Bestiary & Monsterssource backed9 minute read

Green Djinn

Green Djinn is a TFS 1.6 creature profile with 330 health, 215 experience, 7 configured attacks, and 11 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
330
Experience
215
Speed
220
Race
blood
Attacks
7
Loot entries
11
Bestiary class
Magical
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Green Djinn encounter

On paper, Green Djinn is 330 health and 215 experience. In a corridor, those numbers gain teeth through 7 configured attack entries and a largest raw XML bound of 110, no single movement flag that tells the whole encounter story, and the terrain around the spawn.

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

gold coin has the strongest configured loot roll on Green Djinn's TFS table at 88.23%, with up to 115 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Green Djinn statistics and identity

Green Djinn is defined with 330 maximum health, 215 base experience, and speed 220 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 330 hitpoints and 215, so differences remain visible instead of being silently merged.

Green Djinn core statistics
StatisticValueInterpretation
Maximum health330Configured health pool
Base experience215Award before external multipliers
Speed220Engine movement-speed input
RacebloodCorpse and effect classification
Race ID51Bestiary or protocol reference when present
Maximum configured attack bound110Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints330Current official profile
Official-library experience215Current official profile

Behavior, targeting, and movement

Green Djinn 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, Holy in this profile. Positive element modifiers reduce incoming Physical, Energy, Fire, 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.

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

Attack cycle and combat pressure

Green Djinn has 7 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.

Green Djinn configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-110Adjacent or script-definedNo extra XML effect attribute
Fire15% per 2 seconds45-807Shoot Effect: fire
Death10% per 2 seconds50-1057Shoot Effect: suddendeath; Area Effect: smallclouds
Drunk10% per 2 seconds0-07Shoot Effect: energy
Outfit1% per 2 seconds0-07Area Effect: blueshimmer
Djinn Electrify15% per 2 seconds0-05No extra XML effect attribute
Djinn Cancel Invisibility10% per 2 seconds0-0Adjacent 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.

Green Djinn defensive profile
Defense layerValueMeaning
Armor20Base defense profile
Physical20%Resistance
Energy50%Resistance
Fire80%Resistance
Ice-10%Vulnerability
Holy-13%Vulnerability
Death20%Resistance
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EnergyStrongCurrent official library category; no percentage published
FireStrongCurrent 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

Complete configured loot table

Green Djinn contains 11 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.

Green Djinn loot
ItemItem IDBase chanceMaximum count
gold coin214888.23%115
cheese360724.33%1
royal spear73785.05%2
small emerald21492.93%4
book (green)19652.29%1
dirty turban124122.12%1
green piece of cloth59102.00%1
grave flower27470.953%1
small oil lamp20630.870%1
mana potion76200.481%1
mystic turban26630.116%1
Green Djinn current official named loot
ItemOfficial evidenceProbability
cheeseNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Green Djinn 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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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.

Green DjinnMagicalblood