At a glance
Quick facts
- Health
- 35,000
- Experience
- 21,000
- Speed
- 440
- Race
- fire
- Attacks
- 2
- Loot entries
- 30
- Bestiary class
- Not classified
- Reference profile
- TFS 1.6
Reading the Zavarash encounter
Zavarash tells its story in pressure and reward: 35,000 health to overcome, 21,000 base experience to earn, and 2 configured attack entries and a largest raw XML bound of 6000 to read before the first pull.
Zavarash's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Holy, while Physical, Death, Energy, Fire, Ice, and Earth 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.
Item 22396 has the strongest configured loot roll on Zavarash'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.
Zavarash statistics and identity
Zavarash is defined with 35,000 maximum health, 21,000 base experience, and speed 440 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.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 35,000 | Configured health pool |
| Base experience | 21,000 | Award before external multipliers |
| Speed | 440 | Engine movement-speed input |
| Race | fire | Corpse and effect classification |
| Race ID | Not defined | Bestiary or protocol reference when present |
| Maximum configured attack bound | 6000 | Largest absolute XML min/max value; not a guaranteed final hit |
Behavior, targeting, and movement
Zavarash 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 1 summon rule entry, so target count and tile control can change during the encounter. Negative element modifiers identify increased incoming damage from Holy in this profile. Positive element modifiers reduce incoming Physical, Death, Energy, Fire, Ice, 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.
| Flag | Configured value |
|---|---|
| Summonable | No |
| Attackable | Yes |
| Hostile | Yes |
| Illusionable | No |
| Convinceable | No |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | Yes |
| Staticattack | 90 |
| Targetdistance | 4 |
| Runonhealth | No |
| Isboss | Yes |
| Summon | Chance | Interval | Limit |
|---|---|---|---|
| Dark Torturer | 100% | 1 seconds | Definition-wide limit |
Attack cycle and combat pressure
Zavarash has 2 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-600 | Adjacent or script-defined | No extra XML effect attribute |
| Physical | 15% per 2 seconds | 0-6000 | 7 | Shoot Effect: throwingknife |
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.
| Defense layer | Value | Meaning |
|---|---|---|
| Armor | 55 | Base defense profile |
| Physical | 90% | Resistance |
| Death | 65% | Resistance |
| Energy | 60% | Resistance |
| Fire | 70% | Resistance |
| Ice | 60% | Resistance |
| Earth | 60% | Resistance |
| Holy | -20% | Vulnerability |
| Lifedrain | Immune | Condition or damage immunity |
| Paralyze | Immune | Condition or damage immunity |
| Outfit | Immune | Condition or damage immunity |
| Drunk | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
Complete configured loot table
Zavarash contains 30 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.
| Item | Item ID | Base chance | Maximum count |
|---|---|---|---|
| Item 22396 | 22396 | 100.00% | 1 |
| Item 2148 | 2148 | 50.00% | 100 |
| Item 2148 | 2148 | 50.00% | 97 |
| Item 2152 | 2152 | 100.00% | 50 |
| Item 5954 | 5954 | 100.00% | 1 |
| Item 22598 | 22598 | 60.00% | 1 |
| Item 6500 | 6500 | 60.00% | 1 |
| Item 7632 | 7632 | 40.00% | 1 |
| Item 18414 | 18414 | 40.00% | 8 |
| Item 7590 | 7590 | 34.44% | 10 |
| Item 8473 | 8473 | 34.44% | 10 |
| Item 8472 | 8472 | 34.44% | 5 |
| Item 18413 | 18413 | 30.00% | 8 |
| Item 18415 | 18415 | 30.00% | 8 |
| Item 2155 | 2155 | 20.00% | 1 |
| Item 2515 | 2515 | 15.03% | 1 |
| Item 2427 | 2427 | 15.03% | 1 |
| Item 2158 | 2158 | 15.03% | 1 |
| Item 9971 | 9971 | 15.03% | 1 |
| Item 7428 | 7428 | 15.03% | 1 |
| Item 2452 | 2452 | 12.94% | 1 |
| Item 2519 | 2519 | 11.54% | 1 |
| Item 22610 | 22610 | 10.00% | 1 |
| Item 8891 | 8891 | 9.62% | 1 |
| Item 7387 | 7387 | 8.39% | 1 |
| Item 2520 | 2520 | 6.29% | 1 |
| Item 2514 | 2514 | 1.40% | 1 |
| Item 7431 | 7431 | 0.700% | 1 |
| Item 8877 | 8877 | 0.350% | 1 |
| Item 8928 | 8928 | 0.170% | 1 |
Hunting plan and server verification
A safe hunting recommendation for Zavarash 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.
