Kurumi Tokisaki, Spirit of Binah
The Spirit of Binah as a boss: 8,000 HP, Zaphkiel in hand, predictive shots from range and high ground, stopped time, her clones, her shadow, Yud Bet and the City of Devouring Time in the last phase.
Kurumi Tokisaki, the Spirit of Binah, is one of Date a Slime's bosses. She fights with the real
Zaphkiel, Emperor of Eternity: her clock at her back, a flintlock in hand, and everything time allows. She never comes to melee: she shoots, from range and from high ground, with bullets that learn where you are going — and whatever puts her in danger, she settles with time.
Where to find her
- In her sanctum: a gothic clock floating high in the sky (from Y 214 up), a giant dial you fight on. Kurumi waits at the heart of the arena. These citadels are extremely rare and nothing leads up to them from the ground:
/locate structure dateaslime:kurumi_sanctum. See The Sky Sanctums. - By hand:
/summon dateaslime:kurumi.
Respawn: slain in her sanctum, she comes back 3 hours later (game rule spiritRespawnMinutes, 180 by default, 0 = never). The arena keeps her on a leash: pushed more than 72 blocks away, or 24 blocks below the arena, she is brought back.
What she is
- 8,000 HP, armor 45 (toughness 20), immune to knockback, fire and fall damage.
- She learns Zaphkiel and gets the matching Tensura nullifications and resistances: she nullifies abnormal conditions and paralysis, and resists a good share of damage families. Some affinities get through better than others.
- Like every Spirit, she only accepts beneficial effects (and Segva): Bet, Gimel, poison or slowness slide off her. Zayin does not stop her and Yud Aleph does not send her into the future.
- She shares the Spirits' common mind: she reads your style, scores what works against you, leads her shots, dodges projectiles, adapts to repeated hits, can be staggered and enrages after six minutes. All of this is detailed in
The Spirits.
Behavior
She calls her clock as soon as the fight begins (if Segva undoes it, she calls it back within ten seconds). She keeps about 14 blocks away, 18 against a player who seeks melee, only 9 against someone who shoots well and dodges everything; she loves high ground and picks spots from which she can see you. In her City, she stays close to it (12 blocks at most) and hunts whatever is inside first.
Never two hard controls back to back: Zayin and Devour share a 25 s lockout.
Her techniques
Volley — three plain bullets (10 HP each) in about half a second, led: a player running straight gets overtaken, a player who keeps changing direction gets shot where they stand. Up to 42 blocks, with line of sight. It is her bread-and-butter attack, available from phase I.
Aleph to the temple — she shoots herself with Aleph: 20 s of +70% movement and +60% attack speed. Against whoever chases her, or when she needs to catch up. Cooldown 22 s. Phase I.
Bet — a led bullet that slows you for 8 s (−85% speed). Against whoever circles her or rushes in. Up to 36 blocks, cooldown 14 s. Phase I.
Dalet to the temple — after losing more than 7% of her health within a few seconds, she returns to the health she had six seconds earlier. Cooldown 28 s. Phase I.
Het — two clones wearing her skin rise from the shadow (260 HP each), with their flintlocks; they give themselves Aleph and fire Bet. Mostly against a group, or once she drops under 60%. Never more than two at once; they leave when she dies. Cooldown 40 s. Phase I.
Shadow step — she sinks into her shadow, untouchable and invisible for a brief moment, and rises elsewhere: at her range, up high if she can, with a view on you. Against whoever sticks to her, whoever perches out of reach, or to catch her breath. Cooldown 6 s (4 s in phase III). Phase I.
Zayin, then the magazine — a led bullet that stops the target (5 s for a player), then she empties her flintlock into the stopped time: every bullet is held back and everything lands at once when time resumes. Against whoever dodges everything else. Up to 26 blocks, cooldown 60 s. Phase II.
Devouring Shadow — pale arms drag you into her shadow for a 10 s prison, during which you lose 1% of your maximum health per second and she heals. Within 7 blocks, against whoever comes to melee or to pull someone out of a group. Never the same prey twice within 2 min 30. Cooldown 90 s. Phase II.
Yud Bet to the temple — below 30% health, only once: she aims at her own temple ("break her!") and channels for 1.2 s. If she finishes, she returns to where she stood thirty seconds ago with the health she had then — and at least +10% of her maximum health. While channeling she only takes 40% damage, but a stagger breaks it.
Time-Devouring Castle — once, in phase III: the City of Devouring Time spreads over 40 blocks around her for 30 s. Everything that stays inside loses 2% of its maximum health per second, slows down, weakens, and heals her: 0.35% of her maximum health (28 HP) per victim per second.
Phases
| Phase | Health | What is added |
|---|---|---|
| I | 100% to 66% | Volley, Aleph, Bet, Dalet, Het, Shadow step |
| II | 66% to 33% | Zayin and the magazine, Devouring Shadow |
| III | Below 33% | Time-Devouring Castle (once), Yud Bet below 30% (once) |
At each phase she calls Zaphkiel's name and breaks off what she was doing; the boss bar shows the phase in Roman numerals and a notch per threshold.
Beating her
- No one-shots: a single hit from a Spirit never takes more than 20% of your maximum health (25% in phase II, 30% in phase III, a bit more when enraged), nor more than 40 to 56% per second. She kills by chaining — Zayin followed by the magazine is the most dangerous moment.
- Break Yud Bet: when the announcement drops, pour all your damage into her. You have to stagger her within 1.2 s, or she erases thirty seconds of fighting.
- Get out of the City: in phase III, leave the 40 blocks as fast as you can; lost maximum health comes back once outside.
- Keep your distance in phase II: Devour only goes off within 7 blocks, and after a hard control she must wait 25 s before the next.
- Climb: she looks for high ground and dodges projectiles; flying or standing above her takes her edge away.
- Vary your damage: she resists more and more of what she takes often.
- Slowing and time-stopping powers are useless against her.
Loot
- 500 experience points.
- Qlipha Crystal of Binah: 1% chance (game rule
qliphaDropChance), since 0.0.2 in early access. Kurumi always gives her own gem, Binah's. See
Qlipha Crystals. - Her sanctum hides four chests, one of them only reachable by flying: gold, diamonds, emeralds, ender pearls, bottles o' enchanting, echo shards, golden apples, enchanted books, and sometimes netherite scrap, an enchanted golden apple or a totem of undying. See The Sky Sanctums.
Her flintlock never drops, nor do her clones'.
See also
The Spirits — the Spirits' common mind
Zaphkiel, Emperor of Eternity — her angel, playable
The Twelve Bullets of Zaphkiel — what her bullets do- The Sky Sanctums — her sanctum
