Bestiary & Monsterssource backed9 minute read

Shock Head

Shock Head is a TFS 1.6 creature profile with 4,200 health, 2,300 experience, 6 configured attacks, and 5 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
4,200
Experience
2,300
Speed
250
Race
blood
Attacks
6
Loot entries
5
Bestiary class
Magical
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Shock Head encounter

Before a player meets Shock Head on the map, the source profile already sketches the encounter: 4,200 health, 2,300 experience, 6 configured attack entries and a largest raw XML bound of 798, and no single movement flag that tells the whole encounter story.

Shock Head's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Physical, while Death, Energy, 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.

gold coin has the strongest configured loot roll on Shock Head's TFS table at 50.00%, with up to 87 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Shock Head statistics and identity

Shock Head is defined with 4,200 maximum health, 2,300 base experience, and speed 250 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 4,200 hitpoints and 2,300, so differences remain visible instead of being silently merged.

Shock Head core statistics
StatisticValueInterpretation
Maximum health4,200Configured health pool
Base experience2,300Award before external multipliers
Speed250Engine movement-speed input
RacebloodCorpse and effect classification
Race ID1004Bestiary or protocol reference when present
Maximum configured attack bound798Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints4,200Current official profile
Official-library experience2,300Current official profile

Behavior, targeting, and movement

Shock Head 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 Physical in this profile. Positive element modifiers reduce incoming Death, Energy, 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.

Shock Head behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack80
RunonhealthNo

Attack cycle and combat pressure

Shock Head has 6 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.

Shock Head configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-798Adjacent or script-definedNo extra XML effect attribute
Death15% per 2 seconds200-3005Area Effect: blacksmoke
Speed15% per 2 seconds0-08Area Effect: purpleenergy
Physical20% per 2 seconds0-3504Shoot Effect: earth; Area Effect: stones
Shock Head Skill Reducer 15% per 2 seconds0-05No extra XML effect attribute
Shock Head Skill Reducer 25% 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.

Shock Head defensive profile
Defense layerValueMeaning
Armor30Base defense profile
Physical-5%Vulnerability
Death30%Resistance
Energy30%Resistance
Ice5%Resistance
EarthImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DeathStrongCurrent official library category; no percentage published
EnergyStrongCurrent official library category; no percentage published
IceStrongCurrent official library category; no percentage published
PhysicalStrongCurrent official library category; no percentage published
EarthImmuneCurrent official library category
FireImmuneCurrent official library category

Complete configured loot table

Shock Head contains 5 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.

Shock Head loot
ItemItem IDBase chanceMaximum count
small sapphireScript-defined5.00%1
gold coinScript-defined43.00%100
gold coinScript-defined50.00%87
royal helmetScript-defined0.270%1
goosebump leatherScript-defined10.00%1
Shock Head current official named loot
ItemOfficial evidenceProbability
gold coinsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Shock Head 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.

Shock HeadMagicalblood