Property Value
Combat Properties
Health Health Icon 325
Experience Experience Icon 205
Speed Haste Icon 90
Armor Armor Icon 15
Est. Max Dmg 127
Summon (not possible)
Convince (not possible)
General Properties
Name Mad Scientist
Classification Sorcerers
Spawn Type
Illusionable ?
Bestiary Properties
Class Human
Difficulty Bestiary Level Easy
Occurrence Bestiary Occurrence Common
Charm Points 15 Charm Icon
Kills to Unlock 500
Elemental Properties
Physical 100%
Earth 80%
Fire 90%
Death 105%
Energy 80%
Holy 80%
Ice 90%
Heal 100%
Life Drain 100%
Drown 0%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through
Other Properties
Version 8.4
December 10, 2008
Status Active
Mad Scientist
You see a mad scientist.
  • Die in the name of Science!
  • You will regret interrupting my studies!
  • Let me test this!
  • I will study your corpse!


Genius and madness are often only a fine line apart. Mad Scientists have for sure crossed that line. Putting their science and researches above everything else, they put themselves above human morals and see other humans as test objects at best.
In combat, Mad Scientists fight with everything at their disposal and use a vast array of dirty tricks. Being bad fighters, they use their tools, gadgets and inventions as dangerous weapons. Protective about their secrets and fearing punishment for their amoral experiments, they tend to attack outsiders on sight.
Mad Scientists often join confraternities with other scientists to profit from more resources. Others find employment by unscrupulous beings that fund their researches in exchange for their services. Most of them are too absorbed in their researches to become leaders themselves. Some, however, are worldly enough to hire minions and plan and coordinate operations as the scientific mastermind.

Mad Scientist are sorcerers. Usually found with lots of other Creatures. Note: these creatures created the creature Mutated Human.


Melee (0-35), Self-Healing, Smoke Bomb 3x3 shaped, does drown damage (20-56), Light Magic Missile (20-36), Paralyze.

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


It's similar to Dark Apprentices and Dark Magicians, however Mad Scientists fights in close combat, while the others keep their distance; and it has stronger magic damage than the others.


Kill it fast, as he will use his magical items to harm you. Use Death-based Runes or Spells. Paladins & Knights can kill these quickly with 65+ skills.

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