Bestiary & Monsterssource backed9 minute read

Zombie

Zombie is a TFS 1.6 creature profile with 500 health, 280 experience, 4 configured attacks, and 10 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops alongside current official library facts.

Reference profileTFS 1.6 data with current official comparison
Reviewed
Evidence7 primary references

At a glance

Quick facts

Health
500
Experience
280
Speed
180
Race
blood
Attacks
4
Loot entries
10
Bestiary class
Undead
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Zombie encounter

Zombie tells its story in pressure and reward: 500 health to overcome, 280 base experience to earn, and 4 configured attack entries and a largest raw XML bound of 130 to read before the first pull.

Zombie's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is no published elemental weakness, while Fire 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.

gold coin has the strongest configured loot roll on Zombie's TFS table at 82.04%, with up to 65 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Zombie statistics and identity

Zombie is defined with 500 maximum health, 280 base experience, and speed 180 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. The current official library separately reports 500 hitpoints and 280, so differences remain visible instead of being silently merged.

Zombie core statistics
StatisticValueInterpretation
Maximum health500Configured health pool
Base experience280Award before external multipliers
Speed180Engine movement-speed input
RacebloodCorpse and effect classification
Race ID512Bestiary or protocol reference when present
Maximum configured attack bound130Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints500Current official profile
Official-library experience280Current official profile

Behavior, targeting, and movement

Zombie 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 Fire 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.

Zombie behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableNo
PushableNo
CanpushitemsYes
CanpushcreaturesYes
TargetdistanceYes
Staticattack90
RunonhealthNo
CanwalkonfireNo

Attack cycle and combat pressure

Zombie has 4 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.

Zombie configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-130Adjacent or script-definedNo extra XML effect attribute
Manadrain10% per 2 seconds14-231No extra XML effect attribute
Lifedrain15% per 2 seconds15-247Area Effect: redshimmer
Death15% per 2 seconds30-491Area Effect: smallclouds

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.

Zombie defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Fire50%Resistance
DeathImmuneCondition or damage immunity
EnergyImmuneCondition or damage immunity
IceImmuneCondition or damage immunity
EarthImmuneCondition or damage immunity
DrownImmuneCondition or damage immunity
DrunkImmuneCondition or damage immunity
LifedrainImmuneCondition or damage immunity
ParalyzeImmuneCondition or damage immunity
FireStrongCurrent official library category; no percentage published
DeathImmuneCurrent official library category
EarthImmuneCurrent official library category
EnergyImmuneCurrent official library category
IceImmuneCurrent official library category

Complete configured loot table

Zombie contains 10 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.

Zombie loot
ItemItem IDBase chanceMaximum count
gold coin214882.04%65
brass helmet24609.79%1
mace23987.85%1
battle hammer24176.86%1
heavily rusted armor98085.79%1
steel helmet33514.80%1
halberd23813.80%1
life ring21680.960%1
mana potion76200.748%1
simple dress26570.530%1
Zombie current official named loot
ItemOfficial evidenceProbability
brass helmetsNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
half-eaten brainsNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Zombie 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.

ZombieUndeadblood