At a glance
Quick facts
- Health
- 8,200
- Experience
- 6,000 before server rates
- Speed
- 256
- Defense / armor
- 44 / 44
- Summon capacity
- One fire elemental
- Retreat threshold
- None in the reference data
Reference behavior profile
The TFS 1.6 Demon is a fast, non-pushable close-range attacker with ranged area pressure, life drain, mana drain, a speed reduction, self-healing, self-haste, and one possible fire elemental summon. It changes target every four seconds with a 20% chance and has no low-health retreat setting. The combination rewards a stable blocker and disciplined spacing rather than a simple health check.
| Field | Value | Practical meaning |
|---|---|---|
| Health | 8,200 | Sustained damage matters because healing can extend the fight |
| Experience | 6,000 | Base amount before stage, stamina, and other bonuses |
| Armor / defense | 44 / 44 | Meaningful flat mitigation against checked physical attacks |
| Bestiary class | Demon | Hard difficulty; 100 charm points in this data profile |
| Target change | 20% every 4 seconds | Teams require a retarget and emergency-healing plan |
| Static attack | 70 | Usually holds its attack position but can reposition |
| Push behavior | Pushes items and creatures | Loose field and summon layouts are less reliable |
Attack, control, and sustain kit
| Action | Interval / chance | Range or shape | Reference values |
|---|---|---|---|
| Melee | Every 2 seconds | Adjacent target | 0 to 500 physical |
| Mana drain | Every 2 seconds / 10% | Range 7 | 30 to 120 mana |
| Fire area | Every 2 seconds / 20% | Radius 7 | 150 to 250 fire |
| Fire field | Every 2 seconds / 10% | Range 7, radius 1 | Creates field pressure |
| Life-drain beam | Every 2 seconds / 10% | Length 8 | 300 to 480 life drain |
| Energy strike | Every 2 seconds / 10% | Range 1 | 210 to 300 energy |
| Paralyzing speed effect | Every 2 seconds / 15% | Range 7, radius 1 | -700 speed for 30 seconds |
| Self-heal | Every 2 seconds / 15% | Self | 80 to 250 health |
| Self-haste | Every 2 seconds / 15% | Self | +320 speed for 5 seconds |
| Summon fire elemental | Every 2 seconds / 10% | One active summon maximum | Adds target and space pressure |
The maximum configured values can overlap because each action has its own chance on a shared two-second cadence. A theoretical high-roll cycle can exceed 1,500 health damage before protection when melee, fire, life drain, and energy coincide, while also draining mana or slowing movement. That is a burst envelope, not an average hit. Safe planning uses both sustained averages and the overlapping maximum case.
Resistances, vulnerabilities, and immunities
| Type | Modifier | Damage received |
|---|---|---|
| Fire | Immune | 0% through the native immunity path |
| Life drain | Immune | 0% through the native immunity path |
| Drown | Immune | 0% through the native immunity path |
| Energy | +50% resistance | 50% |
| Earth | +40% resistance | 60% |
| Physical | +25% resistance | 75% before other applicable checks |
| Death | +20% resistance | 80% |
| Ice | -12% resistance | 112% |
| Holy | -12% resistance | 112% |
| Paralyze / invisible | Immune | Native conditions do not apply |
Ice and holy are the favorable channels in this profile. Fire and life drain are ineffective. Physical, energy, earth, and death are reduced. Custom servers frequently redesign Demon weaknesses to suit new vocations, elemental weapons, rebirth systems, or boss tiers, so a controlled test remains necessary.
Complete reference loot table
| Item | Base chance | Maximum count |
|---|---|---|
| Gold coin | 99.518% | 200 |
| Platinum coin | 99.513% | 8 |
| Great mana potion | 25.108% | 3 |
| Great spirit potion | 24.763% | 3 |
| Demon horn | 20.187% | 1 |
| Ultimate health potion | 19.831% | 3 |
| Fire mushroom | 19.782% | 6 |
| Demonic essence | 19.738% | 1 |
| Assassin star | 15.452% | 10 |
| Small topaz | 10.167% | 5 |
| Small ruby | 10.006% | 5 |
| Small emerald | 9.802% | 5 |
| Small amethyst | 9.789% | 5 |
| Fire axe | 4.037% | 1 |
| Talon | 3.420% | 1 |
| Red gem | 2.959% | 1 |
| Orb | 2.852% | 1 |
| Ring of healing | 2.658% | 1 |
| Might ring | 2.492% | 1 |
| Stealth ring | 2.391% | 1 |
| Giant sword | 1.950% | 1 |
| Ice rapier | 1.906% | 1 |
| Golden sickle | 1.367% | 1 |
| Purple tome | 1.232% | 1 |
| Devil helmet | 1.227% | 1 |
| Gold ring | 1.035% | 1 |
| Demon shield | 0.755% | 1 |
| Platinum amulet | 0.705% | 1 |
| Mastermind shield | 0.475% | 1 |
| Golden legs | 0.397% | 1 |
| Demon trophy | 0.088% | 1 |
| Magic plate armor | 0.088% | 1 |
| Demonrage sword | 0.054% | 1 |
Encounter strategy by readiness bracket
| Bracket | Minimum planning standard | Primary objective |
|---|---|---|
| First team kills | Blocker survives the overlapping burst envelope; healer retains mana after drains; team has a paralyze response | Confirm actual fork values and learn retarget behavior |
| Stable team hunting | Fire, energy, life-drain, and physical protection are balanced; summon disposal is assigned | Maintain throughput despite healing and target changes |
| Efficient solo or high-power route | Character can recover from peak overlap without perfect timing; path remains safe while slowed | Control density, supply cost, and rare-loot variance |
- Keep the life-drain beam and broad fire area away from the support line.
- Maintain emergency healing that does not depend on a full mana pool.
- Treat the 30-second speed reduction as a positioning threat, especially near stairs, fields, and additional spawns.
- Remove or control the fire elemental before it changes pathing or consumes a defensive block event.
- Use ice or holy only after verifying the server retained this vulnerability profile.
- Evaluate profit over a large sample because the iconic equipment drops are below one tenth of one percent at the base rate.
Apply the guide
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