Kaul
Kaul, Soul of the Jungle, is the world boss of the King's Valley. Any player who has completed the quest Unveiled or the dungeon Malevolent Reverie can partake in a fight against Kaul in the large pit near Farr.
Summoning Kaul
Kaul can be summoned by using a Jewel of the Blackroot, which can be bought from the Cleansing Spirit near Kaul's shrine for 2 HXP and 3 Corrupted Malevolence. Throwing the Jewel onto the quartz pillar on the shrine in the center of the arena will start a 6 minute countdown before the fight begins. The timer will end early if there are 25 or more players in the arena.
Alternatively, players may purchase an Instant Jewel of the Blackroot from the Cleansing Spirit in order to bypass the 6 minute timer and start the fight immediately after throwing the item on the alter.
Stats
Kaul
Kaul has a HP of 2,048 regardless of the number of players.
Kaul's defense stats is where n is the number of players.
It takes damage and takes full damage when there is only one player. It has a KBR of 1 (complete resistance).
Primordial Elemental
Primordial Elemental's HP is determined by the following formula:
When there is only one player, it has 844.8 HP.
It takes full damage regardless of the number of players. It has a KBR of 1 (complete resistance).
Immortal Elemental
Immortal Elemental's HP is determined by the following formula:
It is immune to damage. It has a KBR of 1 (complete resistance).
Boss Fight
Kaul will chase after the player who has his aggro, attempting to melee them. Due to his base mob being a wither skeleton his basic attacks inflict wither on targets. In addition, when he lands a melee attack on a target, even if blocked with a shield, all players will also take some damage.
Skill | Damage | Cooldown | Description |
---|---|---|---|
Basic Attack | ? (?) Melee Damage Can be blocked. |
- | Kaul wields a Jungle's Requiem that has ? base Attack Damage and attack range of 2 blocks. Kaul's basic attacks and deals damage in a 4 block radius around the boss. |
Passives
There are four passive hazards that remain in effect during the duration of the Kaul fight.
Skill | Damage | Cooldown | Description |
---|---|---|---|
Lightning Storm To put animation file in |
50% max health True Damage Cannot be blocked. |
0.5s | Players that climb above 2 blocks, or 8 blocks if launched (e.g. recoil, knockback), will be struck by lightning. This includes players that are launched into the air by other attacks. You can be struck multiple times if launched high enough. |
Corrosive Water | 40% max health True Damage Cannot be blocked. |
- | Touching the water that surrounds the arena at any point during the fight will deal damage and knock the player back into the arena. |
Lightning Strike | 5% max health per hit, 10 hits in rapid succession. True Damage Can be blocked. (one hit) Applies 30s Shield Stun. |
18s (Phase 1) 12s (Phase 2) 10s (Phase 3) 6s (Phase 4) |
Lightning will periodically strike the ground dealing multiple instances of max health damage. Each hit will also apply heavy knockback to the player, potentially launching them into other hazards including the water or lightning storm. The locations lightning will soon strike are marked by a pillar of fire particles. Multiple lightning strikes can stack, often instantly killing any player unfortunate enough to be caught in it. Damaging fire particles will linger on areas struck for a few seconds. |
Fire Ring | 10% max health per hit, applied every 0.5s while player is in the area True Damage Set on fire for 3s. |
- | Lightning strikes leave behind rings of fire that last for 5.25s and starts dealing damage after a delay of 0.25s. |
Phase I
Kaul is in Phase 1 from 100% - 66% HP.
Elemental Vassal
All vassals HP follows the formula . When there is only one player, each has 80 HP. All vassals also have a KBR of 0.8.
Earth Vassal
Skill | Damage | Cooldown | Description |
---|---|---|---|
12 (6 ) Melee Damage Can be blocked. |
- | Basic attack. | |
10 (5 ) Magic Damage Slowness X (1s) Can be blocked. |
12s | Earth Vassal uses the elite skill seeking projectile on the player. A mid-range homing projectile will head towards the player and players hit will be immobilised briefly. The players will still be immobilised even if the projectile was blocked. The projectile will detonate after a while if it does not reach the target and players can generally outrun it or let it hit an obstacle due to its low turning radius. |
Air Vassal
The Air Vassal is the only Vassal with slightly higher movement speed than the rest (0.32 vs 0.3)
Skill | Damage | Cooldown | Description |
---|---|---|---|
Basic Attack |
12 (6 ) Melee Damage Can be blocked. |
- | Basic attack. |
(Inner/mid/outer ring) Non-damaging Slowness II/I/- (5s) Cannot be blocked. |
? | Air Vassal uses the mob skill force on the player. Rings of particle gather around the Vassal, and after charging, an outward blast is exerted and players are knocked back and slowed based on how close they were to the center of the blast. Getting hit within the center of the blast can send players flying through more than half the arena, potentially landing in the water. The player will still be knocked back and slowed even if holding a shield up. |
Fire Vassal
Skill | Damage | Cooldown | Description |
---|---|---|---|
12 (6 ) Melee Damage Can be blocked. |
- | Basic attacks from the Fire Vassal sets the player on fire for 3s. The player will still be set on fire even if they blocked the attack. | |
15 (7.5 ) Melee Damage(tbc) Can be blocked. |
8s | Fire Vassal uses the elite skill jump on the player. After a sound cue, the Vassal leaps into the air and lands on the player. |
Water Vassal
Skill | Damage | Cooldown | Description |
---|---|---|---|
12 (6 ) Melee Damage Can be blocked. |
- | Basic attack. | |
10 (5 ) Magic Damage(tbc) Can be blocked. |
12s | Water Vassal uses a different version of the skill laser on the player featuring water particles. |
Phase II
After reaching 66% health, Kaul will momentarily return to his shrine and change the appearance of the arena. They retain all previous abilities, raise Jungle's channel time will decrease, and he gains new abilities.
Skill | Damage | Cooldown | Description |
---|---|---|---|
Kaul's Judgement | Player Succeeds Strength (20s) Speed (20s) Player Fails Health Boost -II (60s) Slow I (60s) |
16s | Half of the players remaining in the fight will be randomly selected and teleported to an alternate version of the arena. This zone is populated by many slow, invincible Stoneborn Immortals. However these mobs do not have knockback immunity. Players are put in adventure mode during there time here. Players are given 55s to leave this area by running up the stairs and traveling to the other side along the outer ring of the arena. Players will receive buffs or debuffs depending on whether they succeed. Death here will return the player with the debuffs as well. All players also receive a short damage immunity (Damage Resistance VIII for 8s) and are extinguished if on fire to prevent instant death on return. |
Primordial Elemental | - | - | When Kaul reaches 50% health, Kaul will return to his shrine, become invincible, and summon a Primordial Elemental to fight in his place until it is defeated. |
Primordial Elemental
The Primordial Elemental will chase after the player who has it's aggro, attempting to melee them. Unlike Kaul, landing a melee attack will not damage nearby players. The Primordial will periodically cast spells:
Skill | Damage | Cooldown | Description |
---|---|---|---|
Raise Jungle | - | 12s | Will cast at least once at 50% health. This skill is completely identical to Kaul's version of Raise Jungle. The Primordial Elemental also enjoys 60% DR so long as one elemental is alive. |
Earthen Rupture | 20 (10 ) Blast Damage Slow II (10s) Can be blocked. |
15s | The Primordial will slow and gain dirt particles at it's feet. After 2 seconds, players within 4 blocks of the Primordial will take damage and get launched upwards. Typically, they will get struck by the passive lightning due to this attack. |
Primordial Bolt | (Direct Hit/AOE) 37/16 (18.5/8 ) Blast Damage Slow I (15s/10s) Weakness (15s/10s) Can be blocked. Applies 30s Shield Stun. |
5s | Primordial Element starts glowing red and after a few seconds fires multiple medium speed exploding bolts which have practically infinite range and destroy terrain without stopping. They target random players. Easiest way to dodge is just to run to the side. Their hitbox is smaller than the visuals. |
Phase III
After reaching 33% health Kaul will momentarily return to his shrine and change the appearance of the arena again. This form of the arena includes magma blocks which will damage any player that steps on them. Kaul can no longer cast Raise Jungle or Arachnopocalypse. He also gains new abilities.
Skill | Damage | Cooldown | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Volcanic Demise | (Direct Hit/AOE) 1000/42 (500/21 ) Blast Damage |
35s | Kaul retreats to his shrine and causes (tbc but many) meteors from the nearby volcano to rain upon the arena. Their striking locations are indicated by growing rings of flame on the ground and will be randomly selected within a radius around random players. It has a range radius of 2.5 block. A direct hit in the center 1 block radius is an instant kill, while a grazing hit will knock the player away and deal decent damage. The meteors can also turn the ground where they strike into magma blocks. | ||||||||||||||||||
Ground Surge | 24 (12 ) Blast Damage Slow II (20s) Can be blocked. |
10s | Similar to Earthern Rupture, except Kaul will pause and emit particles at his feet for about 2 seconds towards random targets. Afterwards, multiple lines of dirt and fire particles will shoot out from him along the ground, aimed at random players. Players hit by the line will get launched into the air a bit and take heavy damage. The number of targets are determined by the number of players.
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At 30% health Kaul will summon an Immortal Elemental, an unkillable version of the Primordial Elemental. The Immortal Elemental will remain on the battlefield for the rest of the fight. At 20% health, if there are 15 or more players left alive in the fight, Kaul will summon a second Immortal Elemental.
Immortal Elemental
The Immortal Elemental has the same spells of the Primordial Elemental with the exception of Raise Jungle. It also has the ability to teleport behind a random player in the arena occasionally. It is also capable of using the common elite Charge Attack.
Skill | Damage | Cooldown | Description |
---|---|---|---|
Charge Attack | 25 (12.5 ) Melee Damage Can be blocked. |
1s | Basic charge attack. |
Phase IV
At 10% health, Kaul is guaranteed to cast Volcanic Demise to mark Phase IV. The cooldown of Lightning Strike is greatly reduced to 6s. Kaul can no longer cast Judgement (hence increasing the chance that one of this three offensive skills are cast).
Rewards
Upon defeating Kaul the arena is turned to grass before resetting and rewarding the players with chests depending on how many times they have defeated Kaul that day.
For the first victory of the day, victors are given a Kaul's Artifacts chest, which contains Deepdream Roots, one of Kaul's Uncommons, 3 Shard of the Mantle, 3 random tier 5 items, and an Artifact fragment, 4 of which can be traded for one of the following Artifacts.
- Heart of the Jungle - An apple with infinity that restores health and hunger when consumed.
- Jungle's Requiem - A powerful mending sword with high attack damage and decay.
- Sundew's Patience - A strong mending bow with Point Blank 4.
- Roots' Repose - A mending scythe with good defensive stats.
- Elemental Wrath - A powerful wand with Fire Aspect, Ice Aspect and Thunder Aspect
For all other victories in a day, a player is given a Kaul's Uncommons chest. This still contains Deepdream Roots and one of Kaul's Uncommons, however it only has 1 Shard of the Mantle, 2 random tier 5 items, and lacks the Artifact fragment.
Advancements
Under the "Challenges" tab in a player's advancements, there are 14 advancements that players can earn by fulfilling certain conditions during a fight against Kaul.
- Kaul: Defeat Kaul, Soul of the Jungle.
- Celebrity: Have 15 or more people spectating during any point of the fight.
- Last Man Standing: Take part in a raid of 5 or more people where only you survive to defeat Kaul.
- Overwhelming Numbers: Take part in a raid of 20 or more people, and be one of the winning players.
- Perfect Platoon: Take part in a raid of 10 or more people that suffers no casualties throughout the duration of the fight.
- Vanilla: Defeat Kaul without having any class selected.
- Holy Trinity: Defeat Kaul with a team of exactly 3 clerics.
- Such Devastation: Witness Kaul casting 5 Volcanic Demises in a single fight.
- Massacre: Take part in a raid of 10 or more people in which all party members die.
- M'Loci: Defeat Kaul while having worn a Fedora for the entire duration of the fight. (Bugged for some players as of 20240524)
- So Close: Die to Kaul when his health is at 10% or less.
- Unlucky: Get sent to judgment both times in a group 10 or more, and succeed in both.
- Dynamic Duo: Defeat Kaul in a match with 1 other player.
- Kaul (Solo): Defeat Kaul Solo.
Video Guide
In lieu of this page, an official video guide is available here: Offical Kaul Boss Fight Guide
Trivia
- The Kaul boss fight was added into Monumenta on March 15, 2019
- For April Fools 2020, all of Kaul's dialogue was changed to be pizza-themed.
- Many of Kaul's spells can be blocked with a shield, such as the passive lightning and Earth's Wrath. Volcanic Demise is notably unable to be blocked.
- Kaul used to have a Trickster Challenge before it was completely removed. Players would be tasked with defeating Kaul solo while wearing the Boots of Pride, a pair of boots that had zero defensive stats and -50% projectile damage. Completing the challenge would reward the player an advancement as well as currency for the Trickster.