Dvergr Mage

Overview
Dvergr mage is a neutral 
There are three kinds of Dvergr mage, distinguished by the color of their robe and staff, and each fills a different combat role. Fire mages wear red and gold and use fire-based attacks, ice mages wear blue and silver and use frost magic, and support mages wear yellow-and-brown robes and focus on buffs, healing, and summoned projectiles.
Their shared melee attack is a staff-hilt poke that deals 70 Blunt damage. It becomes available every 4 seconds at very close range, and can be especially relevant when you get directly on top of the caster, since many of their ranged attacks are easier to interrupt or avoid from that position.
- Fire mages use two attacks:
- Fireball: launches a single fireball that inflicts Burning and deals 130 Fire damage. It can also explode on the ground into a 6-meter radius blast for 100 Fire damage.
- Clusterbomb: unleashes nine fireballs in a spread, each inflicting Burning and dealing 100 Fire damage. When they hit the ground, they create 3-meter radius patches of fire.
- Ice mages use two attacks:
- Icebolt: fires three ice balls that inflict Frost and deal 200 Frost damage.
- Nova: creates an expanding frost burst with a 5-meter radius that deals 100 Frost damage.
- Support mages provide three unique abilities:
- Buff: applies Dvergr power to themselves and allies within 8 meters for 20 seconds, increasing all skills by 20%.
- Heal: applies Dvergr heal to themselves and allies within 4.32 meters, restoring 400 health over 4 seconds.
Mistile: summons 1–3 Mistiles around the caster, with up to nine active at once. These orbs track the player and deal 150 Blunt damage on impact.
In practice, Dvergr mage groups are dangerous because their roles complement each other: fire mages pressure from range with high-damage projectiles, ice mages punish close approaches with frost damage, and support mages can heal or empower nearby Dvergr while also summoning Mistiles. Since many of their attacks have range limits, staying directly against the caster can reduce the danger of some ranged abilities, but this also puts you in striking distance of their melee attack and, for support mages, the spawned projectiles.