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Calamities - Version 15 vs Version 16
Aug 26, 2026, 01:33 PM
Added that calamities damage player and enemy structures alike, and that a flood can end a boss fight outright
Sep 12, 2026, 02:59 PM
Added the five named disaster types with tsunami and severe drought, the random-interval firing and escalating severity with progression, the weather-changing objects seen in the 2025 demos, rain-gated flora, and the no-cutscene realtime change
11Overview2233Calamities 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.4455Types of Calamities6677CalamityElementEffectsCycloneWindTears apart structures, lifts loose objects, redirects projectiles. Players can use wind to glide or launch items at enemies.Lightning barrageThunderStrikes high ground and metal objects. Can be baited into enemy positions for massive damage. Dangerous to players in open terrain.Tidal surgeWaterFloods low-lying areas, reshapes coastlines, and opens or closes water routes. Can sweep away unanchored structures and creatures.FirestormFlameIgnites flammable surfaces and structures. Fire propagates based on material type and wind direction. Smoke reduces visibility.8899Tactical Use10101111While 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.12121313The 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.14141515Impact on the World16161717Calamities 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.18181919Frequency and Prediction20202121Calamities 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.22222323The Four Divine Forces, In Their Own Words24242525The 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.26262727Confirmed Manifestations28282929Press 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:30303131ManifestationElementStatusFloodsWaterConfirmed in the official game description and in every announcement.SandstormsWindConfirmed in the official game description and in the four-enemies February 2026 announcement.BlizzardsWind / WaterConfirmed in the announcement press text.Rampant plant growthEarth / regenerationConfirmed in the announcement; can be used by the player as well as the world.CyclonesWindPre-existing in this article's coverage; ties to the Qiongqi multi-phase fight's wind currents.Lightning barragesThunderPre-existing in this article's coverage.Tidal surgesWaterPre-existing in this article's coverage.Wildfires / firestormsFlamePre-existing in this article's coverage.32+Named Disaster Types33+34+In a September 2025 interview the studio's chief technology officer, Chenchao Lin, listed the large-scale environmental events the game carries: tsunami, sandstorm, severe drought and snowfall, alongside the flood the reveal trailer shows. He gave those as examples rather than as a closed roster, so the list below is a floor and not a ceiling.35+36+Two of them, the tsunami and the severe drought, appear in no English-language announcement at all. The English press text lists floods, sandstorms and blizzards only, which is why the manifestation table above does not carry them.37+38+TypeTerm as publishedStatusFlood洪水In the reveal trailer and in every announcementTsunami津波Named only in the September 2025 interviewSandstorm砂嵐Named in the interview and in the English announcementsSevere drought激しい日照りNamed only in the September 2025 interviewSnowfall降雪Named in the interview. The English announcements say blizzards, and the studio has not said whether that is the same event39+How Often They Fire, and How Hard40+41+Calamities are not scripted set pieces. The technical director described them as working on the same footing as a change in the weather: they carry randomness but arrive at a roughly regular interval, so a player can expect one without being able to predict which one.42+43+The more consequential half of the same answer is that the severity of a disaster rises as the game progresses. A calamity is therefore a difficulty curve as well as a hazard, and a settlement that shrugs one off in the early game is not guaranteed to survive its late-game equivalent. That makes calamity-proofing a standing cost on Base Building rather than a one-off investment. As of 2026-09-12 the studio has not published what severity is measured against, whether the escalation tracks story progress, elapsed time, settlement size or something else, and no numbers have been attached to it.44+45+Weather-Changing Interactions in the 2025 Demos46+47+Every build shown so far has put an object on the map that changes the weather across the whole area. The descriptions given of them do not match one another exactly, and the studio has not said whether these are one object type or several, so they are recorded separately here rather than merged.48+49+Object as describedBuildEffectA 神像, a divine statuePre-reveal studio session, August 2025Opening it changed the weather across the entire map to torrential rain, which triggered a flood that reshaped the ecology. The boss at the map centre was washed away by it, letting the player skip a fight they were not going to winA weather-changing device at the summit of the demo mapSame session, described separatelyTurned a clear sky into flooding torrents in a moment, altering the surface terrain and capable of wiping out smaller creatures and the boss alikeA weather-changing stoneTokyo demo, September 2025Found out on the map and used to summon rain, which in turn drove a large gimmickA wooden dam wall wedged between two mountainsTokyo demo, September 2025Not a weather object but the same class of lever: observing it reported that enough force would break it and flood the arena behind the boss. It was not successfully broken in any session on record. See Observe50+Rain Changes What Grows51+52+Rain is not only a hazard, it is a gate on routes. Plants appear in the wet that do not exist in clear weather, including the plant seen in the reveal trailer that throws up an arch bridge in a moment. Weather therefore opens paths that are simply not on the map in the dry, which is why summoning it is a traversal tool and not just a way to hurt things.53+54+It closes others at the same time. A torch will not light in the rain, so thorn barriers that a torch clears in dry weather need a different answer once the sky opens. An area solved one way in the sun may have to be solved a second way in the wet. See Seasons and Weather.55+56+No Cutscene at Any Point57+58+The change happens in front of the player rather than through a transition. An account of the September 2025 build describes praying for rain and watching the clouds thicken, a passing shower wet the ground, watered plants shoot up, vines knit into footholds, and the new path become walkable, with no cutscene anywhere in the sequence. The continuity is what sells the world as reacting rather than playing back a canned result.59+3260Calamities Do Not Take Sides33613462A calamity applies to everything inside its reach. In the public hands-on build a player-triggered flood swept the valley without distinguishing between the enemy stronghold below and any structure the player had raised in its path, and the creatures caught in it were treated the same way. A calamity is a tool with no safety catch: the water that erases a fortified camp will just as readily erase a base built in the wrong place, which is why Base Building location matters as much as material.35633664The same build also showed a calamity ending a fight outright rather than merely assisting one. The demo boss was wreathed in flame, and a flood released from higher ground killed it on contact, letting a player who had worked out the mechanism skip the encounter entirely.37653866The Calamity System and Celestial Omens39674068CyancookGames refers to the hazard layer by name as the Calamity System, and pairs it with a second named concept, celestial omens. Both appear in the studio's development updates as things the world's other systems are expected to respond to. The stated design goal is that the Unique Beasts interact with celestial omens and the Calamity System rather than existing beside them, so a calamity is meant to change what the wildlife does, not only what the terrain looks like.41694270Celestial omens also feed the game's audio layer. The studio lists them alongside time of day, weather, region, combat state, enemy type, and player location as inputs that can shift the music and ambience a player hears. No omen has been named individually, and the studio has not explained how a player reads one in game, so the mechanic is confirmed by name only.43714472Calamity Audio Ambitions45734674Large-scale disasters are one of the areas CyancookGames says it wants to push hardest on sound. Boiling seas, floods, miasma, and other large-scale calamities are named as events the team hopes will feel overwhelming sonically as well as visually, with the intent that players register the scale and danger of an event through sound alone. That is stated as a forward-looking goal rather than as finished work, and it sits alongside physics-driven audio experiments such as rolling objects and colossal creatures crashing into water.