Bestiary & Monsterssource backed16 minute read

Demon

A complete TFS 1.6 Demon profile with health, experience, attacks, healing, haste, summon behavior, resistances, immunities, full loot, and encounter planning.

Reference profileTFS 1.6 monster data reference
Reviewed
Evidence5 primary references

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.

Bestiary reference values
FieldValuePractical meaning
Health8,200Sustained damage matters because healing can extend the fight
Experience6,000Base amount before stage, stamina, and other bonuses
Armor / defense44 / 44Meaningful flat mitigation against checked physical attacks
Bestiary classDemonHard difficulty; 100 charm points in this data profile
Target change20% every 4 secondsTeams require a retarget and emergency-healing plan
Static attack70Usually holds its attack position but can reposition
Push behaviorPushes items and creaturesLoose field and summon layouts are less reliable

Attack, control, and sustain kit

TFS 1.6 Demon actions
ActionInterval / chanceRange or shapeReference values
MeleeEvery 2 secondsAdjacent target0 to 500 physical
Mana drainEvery 2 seconds / 10%Range 730 to 120 mana
Fire areaEvery 2 seconds / 20%Radius 7150 to 250 fire
Fire fieldEvery 2 seconds / 10%Range 7, radius 1Creates field pressure
Life-drain beamEvery 2 seconds / 10%Length 8300 to 480 life drain
Energy strikeEvery 2 seconds / 10%Range 1210 to 300 energy
Paralyzing speed effectEvery 2 seconds / 15%Range 7, radius 1-700 speed for 30 seconds
Self-healEvery 2 seconds / 15%Self80 to 250 health
Self-hasteEvery 2 seconds / 15%Self+320 speed for 5 seconds
Summon fire elementalEvery 2 seconds / 10%One active summon maximumAdds 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

Element profile
TypeModifierDamage received
FireImmune0% through the native immunity path
Life drainImmune0% through the native immunity path
DrownImmune0% through the native immunity path
Energy+50% resistance50%
Earth+40% resistance60%
Physical+25% resistance75% before other applicable checks
Death+20% resistance80%
Ice-12% resistance112%
Holy-12% resistance112%
Paralyze / invisibleImmuneNative 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

Demon loot in TFS 1.6
ItemBase chanceMaximum count
Gold coin99.518%200
Platinum coin99.513%8
Great mana potion25.108%3
Great spirit potion24.763%3
Demon horn20.187%1
Ultimate health potion19.831%3
Fire mushroom19.782%6
Demonic essence19.738%1
Assassin star15.452%10
Small topaz10.167%5
Small ruby10.006%5
Small emerald9.802%5
Small amethyst9.789%5
Fire axe4.037%1
Talon3.420%1
Red gem2.959%1
Orb2.852%1
Ring of healing2.658%1
Might ring2.492%1
Stealth ring2.391%1
Giant sword1.950%1
Ice rapier1.906%1
Golden sickle1.367%1
Purple tome1.232%1
Devil helmet1.227%1
Gold ring1.035%1
Demon shield0.755%1
Platinum amulet0.705%1
Mastermind shield0.475%1
Golden legs0.397%1
Demon trophy0.088%1
Magic plate armor0.088%1
Demonrage sword0.054%1

Encounter strategy by readiness bracket

Capability-based planning
BracketMinimum planning standardPrimary objective
First team killsBlocker survives the overlapping burst envelope; healer retains mana after drains; team has a paralyze responseConfirm actual fork values and learn retarget behavior
Stable team huntingFire, energy, life-drain, and physical protection are balanced; summon disposal is assignedMaintain throughput despite healing and target changes
Efficient solo or high-power routeCharacter can recover from peak overlap without perfect timing; path remains safe while slowedControl 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.

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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.

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