Bestiary & Monsterssource backed9 minute read

Merlkin

Merlkin is a TFS 1.6 creature profile with 235 health, 145 experience, 4 configured attacks, and 10 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
235
Experience
145
Speed
194
Race
blood
Attacks
4
Loot entries
10
Bestiary class
Mammal
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Merlkin encounter

A bestiary number becomes meaningful only when it changes a decision. Merlkin brings 235 health, 145 base experience, 4 configured attack entries and a largest raw XML bound of 90, and a preferred target distance of 4.

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

gold coin has the strongest configured loot roll on Merlkin's TFS table at 82.95%, with up to 45 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Merlkin statistics and identity

Merlkin is defined with 235 maximum health, 145 base experience, and speed 194 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 235 hitpoints and 145, so differences remain visible instead of being silently merged.

Merlkin core statistics
StatisticValueInterpretation
Maximum health235Configured health pool
Base experience145Award before external multipliers
Speed194Engine movement-speed input
RacebloodCorpse and effect classification
Race ID117Bestiary or protocol reference when present
Maximum configured attack bound90Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints235Current official profile
Official-library experience145Current official profile

Behavior, targeting, and movement

Merlkin 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. Negative element modifiers identify increased incoming damage from Ice, Death in this profile. Positive element modifiers reduce incoming Energy, Fire, 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.

Merlkin behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesNo
Targetdistance4
Staticattack70
RunonhealthNo
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Merlkin 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.

Merlkin configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-30Adjacent or script-definedNo extra XML effect attribute
Fire15% per 2 seconds60-907Shoot Effect: fire; Area Effect: fire
Energy20% per 2 seconds15-457Shoot Effect: energy; Area Effect: energy
Poisonfield15% per 2 seconds0-07Shoot Effect: poison

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.

Merlkin defensive profile
Defense layerValueMeaning
Armor16Base defense profile
Energy10%Resistance
Fire20%Resistance
Ice-15%Vulnerability
Holy10%Resistance
Death-5%Vulnerability
OutfitImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
EnergyStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
HolyStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
IceWeakCurrent official library category; no percentage published

Complete configured loot table

Merlkin 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.

Merlkin loot
ItemItem IDBase chanceMaximum count
gold coin214882.95%45
banana267630.43%12
magic light wand21623.02%1
banana sash124671.92%1
ape fur58831.01%1
orange26751.01%5
wand of decay21880.980%1
mana potion76200.693%1
small amethyst21500.310%1
banana staff39660.102%1
Merlkin current official named loot
ItemOfficial evidenceProbability
bananasNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Merlkin 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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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.

MerlkinMammalblood