Last updated: Release 14.0.0 |
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The Mad Lab is a hard and high level dungeon, enemies have got quite a lot of health and they are strong in groups.
This dungeon is made for high level and experienced players (Suggested Level: 20 and Defense Maxed), it is a hard dungeon and the bosses can deal Significant Damage.
Entrances to the Mad Lab are dropped from Flying Brains.
The Lab Key is available in the Nexus for 390 Realm Gold.
See the Mad Lab Guide for a complete walk-through on the dungeon and all it’s enemies.
Notes:
Hazard | Projectile | Damage | Condition Effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|---|
East/West Automated Defense Turret |
0 | Confused for 0.5s | 4 | 20 | Immune to Stasis |
There are many monsters that inflict stunned and confused. Before build 123.5.1, melee characters without a Crystal Sword could not complete the secret boss quest of the dungeon solo because 4.5 or more tiles of range are needed to destroy the last two Tesla coils.
Be careful when confused as you might step in an acid pool or into other mobs or other slow-moving, high-damaging projectiles.
It is a source of Potions of Defense and the UT Mad Scientist Sorcerer’s set, consisting of the Conducting Wand, Scepter of Fulmination, Robe of the Mad Scientist, and the Experimental Ring. The portal to the dungeon (dropped by the Flying Brain) drops at a very low rate and is available as a key in Nexus for 390 gold.
HP: 55000
DEF: 25
EXP: 3850
Location: Mad Lab
Counts to God Kills
Quest Boss
Immune to Stasis
HP: 60000
DEF: 30
EXP: 4800
Location: Mad Lab
Counts to God Kills
Immune to Stasis