chest, action script, event controller, participation system, or another server-specific mechanism.

Death Reaper statistics and identity

Death Reaper is defined with 3,900 maximum health, 0 base experience, and speed 320 in TFS 1.6. The displayed experience is the creature definition's base value before stages, stamina, party sharing, boosts, prey, server rates, or event multipliers. Server owners can edit these values without changing the creature name.

Death Reaper core statistics
StatisticValueInterpretation
Maximum health3,900Configured health pool
Base experience0Award before external multipliers
Speed320Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound720Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. Target-change chance, static-attack preference, push permissions, pathfinding, field walking, summons, and scripted abilities collectively determine behavior. The flags below are direct configuration values; they should be read together instead of treating one flag as a complete artificial-intelligence description.

Death Reaper behavior flags
FlagConfigured value
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Death Reaper has 5 attack entries in its XML definition. Chance is evaluated within the listed interval by the engine; min and max values are source-level damage inputs and can be changed by scripts, armor rules, resistance, PvP modifiers, conditions, or custom combat callbacks. Range, radius, beam length, spread, target flags, and visual effects reveal the intended shape but do not replace a live positioning test.

Death Reaper configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-320Adjacent or script-definedNo extra XML effect attribute
Physical20% per 2 seconds0-1657Shoot Effect: suddendeath; Area Effect: mortarea
Death10% per 2 seconds350-7208Area Effect: redspark
Physical15% per 2 seconds0-3007Area Effect: explosionarea
Death10% per 2 seconds225-2754Area Effect: redspark

Defense, elements, and immunities

The defense profile separates base defense and armor from elemental percentages and explicit immunities. In TFS 1.6, a positive monster element percentage reduces incoming damage of that element, while a negative percentage increases it. Current official strength and weakness labels are shown as categories without inventing a percentage. Custom servers can change those values, bypass them in scripts, or add encounter phases.

Death Reaper defensive profile
Defense layerValueMeaning
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity

Complete configured loot table

Death Reaper has no loot entry in the available primary profile. A reward may still be delivered by a boss chest, storage action, event script, achievement, quest, participation system, or custom corpse callback, but this source does not support claiming a direct corpse drop.

Hunting plan and server verification

A safe hunting recommendation for Death Reaper must combine the available profile with spawn density, neighboring creatures, terrain, access, vocation, skills, equipment, supplies, latency, death penalty, and the target server's rates. No universal level bracket can be authenticated from a creature-library or monster XML record alone. Use the largest configured attack bounds as stress-test inputs, account for simultaneous attacks and summons, then verify the actual spawn. Present a level recommendation only with that profile and evidence attached.

  • Confirm health, experience, attack intervals, and elemental modifiers against the deployed monster file.
  • Inspect the map spawn file for count, radius, placement, and respawn interval; those values are not stored in this monster definition.
  • Test line of sight, diagonal movement, field walking, target switching, fleeing, summons, and push behavior.
  • Record corpse loot over a statistically meaningful sample before evaluating a customized loot rate.
  • Publish the server profile and review date with any route, level range, profit estimate, or supply recommendation.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

Death ReaperTFS 1.6 monstersundead