The Dvergr Mage in Valheim: Three Staffs, 1,050 Health at Two Stars, and a Range Trick That Beats All Three

Dvergr Mages are the ranged threat inside every Mistlands fort — neutral until provoked, but capable of throwing fire, frost, or buffs and heals at their allies once they are. There are three variants (Fire, Ice, Support), all sharing the same health pool that scales from 350 at zero stars to 1,050 at two stars, and all sharing one exploitable weakness: most of their attacks have a minimum range, which means getting uncomfortably close can shut half their kit off entirely.
Three Mages, One Health Pool

All three Dvergr Mage types — Fire, Ice, and Support — share the same base stats regardless of which staff they carry:
- Health: 350 at zero stars, 700 at one star, 1,050 at two stars.
- Resistant to Fire and Frost, immune to Spirit.
- Stagger threshold: 30% of current health — that's 105 damage at zero stars, 210 at one star, and 315 at two stars (30% × 350/700/1,050).
- Location: Mistlands, faction Dvergr.
The resistance line matters before you even pick a weapon: their own elements don't hurt them. A Fire mage shrugs off fire damage and an Ice mage shrugs off frost, so don't expect to turn their own staff back on them.
Per the wiki, Dvergr Mages "are neutral creatures found in the Mistlands around Dvergr settlements" and are provoked by "damaging them, other nearby Dvergr, or any part of a nearby structure that is protected by a Dvergr Ward." They also do not respawn once killed, unlike Dvergr Rogues.
What Each Staff Does

Fire mages wear a red-and-gold robe and carry a pronged staff. Their melee poke (shared with Ice mages) deals 70/105/140 Blunt and can fire every 4 seconds. Their Fireball launches a single burning projectile for 130/195/260 Fire every 6 seconds, or 100/150/200 Fire if it lands as a ground blast instead of a direct hit. Their Clusterbomb, usable every 35 seconds, throws up to nine fireballs in a spread, each carrying 100/150/200 Fire.
Ice mages carry the same melee attack, plus Icebolt — three ice projectiles that inflict 200/300/400 Frost every 6 seconds — and Nova, a 5-meter expanding ring of frost dealing 100/150/200 Frost every 7 seconds.
Support mages carry no melee attack at all and deal no direct damage themselves except through Mistile: every 35 seconds they can summon 1–3 homing orbs (up to nine active at once, each with just 1 HP) that chase the player and hit for 150 Blunt on impact. Their real job is Buff — applying +20% to all Skills to themselves and allies within 8 meters for 20 seconds, every 45 seconds — and Heal, restoring 400 health over 4 seconds (8 ticks of 50 HP every 0.5 seconds — 8 × 50 = 400) to themselves and allies within 4.32 meters, every 10 seconds. Kill the Support mage first in any group fight; it's the one keeping the others alive.
The Range Trick: Minimum Distances Work Against Them

The wiki's own tactical note is blunt about this: "Due to range requirements, many attacks from every variant of mages are possible to disable by standing directly against the caster." The actual ranges back that up:
| Attack | Usable range |
|---|---|
| Fireball | 1–15 meters |
| Clusterbomb | 5–30 meters |
| Icebolt | 1–15 meters |
| Buff / Heal | 1–15 meters of an ally |
| Mistile | 1–15 meters of a player |
| Melee (Fire & Ice) | 0.5–2.5 meters |
| Nova (Ice only) | 0–7 meters, no minimum |
Everything with a listed minimum stops working once you close the distance — Fireball, Clusterbomb, Icebolt, and Support's Buff/Heal/Mistile all require the caster to see you from at least 1 meter away (5 for Clusterbomb). Get inside that, and a Fire mage is reduced to its 70–140 Blunt melee poke on a 4-second cooldown; an Ice mage keeps that same melee plus Nova, since Nova has no minimum range at all. Either way, you've cut a mage down to one or two of its four-or-so abilities just by standing close.
Drops, and Why You're Clearing a Fort
Drop rates are identical across all three star tiers:
| Drop | Chance |
|---|---|
| Coins | 2–14 (guaranteed) |
| Black marble | 50% |
| Soft tissue | 25% |
| Dvergr trophy | 5% |
None of those is actually the reason most players clear a fort. Per the wiki: "Clearing at least one Dvergr settlement is typically necessary to progress in the Mistlands, because the Dvergr component crate contains the Dvergr Extractor, an essential component in the Sap Extractor." If you'd rather not fight through a whole garrison of mages and rogues for it, the source lists three alternatives: "ramming the relevant crate with a cart, using Refined Eitr to destroy it, or hoping that aggressive mobs in the area destroy it."
Quick tips: Kill Support mages first — they're the ones stacking +20% Skills and 400-HP heals onto everyone else. Close the gap fast on Fire and Ice mages to strip Fireball, Icebolt, and Clusterbomb off the table. Don't bother switching to a fire or frost weapon — both mage types resist their own element. Watch for the crate shortcuts (cart-ramming, Refined Eitr) if you only need the Dvergr Extractor and not a full clear. And remember Dvergr Mages don't respawn, so a cleared fort stays cleared.
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Conclusion
The Dvergr Mage comes in three flavors — Fire, Ice, Support — sharing one health pool that runs 350/700/1,050 across star tiers and a 30% stagger threshold (105/210/315 damage). Fire and Ice mages share a 70–140 Blunt melee poke and each bring two ranged abilities that scale roughly 50% per star; Support mages skip melee entirely and instead keep their allies buffed (+20% Skills) and healed (400 HP per cast). The exploit that ties all three together is range: nearly every ranged ability needs at least 1–5 meters of clearance to fire, so closing the distance strips a mage down to just melee (and Nova, for Ice mages, which has no minimum at all). Clear a fort for the guaranteed Dvergr Extractor in the component crate, or skip the fight with a cart, Refined Eitr, or a helpful pack of aggressive mobs.
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