Bestiary & Monsterssource backed10 minute read

The Time Guardian

The Time Guardian is a TFS 1.6 creature profile with 150,000 health, 50,000 experience, 6 configured attacks, and 39 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
150,000
Experience
50,000
Speed
340
Race
undead
Attacks
6
Loot entries
39
Bestiary class
Not classified
Reference profile
TFS 1.6

Reading the The Time Guardian encounter

Before a player meets The Time Guardian on the map, the source profile already sketches the encounter: 150,000 health, 50,000 experience, 6 configured attack entries and a largest raw XML bound of 2000, and no single movement flag that tells the whole encounter story.

The Time Guardian's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Earth, Ice, Energy, Fire, Holy, Death, and Physical 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.

gold coin has the strongest configured loot roll on The Time Guardian's TFS table at 100.00%, with up to 200 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 Time Guardian statistics and identity

The Time Guardian is defined with 150,000 maximum health, 50,000 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 Time Guardian core statistics
StatisticValueInterpretation
Maximum health150,000Configured health pool
Base experience50,000Award before external multipliers
Speed340Engine movement-speed input
RaceundeadCorpse and effect classification
Race IDNot definedBestiary or protocol reference when present
Maximum configured attack bound2000Largest absolute XML min/max value; not a guaranteed final hit

Behavior, targeting, and movement

The Time Guardian 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. Positive element modifiers reduce incoming Earth, Ice, Energy, Fire, Holy, Death, Physical 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 Time Guardian behavior flags
FlagConfigured value
AttackableYes
HostileYes
SummonableNo
ConvinceableNo
IllusionableNo
IsbossYes
IgnorespawnblockNo
PushableNo
CanpushitemsNo
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

The Time Guardian has 6 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 Time Guardian configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-744Adjacent or script-definedNo extra XML effect attribute
Death15% per 2 seconds600-7807Shoot Effect: energy; Area Effect: energy
Energy15% per 2 seconds600-7809Area Effect: energy
Energy15% per 2 seconds600-7809Area Effect: energyarea
Energycondition20% per 2 seconds2000-20007Area Effect: yellowspark
Bleedcondition20% per 2 seconds2000-20009Area Effect: yellowspark

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 Time Guardian defensive profile
Defense layerValueMeaning
Armor70Base defense profile
Earth70%Resistance
Ice70%Resistance
Energy70%Resistance
Fire70%Resistance
Holy70%Resistance
Death70%Resistance
Physical70%Resistance
ParalyzeImmuneCondition or damage immunity
InvisibleImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity

Complete configured loot table

The Time Guardian contains 39 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 Time Guardian loot
ItemItem IDBase chanceMaximum count
gold coin2148100.00%200
mastermind potion7440100.00%1
platinum coin2152100.00%30
ring of healing2214100.00%1
skull staff2436100.00%1
green crystal shard1841573.91%3
blue crystal shard1841369.56%3
great mana potion759069.56%10
violet crystal shard1841465.22%3
great spirit potion847260.87%10
ultimate health potion847343.48%10
cluster of solace2239634.78%1
stone skin amulet219734.78%1
luminous orb1241030.43%1
silver token2517230.43%1
small emerald214930.43%10
gold token2537726.09%1
blue gem215821.74%1
green gem215521.74%1
small topaz997021.74%10
yellow gem215421.74%1
diamond sceptre738717.39%1
magic sulphur590417.39%1
guardian boots1124013.04%1
small diamond214513.04%10
small ruby214713.04%10
giant shimmering pearl76324.35%1
giant shimmering pearl76334.35%1
red gem21568.70%1
small amethyst21508.70%10
soul stone58098.70%1
glacier kilt78964.35%1
glacier robe78974.35%1
huge chunk of crude iron58924.35%1
leather whip132934.35%1
magma legs78944.35%1
part of a rune (three)276124.35%1
phoenix shield25394.35%1
violet gem21534.35%1

Hunting plan and server verification

A safe hunting recommendation for The Time Guardian 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 Time GuardianTFS 1.6 monstersundead