Bestiary & Monsterssource backed9 minute read

Deathstrike

Deathstrike is a TFS 1.6 creature profile with 200,000 health, 40,000 experience, 4 configured attacks, and 7 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
200,000
Experience
40,000
Speed
470
Race
undead
Attacks
4
Loot entries
7
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Deathstrike encounter

Deathstrike tells its story in pressure and reward: 200,000 health to overcome, 40,000 base experience to earn, and 4 configured attack entries and a largest raw XML bound of 950 to read before the first pull.

Deathstrike's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Death 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.

Deathstrike's snippet has the strongest configured loot roll on Deathstrike's TFS table at 100.00%, 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.

Deathstrike statistics and identity

Deathstrike is defined with 200,000 maximum health, 40,000 base experience, and speed 470 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.

Deathstrike core statistics
StatisticValueInterpretation
Maximum health200,000Configured health pool
Base experience40,000Award before external multipliers
Speed470Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound950Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Deathstrike 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. It begins trying to flee below 10000 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Death, 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.

Deathstrike behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack50
Runonhealth10000
IsbossYes

Attack cycle and combat pressure

Deathstrike 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.

Deathstrike configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 1.3 seconds0-540Adjacent or script-definedNo extra XML effect attribute
Speed20% per 2 seconds0-07Shoot Effect: whirlwindaxe
Fire100% per 2 seconds820-9507Area Effect: firearea
Energy12% per 1 seconds350-8003Area Effect: purpleenergy

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.

Deathstrike defensive profile
Defense layerValueMeaning
Armor25Base defense profile
Physical10%Resistance
Death-20%Vulnerability
Energy-20%Vulnerability
OutfitImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Deathstrike contains 7 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.

Deathstrike loot
ItemItem IDBase chanceMaximum count
Deathstrike's snippetScript-defined100.00%1
crystalline swordScript-defined10.48%1
crystalline axeScript-defined11.43%1
mycological maceScript-defined8.57%1
crystal crossbowScript-defined12.38%1
mycological bowScript-defined11.43%1
shiny bladeScript-defined11.43%1

Hunting plan and server verification

A safe hunting recommendation for Deathstrike 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.

DeathstrikeTFS 1.6 monstersundead