Kaathe, The Primordial It's a T5 boss. It has points documented in lair: Malakar.
Kaathe, The Primordial

| Type | Boss |
|---|---|
| Tier | T5 |
| Reference | Lv. 120 · Boss · solo |
| Health | 71,566 HP |
| Base experience | 130 XP |
| Base damage | 537 |
| Armor | 810 |
| Dodge | 7.69% before accuracy |
| Speed | 0.27 |
| Attack | Melee |
Location
| Malakar | Abyss Scar | X 584 · Y 130 · Z -1409 |
Attacks
The stroke varies ±15%. The elemental portion receives the parity of the region before the target's defenses.
Resistances
| Element | Damage received | Resistance | Result |
|---|---|---|---|
| Physicist | Calculated by armor | Variable | Depends on the level and Shred |
| Fire | 40% | +60% | Resistant |
| Lightning | 80% | +20% | Resistant |
| Ice | 125% | -25% | Vulnerable |
| Abyss | 60% | +40% | Resistant |
100% is normal damage; above 100%, vulnerability; below 100%, resistance. Values without penetration and without temporary effects.
Skills
| CRESCENT_FLAME | 6.5s |
| EMBER_AEGIS | 20s |
| EMBER_AURA | 24s |
| EMBER_METEORS | 18s |
| FLAME_WAVE | 9s |
| INFERNO_SPIN | 11s |
| LAVA_GEYSER | 13s |
| LAVA_RIFT | 12s |
| PIERCING_LUNGE | 9s |
| PRIMORDIAL_LEAP | 11s |
| SPARK_SCRAPE | 8s |
| SWORD_BOOMERANG | 12s |
| SWORD_RAIN | 16s |
Pursuit
Kaathe, The Primordial pursues eligible opponents in the combat presence area. The players' presence area is larger than the physical limit of the boss arena. If the target moves away and the ability's conditions are valid, it can use PIERCING_LUNGE, then PRIMORDIAL_LEAP and amendment CRESCENT_FLAME when it gets close. After a fight, with no eligible players in that area, recovery begins; the restart follows the meeting rules.
| Rule | Value (T5) |
|---|---|
| Combat presence area | Minimum horizontal radius of 64 blocks (or arena radius + 4); up to 16 blocks above/below the center of the arena |
| Walking speed | 3.8 blocks/s (bosses; elites 94%, heavy creatures 90%) |
| Chase speed | 5.4 blocks/s with the target more than 6 blocks away; 5.8 blocks/s in the final phase. A sprinting player covers 5.6 blocks/s |
| Forced advance | Target more than 8 blocks per 2 s |
| Forced advance cooldown | 8s |
| Follow-up blow | Soon after any advance; 6 s recharge when advance comes from rotation |
| Special abilities and landing | Require target on valid arena floor, within a radius of 16 blocks; jumps and teleports validate the landing point. These limits also filter out special hits |
| Boss physical limit | When leaving the arena radius (16 blocks) or the valid floor, the boss returns to the center without recovering life; the fight continues |
| After a fight, without a target in the area of presence | Return to the center and recover 3% of maximum health per second |
| Restart | Boss arena rules (no one from combat for 20 s) |
| Staying at a distance | Minecraft's random removal by distance is disabled; separation and restart follow the rules of the meeting |
Base tier values. Phases, fury and the enrage of the encounter add to these rules. Sources: BossTuning, BossPursuit, BossEncounter, Camps, BossSkills, PursuitSkills and BossFx.
Behavior
He uses hand-to-hand combat. The encounter can have its own phases and effects. Below 30% health, the boss enters an enraged state and reduces the cooldowns between skills.
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
| Variable by level and rank | 100% | T1+ | |
| 1–2 | 100% | T1+ | |
| 1–2 | 100% | T1+ |
Semi-rare
| 1 | 5% | Scrolling by participant |
Undocumented chance per item
| 2 per roll | Unknown due to slaughter | Champion / Elite / Boss | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Any rank | |
| 2 per roll | Unknown due to slaughter | Bosses only | |
| 2 per roll | Unknown due to slaughter | Champion / Elite / Boss |
Code values for the selected tier. Chances fall with every tier, as in Dungeon Realms; champions have slightly better chances than common creatures.
Equipment: 100% per roll, 2 roll(s) per kill. The orb roll chance is 100%; 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.
| Attribute | Lv. 120 |
|---|---|
| Early life | 71,566 HP |
| Base experience | 130 XP |
| Base damage per hit | 537 (before variation/parity/defenses) |
| Armor | 810 |
| Physical mitigation | 61.54% (without Shred) |
| Dodge | 7.69% (before precision) |
| Push resistance | 100% |
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
24 relationships documented in the tables of this article.
Sources
- MobType.java — verified on 2026-10-23 (game)
- PveMob.java — verified on 2026-10-23 (game)
- Balance.java — verified on 2026-10-23 (game)
- Rank.java — verified on 2026-10-23 (game)
- PveManager.java — verified on 2026-10-23 (game)
- PveManager.java — verified on 2026-10-23 (game)
- Galdorian: hunting grounds, altars, lairs and chests (plan_pois.py + audit_reachability.py) — verified on 2026-10-16 (game)
- BossTuning.java — verified on 2026-10-23 (game)
- BossPursuit.java — verified on 2026-10-23 (game)
- BossEncounter.java — verified on 2026-10-23 (game)
- Camps.java — verified on 2026-10-23 (game)
- BossSkills.java — verified on 2026-10-23 (game)
- PursuitSkills.java — verified on 2026-10-23 (game)
- BossFx.java — verified on 2026-10-23 (game)
- Coroas.java — verified on 2026-10-23 (game)
- ShopConfig.java — verified on 2026-10-23 (game)
- OrbDrops.java — verified on 2026-10-23 (game)
- DropCurve.java — verified on 2026-10-23 (game)
- EnchantDrops.java — verified on 2026-10-23 (game)















