Bestiary & Monsterssource backed9 minute read

Dwarf Guard

Dwarf Guard is a TFS 1.6 creature profile with 245 health, 165 experience, 1 configured attacks, and 13 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
245
Experience
165
Speed
206
Race
blood
Attacks
1
Loot entries
13
Bestiary class
Humanoid
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Dwarf Guard encounter

Dwarf Guard tells its story in pressure and reward: 245 health to overcome, 165 base experience to earn, and 1 configured attack entry and a largest raw XML bound of 140 to read before the first pull.

Dwarf Guard's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire and Death, while Earth and Physical 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.

white mushroom has the strongest configured loot roll on Dwarf Guard's TFS table at 55.24%, with up to 2 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Dwarf Guard statistics and identity

Dwarf Guard is defined with 245 maximum health, 165 base experience, and speed 206 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 245 hitpoints and 165, so differences remain visible instead of being silently merged.

Dwarf Guard core statistics
StatisticValueInterpretation
Maximum health245Configured health pool
Base experience165Award before external multipliers
Speed206Engine movement-speed input
RacebloodCorpse and effect classification
Race ID70Bestiary or protocol reference when present
Maximum configured attack bound140Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints245Current official profile
Official-library experience165Current official profile

Behavior, targeting, and movement

Dwarf Guard 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, Death in this profile. Positive element modifiers reduce incoming Earth, 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.

Dwarf Guard behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Dwarf Guard has 1 attack entry 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.

Dwarf Guard configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-140Adjacent 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.

Dwarf Guard defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Earth20%Resistance
Physical20%Resistance
Fire-5%Vulnerability
Death-5%Vulnerability
InvisibleImmuneCondition or damage immunity
EarthStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
FireWeakCurrent official library category; no percentage published

Complete configured loot table

Dwarf Guard contains 13 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.

Dwarf Guard loot
ItemItem IDBase chanceMaximum count
white mushroom278755.24%2
leather boots264340.08%1
gold coin214839.98%30
scale armor24839.01%1
battle shield25136.01%1
battle hammer24173.85%1
steel helmet33511.55%1
double axe23870.592%1
iron ore58800.481%1
health potion76180.394%1
axe ring22080.198%1
coal137570.195%1
small amethyst21500.120%1
Dwarf Guard current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published
leather bootsNamed lootNo exact chance published
white mushroomsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Dwarf Guard 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.

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