Bestiary & Monsterssource backed9 minute read

Shark

Shark is a TFS 1.6 creature profile with 1,200 health, 700 experience, 1 configured attacks, and 8 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
1,200
Experience
700
Speed
230
Race
blood
Attacks
1
Loot entries
8
Bestiary class
Aquatic
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Shark encounter

Before a player meets Shark on the map, the source profile already sketches the encounter: 1,200 health, 700 experience, 1 configured attack entry and a largest raw XML bound of 175, and no single movement flag that tells the whole encounter story.

Shark's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Energy, while Physical, Fire, Ice, and Earth 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 Shark's TFS table at 50.00%, with up to 100 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Shark statistics and identity

Shark is defined with 1,200 maximum health, 700 base experience, and speed 230 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 1,200 hitpoints and 700, so differences remain visible instead of being silently merged.

Shark core statistics
StatisticValueInterpretation
Maximum health1,200Configured health pool
Base experience700Award before external multipliers
Speed230Engine movement-speed input
RacebloodCorpse and effect classification
Race ID782Bestiary or protocol reference when present
Maximum configured attack bound175Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints1,200Current official profile
Official-library experience700Current official profile

Behavior, targeting, and movement

Shark 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 Energy in this profile. Positive element modifiers reduce incoming Physical, Fire, Ice, Earth 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.

Shark behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableYes
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
RunonhealthNo
Staticattack90
CanwalkonenergyNo

Attack cycle and combat pressure

Shark 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.

Shark configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-175Adjacent 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.

Shark defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Physical1%Resistance
Fire1%Resistance
Ice1%Resistance
Energy-5%Vulnerability
Earth20%Resistance
InvisibleImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
EarthStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published

Complete configured loot table

Shark contains 8 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.

Shark loot
ItemItem IDBase chanceMaximum count
small sapphireScript-defined1.22%1
gold coinScript-defined50.00%100
gold coinScript-defined40.00%38
Item 2667266725.00%4
fish finScript-defined0.161%1
Item 763276320.550%1
eye of a deeplingScript-defined1.27%1
deepling scalesScript-defined9.09%1
Shark current official named loot
ItemOfficial evidenceProbability
deepling scalesNamed lootNo exact chance published
fishNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Shark 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.

SharkAquaticblood