REALM WIKI

Kaathe, The Primordial

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

Kaathe, The Primordial

Kaathe, The Primordial
TypeBoss
TierT5
ReferenceLv. 120 · Boss · solo
Health71,566 HP
Base experience130 XP
Base damage537
Armor810
Dodge7.69% before accuracy
Speed0.27
AttackMelee

Location

MalakarAbyss ScarX 584 · Y 130 · Z -1409
1–1 of 1 records1 / 1

Attacks

Damage typeBase participation
Physicist50%
Fire50%
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
Fire40%+60%Resistant
Lightning80%+20%Resistant
Ice125%-25%Vulnerable
Abyss60%+40%Resistant

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

Skills

1–13 of 13 records1 / 1

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.

RuleValue (T5)
Combat presence areaMinimum horizontal radius of 64 blocks (or arena radius + 4); up to 16 blocks above/below the center of the arena
Walking speed3.8 blocks/s (bosses; elites 94%, heavy creatures 90%)
Chase speed5.4 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 advanceTarget more than 8 blocks per 2 s
Forced advance cooldown8s
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 16 blocks; jumps and teleports validate the landing point. These limits also filter out special hits
Boss physical limitWhen 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 presenceReturn to the center and recover 3% of maximum health per second
RestartBoss arena rules (no one from combat for 20 s)
Staying at a distanceMinecraft'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

CrownCrownVariable by level and rank100%T1+
Ember HeartEmber Heart1–2100%T1+
Obsidian ShardObsidian Shard1–2100%T1+
1–3 of 3 records1 / 1

Semi-rare

BackpackBackpack — T515%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 slaughterBosses only
Profane TendrilsProfane Tendrils2 per rollUnknown due to slaughterChampion / Elite / Boss
1–11 of 11 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: 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.

AttributeLv. 120
Early life71,566 HP
Base experience130 XP
Base damage per hit537 (before variation/parity/defenses)
Armor810
Physical mitigation61.54% (without Shred)
Dodge7.69% (before precision)
Push resistance100%

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