Bestiary & Monsterssource backed8 minute read

A carved stone tile

A carved stone tile is a TFS 1.6 creature profile with 100 health, 0 experience, 1 configured attacks, and 0 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops.

Reference profileTFS 1.6 monster-data reference
Reviewed
Evidence4 primary references

At a glance

Quick facts

Health
100
Experience
0
Speed
Not defined
Race
undead
Attacks
1
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the A carved stone tile encounter

A bestiary number becomes meaningful only when it changes a decision. A carved stone tile brings 100 health, 0 base experience, 1 configured attack entry and a largest raw XML bound of 0, and 1 summon rule entry.

A carved stone tile's clearest weakness lead is no published elemental weakness. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.

A carved stone tile offers no direct corpse-loot entry in the available profile. If an encounter still awards something, the answer must be sought in a chest, action script, event controller, participation system, or another server-specific mechanism.

A carved stone tile statistics and identity

A carved stone tile is defined with 100 maximum health, 0 base experience, and speed not explicitly set in TFS 1.6. The displayed experience is the creature definition's base value before stages, stamina, party sharing, boosts, prey, server rates, or event multipliers. Server owners can edit these values without changing the creature name.

A carved stone tile core statistics
StatisticValueInterpretation
Maximum health100Configured health pool
Base experience0Award before external multipliers
SpeedNot definedEngine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound0Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

A carved stone tile is configured as hostile and can enter combat without player initiation. Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. The definition includes 1 summon rule entry, so target count and tile control can change during the encounter. Target-change chance, static-attack preference, push permissions, pathfinding, field walking, summons, and scripted abilities collectively determine behavior. The flags below are direct configuration values; they should be read together instead of treating one flag as a complete artificial-intelligence description.

A carved stone tile behavior flags
FlagConfigured value
SummonableNo
AttackableNo
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsNo
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
RunonhealthNo
HidehealthYes
A carved stone tile summon rules
SummonChanceIntervalLimit
Dreadbeast25%2 secondsDefinition-wide limit

Attack cycle and combat pressure

A carved stone tile has 1 attack entry in its XML definition. Chance is evaluated within the listed interval by the engine; min and max values are source-level damage inputs and can be changed by scripts, armor rules, resistance, PvP modifiers, conditions, or custom combat callbacks. Range, radius, beam length, spread, target flags, and visual effects reveal the intended shape but do not replace a live positioning test.

A carved stone tile configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
Lifedrain20% per 2 seconds0-03Area Effect: groundshaker

Defense, elements, and immunities

The defense profile separates base defense and armor from elemental percentages and explicit immunities. In TFS 1.6, a positive monster element percentage reduces incoming damage of that element, while a negative percentage increases it. Current official strength and weakness labels are shown as categories without inventing a percentage. Custom servers can change those values, bypass them in scripts, or add encounter phases.

A carved stone tile defensive profile
Defense layerValueMeaning
InvisibleImmuneCondition or damage immunity

Complete configured loot table

A carved stone tile has no loot entry in the available primary profile. A reward may still be delivered by a boss chest, storage action, event script, achievement, quest, participation system, or custom corpse callback, but this source does not support claiming a direct corpse drop.

Hunting plan and server verification

A safe hunting recommendation for A carved stone tile must combine the available profile with spawn density, neighboring creatures, terrain, access, vocation, skills, equipment, supplies, latency, death penalty, and the target server's rates. No universal level bracket can be authenticated from a creature-library or monster XML record alone. Use the largest configured attack bounds as stress-test inputs, account for simultaneous attacks and summons, then verify the actual spawn. Present a level recommendation only with that profile and evidence attached.

  • Confirm health, experience, attack intervals, and elemental modifiers against the deployed monster file.
  • Inspect the map spawn file for count, radius, placement, and respawn interval; those values are not stored in this monster definition.
  • Test line of sight, diagonal movement, field walking, target switching, fleeing, summons, and push behavior.
  • Record corpse loot over a statistically meaningful sample before evaluating a customized loot rate.
  • Publish the server profile and review date with any route, level range, profit estimate, or supply recommendation.

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.

a carved stone tileTFS 1.6 monstersundead