REALM WIKI

Ogre Gladiator

Ogre Gladiator is a creature found in different tiers. It has points documented in hunting camp: Guarita da Retirada · hunting ground: Gray Heath Ogre · Hunting Ground: Return of the Sledges.

Ogre Gladiator

Ogre Gladiator
TypeCreature
TierVariable
ReferenceLv. 1 · Normal · solo
Health127 HP
Base experience1 XP
Base damage10
Armor3
Dodge0% before accuracy
Speed0.23
AttackMelee
RaceOgre
ClassGladiator

Location

Ogre Abyss ScarAbyss ScarX -1382 · Y 99 · Z -172
Ogre Abyssal SwampVoltaic SwampX -679 · Y 69 · Z -303
Ogre Gray HeathGray HeathX -1817 · Y 115 · Z -1225
Return of the SledsFrozen PeaksX -787 · Y 115 · Z -656
Withdrawal GuardhouseVerdant ValleyX -1752 · Y 90 · Z -832
1–5 of 5 records1 / 1

Attacks

Damage typeBase participation
Physicist55%
Fire0%
Lightning45%
Ice0%
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
Fire100%0%Neutral
Lightning60%+40%Resistant
Ice130%-30%Vulnerable
Abyss100%0%Neutral

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

Skills

Provocation15s
Salto Esmagador10s
Whirlwind11s
1–3 of 3 records1 / 1

Faction Specials

The first special becomes available after a minimum preparation of 3.5 seconds with a valid target. Range, skill condition, and animation still determine when the hit happens.

RuleValue
Minimal initial preparation3.5s
Minimum interval between specials2.5s
Recharge on Champions and Elites75% of base recharge

Specials require a living player to target. Does not target players in Creative or Spectator mode.

Stun and blindness prevent attacks and specials and interrupt a setup in progress. When the effect ends, the creature can acquire a target again; the recharges consumed remain valid.

T1 releases an ability; T2–T3 release two; T4–T5 release three. Champions and elites use the full kit and 25% lower cooldowns.

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.

With the package loaded, the specials distinguish between preparation and execution. Instant actions use a short activation or exit sound. Stun and blindness cut warning in progress; immobilization prevents actions that require movement. Use /pve audio status to check active=true and package=true. The timbres are still being evaluated during the game.

Behavior

He uses hand-to-hand combat. 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.

Common

CrownCrownVariable by level and rank60%T1+
1–1 of 1 records1 / 1

Unusual

Insulating BarkInsulating Bark114%T1+
Static FeatherStatic Feather114%T1+
1–2 of 2 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

Default code values; configuration may change rates. The orb roll chance is 8%; 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. 1
Early life127 HP
Base experience1 XP
Base damage per hit10 (before variation/parity/defenses)
Armor3
Physical mitigation-4.76% (without Shred)
Dodge0% (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