Bestiary & Monsterssource backed8 minute read

Son of Verminor

Son of Verminor is a TFS 1.6 creature profile with 8,500 health, 5,900 experience, 4 configured attacks, and 0 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
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.

Son of Verminor core statistics
StatisticValueInterpretation
Maximum health8,500Configured health pool
Base experience5,900Award before external multipliers
Speed240Engine movement-speed input
RacevenomCorpse and effect classification
Race ID265Bestiary or protocol reference when present
Maximum configured attack bound473Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints8,500Current official profile
Official-library experience5,900Current 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.

Son of Verminor behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack70
RunonhealthNo
CanwalkonfireNo

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.

Son of Verminor configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-473Adjacent or script-definedNo extra XML effect attribute
Earth20% per 2 seconds150-2007Shoot Effect: poison
Earth15% per 2 seconds350-3903Area Effect: poison
Death15% per 2 seconds220-2703Area 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.

Son of Verminor defensive profile
Defense layerValueMeaning
Armor20Base defense profile
Fire10%Resistance
Energy20%Resistance
EarthImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
EnergyStrongCurrent official library category; no percentage published
FireStrongCurrent official library category; no percentage published
EarthImmuneCurrent 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.

Son of Verminor current official named loot
ItemOfficial evidenceProbability
nothing Named lootNo 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.

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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.

Son of VerminorSlimevenom