Kaul

From Monumenta Wiki
(Redirected from Kaul, Soul of the Jungle)
Jump to navigation Jump to search
Kaul, Soul of the Jungle

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 x=k=1n0.7(k1)0.65 where n is the number of players.

It takes 1/x 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:
HP=1.1*768*k=1n0.6(k1)0.35
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:
HP=512/2n

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 ? (?FullHeart.svg)
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.

Skill Damage Cooldown Description
Earth's Wrath 24 (12 FullHeart.svg)
Magic Damage
Slowness II (10s)
Jump Boost -IV (10s)
12s An expanding ring of magic that damage players, launch them into the air, leaving them unable to jump for a short amount of time. It can be avoided by jumping over the outer edge of the ring or by standing on an elevated block when the ring's outer edge passes.
Putrid Plague 30 (15 FullHeart.svg)
Magic Damage
Wither I (30s)
Slowness I (30s)
Poison I (30s)
Cannot be blocked.
12s Kaul will teleport above his shrine and become invulnerable, glowing a color of one of the four pillars around the arena. A message of the same color will also appear in chat and particles of that colour will also spawn at the pillar. The spell will charge for 9s (Phase 3: 7.5s) before hitting everyone not within the particles.
Raise Jungle - 12s Kaul will teleport to his shrine and charge for 9/8s (phase 1/2), summoning an army of Earth Elementals from the ground. During the summoning phase, the elementals are immobile and cannot attack, and should be killed as fast as possible. When the summoning phase is complete, they become mobile and can damage players. Kaul takes 60% less damage (post-mitigation) when there is at least one earth elemental on the field.
Player Count (n) 1 2 - 4 5 - 10 11 or more
Number of Elementals 4 3n 4 + 2n 14 + n

Earth Elemental
Earth Elementals have no special attacks but their basic attacks deal 15 (7.5 FullHeart.svg) of Melee Damage. They also wear cloth armour, giving 2 armour. As husks, their basic attacks causes 6s of Hunger.

Arachnopocalypse - 20s Kaul will teleport to his shrine and summon a Earth, Air, Fire, and Water Vassal spider miniboss at each pillar. Each Vassal has a different ability based on their element. Kaul has a guaranteed cast of Arachnopocalypse at 75% health if he has not cast it in the battle before then.

Elemental Vassal

All vassals HP follows the formula HP=80*k=1n0.5(k1)0.5. 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
Basic Attack
EarthVassal BasicAttack.gif
12 (6 FullHeart.svg)
Melee Damage
Can be blocked.
- Basic attack.
Seeking Projectile
EarthVassal SeekingProjectile.gif
10 (5 FullHeart.svg)
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
12 (6 FullHeart.svg)
Melee Damage
Can be blocked.
- Basic attack.
Force
AirVassal Force.gif
(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
Basic Attack
FireVassal BasicAttack.gif
12 (6 FullHeart.svg)
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.
Jump
FireVassal Jump.gif
15 (7.5 FullHeart.svg)
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
Basic Attack
WaterVassal BasicAttack.gif
12 (6 FullHeart.svg)
Melee Damage
Can be blocked.
- Basic attack.
Laser
WaterVassal Laser.gif
10 (5 FullHeart.svg)
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 FullHeart.svg)
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 FullHeart.svg)
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 FullHeart.svg)
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 FullHeart.svg)
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.
Player Count (n) 1 2 3 4 - 6 7-10 11-15 16-20 21 or more
Number of Targets 1 2 3 4 5 6 7 8

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 FullHeart.svg)
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.

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.