At a glance
Quick facts
- Health
- 65
- Experience
- 1
- Speed
- 340
- Race
- undead
- Attacks
- 5
- Loot entries
- 0
- Bestiary class
- Magical
- Reference profile
- TFS 1.6
- Source definition
- Phantasm summon
- Official profile observed
- 2026-08-02
Reading the Phantasm encounter
A bestiary number becomes meaningful only when it changes a decision. Phantasm brings 65 health, 1 base experience, 5 configured attack entries and a largest raw XML bound of 59, and no single movement flag that tells the whole encounter story. The source file identifies this variant as Phantasm summon.
Phantasm's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Holy, Fire, and Energy, while Earth and Ice 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. The Phantasm summon definition is the profile interpreted here.
Phantasm's official profile names blank runes among its possible loot without publishing a probability. That is enough to identify a reward, but not enough to promise profit or calculate an expected return. These reward notes belong specifically to Phantasm summon.
Phantasm statistics and identity
Phantasm is defined with 65 maximum health, 1 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. The current official library separately reports 3,950 hitpoints and 4,400, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 65 | Configured health pool |
| Base experience | 1 | Award before external multipliers |
| Speed | 340 | Engine movement-speed input |
| Race | undead | Corpse and effect classification |
| Race ID | 292 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 59 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 3,950 | Current official profile |
| Official-library experience | 4,400 | Current official profile |
Behavior, targeting, and movement
Phantasm 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 Holy, Fire, Energy in this profile. Positive element modifiers reduce incoming Earth, Ice 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.
| Flag | Configured value |
|---|---|
| Attackable | Yes |
| Hostile | Yes |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | Yes |
| Targetdistance | Yes |
| Staticattack | 90 |
| Canwalkonenergy | No |
| Canwalkonfire | No |
| Canwalkonpoison | No |
Attack cycle and combat pressure
Phantasm has 5 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-15 | Adjacent or script-defined | No extra XML effect attribute |
| Death | 15% per 2 seconds | 34-59 | 7 | Shoot Effect: suddendeath; Area Effect: mortarea |
| Manadrain | 10% per 2 seconds | 5-7 | 3 | Area Effect: yellowbubble |
| Phantasm Drown | 10% per 2 seconds | 0-0 | Adjacent or script-defined | No extra XML effect attribute |
| Drunk | 5% per 2 seconds | 0-0 | 5 | Area Effect: redshimmer |
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 | 10 | Base defense profile |
| Earth | 20% | Resistance |
| Ice | 20% | Resistance |
| Holy | -10% | Vulnerability |
| Fire | -10% | Vulnerability |
| Energy | -10% | Vulnerability |
| Paralyze | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
| Death | Immune | Condition or damage immunity |
| Lifedrain | Immune | Condition or damage immunity |
| Physical | Immune | Condition or damage immunity |
| Earth | Strong | Current official library category; no percentage published |
| Ice | Strong | Current official library category; no percentage published |
| Energy | Weak | Current official library category; no percentage published |
| Fire | Weak | Current official library category; no percentage published |
| Holy | Weak | Current official library category; no percentage published |
| Death | Immune | Current official library category |
| Physical | Immune | Current official library category |
Complete configured loot table
The current official library names 11 possible Phantasm loot items but does not publish exact drop probabilities or stack ranges. The names are useful acquisition evidence; they must not be converted into fabricated percentages. An Open Tibia implementation can use a different list or deliver rewards outside the corpse.
| Item | Official evidence | Probability |
|---|---|---|
| blank runes | Named loot | No exact chance published |
| demonic essence | Named loot | No exact chance published |
| gold coins | Named loot | No exact chance published |
| great mana potions | Named loot | No exact chance published |
| platinum coins | Named loot | No exact chance published |
| shadow herbs | Named loot | No exact chance published |
| small amethysts | Named loot | No exact chance published |
| small emeralds | Named loot | No exact chance published |
| small rubies | Named loot | No exact chance published |
| small topazes | Named loot | No exact chance published |
| ultimate health potions | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Phantasm 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.
