Reaper
At the map center, this boss fights with a Scythe and throws it during wrath. The killing blow earns gold, experience and Dark lifesteal, and can upgrade an eligible Great weapon in your inventory to its Dark counterpart.
Behavior
Section titled “Behavior”Spawning
Section titled “Spawning”The Reaper respawns at the map center even if you killed it elsewhere. Its marker remains visible while it is absent. The circle in the world does not limit its chase; it follows targets outside the circle and stops where it loses its target.
Targeting
Section titled “Targeting”With no target, the Reaper stands still. It targets players and structures, but ignores players
who have
Spawn protection, the
Landmine and
the
Honeycomb. After more than 6 seconds without taking damage,
its detection radius shrinks. Hitting it lets it notice targets farther away.
Attacks
Section titled “Attacks”The Reaper attacks nearby targets at 0.85 swings per second. Melee contact
deals 0 direct damage to players but applies
Bleeding.
A thrown Scythe deals 6.66 direct damage to an unshielded player. Both
attacks can pull you toward the weapon.
Wrath starts after the Reaper takes damage outside wrath equal to 25% of its maximum health while it has a target. It can enter wrath repeatedly during a fight; it is not restricted to low health. Damage dealt during wrath does not count toward the next wrath. Losing all targets clears its progress toward wrath.
The Reaper stops moving and starting melee attacks, waits 1.5 seconds, then throws 5 Scythes 1.25 seconds apart toward its target’s position. It takes 90% less damage during wrath. See projectiles for the thrown weapon’s behavior.
Healing
Section titled “Healing”After each projectile or explosion hit, the Reaper recovers 80% of the damage dealt after 5 seconds. Further damage does not cancel or postpone that recovery. Melee damage does not trigger it.
After more than 6 seconds without taking damage, the Reaper also regenerates 5% of its maximum health each second. Further damage restarts that wait. Its direct attacks heal it for a share of damage dealt to players or structures; the share from structures is 1%. Bleeding damage does not heal it.
Bleeding
Section titled “Bleeding”While the Reaper is alive, each melee contact or thrown Scythe hit applies Bleeding. Each application deals 5 health plus 5% of your maximum health over its duration, and leaves healing at 20% of its usual amount. Repeated hits add more Bleeding instead of refreshing the existing effect, so the damage and healing reductions stack. Leaving melee reach does not remove existing Bleeding.
Rewards
Section titled “Rewards”Damaging hits earn experience separately from the kill reward, including damage from the killing blow. Each attacker keeps their own hit experience. The kill reward goes to the killer rather than being divided among attackers or shared with their group.
A kill can replace your
Great Axe,
Great Sword,
Great Spear
or
Great Daggers in your inventory with its Dark counterpart. The weapon can be
unequipped; lower-tier weapons do not qualify. Each Reaper kill also adds Dark lifesteal, which
heals you from melee damage to players, zombies and the Reaper. It has no timer and ends when you
die.
Projectile kills pay the reduced gold and experience shown in the infobox while still granting the Dark upgrade and lifesteal. Projectile hits also reduce hit experience. You must be alive to receive the rewards.
Strategy
Section titled “Strategy”Use melee damage between volleys to avoid the delayed recovery, and move out of each throw’s path during wrath. A pause longer than 6 seconds allows regeneration. Choose your Great weapon through the weapon tree before fighting if you want its Dark counterpart. The Beating the Reaper guide covers preparation and positioning.