Property Value
Combat Properties
Health Health Icon.gif 3800
Experience Experience Icon.gif 2700
Speed Haste Icon.gif 135
Armor Armor Icon.gif 60
Est. Max Dmg 1100+
Summon (not possible)
Convince (not possible)
General Properties
Name Enslaved Dwarf
Classification Dwarves
The Lost
Spawn Type
Pushes ?
Bestiary Properties
Class Humanoid
Difficulty Medium
Occurrence Common
Charm Points 25 Charm Icon.gif
Kills to Unlock 1000
Elemental Properties
Physical 103%
Earth 70%
Fire 0%
Death 85%
Energy 95%
Holy 100%
Ice 90%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through Fire
Other Properties
Version 9.6
July 11, 2012
Status Active
Enslaved Dwarf.gif
You see an enslaved dwarf.
  • Bark!
  • Blood!


The Lost are some of the dwarfs that never joined one of the dwarven communities and aimlessly wandered the depths of the world in search of refuge. Sometimes in the ancient past they were found by 'those below' and cruelly enslaved by the masters of the depths. After generations of slavery and breeding, those dwarfs have lost all memory of their ancestry and culture, rendering them hardly more than aggressive animals of war. They lack a complicated language, communicating only with select gnarls and snarls. Their entire bitter lives are centred around battle and carnage. After their masters have completely broken their will, the Lost march in unquestioning obedience into battle whenever their cruel slavers order them to do so. It is hard to tell what motivation drives them. They seem not to revere to their masters in any way and show no joy in battle. The only emotion they are showing is incredible anger that rivals that of a rabid animal.

It is the strongest melee-based regular creature in Free Account areas.


Melee (0-500+), boulder (340+), physical fire ball (3x3, 250+), shielding-reduction bomb (red sparkles, on itself, reduces shielding by 50-87%), melee-reduction explosion (physical hit graphic, on itself, reduces melee skills by 66%), green sparkles (on itself, enhances its own melee skills?), Self Healing (physical hit graphic, 396-478+), drunkenness bomb (yellow sparks, on itself).

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth




A deadly creature for unprepared low level players, a blocker is probably to be preferred if these are to be hunted together with other Lost. An energy wall (or two energy walls in a cross shape) can be set up to make it walk longer distances and be easier to solo, but it may still do high damage from a distance. Beware of the drunkenness bomb if it gets too close, as well as other Lost (especially Bashers), that may interfere. Knights who decide to solo them should watch out for their skill reduction spells, which will reduce the Berserk hits to a joke. Keep an eye on your melee skill bar so you know when to cast an attack spell.


(Loot Statistics)

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