
What a Colossus Costs in Crystals
A colossus has six abilities, and each one goes from level 1 to 25. The colossus level is the sum of the six, so a maxed colossus is level 150. The Colossus Simulator prices one ability step at a time. This page adds the steps up.
Every figure below comes from the same cost table the simulator uses.
One ability, 1 to 25
| Levels | Crystals | Share of the ability |
|---|---|---|
| 1–5 | 150 | 0.5% |
| 6–10 | 1,000 | 3.2% |
| 11–15 | 5,000 | 15.9% |
| 16–20 | 10,250 | 32.6% |
| 21–25 | 15,000 | 47.8% |
| Total | 31,400 |
The last five levels of an ability cost almost half of it. Levels 1 to 10 together cost 1,150 crystals. Level 25 alone costs 3,400.
Relics work differently. They are not charged at every level, only when an ability crosses a threshold:
| Step | Relics |
|---|---|
| Level 6 | 15 |
| Level 11 | 120 |
| Level 16 | 380 |
| Level 21 | 740 |
| Per ability | 1,255 |
Levels 21 to 25 cost 740 relics in a single step, and no relics after that. An ability taken to 21 has already paid its full relic cost.
The whole colossus, milestone by milestone
Each troop type unlocks a bonus at colossus levels 50, 70, 90, 110 and 130. The simulator's templates show what it takes to reach each one:
| Colossus level | Ability levels | Crystals | Relics |
|---|---|---|---|
| 50 | 8/8/8/8/9/9 | 4,260 | 90 |
| 70 | 10/12/12/12/12/12 | 14,650 | 690 |
| 90 | 15 on all six | 36,900 | 810 |
| 110 | 18/18/18/19/19/18 | 74,700 | 3,090 |
| 130 | 20/22/22/22/22/22 | 125,400 | 6,790 |
| 150 | 25 on all six | 188,400 | 7,530 |
Two things stand out.
Level 130 is the last milestone. The bonus table has nothing after it, so going from 130 to 150 costs 63,000 crystals, a third of the full bill, and unlocks no new bonus. What it does buy is ability stat: between ability levels 20 and 25 the two stat curves climb from 13.4 to 20 and from 10.5 to 15.
Relics run out before crystals do. By level 130 you have spent 90% of the colossus's relics and only 67% of its crystals. From 130 to 150, 740 relics are left to spend and 63,000 crystals.
What each milestone gives
| Level | Cavalry | Infantry | Archer | Mage |
|---|---|---|---|---|
| 50 | Damage vs Angels +4.3% | Damage vs Angels +4.3% | Damage from Angels −5.2% | Damage from Angels −5.2% |
| 70 | Attack +5.4% | Attack +5.4% | HP +5.4% | HP +5.4% |
| 90 | Damage from Archers −11.2% | Damage from Mages −11.2% | Damage vs Infantry +7.5% | Damage vs Cavalry +7.5% |
| 110 | Damage from Mages −14.4% | Damage from Archers −14.4% | Damage vs Cavalry +9.7% | Damage vs Infantry +9.7% |
| 130 | Troop damage +8.8% | Troop damage +8.8% | Damage taken −8.8% | Damage taken −8.8% |
The melee colossi get offense early (70) and defense late (90, 110). The ranged ones are the other way around.
What to do with this
- Level abilities evenly toward the next milestone. The templates above are already spread that way, and an ability pushed to 25 early costs 15,000 crystals for levels that unlock nothing on their own.
- Plan relics around the 16 and 21 thresholds. Six abilities crossing 21 is 4,440 relics in one go.
- Treat 130 → 150 as a separate decision. It is 63,000 crystals for stat alone, with no bonus at the end.
- The per-level crystal and relic table is also on the Database page.
How these numbers were produced
Every figure is a sum over colossusExp, the per-level crystal and relic table the Colossus Simulator adds up. Milestone costs use the simulator's own level templates. Bonuses come from its per-troop milestone table. All figures are per colossus. The simulator has two colossus slots, so two colossi cost twice as much. See where the data comes from.