SHRINEBREAKERPlay in your browser

How to play Shrinebreaker

A team battle between mages, free in your browser. Everything a new player needs, in a few minutes' reading.

The goal

Shrinebreaker is a team battle between mages. Up to three orders - Cinder Vow, Moon Veil and Reed Vigil - fight in an arena, and every team has a shrine.

Your team wins the match by conquering all shrines: every enemy shrine brought down while your own stands at full power. Hold that for 29 seconds and the match is yours. If the time limit runs out first, the match is a draw.

Fighting, raising your fallen friends and working the shrines and pools all earn experience; the winners share a victory bonus. Experience brings levels, and levels bring new spells.

Getting started

  • Make a character in the study: a name, a class and how they look.
  • Open the spellbook: research a spell list and ready your spells (below).
  • Enter the tavern, pick an arena and a team, then Enter. Bots fill the teams when few players are on, so there is always a fight. For a small match with friends, untick Fill arenas with bots first (or type `/bots off` in the arena).
  • Leave an arena any time (L or Leave arena); your experience is kept.

The four classes

ClassPlays like
ElementalistFire, ice and earth: the hardest hitter and the frailest body. Regains spell points faster near your team's pools (and slower near the enemy's).
WardenHealing and raising the dead (Lifegiving, Mending), with some wounding spells. The toughest body, and the only way back for a team whose shrine has fallen. Draws spell points from your own shrine nearby.
MindweaverMind attacks, damage resistance and movement spells - speed, leaps, levitation.
RunewrightMana, void and signs: runes, walls and wards. Earns twice the objective experience; its ley (spell point refill) fills in any pool and fades 20 s after leaving it; cannot claim pools.

Spells and studying

Each class has its own spell lists. A spell is known when both its list and your character have reached its level.

  • Every level gives a spell list pick: in the study's spellbook, a pick researches a list two levels further. New spells wait for you there after a level-up.
  • Ready up to 12 known spells on the keys 1 to = (13 and 14 with a high Memory). Ready them in the study or in the arena's character sheet (K).
  • Loadouts keep up to four named sets of readied spells per character, on the server. Save the spells readied now, Load a set to ready it all at once, Rename or Delete it; Clear all empties every slot for a fresh set. They are with Readied spells in the study and in the character sheet (K).
  • Feats are earned for kills, victories, the Battlegrounds, levels and more; see yours (earned, and what is next) from the tavern or the study.
  • Quests are a few daily goals (and a weekly one) - kills, kills with a class, matches finished, wins, heals, pools, shrines and more - that give points towards your season rank. Each rank unlocks a title shown under your name in the arena (pick which one), and your rank shows beside your name in the chat. Open them with Quests in the tavern or on the character screen, or Q (a gamepad: Y). One free reroll a day; unfinished quests end at midnight UTC.
  • Your Chronicle keeps each character's last 50 counted matches - the map, the result and your place, your kills, damage, healing and experience, the events, the Feats and quests - and your personal bests; a match opens its final scoreboard, and the results say New personal best! when you beat one. Open it with Chronicle on a character card or in the Leaderboard's My characters.
  • Reset research (free during early access) puts every spell list of a character back to level 1 and gives back every pick spent, to try other spells. It is under Spell lists in the study's spellbook; readied spells you no longer know leave their slots, loadouts are kept.
  • Casting costs spell points and a little fatigue; both come back over time. You cannot cast while running or crouching.
  • Every level also gives 5 stat points to spend in the study (Stats): more health, spell points, speed, or quicker casting.
  • Bolts fly where you aim: lead a moving target. Aimed spells hit what is under the crosshair.

Shrines, pools and Valhalla

Shrines. Stand close to a shrine (about one body width away, in sight of it) and it moves on its own: an enemy shrine goes down, your own comes back up. How fast depends on your class: alone at level 10 about 15 seconds for a Warden, 25 for a Mindweaver and 30 for an Elementalist or a Runewright (a little faster at higher levels, slower below the arena's average level); friends make it faster, and the meter shows your own time. A shrine at zero has fallen.

Pools. Stand in a pool to claim it for your team (an enemy pool is drained first; Runewrights cannot claim pools). Elementalists are quickest - about 10 seconds alone for a neutral pool at level 10 - then Mindweavers (15) and Wardens (30). Elementalists near your team's pools and Runewrights standing in one get their spell points back faster. No casting while you stand in a pool your team has not fully biased - step out, or finish taking it (Runewrights may cast in any pool). Nobody casts in Valhalla or standing on a shrine's own spot - step beside it.

Dying. You become a ghost. Press E to call on your shrine: you rise in Valhalla, a safe room where nobody can be hurt. Walk into its teleporter to return to the fight. If your shrine has fallen you cannot rise there - a Warden of your team can still raise you, or you rise with the next match.

Press B to hear how the shrine or pool you are at stands. The panel at the top right shows every shrine and who holds the pools.

Match types and arenas

TypeHow it plays
ConquestThe classic game: bring down every enemy shrine while yours stands full.
Capture the flag (CTF)Each shrine has an orb. Stand near an enemy shrine to take its orb, then carry it to your own standing shrine: every capture knocks 20 off their shrine. If you die carrying it, it drops; touch your own dropped orb to send it home. Shrines do not bias in CTF.
Two teams (2T), Free for all (FFA), Deathmatch (DM)The original's other game types: two sides only; everyone for themselves; a team fight where nobody rises. See Arena types below.
The Battlegrounds, the Skirmish and the Chaos ArenaStanding arenas at the top of the list that change map on a clock (the Skirmish changes game type too; the Chaos Arena brings arena events from half time); bots fill them to big teams whenever a player is in.
Custom arenasOriginal maps under new rules, such as Splat Park (Low Gravity): longer jumps and slower falls. Listed last in the tavern, tagged Custom.

A match ends in a conquest, or a draw when time runs out (30 minutes). After the results a new match starts in the same arena; stay or go back to the tavern. Wins and losses count on your character's record once you have played at least 5 minutes of the match.

Arena types

Hover over (or tap, or focus) a game type's tag anywhere in the game for its one line. In full:

Conquest. Your shrine full and every enemy shrine down, held through a 30 s countdown. Else a draw at the time limit.

  • Teams: two or three, as the map has them.
  • Shrines and pools can be biased; a ghost rises at its shrine (tap) or is raised by a Warden.
  • Normal regeneration; the full time limit.

Capture the flag (CTF). Bring every enemy shrine down with captures (five each), held through the countdown. Else a draw at the time limit.

  • Teams: two or three, as the map has them.
  • Shrines are not biased: orbs are carried instead; pools can be biased.
  • Raising, Lantern Call and tapping as normal.

Two teams (2T). As Conquest: your shrine full and the other shrine down, held through the countdown.

  • Teams: two. On a map with three, one shrine (at random, when the arena opens) is closed - the original's rule.
  • Everything else as Conquest.

Free for all (FFA). No winning side: when the time is up, everyone still in gets the victory bonus by place (the top three by score most). Score = kills - deaths + raises / 2.

  • No teams: you play Neutral, and everyone else is an enemy.
  • No shrine or pool biasing; every shrine is closed.
  • No Raise Dead or Lantern Call; no healing or blessing anyone but yourself.
  • Health regenerates three times as fast; a ghost rises by tapping (no penalty).
  • Half the arena's time limit.

Deathmatch (DM). Ours: the last team with anyone alive wins after the countdown (the original had no win here - a draw at the time limit, which still applies).

  • Teams: two or three, as the map has them.
  • Once dead you stay a ghost until the next match: no tapping, no Raise Dead or Lantern Call.
  • Shrines cannot be biased; pools can.
  • The full time limit.
RotationHow it plays
BattlegroundsOne map after another on a clock (30 minutes each, then a minute of results), Conquest or the map's own type. Bots fill every team to its size - shown on its card, e.g. 20v20v20 (20v20 on a two-team map) - while a player is in it; players take bots' places.
SkirmishListed under the Battlegrounds: a random map and game type every round, never the same twice running; the next round shows ahead on its card. Three-team rounds fill to 20v20v20, two-team ones (Two teams, two-team maps) to 20v20, a free for all to 30 bodies in all. A free for all plays half the time (the original's rule).
Chaos ArenaThe events arena: Conquest on one map after another, 20v20v20 with bots. From half time an arena event starts every 5 minutes and lasts 3-5 minutes, never the same one twice running: low gravity (high jumps, slow falls), exploding corpses (a body bursts a moment after it dies and hurts everyone near, your own side too - stay clear), the Chaos Goblin (a fast, tough monster that sprays spells all round it and neutralises pools; everyone, bots too, should bring it down - its killer, the helpers and the killer's team get bonus experience) or everyone flies. Night or Halloween lighting comes and goes too. Now and then (about one match in three, never two running) the last event is a finale: two events at once under one name - Blood Moon (Vampiric Magic and a Bounty, with a short night), Hallow's Eve (the Halloween monsters and a short blackout) or Arcane Storm (Wild Hotbar and a Mana Surge); its darkness lasts only a minute or two. Its card shows the event now or next.

Arena events. The Chaos Arena runs them; an administrator can switch them on in other arenas or start one for a test. Each one is announced in chat and on the HUD with a countdown (the dangerous ones a few seconds ahead), and the Chaos Goblin's health shows as a bar at the top of the screen. During Wild Hotbar your spell bar holds a random hand of spells from every class (up to your level), dealt again when you fall; your own readied spells come back when it ends.

Controls

Keyboard and mouse. Click the view to look with the mouse; Left click / F casts, the wheel picks a spell. Change any key or mouse button (left, middle, right, back, forward) in Config -> Controls (kept in this browser).

Steep look (experimental, off by default): you look up and down 30 degrees, as in the original. Tick Config -> Steep look to look up and down up to 65 degrees (less where an admin set the arena lower) - past 30 the view becomes a true 3D perspective: walls stay straight and lean towards the sky or the ground, as a real camera tilting up or down shows them.

Fullscreen keeps Ctrl+W in the game on Chrome and Edge; otherwise the browser asks before closing the tab mid-match (Config -> Confirm before closing the tab while playing).

KeyDoes
W / ↑Move forward
S / ↓Move back
AStep left
DStep right
←Turn left
→Turn right
Shift / Right ShiftRun (hold)
SpaceJump / fly up
CCrouch / fly down
Left click / FCast the readied spell
EUse (doors, lifts; rise as a ghost)
BHow the shrine or pool stands
TCarry a light (on / off)
1 ... =Ready spell 1 to 12 ([ and ] for 13 and 14)
Enter / Num EnterChat
`Next chat tab (Shift: back)
TabScoreboard (hold)
NMinimap on / off (with Shift: its size)
PPlayer list: full / compact / dead only / hidden
EscapeClose menus
F1Settings (Modern: the Config menu)
KCharacter
HShow / hide the key help (remembered)
LLeave the arena
MMute
VLook projection
RAlways run

Touch (phones and tablets): your left thumb moves (push to the edge to run), drag on the right to look, tap a spell on the bar and press CAST. JUMP, DUCK and USE sit by CAST; B, CHAT, TAB and the menu along the top.

Gamepad (Xbox, PlayStation and most others): plug it in and press a button. Its buttons can be changed in Config -> Controls too; the sticks stay, and in menus the d-pad, A and B always move, press and go back.

ButtonDoes
Left stickMove and step sideways (push to the edge to run)
Right stickTurn and look up/down (Mouse sensitivity scales it)
RT / R2, LT / L2Cast the readied spell
A / CrossJump / fly up (hold)
B / CircleCrouch / fly down (hold)
X / SquareUse: doors, lifts, levers; rise as a ghost
L3Run (hold; the left stick at its edge runs too)
Y / Triangle, Select / BackScoreboard (hold; the right stick scrolls it)
RB / R1, D-pad rightNext spell
LB / L1, D-pad leftPrevious spell
D-pad upHow the shrine or pool here stands
D-pad downAlways run on / off
Start / MenuConfig menu

Tips for new players

  • Stay with your team: a mage alone is an easy kill.
  • Keep an eye on your own shrine - if it falls, nobody on your team can rise at it.
  • Stop running before you cast; crouching also stops a cast.
  • Lead your bolts: aim where the enemy is going, not where they are.
  • Claim pools early: your Elementalists and Runewrights get their spell points back faster.
  • Wardens win matches: protect yours, and if you are one, raise your fallen friends. A Warden sees the names of badly hurt players (and ghosts) ringed in white.
  • Hold Tab for the scoreboard; the Leaderboard in the study and tavern shows your record.
  • Press N for a minimap in the corner (Shift+N changes its size): your teammates, shrines and pools in their colours.
  • Press T to carry a light in dark places; the Moonlamp spell makes it burn bright and far.
  • Want a match or new teams? In the tavern, type @Name message to send that player a direct message wherever they are (one a minute); it shows as a purple line and a small banner (Config -> Tavern DM banners turns the banner off).
  • A busy chat? Its tabs (All, Chat, Combat, or your own) and the ⚙ filters show only what you want; ` switches tab.
  • Your spells' effects (and how long they last) show at the right of the screen with their icons.
  • Found a bug, or have an idea? Feedback / Report a bug at the top of the tavern sends it straight to the admins.
  • Died? Press E, then walk out of Valhalla through its teleporter.
  • Text too small in the arena? Config -> HUD size (up to 3x, as far as your window has room); H shows or hides the key help, and it stays as you leave it.
  • Config -> Render scale: Auto (the default) adjusts the picture to your device. On a low-power one - a Steam Deck, an older laptop - Retail or a fixed scale gives the steadiest picture.