A vast rooted figure of stone and chain. It appears as a calamity, and can be
summoned directly by an admin.
It is the opposite of every other boss you have fought: it never moves. Not one step, ever. It
cannot chase you, cannot path to you, and cannot damage a single block of your base. Everything it
does, it does from where it stands.
That makes it the safest calamity to let spawn near your territory — and the most punishing one to
fight badly.
| Health | 8,000 |
| Armor | 200 |
| Attack | 60 |
| Magicule / aura | 250,000 each |
| Knockback | Immune |
| Movement | None |
| Reach | 48 blocks |
All of these are defaults and your server may have tuned them. Fought as a calamity, its health and
damage are multiplied further.
It ignores anything under 10,000 max EP unless that thing hits it first.
It cannot be moved. Pistons, teleport skills, anything that displaces it — it snaps straight
back to where it was rooted. You cannot drag it into lava, off a cliff, or into the void. There is
no cheese here; you have to actually kill it.
Three glowing sigils hang on its shield. They are the whole fight.
Watch the boss bar. It shows you exactly how many sigils are left, and it tells you when the burn
window opens.
The entire fight is the burn window. Damage dealt outside of it is worth a fifth of damage
dealt inside it. Hold your biggest cooldowns until the sigils shatter.
If your server runs the calamity resonance shield, that shield takes priority — the sigils stay
dormant until it goes down, so you are never fighting two shields at once.
| Phase | Health | What changes |
|---|---|---|
| 1 | 100–66% | Slam and Spire only |
| 2 | Below 66% | Adds Gravity Well and Sunder Zones |
| Attack | What it does |
|---|---|
| Slam Shockwave | A ring of force expands outward to 12 blocks. Damage and heavy knockback as the wave passes you. Roughly every 6 seconds |
| Grave Spire | Marks the ground under you for 1 second, then erupts in a column at 1.5× attack. This is its answer to archers — range does not save you |
| Gravity Well | Drags everything within 24 blocks straight toward it for 3 seconds. Deals no damage itself; the danger is where it puts you |
| Sunder Zones | Scatters 1–3 patches of broken ground that burn for 12 seconds at half attack per second |
Note what the kit is built to punish. The Spire exists so you cannot stand at 40 blocks and plink.
The Gravity Well exists so you cannot kite. The Slam exists so you cannot simply stand in melee and
ignore positioning. It has an answer for every lazy range.
Leave it unengaged for 30 seconds and it begins regenerating 2% of its maximum health every
second. There is no war of attrition to win here — you cannot chip it down over an afternoon,
retreat, and come back to a wounded boss. Commit or reset.
Do not expect your resistances to carry this fight. Every blow the Colossus lands demotes a
Nullification down to a plain Resistance — where you would normally take nothing, you now take
reduced damage instead. It cuts through barriers the same way.
Resistance builds are still better off than those without. They are simply no longer immune.
Poison, wither, hunger and fall damage do nothing. It cannot be tamed, fed, healed by your potions,
leashed, ridden or pushed. It is also protected against the usual instant-win routes — severance,
mind control, charm, possession, sacrifice, skill plunder, EP drain, forced movement and fear all
fail.
It is stone, not undead, so Smite does nothing to it and healing does not harm it.
There is no ground loot by design. Killing it as a calamity grants the standard
calamity payout — crate keys for everyone who contributed, an extra reward for
the top damage dealer, catalysts for every participant, the event title, and progress toward your
nation’s world-event standing.