Bestiary & Monsterssource backed9 minute read

The Bloodweb

The Bloodweb is a TFS 1.6 creature profile with 1,750 health, 1,450 experience, 3 configured attacks, and 13 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
1,750
Experience
1,450
Speed
340
Race
undead
Attacks
3
Loot entries
13
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the The Bloodweb encounter

A bestiary number becomes meaningful only when it changes a decision. The Bloodweb brings 1,750 health, 1,450 base experience, 3 configured attack entries and a largest raw XML bound of 250, and no single movement flag that tells the whole encounter story.

The Bloodweb's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Energy, while Earth carries 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.

platinum coin has the strongest configured loot roll on The Bloodweb's TFS table at 100.00%, with up to 9 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

The Bloodweb statistics and identity

The Bloodweb is defined with 1,750 maximum health, 1,450 base experience, and speed 340 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.

The Bloodweb core statistics
StatisticValueInterpretation
Maximum health1,750Configured health pool
Base experience1,450Award before external multipliers
Speed340Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound250Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

The Bloodweb 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 Energy in this profile. Positive element modifiers reduce incoming Earth 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.

The Bloodweb behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableYes
ConvinceableNo
PushableNo
CanpushitemsYes
Staticattack60
TargetdistanceYes
RunonhealthNo
CanwalkonenergyNo
IsbossYes

Attack cycle and combat pressure

The Bloodweb 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.

The Bloodweb configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-250Adjacent or script-definedNo extra XML effect attribute
Speed20% per 2 seconds0-07Area Effect: poff
Energy25% per 1 seconds60-1507Shoot Effect: energy; Area Effect: energy

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.

The Bloodweb defensive profile
Defense layerValueMeaning
Armor25Base defense profile
Earth20%Resistance
Energy-20%Vulnerability
FireImmuneCondition or damage immunity
IceImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
OutfitImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

The Bloodweb contains 13 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.

The Bloodweb loot
ItemItem IDBase chanceMaximum count
platinum coin2152100.00%9
ice cube744199.23%1
strong mana potion758970.77%1
spider silk587965.39%1
glacier mask790228.46%1
glacier kilt789626.15%1
sai1130620.77%1
sapphire hammer743712.31%1
knight armor24768.46%1
jewelled backpack58015.38%1
knight legs24775.38%1
shard72901.54%1
time ring21691.54%1

Hunting plan and server verification

A safe hunting recommendation for The Bloodweb 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.

The BloodwebTFS 1.6 monstersundead