Property Value
Combat Properties
Health Health Icon 53500
Experience Experience Icon 14980
Speed Haste Icon ?
Armor Armor Icon ?
Est. Max Dmg ?
Summon (not possible)
Convince (not possible)
General Properties
Name The Ravager
Classification Pharaohs
Spawn Type Unique
Rank Boss
Illusionable ?
Elemental Properties
Physical 100%
Earth 99% or less
Fire 100%
Death 0%
Energy 90%
Holy 100%
Ice 50%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioural Properties
Walks around
Walks through
Other Properties
Version 10.5
July 7, 2014
Status Active
The Ravager
You see The Ravager.


    He gets healed every time he steps on Stone Tile with lizard symbol.


    Melee (0-400+), Death Hit (0-700+), Smoke Beam (0-1100), Death Wave (0-1200+), Poison Beam (0-800+), Summons up to 8 Canopic Jars

    Damage Taken From Elements

    • Physical
    • Holy
    • Death
    • Fire
    • Energy
    • Ice
    • Earth


    Oramond, south in the Oramond Catacombs.




    You can only fight this boss in teams of 4. It's recommended that your team consist of exactly 1 knight and 3 shooters. The Ravager spawns with 4 Greater Canopic Jars in the room and can summon Canopic Jars. Both of these will remain statically positioned but if The Ravager is moved away from the Canopic Jar he will summon new ones near him. To have any chance of defeating The Ravager, your shooters must defeat all the Greater Canopic Jars while the knight forces The Ravager to bring all the Canopic Jars closer to him. When all the Canopic Jars are bunched together, the knight should move so that The Ravager is out of the healing range of the Canopic Jars but is still in the range so that the jars will not despawn. When the positioning has been set up the team should focus on trapping and killing The Ravager. Do not allow him to move when set up. Preferably, the knight will be diagonal to The Ravager, and will have the boss trapped with Wild Growth Runes or Magic Wall Runes. The shooters should position themselves behind the knight when it is trapped, so that it will not escape the trap to attack another party member.

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