Lore
Remembrance of the Lightreaper
A rusted and broken lamp.
Hidden lore — revealed in game at high Inferno or Radiance
Recognising the threat represented by the lampbearer mission, Adyr was able to obtain one of the Umbral parasites and bind it to a Rhogar, creating the Lightreaper, a creature unaware of the suspicion and disgust with which he would always be regarded by his creator.
Lightreaper Flesh
A piece of flesh carved from the body of the Lightreaper.
Hidden lore — revealed in game at high Inferno
Existing only to carry out the will of their creator, no Rhogar has ever truly known peace, but only the Lightreaper feels the inescapable, gnawing hunger which would compel him to seek out lampbearers even if he did not do so at Adyr's command.
The Lightreaper's Umbral Parasite
An Umbral parasite extracted from the Lightreaper.
Hidden lore — revealed in game at high Inferno or Radiance
Recognising the threat represented by the lampbearer mission, Adyr was able to obtain one of the Umbral parasites and bind it to a Rhogar, creating the Lightreaper, a creature unaware of the suspicion and disgust with which he would always be regarded by his creator.
Existing only to carry out the will of their creator, no Rhogar has ever truly known peace, but only the Lightreaper feels the inescapable, gnawing hunger which would compel him to seek out lampbearers even if he did not do so at Adyr's command.
The game reveals this in play at high Inferno.
Quoted from the item as the game writes it. Datamined
Stigma visions
Stigma — Catrin
Byron(sounds of battle)
Catrin!
Catrin(charging shout)
You want this lamp, you Rhogar bastard? Well come on and take it!
LightreaperBeast(shriek)
Stigma — Lightreaper
(sniffing, growling)
LightreaperHh. This one is skilled.
But not enough.
(barked Rhogar command)
(roaring)
(wings flapping)
Lords of the Fallen ships no bestiary, so there is no entry to quote. What it has instead is the stigma visions — authored scenes you find in the world — and this is one of them, reproduced as the game writes it. Datamined
Damage absorption
Health varies by encounter and absorption does not. The figure here is the standard fight at 20,700; the early Defiled Sepulchre version carries 24,500. Every damage school is identical between the two, so the percentages below hold wherever you meet him.
| Damage type | Absorbs | Defence | |
|---|---|---|---|
| Physical | 38.3% | 375 | |
| Fire | 53.5% | 695 | Toughest |
| Holy | 24.9% | 200 | |
| Wither | 33.6% | 305 | |
| Magic | 13% | 90 | Weakest |
Magic is spell damage. No weapon deals it — every spell does, whichever school it belongs to — so that row is how well casting works against this enemy, and the other four are what your weapon does.
Lowest absorption is where your damage goes furthest — magic here. The Defence column is the game's own stored value, on the same scale as an armour piece's absorption. The percentage is derived from it as K/(K+defence) with K = 604, a constant solved from three mitigations measured in game rather than read out of a table — so treat it as accurate to a few tenths, not exact.
How to hurt it
- If you swing
- Holy 24.9% absorbed
- If you cast
- Magic 13% absorbed
- Resists
- Blunt, Pierce, Slash · Fire 53.5% absorbed
Both lines matter whichever way you play. The game gives you two hands for melee and a third slot for casting or a throwable, so most fights use both — and a cast has a wind-up that a crowd at close range will not wait through. Take the number for whatever is in your hand at the time.
Two different things in the swing lane, read together. Slash, blunt and pierce are tags — every weapon deals one of them, and they are not in the table above. The named school is from that table, and it is the lowest of the four a weapon can actually deal: magic is left out of it because no weapon deals magic.
What does not work
- Being thrown off ledges
- Fall damage
- Perfect-dodge slow
- Soulflay
- Stagger from behind
These change the approach rather than the numbers. Immunity to Soulflay in particular means the Umbral opener you would normally lead with does nothing here.
Least effective: fire 53.5% absorbed · blunt, pierce, slash
Not a wall — it can be killed with any of these. At 53.5% absorbed you are giving up 41 percentage points against magic, which is the difference between a fight and a long fight.
Drops
| Item | Chance |
|---|---|
| Vestige Seed | Guaranteed |
| Umbral Scouring | Guaranteed |
| Lightreaper Flesh | Guaranteed |
| The Lightreaper's Umbral Parasite | Guaranteed |
Entries without a link are consumables, upgrade materials or vigor — things the site does not have pages for yet.
How the fight goes
The fight alternates. He mounts a dragon and takes to the air, making perhaps three strafing passes with fire before dropping back to the ground, then fights on foot until he mounts again. The dragon is not a target — there is no killing it and no phase to break. The airborne stretch is time to survive rather than time to trade, so the damage goes in while he is grounded.
THE UMBRAL PARASITE, and this is the one worth knowing in advance. At the final encounter only — not the earlier ones — an Umbral parasite is placed near the arena and heals him continuously once the fight starts. It is easy to walk straight past: you have to go looking for it before you cross into the arena, and by the time you notice you are being out-healed it is too late to go back for it. Deal with it first and the fight is an ordinary one. Once destroyed it stays destroyed, so a retry after dying does not have to handle it twice.
Where you find The Lightreaper
Placed across 4 regions, most heavily in Defiled Sepulchre:
- Defiled Sepulchre
- Fief of the Chill Curse
- Fitzroy's Gorge
- Upper Calrath
In order of how much of each region they cover. Datamined
When you meet The Lightreaper
- Defiled Sepulchre, after Holy Bulwark Otto. Absent on a first playthrough and present on later cycles with the same character — including after a restart. Verified in game, with one caveat: switching the difficulty modifier back to pre-patch restores it here as it was at release.
- Fitzroy's Gorge. A single encounter, and it does not return.
- Fief of the Chill Curse, once the Hollow Crow is behind you.
- Upper Calrath, after the boss guarding the Hand of Adyr in the Abbey of the Hallowed Sisters, or once every beacon is cleansed. From this point he no longer despawns on death.
Careful: Killing him before the Upper Calrath encounter locks you out of finishing both Kukajin of The Envenomed and The Paladin’s Request.
The four places are datamined: the levels hold a Lightreaper spawner in exactly these four regions. The conditions attached to each are community-reported and rewritten here, with the Defiled Sepulchre entry the one confirmed in play, including the pre-patch difficulty modifier restoring it.
Status resistance
| Status | Resistance | |
|---|---|---|
| Bleed | 700 | Procs soonest |
| Poison | 850 | |
| Frostbite | 850 | |
| Smite | 825 | |
| Burn | 1200 | |
| Ignite | 1450 | |
| Wither | 200 | Applies on hit |
These are buildup thresholds, not percentages, so they read the opposite way to absorption — a lower number procs sooner. They are comparable between enemies but not against any other figure on the site. The proc itself is a damage event that scales off your own attributes, which is why two players see different numbers from the same status.
Wither sits outside that comparison. It applies on the hit rather than building toward a threshold, so its figure is not measuring the same thing as the other six and is left out of "procs soonest" — otherwise it would win on most enemies in the game and the tag would stop telling you anything.
Similar enemies
In the same regions
Same faction
Its loot row carries no faction code at all, which is true of most bosses and of anything the game never sorted into one. Nothing is inferred from a missing one.
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