Bestiary & Monsterssource backed9 minute read

Hunter

Hunter is a TFS 1.6 creature profile with 150 health, 150 experience, 2 configured attacks, and 17 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
150
Speed
210
Race
blood
Attacks
2
Loot entries
17
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Hunter encounter

Hunter tells its story in pressure and reward: 150 health to overcome, 150 base experience to earn, and 2 configured attack entries and a largest raw XML bound of 100 to read before the first pull.

Hunter's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical, while Holy carries 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.

Item 2544 has the strongest configured loot roll on Hunter's TFS table at 82.00%, with up to 22 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Hunter statistics and identity

Hunter is defined with 150 maximum health, 150 base experience, and speed 210 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 150, so differences remain visible instead of being silently merged.

Hunter core statistics
StatisticValueInterpretation
Maximum health150Configured health pool
Base experience150Award before external multipliers
Speed210Engine movement-speed input
RacebloodCorpse and effect classification
Race ID11Bestiary or protocol reference when present
Maximum configured attack bound100Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints150Current official profile
Official-library experience150Current official profile

Behavior, targeting, and movement

Hunter is configured as hostile and can enter combat without player initiation. Its target-distance setting is 4, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. It begins trying to flee below 10 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Physical in this profile. Positive element modifiers reduce incoming Holy 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.

Hunter behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableYes
PushableNo
CanpushitemsYes
CanpushcreaturesNo
Targetdistance4
Staticattack90
Runonhealth10
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Hunter 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.

Hunter configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-20Adjacent or script-definedNo extra XML effect attribute
Physical50% per 2 seconds0-1007Shoot Effect: arrow

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.

Hunter defensive profile
Defense layerValueMeaning
Armor8Base defense profile
Holy20%Resistance
Physical-5%Vulnerability
HolyStrongCurrent official library category; no percentage published
PhysicalWeakCurrent official library category; no percentage published

Complete configured loot table

Hunter contains 17 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.

Hunter loot
ItemItem IDBase chanceMaximum count
Item 2544254482.00%22
orangeScript-defined20.30%2
rollScript-defined11.37%2
hunter's quiverScript-defined10.24%1
bowScript-defined5.77%1
Item 254625465.36%3
brass armorScript-defined5.07%1
brass helmetScript-defined5.05%1
poison arrowScript-defined4.50%4
dragon necklaceScript-defined3.00%1
Item 205020503.30%1
sniper glovesScript-defined0.610%1
Item 739773970.520%1
small rubyScript-defined0.170%1
Item 740074000.140%1
Item 739473940.130%1
slingshotScript-defined0.120%1
Hunter current official named loot
ItemOfficial evidenceProbability
arrowsNamed lootNo exact chance published
hunter's quiversNamed lootNo exact chance published
orangesNamed lootNo exact chance published
rollsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Hunter 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.

HunterHumanblood