REALM WIKI

The Ember Sultan

The Ember Sultan is a named elite creature of T3. Its region is Voltaic Swamp.

The Ember Sultan

The Ember Sultan
TypeElite
TierT3
ReferenceLv. 45 · Elite · solo
Health4,010 HP
Base experience30 XP
Base damage140
Armor81
Dodge18.92% before accuracy
Speed0.28
AttackMelee

Location

No individual spawn documented. Region: Voltaic Swamp.

Attacks

Damage typeBase participation
Physicist45%
Fire55%
Lightning0%
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
Fire70%+30%Resistant
Lightning100%0%Neutral
Ice125%-25%Vulnerable
Abyss100%0%Neutral

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

Skills

BLINK10s
DASH_SLASH8s
FIRE_TRAIL10s
HUNTER_LEAP10s
NOVA9s
SHOCKWAVE9s
1–6 of 6 records1 / 1

Pursuit

The Ember Sultan pursues eligible opponents in the combat presence area. Ordinary walking can continue beyond the floor used by special abilities. If the target moves away and the ability's conditions are valid, it can use DASH_SLASH, then HUNTER_LEAP and amendment SHOCKWAVE 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 areaDistance to the center of the lair: lair radius + 20 blocks (minimum 40), on an accessible floor connected to the center
Walking speed3.5 blocks/s (bosses; elites 94%, heavy creatures 90%)
Chase speed5 blocks/s with the target more than 6 blocks away; 5.4 blocks/s in the final phase. A sprinting player covers 5.6 blocks/s
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 a target on the valid arena floor; jumps and teleports validate the landing point. These limits also filter special hits
Common walkFollows common AI on accessible terrain and can continue beyond the floor used by special abilities
Return for removalWhen it goes past the presence radius + 20 blocks from the center, the elite returns to the lair without recovering health; the fight can continue
Range between skills5 s; furious: 3.5 s
After a fight, without a target in the area of presenceReturn to the center and recover 3% of maximum health per second
RestartAfter starting a fight, no eligible player in the presence area for 20 s: returns to the center with full health and the fight resumes
Staying at a distanceMinecraft's random removal by distance is disabled; separation and restart follow the rules of the meeting

Base tier values. The furious state and the second stage add to these rules. Sources: BossTuning, BossPursuit, BossEncounter, Camps, BossSkills, PursuitSkills and BossFx.

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 rank100%T1+
Ember HeartEmber Heart1100%T1+
1–2 of 2 records1 / 1

Semi-rare

Ember ScimitarEmber Scimitar18%Scrolling by participant
1–1 of 1 records1 / 1

Undocumented chance per item

Pristine ChiselPristine Chisel1 per rollUnknown due to slaughterChampion / Elite / Boss
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
Profane TendrilsProfane Tendrils1 per rollUnknown due to slaughterChampion / Elite / Boss
1–10 of 10 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: 8% per roll, 1 roll(s) per kill. The orb roll chance is 8%; 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 life4,010 HP
Base experience30 XP
Base damage per hit140 (before variation/parity/defenses)
Armor81
Physical mitigation27.46% (without Shred)
Dodge18.92% (before precision)
Push resistance80%

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