Shardfall
A second game mode arrives: Shardfall, a team fight for two Prisms and a falling star on a new night map. Spell aiming now shows what each spell does, the rune circle gives way to new ground marks, and every hero has a full voice. This version uses a new network format: update before playing online.
- Shardfall is a team mode (2v2 and 3v3) on its own map, a crater valley at night. The first side to 800 points (2v2) or 1000 (3v3) wins; kills score nothing.
- Two Prisms stand east and west. Stand alone in one to attune it for your side: one Prism scores 1 point per second, both score 3. An enemy Prism must be neutralized first.
- From 1:00 a Starshard falls into the central crater. Stand still in its ring for 1.5 s to claim it, then carry it to one of your Prisms (+100) or your own Beacon (+60). The Beacon always counts, so a side with no Prism can still come back.
- The carrier is 15% slower, revealed to everyone and can't dash, blink, recall or turn invisible. The shard fades after 40 s, and a carrier who dies drops it.
- Hits set the claim back instead of breaking it; stuns and knockbacks still break it. A bar over the claimer and a pulse on the minimap show who is claiming.
- From 15:00, deliveries count double.
- Everyone starts at level 3 with 900 gold, earns more gold over time and respawns in 15 s at most.
- Boulders, crystals and meteorite chunks block sight: fog of war on this map follows line of sight.
- Play it in quick play (Shardfall 3v3), custom lobbies and Vs. Bots. It has its own announcer lines and night ambience.
- Each spell's aim shows what it does: cones, fans of projectiles, dash paths to where you stop, landing areas, what a summon covers, and a ring under the unit a targeted spell goes to.
- Spells with nothing to aim go off on the key press instead of waiting for a click; hover their icon to see their radius.
- The cursor tells you what a click will do: red over an enemy the spell can hit, green over an ally, grey over nothing it can take. Spell cards name the shape (CONE, GROUND AREA, ENEMY TARGET...).
- The rune circle is gone. Enemy telegraphs fill from the rim to the center and flash just before they hit, and lasting zones have a clean rim.
- New ground marks for impacts, the Altar of Kings, bases and shops, recall, respawn and level-up, hero facing, click markers, ranged attack range, ward and lamp placement, and camp chase limits.
- Torvald's Main Event is now a wrestling ring of posts and glowing ropes.
- Yrsa's spirit hounds have their own ghostly wolf model, run as a pack with her and fade out in mist.
- Roots have their own looks: Kaela's Snare Trap snaps shut with a noose and stakes, Yrsa's Thorn Lash grows briars up the legs, Mortimer's Open Grave pulls the victim into the soil.
- Base banners stand behind the shop stall instead of through its canopy.
- 1,266 new voice lines: full sets for the 11 newer heroes, Haldor re-voiced, and kill lines for every hero against every other hero.
- Heroes speak their move line when you move with WASD, and you hear other heroes' spell lines nearby (never from an enemy you can't see).
- First new spell sounds for Torvald, Hester and Mortimer, and status effects and item procs play their own sounds.
- Recall cosmetics are now Embers (Azure, Verdant, Void, Blood and Crowned Embers), shown as a ring of embers. Items you own carry over.
- Banners and cards with the runes pattern now use leaves or embers, and the Wildwood banner is repainted.
- On AZERTY keyboards, the item slot keys show their digits instead of names like "Ampers" or "QuoteDbl".
- In offline matches, Escape closes the pause menu again.