Bestiary & Monsterssource backed8 minute read

Ghost

Ghost is a TFS 1.6 creature profile with 150 health, 120 experience, 2 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
150
Experience
120
Speed
160
Race
undead
Attacks
2
Loot entries
9
Bestiary class
Undead
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Ghost encounter

On paper, Ghost is 150 health and 120 experience. In a corridor, those numbers gain teeth through 2 configured attack entries and a largest raw XML bound of 80, no single movement flag that tells the whole encounter story, and the terrain around the spawn.

Ghost's clearest weakness lead is no published elemental weakness. 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.

shadow herb has the strongest configured loot roll on Ghost's TFS table at 14.40%, 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.

Ghost statistics and identity

Ghost is defined with 150 maximum health, 120 base experience, and speed 160 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 150 hitpoints and 120, so differences remain visible instead of being silently merged.

Ghost core statistics
StatisticValueInterpretation
Maximum health150Configured health pool
Base experience120Award before external multipliers
Speed160Engine movement-speed input
RaceundeadCorpse and effect classification
Race ID48Bestiary or protocol reference when present
Maximum configured attack bound80Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints150Current official profile
Official-library experience120Current official profile

Behavior, targeting, and movement

Ghost 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. 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.

Ghost behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo

Attack cycle and combat pressure

Ghost has 2 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.

Ghost configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-80Adjacent or script-definedNo extra XML effect attribute
Lifedrain15% per 2 seconds20-451Area Effect: redshimmer

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.

Ghost defensive profile
Defense layerValueMeaning
PhysicalImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DeathImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
DeathImmuneCurrent official library category
EarthImmuneCurrent official library category
PhysicalImmuneCurrent official library category

Complete configured loot table

Ghost 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.

Ghost loot
ItemItem IDBase chanceMaximum count
Item 196219621.31%1
stealth ringScript-defined0.180%1
morning starScript-defined10.61%1
combat knifeScript-defined7.00%1
ancient shieldScript-defined0.860%1
capeScript-defined8.80%1
shadow herbScript-defined14.40%1
white piece of clothScript-defined1.94%1
ghostly tissueScript-defined1.87%1
Ghost current official named loot
ItemOfficial evidenceProbability
morning starsNamed lootNo exact chance published
shadow herbsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Ghost 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.

GhostUndeadundead