Despair: Renowned Hero
Gain [Oracle Mark] upon dropping below 50% health, granting 2% damage for 20 seconds. Can trigger 1 time every 35 seconds. Costs 3 Energy.
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 Lionfire 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.
Gain [Oracle Mark] upon dropping below 50% health, granting 2% damage for 20 seconds. Can trigger 1 time every 35 seconds. Costs 3 Energy.
Gain [Oracle Mark] upon killing an enemy hero, granting 2% damage for 20 seconds. Can trigger 1 time every 30 seconds. Costs 3 Energy.
Gain [Oracle Mark] upon killing 3 enemy units, granting 2% damage for 20 seconds. Can trigger 1 time every 30 seconds. Costs 3 Energy.
Gain [Oracle Mark] upon using a Paragon skill, granting 2% damage for 20 seconds. Can trigger 1 time every 50 seconds. Costs 3 Energy.
Increases Toughness by 5 points. Costs 1 Energy.
Damage dealt during [Oracle Mark] is increased by 10% damage. However, its duration is reduced to 15 seconds. Costs 3 Energy.
Damage taken during [Oracle Mark] is reduced by 10%. However, its duration is reduced to 15 seconds. Costs 3 Energy.
Damage dealt during [Oracle Mark] is increased by 20%. However, damage taken is increased by 30% and its duration to 15 seconds. Costs 3 Energy.
Light and Medium Armor heroes: Heroes become invulnerable for 1 second upon taking lethal damage not caused by artiliery. Cooldown: 180 seconds. And it resets upon death. Heavy Armor heroes: when [Oracle Mark] is triggered, the unit carried within 5 meters around the hero will recover 0.5% of their health per second for 10 seconds. Costs 3 Energy.
Reduces damage taken from rear attacks and headshots by 15%. Costs 2 Energy.
Increases Armour by 5 points. Costs 1 Energy.
Critical Value is increased by 200 during [Oracle Mark]. Costs 3 Energy.
Critical Damage Value is increased by 300 during [Oracle Mark]. Costs 3 Energy.
[Normal Attacks] inflict [Bleed] during [Oracle Mark]. [Bleed]: Loses 100 points of health every second for 4 seconds, stacking up to 3 times. Costs 2 Energy.
[Normal Attacks] during [Oracle Mark] [Weaken] enemies, reducing their defenses by 20%. Costs 3 Energy.
Increases Strength by 5 points. Costs 1 Energy.
[Oracle Mark] grants an extra 8% damage but reduces defenses by 20%. Costs 3 Energy.
Movement speed is increased by 20% during [Oracle Mark]. Costs 3 Energy.
Defenses are increased by 30 during [Oracle Mark]. Costs 2 Energy.
During the duration of the [Bandage] skill, movement speed is no longer reduced. Costs 2 Energy.
Increases Agility by 5 points. Costs 1 Energy.
[Sideways Sweep] can now be used a fourth time. Costs 3 Energy.
Damage dealt is increased by 14% while below 50% health. Costs 3 Energy.
Damage taken is reduced by 10% while your [Paragon] skill is active. Costs 2 Energy.
[Hail of Blades] and [Flying Reaper] grant immunity to all control effects except for [Choke]. Costs 3 Energy.
[Flying Reaper] no longer knocks heroes away but instead stuns them for 4 seconds. Costs 3 Energy.
[Turn and Attack] grants immunity to all control effects except for [Choke]. Costs 2 Energy.
You gain an additional 10% defenses during [Maelstrom]'s third strike and 18% extra defenses during the fourth strike along with immunity to all control effects except for [Choke]. Costs 3 Energy.
[Earthsplitter]'s effective area is increased by 25%. Costs 3 Energy.
[Evade] consumes 20% less stamina. Costs 2 Energy.
Using your Paragon skill makes you recover 0.5% health every second for 10 seconds. Costs 3 Energy.
[Mercy of Heaven] increases the defenses of nearby allies by 10% for 5 seconds. Costs 3 Energy.
All damage is increased by 100 points while above 70% health. Costs 2 Energy.
[Centurion's Battle Drill] and [Thunderstruck] grant immunity to all control effects except for [Choke]. Costs 3 Energy.
[Ironsides] increases defenses by another 20%. Costs 3 Energy.
[Throw Shield]'s Slow effect is reduced to 20%. Cooldown is reduced to 3 seconds. Range is increased by 20%. Costs 2 Energy.
Each stack increases [Lugh's March]'s armor penetration by an extra 1%. Costs 3 Energy.
Reduces the stamina consumption of [Mounted Right Click] by 20%. Costs 3 Energy.
Mounted attacks deal 5% more damage. Costs 2 Energy.
Each stack increases [Gentle Steps]' damage by an extra 3%. Costs 3 Energy.
[Stormrend]'s cooldown is reset upon killing an enemy hero. Costs 3 Energy.
Damage taken during the first and second strikes of [Wandering Dragon] is reduced by 30%. Costs 2 Energy.
[Dragon's Leap] gains the damage and knockback effect of having charged up for 2 seconds without the need to charge up. Also refreshes the cooldown of all non-Paragon skills. Grants [Heroic Blessing] upon hitting an enemy with skills, each stack granting 2% damage and 1.5% health steal for 6 seconds, stacking up to 15 times. 3 stacks are lost when the duration ends. Costs 3 Energy.
[Bloodcraze] increases Critical Value by 120% + 1000. Costs 3 Energy.
Damage taken during [Bloodcraze] is reduced by 15% but any damage mitigated this way is instead dealt to you over 10 seconds. Costs 2 Energy.
[Blackpowder Grenade] and [Liquid Fire] have their area of effect increased by 15%. Costs 3 Energy.
[Five Rounds Rapid] now fires Grape Shots. [Five Rounds Rapid] now also grants 120% + 2000 Critical Value for 10 seconds. Costs 3 Energy.
Attacks against [Weakened] enemies deal 20% more damage. Costs 2 Energy.
[Lightning Bolt] now renders enemy heroes Concussed by 2 seconds. Costs 3 Energy.
When [Normal Attacks] hit the enemy, a stack of [Laceration] will be added. When 3 stacks of [Laceration] are accumulated, the enemy will take damage equal to 3% of current health plus 300 points every second. Lasts 3 seconds. [Laceration]: Reduces movement speed by [5%]. Costs 3 Energy.
Increases damage to ranged units by 15%. Costs 2 Energy.
Marks exploded with normal attacks deal 10% more damage. Costs 3 Energy.
[Wrath of Artemis] and [Angry Hornets] can mark enemies. The mark will be detonated by [Normal Attack]. Costs 3 Energy.
Triggering the effect will reduce the enemy's movement speed by 10% for 1s. Costs 2 Energy.
Increases [Ambush]'s damage by 30%. Costs 3 Energy.
Killing a hero increases your slashing damage by 4%, stacking up to 5 times. The stack is zeroed on your death. Costs 3 Energy.
Increases damage dealt to units by 15%. Costs 2 Energy.
Each [Stinging Strike] that hits reduces the cooldown of [Scorpion's Snare] by 1 second. Costs 3 Energy.
[Trap Prey] now renders enemies Concussed for 2 seconds. Costs 3 Energy.
Increases damage dealt to enemies with more than 600 slashing defense by 10%. Costs 2 Energy.
Transcribed from the official Lionfire update log ↗.
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