REALM WIKI

Crossbowman

Crossbowman is a creature from T3. Its region of occurrence is Voltaic Swamp.

Crossbowman

Crossbowman
TypeCreature
TierT3
ReferenceLv. 45 · Normal · solo
Health473 HP
Base experience5 XP
Base damage135
Armor101
Dodge11.76% before accuracy
Speed0.26
AttackFrom a distance

Location

No individual spawn documented. Region: Voltaic Swamp.

Attacks

Damage typeBase participation
Physicist50%
Fire0%
Lightning0%
Ice50%
Abyss0%

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
Fire130%-30%Vulnerable
Lightning100%0%Neutral
Ice60%+40%Resistant
Abyss100%0%Neutral

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

Skills

BLINK10s
SNARE9s
1–2 of 2 records1 / 1

Behavior

Uses ranged attacks. Skills and effects can modify attributes during combat.

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.

Unusual

CrownCrownVariable by level and rank30%T1+
1–1 of 1 records1 / 1

Undocumented chance per item

Magic ChiselMagic Chisel1 per rollUnknown due to slaughterAny rank
Core EnhancerCore Enhancer1 per rollUnknown due to slaughterAny rank
Runic CoreRunic Core1 per rollUnknown due to slaughterAny rank
Nullifying OrbNullifying Orb1 per rollUnknown due to slaughterAny rank
Orb of AlterationOrb of Alteration1 per rollUnknown due to slaughterAny rank
Chaos OrbChaos Orb1 per rollUnknown due to slaughterAny rank
Sharpening WhetstoneWhetstone — Weapon Quality1 per rollUnknown due to slaughterAny rank
Armor ScrapArmor Scrap1 per rollUnknown due to slaughterAny rank
1–8 of 8 records1 / 1

Code values for the selected tier. Chances fall with every tier, as in Dungeon Realms; champions have slightly better chances than common creatures.

Equipment: 3% per roll, 1 roll(s) per kill. The orb roll chance is 1.5%; each orb is picked with 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 life473 HP
Base experience5 XP
Base damage per hit135 (before variation/parity/defenses)
Armor101
Physical mitigation31.69% (without Shred)
Dodge11.76% (before precision)
Push resistance30%

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