Bestiary & Monsterssource backed8 minute read

Bear

Bear is a TFS 1.6 creature profile with 80 health, 23 experience, 1 configured attacks, and 4 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
80
Experience
23
Speed
156
Race
blood
Attacks
1
Loot entries
4
Bestiary class
Mammal
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Bear encounter

Bear tells its story in pressure and reward: 80 health to overcome, 23 base experience to earn, and 1 configured attack entry and a largest raw XML bound of 25 to read before the first pull.

Bear's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Ice and Death, while Holy carries positive resistance in this source. Pull size, line of sight, neighboring creatures, and simultaneous attack timing still decide whether that theoretical edge survives contact with the spawn.

meat has the strongest configured loot roll on Bear's TFS table at 39.96%, with up to 1 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Bear statistics and identity

Bear is defined with 80 maximum health, 23 base experience, and speed 156 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 80 hitpoints and 23, so differences remain visible instead of being silently merged.

Bear core statistics
StatisticValueInterpretation
Maximum health80Configured health pool
Base experience23Award before external multipliers
Speed156Engine movement-speed input
RacebloodCorpse and effect classification
Race ID16Bestiary or protocol reference when present
Maximum configured attack bound25Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints80Current official profile
Official-library experience23Current official profile

Behavior, targeting, and movement

Bear 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 15 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Ice, Death in this profile. Positive element modifiers reduce incoming Holy damage before final health loss. 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.

Bear behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableNo
CanpushitemsNo
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
Runonhealth15
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Bear 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.

Bear configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-25Adjacent 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.

Bear defensive profile
Defense layerValueMeaning
Armor6Base defense profile
Ice-10%Vulnerability
Holy10%Resistance
Death-5%Vulnerability
HolyStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published

Complete configured loot table

Bear contains 4 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.

Bear loot
ItemItem IDBase chanceMaximum count
meat266639.96%1
ham267119.99%1
bear paw58961.97%1
honeycomb59020.480%1
Bear current official named loot
ItemOfficial evidenceProbability
hamNamed lootNo exact chance published
meatNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Bear 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.

BearMammalblood