Bestiary & Monsterssource backed9 minute read

The Evil Eye

The Evil Eye is a TFS 1.6 creature profile with 1,200 health, 750 experience, 10 configured attacks, and 15 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
1,200
Experience
750
Speed
240
Race
blood
Attacks
10
Loot entries
15
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the The Evil Eye encounter

A bestiary number becomes meaningful only when it changes a decision. The Evil Eye brings 1,200 health, 750 base experience, 10 configured attack entries and a largest raw XML bound of 250, and a preferred target distance of 4.

The Evil Eye'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.

bonelord eye has the strongest configured loot roll on The Evil Eye'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.

The Evil Eye statistics and identity

The Evil Eye is defined with 1,200 maximum health, 750 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. Server owners can edit these values without changing the creature name.

The Evil Eye core statistics
StatisticValueInterpretation
Maximum health1,200Configured health pool
Base experience750Award before external multipliers
Speed240Engine movement-speed input
RacebloodCorpse 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 Evil Eye is configured as hostile and can enter combat without player initiation. Its target-distance setting is 4, so positioning and line-of-sight control matter more than they do against a purely adjacent attacker. The definition includes 2 summon rule entries, so target count and tile control can change during the encounter. 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.

The Evil Eye behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
Targetdistance4
Staticattack90
RunonhealthNo
IsbossYes
The Evil Eye summon rules
SummonChanceIntervalLimit
demon skeleton13%1 seconds5
ghost12%1 seconds4

Attack cycle and combat pressure

The Evil Eye 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.

The Evil Eye configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-90Adjacent or script-definedNo extra XML effect attribute
Energy15% per 1 seconds60-1307Shoot Effect: energy
Fire13% per 1 seconds85-1157Shoot Effect: fire
Physical17% per 1 seconds135-1757Shoot Effect: suddendeath; Area Effect: mortarea
Earth15% per 1 seconds40-1207Shoot Effect: poison
Lifedrain12% per 1 seconds110-1307Area Effect: redshimmer
Speed10% per 1 seconds0-07Area Effect: redshimmer
Earth8% per 1 seconds35-858Area Effect: greenbubble
Lifedrain6% per 1 seconds75-858Area Effect: redshimmer
Manadrain9% per 1 seconds150-2508Area Effect: bluebubble

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 Evil Eye defensive profile
Defense layerValueMeaning
Armor19Base defense profile
Holy-20%Vulnerability
EarthImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity

Complete configured loot table

The Evil Eye contains 15 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 Evil Eye loot
ItemItem IDBase chanceMaximum count
bonelord eyeScript-defined100.00%1
gold coinScript-defined33.00%29
gold coinScript-defined33.00%100
gold coinScript-defined33.00%100
small flask of eyedropsScript-defined100.00%1
morning starScript-defined50.00%1
steel shieldScript-defined50.00%1
two handed swordScript-defined34.00%1
longswordScript-defined23.00%1
Item 2175217523.00%1
great mana potionScript-defined15.00%1
bonelord shieldScript-defined11.00%1
terra mantleScript-defined11.00%1
terra rodScript-defined0.500%1
bonelord helmetScript-defined0.100%1

Hunting plan and server verification

A safe hunting recommendation for The Evil Eye 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 Evil EyeTFS 1.6 monstersblood