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Properties

Property Value
Combat Properties
Health Health Icon 1800
Experience Experience Icon 55
Speed Haste Icon ?
Armor Armor Icon ?
Est. Max Dmg 350
Summon (not possible)
Convince (not possible)
General Properties
Name Mad Technomancer
Classification Dwarves
Spawn Type
Rank Boss
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Earth 0%
Fire 0%
Death 100%
Energy 105%
Holy 100%
Ice 101% or more
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through Fire
Poison
Other Properties
Version 8.1
December 11, 2007
Status Active
Help
Mad Technomancer
You see a mad technomancer.
  • 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.

Notes

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 Henchmen.

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)

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    +0%
  • Death
    +0%
  • Fire
    -100%
  • Energy
    +5%
  • Ice
    +1%
  • Earth
    -100%

Location

Mad Technomancer's Laboratory.
Click Here to Show/Hide Spoiler Information
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How to get there:

Mad way
Follow the purple lines to get to the white dots.

Spoiler ends here.

Behaviour

Like a dwarf geomancer, keeps distance, but unlike geomancers they run in red hp. Beware of his speed, he runs fast when fleeing.

Strategy

Mad mage
Lure it to the stairs, block it in a corner and spam it with hits.