Bestiary & Monsterssource backed9 minute read

Mad mage

Mad mage is a TFS 1.6 creature profile with 2,500 health, 1,800 experience, 5 configured attacks, and 8 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
2,500
Experience
1,800
Speed
240
Race
blood
Attacks
5
Loot entries
8
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Mad mage encounter

Before a player meets Mad mage on the map, the source profile already sketches the encounter: 2,500 health, 1,800 experience, 5 configured attack entries and a largest raw XML bound of 185, and a preferred target distance of 4.

Mad mage's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical and Holy, while Earth carries 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.

gold coin has the strongest configured loot roll on Mad mage's TFS table at 100.00%, with up to 66 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Mad mage statistics and identity

Mad mage is defined with 2,500 maximum health, 1,800 base experience, and speed 240 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.

Mad mage core statistics
StatisticValueInterpretation
Maximum health2,500Configured health pool
Base experience1,800Award before external multipliers
Speed240Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound185Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Mad mage is configured as hostile and can enter combat without player initiation. Its target-distance setting is 4, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. It begins trying to flee below 1000 health, which can lengthen the final portion of a kill if paths remain open. 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 Physical, Holy in this profile. Positive element modifiers reduce incoming Earth 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.

Mad mage behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
Targetdistance4
Staticattack90
Runonhealth1000
IsbossYes
Mad mage summon rules
SummonChanceIntervalLimit
stone golem10%1 secondsDefinition-wide limit

Attack cycle and combat pressure

Mad mage has 5 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.

Mad mage configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-78Adjacent or script-definedNo extra XML effect attribute
Fire12% per 1 seconds50-1857Shoot Effect: fire
Manadrain24% per 1.4 seconds30-906Shoot Effect: ice
Firefield20% per 1.6 seconds0-07Shoot Effect: fire
Energy18% per 1.9 seconds70-1508Area Effect: bigclouds

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.

Mad mage defensive profile
Defense layerValueMeaning
Armor20Base defense profile
Physical-20%Vulnerability
Holy-10%Vulnerability
Earth50%Resistance
EnergyImmuneCondition or damage immunity
OutfitImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Mad mage contains 8 flattened loot entries. Base chance is shown against the TFS 100,000-point scale, where 100,000 means 100% before external loot multipliers. Count maximum is the upper stack bound when a successful roll creates a stackable item. Nested container contents are preserved as individual rows in the source data.

Mad mage loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined100.00%66
gold coinScript-defined100.00%20
dark mushroomScript-defined5.00%5
red piece of clothScript-defined0.800%1
assassin starScript-defined2.40%4
strong health potionScript-defined1.30%5
strong mana potionScript-defined1.20%2
lightning legsScript-defined0.800%1

Hunting plan and server verification

A safe hunting recommendation for Mad mage 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.

mad mageTFS 1.6 monstersblood