Bestiary & Monsterssource backed9 minute read

Tanjis

Tanjis is a TFS 1.6 creature profile with 30,000 health, 15,000 experience, 10 configured attacks, and 3 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
30,000
Experience
15,000
Speed
560
Race
blood
Attacks
10
Loot entries
3
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Tanjis encounter

Before a player meets Tanjis on the map, the source profile already sketches the encounter: 30,000 health, 15,000 experience, 10 configured attack entries and a largest raw XML bound of 800, and a flee threshold of 60 health.

Tanjis's clearest weakness lead is Earth, Energy, Physical, and Death. 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.

depth ocrea has the strongest configured loot roll on Tanjis's TFS table at 50.00%, with up to 1 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Tanjis statistics and identity

Tanjis is defined with 30,000 maximum health, 15,000 base experience, and speed 560 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.

Tanjis core statistics
StatisticValueInterpretation
Maximum health30,000Configured health pool
Base experience15,000Award before external multipliers
Speed560Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound800Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Tanjis 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 60 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Earth, Energy, Physical, Death in this profile. 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.

Tanjis behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableYes
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Runonhealth60
IsbossYes

Attack cycle and combat pressure

Tanjis has 10 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.

Tanjis configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-600Adjacent or script-definedNo extra XML effect attribute
Manadrain20% per 2.5 seconds200-6007Shoot Effect: poison; Area Effect: carniphila
Ice27% per 3.5 seconds200-4007Shoot Effect: ice; Area Effect: icearea
Ice15% per 3.5 seconds100-4001No extra XML effect attribute
Drown11% per 2.3 seconds200-5007Shoot Effect: ice; Area Effect: watersplash
Manadrain14% per 2.3 seconds200-6007Area Effect: bubbles
Physical10% per 2 seconds100-4007Shoot Effect: largerock
Death7% per 1.2 seconds300-8008Area Effect: smallclouds
Energy14% per 2 seconds200-5008Area Effect: purpleenergy
Speed16% per 2.15 seconds0-07No 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.

Tanjis defensive profile
Defense layerValueMeaning
Armor40Base defense profile
Earth-20%Vulnerability
Energy-20%Vulnerability
Physical-20%Vulnerability
Death-20%Vulnerability
IceImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
FireImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

Tanjis contains 3 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.

Tanjis loot
ItemItem IDBase chanceMaximum count
depth ocreaScript-defined50.00%1
ornate shieldScript-defined20.00%1
ornate maceScript-defined25.00%1

Hunting plan and server verification

A safe hunting recommendation for Tanjis 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.

TanjisTFS 1.6 monstersblood