Bestiary & Monsterssource backed9 minute read

The False God

The False God is a TFS 1.6 creature profile with 300,000 health, 50,000 experience, 3 configured attacks, and 16 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
300,000
Experience
50,000
Speed
230
Race
blood
Attacks
3
Loot entries
16
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the The False God encounter

A bestiary number becomes meaningful only when it changes a decision. The False God brings 300,000 health, 50,000 base experience, 3 configured attack entries and a largest raw XML bound of 500, and no single movement flag that tells the whole encounter story.

The False God's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Physical, Energy, Fire, and Death carry 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.

energy bar has the strongest configured loot roll on The False God'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 False God statistics and identity

The False God is defined with 300,000 maximum health, 50,000 base experience, and speed 230 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 False God core statistics
StatisticValueInterpretation
Maximum health300,000Configured health pool
Base experience50,000Award before external multipliers
Speed230Engine movement-speed input
RacebloodCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound500Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. Positive element modifiers reduce incoming Physical, Energy, Fire, Death 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 False God behavior flags
FlagConfigured value
IsbossYes
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

The False God 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 False God configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-400Adjacent or script-definedNo extra XML effect attribute
Earth20% per 2 seconds0-5004Area Effect: stones
Speed20% per 2 seconds0-05Area Effect: redshimmer

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 False God defensive profile
Defense layerValueMeaning
Armor30Base defense profile
Physical10%Resistance
Energy10%Resistance
Fire10%Resistance
Death50%Resistance
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity

Complete configured loot table

The False God contains 16 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 False God loot
ItemItem IDBase chanceMaximum count
energy bar26191100.00%9
gold coin2148100.00%275
iron ore5880100.00%1
mysterious remains26165100.00%1
necromantic rust23567100.00%1
piece of hell steel5888100.00%7
platinum coin2152100.00%24
giant shimmering pearl763250.00%1
giant sword239350.00%1
gold token2537750.00%1
great mana potion759050.00%9
great spirit potion847250.00%1
mino shield2354650.00%1
piece of draconian steel588950.00%2
small amethyst215050.00%12
ultimate health potion847350.00%7

Hunting plan and server verification

A safe hunting recommendation for The False God 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 False GodTFS 1.6 monstersblood