Bestiary & Monsterssource backed8 minute read

Gang Member

Gang Member is a TFS 1.6 creature profile with 295 health, 70 experience, 1 configured attacks, and 6 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
295
Experience
70
Speed
190
Race
blood
Attacks
1
Loot entries
6
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Gang Member encounter

Gang Member tells its story in pressure and reward: 295 health to overcome, 70 base experience to earn, and 1 configured attack entry and a largest raw XML bound of 70 to read before the first pull.

Gang Member's clearest weakness lead is Death. 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.

gold coin has the strongest configured loot roll on Gang Member's TFS table at 48.97%, with up to 30 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Gang Member statistics and identity

Gang Member is defined with 295 maximum health, 70 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 295 hitpoints and 70, so differences remain visible instead of being silently merged.

Gang Member core statistics
StatisticValueInterpretation
Maximum health295Configured health pool
Base experience70Award before external multipliers
Speed190Engine movement-speed input
RacebloodCorpse and effect classification
Race ID526Bestiary or protocol reference when present
Maximum configured attack bound70Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints295Current official profile
Official-library experience70Current official profile

Behavior, targeting, and movement

Gang Member 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. It begins trying to flee below 35 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Death 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.

Gang Member behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableYes
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
Runonhealth35
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Gang Member has 1 attack entry 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.

Gang Member configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-70Adjacent or script-definedNo extra XML effect attribute

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.

Gang Member defensive profile
Defense layerValueMeaning
Armor8Base defense profile
Death-5%Vulnerability
DeathWeakCurrent official library category; no percentage published

Complete configured loot table

Gang Member contains 6 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.

Gang Member loot
ItemItem IDBase chanceMaximum count
gold coin214848.97%30
leather legs264915.54%1
mace23989.18%1
brown bread26915.25%1
studded legs24685.04%1
club ring22091.03%1
Gang Member current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published
leather legsNamed lootNo exact chance published
macesNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Gang Member 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.

Gang MemberHumanblood