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This creature is in the Humanoids class. Dwarf Geomancer
380 Hit points
265 Experience points per kill
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Summon/Convince: |
--/-- (Illusionable) |
Abilities: |
Melee (0-100), Mana Drain (50-80), Stalagmite (50-110), Fast Self Healing |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
210 hp per turn |
Immune To: |
Invisibility |
Strong To: |
Holy (-10%), Fire (-60%), Energy (-10%), Earth (-20%) |
Neutral To: |
Physical, Drown?, Life Drain? |
Weak To: |
Death (+1%?), Ice (+5%) |
Sounds: |
"Earth is the strongest element."; "Dust to dust.". |
Behavior: |
Dwarf Geomancers run at low yellow hp. |
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, Beregar Mines. |
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. Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes. |
Loot: |
0-44 gp, 0-2 White Mushroom, Blank Rune, 0-1 Pear, Geomancer's Robe, Geomancer's Staff, Magic Light Wand, Spellbook (semi-rare), Clerical Mace (rare), Dwarven Ring (rare), Small Sapphire (very rare), Iron Ore (very rare), Terra Boots (very rare). (Create loot statistics) |
See also: Creatures.
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