Bestiary & Monsterssource backed9 minute read

Oodok Witchmaster

Oodok Witchmaster is a TFS 1.6 creature profile with 450 health, 550 experience, 7 configured attacks, and 14 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
450
Experience
550
Speed
150
Race
blood
Attacks
7
Loot entries
14
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Oodok Witchmaster encounter

Oodok Witchmaster tells its story in pressure and reward: 450 health to overcome, 550 base experience to earn, and 7 configured attack entries and a largest raw XML bound of 40 to read before the first pull.

Oodok Witchmaster's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire, while Earth, Ice, 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 Oodok Witchmaster's TFS table at 100.00%, with up to 98 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Oodok Witchmaster statistics and identity

Oodok Witchmaster is defined with 450 maximum health, 550 base experience, and speed 150 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.

Oodok Witchmaster core statistics
StatisticValueInterpretation
Maximum health450Configured health pool
Base experience550Award before external multipliers
Speed150Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound40Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Oodok Witchmaster 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 Fire in this profile. Positive element modifiers reduce incoming Earth, Ice, 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.

Oodok Witchmaster behavior flags
FlagConfigured value
AttackableYes
HostileYes
SummonableNo
ConvinceableNo
IllusionableYes
IsbossYes
IgnorespawnblockNo
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonYes

Attack cycle and combat pressure

Oodok Witchmaster 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.

Oodok Witchmaster configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-20Adjacent or script-definedNo extra XML effect attribute
Lifedrain10% per 2 seconds0-401Area Effect: redshimmer
Speed10% per 2 seconds0-07Area Effect: redshimmer
Drunk10% per 2 seconds0-07Shooteffect: energy; Area Effect: teleport
Outfit10% per 2 seconds0-07Area Effect: blueshimmer
Earth10% per 2 seconds6-186Area Effect: greenbubble
Poisonfield10% per 2 seconds0-07Shooteffect: 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.

Oodok Witchmaster defensive profile
Defense layerValueMeaning
Armor10Base defense profile
Earth100%Resistance
Fire-5%Vulnerability
Ice20%Resistance
Holy35%Resistance
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity

Complete configured loot table

Oodok Witchmaster contains 14 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.

Oodok Witchmaster loot
ItemItem IDBase chanceMaximum count
gold coin2148100.00%98
platinum coin215290.91%2
health potion761852.27%3
mana potion762047.73%3
black pearl214413.64%2
green piece of cloth591011.36%1
strange symbol21746.82%1
leather armor24674.54%1
poison dagger24114.54%1
terra rod21814.54%1
big bone22312.27%1
bone22302.27%1
mastermind potion74402.27%1
tribal mask39672.27%1

Hunting plan and server verification

A safe hunting recommendation for Oodok Witchmaster 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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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.

Oodok WitchmasterTFS 1.6 monstersblood