At a glance
Quick facts
- Health
- 25
- Experience
- 0
- Speed
- 260
- Race
- blood
- Attacks
- 1
- Loot entries
- 0
- Bestiary class
- Bird
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Seagull encounter
On paper, Seagull is 25 health and 0 experience. In a corridor, those numbers gain teeth through 1 configured attack entry and a largest raw XML bound of 3, a preferred target distance of 11, and the terrain around the spawn.
Seagull'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.
Seagull's official profile names nothing 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.
Seagull statistics and identity
Seagull is defined with 25 maximum health, 0 base experience, and speed 260 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 25 hitpoints and 0, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 25 | Configured health pool |
| Base experience | 0 | Award before external multipliers |
| Speed | 260 | Engine movement-speed input |
| Race | blood | Corpse and effect classification |
| Race ID | 264 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 3 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 25 | Current official profile |
| Official-library experience | 0 | Current official profile |
Behavior, targeting, and movement
Seagull is configured as hostile and can enter combat without player initiation. Its target-distance setting is 11, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. It begins trying to flee below 25 health, which can lengthen the final portion of a kill if paths remain open. 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 |
|---|---|
| Summonable | Yes |
| Attackable | Yes |
| Hostile | Yes |
| Illusionable | No |
| Convinceable | No |
| Pushable | Yes |
| Canpushitems | No |
| Canpushcreatures | No |
| Staticattack | 90 |
| Targetdistance | 11 |
| Runonhealth | 25 |
| Canwalkonenergy | No |
| Canwalkonfire | No |
| Canwalkonpoison | No |
Attack cycle and combat pressure
Seagull 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-3 | Adjacent or script-defined | No 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.
| Defense layer | Value | Meaning |
|---|---|---|
| Armor | 5 | Base defense profile |
Complete configured loot table
The current official library names 1 possible Seagull loot item 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 |
|---|---|---|
| nothing | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Seagull 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.
