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Mastering Runewords in Diablo 2: Resurrected

Jun-28-2024

 

In Diablo 2: Resurrected, Runewords are powerful combinations of runes inserted into items with the correct number of sockets. These runes, each imbued with different properties, can be socketed into weapons, armor, shields, and helms, transforming ordinary items into legendary artifacts. When the runes are placed in a specific order, they bestow the item with unique and potent abilities. These items can dramatically enhance your character's performance and are integral to high-level play. This guide brings you a detailed view of runewords.

 

runewords

 

Basics of Runewords

Runewords are powerful combinations that can be created in the game by using small, mystical stones called runes. These runes are scattered throughout the game and each possesses a unique property and symbol. To use these runes, players must find items with sockets, which are slots where runes can be placed. The number of sockets on an item varies depending on its type and rarity.

 

To create a runeword, players need to insert runes into a specific type of item in a precise order. Each runeword has its own unique combination of runes and item types that it requires, such as swords, polearms, or armors. Once the correct combination is achieved, the item's properties will be enhanced, giving players a powerful tool to aid them in their adventures.

 

How to Create Runewords

To create a runeword, the first step is to identify the specific runeword you wish to make. This involves knowing the exact combination of runes needed and the type of item required for the runeword. Once you have this information, the next step is to find a suitable item that meets the criteria.

 

The item you choose must have the correct number of sockets and be of the required type. After acquiring the appropriate item, the final step is to insert the runes into the item in the exact order specified for the runeword. This process enhances the item's properties, providing you with a powerful tool to aid you in your adventures.

 

Common Runes (El - Shael)

1. El Rune

Level Requirement: 11

Effect: Weapon: +50 to Attack Rating, +1 to Light Radius | Armor/Helm/Shield: +15 Defense, +1 to Light Radius

Found: Act 1 Normal onwards

 

2. Eld Rune

Level Requirement: 11

Effect: Weapon: +75% Damage to Undead, +50 Attack Rating against Undead | Armor/Helm/Shield: +15% Stamina Drain, +15 Defense

Found: Act 1 Normal onwards

 

3. Tir Rune

Level Requirement: 13

Effect: Weapon: +2 Mana after each Kill | Armor/Helm/Shield: +2 Mana after each Kill

Found: Act 1 Normal onwards

 

4. Nef Rune

Level Requirement: 13

Effect: Weapon: Knockback | Armor/Helm/Shield: +30 Defense vs. Missile

Found: Act 1 Normal onwards

 

5. Eth Rune

Level Requirement: 15

Effect: Weapon: -25% Target Defense | Armor/Helm/Shield: Regenerate Mana 15%

Found: Act 2 Normal onwards

 

6. Ith Rune

Level Requirement: 15

Effect: Weapon: +9 to Maximum Damage | Armor/Helm/Shield: 15% Damage Taken Goes to Mana

Found: Act 3 Normal onwards

 

7. Tal Rune

Level Requirement: 17

Effect: Weapon: +75 Poison Damage over 5 Seconds | Armor/Helm/Shield: Poison Resist +30%

Found: Act 3 Normal onwards

 

8. Ral Rune

Level Requirement: 19

Effect: Weapon: Adds 5-30 Fire Damage | Armor/Helm/Shield: Fire Resist +30%

Found: Act 4 Normal onwards

 

9. Ort Rune

Level Requirement: 21

Effect: Weapon: Adds 1-50 Lightning Damage | Armor/Helm/Shield: Lightning Resist +30%

Found: Act 4 Normal onwards

 

10. Thul Rune

Level Requirement: 23

Effect: Weapon: Adds 3-14 Cold Damage (3 sec) | Armor/Helm/Shield: Cold Resist +30%

Found: Act 4 Normal onwards

 

11. Amn Rune

Level Requirement: 25

Effect: Weapon: 7% Life Stolen Per Hit | Armor/Helm/Shield: Attacker Takes Damage of 14

Found: Act 4 Normal onwards

 

12. Sol Rune

Level Requirement: 27

Effect: Weapon: +9 to Minimum Damage | Armor/Helm/Shield: Damage Reduced by 7

Found: Act 5 Normal onwards

 

13. Shael Rune

Level Requirement: 29

Effect: Weapon: +20% Increased Attack Speed | Armor/Helm/Shield: +20% Faster Hit Recovery

Found: Act 5 Normal onwards

 

Mid-Level Runes (Dol - Um)

14. Dol Rune

Level Requirement: 31

Effect: Weapon: +25% Chance of Open Wounds | Armor/Helm/Shield: Replenish Life +7

Found: Act 5 Normal onwards

 

15. Hel Rune

Level Requirement: 33

Effect: Weapon: Requirements -20% | Armor/Helm/Shield: Requirements -15%

Found: Act 5 Normal onwards

 

16. Io Rune

Level Requirement: 35

Effect: Weapon: +10 to Vitality | Armor/Helm/Shield: +10 to Vitality

Found: Act 5 Nightmare onwards

 

17. Lum Rune

Level Requirement: 37

Effect: Weapon: +10 to Energy | Armor/Helm/Shield: +10 to Energy

Found: Act 1 Nightmare onwards

 

18. Ko Rune

Level Requirement: 39

Effect: Weapon: +10 to Dexterity | Armor/Helm/Shield: +10 to Dexterity

Found: Act 1 Nightmare onwards

 

19. Fal Rune

Level Requirement: 41

Effect: Weapon: +10 to Strength | Armor/Helm/Shield: +10 to Strength

Found: Act 2 Nightmare onwards

 

20. Lem Rune

Level Requirement: 43

Effect: Weapon: +75% Extra Gold from Monsters | Armor/Helm/Shield: +50% Extra Gold from Monsters

Found: Act 2 Nightmare onwards

 

21. Pul Rune

Level Requirement: 45

Effect: Weapon: +75% Damage to Demons, +100 Attack Rating against Demons | Armor/Helm/Shield: +30% Enhanced Defense

Found: Act 3 Nightmare onwards

 

22. Um Rune

Level Requirement: 47

Effect: Weapon: +25% Chance of Open Wounds | Armor/Helm/Shield: All Resistances +15%

Found: Act 3 Nightmare onwards

 

runes

 

High-Level Runes (Mal - Zod)

23. Mal Rune

Level Requirement: 49

Effect: Weapon: Prevent Monster Heal | Armor/Helm/Shield: Magic Damage Reduced by 7

Found: Act 4 Nightmare onwards

 

24. Ist Rune

Level Requirement: 51

Effect: Weapon: +30% Better Chance of Getting Magic Items | Armor/Helm/Shield: +25% Better Chance of Getting Magic Items

Found: Act 4 Nightmare onwards

 

25. Gul Rune

Level Requirement: 53

Effect: Weapon: +20% Attack Rating | Armor/Helm/Shield: +5% to Maximum Poison Resist

Found: Act 5 Nightmare onwards

 

26. Vex Rune

Level Requirement: 55

Effect: Weapon: 7% Mana Stolen Per Hit | Armor/Helm/Shield: +5% to Maximum Fire Resist

Found: Act 1 Hell onwards

 

27. Ohm Rune

Level Requirement: 57

Effect: Weapon: +50% Enhanced Damage | Armor/Helm/Shield: +5% to Maximum Cold Resist

Found: Act 1 Hell onwards

 

28. Lo Rune

Level Requirement: 59

Effect: Weapon: 20% Deadly Strike | Armor/Helm/Shield: +5% to Maximum Lightning Resist

Found: Act 2 Hell onwards

 

29. Sur Rune

Level Requirement: 61

Effect: Weapon: Hit Blinds Target | Armor/Helm/Shield: Maximum Mana 5% Increase

Found: Act 2 Hell onwards

 

30. Ber Rune

Level Requirement: 63

Effect: Weapon: 20% Chance of Crushing Blow | Armor/Helm/Shield: Damage Reduced by 8%

Found: Act 2 Hell onwards

 

31. Jah Rune

Level Requirement: 65

Effect: Weapon: Ignore Target's Defense | Armor/Helm/Shield: Increase Maximum Life 5%

Found: Act 3 Hell onwards

 

32. Cham Rune

Level Requirement: 67

Effect: Weapon: Freeze Target | Armor/Helm/Shield: Cannot Be Frozen

Found: Act 3 Hell onwards

 

33. Zod Rune

Level Requirement: 69

Effect: Weapon: Indestructible | Armor/Helm/Shield: Indestructible

Found: Act 3 Hell onwards

 

Popular Runewords

Here are some notable runewords, showcasing their power and utility in different stages of the game:

 

Early Game Runewords

1. Stealth (Tal + Eth) - Armor

Bonuses: +25% Faster Run/Walk, +25% Faster Casting Rate, +25% Faster Hit Recovery, +6 Dexterity, Regenerate Mana 15%, +15 Maximum Stamina, Poison Resist +30%, Magic Damage Reduced by 3.

 

2. Leaf (Tir + Ral) - Staves

Bonuses: Adds 5-30 Fire Damage, +3 to Fire Skills, +3 to Fire Bolt (Sorceress Only), +3 to Inferno (Sorceress Only), +3 to Warmth (Sorceress Only), +2 to Mana After Each Kill, + (2 Per Character Level) +2-198 To Defense (Based On Character Level), Cold Resist +33%.

 

Mid Game Runewords

1. Spirit (Tal + Thul + Ort + Amn) - Swords and Shields

Bonuses: +2 To All Skills, +25-35% Faster Cast Rate (varies), +55% Faster Hit Recovery, +250 Defense Vs. Missile, +22 To Vitality, +89-112 To Mana (varies), Cold Resist +35%, Lightning Resist +35%, Poison Resist +35%, +3-8 Magic Absorb (varies), Attacker Takes Damage of 14.

 

2. Insight (Ral + Tir + Tal + Sol) - Polearms and Staves

Bonuses: Level 12-17 Meditation Aura When Equipped, +35% Faster Cast Rate, +200-260% Enhanced Damage (varies), +9 To Minimum Damage, 180-250% Bonus to Attack Rating (varies), Adds 5-30 Fire Damage, +75 Poison Damage Over 5 Seconds, +1-6 To Critical Strike (varies), +5 To All Attributes, +2 To Mana After Each Kill, 23% Better Chance of Getting Magic Items.

 

Late Game Runewords

1. Enigma (Jah + Ith + Ber) - Armor

Bonuses: +2 To All Skills, +45% Faster Run/Walk, +1 To Teleport, +750-775 Defense (varies), + (0.75 Per Character Level) +0-74 To Strength (Based On Character Level), Increase Maximum Life 5%, Damage Reduced By 8%, +14 Life After Each Kill, +15% Damage Taken Goes To Mana, + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level).

 

2. Infinity (Ber + Mal + Ber + Ist) - Polearms

Bonuses: Level 12 Conviction Aura When Equipped, 50% Chance To Cast Level 20 Chain Lightning When You Kill An Enemy, +35% Faster Run/Walk, +255-325% Enhanced Damage (varies), - (45-55)% To Enemy Lightning Resistance (varies), 40% Chance of Crushing Blow, Prevent Monster Heal, + (0.5 Per Character Level) +0-49 To Vitality (Based On Character Level), 30% Better Chance of Getting Magic Items, Level 21 Cyclone Armor (30 Charges).

 

Combining Runes

Using the Horadric Cube, you can combine multiple runes to create higher-level runes. Here are some key recipes:

- 3 El Runes 1 Eld Rune

- 3 Eld Runes 1 Tir Rune

- 3 Tir Runes 1 Nef Rune

- 3 Nef Runes 1 Eth Rune

- 3 Eth Runes 1 Ith Rune

- 3 Ith Runes 1 Tal Rune

- 3 Tal Runes 1 Ral Rune

- 3 Ral Runes 1 Ort Rune

- 3 Ort Runes 1 Thul Rune

- 3 Thul Runes + 1 Chipped Topaz 1 Amn Rune

 

Tips for Finding Runes

1. Higher Difficulty Levels: Higher difficulty levels (Nightmare and Hell) have better chances of dropping higher-level runes.

 

2. Rune Farming Areas: Some areas are known for higher drop rates of runes, such as the Countess in the Forgotten Tower (Act 1), Lower Kurast (Act 3), and the Secret Cow Level.

 

3. Horadric Cube Recipes: You can transmute lower-level runes into higher-level ones using specific Horadric Cube recipes. For example, combining three Thul runes with a chipped topaz will yield one Amn rune.

 

4. Magic Find Gear: Increasing your Magic Find gear can help improve the chances of finding runes, although runes are less affected by Magic Find compared to other item types.

 

By understanding where to find these runes and how to combine them effectively, you can significantly enhance your equipment and build powerful runewords to aid you in your journey through Sanctuary.

 

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