PropertyValue
rdf:type
rdfs:label
  • Dwarf Geomancer
  • Dwarf Geomancer
  • Dwarf Geomancer
  • Dwarf Geomancer
rdfs:comment
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • Will Make Soon.
dcterms:subject
immunities
walksaround
  • Energy, Poison
strongagainst
implemented
  • 6.100000
Behavior
  • Dwarf Geomancers chase the enemy until death.
  • Dwarf Geomancers run at low yellow hp.
weakagainst
creatureclass
  • Humanoids
  • Humanoids
  • Humanoids
bestiaryclass
  • Humanoid
senseinvis
  • yes
paraimmune
  • ?
fireDmgMod
  • 40.0
convince
  • --
  • --
  • --
deathDmgMod
  • 101
iceDmgMod
  • 105.0
immuneto
walksthrough
  • Fire
Summon
  • --
  • --
  • --
actualname
  • dwarf geomancer
hpDrainDmgMod
  • 100
holyDmgMod
  • 90.0
energyDmgMod
  • 90.0
physicalDmgMod
  • 100.0
MaxDmg
  • 80
  • 210
  • 220
earthDmgMod
  • 80.0
pushable
  • no
bestiarylevel
  • Medium
pushobjects
  • yes
isboss
  • no
  • no
  • no
bestiarytext
  • It is a widespread misconception that dwarfs dislike all kinds of magic. Dwarfs worship the powers of the elements, and the most gifted among them have managed to master the raw forces of earth and fire. Like all others of their race, Dwarf Geomancers are sturdy and strong. Instead of using the axe, they call on the power of earth to smash their enemies, hurling balls of molten rock at whoever is opposing them. Even worse, earth also confers amazing healing powers on Dwarf Geomancers, making them formidable enemies that are difficult to overcome.
bestiaryname
  • dwarfgeomancer
drownDmgMod
  • 100
illusionable
  • yes
  • yes
  • yes
Loot
  • 0
primarytype
  • Dwarves
  • Dwarves
  • Dwarves
dbkwik:es.tibia/property/wikiPageUsesTemplate
dbkwik:sv.tibia/property/wikiPageUsesTemplate
dbkwik:tibia/property/wikiPageUsesTemplate
Article
  • a
Speed
  • 100
Armor
  • 15
Name
  • Dwarf Geomancer
  • Dwarf Geomancer
  • Dwarf Geomancer
Abilities
exp
  • 265
History
  • A long time ago, Dwarf Geomancers used to drop Boots of Haste, but as players became stronger and killed them more easily, Cip removed this rare drop.
Ratio
  • 0
  • 697
plural
  • dwarf geomancers
Notes
  • These creatures heal a lot more often than Monks.
  • These creatures heal a lot more often than Monks.
  • These creatures heal a lot more often than Monks.
Sounds
  • "Earth is the strongest element."; "Dust to dust.".
  • "Earth is the strongest element."; "Dust to dust.".
HP
  • 380
Location
  • Mount Sternum Undead Cave, Dwarf Mines, Circle Room in Kazordoon, Triangle Tower, Tiquanda Dwarf Cave, Cormaya Dwarven Cave, Beregar Mines.
  • Mount Sternum Undead Cave, Dwarf Mines, Circle Room in Kazordoon, Triangle Tower, Tiquanda Dwarf Cave, Cormaya Dwarven Cave, Beregar Mines.
  • Mount Sternum Undead Cave, Dwarf Mines, Circle Room in Kazordoon, Triangle Tower, Tiquanda Dwarf Cave, Cormaya Dwarven Cave.
Strategy
  • It is recommended to kill these creatures in groups, due to the fact that they heal extremely fast.
  • Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.
  • Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.
  • Paladins: Level 40+ paladins should run with bolts and maybe Icicle runes.
  • Knights: With 75/75 skills and level 40+ you can let them run in a spot where they cannot move or a corner then melee them to death, before they run into a bunch of other creatures.
  • Knights: With 75/75 skills and level 40+ you can let them run in a spot where they cannot move or a corner then melee them to death, before they run into a bunch of other creatures.
  • 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.
  • 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.
  • Note: that Knights and Paladins use them to train with the assistance of a Mage, as one of the best training alternatives in Non-Pvp worlds.
  • Knights: With 75/75 skills and level 40+ you can let them run in a spot where they cannot move or a corner then melee them to death, before they run into a bunch of other creatures. Casting Blood Rage before facing them is a good strategy.
  • Mages: Mages of level 45+ should use 1-2 SD shots fast on these creatures since they heal like crazy and have a very strong mana drain which would be more expensive than the SD runes.
  • 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.
  • 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.
runsat
  • 150
abstract
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • Will Make Soon.
is droppedBy of
is tappasav of