Madman

A deranged lunatic plagued by horrible visions and revelations escaped from the insane asylum and fled to your Estate in search of answers to what plagues his mind. What he found has finally driven him over the edge into madness and he is more than willing to drag any poor adventurer who crosses his path to insanity with his great and terrible revelations. The only things that keep his mind from crumbling further are the soothing sounds of his music boxes that give him comfort in a world that has gone mad. It's best to eliminate him as soon as possible, before he can drive your whole party insane.

Strategy

 * Debuffs which reduce the Madman's high DODGE stat can come in handy. And, as with other opponents, stunning him will buy you time to finish him off.
 * Accusation's debuff may not seem that dangerous, but it lasts until the next time you camp (meaning that the next cultist witch you run into will be able to stress you that much harder). Moreover, he tends to focus the ability on heroes with high stress, who are most vulnerable to becoming afflicted. For each dungeon level, the chance of him using Accusation on a heavily stressed hero is 2x, 3x and 4x, respectively.

Music Boxes

 * The Madman will always drop something for your party as a reward for defeating this rare enemy. The exact probability for the Madman to drop a trinket instead of a regular provision item is 1/6 (~17%). This trinket can either be a very common, common, uncommon or Madman exclusive one (Overture, Aria or Crescendo Box), each with the same 25% chance of being randomly picked. This works out to 0.17*0.25=0.042~= 4% chance of a music box drop.

Only one of each Music Box can be in a player's inventory at once.

Abilities
Apprentice =

Veteran =

Champion =