At a glance
Quick facts
- Health
- 260
- Experience
- 170
- Speed
- 150
- Race
- venom
- Attacks
- 8
- Loot entries
- 11
- Bestiary class
- Magical
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Bonelord encounter
On paper, Bonelord is 260 health and 170 experience. In a corridor, those numbers gain teeth through 8 configured attack entries and a largest raw XML bound of 50, a preferred target distance of 4, and the terrain around the spawn.
Bonelord's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire, while Ice 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 Bonelord's TFS table at 99.00%, with up to 48 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.
Bonelord statistics and identity
Bonelord is defined with 260 maximum health, 170 base experience, and speed 150 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 260 hitpoints and 170, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 260 | Configured health pool |
| Base experience | 170 | Award before external multipliers |
| Speed | 150 | Engine movement-speed input |
| Race | venom | Corpse and effect classification |
| Race ID | 17 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 50 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 260 | Current official profile |
| Official-library experience | 170 | Current official profile |
Behavior, targeting, and movement
Bonelord is configured as hostile and can enter combat without player initiation. Its target-distance setting is 4, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. The definition includes 1 summon rule entry, so target count and tile control can change during the encounter. Negative element modifiers identify increased incoming damage from Fire in this profile. Positive element modifiers reduce incoming Ice 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.
| Flag | Configured value |
|---|---|
| Summonable | No |
| Attackable | Yes |
| Hostile | Yes |
| Illusionable | Yes |
| Convinceable | No |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | No |
| Targetdistance | 4 |
| Staticattack | 90 |
| Runonhealth | No |
| Canwalkonenergy | No |
| Canwalkonfire | No |
| Summon | Chance | Interval | Limit |
|---|---|---|---|
| Skeleton | 20% | 2 seconds | 6 |
Attack cycle and combat pressure
Bonelord has 8 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-5 | Adjacent or script-defined | No extra XML effect attribute |
| Energy | 5% per 2 seconds | 15-45 | 7 | Shoot Effect: energy |
| Fire | 5% per 2 seconds | 25-45 | 7 | Shoot Effect: fire |
| Death | 5% per 2 seconds | 30-50 | 7 | Shoot Effect: suddendeath; Area Effect: smallclouds |
| Earth | 5% per 2 seconds | 5-45 | 7 | Shoot Effect: poison |
| Death | 5% per 2 seconds | 5-50 | 7 | Shoot Effect: death |
| Lifedrain | 5% per 2 seconds | 0-45 | 7 | Area Effect: redshimmer |
| Manadrain | 5% per 2 seconds | 5-35 | 7 | No 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.
| Defense layer | Value | Meaning |
|---|---|---|
| Armor | 5 | Base defense profile |
| Ice | 20% | Resistance |
| Fire | -10% | Vulnerability |
| Invisible | Immune | Condition or damage immunity |
| Earth | Immune | Condition or damage immunity |
| Lifedrain | Immune | Condition or damage immunity |
| Ice | Strong | Current official library category; no percentage published |
| Fire | Weak | Current official library category; no percentage published |
| Earth | Immune | Current official library category |
Complete configured loot table
Bonelord contains 11 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.
| Item | Item ID | Base chance | Maximum count |
|---|---|---|---|
| gold coin | Script-defined | 99.00% | 48 |
| longsword | Script-defined | 9.00% | 1 |
| morning star | Script-defined | 7.00% | 1 |
| small flask of eyedrops | Script-defined | 5.00% | 1 |
| Item 2175 | 2175 | 5.00% | 1 |
| steel shield | Script-defined | 4.00% | 1 |
| two handed sword | Script-defined | 3.95% | 1 |
| bonelord eye | Script-defined | 1.00% | 1 |
| terra rod | Script-defined | 0.510% | 1 |
| mana potion | Script-defined | 0.300% | 1 |
| bonelord shield | Script-defined | 0.110% | 1 |
| Item | Official evidence | Probability |
|---|---|---|
| gold coins | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Bonelord 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
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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.
