Rune Keeper Race: Dwarf Class: Wizard Stats Cost: ? | Dam: 0 | Spd: 6 | Rng: 1 | Def: 2 | HP: 48 Abilities Summon Rune: Death [AP: 3 CD: 2] - A Death Rune (AoE2) is summoned at target space within 4 spaces. At the beginning of your next turn all units occupying the Death Rune take 12 magic damage. Summon Rune: Fortify [AP: 2 CD: 3] - A Fortify Rune (Champions that occupy a space containing a Fortify Rune have +2 Defense and Resilient) is summoned on target space within 4 spaces for 4 turns. Summon Rune: Power [AP: 2 CD: 3] - A Power Rune (Champions that occupy a space containing a Power Rune have +3 Damage and Attack: Magical) is summoned on target space within 4 spaces for 4 turns. First Ability Line Immunity: Magical (Default) 8 Magic Acolyte (+2 Nora) Magic Eater (+0 Nora) Second Ability Line Readiness - (Default) Resilient - (+0 Nora) Restraining Aura - (+0 Nora)
I should prob mention that the runes are map overlays similar to DMZ or Hallowed Ground. For runes like Power and Fortify either player can utilize them so you want to be careful not to summon a rune where your opponent can just kill your unit and utilize the benefits for himself.