Bestiary & Monsterssource backed8 minute read

Feverish Citizen

Feverish Citizen is a TFS 1.6 creature profile with 125 health, 30 experience, 2 configured attacks, and 11 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
125
Experience
30
Speed
185
Race
blood
Attacks
2
Loot entries
11
Bestiary class
Human
Reference profile
TFS 1.6

Reading the Feverish Citizen encounter

Before a player meets Feverish Citizen on the map, the source profile already sketches the encounter: 125 health, 30 experience, 2 configured attack entries and a largest raw XML bound of 18, and no single movement flag that tells the whole encounter story.

Feverish Citizen's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Holy 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 Feverish Citizen's TFS table at 30.30%, with up to 35 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Feverish Citizen statistics and identity

Feverish Citizen is defined with 125 maximum health, 30 base experience, and speed 185 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.

Feverish Citizen core statistics
StatisticValueInterpretation
Maximum health125Configured health pool
Base experience30Award before external multipliers
Speed185Engine movement-speed input
RacebloodCorpse and effect classification
Race ID719Bestiary or protocol reference when present
Maximum configured attack bound18Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Feverish Citizen 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 Holy, 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.

Feverish Citizen behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableYes
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Feverish Citizen has 2 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.

Feverish Citizen configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-18Adjacent or script-definedNo extra XML effect attribute
Drunk15% per 2 seconds0-03Area Effect: poison

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.

Feverish Citizen defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Holy80%Resistance
Fire20%Resistance

Complete configured loot table

Feverish Citizen contains 11 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.

Feverish Citizen loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined30.30%35
Item 223022304.92%1
wormScript-defined25.73%3
ominous piece of clothScript-defined1.66%1
dubious piece of clothScript-defined1.72%1
voluminous piece of clothScript-defined2.29%1
obvious piece of clothScript-defined2.01%1
ludicrous piece of clothScript-defined2.06%1
luminous piece of clothScript-defined2.29%1
plague maskScript-defined0.100%1
plague bellScript-defined0.100%1

Hunting plan and server verification

A safe hunting recommendation for Feverish Citizen 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.

Feverish CitizenHumanblood