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Dwarf Geomancer
380 hit points
265 Experience points per kill
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| Summon/Convince: |
--/-- (Creature Illusion is not possible) |
| Abilities: |
Melee (0-100), Mana Drain (0-80), Earth Missile (70-120), Self-Healing (fast) |
| Est. Max. Damage: |
220 hp per turn |
| Immune To: |
Invisibility
|
| Strong Against: |
Fire Damage (-60%), Earth Damage, Energy Damage (-10%), Holy Damage |
| Weak Against: |
Ice Damage, Death Damage |
| Sounds: |
"Earth is the strongest element."; "Dust to dust." |
| Behavior: |
Dwarf Geomancers chase the enemy until death. |
| Field Notes: |
These creatures heal a lot more often than Monks. |
| Location: |
Mount Sternum Undead Cave, Dwarf Mines, Circle Room in Kazordoon, Triangle Tower, Tiquanda Dwarf Cave, Cormaya Dwarven Cave. |
| Strategy: |
It is recommended to kill these creatures in groups, due to the fact that they heal extremely fast.
Mages: Mages of level 45+ should use 1-2 SD shots fast on these creatures since they heal like crazy 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.
Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.
Note that Knights and Paladins use them to train with the assistance of a Mage, as one of the best training alternatives in Non-Pvp worlds. |
| Loot: |
0-30 gp, Blank Rune, Magic Light Wand, 0-3 Pears, Studded Legs, Leather Boots, White Mushroom, Spellbook (semi-rare), Clerical Mace (rare), Small Sapphire (very rare), Dwarven Ring (rare), Iron Ore (very rare), Terra Boots (very rare). |
See also: Creatures.
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