At a glance
Quick facts
- Health
- 15,000
- Experience
- 9,000
- Speed
- 220
- Race
- blood
- Attacks
- 6
- Loot entries
- 33
- Bestiary class
- Not classified
- Reference profile
- TFS 1.6
Reading the Zushuka encounter
Before a player meets Zushuka on the map, the source profile already sketches the encounter: 15,000 health, 9,000 experience, 6 configured attack entries and a largest raw XML bound of 750, and no single movement flag that tells the whole encounter story.
Zushuka's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Energy and Death, while Fire, Earth, and Holy 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 21400 has the strongest configured loot roll on Zushuka's TFS table at 92.00%, 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.
Zushuka statistics and identity
Zushuka is defined with 15,000 maximum health, 9,000 base experience, and speed 220 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 | 15,000 | Configured health pool |
| Base experience | 9,000 | Award before external multipliers |
| Speed | 220 | Engine movement-speed input |
| Race | blood | Corpse and effect classification |
| Race ID | Not defined | Bestiary or protocol reference when present |
| Maximum configured attack bound | 750 | Largest absolute XML min/max value; not a guaranteed final hit |
Behavior, targeting, and movement
Zushuka 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. Negative element modifiers identify increased incoming damage from Energy, Death in this profile. Positive element modifiers reduce incoming Fire, Earth, Holy 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 | 70 |
| Targetdistance | Yes |
| Runonhealth | No |
| Isboss | Yes |
Attack cycle and combat pressure
Zushuka 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.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-560 | Adjacent or script-defined | No extra XML effect attribute |
| Ice | 10% per 2 seconds | 0-100 | 8 | Area Effect: iceattack |
| Ice | 20% per 2 seconds | 0-110 | 7 | Shoot Effect: snowball |
| Ice | 10% per 2 seconds | 300-750 | 8 | Area Effect: icearea |
| Outfit | 10% per 2 seconds | 0-0 | 7 | Area Effect: blueshimmer |
| Speed | 15% per 2 seconds | 0-0 | 7 | Area Effect: icetornado |
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 | 20 | Base defense profile |
| Fire | 50% | Resistance |
| Earth | 40% | Resistance |
| Holy | 30% | Resistance |
| Energy | -10% | Vulnerability |
| Death | -10% | Vulnerability |
| Ice | Immune | Condition or damage immunity |
| Paralyze | Immune | Condition or damage immunity |
| Invisible | Immune | Condition or damage immunity |
Complete configured loot table
Zushuka contains 33 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 2148 | 2148 | 42.00% | 100 |
| Item 2148 | 2148 | 42.00% | 100 |
| Item 21400 | 21400 | 92.00% | 1 |
| Item 7290 | 7290 | 57.00% | 1 |
| Item 7449 | 7449 | 42.00% | 1 |
| Item 8472 | 8472 | 42.00% | 5 |
| Item 2396 | 2396 | 42.00% | 1 |
| Item 2168 | 2168 | 42.00% | 1 |
| Item 7443 | 7443 | 35.00% | 1 |
| Item 7892 | 7892 | 35.00% | 1 |
| Item 7440 | 7440 | 35.00% | 1 |
| Item 2152 | 2152 | 35.00% | 1 |
| Item 5909 | 5909 | 35.00% | 2 |
| Item 7439 | 7439 | 28.00% | 1 |
| Item 2158 | 2158 | 28.00% | 1 |
| Item 2663 | 2663 | 28.00% | 1 |
| Item 7888 | 7888 | 21.00% | 1 |
| Item 7590 | 7590 | 21.00% | 5 |
| Item 5912 | 5912 | 14.00% | 1 |
| Item 2445 | 2445 | 14.00% | 1 |
| Item 2201 | 2201 | 14.00% | 1 |
| Item 7896 | 7896 | 14.00% | 1 |
| Item 7897 | 7897 | 14.00% | 1 |
| Item 9971 | 9971 | 14.00% | 1 |
| Item 7591 | 7591 | 14.00% | 5 |
| Item 7459 | 7459 | 14.00% | 1 |
| Item 2436 | 2436 | 14.00% | 1 |
| Item 2195 | 2195 | 7.00% | 1 |
| Item 7902 | 7902 | 7.00% | 1 |
| Item 5911 | 5911 | 7.00% | 1 |
| Item 21699 | 21699 | 7.00% | 1 |
| Item 21700 | 21700 | 3.00% | 1 |
| Item 7410 | 7410 | 3.00% | 1 |
Hunting plan and server verification
A safe hunting recommendation for Zushuka 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.
