Bestiary & Monsterssource backed9 minute read

Deathbine

Deathbine is a TFS 1.6 creature profile with 525 health, 340 experience, 4 configured attacks, and 11 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops.

Reference profileTFS 1.6 monster-data reference
Reviewed
Evidence4 primary references

At a glance

Quick facts

Health
525
Experience
340
Speed
240
Race
venom
Attacks
4
Loot entries
11
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Deathbine encounter

A bestiary number becomes meaningful only when it changes a decision. Deathbine brings 525 health, 340 base experience, 4 configured attack entries and a largest raw XML bound of 200, and no single movement flag that tells the whole encounter story.

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

small emerald has the strongest configured loot roll on Deathbine's TFS table at 100.00%, with up to 4 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Deathbine statistics and identity

Deathbine is defined with 525 maximum health, 340 base experience, and speed 240 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. Server owners can edit these values without changing the creature name.

Deathbine core statistics
StatisticValueInterpretation
Maximum health525Configured health pool
Base experience340Award before external multipliers
Speed240Engine movement-speed input
RacevenomCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound200Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Deathbine 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 in this profile. Positive element modifiers reduce incoming Ice, Energy 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.

Deathbine behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
IsbossYes

Attack cycle and combat pressure

Deathbine 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.

Deathbine configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-200Adjacent or script-definedNo extra XML effect attribute
Earth25% per 1 seconds60-907Shoot Effect: poison; Area Effect: greenspark
Speed34% per 1 seconds0-07Shoot Effect: poison; Area Effect: greenspark
Earth12% per 1 seconds40-1303Area Effect: poison

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.

Deathbine defensive profile
Defense layerValueMeaning
Armor26Base defense profile
Ice35%Resistance
Energy10%Resistance
Fire-20%Vulnerability
EarthImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Deathbine 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.

Deathbine loot
ItemItem IDBase chanceMaximum count
small emeraldScript-defined100.00%4
platinum coinScript-defined100.00%5
dark mushroomScript-defined50.00%1
shadow herbScript-defined100.00%1
mandrakeScript-defined5.55%1
seedsScript-defined50.00%1
terra bootsScript-defined50.00%1
terra amuletScript-defined50.00%1
springsprout rodScript-defined50.00%1
carniphila seedsScript-defined100.00%1
sweet smelling baitScript-defined2.85%1

Hunting plan and server verification

A safe hunting recommendation for Deathbine 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.

DeathbineTFS 1.6 monstersvenom