Bestiary & Monsterssource backed8 minute read

Diseased Dan

Diseased Dan is a TFS 1.6 creature profile with 800 health, 300 experience, 4 configured attacks, and 1 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
800
Experience
300
Speed
250
Race
venom
Attacks
4
Loot entries
1
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Diseased Dan encounter

A bestiary number becomes meaningful only when it changes a decision. Diseased Dan brings 800 health, 300 base experience, 4 configured attack entries and a largest raw XML bound of 250, and a flee threshold of 1 health.

Diseased Dan's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical, Energy, Ice, and Holy, while Earth, Death, and Fire 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 Diseased Dan's TFS table at 42.00%, with up to 25 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Diseased Dan statistics and identity

Diseased Dan is defined with 800 maximum health, 300 base experience, and speed 250 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.

Diseased Dan core statistics
StatisticValueInterpretation
Maximum health800Configured health pool
Base experience300Award before external multipliers
Speed250Engine movement-speed input
RacevenomCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound250Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Diseased Dan 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 1 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Physical, Energy, Ice, Holy in this profile. Positive element modifiers reduce incoming Earth, Death, Fire 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.

Diseased Dan behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
Staticattack90
TargetdistanceYes
RunonhealthYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo
IsbossYes

Attack cycle and combat pressure

Diseased Dan 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.

Diseased Dan configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-100Adjacent or script-definedNo extra XML effect attribute
Poisoncondition25% per 2 seconds31-317Shoot Effect: poison; Area Effect: greenbubble
Lifedrain10% per 2 seconds200-2503Area Effect: poison
Speed40% per 3 seconds0-0Adjacent or script-definedArea Effect: redshimmer

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.

Diseased Dan defensive profile
Defense layerValueMeaning
Armor20Base defense profile
Physical-5%Vulnerability
Energy-10%Vulnerability
Earth20%Resistance
Ice-5%Vulnerability
Holy-5%Vulnerability
Death5%Resistance
Fire85%Resistance
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Diseased Dan 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.

Diseased Dan loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined42.00%25

Hunting plan and server verification

A safe hunting recommendation for Diseased Dan 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.

Diseased DanTFS 1.6 monstersvenom