Bestiary & Monsterssource backed8 minute read

Teleskor

Teleskor is a TFS 1.6 creature profile with 80 health, 70 experience, 1 configured attacks, and 8 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
80
Experience
70
Speed
150
Race
undead
Attacks
1
Loot entries
8
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the Teleskor encounter

Before a player meets Teleskor on the map, the source profile already sketches the encounter: 80 health, 70 experience, 1 configured attack entry and a largest raw XML bound of 30, and no single movement flag that tells the whole encounter story.

Teleskor's clearest weakness lead is Holy. 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.

Item 12437 has the strongest configured loot roll on Teleskor's TFS table at 100.00%, 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.

Teleskor statistics and identity

Teleskor is defined with 80 maximum health, 70 base experience, and speed 150 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.

Teleskor core statistics
StatisticValueInterpretation
Maximum health80Configured health pool
Base experience70Award before external multipliers
Speed150Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound30Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Teleskor 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. Negative element modifiers identify increased incoming damage from Holy 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.

Teleskor behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
IsbossYes

Attack cycle and combat pressure

Teleskor has 1 attack entry 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.

Teleskor configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-30Adjacent or script-definedNo 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.

Teleskor defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Holy-5%Vulnerability

Complete configured loot table

Teleskor contains 8 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.

Teleskor loot
ItemItem IDBase chanceMaximum count
Item 1243712437100.00%1
Item 2148214881.00%79
Item 2398239872.00%1
Item 2473247372.00%1
Item 2511251145.00%1
Item 2050205036.00%1
Item 2388238827.00%1
Item 2376237627.00%1

Hunting plan and server verification

A safe hunting recommendation for Teleskor 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.

TeleskorTFS 1.6 monstersundead