REALM WIKI

Swamp Wendigo

Swamp Wendigo is a creature from T2. It has points documented in hunting ground: Ancestral Grove · Dark Forest · hunting ground: Ancestral Grove · Dark Forest · hunting ground: Ancestral Grove · Dark Forest.

Swamp Wendigo

Swamp Wendigo
TypeCreature
TierT2
ReferenceLv. 25 · Normal · solo
Health258 HP
Base experience3 XP
Base damage54
Armor60
Dodge9.09% before accuracy
Speed0.3
AttackMelee

Location

Ancestral Grove · Central RiversVoltaic SwampX 466 · Y 73 · Z 15
Ancestral Grove · Central RiversVoltaic SwampX 654 · Y 64 · Z 48
Ancestral Grove · Dark ForestVoltaic SwampX 2138 · Y 82 · Z -409
Ancestral Grove · Dark ForestVoltaic SwampX 2144 · Y 84 · Z -436
Ancestral Grove · Dark ForestVoltaic SwampX 2114 · Y 83 · Z -406
Ancestral Grove · Dark ForestVoltaic SwampX 2144 · Y 80 · Z -364
Ancestral Grove · Dark ForestVoltaic SwampX 2186 · Y 84 · Z -391
Ancestral Grove · Dark ForestVoltaic SwampX 2180 · Y 81 · Z -427
Ancestral Grove · Dark ForestVoltaic SwampX 2108 · Y 80 · Z -367
Ancestral Grove · Dark ForestVoltaic SwampX 2108 · Y 84 · Z -445
Ancestral Grove · Dark ForestVoltaic SwampX 1838 · Y 78 · Z -560
Ancestral Grove · Dark ForestVoltaic SwampX 2058 · Y 71 · Z -628
Ancestral Grove · Eastern WoodsVoltaic SwampX 2517 · Y 73 · Z -6
Ancestral Grove · Eastern WoodsVoltaic SwampX 2547 · Y 65 · Z -36
Ancestral Grove · Eastern WoodsVoltaic SwampX 2462 · Y 71 · Z 160
Ancestral Grove · Edge of the PeaksVoltaic SwampX 2290 · Y 70 · Z -640
Ancestral Grove · Grove Sanctuary ApproachVoltaic SwampX 2300 · Y 80 · Z -330
Ancestral Grove · Grove Sanctuary ApproachVoltaic SwampX 2270 · Y 84 · Z -300
Ancestral Grove · Grove Sanctuary ApproachVoltaic SwampX 2222 · Y 78 · Z -16
Ancestral Grove · Grove Sanctuary ApproachVoltaic SwampX 2366 · Y 79 · Z -484
Ancestral Grove · HammerfellVoltaic SwampX -666 · Y 66 · Z 540
Ancestral Grove · HammerfellVoltaic SwampX -984 · Y 98 · Z 735
Ancestral Grove · HammerfellVoltaic SwampX -948 · Y 111 · Z 594
Ancestral Grove · Moorden CampVoltaic SwampX 1590 · Y 83 · Z 117
Ancestral Grove · Moorden CampVoltaic SwampX 1665 · Y 82 · Z 201
Ancestral Grove · Moorden TempleVoltaic SwampX 2194 · Y 88 · Z 112
Ancestral Grove · Northern ThicketsVoltaic SwampX 832 · Y 65 · Z -440
Ancestral Grove · Woods EdgeVoltaic SwampX 2416 · Y 77 · Z 419
Ancestral Grove · Woods EdgeVoltaic SwampX 2330 · Y 80 · Z 180
Ancestral Grove · Woods EdgeVoltaic SwampX 2254 · Y 78 · Z 320
Ancestral Grove · Woods EdgeVoltaic SwampX 2554 · Y 66 · Z 480
Ancestral Grove · Woods North of MoordenVoltaic SwampX 1539 · Y 77 · Z -417
1–32 of 32 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
Fire140%-40%Vulnerable
Lightning50%+50%Resistant
Ice90%+10%Resistant
Abyss100%0%Neutral

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

Skills

Antler Charge10s
Hungry Howl15s
1–2 of 2 records1 / 1

Creature 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.

Uses the first 2 abilities of its kit from the start. 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.

Unusual

CrownCrownVariable by level and rank40%T1+
1–1 of 1 records1 / 1

Semi-rare

Conductive MossConductive Moss12.1%T1+
Voltaic SapVoltaic Sap12.1%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

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

Equipment: 5% per roll, 1 roll(s) per kill. The orb roll chance is 2%; 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. 25
Early life258 HP
Base experience3 XP
Base damage per hit54 (before variation/parity/defenses)
Armor60
Physical mitigation21.88% (without Shred)
Dodge9.09% (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

35 relationships documented in the tables of this article.

Sources