Bestiary & Monsterssource backed8 minute read

Bad Dream

Bad Dream is a TFS 1.6 creature profile with 7,200 health, 0 experience, 0 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
7,200
Experience
0
Speed
Not defined
Race
blood
Attacks
0
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Bad Dream encounter

Before a player meets Bad Dream on the map, the source profile already sketches the encounter: 7,200 health, 0 experience, no attack entry in the primary monster file, and no single movement flag that tells the whole encounter story.

Bad Dream'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.

Bad Dream 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.

Bad Dream statistics and identity

Bad Dream is defined with 7,200 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.

Bad Dream core statistics
StatisticValueInterpretation
Maximum health7,200Configured health pool
Base experience0Award before external multipliers
SpeedNot definedEngine movement-speed input
RacebloodCorpse 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

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.

Bad Dream behavior flags
FlagConfigured value
SummonableNo
AttackableNo
HostileNo
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Bad Dream has no attack entry in this XML definition. It may be non-combatant, invulnerable scenery, a scripted encounter object, or a creature whose behavior is delegated elsewhere. Do not invent a damage profile when the primary definition does not provide one.

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.

Bad Dream defensive profile
Defense layerValueMeaning
PhysicalImmuneCondition or damage immunity
EnergyImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
IceImmuneCondition or damage immunity
HolyImmuneCondition or damage immunity
DeathImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ManadrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
OutfitImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Bad Dream 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 Bad Dream 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.

Bad DreamTFS 1.6 monstersblood