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Dwarf Geomancer

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image:Dwarf Geomancer.gif
This creature is  in the Humanoids class and has history.
Dwarf Geomancer

380 hit points
265 Experience points per kill

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.
Image:Ferumbras.gif
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