Bestiary & Monsterssource backed9 minute read

Mahrdis

Mahrdis is a TFS 1.6 creature profile with 3,900 health, 3,050 experience, 7 configured attacks, and 10 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
3,900
Experience
3,050
Speed
340
Race
undead
Attacks
7
Loot entries
10
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Mahrdis encounter

Mahrdis tells its story in pressure and reward: 3,900 health to overcome, 3,050 base experience to earn, and 7 configured attack entries and a largest raw XML bound of 800 to read before the first pull.

Mahrdis's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Holy and Ice, while Energy and Earth 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.

burning heart has the strongest configured loot roll on Mahrdis'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.

Mahrdis statistics and identity

Mahrdis is defined with 3,900 maximum health, 3,050 base experience, and speed 340 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.

Mahrdis core statistics
StatisticValueInterpretation
Maximum health3,900Configured health pool
Base experience3,050Award before external multipliers
Speed340Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound800Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Mahrdis 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. 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 Holy, Ice in this profile. Positive element modifiers reduce incoming Energy, Earth 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.

Mahrdis behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonenergyNo
CanwalkonpoisonNo
Mahrdis summon rules
SummonChanceIntervalLimit
Fire Elemental30%2 secondsDefinition-wide limit

Attack cycle and combat pressure

Mahrdis 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.

Mahrdis configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-400Adjacent or script-definedNo extra XML effect attribute
Physical7% per 1.6 seconds60-6001Area Effect: redshimmer
Fire7% per 1 seconds60-6007Shoot Effect: fire; Area Effect: firearea
Speed13% per 2 seconds0-07Area Effect: redshimmer
Fire34% per 2 seconds80-8003Area Effect: explosionarea
Firefield12% per 1 seconds0-04Area Effect: yellowspark
Firecondition13% per 2 seconds50-5008Area 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.

Mahrdis defensive profile
Defense layerValueMeaning
Armor42Base defense profile
Energy20%Resistance
Earth20%Resistance
Holy-20%Vulnerability
Ice-10%Vulnerability
FireImmuneCondition or damage immunity
DeathImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Mahrdis contains 10 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.

Mahrdis loot
ItemItem IDBase chanceMaximum count
burning heart2353100.00%1
gold coin214888.74%230
small ruby214712.26%3
great health potion759110.21%1
life ring21686.75%1
fire axe24320.936%1
red gem21560.624%1
holy falcon21410.142%1
mini mummy112070.113%1
phoenix shield25390.113%1

Hunting plan and server verification

A safe hunting recommendation for Mahrdis 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.

MahrdisTFS 1.6 monstersundead