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Properties

Property Value
Combat Properties
Health 80
Experience 55
Est. Max Dmg 90
Summon (not possible)
Convince (not possible)
General Properties
Name Dworc Voodoomaster
Classification Dworcs
Spawn Type
Illusionable
Pushable
Pushes ?
Elemental Properties
Physical 100%
Holy 70%
Death 110%
Fire 115%
Energy 100%
Ice 110%
Earth 0%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Fire
Walks through Poison
Other Properties
Version 7.5
August 9, 2005
Status Active
Help
Dworc Voodoomaster
You see a dworc voodoomaster.
  • Grow truk grrrrr.
  • Brak brrretz!
  • Prek tars, dekklep zurk.

Notes

The most evil stirps of the dworcish race resulted in the development of likewise dark and sinister magic. The Dworc Vodoomasters are known and feared for their curses and their ability to use sinister magic that drains their victim's life and mana. Being cowardly and sneaky, they prefer to accompany other dworcs on their attacks rather than to face enemies on their own. Fighting in the second line, they pose a serious threat by using spells that allow their allies to defeat even much stronger enemies. Since the Dworc Voodoomasters are able to cover their retreat with curses and spells, it is hard to get hold of them. Lacking the ability to launch any threatening attack on their own, they fall quickly if they are actually caught alone.

Pretty easy to kill because of their low health but can be annoying if not killed quickly as they become invisible and use multiple spells so they might be a problem for inexperienced adventurers. A Dwarven Ring may be helpful while hunting them. In update 8.4 the invisibility length was increased making voodoomasters more of a challange.

Abilities

Melee (0-20), melee Life Drain (1-40), Poison Storm (0-25) on himself, Chicken Mutation, Intoxicate, Poison Field, Paralysis, Self Healing, Haste, Invisibility.

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    -30%
  • Death
    +10%
  • Fire
    +15%
  • Energy
    +0%
  • Ice
    +10%
  • Earth
    -100%

Location

South of Port Hope around Trapwood. There is also a group of 3 voodoomasters and 2 crypt shamblers on the shore east of Trapwood.

Behaviour

Attacks with magic, stays at a distance and runs in red health.

Strategy

Knights: It would be wise to carry mana potions and plenty of food since you will be using exura to get rid of the paralyze and dworcs don't drop food. Close in fast and take them down. Alternatively, use Whirlwind Throw. Stealth Rings may be cheaper than runes if you want to avoid them being constantly invisible, as long as you use the ring only for a few seconds for each Voodoomaster.
Mages: Use GFB or Avalanche Runes when there are many and attack with your wand or rod, alternatively you can summon Monks or Tarantulas. This way the hunt will cost much less and you can make runes and have enough mana to heal when needed.
Paladins: Should use any good ranged weapon to kill them without need to move, that way you wouldn't get hit by the poison storm and you would need a Dwarven Ring less, if you use a short range weapon you will have to run to them, so bringing a Dwarven Ring and extra health potions would be useful.

History

As of November 16, 2011, Dworc Voodoomasters as well as other poison-causing creatures can no longer be convinced. This was to prevent PvP abuse whereby a player would trick another player into convincing creatures that would later frag low level characters with poison applied earlier. After enough kills the player would obtain a Red Skull and would lose all items belonging to them upon being killed. More can be read in the news article "Content Fixes".

Loot

(Loot Statistics)

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