At a glance
Quick facts
- Health
- 80
- Experience
- 45
- Speed
- 190
- Race
- venom
- Attacks
- 3
- Loot entries
- 6
- Bestiary class
- Plant
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Swampling encounter
Swampling tells its story in pressure and reward: 80 health to overcome, 45 base experience to earn, and 3 configured attack entries and a largest raw XML bound of 80 to read before the first pull.
Swampling's clearest weakness lead is no published elemental weakness. With no additional positive elemental modifier recorded here, the practical hunt still turns on positioning, supply depth, neighboring creatures, and the target server's scripts rather than on one attractive damage label.
gold coin has the strongest configured loot roll on Swampling's TFS table at 60.00%, with up to 12 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.
Swampling statistics and identity
Swampling is defined with 80 maximum health, 45 base experience, and speed 190 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 80 hitpoints and 45, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 80 | Configured health pool |
| Base experience | 45 | Award before external multipliers |
| Speed | 190 | Engine movement-speed input |
| Race | venom | Corpse and effect classification |
| Race ID | 919 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 80 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 80 | Current official profile |
| Official-library experience | 45 | Current official profile |
Behavior, targeting, and movement
Swampling 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. 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 | 90 |
| Runonhealth | No |
| Canwalkonenergy | No |
| Canwalkonfire | No |
| Canwalkonpoison | No |
Attack cycle and combat pressure
Swampling has 3 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 | 0-80 | Adjacent or script-defined | No extra XML effect attribute |
| Earth | 15% per 2 seconds | 2-15 | 7 | Shoot Effect: poison |
| Speed | 15% per 2 seconds | 0-0 | 3 | Area Effect: watersplash |
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 | 10 | Base defense profile |
| Paralyze | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
Complete configured loot table
Swampling contains 6 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.
| Item | Item ID | Base chance | Maximum count |
|---|---|---|---|
| Item 2120 | 2120 | 4.54% | 1 |
| gold coin | Script-defined | 60.00% | 12 |
| white mushroom | Script-defined | 8.98% | 5 |
| rat cheese | Script-defined | 18.67% | 1 |
| swampling moss | Script-defined | 12.61% | 1 |
| piece of swampling wood | Script-defined | 8.27% | 1 |
| Item | Official evidence | Probability |
|---|---|---|
| gold coins | Named loot | No exact chance published |
| pieces of swampling wood | Named loot | No exact chance published |
| swampling mosses | Named loot | No exact chance published |
| white mushrooms | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Swampling 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.
