Tempered Armor
Cost 3Reduce Unit damage taken by 20%; after being attacked by Units, damage taken from Units is additionally reduced by 15% for 5 seconds, triggers once every 15 seconds.
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 Season Echo 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.
Reduce Unit damage taken by 20%; after being attacked by Units, damage taken from Units is additionally reduced by 15% for 5 seconds, triggers once every 15 seconds.
Reduce Unit damage taken by 20%; when Health is below 50%, damage taken from Units is additionally reduced by 10%.
Restores 2% maximum Health per second while at an allied Supply Point.
Increases maximum Health by 5%; upon death, nearby allies instantly recover 10% of their maximum Health.
Damage taken is reduced by 10%; while in Knockback, Knockdown, Knockup, and Concussed states, damage taken is additionally reduced by 5%.
Damage taken is reduced by 10%; while on a capture point, damage taken is additionally reduced by 5%.
All defense values increased by 3.5%; when Health is below 50%, all defense values are additionally increased by 2.5% for 5 seconds, triggers once every 30 seconds.
Upon casting an [Ultimate], increases all your damage types by 10% for 5 seconds.
When your [Ultimate] hits, reduces enemies' defense values of all types by 5% for 5 seconds.
Damage to Units increased by 6%.
Damage to Heroes increased by 6%.
While on a capture point, Stamina recovery speed is increased by 35%.
Movement speed increased by 6%; upon death, nearby allies gain an 8% movement speed boost for 10 seconds.
Reduces Bandage duration by 40%, while keeping the total heal amount unchanged.
During Bandage, the movement speed slowdown effect is lowered from 50% to 30%.
After entering combat, your maximum Health gradually increases over 300 seconds, up to a maximum of 3000, resets upon death.
For each unit hit by [Weapon Dance], the [Ultimate]'s cooldown is reduced by 0.5 seconds.
Damage taken is reduced by 10% during your [Ultimate].
Grants immunity to all control effects except [Winded] when using [Hail of Blades] and [Flying Reaper].
When the charge duration of [Charge] exceeds 2 seconds, your own Slashing Damage and Slashing Armour Penetration are increased by 25% for 5 seconds.
Grants immunity to all control effects except [Winded] during [Turn and Attack].
When releasing skills consumes Stamina, damage taken is reduced by 10% and damage dealt is increased by 8% for 5 seconds, stacks up to 3 times.
When using [Maelstrom], the third strike increases Defense by 10%, the fourth strike grants immunity to all control effects except [Winded] and increases Defense by 18%.
The Stamina cost of all Maul skills is reduced by 30%.
After using an Ultimate, restores 0.5% maximum Health per second for 10 seconds.
The Block Break value of [Shield Bash] is increased by 600 points.
When Health is above 70%, all damage values are increased by 100 points.
Grants immunity to all control effects except [Winded] when using [Centurion's Battle Drill] and [Thunderstruck].
When using [Ironsides], your Unit's Defense increases by 30%.
When attacked by Units, all defense values are increased by 20 points for 7 seconds, stacks up to 8 times. At maximum stacks, triggers a one-time effect restoring 2% maximum Health per second over 5 seconds.
Each stack of [Hard-Hitting] additionally increases damage of all types by 2%.
Reduces Stamina consumption by 20% when [right-clicking while mounted].
When your mounted [Normal Attack] hits an enemy, the cooldown of [Full Tilt Charge] (mounted E skill) is reduced by 3 seconds.
Using [Wandering Dragon] grants one stack of [Dragon's Courage] effect, reducing damage taken by 5% for 4 seconds, stacks up to 3 times. At maximum stacks, [Water Dragon], [Cold Dragon], and [Green Dragon] ignore 50% of the target's Defense for 7 seconds.
[Green Dragon] achieves the damage and Knockup effect of a 1-second charge without requiring any charge time.
Each time the third strike of [Wandering Dragon], [Water Dragon], or [Sky Dragon] is used, the [Ultimate]'s cooldown is reduced by 2 seconds.
When Life Drain is triggered, 30% of the healing effect is converted into damage applied to the enemy.
[Dragon's Leap] achieves the damage and Knockup effect of a 2-second charge without charging, and refreshes the cooldown of all skills except the Ultimate; hitting enemies with skills grants [Heroic Blessing], increasing damage by 2% and Life Drain by 1.5% per stack, up to 15 stacks, lasting 6 seconds, loses 3 stacks when the duration ends.
Gain a 4000-point shield while in the [Bloodbath] state.
[Normal Attack] hits trigger an explosion around the enemy, dealing 300 Burning Damage.
Within 10 seconds of using [Blackpowder Grenade], it can be cast 1 more time, triggers only 1 time per cooldown cycle, cooldown increases by 15 seconds.
Bullets fired by [Normal Attack] are replaced with grapeshot.
Your fully-charged and over-charged [Normal Attack] hitting enemy Units can pierce through 2 additional enemies, dealing 60% damage.
For each enemy unit hit by [Lightning Bolt], its cooldown is reduced by 3 seconds.
Damage against ranged Units increased by 15%.
After rolling, your Normal Attack will fire three arrows simultaneously for 4 seconds, dealing 60% damage and slowing enemies by 10% for 5 seconds.
[Wrath of Artemis] and [Angry Hornets] apply Marks to enemies, which can be detonated by [Normal Attack].
[Enhanced Attack] each stack additionally increases Piercing Damage by 4.5% and movement speed by 4.5%, maximum stacks reduced to 5, duration increased by 2 seconds.
Hitting a target with a skill while in Sneak causes them to lose 4% of their current Health per second for 5 seconds, and reduces healing received by 60%.
After entering [Sneak], Critical Value sharply increases every 3 seconds, scales with your base Critical Value. Upon exiting [Sneak], this effect gradually diminishes. [Bo-Shurikens] and [Great Thunderbolt] can also trigger this.
Cooldown of [Bo-Shurikens] reduced by 1.5 seconds, range increased by 25%.
Landing an attack on an enemy Hero applies 1 stack of a 4-second mark. Reaching 5 stacks inflicts Bleeding damage equal to 20% of their current Health, a single target can only take this damage once every 15 seconds.
Each [Stinging Strike] hit reduces [Scorpion's Snare]'s cooldown by an additional 1 second.
Damage against healing Heroes and Units is increased by 15%.
Headshot damage of [Heracles Throw] and [Heracles Mounted Throw] increased by 10%.
Damage taken during [Spartan Kick] is reduced by 30%; grants immunity to all control effects except [Winded] during [Spartan Kick].
Damage dealt by critical hits during [Ares' Cleave] is increased by 10%.
When [Hew] hits an enemy, they take 20% increased damage from [Riposte] for 2 seconds; when [Riposte] hits, they take 20% increased damage from [Hew] for 2 seconds.
When guarding for more than 1 second, your next [Heavy Attack] can Knockdown the enemy.
Enemy Units can be Knocked back during [Moulinet Advance].
Transcribed from the official Season Echo update log ↗.
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