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=Introduction=
{{Item navbox|{{runes}}}}'''Runes''' are small objects that, like [[gems]] and [[jewels]], have no function until they are [[socket]]ed into an [[item]].


Runes all look more or less like the samples you see to the left; small gray objects with various symbols and squiggles on them. It's unknown if the markings mean anything in any language, or if they are just whatever the Blizzard artists made up. All 33 runes look different, so in theory you could memorize them and not need to hover on one to know what it was. Impress your friends! They also have a weird squishy sound when dropped or placed in Inventory, as though they were organic items, rather than the rocks they look like.


Runes have some very nice properties when socketed. A wide variety of properties, and all 33 of them do different things in different item types. We have every rune listed with their properties on the Runes Stats page, in the top left navigation table.
==How to use a Rune==
Runes add different properties to [[shield]]s or [[armor]] vs. [[weapon]]s, and sometimes shields and armor differ as well. See the [[Rune list|full runes listing here]]. Runes can be upgraded; 2 or 3 of one type, plus a particular gem type/quality, can be combined in the [[Horadric Cube]] to upgrade to the next higher level rune. Runes are most powerful when combined into special [[runewords]], so be sure you check the recipes for those.


So glorified gems? Not hardly. The real power of Runes comes in the Rune Words. These are special combinations of Runes that create Unique-like items with enormous bonuses. Making a Rune Word is tricky though. You must have:
<center>
[[Image:R-el.gif]]
[[Image:R-eld.gif]]
[[Image:R-tir.gif]]
[[Image:R-nef.gif]]
[[Image:R-eth.gif]]
[[Image:R-ith.gif]]
[[Image:R-tal.gif]]
[[Image:R-ral.gif]]
[[Image:R-ort.gif]]
[[Image:R-thul.gif]]
[[Image:R-amn.gif]]<br>
[[Image:R-sol.gif]]
[[Image:R-shae.gif]]
[[Image:R-dol.gif]]
[[Image:R-hel.gif]]
[[Image:R-io_po.gif]]
[[Image:R-lum.gif]]
[[Image:R-ko.gif]]
[[Image:R-fal.gif]]
[[Image:R-lem.gif]]
[[Image:R-pul.gif]]
[[Image:R-um.gif]]<br>
[[Image:R-mal.gif]]
[[Image:R-ist.gif]]
[[Image:R-gul.gif]]
[[Image:R-vex.gif]]
[[Image:R-ohm.gif]]
[[Image:R-lo.gif]]
[[Image:R-sur.gif]]
[[Image:R-ber.gif]]
[[Image:R-jah.gif]]
[[Image:R-cham.gif]]
[[Image:R-zod.gif]]
</center>


* The exact Runes
==Runewords==
* The correct item type.
{{runewords}}This is where Runes really become awesome. A "[[RuneWord]]" is the term for an item that has been [[socket]]ed with special Runes in the correct order. Runewords can only be fashioned in regular (gray name, '[[normal]]') socketed items, with the precise number of sockets required for that recipe. No more and no less.
* With the correct number of sockets.
* And insert the Runes in the correct order


=Rune Scarcity=
The majority of the most powerful weapons and armor in the game are runewords, though they can be difficult to obtain, since the powerful ones require very scarce, high level runes. In addition to the runes, a suitable item must be found to create the runeword in. It makes no sense to create a high damage runeword in a weapon with a low base damage, so expert players search long and hard for just the right item with just the right number of sockets, while working to store up the runes they'll need to fill them.
Runewords offer all the individual bonuses of all the runes used, and in addition usually add several other bonuses. For example, any runeword containing the rune "Zod" will have the indestructible trait, along with other bonuses of the particular runeword. Runeword items may also be reset to the original unsocketed item state via a cube recipe (Runeword + Hel rune + scroll of town portal) removing all the runes, and destroying the runes in the process. Once a rune is placed into an item, it is impossible to get it back, so it is best to make sure the runes are placed in the right order, and the right weapon/armor class is used.
 
==Diablo II Rune Item Generation==
Runes are not like gems, they are not dropped in equal amounts, they are more like [[item]]s. There are common runes, and there are runes that you'll find once in your character's life, if that often. Runes drop pretty regularly, you'll often find several a game, but only the common ones. The less common runes are very hard to find, and the rarest of them all are virtually imaginary. On battle.net or in multiplayer games, you will have a better chance of finding more runes if there are more players present in a game, as the number of players in a game increases the total items dropped.


Runes are not like gems, they are not dropped in equal amounts. They are more like items, there are common runes, and there are runes that you'll find once in your character's life, if that often. Runes drop pretty regularly, you'll often find several a game, but only the common ones. The less common runes are very hard to find, and the rarest of them all are virtually imaginary.


So how do Runes generate? A quick overview of how the game decides which items to drop when is needed.
So how do Runes generate? A quick overview of how the game decides which items to drop when is needed.
 
* When you kill a [[monster]], the game picks a [[Treasure Classes|treasure class]] based on the monster's level ([[Mlvl]]).
* When you kill a monster, the game picks a treasure class based on the monster's level.
* A random roll takes place, and the game either drops an item from that treasure class, drops nothing, or goes down to a lower treasure class.
* A random roll takes place, and the game either drops an item from that treasure class, drops nothing, or goes down to a lower treasure class.
* Once in the next lower treasure class it can again drop an item from that treasure class, drop nothing, or move to the next lower treasure class.
* Once in the next lower treasure class it can again drop an item from that treasure class, drop nothing, or move to the next lower treasure class.
* It will continue calculating what to drop until selected an item, or selecting to drop nothing at all.
* It will continue calculating what to drop until selected an item, or selecting to drop nothing at all.


For runes there are 17 treasure classes, with Zod being in the highest. There is always a very high chance when killing a monster of that level that nothing at all will drop, or that you'll get nothing from the highest treasure class. So if you kill a monster and it picks Runes treasure class 17, 99.99% of the time it will drop down to Runes 16, which has Cham and Jo in it, and 99.98% of those times it'll drop down to Runes 15, and it'll keep dropping down till it picks a rune to drop.
Here's a quick list of comparative Rune scarcity. These figures change with balances in each patch, and they've grown much longer since these numbers, which were accurate for [[v1.07]], when D2X was first released. In [[v1.11]] the curve is much longer; you'll find far, far more of each level rune than you will the next higher level. With latest patch release [[v1.13]] the drop rate for runes Um and above has been increased even further, by roughly three times that of previous versions.
 
Full listing of comparative Rune scarcity from most common to least common. Thanks to Johan and Ensign. These are not exactly accurate, but they are close enough to give you an idea how seldom you'll see the higher level Runes.
 


{|  
{|  
| El = 144,238<br> Eld = 96,159<br> Tir = 69,209<br> Nef = 46,139<br> Eth = 43,530<br> Ith = 29,020 <br> Tal = 32,998<br> Ral = 21,999<br> Ort = 21,133<br> Thul = 14,088<br> Amn = 11,822
| [[El]] = 144,238<br> [[Eld]] = 96,159<br> [[Tir]] = 69,209<br> [[Nef]] = 46,139<br> [[Eth]] = 43,530<br> [[Ith]] = 29,020 <br> [[Tal]] = 32,998<br> [[Ral]] = 21,999<br> [[Ort]] = 21,133<br> [[Thul]] = 14,088<br> [[Amn]] = 11,822
| Sol = 7881<br> Shae = 6028<br> Dol = 4019<br> Hel = 2899<br> Io/Po = 1933<br> Lum = 1343<br> Ko = 895 <br> Fal = 606<br> Lem = 404<br> Pul = 267<br> Um = 178
| [[Sol]] = 7881<br> [[Shael]] = 6028<br> [[Dol]] = 4019<br> [[Hel]] = 2899<br> [[Io]]/[[Po]] = 1933<br> [[Lum]] = 1343<br> [[Ko]] = 895 <br> [[Fal]] = 606<br> [[Lem]] = 404<br> [[Pul]] = 267<br> [[Um]] = 178
| Mal = 115<br> Ist = 77<br> Gul = 48<br> Vex = 32<br> Ohm = 19<br> Lo = 13<br> Sur = 7.2<br> Ber = 4.8<br> Jo = 2.4<br> Cham = 1.6<br> Zod = 1
| [[Mal]] = 115<br> [[Ist]] = 77<br> [[Gul]] = 48<br> [[Vex]] = 32<br> [[Ohm]] = 19<br> [[Lo]] = 13<br> [[Sur]] = 7.2<br> [[Ber]] = 4.8<br> [[Jah]] = 2.4<br> [[Cham]] = 1.6<br> [[Zod]] = 1
|}
 
 
This is a comparison, so you'll find 1 Zod for every 144,238 El's. Figures subject to further tweaking before the final game. Initial figures we heard from Blizzard North months ago were more like 1 Zod per 600,000 El's. So either they made Zod's more common or scaled all the rest less common.
 
=Which Runes are Best?=
 
This is a certainly open to debate. Runewords are very large and complicated animals, and you have to compare one of those to a magical socketed or Rare or Unique or Set item of the same type. But how about the individual Runes, which of them is best in a given item type?
 
Well, what would you say if asked which Gems were best? This is easier to determine since there are only seven of them and they have simple, similar effects, but it would still be largely an issue of what you wanted to boost. You have a helm with one socket, do you want to add Strength or Dexterity or Mana or mana regeneration? Or something else?
 
If the question is complicated for seven Gems, how about thirty-three Runes, all of which do very different things in different items? But there are 33 Runes, all do different things in different types of items, and they can possibly stack up to give very impressive totals in multi-socketed items.
 
This section doesn't cover RuneWords; those are better compared to top quality Rares or Uniques or Set Items. This is about the individual Runes, and which are best to socket in a good item (Rare, Magical, Set, Unique) to make it great, and which are best to put a bunch of into a plain multi-socketed item.
 
The best runes are generally the most powerful, and while everyone would like a Zod in their Ethereal item or just to save on any repair expenses ever, you'll hardly ever find one, and if you do you'll want to use it in some Uber RuneWord anyway. So consider the rune #'s as well. A quick reference is as follows:
 
* 1-8 are quite common, you'll soon get sick of seeing them and won't even bother to pick them up once you have a mule choking on them.
* 9-15 are seen, but not so often, you might have one person in a big game find one of these.
* 16-20 are very seldom seen, but not unheard of. You'll probably wonder which it is when you see it since you've not seen it before.
* 21-33 are going to be the find of the day any time one of them turns up, and as you get into the 30's, no more than a handful will be seen on Battle.net each month.
 
Over time these figures changed, as people built up stacks of the semi-rare runes, and the rarest are usually [http://traders.diabloii.net to be traded for].  There will be shortages of some based on utility. Some are popular for Crafted Recipes, others prove to be the most popular weapon sockets (Shae, IAS, is very hot for that already), while others perhaps rarer won't be as in demand.
 
==Damage Weapons==
 
The best Runes to put into a weapon you are using for damage (as opposed to one held by a spell-caster). Note that all Runes in items are useful, these are just generally considered to be the best. Adding 10 vitality is always a good thing, but it's not really what you look to your weapon for.
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Nef (#4)
| Knockback
|-
| Amn (#11)
| 7% Life Steal
|-
| Shae (#13)
| 20% Increased Attack Speed
|-
| Hel (#15)
| -20% Item Requirements
|-
| Vex (#26)
| 7% Mana Steal
|-
| Ohm (#27)
| +50% Damage
|-
| Gul (#25)
| +20% Attack Rating
|-
| Lo (#28)
| 20% chance of Deadly Strike
|-
| Ber (#30)
| 20% chance of Crushing Blow
|-
| Cham (#32)
| Ignores Target Defense
|-
! colspan="2" | Also Useful
|-
| Ith (#6)
| +9 to Maximum Damage
|-
| Tal (#7)
| 75 Poison Damage over 5 seconds
|-
| Ral (#8)
| +5-30 Fire Damage
|-
| Ort(#9)
| +1-50 Lightning Damage
|-
| Thul (#10)
| 3-14 Cold Damage, 3 second chill time
|-
| Sol (#12)
| +9 to Minimum Damage
|-
| Pul (#21)
| +75% damage, +100 AR vs. Demons
|-
| Um (#22)
| 25% chance of Open Wounds
|-
| Mal (#23)
| Prevents Monster Healing
|-
| Sur (#29)
| 20% chance of Hit Blinds Target
|-
| Jo (#31)
| 32% chance of freezing target for 3 seconds
|-
| Zod (#33)
| Indestructible
|}
 
 
==Spell-Caster Weapons==
 
There aren't a lot of real good options for Rune socketing into spell-caster weapons. No faster cast or mana regeneration or +skills or even +mana.
 
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Tir (#2)
| +2 Mana per kill
|-
| Dol (#14)
| Hit Causes Monster to Flee 25%
|-
| Ist (#24)
| 30% Magic Find
|-
| Cham (#32)
| Ignores Target Defense
|-
! colspan="2" | Also Useful
|-
| Nef (#4)
| Knockback
|-
| Hel (#15)
| -20% Item Requirements
|-
| Lem (#20)
| 50% Extra Gold from Monsters
|-
| Gul (#25)
| +20% Bonus to Attack Rating
|-
| Sur (#29)
| 20% Chance of Hit Blinds Target
|-
| Zod (#33)
| Indestructible
|}
 
 
==Armor and Helms for Combat Characters==
 
There aren't any magically good socketing options in helm or armor for combat characters. Nothing that adds damage or leech or Attack Speed, but there are some pretty good bonuses to other things.
 
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Shae (#13)
| 20% Faster Hit Recovery
|-
| Pul (#21)
| +30% Enhanced Defense
|-
| Um (#22)
| 15% Resist All
|-
| Ist (#24)
| +25% chance to find Magical Items
|-
| Ber (#30)
| Damage Reduced by 8%
|-
| Jo (#31)
| +5% of Total Hit Points
|-
| Cham (#32)
| Cannot be frozen
|-
! colspan="2" | Also Useful
|-
| Tal (#7)
| +35% Poison Resistance
|-
| Ral (#8)
| +35% Fire Resistance
|-
| Ort (#9)
| +35% Lightning Resistance
|-
| Thul (#10)
| +35% Cold Resistance
|-
| Amn (#11)
| Attacker Takes 14 Damage
|-
| Sol (#12)
| -7 Damage Taken
|-
| Hel (#15)
| -15% Item Requirements
|-
| Io (#16)
| +10 Vitality
|-
| Ko (#17)
| +10 Energy
|-
| Lum (#18)
| +10 Dexterity
|-
| Fal (#19)
| +10 Strength
|-
| Mal (#23)
| Reduces Magical Damage by 7
|-
| Gul (#25)
| +5% to Max Poison Resistance
|-
| Vex (#26)
| +5% to Max Fire Resistance
|-
| Um (#27)
| +5% to Max Cold Resistance
|-
| Lo (#28)
| +5% to Max Lightning Resistance
|-
| Zod (#33)
| Indestructible
|}
 
 
==Armor and Helms for Spell-Casters==
 
No awesome socketing for helms/armor for spell-casters, but there are generally better options than they get with weapons. No fast cast or bonus skills, but you can improve your regeneration rate, resistances, mana, and more.
 
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Tir (#2)
| +2 Mana per kill
|-
| Eth (#5)
| 15% Mana Regeneration
|-
| Ith (#6)
| 15% Melee Damage Goes to Mana
|-
| Shae (#13)
| 20% Faster Hit Recovery
|-
| Um (#22)
| 15% Resist All
|-
| Ist (#24)
| +25% chance to find Magical Items
|-
| Sur (#29)
| +5% to Total Mana
|-
| Ber (#30)
| Damage Reduced by 8%
|-
! colspan="2" | Also Useful
|-
| Tal (#7)
| +35% Poison Resistance
|-
| Ral (#8)
| +35% Fire Resistance
|-
| Ort (#9)
| +35% Lightning Resistance
|-
| Thul (#10)
| +35% Cold Resistance
|-
| Amn (#11)
| Attacker Takes 14 Damage
|-
| Sol (#12)
| -7 Damage Taken
|-
| Hel (#15)
| -15% Item Requirements
|-
| Io (#16)
| +10 Vitality
|-
| Ko (#17)
| +10 Energy
|-
| Lum (#18)
| +10 Dexterity
|-
| Fal (#19)
| +10 Strength
|-
| Mal (#23)
| Reduces Magical Damage by 7
|-
| Gul (#25)
| +5% to Max Poison Resistance
|-
| Vex (#26)
| +5% to Max Fire Resistance
|-
| Um (#27)
| +5% to Max Cold Resistance
|-
| Lo (#28)
| +5% to Max Lightning Resistance
|-
| Jo (#31)
| +5% of Total Hit Points
|-
| Cham (#32)
| Can not be frozen
|}
 
 
==Shields for Combat Characters==
 
The options for shields for combat characters are ok, but most of the good runes are up the rare end of the scale, so are more likely to be used in crafting or in RuneWords.
 
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Eld (#2)
| +7% Blocking
|-
| Ith (#6)
| 15% Damage Taken Goes to Mana
|-
| Sol (#12)
| -7 Damage Taken
|-
| Shael (#13)
| 20% Increased Blocking Speed
|-
| Pul (#21)
| +30% Enhanced Defense
|-
| Um (#22)
| +22% Resist All
|-
| Mal (#23)
| -7 Magical Damage Taken
|-
| Ber (#30)
| -8% Damage Taken
|-
| Jo (#31)
| +50 Life
|-
| Cham (#32)
| Cannot Be Frozen
|-
! colspan="2" | Also Useful
|-
| Nef (#4)
| +30 Defense vs Missiles
|-
| Tal (#7)
| +35% Resist Poison
|-
| Ral (#8)
| +35% Resist Fire
|-
| Ort (#9)
| +35% Resist Lightning
|-
| Thul (#10)
| +35% Resist Cold
|-
| Amn (#11)
| Attacker Takes 14 Damage
|-
| Dol (#14)
| +7 Replenish Life
|-
| Hel (#15)
| -15% Item Requirements
|-
| Io (#16)
| +10 Vitality
|-
| Ko (#18)
| +10 Dexterity
|-
| Fal (#19)
| +10 Strength
|-
| Lem (#20)
| +50% Extra Gold from Monsters
|-
| Ist (#25)
| +25% Chance of finding magical items
|-
| Zod (#33)
| Indestructible
|}
 
 
==Shields for Spell-Casters==
 
No particularly great socketing for shields for spell-casters, but there are better options than they get with weapons. Again like the combat shields mthe good runes are too rare to really be feasible to use this way.
 
 
{| width="50%"
! colspan="2" | Best Choices
|-
! Rune
! Bonus
|-
| Tir (#3)
| +2 Mana After Each Kill
|-
| Eth (#5)
| +15% Regenerate Mana
|-
| Hel (#15)
| -15% Item Requirements
|-
| Io (#16)
| +10 Vitality
|-
| lum (#17)
| +10 Energy
|-
| Lem (#20)
| +50% Extra Gold From Monsters
|-
| Um (#22)
| +22% Resist All
|-
| Ist (#25)
| +25% Chance of finding magical items
|-
| Sur (#29)
| +50 Mana
|-
| Jo (#31)
| +50 Life
|-
| Cham (#32)
| Cannot Be Frozen
|-
! colspan="2" | Also Useful
|-
| Eld (#2)
| +7% Blocking
|-
| Ith (#6)
| 15% Damage Taken Goes to Mana
|-
| Tal (#7)
| +35% Resist Poison
|-
| Ral (#8)
| +35% Resist Fire
|-
| Ort (#9)
| +35% Resist Lightning
|-
| Thul (#10)
| +35% Resist Cold
|-
| Shael (#13)
| 20% Increased Blocking Speed
|-
| Dol (#14)
| +7 Replenish Life
|-
| Hel (#15)
| -15% Item Requirements
|-
| Fal (#19)
| +10 Strength
|-
| Ber (#30)
| -8% Damage Taken
|-
| Zod (#33)
| Indestructible
|}
|}


==Further Information==
You can find out more of the essential information about rune in one of these articles:
* [[Rune FAQ]] - All your questions about runes are answered here.
* [[Rune list]] - All the runes in the game, and how you can create a [[Zod]] rune from a fourteen trillion [[El]]s.
* [[Runewords]] - Get help to create runewords.
* [[Socket]]s - Get to know more about the socket mechanic.


=Runewords=
===Diablo 3 Runes===
 
* {{iw|Rune Diablo 3 Runes}} - All known information on how runes will work in Diablo 3. They will NOT be [[socket]]ed, or contain [[RuneWords]].
This is where Runes really become awesome. A "RuneWord", also called a "Runic Item", is the term for an item that has been socketed with special Runes in the correct order, and has morphed into a massive item with stats Blizzard designers pre-designed.
 
A Runic Item is basically a unique item, since the bonuses are the same for the same Rune Word each time. They vary though by the base item they are placed in. Once you socket the runes, the item will gain a special name in golden letters, and will have substantial bonus stats modifying the item's normal stats. For this reason you want to get the best base item possible to socket, though finding one with the correct number of sockets can be quite difficult.
 
The [[http://www.diabloii.net/quests/act-five.shtml ]]socketing an item quest can help there, but since that quest only puts the maximum number of sockets into an item, it's useless if your Rune Word requires and item with less than the maximum possible, which is often the case.
 
In addition to the Rune Word bonus, you still get the bonuses of the individual Runes in the item. It can be hard to keep track of the individual Rune bonuses since only the Rune Word displays, so you might have to look up the stats on a chart, or just remember them.
 
=Runeword Categories=
 
The runewords are listed in separate categories also.
 
* [[Runewords Armor| Armor]]
* [[Runewords Headgear| Headgear]]
* [[Runewords_Shields| Shields]]
* [[Runewords Weapons| Weapons]]
* [[Runewords| All Runewords]]
 
=FAQs=
 
==What are the most common errors in making a RuneWord?==
 
99% of the errors are:
 
* Tried to make it in a magical/unique/set item.
 
* Tried to make it in an item with more than the required sockets.
 
* Tried a weapon recipe in armor, helm recipe in shield, sword recipe in bow, etc. The recipes work only for the items that they are listed to work for.
 
==Do RuneWords work in single player or over Open Battle.net?==
 
Yes, for the most part. In v1.09 and later patches, some runewords were added that only worked for characters on the ladders, and not on the open realms. Some of these ladder-only runewords work for single player, but not all. See the full listing for more details.
 
==Do RuneWords work on Mercs?==
 
No, this was a bug in v1.08 and was fixed in v1.09.
 
==Does +Magic Find gear work to find more or better Runes?==
 
No, +MF% doesn't make more Runes or higher quality Runes drop. It doesn't hurt your odds either though.
 
==How do I make a RuneWord?==
 
You must be sure you follow all of these steps exactly:
 
# The item must be a low quality, normal, or superior normal item. The name should be in grey. You can not use Set, Unique, Rare, or Magical items, even if they have the correct number of sockets!
# The item must be of the correct type. If the recipe says "swords only" it means it, maces, axes, etc won't work.
# The item must have exactly the correct number of sockets. This means no more and no less than the number of Runes. You can't put a three-socket RuneWord into a 5 socket item, it won't work, you'll just get the bonuses from the individual Runes.
# You must insert the Runes in the correct sequence.
# You must be on one of the Realms (not single player or LAN). Only Ancient's Pledge works off of the realms in v1.08.
 
==Can I personalize a Runic Item?==
 
Yes, and it makes an odd color, with your added name in the Crafted Item orange, and the RuneWord in gold. [[Personalized Runic Item| See it here]].
 
==Can I make a RuneWord in Wirt's Leg?==
 
No. [[Wirts Leg Runeword| Example here]].
 
==Can I make a RuneWord from an Ethereal Item?==
 
Yes, and it will keep the Ethereal mod on it. [[Ethereal_Runeword| Example here]].
 
==Does the arrangement of the sockets in an item matter?==
 
No, the actual appearance of the Runes in the sockets is not important. You need just insert the Runes in the correct sequence, as described above, and it will work. How the Runes look in the item is irrelevant.
 
==Do items with inherent bonuses keep them once they become RuneWords?==
 
Yes, as long as the item is a normal item with bonus skills, and not a magical item. The items allowed are wands, staves, scepters, and all seven types of the [[:Category:Class Specific Items| class specific items]] (though Assassin claws don't get random bonus skills in v1.08).
 
These are the best types of items to use for RuneWords, since they keep their inherent bonuses, and stack them with the RuneWord bonus. You can get huge bonuses to individual skills this way, such as the wand [[Runewords#White|Runeword White]], which has these bonuses, amongst others:
 
* +3 to Bone and Poison Skills
* +4 to Skeleton Mastery
* +2 to Bone Spear
* +3 to Bone Armor
 
If you made this recipe with a 2-socket wand that already had +3 to Skeleton Mastery and +2 to Bone Spear, those would add to the bonuses from the RuneWord and you'd have a total of +7 Skeleton Mastery and +4 Bone Spear, along with all the rest. A couple of examples, such as this [[Runewords#Ancients Pledge| Ancient's Pledge]] made in a Paladin Shield for more resistance, and this [[Leaf| Leaf]] with huge skill bonuses.
 
The bonuses don't need to stack, you could make a weapon one like [[Runewords#Silence| Silence]] in an Amazon bow with 6 sockets, and you'd get all the huge Silence bonus as well as +1-3 to Bow Skills from the bow.
 
==Do superior items keep their bonuses if they become Runic Items?==
 
They should, but there are some reports of it not working correctly.
 
What's a "Runic Item"?==
 
A term for an item with a RuneWord combo in it. Once you get a three-socket shield and stick RalOrtTal into it, you have a Runic Item.
 
==Are RuneWords better in Superior Items?==
 
Yes, the bonus to durability or defense or damage from an item being Superior is preserved with the RuneWord bonuses once it becomes a Runic Item.
 
==Can I make a RuneWord out of a magical or Unique, Set, Rare, Crafted, or Magical items?==
 
No, items must be normal or superior socketed items, (grey colored-text names) to make a RuneWord from them. You can find or make the socketed items with the socket-adding quest in Act Five. Note that some Uniques and all the items in Griswold's Set have two or more sockets in them as inherent properties, which is why they are included here. Crafted Items and Rare items only ever have one socket, but you couldn't make a RuneWord from them even if they had more.


==Is there any way to take a Rune or Runes out of a socket?==


No, like all other socketing in the game, once a gem or Rune or Jewel is in the socket, it's there forever. Be careful moving things around in your Inventory or Stash.
===Diablo 1 Runes===
* [[D1 Hellfire Runes|Diablo 1 Runes]] - Documentation on how runes were used in [[Diablo I]].


==Can I make two RuneWords in the same item?==
==Trivia (Rune History)==
What do you really know about runes? The ones from our world comes from the ancient Vikings, and their "futhark" (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called "Seden", are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...


No, RuneWords can only be made in an item with the exact number of sockets the recipe calls for. If you put 1 or 2 two-rune RuneWord into a 4 socket item, you'll get just the base Rune stats, not one or two RuneWords.
In [[Sanctuary]] however, runes are definitely magically inscribed symbols that will grant (sufficiently prepared) [[items]] [[magic]]al properties. For sages of these runes, magical [[RuneWords]] can be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.


==Can I socket a Runic Item and add another RuneWord to it?==
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].


No, you can't add any sockets to a Runic Item with the socketing quest. There aren't any known RuneWords that create Runic Items with sockets in them, but even if there were, they wouldn't be allowed, same as the Uniques and Set items with two or more sockets now.


[[category:runes]]
[[category:runes]]
[[Category:Featured articles]]

Latest revision as of 03:00, 18 April 2010

Diablo II Items [e]
Weapons
AxesBowsCrossbowsDaggersJavelinsMacesPolearmsSceptersSpearsStavesSwordsThrowingWands
Armor
BeltsBody ArmorBootsCircletsGlovesHelmsShields
Class-specific
Assassin ItemsAmazon ItemsBarbarian ItemsDruid ItemsNecromancer ItemsPaladin ItemsSorceress Items
Other
CharmsClass ItemsCraftedHoradric CubeRunesSet ItemsUniquesJewelsSockets
Guides and Stats
CalculationsGamblingItem GenerationModifiersRunewordsQuest ItemsPotionsEtherealGemsBase Item LevelsMisc
Runes
RunewordsRune hunting
Rune listRune FAQ
Runewords Armor
Runewords Headgear
Runewords Shields
Runewords Weapons
Rune Group

Runes are small objects that, like gems and jewels, have no function until they are socketed into an item.


How to use a Rune

Runes add different properties to shields or armor vs. weapons, and sometimes shields and armor differ as well. See the full runes listing here. Runes can be upgraded; 2 or 3 of one type, plus a particular gem type/quality, can be combined in the Horadric Cube to upgrade to the next higher level rune. Runes are most powerful when combined into special runewords, so be sure you check the recipes for those.

R-el.gifR-eld.gifR-tir.gifR-nef.gifR-eth.gifR-ith.gifR-tal.gifR-ral.gifR-ort.gifR-thul.gifR-amn.gif
R-sol.gifR-shae.gifR-dol.gifR-hel.gifR-io po.gifR-lum.gifR-ko.gifR-fal.gifR-lem.gifR-pul.gifR-um.gif
R-mal.gifR-ist.gifR-gul.gifR-vex.gifR-ohm.gifR-lo.gifR-sur.gifR-ber.gifR-jah.gifR-cham.gifR-zod.gif

Runewords

Runewords Nav

This is where Runes really become awesome. A "RuneWord" is the term for an item that has been socketed with special Runes in the correct order. Runewords can only be fashioned in regular (gray name, 'normal') socketed items, with the precise number of sockets required for that recipe. No more and no less.

The majority of the most powerful weapons and armor in the game are runewords, though they can be difficult to obtain, since the powerful ones require very scarce, high level runes. In addition to the runes, a suitable item must be found to create the runeword in. It makes no sense to create a high damage runeword in a weapon with a low base damage, so expert players search long and hard for just the right item with just the right number of sockets, while working to store up the runes they'll need to fill them. Runewords offer all the individual bonuses of all the runes used, and in addition usually add several other bonuses. For example, any runeword containing the rune "Zod" will have the indestructible trait, along with other bonuses of the particular runeword. Runeword items may also be reset to the original unsocketed item state via a cube recipe (Runeword + Hel rune + scroll of town portal) removing all the runes, and destroying the runes in the process. Once a rune is placed into an item, it is impossible to get it back, so it is best to make sure the runes are placed in the right order, and the right weapon/armor class is used.

Diablo II Rune Item Generation

Runes are not like gems, they are not dropped in equal amounts, they are more like items. There are common runes, and there are runes that you'll find once in your character's life, if that often. Runes drop pretty regularly, you'll often find several a game, but only the common ones. The less common runes are very hard to find, and the rarest of them all are virtually imaginary. On battle.net or in multiplayer games, you will have a better chance of finding more runes if there are more players present in a game, as the number of players in a game increases the total items dropped.


So how do Runes generate? A quick overview of how the game decides which items to drop when is needed.

  • When you kill a monster, the game picks a treasure class based on the monster's level (Mlvl).
  • A random roll takes place, and the game either drops an item from that treasure class, drops nothing, or goes down to a lower treasure class.
  • Once in the next lower treasure class it can again drop an item from that treasure class, drop nothing, or move to the next lower treasure class.
  • It will continue calculating what to drop until selected an item, or selecting to drop nothing at all.

Here's a quick list of comparative Rune scarcity. These figures change with balances in each patch, and they've grown much longer since these numbers, which were accurate for v1.07, when D2X was first released. In v1.11 the curve is much longer; you'll find far, far more of each level rune than you will the next higher level. With latest patch release v1.13 the drop rate for runes Um and above has been increased even further, by roughly three times that of previous versions.

El = 144,238
Eld = 96,159
Tir = 69,209
Nef = 46,139
Eth = 43,530
Ith = 29,020
Tal = 32,998
Ral = 21,999
Ort = 21,133
Thul = 14,088
Amn = 11,822
Sol = 7881
Shael = 6028
Dol = 4019
Hel = 2899
Io/Po = 1933
Lum = 1343
Ko = 895
Fal = 606
Lem = 404
Pul = 267
Um = 178
Mal = 115
Ist = 77
Gul = 48
Vex = 32
Ohm = 19
Lo = 13
Sur = 7.2
Ber = 4.8
Jah = 2.4
Cham = 1.6
Zod = 1

Further Information

You can find out more of the essential information about rune in one of these articles:

  • Rune FAQ - All your questions about runes are answered here.
  • Rune list - All the runes in the game, and how you can create a Zod rune from a fourteen trillion Els.
  • Runewords - Get help to create runewords.
  • Sockets - Get to know more about the socket mechanic.

Diablo 3 Runes


Diablo 1 Runes

Trivia (Rune History)

What do you really know about runes? The ones from our world comes from the ancient Vikings, and their "futhark" (equivalence of our 'Alpha Bet(a)'). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called "Seden", are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...

In Sanctuary however, runes are definitely magically inscribed symbols that will grant (sufficiently prepared) items magical properties. For sages of these runes, magical RuneWords can be created to remake a mundane item into a Runic Item, with powers competing with magical artefacts.

Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract demons of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or Angels. Whatever the origin, they are of great use to heroes wishing to dethrone Diablo or Baal.