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Runes and Runewords

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Diablo 4 Runes

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

Below is a list of all the Runes of each type and their quality.


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.






Ritual Runes:

  • Yul, Legendary:
    • Gain: 50 Offering.
    • Cast a Skill with a Cooldown.
  • Cir, Magic:
    • Gain: 25 Offering.
    • Cast the same non-Channeled Skill 3 times in a row.
  • Ahu, Legendary:
    • Gain: 10 Offering.
    • Lucky Hit: Up to a 100% chance against Injured enemies.
  • Neo, Rare:
    • Gain: 300 Offering.
    • Deal damage after not taking any within 5 seconds. (Resets if Invulnerable.)
  • Tam, Legendary:
    • Gain: 25 Offering.
    • Cast a non-Channeled Core Skill.
  • Xol, Legendary:
    • Gain: 150 Offering.
    • Evoke power from another Class.
  • Zan, Magic:
    • Gain: 150 Offering.
    • Cast an Ultimate Skill.
  • Feo, Rare:
    • Gain: 1000 Offering.
    • Become Injured or Crowd Controlled (Cooldown: 20 seconds).
  • Noc, Rare:
    • Gain: 5 Offering.
    • Inflict a Crowd Control that isn’t Slow or Chill.
  • Cem, Magic:
    • Gain: 50 Offering.
    • Cast Evade.
  • Bac, Legendary:
    • Gain: 50 Offering.
    • Travel 5 meters.
  • Ur, Magic:
    • Gain: 10 Offering.
    • Your Minion or Companion kills an enemy or dies.
  • Yax, Magic:
    • Gain: 100 Offering.
    • Drink a Healing Potion.
  • Poc, Rare:
    • Gain: 2 Offering.
    • Spend 5% of your Maximum Resource.
  • Moni, Magic:
    • Gain: 10 Offering.
    • Cast a Skill after moving. (Cooldown: 0.2 seconds)
  • Kaa, Rare:
    • Gain: 2 Offering.
    • Lose 1% of your Maximum Life.
  • Lith, Legendary:
    • Gain: 25 Offering.
    • Stand still for 0.3 seconds.

Invocation Runes:

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