Blizzard's latest Developer Update Livestream revealed a slew of exciting updates for Diablo 4 in Patch 2.0. One of the standout features is the reintroduction of Runewords, a system some fans may recognize from Diablo 2. In this article, we will list all the Runewords in Diablo 4 Patch 2.0 and delve into their details.
Keep in mind that the game is still in development and these might not be the final versions of Runewords.
Table of Contents
What are Runewords in Diablo 4?
As mentioned earlier, some Diablo fans might remember the Runeword system from the second installment of the game. This feature offers a nostalgic yet fresh gameplay experience.
In Patch 2.0, players can craft their own spells using Runes of Ritual and Runes of Invocation. The Ritual Rune sets the action needed to activate the Runeword, while the Invocation Rune defines the resulting effect.
- Runes come in three rarities: Magic, Rare, and Legendary.
The Runewords will work with an Offering system. Runes of Ritual will generate Offering when their specific conditions are met by the player. Meanwhile, Runes of Invocation consume Offering to trigger their effects.
If you generate more Offering than needed, a mechanic called Overflow will be triggered. Many Runes of Invocation have enhanced effects when excess Offering is used, which will boost their power.
To create a Runeword, you need to put both a Rune of Ritual and a Rune of Invocation into an item with two sockets, such as Chest, Leg, and Two-Handed weapon slots. The Helm slot now also has an additional socket, which means it will be available to use for Runewords. The combination of Runes of Ritual and Invocation is completely up to you!
- How to Get Runes?: Get them as a monster drop.
- When will Runes be available in Diablo 4?: After September 6.
Advertisement
All New Runewords in Diablo 4
It's time to list all the Runes of Ritual and Runes of Invocation that will be available in Diablo 4's upcoming patch. There are 17 Runes of Ritual and 28 Runes of Invocation to discover. Special thanks to WoWHead for this information.
Advertisement
All New Runes of Ritual in Diablo 4
- Ahu, Legendary
- Gain: 10 Offering.
- Lucky Hit: Up to a 100% chance against Injured enemies.
- Bac, Legendary
- Gain: 50 Offering.
- Travel 5 meters.
- Cir, Magic
- Gain: 25 Offering.
- Cast the same non-Channeled Skill 3 times in a row.
- Cem, Magic
- Gain: 50 Offering.
- Cast Evade.
- Feo, Rare
- Gain: 1000 Offering.
- Become Injured or Crowd Controlled (Cooldown: 20 seconds).
- Kaa, Rare
- Gain: 2 Offering.
- Lose 1% of your Maximum Life.
- Lith, Legendary
- Gain: 25 Offering.
- Stand still for 0.3 seconds.
- Moni, Magic
- Gain: 10 Offering.
- Cast a Skill after moving. (Cooldown: 0.2 seconds)
- Neo, Rare
- Gain: 300 Offering.
- Deal damage after not taking any within 5 seconds. (Resets if Invulnerable.)
- Noc, Rare
- Gain: 5 Offering.
- Inflict a Crowd Control that isn't Slow or Chill.
- Poc, Rare
- Gain: 2 Offering.
- Spend 5% of your Maximum Resource.
- Tam, Legendary
- Gain: 25 Offering.
- Cast a non-Channeled Core Skill.
- Ur, Magic
- Gain: 10 Offering.
- Your Minion or Companion kills an enemy or dies.
- Xol, Legendary
- Gain: 150 Offering.
- Evoke power from another Class.
- Yax, Magic
- Gain: 100 Offering.
- Drink a Healing Potion.
- Yul, Legendary
- Gain: 50 Offering.
- Cast a Skill with a Cooldown.
- Zan, Magic
- Gain: 150 Offering.
- Cast an Ultimate Skill.
Advertisement
All Runes of Invocation in Diablo 4
- Ceh, Magic
- Requires: 100 Offering (Overflow: Summon Multiple Wolves) Cooldown: 1 Second.
- Summon a Spirit Wolf to attack enemies for 8 seconds.
- Eom, Legendary
- Requires: 100 Offering (Overflow: Further Reduced Cooldowns) Cooldown: 1 Second.
- Reduce your active Cooldowns by 0.25 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%.
- 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
- Requires: 500 Offering Cooldown: 3 Seconds.
- Evoke the Spiritborn's (Skill #16711694), dealing damage and Pulling In enemies.
- Lac, Rare
- Requires: 800 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
- Evoke the Barbarian's Challenging Shout, reducing your damage taken.
- Lum, Magic
- Requires: Offering (Overflow: Increased Resource Restored) Cooldown: 1 Second.
- Restore 1 Primary Resource.
- 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.
- 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.
- 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
- Requires: 500 Offering (Overflow: Increased Duration). Cooldown: 2 Seconds.
- Evoke the Barbarian's Enhanced War Cry, increasing your Movement Speed and damage dealt.
- Ono, Magic
- Requires: 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
- Requires: 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
- Requires: 800 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
- Evoke the Druid's Earthen Bulwark, granting yourself a Barrier.
- Tal, Magic
- Requires: 100 Offering (Overflow: Increased Swarms Spawned) Cooldown: 1 Second.
- Evoke the Spiritborn's Pestilent Swarm, dealing damage to enemies.
- 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.
- Tec, Magic
- Requires: 100 Offering (Overflow: Increased Size) Cooldown: 1 Second.
- Evoke the Barbarian's Earthquake, dealing damage to enemies within.
- Thul, Rare
- Requires: 400 Offering (Overflow: Increased Size) Cooldown: 1 Second.
- Evoke the Sorcerer's Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies.
- Ton, Magic
- Requires: 25 Offering (Overflow: Increased Meteorites Spawned) Cooldown: 1 Second.
- Evoke the Sorcerer's Meteorites, dealing damage to enemies.
- Tun, Magic
- Requires: 100 Offering (Overflow: Increased Grenades Spawned) Cooldown: 1 Second.
- Evoke the Rogue's Stun Grenades, Stunning and dealing damage to enemies.
- Tzic, Rare
- Requires: 250 Offering Cooldown: 1 Second.
- Evoke the Spiritborn's (Skill #16711698), dealing damage and Knocking Down enemies.
- Vex, Legendary
- Requires: 400 Offering (Overflow: Increased Duration). Cooldown: 1 Second.
- Gain +3 to all Skills for 5 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.
- Xal, Rare
- Requires: 200 Offering (Overflow: Increased Duration) Cooldown: 1 Second.
- Gain 20% Maximum Life for 4 seconds.
- Xan, Legendary
- Requires: 700 Offering Cooldown: 1 Second.
- Your next Skill cast will be a guaranteed Critical Strike and Overpower.
- Yom, Legendary
- Requires: 500 Offering Cooldown: 5 Seconds.
- Evoke the Druid's Petrify, Stunning enemies and increasing your Critical Strike Damage against them.
- Zec, Rare
- Requires: 200 Offering (Overflow: Further Reduced Cooldown) Cooldown: 2 Seconds.
- Reduce your active Ultimate Cooldown by 4 seconds.
We can't wait to try the new Runewords system in Diablo 4! Stay tuned for more related content
Advertisement