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.
| Field | Value | Practical meaning |
|---|---|---|
| Health | 1,000 | Base time-to-kill denominator before server scaling |
| Experience | 700 | Multiplied by stages, stamina, and other configured bonuses |
| Armor / defense | 25 / 25 | Flat block layers when an attack requests those checks |
| Bestiary class | Dragon | Medium difficulty; 50 charm points in this data profile |
| Target change | 10% every 4 seconds | Teams should be ready for occasional retargeting |
| Static attack | 80 | Strong preference to hold position while attacking |
| Run on health | 300 | Can create chase and line-of-fire problems near death |
Attack and recovery cycle
| Action | Interval / chance | Range or shape | Reference values |
|---|---|---|---|
| Melee | Every 2 seconds | Adjacent target | 0 to 120 physical |
| Targeted fire area | Every 2 seconds / 15% | Range 7, radius 4 | 60 to 140 fire |
| Fire wave | Every 2 seconds / 10% | Length 8, spread 3 | 100 to 170 fire |
| Self-heal | Every 2 seconds / 15% | Self | 40 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
| Type | Modifier | Damage received |
|---|---|---|
| Fire | Immune | 0% from matching immune combat |
| Earth | +80% resistance | 20% |
| Energy | +20% resistance | 80% |
| Ice | -10% resistance | 110% |
| Paralyze | Immune | Condition does not apply through the native immunity path |
| Invisible | Immune | Native 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
| Item | Base chance | Maximum count |
|---|---|---|
| Gold coin | 90.082% | 105 |
| Dragon ham | 65.143% | 1 |
| Steel shield | 14.893% | 1 |
| Crossbow | 10.085% | 1 |
| Dragon's tail | 9.883% | 1 |
| Burst arrow | 7.976% | 10 |
| Longsword | 4.027% | 1 |
| Steel helmet | 3.005% | 1 |
| Broadsword | 1.995% | 1 |
| Plate legs | 1.909% | 1 |
| Strong health potion | 1.055% | 1 |
| Wand of inferno | 1.053% | 1 |
| Green dragon scale | 1.038% | 1 |
| Green dragon leather | 1.018% | 1 |
| Double axe | 1.008% | 1 |
| Dragon hammer | 0.517% | 1 |
| Serpent sword | 0.504% | 1 |
| Small diamond | 0.384% | 1 |
| Dragon shield | 0.301% | 1 |
| Life crystal | 0.113% | 1 |
| Dragonbone staff | 0.102% | 1 |
Hunting strategy by readiness bracket
| Bracket | Minimum planning standard | Primary objective |
|---|---|---|
| First controlled kills | Survive overlapping melee and fire; carry reliable healing; keep an open retreat tile | Learn wave alignment and test actual server damage |
| Stable solo hunting | Sustain incoming damage plus healing variance; use the favorable element; control the retreat phase | Reduce supply volatility and avoid pulling extra spawns |
| Team or task route | Designate blocker, keep shooters off the wave line, agree retarget response, measure loot after server rate | Maximize 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.
