REALM WIKI

Swamp Hydra

Reinforcements summoned

Hydra-summoned reinforcements do not grant the normal XP, loot, or kill effects of a regular creature. Killing these reinforcements also does not advance the hunt.

Disrupt the shield

Disrupt the Hydra with Blindness (BLIND) or Stun (STUN) ends the shield and effects linked to that boss. The living guardians remain hostile, maintain their summoned status and remain in the encounter until the normal reset or boss removal.

Swamp Hydra It's a T3 boss. It has points documented in lair: Swamp Hydra.

Swamp Hydra

Swamp Hydra
TypeBoss
TierT3
ReferenceLv. 45 · Boss · solo
Health14,172 HP
Base experience50 XP
Base damage99
Armor202
Dodge0% before accuracy
Speed0.22
AttackFrom a distance
RaceUndocumented
ClassUndocumented

Location

Swamp HydraVoltaic SwampX -365 · Y 68 · Z -344
1–1 of 1 records1 / 1

Attacks

Damage typeBase participation
Physicist30%
Fire0%
Lightning50%
Ice0%
Abyss20%

The stroke varies ±15%. The elemental portion receives the parity of the region before the target's defenses.

Resistances

ElementDamage receivedResistanceResult
PhysicistCalculated by armorVariableDepends on the level and Shred
Fire100%0%Neutral
Lightning40%+60%Resistant
Ice125%-25%Vulnerable
Abyss80%+20%Resistant

100% is normal damage; above 100%, vulnerability; below 100%, resistance. Values ​​without penetration and without temporary effects.

Skills

CRYO_FIELD14s
FIRE_TRAIL10s
HYDRA_VENOM10s
MASS_SUMMON25s
METEOR12s
PULL16s
SHOCKWAVE9s
1–7 of 7 records1 / 1

Sounds of the meeting

Custom boss sound effects are disabled in the current configuration. The background music for regions and cities remains active.

Description of the experimental sound system

The descriptions below document the experimental phase of this system.

When custom effects are enabled and the resource pack is accepted, the arena approach has its own signal. Upon defeating the boss, the previous warnings are stopped and the death sound tail can end. The environment returns after this tail and a 0.9 second pause.

The approach motif remains turned off while the lair awaits respawn. With the updated package, warnings from multiple sources can coexist; closing one source preserves warnings from the others. The sound preview remains under evaluation and depends on the volume configured on the client.

Complementary strike sounds use the pitch set for each action. The layers remain limited to make room for important notices; the evaluation of timbres during the game remains in progress.

Pursuit

Swamp Hydra pursues eligible opponents in the combat presence area. The players' presence area is larger than the physical limit of the boss arena. If the target moves away and the ability's conditions are valid, it can use PULL and amendment HYDRA_VENOM when it gets close. After a fight, with no eligible players in that area, recovery begins; the restart follows the meeting rules.

RuleValue (T3)
Combat presence areaMinimum horizontal radius of 40 blocks (or arena radius + 4); up to 12 blocks above/below the center of the arena
Walking speed×1.2 over the creature's base
Pursuit Bonus+25% with the target more than 6 blocks away
Forced advanceTarget more than 9 blocks per 3 s
Forced advance cooldown10s
Follow-up blowSoon after any advance; 6 s recharge when advance comes from rotation
Special abilities and landingRequire target on valid arena floor, within a radius of 22 blocks; jumps and teleports validate the landing point. These limits also filter out special hits
Boss physical limitWhen leaving the arena radius (22 blocks) or the valid floor, the boss returns to the center without recovering life; the fight continues
After a fight, without a target in the area of presenceReturn to the center and recover 3% of maximum health per second
RestartBoss arena rules (no one from combat for 20 s)
Staying at a distanceMinecraft's random removal by distance is disabled; separation and restart follow the rules of the meeting

Base tier values. Phases, fury and the enrage of the encounter add to these rules. Sources: BossTuning, BossPursuit, BossEncounter, Camps, BossSkills, PursuitSkills and BossFx.

Behavior

Uses ranged attacks. The encounter can have its own phases and effects. Below 30% health, the boss enters an enraged state and reduces the cooldowns between skills.

The presence of Root Witch During combat you can recover the boss's health.

Loot

Materials listed below correspond to verified sources and tier/rank conditions. The individual chance of each orb or equipment is not a fixed percentage per kill.

Common

CrownCrownVariable by level and rank100%T1+
Thunder CoreThunder Core3–6100%T1+
1–2 of 2 records1 / 1

Semi-rare

BackpackBackpack — T315%Scrolling by participant
1–1 of 1 records1 / 1

Undocumented chance per item

Pristine ChiselPristine Chisel3 per rollUnknown due to slaughterChampion / Elite / Boss
Magic ChiselMagic Chisel3 per rollUnknown due to slaughterAny rank
Core EnhancerCore Enhancer3 per rollUnknown due to slaughterAny rank
Runic CoreRunic Core3 per rollUnknown due to slaughterAny rank
Nullifying OrbNullifying Orb3 per rollUnknown due to slaughterAny rank
Orb of AlterationOrb of Alteration3 per rollUnknown due to slaughterAny rank
Chaos OrbChaos Orb3 per rollUnknown due to slaughterAny rank
Sharpening WhetstoneWhetstone — Weapon Quality3 per rollUnknown due to slaughterAny rank
Armor ScrapArmor Scrap3 per rollUnknown due to slaughterAny rank
Imbuement SealImbuement Seal3 per rollUnknown due to slaughterChampion / Elite / Boss
Profane TendrilsProfane Tendrils3 per rollUnknown due to slaughterChampion / Elite / Boss
1–11 of 11 records1 / 1

Default code values; configuration may change rates. The orb roll chance is 100%; The choice of each orb uses tier/rank dependent weights. This roll chance is not the chance of each item per kill. Boss materials: quantity per eligible participant.

Editorial frequencies: common ≥50%, uncommon ≥10%, semi-rare ≥1%, rare ≥0.1%, very rare <0.1%. Equipment is generated by family and rarity; there is no fixed set of attributes per drop. At T5, armor only drops from bosses. Common creatures and T5 elites only generate weapons as equipment. Armor drops from bosses T1–T4 are still available.

Equipment and orbs: Runic Core, Orb of Alteration and other items depend on rank rolls. Consult loot distribution and boss vault.

Attribute calculation

Enter the level of the encounter. Initial values; skills, phases and temporary effects are left out of the calculation.

AttributeLv. 45
Early life14,172 HP
Base experience50 XP
Base damage per hit99 (before variation/parity/defenses)
Armor202
Physical mitigation44.5% (without Shred)
Dodge0% (before precision)
Push resistance100%

Boss: +60% health per additional player; elite: +40%. Initial count of players alive in Survival/Adventure within 48 blocks. XP shown is base before contribution breakdown and party bonuses.

See also

Sources