Bestiary & Monsterssource backed8 minute read

Somewhat Beatable Dragon

Somewhat Beatable Dragon is a TFS 1.6 creature profile with 1,900 health, 0 experience, 4 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
1,900
Experience
0
Speed
200
Race
blood
Attacks
4
Loot entries
0
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Somewhat Beatable Dragon encounter

Before a player meets Somewhat Beatable Dragon on the map, the source profile already sketches the encounter: 1,900 health, 0 experience, 4 configured attack entries and a largest raw XML bound of 230, and a flee threshold of 300 health.

Somewhat Beatable Dragon's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Ice, while Earth and Energy 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.

Somewhat Beatable Dragon 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.

Somewhat Beatable Dragon statistics and identity

Somewhat Beatable Dragon is defined with 1,900 maximum health, 0 base experience, and speed 200 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.

Somewhat Beatable Dragon core statistics
StatisticValueInterpretation
Maximum health1,900Configured health pool
Base experience0Award before external multipliers
Speed200Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound230Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Somewhat Beatable Dragon 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. It begins trying to flee below 300 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Ice in this profile. Positive element modifiers reduce incoming Earth, Energy 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.

Somewhat Beatable Dragon behavior flags
FlagConfigured value
AttackableYes
HostileYes
SummonableNo
ConvinceableNo
IllusionableYes
IsbossNo
IgnorespawnblockNo
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
Runonhealth300
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Somewhat Beatable Dragon has 4 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.

Somewhat Beatable Dragon configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-230Adjacent or script-definedNo extra XML effect attribute
Fire20% per 2 seconds100-2007Shoot Effect: fire; Area Effect: firearea
Firefield10% per 2 seconds0-07Shoot Effect: fire
Fire15% per 2 seconds150-2308Area Effect: firearea

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.

Somewhat Beatable Dragon defensive profile
Defense layerValueMeaning
Armor35Base defense profile
Earth80%Resistance
Energy20%Resistance
Ice-10%Vulnerability
ParalyzeImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
FireImmuneCondition or damage immunity

Complete configured loot table

Somewhat Beatable Dragon 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 Somewhat Beatable Dragon 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.

Somewhat Beatable DragonTFS 1.6 monstersblood