Undead King It's a T5 boss. It has points documented in lair: Undead King.
Undead King

| Type | Boss |
|---|---|
| Tier | T5 |
| Reference | Lv. 120 · Boss · solo |
| Health | 71,566 HP |
| Base experience | 130 XP |
| Base damage | 512 |
| Armor | 810 |
| Dodge | 6.25% before accuracy |
| Speed | 0.25 |
| Attack | Melee |
| Race | Undocumented |
| Class | Undocumented |
Location
| Undead King | Abyss Scar | X -1285 · Y 102 · Z 102 |
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 | 125% | -25% | Vulnerable |
| Lightning | 80% | +20% | Resistant |
| Ice | 40% | +60% | Resistant |
| Abyss | 30% | +70% | Resistant |
100% is normal damage; above 100%, vulnerability; below 100%, resistance. Values without penetration and without temporary effects.
Skills
| BONE_PRISON | 12s |
| CHARGE | 8s |
| CYCLONE | 15s |
| HUNTER_LEAP | 10s |
| LACERATE | 8s |
| MASS_SUMMON | 25s |
| ROYAL_STRIKE | 9s |
| SHOCKWAVE | 9s |
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
Undead King 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 CHARGE, then HUNTER_LEAP 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.
| Rule | Value (T5) |
|---|---|
| Combat presence area | Minimum 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 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 22 blocks; jumps and teleports validate the landing point. These limits also filter out special hits |
| Boss physical limit | When 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 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+ | |
| 3–6 | 100% | T1+ |
Semi-rare
| 1 | 5% | Scrolling by participant |
Undocumented chance per item
| 3 per roll | Unknown due to slaughter | Champion / Elite / Boss | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Any rank | |
| 3 per roll | Unknown due to slaughter | Champion / Elite / Boss | |
| 3 per roll | Unknown due to slaughter | Champion / Elite / Boss |
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.
| Attribute | Lv. 120 |
|---|---|
| Early life | 71,566 HP |
| Base experience | 130 XP |
| Base damage per hit | 512 (before variation/parity/defenses) |
| Armor | 810 |
| Physical mitigation | 61.54% (without Shred) |
| Dodge | 6.25% (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
Sources
- MobType.java — verified on 2026-10-09 (game)
- PveMob.java — verified on 2026-10-09 (game)
- Balance.java — verified on 2026-10-09 (game)
- Rank.java — verified on 2026-10-09 (game)
- PveManager.java — verified on 2026-10-09 (game)
- BossTuning.java — verified on 2026-10-09 (game)
- Coroas.java — verified on 2026-10-09 (game)
- ShopConfig.java — verified on 2026-10-09 (game)
- OrbDrops.java — verified on 2026-10-09 (game)
- EnchantConfig.java — verified on 2026-10-09 (game)
- Realm Hunts, Regions, and Arenas — checked in 2026-10-08 (realm configuration)
- BossPursuit.java — verified on 2026-10-09 (game)
- BossEncounter.java — verified on 2026-10-09 (game)
- BossSkills.java — verified on 2026-10-09 (game)
- PursuitSkills.java — verified on 2026-10-09 (game)
- BossFx.java — verified on 2026-10-09 (game)
- AudioEnvironment.java · death and arena environment — verified on 2026-10-07 (game)
- Camps.java · respawn status — verified on 2026-10-08 (game)
- AudioMix.java · competition and priorities — verified on 2026-10-07 (game)
- AudioDirector.java · height and duration of native layers — verified on 2026-10-08 (game)
- AudioMix.java · height and duration of native layers — verified on 2026-10-08 (game)














