This idea features a new obstacle that would do a couple of things. One, the Runestone would begin spawning like bushes, mushrooms, trees, etc. at TH level 7 because, you guessed it, the Runestone requires DE to be cleared! It doesn't take much DE, just a bit (details later) and the Runestone also adds a passive ability.
Runestones spawn rarely. They emerge from the same ley lines that our elixir and dark elixir is collected from. These ancient stones have one of two passive abilities. Only one ability will take effect at a time (if that wasn't clear before), and the ability only matters when a village is being raided. (Interactive Environment!)
Ability 1: Runic Rage-The Runestone casts a minor rage towards any enemy troops near it, this temporarily boosts speed and attack strength while enemy units and heroes are in the ring.
Stats:
Damage Boost: 15%
Speed Boost: 10
Radius: 7 tiles
Ability 2: Ley Life- The Runestone casts a minor heal towards any friendly troops near it, this temporarily boosts health while CC troops and heroes are in its healing ring.
Stats:
Healing Total: 300
Healing per pulse: 10
Number of pulses: 30
Time between pulses: 0.2 secs
Radius: 7 tiles
Outside of battle one cannot tell which type of Runestone is in their village, so it is a risk to have any. It costs 150 DE to clear a Runestone, and it takes 2 mins. These are the exact stats of the obstacle...
Runestone:
Size: 2x2
Removal Time: 2 Minutes
Experience Gained: 10
Removal Cost: 150 Dark Elixir
Gems Gained: 0-10
Pics:
Attachment 32614
So I picture something like this. Kind of a pillar of dark stone with glowing runes. The above stone is a historical Viking Runestone!
Clash On,
~KingDao

