BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

DEATH

Boss · Native to Death

This article is about the creature. For the region, see Death.

DEATH is a boss creature found in Death. It has 9,000 hitpoints and hits for up to 130, placing it in the top fifty by hitpoints (#19 of 511).

It drops Reaper's Scythe and 3 other items, and yields 3,600 experience and 4,400 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.

Combat statistics

HIT POINTS
9,000
DAMAGE
130
DPS
~186
SPEED
12 / 26.4
EXPERIENCE
3,600
COINS
4,400

At 0.7 seconds a swing for 130, sustained contact costs roughly 186 health per second. The charge multiplier takes it from 12 to 26.4 while closing.

Behaviour

Ghostly
Translucent and hovering above the terrain. Player-built walls and structures do not block it, so safespotting has no effect.
Charges
Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
Boss
Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.

Drops

Drop table — 4 items
ItemQuantityRarityType
Reaper's Scythe1AlwaysWeapon
Reaper Coin10AlwaysMaterial
Scythe Shard14AlwaysMaterial
Gold Bar12AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

DEATH spawns inside Death, a region of radius 19 centred on 160, -120. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.5% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.

Others on this spawn table

Strategy

  • Walls will not stop it — build for footing and sightlines, not for cover.
  • Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
  • Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
  • At 130 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.