Riot Games has released patch notes for the 13.12 update of Teamfight Tactics, mainly focusing on the gameplay changes instead of the usual Champion balances. Region Portals have been introduced, allowing the players to choose from a set and making the game dynamic by altering the rules and mechanics of each match.Certain Augments that were reportedly making the game unfair by overshadowing others have been adjusted.This article will provide insight into the changes in patch 13.12 in Teamfight Tactics. Players interested in a detailed overview may visit Riot's official website.Official notes for Teamfight Tactics patch 13.12Teamfight Tactics@TFTWelcome to Runeterra Reforged! Alter your playstyle before game with Legends and create new alliances with traits and champs from across Runeterra, as you explore famous locations with the new Region Portal Mechanic!riot.com/3oTaerE17816Welcome to Runeterra Reforged! Alter your playstyle before game with Legends and create new alliances with traits and champs from across Runeterra, as you explore famous locations with the new Region Portal Mechanic!riot.com/3oTaerE https://t.co/ejJt0RnXFFRegion PortalsVote for one of three Region Portals that alter the game's rulesThere are 30 Region Portals in total, but some may appear more frequently than othersVoting for a Region Portal does not decide the winner. Instead, all votes are weighted equally, and a Portal will be selected from amongst them randomly, with the votes influencing the probability for each Portal.Legend ChangesPick from amongst 15 unique Legends, each representing a different playstyle, before the game starts (similar to how you would swap out your Tactician).Legends will influence the leftmost of your three Augment offerings.The first (Stage 2-1) Legend Augment will be of equal power to Augments of the same tier (Silver, Gold, Prismatic), and the second and third (Stage 3-2 and 4-2) Augment offerings will be slightly weaker than Augments of their same tier.Each Augment can be rerolled individually!Gameplay ChangesXP ChangesLevel 6: 20 ⇒ 24 XPLevel 7: 36 ⇒ 40 XPLevel 8: 56 ⇒ 60 XPLevel 9: 80 ⇒ 84 XPPlayer Damage ChangesBase Stage 4 Damage: 4 ⇒ 5Overtime ChangesUnits now gain movement speed in overtime.Units gain 1.5x Attack Damage in overtime.3-Star Four Costs3-Star Four Costs now all achieve 500 HealthAugment AdjustmentsAncient Archives I Gold 4 ⇒ 2Built Different II Health: 190-355 ⇒ 175-340Built Different II AS: 40-70 ⇒ 35-65Jeweled Lotus Critical strike chance: 15% ⇒ 10%Rich Get Richer initial Gold: 12 ⇒ 11Rich get Richer + initial Gold: 20 ⇒ 18Ancient Archives II Gold 8 ⇒ 3Built Different III Health: 250-600 ⇒ 240-570Built Different III AS: 45-80 ⇒ 40-75Cruel Pact Health to buy XP 6 ⇒ 5Cruel Pact Heal per round 3 ⇒ 2Level Up! Initial XP: 11 ⇒ 4March of Progress Grants XP immediately: 4 ⇒ 8Item ChangesGuardbreaker Damage amp: 30 ⇒ 25Spear of Shojin: every 3rd attack restores 20 additional Mana ⇒ Attacks restore five additional ManaElder Dragon now grants an Item Anvil instead of a random itemRadiant Spear of Shojin: Every 3rd attack restores 40 additional Mana ⇒ Attacks restore eight additional ManaOrnn, Eternal Winter now slows by 30% instead of 20%.Ornn, Obsidian Cleaver now applies Sunder & Shred before damage is used (matches Last Whisper)Ornn, Rocket-Propelled Fist has been removed.Shimmerscale items now display how much gold they've generatedShimmerscale, Determined Investor Gold Granted at Cashout: 15 ⇒ 10Shimmerscale, Diamond Hands HP: 200 ⇒ 400Shimmerscale, Diamond Hands AP: 20 ⇒ 30Shimmerscale, Diamond Hands Gold Per Proc: 1 ⇒ 2Shimmerscale, Diamond Hands Immunity Time: 1 ⇒ 1.5 secShimmerscale, Diamond Hands HP Thresholds for immunity: 66/33% ⇒ 50%Shimmerscale, Draven's Axe Base AD: 5% ⇒ 10%Shimmerscale, Draven's Axe Base AS: 5% ⇒ 10%Shimmerscale, Draven's Axe Gold per cashout: 5g ⇒ 10gShimmerscale, Draven's Axe Component cashout: 1 ⇒ 0Shimmerscale, Draven's Axe Gold Limit: 80 ⇒ 60Shimmerscale, Gambler's Blade Base AS: 10% ⇒ 20%Shimmerscale, Gambler's Blade Base AP: 10 ⇒ 20Shimmerscale, Gambler's Blade Gold Limit: 80 ⇒ 60Shimmerscale, Goldmancer's Staff Gold Limit: 80 ⇒ 60Shimmerscale, Heart of Gold HP 750 ⇒ 500Shimmerscale, Heart of Gold Gold Limit: 80 ⇒ 60Shimmerscale, Mogul's Mail HP 500 ⇒ 350Shimmerscale items have had their Hyper Roll versions adjusted to match base stats. They still use their old 15 gold cap values from DragonlandsNew IntroductionsOrnn, Blacksmith's Gloves: Each round, equip two random temporary Ornn Artifacts.Ornn, Hullcrusher: Grants 30 Armor, 30 Magic Resist, 30% Attack SpeedOrnn, Hullcrusher at combat start: If no adjacent allies exist, gain an additional 600 Health.Ornn, Deathfire Grasp: Grants 50 Ability Power, 30 ManaOrnn, Deathfire Grasp at combat Start: Fire a blast of energy at the current target, marking them and dealing 20% of their maximum Health as magic damage. For the next 6 seconds, the holder deals 50% increased damage to the marked enemy and 25% to other enemies.Ornn, Sniper's Focus: Grants 15% Attack Damage, 15 Ability Power, 40% Attack SpeedOrnn, Sniper's Focus: Attacks and Abilities deal 10% increased damage for each hex between the holder and their target.Ornn, Trickster's Glass: Grants 15 Armor, 15 Magic Resist, 15% Attack Speed, 15% Critical Strike ChanceOrnn, Trickster's Glass: Summon a clone with 70% maximum Health and 20% increased maximum Mana. You cannot equip items to the clone.