Bestiary & Monsterssource backed9 minute read

Feversleep

Feversleep is a TFS 1.6 creature profile with 5,900 health, 4,400 experience, 6 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
5,900
Experience
4,400
Speed
270
Race
blood
Attacks
6
Loot entries
13
Bestiary class
Magical
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Feversleep encounter

On paper, Feversleep is 5,900 health and 4,400 experience. In a corridor, those numbers gain teeth through 6 configured attack entries and a largest raw XML bound of 1000, no single movement flag that tells the whole encounter story, and the terrain around the spawn.

Feversleep's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Holy, while Physical, Death, Fire, Energy, and Ice 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 Feversleep's TFS table at 100.00%, 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.

Feversleep statistics and identity

Feversleep is defined with 5,900 maximum health, 4,400 base experience, and speed 270 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 5,900 hitpoints and 5,060, so differences remain visible instead of being silently merged.

Feversleep core statistics
StatisticValueInterpretation
Maximum health5,900Configured health pool
Base experience4,400Award before external multipliers
Speed270Engine movement-speed input
RacebloodCorpse and effect classification
Race ID1021Bestiary or protocol reference when present
Maximum configured attack bound1000Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints5,900Current official profile
Official-library experience5,060Current official profile

Behavior, targeting, and movement

Feversleep 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 Holy in this profile. Positive element modifiers reduce incoming Physical, Death, Fire, Energy, Ice 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.

Feversleep behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo

Attack cycle and combat pressure

Feversleep has 6 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.

Feversleep configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-450Adjacent or script-definedNo extra XML effect attribute
Poisoncondition20% per 2 seconds800-10007Area Effect: yellowbubble
Manadrain10% per 2 seconds70-1005Area Effect: redshimmer
Feversleep Skill Reducer10% per 2 seconds0-0Adjacent or script-definedNo extra XML effect attribute
Lifedrain10% per 2 seconds250-3006Area Effect: yellowenergy
Death15% per 2 seconds150-3001Shoot Effect: suddendeath; Area Effect: mortarea

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.

Feversleep defensive profile
Defense layerValueMeaning
Armor45Base defense profile
Physical10%Resistance
Death5%Resistance
Fire5%Resistance
Energy5%Resistance
Ice5%Resistance
Holy-10%Vulnerability
EarthImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published
HolyWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Feversleep 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.

Feversleep loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined100.00%100
small emeraldScript-defined11.00%2
small amethystScript-defined12.00%3
platinum coinScript-defined100.00%9
blue robeScript-defined1.50%1
great mana potionScript-defined40.00%2
ultimate health potionScript-defined18.00%1
small topazScript-defined16.00%2
blue crystal shardScript-defined11.00%1
blue crystal splinterScript-defined13.00%1
cyan crystal fragmentScript-defined18.00%1
trapped bad dream monsterScript-defined17.00%1
bowl of terror sweatScript-defined14.00%1
Feversleep current official named loot
ItemOfficial evidenceProbability
blue crystal shardsNamed lootNo exact chance published
blue crystal splintersNamed lootNo exact chance published
bowls of terror sweatNamed lootNo exact chance published
cyan crystal fragmentsNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
great mana potionsNamed lootNo exact chance published
platinum coinsNamed lootNo exact chance published
small amethystsNamed lootNo exact chance published
small emeraldsNamed lootNo exact chance published
small rubiesNamed lootNo exact chance published
small topazesNamed lootNo exact chance published
trapped bad dream monstersNamed lootNo exact chance published
ultimate health potionsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Feversleep 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.

FeversleepMagicalblood