At a glance
Quick facts
- Health
- 3,650
- Experience
- 4,000
- Speed
- 220
- Race
- blood
- Attacks
- 7
- Loot entries
- 18
- Bestiary class
- Human
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Infernalist encounter
Before a player meets Infernalist on the map, the source profile already sketches the encounter: 3,650 health, 4,000 experience, 7 configured attack entries and a largest raw XML bound of 250, and a preferred target distance of 4.
Infernalist's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical and Ice, while Earth, Holy, 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 Infernalist's TFS table at 56.50%, with up to 100 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.
Infernalist statistics and identity
Infernalist is defined with 3,650 maximum health, 4,000 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 3,650 hitpoints and 4,000, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 3,650 | Configured health pool |
| Base experience | 4,000 | Award before external multipliers |
| Speed | 220 | Engine movement-speed input |
| Race | blood | Corpse and effect classification |
| Race ID | 529 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 250 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 3,650 | Current official profile |
| Official-library experience | 4,000 | Current official profile |
Behavior, targeting, and movement
Infernalist 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 900 health, which can lengthen the final portion of a kill if paths remain open. The definition includes 1 summon rule entry, so target count and tile control can change during the encounter. Negative element modifiers identify increased incoming damage from Physical, Ice in this profile. Positive element modifiers reduce incoming Earth, Holy, 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.
| Flag | Configured value |
|---|---|
| Summonable | No |
| Attackable | Yes |
| Hostile | Yes |
| Illusionable | No |
| Convinceable | No |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | Yes |
| Targetdistance | 4 |
| Staticattack | 95 |
| Runonhealth | 900 |
| Summon | Chance | Interval | Limit |
|---|---|---|---|
| fire elemental | 20% | 2 seconds | Definition-wide limit |
Attack cycle and combat pressure
Infernalist 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-100 | Adjacent or script-defined | No extra XML effect attribute |
| Fire | 40% per 2 seconds | 65-180 | 7 | Shoot Effect: fire; Area Effect: fire |
| Fire | 20% per 2 seconds | 90-180 | 7 | Shoot Effect: fire; Area Effect: firearea |
| Manadrain | 20% per 2 seconds | 53-120 | 7 | Area Effect: teleport; Shoot Effect: energyball |
| Firefield | 15% per 2 seconds | 0-0 | 7 | Shoot Effect: fire |
| Fire | 10% per 2 seconds | 150-250 | 8 | Area Effect: fireattack |
| Physical | 5% per 2 seconds | 100-150 | 2 | Area Effect: explosionarea |
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.
| Defense layer | Value | Meaning |
|---|---|---|
| Armor | 15 | Base defense profile |
| Earth | 95% | Resistance |
| Physical | -5% | Vulnerability |
| Ice | -5% | Vulnerability |
| Holy | 20% | Resistance |
| Death | 5% | Resistance |
| Energy | Immune | Condition or damage immunity |
| Fire | Immune | Condition or damage immunity |
| Paralyze | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
| Death | Strong | Current official library category; no percentage published |
| Earth | Strong | Current official library category; no percentage published |
| Holy | Strong | Current official library category; no percentage published |
| Ice | Weak | Current official library category; no percentage published |
| Physical | Weak | Current official library category; no percentage published |
| Energy | Immune | Current official library category |
| Fire | Immune | Current official library category |
Complete configured loot table
Infernalist contains 18 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.
| Item | Item ID | Base chance | Maximum count |
|---|---|---|---|
| red tome | Script-defined | 0.300% | 1 |
| piggy bank | Script-defined | 0.220% | 1 |
| gold coin | Script-defined | 56.50% | 100 |
| gold coin | Script-defined | 40.00% | 47 |
| energy ring | Script-defined | 1.80% | 1 |
| skull staff | Script-defined | 6.50% | 1 |
| magic sulphur | Script-defined | 0.600% | 1 |
| red piece of cloth | Script-defined | 1.42% | 1 |
| great mana potion | Script-defined | 19.70% | 1 |
| great health potion | Script-defined | 1.90% | 1 |
| small enchanted ruby | Script-defined | 4.25% | 1 |
| magma boots | Script-defined | 0.300% | 1 |
| raspberry | Script-defined | 8.50% | 5 |
| spellbook of mind control | Script-defined | 0.370% | 1 |
| royal tapestry | Script-defined | 0.520% | 1 |
| black skull | Script-defined | 0.820% | 1 |
| gold ingot | Script-defined | 0.070% | 1 |
| crystal of power | Script-defined | 0.220% | 1 |
| Item | Official evidence | Probability |
|---|---|---|
| gold coins | Named loot | No exact chance published |
| great health potions | Named loot | No exact chance published |
| great mana potions | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Infernalist 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.
