Bestiary & Monsterssource backed9 minute read

Kollos

Kollos is a TFS 1.6 creature profile with 3,800 health, 2,400 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
3,800
Experience
2,400
Speed
200
Race
venom
Attacks
2
Loot entries
17
Bestiary class
Vermin
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Kollos encounter

A bestiary number becomes meaningful only when it changes a decision. Kollos brings 3,800 health, 2,400 base experience, 2 configured attack entries and a largest raw XML bound of 500, and no single movement flag that tells the whole encounter story.

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

platinum coin has the strongest configured loot roll on Kollos's TFS table at 66.00%, with up to 3 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Kollos statistics and identity

Kollos is defined with 3,800 maximum health, 2,400 base experience, and speed 200 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 3,800 hitpoints and 2,400, so differences remain visible instead of being silently merged.

Kollos core statistics
StatisticValueInterpretation
Maximum health3,800Configured health pool
Base experience2,400Award before external multipliers
Speed200Engine movement-speed input
RacevenomCorpse and effect classification
Race ID788Bestiary or protocol reference when present
Maximum configured attack bound500Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints3,800Current official profile
Official-library experience2,400Current official profile

Behavior, targeting, and movement

Kollos 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 Death, Ice in this profile. Positive element modifiers reduce incoming Fire, Energy 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.

Kollos behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableYes
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
RunonhealthNo
CanwalkonenergyNo

Attack cycle and combat pressure

Kollos 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.

Kollos configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-315Adjacent or script-definedNo extra XML effect attribute
Physical15% per 2 seconds0-5007Shoot Effect: explosion; Area Effect: explosion

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.

Kollos defensive profile
Defense layerValueMeaning
Armor35Base defense profile
Fire30%Resistance
Energy5%Resistance
Death-5%Vulnerability
Ice-5%Vulnerability
EarthImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
EnergyStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Kollos 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.

Kollos loot
ItemItem IDBase chanceMaximum count
small rubyScript-defined8.18%2
gold coinScript-defined49.00%100
gold coinScript-defined50.00%97
platinum coinScript-defined66.00%3
ring of healingScript-defined3.27%1
steel bootsScript-defined0.130%1
great mana potionScript-defined8.95%4
Item 763276322.60%1
ultimate health potionScript-defined4.00%3
gold ingotScript-defined5.16%1
kollos shellScript-defined15.39%1
compound eyeScript-defined15.72%1
calopteryx capeScript-defined0.360%1
carapace shieldScript-defined0.310%1
hive scytheScript-defined0.700%1
buggy backpackScript-defined0.460%1
tarsal arrowScript-defined10.21%5
Kollos current official named loot
ItemOfficial evidenceProbability
compound eyesNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
kollos shellNamed lootNo exact chance published
platinum coinsNamed lootNo exact chance published
tarsal arrowsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Kollos 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.

KollosVerminvenom