Bestiary & Monsterssource backed8 minute read

Death Blob

Death Blob is a TFS 1.6 creature profile with 320 health, 300 experience, 3 configured attacks, and 1 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
320
Experience
300
Speed
180
Race
undead
Attacks
3
Loot entries
1
Bestiary class
Slime
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Death Blob encounter

Death Blob tells its story in pressure and reward: 320 health to overcome, 300 base experience to earn, and 3 configured attack entries and a largest raw XML bound of 100 to read before the first pull.

Death Blob's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire, Holy, and Energy, while Physical and Ice 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.

glob of tar has the strongest configured loot roll on Death Blob's TFS table at 14.29%, 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.

Death Blob statistics and identity

Death Blob is defined with 320 maximum health, 300 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 320 hitpoints and 300, so differences remain visible instead of being silently merged.

Death Blob core statistics
StatisticValueInterpretation
Maximum health320Configured health pool
Base experience300Award before external multipliers
Speed180Engine movement-speed input
RaceundeadCorpse and effect classification
Race ID514Bestiary or protocol reference when present
Maximum configured attack bound100Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints320Current official profile
Official-library experience300Current official profile

Behavior, targeting, and movement

Death Blob 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. 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, Holy, Energy in this profile. Positive element modifiers reduce incoming Physical, 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.

Death Blob behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesNo
TargetdistanceYes
Staticattack85
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
Death Blob summon rules
SummonChanceIntervalLimit
Death Blob10%2 secondsDefinition-wide limit

Attack cycle and combat pressure

Death Blob has 3 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.

Death Blob configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-100Adjacent or script-definedNo extra XML effect attribute
Physical25% per 2 seconds35-603Area Effect: poff
Death Blob Curse5% per 2 seconds0-05No 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.

Death Blob defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Physical30%Resistance
Ice10%Resistance
Fire-10%Vulnerability
Holy-10%Vulnerability
Energy-10%Vulnerability
DeathImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
IceStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published
FireWeakCurrent official library category; no percentage published
HolyWeakCurrent official library category; no percentage published
DeathImmuneCurrent official library category
EarthImmuneCurrent official library category

Complete configured loot table

Death Blob contains 1 flattened loot entry. 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.

Death Blob loot
ItemItem IDBase chanceMaximum count
glob of tarScript-defined14.29%1
Death Blob current official named loot
ItemOfficial evidenceProbability
globs of tar Named lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Death Blob 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.

Death BlobSlimeundead