Bestiary & Monsterssource backed9 minute read

Blood Hand

Blood Hand is a TFS 1.6 creature profile with 700 health, 750 experience, 4 configured attacks, and 18 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
700
Experience
750
Speed
220
Race
blood
Attacks
4
Loot entries
18
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Blood Hand encounter

Blood Hand tells its story in pressure and reward: 700 health to overcome, 750 base experience to earn, and 4 configured attack entries and a largest raw XML bound of 160 to read before the first pull.

Blood Hand's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire and Holy, while Energy, Ice, and Death carry 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 Hand's TFS table at 50.00%, with up to 100 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 Hand statistics and identity

Blood Hand is defined with 700 maximum health, 750 base experience, and speed 220 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 700 hitpoints and 750, so differences remain visible instead of being silently merged.

Blood Hand core statistics
StatisticValueInterpretation
Maximum health700Configured health pool
Base experience750Award before external multipliers
Speed220Engine movement-speed input
RacebloodCorpse and effect classification
Race ID974Bestiary or protocol reference when present
Maximum configured attack bound160Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints700Current official profile
Official-library experience750Current official profile

Behavior, targeting, and movement

Blood Hand 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, Holy in this profile. Positive element modifiers reduce incoming Energy, Ice, Death 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 Hand behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo

Attack cycle and combat pressure

Blood Hand has 4 attack entries 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 Hand configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-158Adjacent or script-definedNo extra XML effect attribute
Lifedrain20% per 2 seconds50-1004Area Effect: redshimmer
Speed10% per 2 seconds0-04Area Effect: yellowspark
Bleedcondition15% per 2 seconds120-1606Area Effect: blackspark

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 Hand defensive profile
Defense layerValueMeaning
Armor25Base defense profile
Energy5%Resistance
Ice5%Resistance
Death5%Resistance
Fire-10%Vulnerability
Holy-5%Vulnerability
InvisibleImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EnergyStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
FireWeakCurrent official library category; no percentage published
HolyWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Blood Hand contains 18 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 Hand loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined50.00%100
gold coinScript-defined50.00%30
necrotic rodScript-defined3.00%1
boots of hasteScript-defined0.210%1
skull staffScript-defined0.130%1
mystic turbanScript-defined0.790%1
white piece of clothScript-defined0.840%1
red piece of clothScript-defined0.500%1
noble axeScript-defined0.010%1
strong mana potionScript-defined5.59%1
spellbook of enlightenmentScript-defined0.790%1
book of necromantic ritualsScript-defined9.34%1
rough red gemScript-defined0.710%1
lancetScript-defined10.68%1
horoscopeScript-defined7.95%1
blood tincture in a vialScript-defined15.46%1
incantation notesScript-defined8.82%1
pieces of magic chalkScript-defined6.12%1
Blood Hand current official named loot
ItemOfficial evidenceProbability
blood tincture in a vialNamed lootNo exact chance published
books of necromantic ritualsNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
lancetsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Blood Hand 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 HandHumanblood