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 unstoppable.
Important Notes on Runes
- Runes can be traded.
- Runes are stackable in the socketable inventory tab.
- A maximum of 2 Runewords can be equipped
- The same Rune cannot be equiped twice.
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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.
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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.
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