REALM WIKI

Malakar, the Devourer

Malakar, the Devourer It's a T5 boss. It has points documented in lair: Malakar.

Malakar, the Devourer

Malakar, the Devourer
TypeBoss
TierT5
ReferenceLv. 120 · Boss · solo
Health71,566 HP
Base experience130 XP
Base damage512
Armor720
Dodge9.09% before accuracy
Speed0.25
AttackFrom a distance
RaceUndocumented
ClassUndocumented

Location

MalakarAbyss ScarX -917 · Y 94 · Z 81
1–1 of 1 records1 / 1

Attacks

Damage typeBase participation
Physicist20%
Fire30%
Lightning0%
Ice0%
Abyss50%

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
Fire50%+50%Resistant
Lightning115%-15%Vulnerable
Ice70%+30%Resistant
Abyss30%+70%Resistant

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

Skills

1–15 of 15 records1 / 1

Release of the two T5 bosses

To release Malakar and Supreme Archangel, complete the T5 personal hunt with at least 210 demons and 210 angels. The species and location requirements remain valid.

SideDefault goal
Demons210 deaths
Angels210 deaths

Demons: Void Eye, Crimson Herald, Fallen Knight, Infernal Imp, Abyss Worm, Runic Specter, Obsidian Golem, Lich, Abyssal Cultist, Death Knight.

Angels: Archangel Warrior, Archangel Lancer, Archangel Archer, Mystic Archangel, Archangel Healer, Cleric, Paladin.

The numbers are the breakdown of the standard target of 420 deaths; each side requires half rounded up if the goal is set to another value.

Neutral bands, elites, bosses, training and summoned creatures do not advance both counters. Only valid kills in T5 hunting grounds grant credit.

Party credit follows the rules of hunting; each player needs to complete their own objectives.

T5 achievements already obtained are preserved. Previous deaths remain in total, but are not distributed between sides due to lack of individual history.

See /pve progress or /bosses. Counters persist after exit or restart; completing both releases both bosses, without requiring a new hunt after each victory.

Echoes of Malakar

Malakar, the Devourer invoke 3 minor echoes after a 1.3 second ritual. Echoes use the boss model and basic attacks; They do not use the boss skill kit or summon other clones.

AttributeValue
Quantity3
Life of every echo10% of the maximum life of the Malakar at the time of invocation, including adjustment by group
Basic damage of each echo35% of base damage Malakar
Maximum duration15 seconds after appearing
Base recharge45 seconds
Enraged Recharge27 seconds
RewardsThey do not grant loot, Crowns, experience or hunting/tier progress

The invocation requires three valid and distinct positions in the arena. A new wave cannot be created while there are live echoes or a pending invocation. Ending or restarting the fight removes the echoes.

Animation and identification

During the ritual, Malakar raises its arms, opens its wings and raises its body. Three circles linked to the boss and abyssal spirals indicate where the echoes will appear. The animation lasts 1.6 second and is available in the boss's four forms. The echoes arise with particles of soul fire.

At the 14th second, the surviving echoes begin to dissolve; disappear after completing 15 seconds. Particles do not add damage to the ability.

Strategy

Watch the three formation points to avoid getting surrounded. Defeating the echoes reduces attacks received during the wave; surviving until the end of 15 seconds also ends your presence. The slaughter of echoes does not replace the defeat of Malakar, the Devourer.

Sounds of the meeting

Custom boss sound effects are disabled in the current configuration. The background music for regions and cities remains active.

Description of the experimental sound system

The descriptions below document the experimental phase of this system.

When custom effects are enabled and the resource pack is accepted, the arena approach has its own signal. Upon defeating the boss, the previous warnings are stopped and the death sound tail can end. The environment returns after this tail and a 0.9 second pause.

The approach motif remains turned off while the lair awaits respawn. With the updated package, warnings from multiple sources can coexist; closing one source preserves warnings from the others. The sound preview remains under evaluation and depends on the volume configured on the client.

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.

Pursuit

Malakar, the Devourer 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 VIPER_STRIKE, then BLINK and amendment LACERATE 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 40 blocks (or arena radius + 4); up to 12 blocks above/below the center of the arena
Walking speed×1.3 over the creature's base
Pursuit Bonus+35% with the target more than 6 blocks away
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 22 blocks; jumps and teleports validate the landing point. These limits also filter out special hits
Boss physical limitWhen leaving the arena radius (22 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

Uses ranged attacks. 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+
Abyssal EyeAbyssal Eye3–6100%T1+
1–2 of 2 records1 / 1

Semi-rare

BackpackBackpack — T515%Scrolling by participant
1–1 of 1 records1 / 1

Undocumented chance per item

Pristine ChiselPristine Chisel3 per rollUnknown due to slaughterChampion / Elite / Boss
Magic ChiselMagic Chisel3 per rollUnknown due to slaughterAny rank
Core EnhancerCore Enhancer3 per rollUnknown due to slaughterAny rank
Runic CoreRunic Core3 per rollUnknown due to slaughterAny rank
Nullifying OrbNullifying Orb3 per rollUnknown due to slaughterAny rank
Orb of AlterationOrb of Alteration3 per rollUnknown due to slaughterAny rank
Chaos OrbChaos Orb3 per rollUnknown due to slaughterAny rank
Sharpening WhetstoneWhetstone — Weapon Quality3 per rollUnknown due to slaughterAny rank
Armor ScrapArmor Scrap3 per rollUnknown due to slaughterAny rank
Imbuement SealImbuement Seal3 per rollUnknown due to slaughterChampion / Elite / Boss
Profane TendrilsProfane Tendrils3 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 100%; 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. 120
Early life71,566 HP
Base experience130 XP
Base damage per hit512 (before variation/parity/defenses)
Armor720
Physical mitigation60.61% (without Shred)
Dodge9.09% (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

26 relationships documented in the tables of this article.

Sources