Bestiary & Monsterssource backed9 minute read

Hydra

Hydra is a TFS 1.6 creature profile with 2,350 health, 2,100 experience, 5 configured attacks, and 16 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
2,350
Experience
2,100
Speed
206
Race
blood
Attacks
5
Loot entries
16
Bestiary class
Dragon
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Hydra encounter

Hydra tells its story in pressure and reward: 2,350 health to overcome, 2,100 base experience to earn, and 5 configured attack entries and a largest raw XML bound of 320 to read before the first pull.

Hydra's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical and Energy, while Ice and Holy 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 Hydra's TFS table at 87.76%, with up to 246 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Hydra statistics and identity

Hydra is defined with 2,350 maximum health, 2,100 base experience, and speed 206 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 2,350 hitpoints and 2,100, so differences remain visible instead of being silently merged.

Hydra core statistics
StatisticValueInterpretation
Maximum health2,350Configured health pool
Base experience2,100Award before external multipliers
Speed206Engine movement-speed input
RacebloodCorpse and effect classification
Race ID121Bestiary or protocol reference when present
Maximum configured attack bound320Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints2,350Current official profile
Official-library experience2,100Current official profile

Behavior, targeting, and movement

Hydra 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 300 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Physical, Energy in this profile. Positive element modifiers reduce incoming Ice, 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.

Hydra behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
Runonhealth300
CanwalkonenergyYes
CanwalkonfireYes
CanwalkonpoisonYes

Attack cycle and combat pressure

Hydra has 5 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.

Hydra configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-270Adjacent or script-definedNo extra XML effect attribute
Speed25% per 2 seconds0-07Shoot Effect: poison; Area Effect: greenbubble
Ice10% per 2 seconds100-2508Area Effect: bluebubble
Ice10% per 2 seconds80-155Adjacent or script-definedShoot Effect: smallice
Earth10% per 2 seconds66-3208Area Effect: carniphila

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.

Hydra defensive profile
Defense layerValueMeaning
Armor27Base defense profile
Ice50%Resistance
Holy30%Resistance
Physical-5%Vulnerability
Energy-10%Vulnerability
EarthImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
HolyStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published
PhysicalWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Hydra contains 16 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.

Hydra loot
ItemItem IDBase chanceMaximum count
gold coin214887.76%246
ham267160.23%1
platinum coin215249.52%3
hydra head1119910.15%1
small sapphire21464.95%1
cucumber88424.94%1
ring of healing22141.22%1
knight armor24761.10%1
hydra egg48500.942%1
stone skin amulet21970.902%1
warrior helmet24750.823%1
life crystal21770.512%1
strong mana potion75890.465%1
medusa shield25360.223%1
royal helmet24980.223%1
boots of haste21950.095%1
Hydra current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published
hamNamed lootNo exact chance published
hydra headsNamed lootNo exact chance published
platinum coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Hydra 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.

HydraDragonblood