Bestiary & Monsterssource backed8 minute read

Blood Crab

Blood Crab is a TFS 1.6 creature profile with 290 health, 160 experience, 1 configured attacks, and 6 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
290
Experience
160
Speed
160
Race
blood
Attacks
1
Loot entries
6
Bestiary class
Aquatic
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Blood Crab encounter

On paper, Blood Crab is 290 health and 160 experience. In a corridor, those numbers gain teeth through 1 configured attack entry and a largest raw XML bound of 110, no single movement flag that tells the whole encounter story, and the terrain around the spawn.

Blood Crab's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire and Energy, while Physical 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.

gold coin has the strongest configured loot roll on Blood Crab's TFS table at 85.82%, with up to 20 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Blood Crab statistics and identity

Blood Crab is defined with 290 maximum health, 160 base experience, and speed 160 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 290 hitpoints and 160, so differences remain visible instead of being silently merged.

Blood Crab core statistics
StatisticValueInterpretation
Maximum health290Configured health pool
Base experience160Award before external multipliers
Speed160Engine movement-speed input
RacebloodCorpse and effect classification
Race ID261Bestiary or protocol reference when present
Maximum configured attack bound110Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints290Current official profile
Official-library experience160Current official profile

Behavior, targeting, and movement

Blood Crab 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. Negative element modifiers identify increased incoming damage from Fire, Energy in this profile. Positive element modifiers reduce incoming Physical 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.

Blood Crab behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableNo
CanpushitemsYes
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo

Attack cycle and combat pressure

Blood Crab 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.

Blood Crab configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-110Adjacent 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.

Blood Crab defensive profile
Defense layerValueMeaning
Armor28Base defense profile
Physical5%Resistance
Fire-10%Vulnerability
Energy-5%Vulnerability
IceImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
PhysicalStrongCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published
FireWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category
IceImmuneCurrent official library category

Complete configured loot table

Blood Crab contains 6 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.

Blood Crab loot
ItemItem IDBase chanceMaximum count
gold coin214885.82%20
fish266714.80%1
bloody pincers105506.05%1
chain armor24645.12%1
brass legs24782.14%1
white pearl21430.517%1
Blood Crab current official named loot
ItemOfficial evidenceProbability
fishNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Blood Crab 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.

Blood CrabAquaticblood