An armoured undead knight-lich, built from the ground up to be harder to kill than anything in
base Tensura. It appears as a calamity, and can be summoned directly by an
admin.
It sits dormant until something worth fighting comes near — then it rises, and the world is told.
| Health | 5,000 |
| Armor | 280 |
| Attack | 80 |
| Magicule / aura | 250,000 each |
| Knockback | Immune |
| Movement | Slow, but it blink-teleports |
Its raw health is not the problem. Its effective health, once mitigation and sustain are
counted, is far above Hinata’s.
It will not target anything with under 10,000 max EP unless that thing hits it first. Bring
someone real.
| Phase | Health | Behaviour |
|---|---|---|
| Dormant | — | Inert until a valid target appears. Rises over 3 seconds, invulnerable |
| Knight | 100–70% | Melee-forward. Staff smashes and the occasional void bolt. First minion wave |
| Necromancer | 70–40% | A recurring wall of undead minions. Void-bolt fans, soul drain, grave grasp |
| Deathlord | 40–0% | Intervals shorten, blinks go further. Soul Nova replaces single bolts |
1. Bone Ward — a per-tick damage cap. All damage in a single tick is clamped to 4% of its
max health — 200 damage. No matter how many blows land, that is the ceiling. Burst does not
work. Piling on more attackers in the same instant does not work. It takes a minimum of 25 full
ticks of capped damage to bring it down once.
2. Soul Tether — the minion wall. While any of its minions are alive, it takes 90% less
damage. This is the single biggest mistake groups make: attacking the boss while its adds are
up wastes nine tenths of everything you do.
Kill the minions first. Always.
3. Soul siphon. Every point of damage it deals heals it for 80% of that, in every phase.
Note what this means: it heals in proportion to the damage it lands, so tanky players and
avoided hits starve it — but a squishy target being hit freely can undo your whole group’s work.
4. Magicule anchor. If Magicule World is running, it drains the
chunk’s magicule into its own regeneration — up to 15 HP per second at full saturation.
With that system off it falls back to a flat 5 HP per second.
Fighting it in a drained chunk measurably weakens it.
5. Last Rites. The first killing blow does not kill it. It revives at 30% health with a
brief invulnerability and an emergency minion wave. The second death is real. Plan your cooldowns
for two kills, not one.
6. Immunities. Poison, wither, hunger, fall and drowning do nothing. 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.
Three ways in were left open on purpose:
That last one is the real answer to the Bone Ward. A group built around spiritual damage is not
fighting the 4% clamp at all.
It is also tagged undead, so Smite works and healing harms it.
| Attack | What it does |
|---|---|
| Staff smash | Heavy melee with a 3-block cleave, applies Fragility, siphons |
| Void bolt | A homing bolt at 1.5× attack. Becomes a fan of three in Necromancer |
| Soul Nova | Deathlord only. Area damage at 2× attack, plus direct spiritual damage |
| Soul drain | A channel doing 0.5× attack per second and healing double. Break line of sight to interrupt it |
| Grave grasp | Roots you in place and applies Fragility. 30-second cooldown |
| Minion wave | 4–6 direwolves or greater daemons at half stats, 60s between waves |
| Blink | Teleports to its target, further in later phases |
There is no ground loot by design. Killing it grants: