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Runes and Runewords: Difference between revisions

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* Invocation Runes grant a powerful effect when you meet said trigger.
* Invocation Runes grant a powerful effect when you meet said trigger.


Below is a list of all the Runes of each type (Ritual/Invocation), thier quality (<span class="magic">Magic</span>, <span class="rare">Rare</span>, <span class="legendary">Legendary</span>), gains/requirements, and effects.
== How Runes Work ==
When a Ritual and an Invocation Rune are slotted into the same item, it creates a Runeword. For example:
 
* If a Bac Ritual Rune and a Jah Invocation Rune are slotted into the same item, the Runeword is ''BacJah''.
* Bac generates Offering of 50 every time you move 5 meters.
* Jah requires 500 Offering to activate so when the Bac Rune has generated 500 offering, the Jah effect will finally activate and teleport you when you evade and make you unsopable.


==Ritual Runes List==
==Ritual Runes List==
 
Below is a list of all the Runes of each type (Ritual/Invocation), thier quality (<span class="magic">Magic</span>, <span class="rare">Rare</span>, <span class="legendary">Legendary</span>), gains/requirements, and effects.
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Revision as of 23:35, 29 August 2024

Rune Explanation

Added in Patch 2.0 for the Vessel of Hatred, two runes can be combined to form a Runeword. There are two types of Runes, Ritual and Invocation. When slotted in an item together form a Runeword.

  • Ritual Runes specify actions you must take to trigger them.
  • Invocation Runes grant a powerful effect when you meet said trigger.

How Runes Work

When a Ritual and an Invocation Rune are slotted into the same item, it creates a Runeword. For example:

  • If a Bac Ritual Rune and a Jah Invocation Rune are slotted into the same item, the Runeword is BacJah.
  • Bac generates Offering of 50 every time you move 5 meters.
  • Jah requires 500 Offering to activate so when the Bac Rune has generated 500 offering, the Jah effect will finally activate and teleport you when you evade and make you unsopable.

Ritual Runes List

Below is a list of all the Runes of each type (Ritual/Invocation), thier quality (Magic, Rare, Legendary), gains/requirements, and effects.

Rune Quality Gain Effect
Ahu Legendary 10 Offering Lucky Hit: Up to a 100% chance against Injured enemies.
Bac Legendary 50 Offering Travel 5 meters.
Cem Legendary 50 Offering Cast Evade
Cir Magic 25 Offering Cast the same non-Channeled Skill 3 times in a row.
Feo Magic 1000 Offering. Become Injured or Crowd Controlled (Cooldown: 20 seconds).
Kaa Rare 2 Offering Lose 1% of your Maximum Life.
Lith Legendary 25 Offering Lose 1% of your Maximum Life.
Moni Magic 10 Offering Cast a Skill after moving. (Cooldown: 0.2 seconds)
Neo Rare 300 Offering Deal damage after not taking any within 5 seconds. (Resets if Invulnerable.)
Noc Rare 5 Offering Inflict a Crowd Control that isn’t Slow or Chill.
Poc Rare 2 Offering Spend 5% of your Maximum Resource.
Tam Legendary 25 Offering Cast a non-Channeled Core Skill.
Tam Legendary 25 Offering Cast a non-Channeled Core Skill.
Ur Magic 10 Offering Your Minion or Companion kills an enemy or dies.
Xol Legendary 150 Offering. Evoke power from another Class.
Yax Magic 100 Offering. Drink a Healing Potion
Yul Legendary 50 Offering. Cast a Skill with a Cooldown.
Zan Magic 150 Offering. Cast an Ultimate Skill.

Invocation Runes

Rune Quality Requires Effect
Ceh Magic 100 Offering (Overflow: Summon Multiple Wolves) Cooldown: 1 Second. Summon a Spirit Wolf to attack enemies for 8 seconds.
Eom Legendary 100 Offering (Overflow: Further Reduced Cooldowns) Cooldown: 1 Second. Reduce your active Cooldowns by 0.25 seconds.
Gar Legendary 25 Offering (Overflow: Gain Multiple Stacks). Cooldown: 1 Second. 2.5% Critical Strike Chance for 5 seconds, up to 25%.
Jah Legendary Requires: 500 Offering Cooldown: 2 Seconds. Replace your next Evade with the Sorcerer’s Teleport, blinking further, dealing damage, and becoming Unstoppable.
Kry Rare 500 Offering Cooldown: 3 Seconds Evoke the Spiritborn’s Vortex, dealing damage and Pulling In enemies.
Kaa Rare 2 Offering Lose 1% of your Maximum Life.
Lum Magic Offering (Overflow: Increased Resource Restored) Cooldown: 1 Second. Restore 1 Primary Resource.
Met Magic 100 Offering (Overflow: Increased Duration) Cooldown: 1 Second. You leave the Necromancer’s Desecrated Ground behind you for 3 seconds, dealing damage to enemies within.
Mot Rare 150 Offering (Overflow: Gain Multiple Shadows) Cooldown: 1 Second. Gain a shadow from the Rogue’s Dark Shroud, reducing damage taken per shadow.
Ner Rare Requires: 700 Offering (Overflow: Increased Duration) Cooldown: 6 Seconds. Evoke the Rogue’s Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth.
Ohm Legendary 500 Offering (Overflow: Increased Duration). Cooldown: 2 Seconds. Evoke the Barbarian’s Enhanced War Cry, increasing your Movement Speed and damage dealt.
Ono Magic 25 Offering (Overflow: Increased Bolts Spawned) Cooldown: 1 Second. Evoke the Druid’s Dancing Bolts, seeking and dealing damage to enemies.
Qax Rare Requires: 400 Offering (Overflow: Further Increased Damage) Cooldown: 1 Second. Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage.
Qua Rare 400 Offering (Overflow: Increased Duration) Cooldown: 1 Second. Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%.
Que Rare 800 Offering (Overflow: Increased Duration) Cooldown: 1 second. Evoke the Druid’s Earthen Bulwark, granting yourself a Barrier.
Tal Magic 100 Offering (Overflow: Increased Swarms Spawned) Cooldown: 1 Second. Evoke the Spiritborn’s Pestilent Swarm, dealing damage to enemies.
Teb Magic 100 Offering Cooldown: 1 Second Evoke the Necromancer’s Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die.
Tec Magic 100 Offering (Overflow: Increased Size) Cooldown: 1 Second. Evoke the Barbarian’s Earthquake, dealing damage to enemies within.
Thul Rare 400 Offering (Overflow: Increased Size) Cooldown: 1 Second. Evoke the Sorcerer’s Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies.
Ton Magic 25 Offering (Overflow: Increased Meteorites Spawned) Cooldown: 1 Second Evoke the Sorcerer’s Meteorites, dealing damage to enemies.
Tun Magic 100 Offering (Overflow: Increased Grenades Spawned) Cooldown: 1 Second. Evoke the Rogue’s Stun Grenades, Stunning and dealing damage to enemies.
Tzic Rare 250 Offering Cooldown: 1 Second. Evoke the Spiritborn’s Concussive Stomp, dealing damage and Knocking Down enemies.
Vex Legendary 400 Offering (Overflow: Increased Duration). Cooldown: 1 Second. Gain +3 to all Skills for 5 seconds.
Wat Rare 100 Offering Cooldown: 1 Second Evoke the Necromancer’s Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them.
Xan Legendary 700 Offering Cooldown: 1 Second. Your next Skill cast will be a guaranteed Critical Strike and Overpower.
Xal Rare 200 Offering (Overflow: Increased Duration) Cooldown: 1 Second. Gain 20% Maximum Life for 4 seconds.
Yom Legendary 500 Offering Cooldown: 5 Seconds. Evoke the Druid’s Petrify, Stunning enemies and increasing your Critical Strike Damage against them.
Zec Rare 200 Offering (Overflow: Further Reduced Cooldown) Cooldown: 2 Seconds. Reduce your active Ultimate Cooldown by 4 seconds.


Runes Archive

When Diablo 4 was first announced Runewords were in, then they were out, then they were rumored to be coming back sometime in the distant future, and then unexpectedly, they arrived. Below is the information released during that time.

+ Expand to see the Archive of Runes.

Runes do not appear in Diablo 4. This page details the runes that were teased early in development. Although they are not in the game now they haven't been ruled out. Full details on all that's been uncovered can be found in the Runewords page.

Yeah, totally. How would I say this? We like rune words. They're very cool. We don't have anything to announce as far as if they're going to be in the game in the immediate future. We do think they're still a really cool idea, and that's all I'm going to say right now.

Condition Runes
AMN When you freeze an enemy, activate the next socketed rune.
ELD When yu are stunned or frozen, activate the next socketed rune.
ETH Every 3 seconds without moving, activate the next socketed rune.
FAL When a pet dies, activate the next socketed rune.
Effect Runes
IST When active, your next thorns hit deals 30% more.
KO When active, reduce a random skill cooldown by 15%.
SOL When active, gain a random shrine effect for 7 seconds.
THUL When active, gain 500 damage barrier.