Yes, another time today.
I have just finished the second new hero of 2.o. The awesome gnome runemaster! Here’s his model:
Now, like in the post where I talked about the Ancestral guardian, I’m going to write the spells of this original hero:
- Arcane missiles (initial ability): at cost of some mana points, you can throw arcane missiles as your normal attack, increasing your damage in 10.
- Rune of Life: casts a rune of life in the soul of the target. The rune drains its runic power and gives the caster 1 runic charge. Also, heals the target. After 1.5 seconds, the rune disappears healing (Level of Rune of Life * 18) hit points.
- 120 base healing, finalĀ healing x1.
- 240 base healing, final healing x2.
- 360 base healing, final healing x3.
- 480 base healing, final healing x4.
- Rune of Fire: casts a rune of fire in the soul of the target. The rune drains its runic power and gives the caster 1 runic charge. Also, causes damage. After 1.5 seconds, the rune explodes causing (Level of Rune of Fire * 10) damage.
- 75 base damage, explosion damage x1.
- 150 base damage, explosion damage x2.
- 225 base damage, explosion damage x3.
- 300 base damage, explosion damage x4.
- Rune of Time: uses the power of the runes to summon a time rift near the hero. The time rift gives an extra attack speed to nearby allied units. Lasts (base duration + (2*runic charges)) seconds. Also gives a runic charge to the caster.
- 6 seconds base duration. Attack speed +10%.
- 8 seconds base duration. Attack speed +15%.
- 10 seconds base duration. Attack speed +20%.
- 12 seconds base duration. Attack speed +25%.
- Rune Mastery: gives a chance to get a runic charge when you hit an enemy. Passive ability.
- 8% chance.
- 16% chance.
- 24% chance.
- 32% chance.
- Rune of Death (ultimate): Summons spirits of darkness that explodes when they find an enemy unit. Lasts 15 seconds.
- 3 spirits per second, 90 damage per explosion.
As you can see, there’s a new mechanic on this hero: the runic charges. He can get them using his basic runes (life, fire and time) and with the passive ability Rune Mastery. Runic charges will increase the effect of the three runes that create runic charges, but they’ll not be consumed when the spell is cast. Every runic charge lasts 8 seconds, and has an independent expiration time.