Bestiary & Monsterssource backed8 minute read

Druid Familiar

Druid Familiar is a TFS 1.6 creature profile with 20,000 health, 0 experience, 4 configured attacks, and 0 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
20,000
Experience
0
Speed
309
Race
blood
Attacks
4
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Druid Familiar encounter

A bestiary number becomes meaningful only when it changes a decision. Druid Familiar brings 20,000 health, 0 base experience, 4 configured attack entries and a largest raw XML bound of 300, and no single movement flag that tells the whole encounter story.

Druid Familiar's clearest weakness lead is no published elemental weakness. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.

Druid Familiar offers no direct corpse-loot entry in the available profile. If an encounter still awards something, the answer must be sought in a chest, action script, event controller, participation system, or another server-specific mechanism.

Druid Familiar statistics and identity

Druid Familiar is defined with 20,000 maximum health, 0 base experience, and speed 309 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.

Druid Familiar core statistics
StatisticValueInterpretation
Maximum health20,000Configured health pool
Base experience0Award before external multipliers
Speed309Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound300Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. 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.

Druid Familiar behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileNo
IllusionableNo
ConvinceableNo
PushableYes
CanpushitemsYes
CanpushcreaturesYes
Staticattack90
TargetdistanceYes
RunonhealthNo

Attack cycle and combat pressure

Druid Familiar 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.

Druid Familiar configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-300Adjacent or script-definedNo extra XML effect attribute
Earth20% per 2 seconds230-2605Shoot Effect: earth; Area Effect: stones
Earth25% per 2 seconds90-1502Area Effect: groundshaker
Summon Challenge40% per 2 seconds0-0Adjacent or script-definedNo 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.

Druid Familiar defensive profile
Defense layerValueMeaning
Armor55Base defense profile
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Druid Familiar has no loot entry in the available primary profile. A reward may still be delivered by a boss chest, storage action, event script, achievement, quest, participation system, or custom corpse callback, but this source does not support claiming a direct corpse drop.

Hunting plan and server verification

A safe hunting recommendation for Druid Familiar 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.

Druid FamiliarTFS 1.6 monstersblood