Basic Runeword Information

If the player puts certain combinations of Runes in the correct order into an item with exactly that number of sockets and of the correct item type, the item's name will change into a "unique" name, displayed in gold, and the item will acquire extra powers, depending on the "rune word" that was used. The benefits of using a Rune Word is that you can make the Rune Word's magical bonuses apply to any type of item allowed with the proper number of sockets. You could, for example, use an Elite Socketed sword or an Exceptional Socketed sword, and you can also pick which type of sword is used. Uniques, in comparison, use the same item type such as short sword, and are always the same quality (Normal/Exceptional/Elite). You can continue to find better Socketed weapons or armor and, with the proper Runes, continue to have this Rune Word bonus applied to better and better Socketed items as you find them.

Rune Words are an advanced feature for experienced users. However, anyone can create a Rune Word if they take the time to read/learn enough about them to assemble the Rune Words properly.


Rune Word Rules

  • When you create a Rune Word you still receive all of the magical bonuses that were already on each Rune you Socketed.
  • Socketed Items must have the exact number of sockets as the Rune Word formula requires. If the Rune Word is a 3 Rune formula then you must use an item with exactly 3 sockets. A 4 socket item will not work with a 3 socket formula.
  • The Socketed Item type must be the correct item type for the formula. If the formula requires a sword, the formula will not work if you use an axe or spear.
  • Rune Words will only work in Socketed non-magical items. This means that Set Items, Unique Items, or Magic Items with enough Sockets and the proper item type will not allow or convert to Rune Words. Again, they will not work on Magic, Set, Unique or Rare items. So if you have a Mechanic's (or Jewelers item) piece of armor with 2 slots, the Stealth will not work on it because it's magical.
  • The correct Runes for a formula must be used. If one of the Runes is wrong you receive the bonuses of the Runes inserted but it does not become a Rune Word.
  • The Rune IO looks a lot like LO. Make sure you use the correct one.
  • Rune Words will not work in Wirt's Leg
  • The Runes must be placed in the correct order. You can have the correct Socketed item, correct runes and still not activate the Rune Word if you do not socket the Runes in the correct order. This is because you're trying to spell the "Rune Word" correctly and you have spelled it incorrectly. Example: "RalOrtTal". You must first place Ral, then Ort, then finally Tal into the Socketed Item.
  • You need the right patch for the formulae to work. Make sure you have the latest patch.

Other Info
  • If you use superior socketed items, the damage and stats might be higher than shown because you will get the bonus from those items too.
  • The Rune Words listed also list the bonuses of the individual Runes with the Rune Word bonuses.
  • Q: Can you add the level limits on the Rune Words?
    A: Actually these would change depending on what item was used so they were not added.


Required Item Types for Formulae
Make sure you read this so you'll use the right items.

Body Armor = Any armor that is worn on your chest and not any type of other armor such as boots, helms, gloves, etc.
Helms = Any armor that is worn on the head, including helms, Barbarian Helms, Druid Pelts, and Circlets.
Shield = Any armor that can be used to block, including shields, Necromancer Shrunken Heads, and Paladin Shields.
Clubs = Club, Spiked Club, and Exceptional/Elite versions.
Hammers = War Hammer, Maul, Great Maul, and Exceptional/Elite versions. These will not work in mace recipes even though they are listed on the mace page.
Maces = Mace, Morning Star, Flail, and Exceptional/Elite versions. This does not include any other types of Maces. Make sure you read about Hammers above. They are not "maces" in the case of Runewords.
Melee Weapons = Any weapon that isn't ranged such as a Sword or Hammer. A Bow or Crossbow is a ranged weapon. Sorceress Orbs are not considered Melee Weapons.
Missile Weapons = Bows and Crossbows.
Weapons = Melee Weapons, Missile Weapons, Orbs.
Scepters = Scepter, Grand Scepter, War Scepter, and Exceptional/Elite versions.
Keep in mind when experimenting with unknown Rune Words that you must be prepared to accept the loss of your Runes if the formula does not work. Rune Words must be inserted into the correct item for the formula in the correct order. Blizzard cannot restore lost items for any reason including due to your failure to properly create a Rune Word. Rune Word failures are caused by using the wrong items, Runes, or Rune order. A few times the formula has been listed wrong on the following pages, but most (99%) of reported errors are caused by failure to understand the formula. The following formulae on these pages may contain errors, including listing the wrong formulas. Be sure you read all of this page including the bottom page notes for complete information.

 

Basic Rune Information

Runes are small stones inscribed with magical glyphs that can be inserted into Socketed Items. Runes are different from other Insertable Items: not only do individual Runes have set magical properties, certain combinations (or Rune Words), when inserted into an item in the proper order, give that item even more wondrous abilities.

Runes can be used to create Crafted Items.


Common Runes
Runes are listed from most common to least common: El, Eld, Tir, Nef, Eth, Ith, Tal, Ral, Ort, Amn, Shael, and Thul are pretty common. You receive Ral, Ort and Tal as a quest reward in Act V. You shouldn't trade much for them since you can find them pretty easily with regular play. Don't fall for the "1 Shael or/+ Amn for 1 SOJ" scam. You can find these yourself. If you're thinking of freeing up space, throw those Runes away and save all Runes from Sol through Zod.


Semi-Rare Runes
Listed from most common to most rare: Sol, Dol, Hel, Io, Lum, Ko, Fal, Lem, Pul, Um. Some of these Runes are more valuable than others depending on their stats and how they are used in Rune Words or Crafted Recipes.


Extremely Rare Runes
Listed from most common to most rare: Mal, Ist, Gul, Vex, Ohm, Lo, Sur, Ber, Jah, Cham, Zod. Trade these for good stuff!


Rune Words
If the player puts certain combinations of Runes in the correct order into an item with exactly that number of sockets and of the correct item type, the item's name will change into a "unique" name, displayed in gold, and the item will acquire extra powers, depending on the "rune word" that was used.

 

Jewels

Jewels are similar to Gems, except that instead of having predetermined magical abilities like a Gem, each Jewel possesses random magic properties, allowing you to bestow a wide variety of magical abilities to your Socketed Item. Rare Jewels can have up to four magical properties. Before inserting a Jewel, its magical properties must be "identified" either by the use of a Scroll of Identity, or by a wise sage who can provide such a service.

Jewels can be Magic, Rare, or Unique, but there are no Set Jewels.

Jewels can be used in Horadric Cube Formulae.

The artwork for Jewels are not tied to their stats. You will receive a Jewel that will look like one of these:


Gems

Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects. Higher grades of gems have stronger effects. There are five grades of gems: chipped, flawed, standard, flawless, and perfect. Once inserted, gems cannot be removed from a socket. Touching a gem shrine either produces a gem or upgrades one gem (randomly chosen from your character's inventory) to the next higher grade. The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems.

Upgrading Gems
You can upgrade gems by using a Gem Shrine or by using the Horadric Cube. You can use the Horadric Cube to convert gems into higher quality gems. Place 3 Gems of one type into the Horadric Cube and hit the Transmute button.


Vendors do not normally sell Gems
If another player in a multiplayer game sells a Gem to a Vendor you may be able to buy it.

Vendors also will not typically pay you full price for socketed items.


Gem effects Stackable
If you place 3 Gems of the same type in a sword you will receive the bonus of all three.

The first Gem that is placed will determine the color of the weapon. If there are several different types of Gems in a sword, it will randomly display an attack based on those types of Gems in the sword. So one swing will show cold damage, while the next shows poison attack but all of them are working at the same time.


Note: For Emeralds, when calculating the final damage after the gems have been added, the damage (but not the length) is added up.

The real damage of poison internally is held as damage per frame and duration in frames, in many cases (including gems, skills, items and so on), the true poison damage is actually a non integer number and the shown value is truncated, meaning you can, if the fractions add up, see some "bonus" effects which is in fact not a bonus, just fractions adding up and being shown when the game truncates the poison damage.

Once the final damage has been calculated by adding the Emeralds, it does X damage total, over its Y duration.


Sapphires
The Freeze Durations are cumulative.


Skulls

Weapons: Adds Mana and Life Steal to attack
Shields: Adds attacker takes damage
Helms and Armor: Adds Mana and Life regeneration

  Gem Level Weapons Shields Helms and Armor
Chipped Skull
1 Steals 2% life, 1% Mana Attacker Takes 4 Damage Replenish Life +2, Regenerate Mana 8%
Flawed Skull
5 Steals 2% life, 2% Mana Attacker Takes 8 Damage Replenish Life +3, Regenerate Mana 8%
Skull
12 Steals 3% life, 2% Mana Attacker Takes 12 Damage Replenish Life +3, Regenerate Mana 12%
Flawless Skull
15 Steals 3% life, 3% Mana Attacker Takes 16 Damage Replenish Life +4, Regenerate Mana 12%
Perfect Skull
18 Steals 4% life, 3% Mana Attacker Takes 20 Damage Replenish Life +5, Regenerate Mana 19%

Amethyst
Weapons: Adds to Attack Rating
Shields: Adds to Defense
Helms and Armor: Adds to Strength

  Gem Level Weapons Shields Helms and Armor
Chipped Amethyst
1 +40 to Attack Rating +8 to Defense +3 to Strength
Flawed Amethyst
5 +60 to Attack Rating +12 to Defense +4 to Strength
Amethyst
12 +80 to Attack Rating +18 to Defense +6 to Strength
Flawless Amethyst
15 +100 to Attack Rating +24 to Defense +8 to Strength
Perfect Amethyst
18 +150 to Attack Rating +30 to Defense +10 to Strength


Sapphire

Weapons: Adds Cold Damage
Shields: Adds Resistance to Cold
Helms and Armor: Adds Maximum Mana

  Gem Level Weapons Shields Helms and Armor
Chipped Sapphire
1 1-3 Cold Damage - 1.0 sec Duration 12% Resist Cold +10 Max Mana
Flawed Sapphire
5 3-5 Cold Damage - 1.4 sec Duration 16% Resist Cold +17 Max Mana
Sapphire
12 4-7 Cold Damage - 2.0 sec Duration 22% Resist Cold +24 Max Mana
Flawless Sapphire
15 6-10 Cold Damage - 2.4 sec Duration 28% Resist Cold +31 Max Mana
Perfect Sapphire
18 10-14 Cold Damage - 3.0 sec Duration 40% Resist Cold +38 Max Mana


Emerald

Weapons: Adds Poison Damage
Shields: Adds to Resistance to Poison
Helms and Armor: Adds to Dexterity

  Gem Level Weapons Shields Helms and Armor
Chipped Emerald
1 +10 Poison Damage over 3 Seconds 12% Resist Poison +3 to Dexterity
Flawed Emerald
5 +20 Poison Damage over 4 Seconds 16% Resist Poison +4 to Dexterity
Emerald
12 +40 Poison Damage over 5 Seconds 22% Resist Poison +6 to Dexterity
Flawless Emerald
15 +60 Poison Damage over 6 Seconds 28% Resist Poison +8 to Dexterity
Perfect Emerald
18 +100 Poison Damage over 7 Seconds 40% Resist Poison +10 to Dexterity


Ruby

Weapons: Adds Fire Damage
Shields: Adds Resistance to Fire
Helms and Armor: Adds to Maximum Life

  Gem Level Weapons Shields Helms and Armor
Chipped Ruby
1 3-4 Fire Damage 12% Resist Fire +10 to Life
Flawed Ruby
5 5-8 Fire Damage 16% Resist Fire +17 to Life
Ruby
12 8-12 Fire Damage 22% Resist Fire +24 to Life
Flawless Ruby
15 10-16 Fire Damage 28% Resist Fire +31 to Life
Perfect Ruby
18 15-20 Fire Damage 40% Resist Fire +38 to Life


Diamond

Weapons: Adds to Damage vs. Undead
Shields: Adds to all Resistances
Helms and Armor: Adds to Attack Rating

  Gem Level Weapons Shields Helms and Armor
Chipped Diamond
1 +28% Damage vs. Undead All Resistances +6% +20 to attack Rating
Flawed Diamond
5 +34% Damage vs. Undead All Resistances +8% +40 to attack Rating
Diamond
12 +44% Damage vs. Undead All Resistances +11% +60 to attack Rating
Flawless Diamond
15 +54% Damage vs. Undead All Resistances +14% +80 to attack Rating
Perfect Diamond
18 +68% Damage vs. Undead All Resistances +19% +100 to attack Rating


Topaz

Weapons: Adds Lightning Damage
Shields: Adds to Resistance to Lightning
Helms and Armor: Adds Chance to find Magic Items

  Gem Level Weapons Shields Helms and Armor
Chipped Topaz
1 1-8 Lightning Damage 12% Resist Lightning +9% Chance to Find Magic Items
Flawed Topaz
5 1-14 Lightning Damage 16% Resist Lightning +13% Chance to Find Magic Items
Topaz
12 1-22 Lightning Damage 22% Resist Lightning +16% Chance to Find Magic Items
Flawless Topaz
15 1-30 Lightning Damage 28% Resist Lightning +20% Chance to Find Magic Items
Perfect Topaz
18 1-40 Lightning Damage 40% Resist Lightning +24% Chance to Find Magic Items

Socket Information

Smiths of ancient times mastered the art of bestowing magical properties upon weapons and armor by setting them with powerful gems. Most surviving examples of this art have long since been stripped of their valuable stones by ignorant thieves, rendering their true power silent until new gems are found and set into their empty sockets. The exact nature of the enchantment depends on the type and quality of the gemstones inserted into the item, as well as the item type.

Socketed items are easy to identify as their names appear in gray text when highlighted. You may insert a gem into a Socketed item by left-clicking on the gem to pick it up, and left-clicking over the Socketed item to fuse the gem and the item together.

Socketed Weapons and Armor allow you to customize your armor and weapons giving it added magical properties such as enhanced statistics, resistances to attacks and more.

Only Helms, Armor, Shields, and Weapons can be socketed. Not all weapon types can be socketed. Throwing Weapons cannot be socketed. The max number of Sockets a Socketed Item will have is 6. Weapons and Armor will have a random number of sockets depending on how many are allowed. Armor can only have 4 sockets. Weapons can have up to 6 sockets. Items with more sockets might be harder to find and may require higher Difficulty Levels.


Item Quality
Socketed Items can be normal quality and superior quality.


Magic, Rare, Crafted, Set and Unique Socketed Items
Magic Items can have up to 4 sockets. Rare items are limited to 2 sockets. Crafted, Set and Unique items are limited to 1 socket in most cases. There are a few Set and Unique Items that have more than one Socket as a default ability.


Socketed Item Quest
The first quest in Act V allows players to socket any item that allows sockets. This quest may not add the maximum number of sockets.

There is also a Horadric Cube formula that allows items to be Socketed.


# of Sockets
The difficulty level plays into the number of sockets that will show up on an item. If you want the most sockets, you need to be on Hell Difficulty, and in later areas of the game, if possible.

Gems
Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects.


Jewels
Jewels are similar to Gems, except that instead of having predetermined magical abilities like a Gem, each Jewel possesses random magic properties, allowing you to bestow a wide variety of magical abilities to your Socketed Item. 


Runes
Runes are small stones inscribed with magical glyphs that can be inserted into Socketed Items. Runes are different from other Insertable Items: not only do individual Runes have set magical properties, certain combinations (or Rune Words), when inserted into the appropriate item, in the proper order, give that item even more wondrous abilities. 

Basic Ring Information

Before gold coins were accepted as the universal currency, the wealthy fashioned gemstones and precious metals into jewelry in order to display their riches to others. Court mages eventually discovered that these adornments could be charged with magical enchantments. These enchantments are delicate in nature, and too many pieces of jewelry in close proximity to one another nullify their magical effects. In fact, only three enchanted pieces of jewelry may be worn at any one time. Two rings may be worn - one on each hand - with a single amulet around your character's neck. Because of their small size, rings and amulets are not subject to mundane wear and tear (unlike weaponry and armor) and never need repair.

Rings and Amulets are normally found with one or two Magical Attributes. Rings and Amulets can also be found as Set Items, Rare Items, Crafted Items, or Unique Items.

The artwork for rings and amulets are not tied to their stats. You may receive a ring or amulet that will look like these:


Rings


Amulets




Throwing Potions

Throwing Potions

As far back as the Sin War, alchemical mages have studied the properties of the elements and combined them in various ways. Eventually, the mages developed some extremely toxic and volatile liquids. Many of these substances have proven to be effective weapons when placed in glass bottles and lobbed from a distance into groups of enemies. Some of these volatile grenades explode into fireballs when they shatter upon the ground. Others release thick clouds of toxic fumes that quickly poison and weaken the opponents enveloped within them.

To ready a throwing potion for use, equip it as you would a weapon. The Left Action Icon changes to the Throw action. Left-clicking on a target tosses one of your readied potions at it. As you use them up, a potion icon appears in the Play Area to warn you that you are running low. When you run out of potions, your character automatically equips the item that had previously been in your hand. Throwing potions of the same type can be stacked up to 25 potions in a single inventory slot.

You can place Throwing Potions in your alternate Weapon Tab when you find them. You can then save them for backup and use them when you run into trouble.

Rancid Gas Choking Gas Potion
This thrown potion causes poison damage to any enemy within a small radius.
Throw Damage: 72
Required Level: 16

Strangling Gas Rancid Gas Potion
This thrown potion deals a large area of damage that lasts a considerable amount of time.
Throw Damage: 96
Required Level: 24

Strangling Gas Strangling Gas Potion
This thrown potion causes poison damage.
Throw Damage: 24
Required Level: 6

Exploding Potion Exploding Potion
This thrown potion causes an explosion that does damage within a small radius.
Throw Damage: 16-30
Required Level: 12

Fulmination Potion Fulminating Potion
Throw Damage: 5-15

Oil Potion Oil Potion
This thrown potion causes an explosion and lasting fire.
Throw Damage: 24-64
Required Level: 20

Other Potions

Other Potions

Antidote Potion Antidote Potion
This potion cures poison instantly. You also receive +50 Poison Resistance and +10 to Maximum Resistance for 30 seconds.

Thawing Potion Thawing Potion
This potion instantly removes ill effects from cold spells. You also receive +50 Cold Resistance and +10 to Maximum Cold Resistance for 30 seconds.

If monsters or other players start using long lasting cold attacks you may want to start using thawing potions. They can be purchased from the Potion Vendors.

Stamina Potion Stamina Potion
This potion restores your stamina instantly. You also receive super Stamina recovery for 30 seconds.

Stamina Potions are very useful for running away from monsters in emergency situations. After continual running it's easy to forget how much stamina you have but using a Stamina potion can instantly regain Stamina so that you can run for much longer. When retrieving your body you sometimes have to travel long distances. Keep some Stamina potions around to make body recovery much easier.

It's always handy to keep several Stamina Potions around depending on room to save for later.


Life/Mana/Rejuv Pots

Throughout your adventures you'll find several types of magically enhanced elixirs. The most common of these are Healing potions. Red in hue, they mend broken bones and repair burned or tattered flesh. Mana potions are infused with the raw magical power to restore the energy expended while using skills. Both healing and Mana potions are available in five levels of potency. Potions of Rejuvenation restore both Life and Mana. Another common elixir restores stamina. These smaller, white vials instantly restore the ability to run. There are also antidotes to remove the various afflictions that can plague an adventurer, and thawing potions to combat cold or ice based magics. Beneficial potions of antidote and thawing should not be confused with the poisonous and volatile throwing potions. The grenade-like throwing potions cannot be consumed. Alchemists are careful to mark their concoctions properly to avoid accidents. Throwing potions are discussed in greater detail later on this page. Use your cursor to read about a potion's properties and potency. To drink a potion, right-click on it in either your backpack or your belt. Alternatively, press one of the four belt Hot keys (1-4) to drink potions from the ready slots of your belt. See the belt section for more details.

Healing and Mana Potions will refill different amounts based on which class is using the Potions. A Barbarian will receive more Healing from a Healing Potion than a Sorceress. To see how many points will be gained from a Potion, highlight the Potion with your mouse

There is a chance that a Healing and Mana will heal double the stated amount.

Holding down SHIFT and RIGHT-Clicking, when buying Health Potions, auto-fills any empty slots in the belt. This applies to buying scrolls of Town Portal and Identify scrolls too.

Holding down SHIFT and LEFT-Clicking on Health, Mana and Rejuvenation potions in inventory, will auto-move them to the appropriate column in your belt.

Holding down SHIFT and a Hot Key (1-4) or Right-Clicking on Health, Mana and Rejuvenation potions in the Belt, will give the Potion to the player's Hireling if the player has one.


Healing Potions

These potions replenish your Life over time. When using these Healing Potions it's best to run away from combat long enough for them to heal fully. For maximum effectiveness pick Healing Potions based on how many hit points the Potion heals vs how many hit points require healing. Drinking Multiple Healing Potions will cause more life to be replenished but will not cause you to replenish life any faster. It's possible to waste healing potions by using more than is necessary.

Healing Potions Necromancer Sorceress Druid Amazon Paladin Assassin Barbarian
Minor Healing Potion 30 30 30 45 45 45 60
Light Healing Potion 60 60 60 90 90 90 120
Healing Potion 100 100 100 150 150 150 200
Greater Healing Potion 180 180 180 270 270 270 360
Super Healing Potion 320 320 320 480 480 480 640

Mana Potions

Mana potions replenish your Mana over time. Mana Potions regenerate mana much faster than Health Potions regenerate Life.

Mana Potions Barbarian Assassin Amazon Paladin Druid Necromancer Sorceress
Minor Mana Potion 20 30 30 30 40 40 40
Light Mana Potion 40 60 60 60 80 80 80
Mana Potion 80 120 120 120 160 160 160
Greater Mana Potion 150 225 225 225 300 300 300
Super Mana Potion 250 375 375 375 500 500 500

Rejuvenation Potions

Rejuvenation Potions work instantly unlike Health and Mana Potions. Keep some Rejuvenation Potions around for desperate situations where you need instant healing.

Rejuvenation Potion Rejuvenation Potions - Heals 35% Life and Mana
Instantly Regain Life and Mana

Full Rejuvenation Potion Full Rejuvenation Potions - Heals 100% Life and Mana
Instantly Regain Life and Mana