Bestiary & Monsterssource backed9 minute read

Lizard High Guard

Lizard High Guard is a TFS 1.6 creature profile with 1,800 health, 1,450 experience, 1 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
1,800
Experience
1,450
Speed
238
Race
blood
Attacks
1
Loot entries
16
Bestiary class
Reptile
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Lizard High Guard encounter

On paper, Lizard High Guard is 1,800 health and 1,450 experience. In a corridor, those numbers gain teeth through 1 configured attack entry and a largest raw XML bound of 306, no single movement flag that tells the whole encounter story, and the terrain around the spawn.

Lizard High Guard's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Ice, while Physical and Fire 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 Lizard High Guard's TFS table at 96.08%, with up to 281 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Lizard High Guard statistics and identity

Lizard High Guard is defined with 1,800 maximum health, 1,450 base experience, and speed 238 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 1,800 hitpoints and 1,450, so differences remain visible instead of being silently merged.

Lizard High Guard core statistics
StatisticValueInterpretation
Maximum health1,800Configured health pool
Base experience1,450Award before external multipliers
Speed238Engine movement-speed input
RacebloodCorpse and effect classification
Race ID625Bestiary or protocol reference when present
Maximum configured attack bound306Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints1,800Current official profile
Official-library experience1,450Current official profile

Behavior, targeting, and movement

Lizard High Guard 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 in this profile. Positive element modifiers reduce incoming Physical, Fire 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.

Lizard High Guard behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesNo
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo

Attack cycle and combat pressure

Lizard High Guard has 1 attack entry 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.

Lizard High Guard configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-306Adjacent 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.

Lizard High Guard defensive profile
Defense layerValueMeaning
Armor40Base defense profile
Ice-10%Vulnerability
Physical5%Resistance
Fire45%Resistance
EarthImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
FireStrongCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published
EarthImmuneCurrent official library category

Complete configured loot table

Lizard High Guard 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.

Lizard High Guard loot
ItemItem IDBase chanceMaximum count
gold coin214896.08%281
strong health potion758811.94%1
high guard shoulderplates113338.09%1
great health potion75917.08%1
spiked iron ball113256.97%1
bunch of ripe rice112454.93%1
platinum coin21524.91%2
high guard flag113323.01%1
small emerald21492.49%4
red lantern112061.21%1
tower shield25281.03%1
lizard leather58760.997%1
lizard scale58810.957%1
zaoan legs113040.734%1
zaoan shoes113030.688%1
zaoan armor113010.076%1
Lizard High Guard current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published
strong health potionsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Lizard High Guard 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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