Bestiary & Monsterssource backed8 minute read

Mad Technomancer

Mad Technomancer is a TFS 1.6 creature profile with 1,800 health, 55 experience, 4 configured attacks, and 1 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops.

Reference profileTFS 1.6 monster-data reference
Reviewed
Evidence4 primary references

At a glance

Quick facts

Health
1,800
Experience
55
Speed
200
Race
blood
Attacks
4
Loot entries
1
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Mad Technomancer encounter

A bestiary number becomes meaningful only when it changes a decision. Mad Technomancer brings 1,800 health, 55 base experience, 4 configured attack entries and a largest raw XML bound of 120, and a preferred target distance of 4.

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

technomancer beard has the strongest configured loot roll on Mad Technomancer's TFS table at 100.00%, with up to 1 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Mad Technomancer statistics and identity

Mad Technomancer is defined with 1,800 maximum health, 55 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. Server owners can edit these values without changing the creature name.

Mad Technomancer core statistics
StatisticValueInterpretation
Maximum health1,800Configured health pool
Base experience55Award before external multipliers
Speed200Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound120Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Mad Technomancer 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 150 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Ice, Death in this profile. Positive element modifiers reduce incoming Earth, Fire, Energy, 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.

Mad Technomancer behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
Targetdistance4
Staticattack90
Runonhealth150
CanwalkonenergyNo
IsbossYes

Attack cycle and combat pressure

Mad Technomancer has 4 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.

Mad Technomancer configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-120Adjacent or script-definedNo extra XML effect attribute
Fire10% per 1 seconds50-1207Shoot Effect: fire; Area Effect: firearea
Physical34% per 1 seconds55-1057Shoot Effect: largerock
Manadrain25% per 1 seconds50-807No 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.

Mad Technomancer defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Earth80%Resistance
Fire60%Resistance
Energy10%Resistance
Holy10%Resistance
Ice-10%Vulnerability
Death-5%Vulnerability
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Mad Technomancer contains 1 flattened loot entry. 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.

Mad Technomancer loot
ItemItem IDBase chanceMaximum count
technomancer beardScript-defined100.00%1

Hunting plan and server verification

A safe hunting recommendation for Mad Technomancer 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.

Mad TechnomancerTFS 1.6 monstersblood