At a glance
Quick facts
- Health
- 1
- Experience
- 0
- Speed
- Not defined
- Race
- undead
- Attacks
- 0
- Loot entries
- 0
- Bestiary class
- Not classified
- Reference profile
- TFS 1.6
Reading the Magic Pillar encounter
Magic Pillar tells its story in pressure and reward: 1 health to overcome, 0 base experience to earn, and no attack entry in the primary monster file to read before the first pull.
Magic Pillar's clearest weakness lead is no published elemental weakness. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.
Magic Pillar offers no direct corpse-loot entry in the available profile. If an encounter still awards something, the answer must be sought in a chest, action script, event controller, participation system, or another server-specific mechanism.
Magic Pillar statistics and identity
Magic Pillar is defined with 1 maximum health, 0 base experience, and speed not explicitly set 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.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 1 | Configured health pool |
| Base experience | 0 | Award before external multipliers |
| Speed | Not defined | Engine movement-speed input |
| Race | undead | Corpse and effect classification |
| Race ID | Not defined | Bestiary or protocol reference when present |
| Maximum configured attack bound | 0 | Largest absolute XML min/max value; not a guaranteed final hit |
Behavior, targeting, and movement
Magic Pillar 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 100 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. 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 | No |
| Hostile | Yes |
| Illusionable | No |
| Convinceable | No |
| Pushable | No |
| Canpushitems | No |
| Canpushcreatures | Yes |
| Targetdistance | Yes |
| Runonhealth | 100 |
| Hidehealth | Yes |
| Canwalkonenergy | No |
| Canwalkonfire | No |
| Canwalkonpoison | No |
| Summon | Chance | Interval | Limit |
|---|---|---|---|
| Demon | 7% | 2 seconds | Definition-wide limit |
Attack cycle and combat pressure
Magic Pillar has no attack entry in this XML definition. It may be non-combatant, invulnerable scenery, a scripted encounter object, or a creature whose behavior is delegated elsewhere. Do not invent a damage profile when the primary definition does not provide one.
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 | Yes | Base defense profile |
| Physical | Immune | Condition or damage immunity |
| Energy | Immune | Condition or damage immunity |
| Fire | Immune | Condition or damage immunity |
| Earth | Immune | Condition or damage immunity |
| Drown | Immune | Condition or damage immunity |
| Ice | Immune | Condition or damage immunity |
| Holy | Immune | Condition or damage immunity |
| Death | Immune | Condition or damage immunity |
| Lifedrain | Immune | Condition or damage immunity |
| Manadrain | Immune | Condition or damage immunity |
| Paralyze | Immune | Condition or damage immunity |
| Drunk | Immune | Condition or damage immunity |
| Outfit | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
Complete configured loot table
Magic Pillar has no loot entry in the available primary profile. A reward may still be delivered by a boss chest, storage action, event script, achievement, quest, participation system, or custom corpse callback, but this source does not support claiming a direct corpse drop.
Hunting plan and server verification
A safe hunting recommendation for Magic Pillar 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.
