Bestiary & Monsterssource backed8 minute read

Fire Elemental

Fire Elemental is a TFS 1.6 creature profile with 280 health, 220 experience, 3 configured attacks, and 0 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
280
Experience
220
Speed
190
Race
fire
Attacks
3
Loot entries
0
Bestiary class
Elemental
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Fire Elemental encounter

A bestiary number becomes meaningful only when it changes a decision. Fire Elemental brings 280 health, 220 base experience, 3 configured attack entries and a largest raw XML bound of 160, and no single movement flag that tells the whole encounter story.

Fire Elemental's clearest weakness lead is Ice. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.

Fire Elemental's official profile names nothing among its possible loot without publishing a probability. That is enough to identify a reward, but not enough to promise profit or calculate an expected return.

Fire Elemental statistics and identity

Fire Elemental is defined with 280 maximum health, 220 base experience, and speed 190 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 280 hitpoints and 220, so differences remain visible instead of being silently merged.

Fire Elemental core statistics
StatisticValueInterpretation
Maximum health280Configured health pool
Base experience220Award before external multipliers
Speed190Engine movement-speed input
RacefireCorpse and effect classification
Race ID49Bestiary or protocol reference when present
Maximum configured attack bound160Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints280Current official profile
Official-library experience220Current official profile

Behavior, targeting, and movement

Fire Elemental 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 Ice in this profile. 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 Elemental behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Fire Elemental 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 Elemental configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-100Adjacent or script-definedNo extra XML effect attribute
Fire20% per 2 seconds45-1607Shoot Effect: fire; Area Effect: firearea
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.

Fire Elemental defensive profile
Defense layerValueMeaning
Armor18Base defense profile
Ice-25%Vulnerability
DeathImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
IceWeakCurrent official library category; no percentage published
DeathImmuneCurrent official library category
FireImmuneCurrent official library category

Complete configured loot table

The current official library names 1 possible Fire Elemental loot item but does not publish exact drop probabilities or stack ranges. The names are useful acquisition evidence; they must not be converted into fabricated percentages. An Open Tibia implementation can use a different list or deliver rewards outside the corpse.

Fire Elemental current official named loot
ItemOfficial evidenceProbability
nothing Named lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Fire Elemental 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.

Fire ElementalElementalfire