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This creature is a boss in the Humanoids class. Mad Technomancer
1800 Hit points
55 Experience points per kill
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Summon/Convince: |
--/-- (Illusionable) |
Abilities: |
Melee (0-50), Mana Drain (50-80), Energy Strike (0-200), Death Strike (0-100), Haste, Self Healing (100-200 hp, uses it very often) |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
350 hp per turn |
Immune To: |
Fire, Earth, Invisibility |
Strong To: |
|
Neutral To: |
Physical, Holy, Death, Drown?, Life Drain? |
Weak To: |
Energy (+5%), Ice (+1%?) |
Sounds: |
"I'm going to make them an offer they can't refuse."; "My masterplan cannot fail!"; "Gentlemen, you can't fight here! This is the War Room!"; "I love the smell of firebombs in the morning.". |
Behavior: |
Like a dwarf geomancer, keeps distance, but unlike geomancers they run in red hp. Beware of his speed, he runs fast when fleeing. |
Field Notes: |
New creature discovered in the 8.1 Update. This villainous dwarf is the last target of the secret service quest chain. He is assisted by 2 Dwarf Dispensers which spawn a constant supply of Dwarf Henchman. |
Location: |
Mad Technomancer's Laboratory. <spoiler>How to get there:
Archivo:Mad way.jpg
Follow the purple lines to get to the white dots.
</spoiler> |
Strategy: |
Lure it to the stairs, block it in a corner and spam it with hits. |
Loot: |
Technomancer Beard (always). (Create loot statistics) |