Bestiary & Monsterssource backed9 minute read

Grave Robber

Grave Robber is a TFS 1.6 creature profile with 165 health, 65 experience, 2 configured attacks, and 10 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
165
Experience
65
Speed
205
Race
blood
Attacks
2
Loot entries
10
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Grave Robber encounter

A bestiary number becomes meaningful only when it changes a decision. Grave Robber brings 165 health, 65 base experience, 2 configured attack entries and a largest raw XML bound of 160, and a flee threshold of 15 health.

Grave Robber's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Ice, Death, and Physical, while Energy and Fire 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.

gold coin has the strongest configured loot roll on Grave Robber's TFS table at 54.26%, with up to 38 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Grave Robber statistics and identity

Grave Robber is defined with 165 maximum health, 65 base experience, and speed 205 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 165 hitpoints and 65, so differences remain visible instead of being silently merged.

Grave Robber core statistics
StatisticValueInterpretation
Maximum health165Configured health pool
Base experience65Award before external multipliers
Speed205Engine movement-speed input
RacebloodCorpse and effect classification
Race ID867Bestiary or protocol reference when present
Maximum configured attack bound160Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints165Current official profile
Official-library experience65Current official profile

Behavior, targeting, and movement

Grave Robber 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 15 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Ice, Death, Physical in this profile. Positive element modifiers reduce incoming Energy, Fire 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.

Grave Robber behavior flags
FlagConfigured value
SummonableYes
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableYes
CanpushitemsNo
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
Runonhealth15
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Grave Robber 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.

Grave Robber configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-90Adjacent or script-definedNo extra XML effect attribute
Poisoncondition15% per 2 seconds100-1607Shooteffect: poison

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.

Grave Robber defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Energy20%Resistance
Fire20%Resistance
Ice-10%Vulnerability
Death-10%Vulnerability
Physical-10%Vulnerability
FireStrongCurrent official library category; no percentage published
HolyStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published
PhysicalWeakCurrent official library category; no percentage published

Complete configured loot table

Grave Robber contains 10 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.

Grave Robber loot
ItemItem IDBase chanceMaximum count
gold coinScript-defined54.26%38
axeScript-defined2.50%1
maceScript-defined1.70%1
iron helmetScript-defined0.500%1
brass armorScript-defined1.70%1
steel shieldScript-defined0.500%1
nomad parchmentScript-defined0.170%1
potatoScript-defined5.68%3
dirty turbanScript-defined1.70%1
rope beltScript-defined7.51%1
Grave Robber current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Grave Robber 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.

Grave RobberHumanblood