Bestiary & Monsterssource backed9 minute read

Eternal Guardian

Eternal Guardian is a TFS 1.6 creature profile with 2,500 health, 1,800 experience, 1 configured attacks, and 14 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
2,500
Experience
1,800
Speed
204
Race
undead
Attacks
1
Loot entries
14
Bestiary class
Construct
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Eternal Guardian encounter

Before a player meets Eternal Guardian on the map, the source profile already sketches the encounter: 2,500 health, 1,800 experience, 1 configured attack entry and a largest raw XML bound of 300, and no single movement flag that tells the whole encounter story.

Eternal Guardian's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Physical, Energy, Fire, Ice, Holy, 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 Eternal Guardian's TFS table at 99.95%, with up to 100 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Eternal Guardian statistics and identity

Eternal Guardian is defined with 2,500 maximum health, 1,800 base experience, and speed 204 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 2,500 hitpoints and 1,800, so differences remain visible instead of being silently merged.

Eternal Guardian core statistics
StatisticValueInterpretation
Maximum health2,500Configured health pool
Base experience1,800Award before external multipliers
Speed204Engine movement-speed input
RaceundeadCorpse and effect classification
Race ID615Bestiary or protocol reference when present
Maximum configured attack bound300Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints2,500Current official profile
Official-library experience1,800Current official profile

Behavior, targeting, and movement

Eternal Guardian 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. Positive element modifiers reduce incoming Physical, Energy, Fire, Ice, Holy, 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.

Eternal Guardian behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo

Attack cycle and combat pressure

Eternal Guardian 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.

Eternal Guardian configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-300Adjacent 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.

Eternal Guardian defensive profile
Defense layerValueMeaning
Armor62Base defense profile
Physical20%Resistance
Energy10%Resistance
Fire70%Resistance
Ice10%Resistance
Holy20%Resistance
Death20%Resistance
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EnergyStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
HolyStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Eternal Guardian contains 14 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.

Eternal Guardian loot
ItemItem IDBase chanceMaximum count
gold coin214899.95%100
platinum coin215299.71%4
small stone129430.27%10
ancient stone1054920.02%1
spiked iron ball1132510.02%1
zaoan halberd113231.99%1
iron ore58801.68%1
shiny stone112270.819%1
tower shield25280.807%1
clay lump113390.729%1
guardian halberd24270.566%1
piece of marble rock113430.499%1
coal137570.443%1
zaoan sword113070.107%1
Eternal Guardian current official named loot
ItemOfficial evidenceProbability
ancient stonesNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
platinum coinsNamed lootNo exact chance published
small stonesNamed lootNo exact chance published
spiked iron ballsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Eternal Guardian 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.

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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.

Eternal GuardianConstructundead