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Calamities & Events

From the second minute, extra clock slots can spawn either a shaman calamity or a field event (about even chance). Those slots sit at :08, :23, :38, and :52. Before 10:00 the slot is skipped while a final boss is still alive. After 20:00 extra slots fire more often.

Shamans are killable elites. They do not grant a skill card. Boss Damage does not apply. Field events are separate hazards; most event creatures give no Gold or Rebirth Score.

Calamities

English names match the HUD. Each shaman tries to stay at mid range and will be pulled back if it wanders too far. A shaman only starts a new attack after it has been visible for a brief moment.

Swamp Shaman

What happens: Every 3 seconds (when it can cast) it drops a swamp field on your current position. The field lasts a little over 4 seconds. While you stand in it, you move at 55% speed. New fields can appear while an old one still exists, and walking into a field applies slow again.

Main danger: stacked slow while melee closes in. Cover starts smaller and grows toward a full-view puddle after 12 minutes.

How to react: do not camp the newest puddle. Step out, then fight. Killing the shaman stops new fields; leftover puddles still expire on their own timer.

Blood Shaman

What happens: A short 0.7s warning, then a pulse that hits you wherever you are (85% of the shaman’s attack). Cooldown starts near 9s and shortens slightly as time passes.

Main danger: unavoidable chip if you ignore the shaman. There is no circle to leave.

How to react: burst the shaman during the warning. Ice Barrier helps absorb the pulse.

Seal Shaman

What happens: Alternating plus-shaped and X-shaped seals centered on you. After ~0.85s the arms detonate. Standing in an arm takes 135% of the shaman’s attack.

Main danger: the second seal comes 0.4s after the first. The safe spots of a plus are the danger of an X.

How to react: move to a diagonal for the plus, then to a cardinal for the X (or the reverse).

Pursuit Shaman

What happens: Up to 10 delayed explosions that lead your movement. Each mark lasts 0.5s, then deals 92% of the shaman’s attack if you are still inside.

Main danger: running in a straight line strings the blasts along your path.

How to react: change direction after each mark. Do not reverse into a circle that is about to pop.

Barrage Shaman

What happens: A 2.4s storm of bullets from the screen edge, either horizontal, vertical, or diagonal. Each shot is 52% of the shaman’s attack.

Main danger: dense fire while you are already kiting a pack.

How to react: slide along the stream rather than into it. The shaman itself is still a valid target.

Stun Shaman

What happens: A 0.9s filling circle on you. If you are still inside when it completes, you are stunned for 2 seconds (the HUD shows “Stun”). Cooldown after a pop is 6s.

Main danger: 2s of no movement while melee and other telegraphs continue.

How to react: leave the circle during the 0.9s charge. Priority kill if several shamans overlap.

Events

Events warn with a toast using the English name below. Up to two events can overlap. Event creatures do not drop Gold or add Rebirth Score.

Hound Ambush

Hounds rush inward from most compass directions, leaving a gap or two. They can be attacked. Objective: step into a gap or kill the ones on your line. Danger is contact during the rush. Clearing them is optional; they expire if they miss.

Boar Stampede

Lined boars charge across the view in waves (two waves, three in late tiers). They can be attacked; Records tracks Boars Defeated. Objective: step off the lanes or cut a hole. Danger is high-speed contact. Later waves come from a new angle.

Wisp Night Parade

Wisps travel in lanes with a gap near the middle. They can be attacked. Some fire small shots. Objective: use the lane gap. Danger is contact plus shots if you hug a lane.

Crow Vortex

Crows orbit, then dive. They are not valid attack targets. Your bow and skills skip them; standing there shooting does nothing. Objective: dodge dives. Danger is contact from birds you cannot delete. After the orbit they leave on their own.

Cross Rift Seal

A rotating cross of damaging arms around a point near you (about 6s after a short warn). There is no unit to shoot. Objective: stay in the open wedges. Danger is walking into an arm, especially when the spin reverses.