Bestiary & Monsterssource backed8 minute read

Bandit

Bandit is a TFS 1.6 creature profile with 245 health, 65 experience, 1 configured attacks, and 9 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops alongside current official library facts.

Reference profileTFS 1.6 data with current official comparison
Reviewed
Evidence7 primary references

At a glance

Quick facts

Health
245
Experience
65
Speed
180
Race
blood
Attacks
1
Loot entries
9
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Bandit encounter

Bandit tells its story in pressure and reward: 245 health to overcome, 65 base experience to earn, and 1 configured attack entry and a largest raw XML bound of 45 to read before the first pull.

Bandit's clearest weakness lead is Physical and Death. 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 Bandit's TFS table at 48.96%, with up to 30 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Bandit statistics and identity

Bandit is defined with 245 maximum health, 65 base experience, and speed 180 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. The current official library separately reports 245 hitpoints and 65, so differences remain visible instead of being silently merged.

Bandit core statistics
StatisticValueInterpretation
Maximum health245Configured health pool
Base experience65Award before external multipliers
Speed180Engine movement-speed input
RacebloodCorpse and effect classification
Race ID223Bestiary or protocol reference when present
Maximum configured attack bound45Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints245Current official profile
Official-library experience65Current official profile

Behavior, targeting, and movement

Bandit 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. It begins trying to flee below 25 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Physical, Death in this profile. 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.

Bandit behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableYes
CanpushitemsYes
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
Runonhealth25
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Bandit 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.

Bandit configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-45Adjacent 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.

Bandit defensive profile
Defense layerValueMeaning
Armor11Base defense profile
Physical-10%Vulnerability
Death-5%Vulnerability
DeathWeakCurrent official library category; no percentage published
PhysicalWeakCurrent official library category; no percentage published

Complete configured loot table

Bandit contains 9 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.

Bandit loot
ItemItem IDBase chanceMaximum count
gold coin214848.96%30
axe238629.91%1
brass shield251116.79%1
leather legs264914.97%1
mace239810.34%1
tomato26857.69%2
chain helmet24584.96%1
brass armor24652.38%1
iron helmet24590.544%1
Bandit current official named loot
ItemOfficial evidenceProbability
axesNamed lootNo exact chance published
brass shieldsNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
leather legsNamed lootNo exact chance published
macesNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Bandit 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.

BanditHumanblood