Bestiary & Monsterssource backed9 minute read

Fire Devil

Fire Devil is a TFS 1.6 creature profile with 200 health, 145 experience, 3 configured attacks, and 9 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
200
Experience
145
Speed
180
Race
blood
Attacks
3
Loot entries
9
Bestiary class
Demon
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Fire Devil encounter

Before a player meets Fire Devil on the map, the source profile already sketches the encounter: 200 health, 145 experience, 3 configured attack entries and a largest raw XML bound of 90, and a preferred target distance of 4.

Fire Devil's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical, Ice, and Holy, while Energy, Earth, 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.

small pitchfork has the strongest configured loot roll on Fire Devil's TFS table at 19.77%, with up to 1 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Fire Devil statistics and identity

Fire Devil is defined with 200 maximum health, 145 base experience, and speed 180 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 200 hitpoints and 145, so differences remain visible instead of being silently merged.

Fire Devil core statistics
StatisticValueInterpretation
Maximum health200Configured health pool
Base experience145Award before external multipliers
Speed180Engine movement-speed input
RacebloodCorpse and effect classification
Race ID40Bestiary or protocol reference when present
Maximum configured attack bound90Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints200Current official profile
Official-library experience145Current official profile

Behavior, targeting, and movement

Fire Devil is configured as hostile and can enter combat without player initiation. Its target-distance setting is 4, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. Negative element modifiers identify increased incoming damage from Physical, Ice, Holy in this profile. Positive element modifiers reduce incoming Energy, Earth, 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.

Fire Devil behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableNo
CanpushitemsYes
CanpushcreaturesNo
Targetdistance4
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Fire Devil 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.

Fire Devil configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-35Adjacent or script-definedNo extra XML effect attribute
Fire20% per 2 seconds60-907Shoot Effect: fire; Area Effect: firearea
Fire15% per 2 seconds20-507Shoot Effect: fire; Area Effect: firearea

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.

Fire Devil defensive profile
Defense layerValueMeaning
Armor13Base defense profile
Energy30%Resistance
Earth20%Resistance
Death5%Resistance
Physical-5%Vulnerability
Ice-20%Vulnerability
Holy-10%Vulnerability
FireImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EarthStrongCurrent official library category; no percentage published
EnergyStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
HolyWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published
FireImmuneCurrent official library category

Complete configured loot table

Fire Devil contains 9 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.

Fire Devil loot
ItemItem IDBase chanceMaximum count
small pitchforkScript-defined19.77%1
blank runeScript-defined11.00%1
Item 241924193.00%1
Item 205020501.37%2
double axeScript-defined1.20%1
cleaverScript-defined0.920%1
necrotic rodScript-defined0.460%1
small amethystScript-defined0.280%1
guardian shieldScript-defined0.210%1
Fire Devil current official named loot
ItemOfficial evidenceProbability
blank runesNamed lootNo exact chance published
small pitchforksNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Fire Devil 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.

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