Camel's Saddle
[Bandage] Duration decreases by 40%, Cooldown decreases by 50%; Consumes3 Energies.
Runes are seasonal upgrades for your hero's weapon and armor. Each piece holds up to 5 Rune Power, so every set is a budget puzzle. This page lists the whole Dragonrise set with costs and effects, kept as an archive.
Runes open after the level 50 quest "The Lore of The Runes". You get a small batch at season start; every 5 Season Levels unlock 6 more, up to 60 at Season Level 50. View yours in the Seasonal Runes tab on the Season page (default key F5).
Each rune costs 1 to 3 Rune Power. One equipment piece (helm, armour, bracers, boots or your weapon) holds at most 5 Rune Power and at most 3 runes, all different. The same rune can sit on several pieces at once where it applies.
Runes reset every season and are replaced with a new set that may have different names and effects. Level the new season to unlock them again.
Reforging a piece of equipment removes every rune on it. Reapply your runes after any reforge.
[Bandage] Duration decreases by 40%, Cooldown decreases by 50%; Consumes3 Energies.
The healing effect of [Bandage] increases by 20%; Consumes3 Energies.
Increases maximum HP by 3%; Upon death, restores 10% of maximum HP to surrounding allies; Consumes2 Energies.
Recover 2% health every second while at a supply point you own; Consumes2 Energies
Toughness increases by 5; Consumes 1 Energy.
While in a flag area, damage taken is reduced by 8%; Consumes 3 Energies.
Reduces damage taken by 3%; upon death, reduce the damage nearby allies take by 10 % for 10 seconds; Consumes3 Energies.
Fall Damage is reduced by 60%; Consumes 2 Energies.
Increases maximum health by 300 points, increases all defense by 10 points; Consumes2 Energies.
After using [Bandage], grants immunity to poison and bleed for 10 seconds; Consumes 1 Energy.
Toughness increases by 5; Consumes 1 Energy.
Damage increased by 3%; Upon death, nearby allies deal 10% increased damage for 10 seconds; Consumes 3 Energies.
Every 3 units killed; damage dealt is increased by 8% for 15 seconds; Consumes 3 Energies.
While in a flag area, stamina recovery rate is increased by 35%; Consumes 2 Energies.
Every hero killed; damage dealt is increased by 10% for 10 seconds; Consumes 2 Energies.
Toughness increases by 5; consumes 1 Energy.
[Bandage] can be used while moving but the cooldown is increased by 10 seconds; Consumes 3 Energies.
While in a flag area, damage dealt is increased by 8%; Consumes 3 Energies.
Movement speed is increased by 4%; Upon death, nearby allies gain 8% movement speed for 10 seconds; Consumes 2 Energies
Movement speed is increased by 8% while at below 40% health; Consumes 2 Energies.
Skill Agility by 5; Consumes 1 Energy.
After entering battle, max health gradually increases over 300 seconds up until a maximum of 3,000. This buff is reset upon death. Cost 3 Energies.
Damage dealt is increased by 14% while at below 50% health; Cost 3 Energies.
[Advance]'s cooldown is reduced by 1.5 seconds and its damage dealt is increased by 10%; Cost 2 Energies.
Using [God of Battles] or [Heat of Battle] reduces damage taken by 15% for 10 seconds, stacking up to 2 times; Cost 3 Energies.
[Basic Attack]'s armour penetration increased by 10% and damage by 15%; Cost 3 Energies.
Damage taken from rear attacks and headshots is reduced by 15%; Cost 2 Energies.
Using [Up from Hel] or [Maelstrom] increases defense by 6% for 6 seconds. Stacks up to 5 times; Cost 3 Energies.
[Evade]'s movement distance is increased by 20%; Cost 3 Energies.
For every hero killed, restore 2 parts of stamina; Cost 2 Energies.
All damage is increased by 100 while above 70% health. Cost 3 Energies.
Using [Mercy of Heaven] or [Knightly Vows] reduces the damage nearby allies take by 6% for 8 seconds; Cost 3 Energies.
Regenerates 70 health every second. Regeneration is twice at potent while below 50% health; Cost 2 Energies.
All damage is increased by 10% while above 50% health, and all defenses by 8% while below 50%. Cost 3 Energies.
Every hero killed or assisted, nearby allies have their damage increased by 10% and defenses by 10% for 12 seconds; Cost 3 Energies.
All damage is increased by 0.3% for every 400 extra health gained; Cost 2 Energies.
All non-victory skill cooldowns reduced by 10; Cost 3 Energies.
Increased the damage by 10% when riding; Cost 3 Energies.
All defenses increased by 40; Cost 2 Energies.
Reduce the cooldown of [Cold Dragon] and [Stormrend] by 5 seconds, and damage by 10%; Cost 3 Energies.
Using [Cold Dragon] or [Stormrend] increases armour penetration by 12% for 4 seconds; Cost 3 Energies.
Using [Evade] increases movement speed by 20%. This effect quickly degrades; Cost 2 Energies.
Each stack of [Health Drain] increases movement speed by 5%. Damage increased by 10% while [Bloodcraze] is activated and the movement speed is no longer increased. Cost 3 Energies.
Defeating or assisting 1 hero reduces [Tiger's Claw]'s cooldown by 1 second; defeating every 3 soldiers reduces [Tiger's Claw]'s cooldown 1 second. Cost 3 Energies.
30% of health gained from health steal is converted into damage dealt against the target. Cost 2 Energies.
Each use of [Basic Attack] reduces the cooldown of [Fine Gunpowder] by 2 seconds; Cost 3 Energies..
[Blackpowder Grenade] and [Liquid Fire] have their area of effects increased by 15%; Cost 2 Energies.
Using [Skirmisher] increases movement speed by 15% for 5 seconds. Cost 2 Energies.
Movement speed increased by 12% and damage taken by 8%; Cost 3 Energies.
[Basic Attack]'s damage is increased by 20%, but deal 50% reduced damage with headshots; Cost 3 Energies.
Damage dealt against units is increased by 10%. Cost 2 Energies.
Armor penetration is increased by 7.5% and the cooldowns of [Stunning Shot], [Steel-tipped Arrow], [Poison Arrow], and [Parting Shot] are reduced by 12%; Cost 3 Energies.
The bleed damage inflicted by the marker settlement stacks +1; Cost 3 Energies.
The bleed damage inflicted by the marker settlement is increased by 180% and its duration is decreased by 50%; Cost 2 Energies.
Each hero killed or assisted restores 15% health; Cost 3 Energies.
Each hero killed increases slashing damage by 4%, stacking up to 5 times. Stacks are reset upon death; Cost 3 Energies.
Gain greatly increased critical value every 3 seconds while in [stealth] (increases more with the more critical value you have). Slowly decays after leaving [stealth]. The [stealth] from Bo-Shurikens and Great Thunderbolt also affect this buff; Cost 2 Energies.
[Scorpion's Snare]'s slashing defense reduction effect increased by 6.6% (was 5%) for 1 second. Activating the Hoarfros specialization increases the slashing defense reduction effect from 30% to 40%; Cost 3 Energies.
[Leap and Slash]'s movement distance is increased by 50%; Cost 3 Energies.
Damage to heroes and units under healing increases by 15%. Cost 2 Energies.
Transcribed from the official Dragonrise update log ↗.
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