Overview
Calamities are large-scale elemental disasters that occur dynamically throughout Everland. They are remnants of the four divine forces (wind, thunder, water, and flame) that turned destructive during The War Between Heaven and Man. Calamities function as both survival hazards and tactical opportunities for players.
Types of Calamities
Calamity | Element | Effects |
|---|---|---|
Cyclone | Wind | Tears apart structures, lifts loose objects, redirects projectiles. Players can use wind to glide or launch items at enemies. |
Lightning barrage | Thunder | Strikes high ground and metal objects. Can be baited into enemy positions for massive damage. Dangerous to players in open terrain. |
Tidal surge | Water | Floods low-lying areas, reshapes coastlines, and opens or closes water routes. Can sweep away unanchored structures and creatures. |
Firestorm | Flame | Ignites flammable surfaces and structures. Fire propagates based on material type and wind direction. Smoke reduces visibility. |
Tactical Use
While calamities are dangerous, experienced players can turn them to their advantage. A lightning barrage can be used to damage a group of enemies if the player positions correctly. Wind calamities can disperse poison clouds or carry fire toward enemy encampments. Tidal surges can flood tunnels to drown subterranean creatures.

The game encourages creative responses to calamities rather than simply avoiding them. Promotional materials show players building siege towers during windstorms to launch aerial attacks, and deliberately igniting brush during firestorms to clear enemy territory.
Impact on the World
Calamities can permanently alter the environment. A tidal surge may leave behind new waterways, and a firestorm can burn away dense forest to expose hidden ruins. This ties into the game's Physics System, where terrain and object states change in real time. Players who build in calamity-prone zones must account for potential destruction when designing their bases.

Frequency and Prediction

Calamities are semi-random but influenced by the game's Seasons and Weather system. Certain biomes and seasons make specific calamity types more likely. Players can learn to read environmental cues, like darkening skies or rising water levels, to anticipate incoming events.
The Four Divine Forces, In Their Own Words
The game's official description gives the calamity framing one direct line: "Wind, thunder, water, and flame, forces once wielded by the deities, have become calamities, scouring the land." The four divine forces named here are the same four forces that protected pre-war Everland before The War Between Heaven and Man inverted them.
Confirmed Manifestations
Press releases and hands-on coverage have repeatedly cited specific named events that calamities take. The list below is the cross-source verified set of manifestations described as appearing in the game:
Manifestation | Element | Status |
|---|---|---|
Floods | Water | Confirmed in the official game description and in every announcement. |
Sandstorms | Wind | Confirmed in the official game description and in the four-enemies February 2026 announcement. |
Blizzards | Wind / Water | Confirmed in the announcement press text. |
Rampant plant growth | Earth / regeneration | Confirmed in the announcement; can be used by the player as well as the world. |
Cyclones | Wind | Pre-existing in this article's coverage; ties to the Qiongqi multi-phase fight's wind currents. |
Lightning barrages | Thunder | Pre-existing in this article's coverage. |
Tidal surges | Water | Pre-existing in this article's coverage. |
Wildfires / firestorms | Flame | Pre-existing in this article's coverage. |