- Reaper Difficulty offers a new challenge for the toughest adventurers! Reaper difficulty can be selected from the quest portal UI for many quests and raids throughout the game. When you select Reaper difficulty, there is also a drop-down list of between one and ten Skulls, which affects quest/raid difficulty and reward. Special Reaper Bonuses can be found on items acquired in Reaper Difficulty, there is an increased chance to get named items, and you'll earn Reaper Experience. Reaper XP will award a Reaper Point at certain thresholds that can be spent on abilities in a special Reaper benefit tree, among other things! Warning: Reaper difficulty is meant for players who enjoy a serious challenge. You have been warned!
There's an additional option in the difficulty selector screen. You can decide how much of a challenge you want by selecting an appropriate number of skulls (1 Skull = easiest vs 10 Skulls = hardest).
Free-to-play and premium players cannot open a quest on Reaper difficulty directly, unless they have already completed the quest on Hard or they have reincarnated at least twice (same behavior as with opening on Elite difficulty).
The following applies to reaper mode:
- Monster damage is increased
- Player damage is reduced
- Self-healing is dramatically weaker (60% in 1 Skull; an additional 4% per skull, up to 96% reduction for 10 Skulls.)
- Many/all monsters are Champions, often with multiple buffs
- Defeated enemies can drop Lost Souls. One character in a party can consume them to recharge some of their spell points. The amount of restored spell points depends on quest level and is equal to 5 * (base quest level + 3)
- Hirelings cannot interact with the Lost Souls, and so cannot regain SP in this method.
- Interacting with Lost Souls breaks Invisibility & Stealth, much as interacting with a lever does. May or may not be WAI.
- Crowd control effects have reduced duration (If a CC is reduced, it is reduced to 6 seconds minimum. It keeps the shorter, single target CC relevant, particularly tactical stuns from enhancement trees.)
- Death timer: Dead players cannot be raised for some time (6 seconds per skull?). Rubber band from stone resets the timer. NOTE: Will also reset raid death timers, so try not to die in raids?
- Reaper dungeons lock their instance when a player leaves. No other player may enter (or reenter) the instance again.
- Characters get a full restore of Hit Points, Spell Points and Ki when entering a dungeon on Reaper Difficulty. However, this is not a rest. Death penalties, item charges, action boosts and other things that replenish with a rest do not replenish.
- Characters cannot enter a quest on Reaper Difficulty if they are more than six levels over the level of the dungeon or raid (based on Normal difficulty, not the modified level on Elite Difficulty).
- Characters also cannot enter a Reaper Dungeon if they are Epic Level and the Dungeon is not.
When mobs are spawning in a quest, there's a chance for spawning additional wraith-like Reapers. Reapers possess the following traits:
- Lawful Outsider
- Deathblock Effect: Protects against death spells.
- Floating: Cannot be affected by Trip, Grease, Earthquake or other ground attacks.
Several types exist:
- Carnage Reaper
- Hits like a truck. Even in low level reapers, carnage reaper may one-shot you.
- Inflicts a vulnerability debuff of 20% more damage. Stacks up to 10 times.
- Likes to engage in melee.
- Famine Reaper
- Casts various spells
- Every 10 seconds, gains a stack of Doom Caster: This caster's spells will hit harder and fail less.
- Affects nearby characters with Reaper: Slowing Touch: The Reaper's touch gnaws at your form, slowing your movement and preventing tumbling. Bestowed automatically when you enter Reaper's melee range for 4 seconds. Combat log: -50% movement, -20 melee speed, -20 ranged speed
- Will teleport to player if it loses line of sight for long.
- Fear Reaper
- Has an AoE stacking DoT effect ("Fear of Death") that damages all characters until the reaper is destroyed.
- Has a radius around him where "Fear of Death" doesn't apply. So, anyone within the radius of the fear reaper is safe from the effect.
- Doesn't like to come close to the players. Usually stays in initial position, but would like to have line of sight.
- Has a melee attack. Hits hard, but in line with champs.
- Plague Reaper
- Melee. Hits like the fear reaper, but he inflicts healing debuff. Basically, trying to heal the person hit by the plague reaper is useless.
- Will teleport if player is too far.
- Base experience is the same as on elite.
- First-time bonus for reaper difficulty is +120%.
- Bravery bonus for reaper difficulty is +30%.
- Streak bonus is the same as on elite (+50%).
- Sagas progress as on elite.
In addition to the regular experience to progress your heroic or epic leveling, completing quests on Reaper difficulty grants a different type of XP. Reaper experience grants you survival points that can be invested in three Reaper enhancement trees. Reaper XP also unlocks Reaper vendors.
The base reaper XP (displayed at the top of the XP log) is the base Reaper XP of the dungeon based on its level and the skulls you chose. That should be the same for everyone.
- After update 34 patch 2: Base Reaper XP = 50 + 3 * (quest level on normal) * (number of skulls)
The final reaper XP (displayed at the bottom of XP log) is modified for lots of things: deaths, number of enemies killed, number of traps disarmed, number of breakables destroyed, XP tomes, over-level penalties (larger that for normal XP), power leveling penalties, first time bonuses (larger than for normal XP), etc. Many usual XP boosts such as Heroic Inspiration, guildship buffs and store XP pots don't increase reaper XP granted.
You don't get Reaper XP unless you (and your party) defeat at least 10 enemies.
Reaper XP persists through reincarnation.
See also:(note: does not match in-game reality)
There is a reaper XP over-level penalty (from the normal base challenge rating of the dungeon or raid) as follows:
- +1 - 20%
- +2 - 50% (typical Bravery Bonus maximum level for Heroic)
- +3 - 70%
- +4 - 80%
- +5 - 90%
- +6 - 95%
Quest length multiplier
Reaper experience gets modifier based on the length of the dungeon or raid as stated in the Quest Entrance UI:
- Short - 0.8
- Medium - 1.0
- Long - 1.2
- Very Long - 1.4
Reaper Vendors / Rewards
Reaper Vendors are available in the Hall of Heroes and sell Creature Companions in addition to potions that grant special cosmetic feats.
There are three different vendors, each with a different Reaper Experience requirement that must be met before they will talk with you.
- Raven Queen Messenger (625,000 Reaper Experience)
- Raven Queen Augur (2,500,000 Reaper Experience)
- Raven Queen's Herald (5,625,000 Reaper Experience)
Some of the rewards include:
- Cosmetic eyes
- Cosmetic wings
- Reaperling creature companion
- Higher treasure level in randomly generated loot
- More Monster Champions = more Mysterious Remnants
- Increased chance of dropping named items.
- Increased chance of named items having Mythic bonus.
- Chance of named items having Reaper bonus.
- Each of these chances should increase in likelihood for each skull of reaper being played on.
- Applies to static named items from quests. Crafted items or end rewards don't have this benefit.
An item with Reaper bonus gains one of the following:
- Reaper Ability Boost: Provides 2 Reaper Bonus to all Abilities (found on helmets only)
- Reaper Power Boost: Provides 3 Reaper Bonus to Melee, Ranged and Spell Power Ratings
- Physical Resistance Rating +3
- Magical Resistance Rating +3
Certain quests are not available on Reaper difficulty:
Prior to Lamannia Update 33, Reaper Mode was a whiteboard idea for a dungeon difficulty harder than elite in development internally and mentioned to the Player's Council. Some of its simple text leaked onto the Lamannia preview server while Update 27 was being previewed.