Dvergr Mage
| Dvergr Mage | |
|---|---|
| A neutral dwarf with a staff, and the worst possible thing to provoke. | |
| Biome | Mistlands |
| Alignment | Neutral |
| Faction | Dvergr |
| Health | 350 |
| Damage |
[[Valheim:Damage Types{{!}}Fire]] mage: |
| Weak To | - |
| Resistant To | Fire, Frost |
| Immune To | Spirit |
| Stagger | 30% |
| Tameable | No |
| Trophy | Dvergr trophy |
| Spawn ID | spawn DvergerMage
|
The Dvergr Mage stands in a lantern-lit camp in the Mistlands and leaves you alone until you give it a reason. It has three hundred and fifty health and a staff that throws a hundred and thirty fire damage per shot. It also has a long memory: hurt one and every dwarf in the settlement turns on you permanently. Most players' first encounter is an accident, and most first encounters are fatal.
Behaviour
Mages are neutral by default and let you walk straight through their camp. They turn hostile if you damage one, damage any dwarf standing nearby or break the structures they consider theirs, and after that the whole settlement stays hostile for good. There are three kinds, and which one you have angered matters a great deal. The fire mage lobs a fireball every six seconds that deals 130 fire on impact plus another hundred in splash. Roughly every thirty-five seconds it also unloads a cluster bomb of nine separate projectiles, a hundred damage each, from as far away as thirty metres. The ice mage fires triple icebolts of two hundred frost each, and if you close in it detonates a nova that covers five metres around it. The support mage is the quiet problem. It heals allies for four hundred health in a few seconds, buffs them and summons homing mistiles to chase you while the others shoot. All of them bash for 70 blunt with the staff if you get within arm's reach, all of them prefer to hold mid range, and none of them ever flee. While they still like you they are useful neighbours, because dwarves attack seekers and gjall on sight.
Where to Find It
Mages live only in the Mistlands, and only on dwarven ground: the small outposts, the lantern-hung camps and the larger fortified structures bolted onto the rock. They come with the settlement instead of spawning into the biome. A camp holds however many mages it was built with and never generates more, so a mage you kill is gone for good and clearing a camp permanently changes that piece of the map. One and two star versions exist, with seven hundred and just over a thousand health. Daylight makes no difference, since they stay at their posts around the clock. The whole biome sits behind Moder and a wisplight, and without the wisplight you will not see a camp until you are standing in the middle of it.
| Where and When | At Once | How Often | Stars |
|---|---|---|---|
| Common spawn point in Dvergr forts and structures | - | One time | Yes |
Strengths and Weaknesses
The honest advice is not to fight one, at least not before you have carapace gear and a plan. If you do, leave the mage's own elements alone. Both fire and frost are halved against it, so burning arrows and ice weapons underperform badly, while ordinary physical damage and lightning land at full value. It barely staggers, so the parry chains that carried you through the Swamp will not lock one down. Positioning is what works. Every serious attack it has is a projectile, so the black marble pillars and rock outcrops of a dwarven camp soak up fireballs and icebolts while you reposition, and breaking line of sight resets the whole exchange. A shield blocks the shots, but a black metal shield burns through stamina quickly against a fire mage, so drink a fire resistance barley wine before you start. Kill the support mage first, or you will be fighting the same dwarf twice. An arbalest fired from beyond the fifteen metres their fireballs and icebolts reach is the cleanest way to take one apart, though the cluster bomb still reaches thirty.
Drops
The coins and black marble make a camp worth clearing, and the soft tissue feeds the workbenches the Mistlands runs on.
| Item | Image | Base | 1 Star | 2 Star |
|---|---|---|---|---|
| Coins | 2-14 | 2-14 | 2-14 | |
| Black marble | 50% | 50% | 50% | |
| Soft tissue | 25% | 25% | 25% | |
| Dvergr trophy | - | 5% | 5% | 5% |
Level Variants
A creature can spawn at one of three levels, shown as stars beside its name. Each level is rolled separately when it spawns, so a two-star is rarer than a one-star. The difference goes beyond the numbers: a starred Dvergr Mage is recoloured or larger, so you can see it coming.
| Level | Stars | Image | Health | Damage | Drops |
|---|---|---|---|---|---|
| 1 | - | 350 | 100% | x1 | |
| 2 | ⭐ | 700 | 150% | x2 | |
| 3 | ⭐⭐ | 1050 | 200% | x4 |
All Creature Categories
All Mistlands Creatures
| Name | Image | Biome | Alignment | Health | Very Weak To | Weak To | Resistant To | Very Resistant To | Immune To | Drops | Level Variants | Spawn ID |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dvergr Mage | Mistlands | Neutral | 350 | - | - | Fire, Frost | - | Spirit | Coins, Black marble, Soft tissue, Dvergr trophy | ⭐ ⭐⭐ |
spawn DvergerMage
| |
| Dvergr Rogue | Mistlands | Neutral | 350 | - | - | - | - | Spirit | Coins, Black marble, Soft tissue, Dvergr trophy | ⭐ ⭐⭐ |
spawn Dverger
| |
| Gjall | Mistlands | Aggressive | 1500 | - | - | Fire | - | Spirit | Bilebag, Gjall trophy | ⭐ ⭐⭐ |
spawn Gjall
| |
| Seeker | Mistlands | Aggressive | 200 | - | - | Blunt, Slash, Pierce | - | Spirit | Seeker meat, Carapace, Seeker trophy | ⭐ ⭐⭐ |
spawn Seeker
| |
| Seeker Brood | Mistlands | Aggressive | 20 | - | - | Blunt, Slash, Pierce | - | Spirit | Royal jelly | - | spawn SeekerBrood
| |
| Seeker Soldier | Mistlands | Aggressive | 1500 | - | - | Blunt, Slash, Pierce | - | Spirit | Carapace, Mandible, Seeker meat, Seeker soldier trophy | ⭐ ⭐⭐ |
spawn SeekerBrute
| |
| Tick | Mistlands | Aggressive | 50 | - | Pierce | - | - | Spirit | Blood clot, Tick trophy | ⭐ ⭐⭐ |
spawn Tick
|
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