Bestiary & Monsterssource backed8 minute read

Evil Mastermind

Evil Mastermind is a TFS 1.6 creature profile with 1,295 health, 675 experience, 7 configured attacks, and 0 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops.

Reference profileTFS 1.6 monster-data reference
Reviewed
Evidence4 primary references

At a glance

Quick facts

Health
1,295
Experience
675
Speed
350
Race
undead
Attacks
7
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Evil Mastermind encounter

On paper, Evil Mastermind is 1,295 health and 675 experience. In a corridor, those numbers gain teeth through 7 configured attack entries and a largest raw XML bound of 78, a preferred target distance of 3, and the terrain around the spawn.

Evil Mastermind's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Holy, while Ice, Physical, and Energy carry positive resistance in this source. Pull size, line of sight, neighboring creatures, and simultaneous attack timing still decide whether that theoretical edge survives contact with the spawn.

Evil Mastermind offers no direct corpse-loot entry in the available profile. If an encounter still awards something, the answer must be sought in a chest, action script, event controller, participation system, or another server-specific mechanism.

Evil Mastermind statistics and identity

Evil Mastermind is defined with 1,295 maximum health, 675 base experience, and speed 350 in TFS 1.6. The displayed experience is the creature definition's base value before stages, stamina, party sharing, boosts, prey, server rates, or event multipliers. Server owners can edit these values without changing the creature name.

Evil Mastermind core statistics
StatisticValueInterpretation
Maximum health1,295Configured health pool
Base experience675Award before external multipliers
Speed350Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound78Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Evil Mastermind is configured as hostile and can enter combat without player initiation. Its target-distance setting is 3, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. The definition includes 1 summon rule entry, so target count and tile control can change during the encounter. Negative element modifiers identify increased incoming damage from Holy in this profile. Positive element modifiers reduce incoming Ice, Physical, Energy damage before final health loss. Target-change chance, static-attack preference, push permissions, pathfinding, field walking, summons, and scripted abilities collectively determine behavior. The flags below are direct configuration values; they should be read together instead of treating one flag as a complete artificial-intelligence description.

Evil Mastermind behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
Targetdistance3
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
IsbossYes
Evil Mastermind summon rules
SummonChanceIntervalLimit
vampire40%2 seconds1

Attack cycle and combat pressure

Evil Mastermind has 7 attack entries in its XML definition. Chance is evaluated within the listed interval by the engine; min and max values are source-level damage inputs and can be changed by scripts, armor rules, resistance, PvP modifiers, conditions, or custom combat callbacks. Range, radius, beam length, spread, target flags, and visual effects reveal the intended shape but do not replace a live positioning test.

Evil Mastermind configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 1.2 seconds0-77Adjacent or script-definedNo extra XML effect attribute
Physical30% per 2 seconds50-787Shoot Effect: suddendeath; Area Effect: mortarea
Fire30% per 2 seconds66-727Shoot Effect: fire; Area Effect: firearea
Energy30% per 2 seconds36-577Shoot Effect: energy; Area Effect: energyarea
Lifedrain30% per 2 seconds70-737Area Effect: redshimmer
Manadrain30% per 2 seconds59-757Area Effect: redshimmer
Speed15% per 2 seconds0-07Area Effect: redshimmer

Defense, elements, and immunities

The defense profile separates base defense and armor from elemental percentages and explicit immunities. In TFS 1.6, a positive monster element percentage reduces incoming damage of that element, while a negative percentage increases it. Current official strength and weakness labels are shown as categories without inventing a percentage. Custom servers can change those values, bypass them in scripts, or add encounter phases.

Evil Mastermind defensive profile
Defense layerValueMeaning
Armor30Base defense profile
Ice20%Resistance
Physical5%Resistance
Energy90%Resistance
Holy-5%Vulnerability
EarthImmuneCondition or damage immunity
DeathImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Evil Mastermind has no loot entry in the available primary profile. A reward may still be delivered by a boss chest, storage action, event script, achievement, quest, participation system, or custom corpse callback, but this source does not support claiming a direct corpse drop.

Hunting plan and server verification

A safe hunting recommendation for Evil Mastermind must combine the available profile with spawn density, neighboring creatures, terrain, access, vocation, skills, equipment, supplies, latency, death penalty, and the target server's rates. No universal level bracket can be authenticated from a creature-library or monster XML record alone. Use the largest configured attack bounds as stress-test inputs, account for simultaneous attacks and summons, then verify the actual spawn. Present a level recommendation only with that profile and evidence attached.

  • Confirm health, experience, attack intervals, and elemental modifiers against the deployed monster file.
  • Inspect the map spawn file for count, radius, placement, and respawn interval; those values are not stored in this monster definition.
  • Test line of sight, diagonal movement, field walking, target switching, fleeing, summons, and push behavior.
  • Record corpse loot over a statistically meaningful sample before evaluating a customized loot rate.
  • Publish the server profile and review date with any route, level range, profit estimate, or supply recommendation.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

Evil MastermindTFS 1.6 monstersundead