Defense of the Shards
A MOBA built inside Ultima Online - pick a hero, farm a lane, and tear down the enemy World Tree.
Overview
Defense of the Shards, or DotS, is a MOBA running as a scheduled event on its own instanced arena. Two teams choose heroes, level up by killing creeps and enemy players, push down the lanes past towers, and race to destroy the other team's base. It is a complete match with a clear win condition, not an open-world skirmish.
Your regular character is set aside for the duration. When the match starts you become one of ten heroes with its own stats, skills and abilities, and when it ends you turn back into yourself with everything you brought handed back. Nothing you own is at risk - only bragging rights. The two sides are Britain and Trinsic.
Formats. The standard match is the three-lane, 5v5 game described here; it also runs as 3v3. An all-random (ARAM) variant rolls a random hero for each player instead of running a draft.
Joining a Match
Matches are formed through the signup stone, which runs on the shard's scheduled event clock - see PvP Event Rotation for the full timetable. When its window is open, sign up and you are sent to the staging area; at launch the queue is split into balanced teams by rating and everyone is teleported into the arena.
An event needs enough sign-ups to fill at least one full match or it is cancelled and everyone is released. If more people queue than fit evenly, the extras are cut at random and told to try the next event. Once you are in, your whole inventory is moved into a secure stash, your appearance and skills are snapshotted, and you drop into your team's spawning pool ready to draft. All of it is restored when the match is over, so a crash mid-match cannot cost you a thing.
The Heroes
Switch to the Defense of the Shards profile first. A Defense of the Shards Razor profile ships with the client. When you enter the event, load it - it binds every hero's abilities to Q, W, E and R and sets up the hero HUD, so you are ready the moment the match starts. (A Paintball profile is on the way for that event too.)
There are ten heroes, and every one is a distinct kit rather than a reskin of your class. Five lean on Intelligence and spell damage, three on Strength and durability, and two on Dexterity. Each hero has three abilities plus an ultimate.
| Hero | Plays like |
|---|---|
| Arsonist | Fire mage - ignites targets and snowballs burning damage-over-time. |
| Cryosage | Ice mage - single-target burst with lockdown and a self-centered freeze. |
| Volt | Electric mage - shocks, chains between enemies, and storms an area around itself. |
| Shadowstalker | Archer - skill-shot specialist with a stun, armor shred and area fire. |
| Miasma | Poison ninja - stacks poison and drops lingering toxin fields. |
| Grimhook | Pirate ganker - hooks a target in, sickens it, and executes low health. |
| Gladiator | Tank initiator - charges in, taunts, whirlwinds, and finishes the wounded. |
| Bishop | Support healer - heals, restores mana, and can resurrect at a cost to himself. |
| Dandelion | Support bard - an area heal-or-harm field, a silence, and brief ally invulnerability. |
| Magmar | Lava bruiser - dives in, channels a burn, drops a smoke screen, and executes by percent HP. |
Abilities are cast on the Q, W and E keys, with the ultimate on R. You spend an ability point each level to rank them up; the ultimate opens at level 6 and ranks again at 11 and 16. As a rule of thumb the basic abilities carry short cooldowns and the ultimate the longest, so save the big button for when it counts.
The Draft
Before the fighting starts, both teams draft heroes on a shared pick screen. Picks run in an interwoven snake - the teams alternate 1-2-2-2-2-1 - and the team with the lower average rating picks first, which hands the underdog a small edge. You get 30 seconds per turn, and on the double-pick turns two teammates share one clock.
Heroes are globally locked: once anyone takes a hero, nobody on either team can pick it, so no two players field the same hero. Click any hero to preview its full kit - role, stats and all four abilities with their numbers - even while you are waiting on someone else, then hit Pick to lock it. Miss the timer and you are handed a random remaining hero. Once the draft finishes there is a short countdown, and then everyone transforms into their pick at once.
The all-random (ARAM) variant skips the draft and simply rolls a random hero for each player.
Map & Objectives
The standard battleground is a three-lane MOBA map connecting the two bases, with neutral jungle camps in between. Waves of computer-controlled creeps - melee, ranged and heavier siege creeps - march down each lane, and you earn gold and experience by killing them, the enemy heroes, and structures. The pieces you have to break through:
| Structure | What it does |
|---|---|
| Towers | 4000 HP. Fire on the nearest enemy every 1.5 seconds for heavy damage out to 10 tiles - never dive one without creeps to soak the shots. Killing one pays a gold bounty split across the team. |
| Barracks | 1500 HP, sat behind the towers. Destroy one and your own creep waves in that lane are upgraded to bigger "mega" creeps for the rest of the match. |
| World Tree | 4000 HP and the hardest thing on the map to kill. It is the heart of the base - destroy the enemy's and you win. |
Moria, the Ancient One is the map's neutral boss - a 2,500-health monster tucked in the river. It first wakes about five minutes in and comes back roughly five minutes after each death. Killing it pays the team gold and drops an Aegis token: pick it up and the next time you die you are revived on the spot. It hits hard and its bite can stun, so it is a team objective, not a solo dare.
The river also grows runes. Every two minutes - the first pair at the two-minute mark - two runes appear at the river's two shrines: one is a random power rune, the other is always a Bounty rune. Any runes left uncollected from the last cycle vanish when the new pair spawns. Walk within a tile to pick one up. You can carry only one power-rune effect at a time - grabbing a new one replaces the old - and each power rune lasts 15 seconds:
| Rune | Effect |
|---|---|
| Double Damage | Doubles your damage for 15 seconds. |
| Haste | Mounted-speed movement for 15 seconds. |
| Regeneration | Restores 25 health and 25 mana every second for 15 seconds. Taking damage cancels it. |
| Bounty | An instant reward the moment you grab it: +40 gold, +40 mana and +40 health. |
While a power rune is active your hero glows in its colour. If you are carrying a Life Flask when you grab a power rune, it is bottled into the flask - which also refills the flask - instead of firing right away; release it from the flask when you want it, or it goes off on its own after two minutes.
Scattered around the map you will also find wards you place for vision, and per-team couriers - an eagle that ferries shop purchases out to you so you do not have to walk back to base. There are no mounts in DotS; everyone moves at hero pace, and boots from the shop are the way to buy more speed.
Combat & Leveling
DotS uses its own combat model instead of the shard's normal skills. Two numbers drive your damage and two defend against it:
| Stat | What it does |
|---|---|
| Attack Damage | Scales your basic attacks. Reduced by the target's Armor. |
| Skill Damage | Scales your abilities. Reduced by the target's Magic Resist. |
| Armor | Cuts basic-attack damage. Every 20 points is 10% less, up to a 50% cap at 100. |
| Magic Resist | Cuts ability damage on the exact same curve - 20 points per 10%, capped at 50%. |
Your health pool grows with Strength and with bonus-HP gear, your attack speed comes from Dexterity, and some
items grant a chance to dodge an attack outright. Pop the hero stat panel any time with the [HeroStats
command to see your live Attack, Skill, Armor, Magic Resist and health.
Levels come from a shared pool: experience is split among nearby allies rather than going to the last hit, so you level just by being in the fight. The cap is level 25, and a farmed hero should be well into the twenties by the end of a 25-to-30-minute game. You can also deny - land the killing blow on your own creep or a badly hurt ally below half health to rob the enemy of the reward: a denied creep gives them only half its XP, and a denied hero gives them none at all. When you do die you respawn on a timer that starts around 30 seconds early and climbs toward a minute at max level, so late-game deaths hurt.
The Item Shop
Gear is the other half of the game. You buy items with the gold you earn in the match - it is a separate in-match currency, wiped when the game ends, not your real gold. It trickles in passively (about 100 a minute) and pours in from last-hitting creeps, killing heroes, and cracking structures.
The shop is organized into consumables, relics, minor artifacts and major artifacts. The artifacts are recipe-built: buy the recipe and its component relics and they combine into the finished item, so most builds are a ladder of small upgrades converging on one or two game-enders. Buy from the shop at your base, or send your courier to run the goods out to the lane so you do not lose farm walking home. There is a full base shop at your fountain and a smaller wilderness shop at each lighthouse that stocks only basic potions and a handful of cheap relics. Costs below are in match gold.
| Item | Cost | Effect |
|---|---|---|
| Mana Potion | 50 | Regenerates 100 mana over 20 seconds. Damage cancels it. |
| Healing Potion | 100 | Restores 200 health over 10 seconds. Damage cancels it. |
| Lifestone | 175 | Restores 50 health over 16 seconds. |
| Life Flask | 600 | Three charges; each restores 40 health and 40 mana over 3 seconds. Refills automatically while in your team's spawn pool, and can bottle a river rune. |
| Recall Rune | 75 | A 6-second channel to teleport to an allied structure you pick. Moving, a stun or a silence cancels it. |
| Ward of Revelation | 100 | Dropped on the ground; reveals stealthed enemies within 6 tiles for 4 minutes. |
| Ward of Sight | 100 | Dropped on the ground; grants vision within 8 tiles for 6 minutes. |
| Item | Cost | Effect |
|---|---|---|
| Gloves of Swiftness | 250 | +10% attack speed. |
| Demon Blood | 450 | +10% lifesteal. |
| Necklace of Regeneration | 175 | +0.5 health regen per second. |
| Grappling Hook | 1075 | Active: teleport up to 12 tiles. 30-second cooldown; taking damage refreshes it. |
| Soul Gem | 175 | +25% mana regeneration. |
| Marching Boots | 250 | +35% movement speed. |
| Arcane Vestments | 250 | +30 Magic Resist. |
| Viper Bracelet | 500 | 25% chance to evade incoming attacks. |
| Alacrity Bracers | 600 | +20% attack speed. |
| Wind Charm | 100 | +20% movement speed. |
| Wyrm's Heart | 275 | +30 health. |
| Arcane Circle | 225 | +50 mana. |
| Mana Talisman | 100 | Gains a charge each time an enemy casts an ability within 15 tiles (max 15). Active: spend all charges for 5 health and 5 mana each. |
| Wicked Axe | 1600 | +25 Strength. |
| Swiftblade | 1500 | +25 Dexterity. |
| Wizard Staff | 1300 | +100 mana. |
| Slayer | 1100 | +20% Attack Damage. |
| Warpblade | 900 | +30% attack speed. |
| Lifebloom | 425 | +2 health regen per second. |
| Manabloom | 425 | +75% mana regeneration. |
| The High Sword | 1700 | +30% Attack Damage. |
| Beastheart | 550 | +30 health. |
| Glowstone | 600 | +20 health and +20 mana. |
| Spellbook | 663 | +100% mana regeneration. |
| Voltstone | 350 | 25% chance on an auto-attack to deal 8-10 lightning damage. |
| Pickled Brain | 463 | +50 mana. |
| Buckler | 113 | 60% chance to block 8 damage (4 from ranged). |
| Ringmail | 225 | +10 Armor. |
| Plate Helm | 450 | +14 Armor and +0.5 health regen per second. |
| Platemail | 700 | +20 Armor. |
| Hatchet | 75 | +30% damage to creeps. |
| Warhammer | 800 | +15% Attack Damage. |
| Broadsword | 600 | +10% Attack Damage. |
| Dagger | 250 | +5% Attack Damage. |
| Halberd | 500 | 30% chance for attacks to become true damage. |
| Armband | 75 | +3 Strength. |
| Fleetboots | 75 | +3 Dexterity. |
| Arcane Robe | 75 | +3 Mana. |
| Mighty Blade | 500 | +10 Strength. |
| Quickblade | 500 | +10 Dexterity. |
| Wizards Book | 500 | +40 mana. |
| Crystal Ball | 1050 | +10 Strength, +10 Dexterity and +10 Mana. |
| Arcana | 250 | +15 Mana and +20% mana regeneration. |
| Amulet of Wisdom | 233 | +6 Mana, +3 Strength, +3 Dexterity. |
| Ring of Strength | 233 | +6 Strength, +3 Mana, +3 Dexterity. |
| Agile Mark | 233 | +6 Dexterity, +3 Mana, +3 Strength. |
| Major Totem | 250 | +4 Strength, +4 Dexterity, +4 Mana. |
| Firebrand | 900 | +10% Attack Damage and +20% movement speed. |
| Lightbrand | 900 | +10% Attack Damage and +10% mana regeneration. |
| Icebrand | 900 | +10% Attack Damage; basic attacks slow the target 10% for 3 seconds. |
| Abyssal Skull | 1050 | Aura: you and all allies within 4 tiles gain 20% lifesteal on basic attacks. Does not stack. |
| Tincture Set | 900 | Active: heal yourself and allies within 4 tiles for 50 health. 150-second cooldown. |
| Jade Spear | 750 | +2 tiles of ability cast range. |
| Void Talisman | 1100 | Active: immune to physical damage and crowd control for 3 seconds. 150-second cooldown. |
| Item | Cost | Effect | Recipe |
|---|---|---|---|
| Striders | 100 | +35% movement speed in combat, +50% out of combat (5 seconds since dealing or taking damage). +50% passive gold generation. | Marching Boots |
| Plated Boots | 138 | +40% movement speed, +10 Armor. Active: +10 Armor to all allies within 12 tiles for 10 seconds. 30-second cooldown. | Marching Boots + Ringmail |
| Phase Marchers | 150 | +45% movement speed. Active: mounted speed and phase-walking (move through units) for 3 seconds. 30-second cooldown. | Marching Boots + Dagger + Dagger |
| Fortified Boots | 100 | +40% movement speed, +10 to one stat (Strength, Dexterity or Mana - toggle which). | Marching Boots + Armband + Gloves of Swiftness |
| Sorcery Sandals | 250 | +20% movement speed. Active: +30 mana to yourself and all allies within 4 tiles. 60-second cooldown. | Marching Boots + Pickled Brain |
| Powerbloom | 75 | +1.5 health regen per second and +100% mana regeneration. | Lifebloom + Manabloom |
| Item | Cost | Effect | Recipe |
|---|---|---|---|
| Aegis | 500 | 15% Evasion, 8% Lower Mana Cost, 15 Armor, 10 Magic Resist. | Buckler + Platemail + Ringmail |
| Armor of Fortune | 500 | 15% Evasion, 20% Lower Mana Cost, 10 Magic Resist, +20% gold. | Platemail + Crystal Ball + Manabloom |
| Axe of the Heavens | 500 | +15% hit chance, 15% Evasion, +40% Attack Damage; 25% chance to lightning bolt (8-10 damage) on auto-attack. | Slayer + Alacrity Bracers + Voltstone |
| Blade of Insanity | 500 | +30% attack speed, +30% Attack Damage. | Alacrity Bracers + The High Sword |
| Bracelet of Health | 500 | +20 health, +1.5 health regen per second. | Lifebloom + Necklace of Regeneration + Beastheart |
| Breath of the Dead | 500 | +10% Skill Damage; 25% chance to leech 25% of ability damage; 25% chance to cast Harm on hit. | Slayer + Demon Blood + Voltstone |
| Frostbringer | 500 | +30% Attack Damage, +2 tiles attack and ability range, 20% chance to slow the target 25% for 3 seconds on hit. | Slayer + Voltstone + Viper Bracelet |
| Gauntlets of Nobility | 500 | +20% Attack Damage, 15 Armor, 10 Magic Resist, +10% gold. | Wicked Axe + Ringmail + Soul Gem |
| Hat of the Magi | 500 | +20 Mana, +20% Skill Damage, +50% mana regeneration, 10 Magic Resist. | Wizard Staff + Wizards Book + Manabloom |
| Helm of Insight | 500 | +15 Mana, +25% mana regeneration, 10% Lower Mana Cost, 10 Magic Resist, 10 Armor. | Plate Helm + Manabloom + Arcane Vestments |
| Hunter's Headdress | 500 | +20 to all weapon skills, +15% hit chance, +15% Attack Damage, +10 Dexterity, 10 Magic Resist. | Crystal Ball + Plate Helm + Arcane Circle |
| Jackal's Collar | 500 | +25 Dexterity, +1 health regen per second, 10 Armor, 10 Magic Resist, 10% Evasion. | Swiftblade + Ringmail + Arcane Vestments |
| Leggings of Bane | 500 | +10 Dexterity, +20% hit chance, +20% Attack Damage, 10 Armor, 10% chance for true damage on hit. | Quickblade + Swiftblade + Halberd |
| Legacy of the Dread Lord | 500 | +25% attack speed, +10% Attack Damage, 20% chance to heal 20% of damage dealt. | The High Sword + Slayer + Demon Blood |
| Midnight Bracers | 500 | +30% Skill Damage. | Wizard Staff + Wizards Book + Crystal Ball |
| Ornament of the Magi | 500 | +30% cooldown reduction, 20% Lower Mana Cost, 10 Magic Resist, +20 Mana. | Crystal Ball + Glowstone + Wizard Staff |
| Ring of the Elements | 500 | +25 Armor, +25 Magic Resist, +10% Evasion. | Platemail + Ringmail + Arcane Vestments |
| Spirit of the Totem | 500 | +25 Strength, +15% hit chance, +15% Attack Damage, 15 Armor, 10 Magic Resist, +10 health. | Plate Helm + Wicked Axe + Wyrm's Heart |
| Staff of the Magi | 500 | +100% mana regeneration, +10% Attack Damage, +10 Mana, +10 health, +10% cooldown reduction. | Wizards Book + Pickled Brain + Glowstone |
| The Dryad Bow | 500 | +20 to all weapon skills, +40% attack speed, +15% Attack Damage, +5 Dexterity. | The High Sword + Alacrity Bracers + Quickblade |
| Tunic of Fire | 500 | +30% Skill Damage, +20 Mana, +20 Magic Resist. | Crystal Ball + Manabloom + Spellbook |
| Ring of the Vile | 500 | +15 Dexterity, +15% hit chance, +15% Attack Damage, 10% chance to bleed the target for 2 damage per second for 5 seconds on hit. | Swiftblade + Voltstone + Gloves of Swiftness |
| Serpent's Fang | 500 | +50% Attack Damage, +15% hit chance, 15% Evasion, 15 Magic Resist. | Mighty Blade + Swiftblade + Fleetboots |
| Restoration Stone | 750 | Active: reset all your ability cooldowns. 180-second cooldown. | Crystal Ball + Powerbloom + Glowstone |
| Sheepstick | 750 | Active: turn a target enemy into a sheep for 3 seconds. 120-second cooldown. | Wizard Staff + Beastheart + Pickled Brain |
| Master Staff | 750 | +25 Strength, +25 Dexterity, +25 Mana, +25 to all weapon skills, +25 Armor, +25 Magic Resist; boosts some abilities when equipped. | Wicked Axe + Swiftblade + Wizard Staff |
| Voodoo Cushion | 750 | Active: magic and crowd-control immunity for 3 seconds. 150-second cooldown. | Warhammer + Beastheart + Powerbloom |
| Behemoth's Scale | 750 | +100 health, +2.5 health regen per second. | Beastheart + Wicked Axe + Wyrm's Heart |
| Nullstone | 750 | +10 Strength, +10 Dexterity, +10 Mana. Active: negate all incoming damage and ignore stuns for 6 seconds. 90-second cooldown. | Crystal Ball + Glowstone + Void Talisman |
| Assassins Shroud | 750 | +10% Attack Damage. Active: stealth and run for 4 seconds; attacking breaks stealth. | Quickblade + Wind Charm + Gloves of Swiftness |
| Spellshards | 750 | Your abilities ignore 20/40/60 Magic Resist (raise the level by buying it again). | Glowstone + Wizard Staff + Amulet of Wisdom |
| Riftshards | 750 | Your basic attacks ignore 15/30/45 Armor (raise the level by buying it again). | Halberd + Studded Bracelet + Warpblade |
| Runed Hammer | 750 | +35% Attack Damage. Aura: 8 true damage per second to enemies within 2 tiles. | The High Sword + Slayer + Firebrand |
| Runed Axe | 750 | +10% Attack Damage; basic attacks splash 25% to enemies within 2 tiles. | Broadsword + Lightbrand + Icebrand |
| Brutalizer | 750 | +10 Strength, +10 Dexterity, +10% Attack Damage; melee basic attacks have a 20% chance to mini-stun (0.5 seconds). | Slayer + Jade Spear + Major Totem |
| Codex | 750 | Active: 40/50/60/70/80 magic-damage nuke (raise the level by buying it again). 60-second cooldown. | Wizards Book + Wizard Staff + Amulet of Wisdom |
| Shield Breaker | 750 | +10% Attack Damage; on hit, -10 Armor to the target for 5 seconds (refreshes). | Slayer + Warhammer + Mighty Blade |
| Vampiric Pendant | 750 | Active: +20% lifesteal, +50% attack speed, +20% movement for 7 seconds. 90-second cooldown. | Demon Blood + Powerbloom + Alacrity Bracers |
| Symbol of Death | 750 | Active: +50% lifesteal and +50% attack speed for 5 seconds. 120-second cooldown. | Demon Blood + Warpblade + Swiftblade |
| Nullfire | 750 | +10/20/30 Dexterity, +10/15/20% Attack Damage. Active: slow the target 50% for 3 seconds and dispel their buffs. 60-second cooldown. | Quickblade + Swiftblade + Soulscream Ring |
| Barbed Armor | 750 | +20 Armor. Active: reflect all physical damage for 3 seconds. 60-second cooldown. | Platemail + Ringmail + Arcana |
Rewards
Playing DotS earns DotS Points, spendable points tied to your account and paid out at the end of every match: 4 to each winner and 2 to each loser, plus a bonus point to each team's MVP (most kills) and each team's top healer, and those bonuses stack. You spend them at the Defense of the Shards Vendor, which stocks the event's exclusive deep "Abyssal" colour: bolts of special cloth, dyes for your hair, facial hair, weapons, armour, furniture, spell effects and backpack, Abyssal ethereal mounts (horse, llama and frenzied ostard), and an ethereal dye that recolours any ethereal mount you already own.
One catch to know about: leaving a team match early and not coming back counts as a leave, and repeat offenders get temporary bans from all events (a warning first, then 48 hours, then a week, then a month). Playing ten clean matches wipes the counter. Do not queue for a game you are not going to finish.
Tips
- Preview heroes during the draft. Thirty seconds is enough to pick something that fills a gap in your team.
- Last-hit creeps for the gold, and deny the enemy theirs when a creep drops below half health.
- Never dive a tower without a creep wave in front of you to eat its shots.
- Buy boots early. With no mounts, movement speed decides who wins fights and who shows up late.
- Group up for Moria and for towers - the big objectives reward teams, not lone heroes. Grab the Aegis before a big push.
- Nothing you brought is at stake, so take the fight - but do not queue if you cannot see the match out.