Bestiary & Monsterssource backed8 minute read

Fiery Blood

Fiery Blood is a TFS 1.6 creature profile with 25,000 health, 0 experience, 3 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
25,000
Experience
0
Speed
150
Race
undead
Attacks
3
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Fiery Blood encounter

Fiery Blood tells its story in pressure and reward: 25,000 health to overcome, 0 base experience to earn, and 3 configured attack entries and a largest raw XML bound of 500 to read before the first pull.

Fiery Blood's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Fire 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.

Fiery Blood 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.

Fiery Blood statistics and identity

Fiery Blood is defined with 25,000 maximum health, 0 base experience, and speed 150 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.

Fiery Blood core statistics
StatisticValueInterpretation
Maximum health25,000Configured health pool
Base experience0Award before external multipliers
Speed150Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound500Largest 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. Positive element modifiers reduce incoming Fire, 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.

Fiery Blood behavior flags
FlagConfigured value
PushableYes
CanpushitemsYes
CanpushcreaturesYes
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireYes
CanwalkonpoisonNo

Attack cycle and combat pressure

Fiery Blood has 3 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.

Fiery Blood configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-250Adjacent or script-definedNo extra XML effect attribute
Aggresive Lava Bomb30% per 2 seconds0-500Adjacent or script-definedNo extra XML effect attribute
Firefield25% per 2 seconds0-07Shoot Effect: fire

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.

Fiery Blood defensive profile
Defense layerValueMeaning
Armor30Base defense profile
Fire100%Resistance
Death100%Resistance
DrunkImmuneCondition or damage immunity

Complete configured loot table

Fiery Blood 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 Fiery Blood 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.

Fiery BloodTFS 1.6 monstersundead