Bestiary & Monsterssource backed8 minute read

Pillar

Pillar is a TFS 1.6 creature profile with 100 health, 0 experience, 1 configured attacks, and 0 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
100
Experience
0
Speed
Not defined
Race
undead
Attacks
1
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Pillar encounter

A bestiary number becomes meaningful only when it changes a decision. Pillar brings 100 health, 0 base experience, 1 configured attack entry and a largest raw XML bound of 0, and no single movement flag that tells the whole encounter story.

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.

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.

Pillar statistics and identity

Pillar is defined with 100 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.

Pillar core statistics
StatisticValueInterpretation
Maximum health100Configured health pool
Base experience0Award before external multipliers
SpeedNot definedEngine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound0Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

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. 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.

Pillar behavior flags
FlagConfigured value
SummonableNo
AttackableNo
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsNo
CanpushcreaturesYes
TargetdistanceYes
RunonhealthNo
HidehealthYes

Attack cycle and combat pressure

Pillar has 1 attack entry 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.

Pillar configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
Dipthrah Skill Reducer10% per 2 seconds0-0Adjacent or script-definedNo extra XML effect attribute

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.

Pillar defensive profile
Defense layerValueMeaning
PhysicalImmuneCondition or damage immunity
EnergyImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
PoisonImmuneCondition or damage immunity
IceImmuneCondition or damage immunity
HolyImmuneCondition or damage immunity
DeathImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

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 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.

PillarTFS 1.6 monstersundead