Dwarf Geomancer

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Revision as of 18:10, 18 April 2018 by Reinhard van Astrea (talk | contribs) (Text replacement - "Paladin" to "Scout")

Dwarf Geomancer dwarfgeomancer.gif


380 Hit Points
490 Experience Points per kill


Summon/Convince: --/-- (Illusionable)
Abilities: Melee (0-100), Mana Drain (50-80), Ranged (Stone) (50-110), Fast Self Healing
Pushable: ?
Push Objects: ?
Walks around: Fire, Energy, Poison
Est. Max. Damage: 210 hp per turn
Immune to: Invisibility, Fire,
Neutral to: Physical, Life Drain, Energy, Poison
Sounds: "Earth is the strongest element."; "Dust to dust.".
Task: 1000 kills


Field Notes: Runs at yellow Health. Dwarf Geomancers heal often.


Location: Dwarf Mines, Circle Room in Kazordoon, Triangle Tower and below mount sternum, Dragoneaters Hideout,


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.

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.

Scouts: Level 40+ paladins should run with bolts and maybe SD's.


Loot: 0-45 gp, Blank Rune, Leather Boots, Magic Light Wand, Studded Legs, 0-2 Pears, 0-2 White Mushrooms, Clerical Mace (rare), Dwarven Ring (rare), Small Sapphire (rare), Spellbook (very rare), Dwarven Tome (very rare)


See also: Dwarf Geomancer History

Monsters