At a glance
Quick facts
- Health
- 8,500
- Experience
- 5,900
- Speed
- 240
- Race
- venom
- Attacks
- 4
- Loot entries
- 0
- Bestiary class
- Slime
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Son of Verminor encounter
On paper, Son of Verminor is 8,500 health and 5,900 experience. In a corridor, those numbers gain teeth through 4 configured attack entries and a largest raw XML bound of 473, no single movement flag that tells the whole encounter story, and the terrain around the spawn.
Son of Verminor's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Fire 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.
Son of Verminor'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.
Son of Verminor statistics and identity
Son of Verminor is defined with 8,500 maximum health, 5,900 base experience, and speed 240 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 8,500 hitpoints and 5,900, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 8,500 | Configured health pool |
| Base experience | 5,900 | Award before external multipliers |
| Speed | 240 | Engine movement-speed input |
| Race | venom | Corpse and effect classification |
| Race ID | 265 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 473 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 8,500 | Current official profile |
| Official-library experience | 5,900 | Current official profile |
Behavior, targeting, and movement
Son of Verminor 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. Positive element modifiers reduce incoming Fire, 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.
| Flag | Configured value |
|---|---|
| Summonable | No |
| Attackable | Yes |
| Hostile | Yes |
| Illusionable | No |
| Convinceable | No |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | Yes |
| Targetdistance | Yes |
| Staticattack | 70 |
| Runonhealth | No |
| Canwalkonfire | No |
Attack cycle and combat pressure
Son of Verminor 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-473 | Adjacent or script-defined | No extra XML effect attribute |
| Earth | 20% per 2 seconds | 150-200 | 7 | Shoot Effect: poison |
| Earth | 15% per 2 seconds | 350-390 | 3 | Area Effect: poison |
| Death | 15% per 2 seconds | 220-270 | 3 | Area Effect: smallclouds |
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 | 20 | Base defense profile |
| Fire | 10% | Resistance |
| Energy | 20% | Resistance |
| Earth | Immune | Condition or damage immunity |
| Paralyze | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
| Energy | Strong | Current official library category; no percentage published |
| Fire | Strong | Current official library category; no percentage published |
| Earth | Immune | Current official library category |
Complete configured loot table
The current official library names 1 possible Son of Verminor 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 Son of Verminor 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
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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.
