REALM WIKI

Vexx, the Ember Herald

Vexx, the Ember Herald is an elite creature named T4. It has points documented in lair: Fenda das Brasas.

Vexx, the Ember Herald

Vexx, the Ember Herald
TypeElite
TierT4
ReferenceLv. 75 · Elite · solo
Health7,144 HP
Base experience48 XP
Base damage355
Armor90
Dodge23.08% before accuracy
Speed0.33
AttackMelee
RaceUndocumented
ClassUndocumented

Location

Fenda das BrasasFrozen PeaksX -684 · Y 114 · Z -640
1–1 of 1 records1 / 1

Attacks

Damage typeBase participation
Physicist20%
Fire80%
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
Fire20%+80%Resistant
Lightning100%0%Neutral
Ice130%-30%Vulnerable
Abyss80%+20%Resistant

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

Skills

BLINK10s
BLINK9s
CYCLONE15s
FIRE_TRAIL10s
METEOR12s
POISON9s
1–6 of 6 records1 / 1

Pursuit

Vexx, the Ember Herald 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 BLINK and amendment CYCLONE when it gets close. After a fight, with no eligible players in that area, recovery begins; the restart follows the meeting rules.

RuleValue (T4)
Combat presence areaDistance to the center of the lair: radius of the lair + 10 blocks (minimum 24), on an accessible floor and connected to the center; in this lair, 24 blocks
Walking speed×1.25 over the creature's base
Pursuit Bonus+30% with the target more than 6 blocks away
Forced advanceTarget more than 8 blocks per 2.5 s
Forced advance cooldown9s
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 14 blocks; jumps and teleports validate the landing point. These limits also filter out special hits
Common walkFollows common AI on accessible terrain and can continue beyond the floor used by special abilities
Return for removalWhen exceeding 36 blocks away from the center, the elite returns to the lair without recovering health; the fight can continue
Range between skills4.5 s; furious: 3.2 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 Heart3–5100%T1+
1–2 of 2 records1 / 1

Semi-rare

Ember TridentEmber Trident11.5%Scrolling by participant
1–1 of 1 records1 / 1

Undocumented chance per item

Pristine ChiselPristine Chisel2 per rollUnknown due to slaughterChampion / Elite / Boss
Magic ChiselMagic Chisel2 per rollUnknown due to slaughterAny rank
Core EnhancerCore Enhancer2 per rollUnknown due to slaughterAny rank
Runic CoreRunic Core2 per rollUnknown due to slaughterAny rank
Nullifying OrbNullifying Orb2 per rollUnknown due to slaughterAny rank
Orb of AlterationOrb of Alteration2 per rollUnknown due to slaughterAny rank
Chaos OrbChaos Orb2 per rollUnknown due to slaughterAny rank
Sharpening WhetstoneWhetstone — Weapon Quality2 per rollUnknown due to slaughterAny rank
Armor ScrapArmor Scrap2 per rollUnknown due to slaughterAny rank
Imbuement SealImbuement Seal2 per rollUnknown due to slaughterChampion / Elite / Boss
Profane TendrilsProfane Tendrils2 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 80%; 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. 75
Early life7,144 HP
Base experience48 XP
Base damage per hit355 (before variation/parity/defenses)
Armor90
Physical mitigation29.47% (without Shred)
Dodge23.08% (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