Bestiary & Monsterssource backed8 minute read

Animated Rotworm

Animated Rotworm is a TFS 1.6 creature profile with 65 health, 40 experience, 1 configured attacks, and 7 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
65
Experience
40
Speed
150
Race
blood
Attacks
1
Loot entries
7
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Animated Rotworm encounter

Animated Rotworm tells its story in pressure and reward: 65 health to overcome, 40 base experience to earn, and 1 configured attack entry and a largest raw XML bound of 30 to read before the first pull.

Animated Rotworm'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.

gold coin has the strongest configured loot roll on Animated Rotworm's TFS table at 70.71%, with up to 17 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Animated Rotworm statistics and identity

Animated Rotworm is defined with 65 maximum health, 40 base experience, and speed 150 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.

Animated Rotworm core statistics
StatisticValueInterpretation
Maximum health65Configured health pool
Base experience40Award before external multipliers
Speed150Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound30Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. 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.

Animated Rotworm behavior flags
FlagConfigured value
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Animated Rotworm 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.

Animated Rotworm configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-30Adjacent or script-definedNo extra XML effect attribute

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.

Animated Rotworm defensive profile
Defense layerValueMeaning
Armor30Base defense profile
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity

Complete configured loot table

Animated Rotworm contains 7 flattened loot entries. Base chance is shown against the TFS 100,000-point scale, where 100,000 means 100% before external loot multipliers. Count maximum is the upper stack bound when a successful roll creates a stackable item. Nested container contents are preserved as individual rows in the source data.

Animated Rotworm loot
ItemItem IDBase chanceMaximum count
gold coin214870.71%17
meat266622.22%1
ham267119.19%1
lump of dirt1060913.13%1
worm39764.04%3
mace23983.03%1
sword23762.02%1

Hunting plan and server verification

A safe hunting recommendation for Animated Rotworm 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.

Animated RotwormTFS 1.6 monstersblood