Bestiary & Monsterssource backed9 minute read

Diabolic Imp

Diabolic Imp is a TFS 1.6 creature profile with 1,950 health, 2,900 experience, 4 configured attacks, and 17 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
1,950
Experience
2,900
Speed
220
Race
fire
Attacks
4
Loot entries
17
Bestiary class
Demon
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Diabolic Imp encounter

A bestiary number becomes meaningful only when it changes a decision. Diabolic Imp brings 1,950 health, 2,900 base experience, 4 configured attack entries and a largest raw XML bound of 430, and a preferred target distance of 4.

Diabolic Imp's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Ice and Holy, while Earth 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 Diabolic Imp's TFS table at 99.35%, with up to 200 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Diabolic Imp statistics and identity

Diabolic Imp is defined with 1,950 maximum health, 2,900 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 1,950 hitpoints and 2,900, so differences remain visible instead of being silently merged.

Diabolic Imp core statistics
StatisticValueInterpretation
Maximum health1,950Configured health pool
Base experience2,900Award before external multipliers
Speed220Engine movement-speed input
RacefireCorpse and effect classification
Race ID288Bestiary or protocol reference when present
Maximum configured attack bound430Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints1,950Current official profile
Official-library experience2,900Current official profile

Behavior, targeting, and movement

Diabolic Imp 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. It begins trying to flee below 400 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Ice, Holy in this profile. Positive element modifiers reduce incoming Earth, 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.

Diabolic Imp behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
Targetdistance4
Staticattack90
Runonhealth400
CanwalkonenergyNo

Attack cycle and combat pressure

Diabolic Imp 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.

Diabolic Imp configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-240Adjacent or script-definedNo extra XML effect attribute
Fire20% per 2 seconds100-2407Shoot Effect: fire; Area Effect: firearea
Fire10% per 2 seconds300-4307Shoot Effect: fire; Area Effect: fireattack
Diabolic Imp Skill Reducer5% 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.

Diabolic Imp defensive profile
Defense layerValueMeaning
Armor29Base defense profile
Earth50%Resistance
Ice-10%Vulnerability
Holy-5%Vulnerability
Death10%Resistance
FireImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EarthStrongCurrent official library category; no percentage published
HolyWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published
FireImmuneCurrent official library category

Complete configured loot table

Diabolic Imp contains 17 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.

Diabolic Imp loot
ItemItem IDBase chanceMaximum count
gold coin214899.35%200
pitchfork254850.47%1
flask of demonic blood655824.61%1
blank rune226014.97%2
cleaver25688.83%1
guardian shield25158.27%1
demonic essence65007.78%1
soul orb59446.91%1
scimitar24195.35%1
platinum coin21523.36%7
stealth ring21652.74%1
small amethyst21502.58%3
double axe23871.75%1
necrotic rod21850.781%1
magma monocle79000.525%1
magma coat78990.355%1
death ring63000.099%1
Diabolic Imp current official named loot
ItemOfficial evidenceProbability
blank runesNamed lootNo exact chance published
flasks of demonic bloodNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
pitchforksNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Diabolic Imp 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.

Diabolic ImpDemonfire