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Dwarf Geomancer

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Properties

Property Value
Combat Properties
Health 380
Experience 265
Speed 100
Armor 15
Est. Max Dmg 80 mana drain and 210
Summon (not possible)
Convince (not possible)
General Properties
Name Dwarf Geomancer
Classification Dwarves
Spawn Type
Illusionable
Pushable
Pushes
Elemental Properties
Physical 100%
Holy 90%
Death 101% or more
Fire 40%
Energy 90%
Ice 105%
Earth 80%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Runs at 150
Walks around Energy
Poison
Walks through Fire
Other Properties
Version 6.1
December 23, 2000
Status Active
Help
Dwarf Geomancer
You see a dwarf geomancer.
  • Hail Durin!
  • Earth is the strongest element.
  • Dust to dust.

Notes

It is a widespread misconception that dwarfs dislike all kinds of magic. Dwarfs worship the powers of the elements, and the most gifted among them have managed to master the raw forces of earth and fire. Like all others of their race, Dwarf Geomancers are sturdy and strong. Instead of using the axe, they call on the power of earth to smash their enemies, hurling balls of molten rock at whoever is opposing them. Even worse, earth also confers amazing healing powers on Dwarf Geomancers, making them formidable enemies that are difficult to overcome.

These creatures heal a lot more often than Monks.

Abilities

Melee (0-100), Mana Drain (25-80), Stalagmite (50-110), Fast Self Healing (25-130)

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    -10%
  • Death
    Damage Icons
    +1%
  • Fire
    Damage Icons
    -60%
  • Energy
    Damage Icons
    -10%
  • Ice
    Damage Icons
    +5%
  • Earth
    Damage Icons
    -20%

Behaviour

A dwarf geomancer will retreat at 150 (39.47%, yellow) health.

Strategy

It is recommended to kill these creatures in groups, due to the fact that they heal fast. Try to use all of your mana before facing them, as they will quickly drain it away from you.
Mages: Mages of level 45+ should use 1-2 SD shots fast on these creatures since they heal a lot and have a very strong mana drain which would be more expensive than the SD runes.
Knights: With 75/75 skills and level 40+ you can let them run in a spot where they cannot move (like the treasure room entrance in circle room) or a corner then melee them to death, before they run into a bunch of other creatures. Casting Blood Rage before facing them is a good strategy.
Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.

History

A long time ago, Dwarf Geomancers used to drop Boots of Haste, but as players became stronger and killed them more easily, Cip removed this rare drop.

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