Bestiary & Monsterssource backed13 minute read

Dragon

A complete TFS 1.6 reference profile for Dragon: health, experience, behavior, attacks, healing, resistances, immunities, full loot table, and practical hunt planning.

Reference profileTFS 1.6 monster data reference
Reviewed
Evidence5 primary references

At a glance

Quick facts

Health
1,000
Experience
700 before server rates
Speed
172
Defense / armor
25 / 25
Target distance
1 tile
Retreat threshold
Runs below 300 health

Reference behavior profile

This entry describes the Dragon definition shipped with The Forgotten Server 1.6. It is an explicit data profile, not an undocumented claim about every official-game era or private server. The creature is hostile, cannot be pushed, can push items and creatures, prefers a one-tile target distance, changes target on a four-second interval with a 10% chance, and begins retreat behavior below 300 health.

Bestiary reference values
FieldValuePractical meaning
Health1,000Base time-to-kill denominator before server scaling
Experience700Multiplied by stages, stamina, and other configured bonuses
Armor / defense25 / 25Flat block layers when an attack requests those checks
Bestiary classDragonMedium difficulty; 50 charm points in this data profile
Target change10% every 4 secondsTeams should be ready for occasional retargeting
Static attack80Strong preference to hold position while attacking
Run on health300Can create chase and line-of-fire problems near death

Attack and recovery cycle

TFS 1.6 Dragon attacks
ActionInterval / chanceRange or shapeReference values
MeleeEvery 2 secondsAdjacent target0 to 120 physical
Targeted fire areaEvery 2 seconds / 15%Range 7, radius 460 to 140 fire
Fire waveEvery 2 seconds / 10%Length 8, spread 3100 to 170 fire
Self-healEvery 2 seconds / 15%Self40 to 70 health

The fire actions roll independently from melee in their configured intervals, so positioning must assume overlap is possible. A blocker can receive melee while teammates standing in the wrong lane are struck by a wave. The Dragon heal lowers effective damage per second during unlucky streaks, and its low-health retreat can drag the wave direction across the team.

Resistances and immunities

Element profile
TypeModifierDamage received
FireImmune0% from matching immune combat
Earth+80% resistance20%
Energy+20% resistance80%
Ice-10% resistance110%
ParalyzeImmuneCondition does not apply through the native immunity path
InvisibleImmuneNative invisibility interaction is ignored

Ice is the clear favorable element in this profile. Earth is highly inefficient, energy is reduced, and fire is canceled by immunity. Physical effectiveness depends on attack configuration, armor, defense, skill, and server-specific weapon formulas.

Complete reference loot table

Dragon loot in TFS 1.6
ItemBase chanceMaximum count
Gold coin90.082%105
Dragon ham65.143%1
Steel shield14.893%1
Crossbow10.085%1
Dragon's tail9.883%1
Burst arrow7.976%10
Longsword4.027%1
Steel helmet3.005%1
Broadsword1.995%1
Plate legs1.909%1
Strong health potion1.055%1
Wand of inferno1.053%1
Green dragon scale1.038%1
Green dragon leather1.018%1
Double axe1.008%1
Dragon hammer0.517%1
Serpent sword0.504%1
Small diamond0.384%1
Dragon shield0.301%1
Life crystal0.113%1
Dragonbone staff0.102%1

Hunting strategy by readiness bracket

Capability-based planning
BracketMinimum planning standardPrimary objective
First controlled killsSurvive overlapping melee and fire; carry reliable healing; keep an open retreat tileLearn wave alignment and test actual server damage
Stable solo huntingSustain incoming damage plus healing variance; use the favorable element; control the retreat phaseReduce supply volatility and avoid pulling extra spawns
Team or task routeDesignate blocker, keep shooters off the wave line, agree retarget response, measure loot after server rateMaximize density without crossfire or chain pulls
  • Fight from a position that limits the wave lane through other players.
  • Do not close every escape tile; low-health retreat can produce unnecessary pathing and extra pulls.
  • Treat fire protection as the encounter protection layer and armor as the melee layer.
  • Use controlled first kills to verify whether the server changed health, experience, damage, healing, spawn density, or loot.
  • Calculate profit from observed supplies and realized loot rather than multiplying the base table by an advertised rate.

Apply the guide

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.

dragontasksreal map8.6mid rate