Runes are special power-ups that spawn on the game map. Three runes provide basic resources: Bounty Runes can be picked up for extra gold, Wisdom Runes provide experience points, and Water Runes restore a small amount of health and mana. The seven Power Runes grant heroes a variety of buffs and effects for a short period of time.
General Information[]
Rune activation, including activation from Regenerate, has an instant cast time.
Spawning[]
- Bounty Rune
- Initially at the 0:00 minute mark, both the Bounty Rune spots and the Power Rune spots in the river spawn Bounty Runes.
- After this, Bounty Runes spawn every 3rd minute mark (3:00, 6:00, 9:00, etc.) at the dedicated Bounty Rune spots in the jungles of each team.
- Bounty Runes never despawn. If they are not picked up before the next ones spawn, the new runes spawn next to the old ones.
- Trusty Shovel may dig up a Bounty Rune as one of its rewards.
- Pirate Hat works similarly, but will always spawn a Bounty Rune.
- Wisdom Rune
- Wisdom Runes start spawning at the 7:00 minute mark, and then every 7 minutes (14:00, 21:00, 28:00, etc.)
- They spawn at their dedicated Wisdom Rune spots at the left and right edges of the map.
- Wisdom Runes never despawn. If they are not picked up before the next ones spawn, the new runes spawn next to the old ones.
- Water Rune
- Water Runes spawn at the 2:00 and the 4:00 minute mark at the Power Rune spots in the river. After this time, they will not spawn.
- If Water Runes are not picked up before the next runes spawn, they disappear.
- When using the
-spawnrune
command to force runes to spawn before the 4:00 minute mark, the Power Rune spots still spawn Water Runes.
- Power Runes
- Power runes start spawning at the 6:00 minute mark, and then every 2 minutes (8:00, 10:00, 12:00, etc.)
- They spawn at one of the rune spots within the river, which is randomly chosen.
- If a Power Rune is not picked up before the next one spawns, it disappears.
- Power Runes never repeat a rune within a cycle, meaning if a specific rune spawned, it cannot spawn again until all other Power Runes have spawned as well.
- The same Power Rune cannot spawn twice in a row, meaning the first rune of the next cycle cannot be the same as last rune of the previous cycle.
Bottling[]
- Runes can be stored inside a Bottle.
- Heroes with a Bottle in their inventory automatically store the rune inside the Bottle when they pick it up.
- A stored rune can be used later by activating the Bottle.
- Storing a rune refills the Bottle to 2 charges if it was a Bounty Rune or Water Rune (unless the Bottle already had more than 2 charges), or to 3 charges (to full) if it was another rune.
- Runes can be stored in the Bottle for up to 1.5 minutes, after which they are automatically activated.
- Stored runes persist through death, but the automatic activation timer does not pause.
- If the owner is dead when the timer runs out, the rune is destroyed and grants no bonuses.
- When the Bottle is filled with a rune, picking up a second rune consumes/activates the new rune right away. It does not replace the existing rune in the Bottle.
- Bottles containing runes cannot be dropped or shared.
Other[]
- Power Runes are only visible when they are in vision. All runes are visible in spectator mode.
- When runes spawn in the fog of war, their icons appear on the minimap. These icons will remain until the rune spot is confirmed to be empty.
- Runes can be destroyed by normal attacks, using a forced attack command.
- Since runes do not count as units, destroying one does not count as a last hit (or deny).
- Runes do not interact with abilities, with the exceptions of Meat Hook and Fetch, which can pull runes, and Toss, which can toss units towards targeted runes.
- Runes have selection boxes with higher priority over units, meaning that if a unit is standing over a rune, the mouse cursor highlights and selects the rune first.
- This only applies to actions that can target runes, such as moving or attacking. Actions that cannot target runes still target the unit first.
- To collect a rune, the hero must be within 150 range of it, but they do not need to be facing the rune to activate it.
List[]
Click on a rune's name to view more detailed information.
Bounty Rune[]
Bounty | Grants bonus Gold. | ||
---|---|---|---|
Icon / Emoticon |
Initial Spawn Team Gold: 40
Next Spawn Base Team Gold: 36 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Wisdom Rune[]
Wisdom | Grants bonus XP. | ||
---|---|---|---|
Icon / Emoticon |
Base Experience: 280
Experience Increase per Interval: 280 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Water Rune[]
Water | Instantly restores 40 Health and 80 Mana. | ||
---|---|---|---|
Icon / Emoticon |
Health Restored: 40
Mana Restored: 80 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Power Runes[]
Amplify Damage[]
Amplify Damage | Increases base damage by 80% and Spell Amp by 15%. | ||
---|---|---|---|
Icon / Emoticon |
Attack Damage Bonus: 80%
Spell Amp Bonus: 15% Duration: 45 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Arcane[]
Arcane | Reduces cooldowns by 25% and mana costs by 30%. | ||
---|---|---|---|
Icon / Emoticon |
Cooldown Reduction: 25%
Mana Loss Reduction: 30% Duration: 50 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Haste[]
Haste | Increases movement speed to maximum. | ||
---|---|---|---|
Icon / Emoticon |
Haste Speed: 550
Duration: 22 Bonus Duration Per Cycle: 3 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Illusion[]
Illusion | Conjures 2 illusions of your hero which deal 35% damage. Melee illusions take 200% damage. Ranged illusions take 300% damage. Illusions last 75 seconds. | ||
---|---|---|---|
Icon / Emoticon |
Split Time: 0.1
Number of Illusions: 2 Damage Dealt: Lua error: Error: No field named "value3_alt" found for any of the specified database tables.. Damage Taken (Melee): Lua error: Error: No field named "value4_alt" found for any of the specified database tables.. Damage Taken (Ranged): Lua error: Error: No field named "value5_alt" found for any of the specified database tables.. Duration: Lua error: Error: No field named "value6_alt" found for any of the specified database tables.. |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Invisibility[]
Invisibility | Becomes invisible for 45 seconds. This invisibility is broken by attacking or by using an ability or item. Grants 25% damage reduction while invisible +5% for each Invisibility rune that has spawned. | ||
---|---|---|---|
Icon / Emoticon |
Fade Time: 2
Duration: 45 Damage Resistance: 25% Resistance Increase per Rune Cycle: 5% |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Regeneration[]
Regeneration | Regenerates health and mana to maximum. If taking damage from an enemy hero, the regeneration rate is lowered to 1% HP/MP per second. | ||
---|---|---|---|
Icon / Emoticon |
Max Health as Health Regen per Second: 6%
Max Mana as Mana Regen per Second: 6% Health Regen (Damaged): 1% Mana Regen (Damaged): 1% Duration: 30 Damage Regen Reduction Duration: 3 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Shield[]
Shield | Grants an All Damage Barrier for 75s equal to 50% of your max HP. | ||
---|---|---|---|
Icon / Emoticon |
Max Health as Barrier Capacity: 50%
Duration: 75 |
Notes:
| |
Model | |||
Bottle | |||
▶️ Activation Sound |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- RenamedDouble Damage Rune to Amplify Damage Rune.
- Reduced attack damage bonus from 100% to 80% of main attack damage.
- Now also grants 15% Spell Amplification.
- Regeneration has its health and mana regeneration reduced to 1% of user's max health/mana upon taking player-based damage instead of dispelling.
- Arcane cooldown reduction reduced from 30% to 25%.
- Invisibility now also grants 25% incoming damage reduction, increased by 5% per rune cycle.
- Haste's duration now increases by 3 seconds per rune cycle.
- UThe Spirit Bear is no longer restricted from having illusions from the Illusion Rune.
- Wisdom now also grants experience to the lowest-level hero on the team.
- If the lowest-level hero picks up the rune, the experience goes to the second-lowest-level hero.
</div> </div>
Gallery[]