
When I started puling over the Runes from Diablo II, my main thought was that I didn’t want them to ramp up the power curve too much. I’ve had a lot of Diablo items become pretty unsettling, in terms of what the PC does compared to peers. So, the increases in power are meant to go slow and benefit it 2 ways.
1. Runes can add abstract power by enhancing an overlooked part of the game, like when they grant a bonus vs. nonmagical armor.
2. Even getting a “suck” rune can lead to more powerful ones with more of a linear benefit.
|
Rune Name |
Pic |
Formulae and cost |
Level |
Effect |
|
El – #1 |
Ceremony Incense |
8 |
ALL: +5 foot light radius |
|
|
Eld – #2 |
Ceremony 1,000 gp of incense 3 El runes |
9 |
Weapon: +1 to hit, +2 to damage vs. undead Armor: +1 to Con checks Shield: +1 to AC when Blocking |
|
| Tir #3 |
Ceremony 1,500 gp of incense 3 Eld runes |
9 | ALL: 1 in 6 chance to steal 1 spell level per kill. | |
| Nef – #4 |
Ceremony 2,000 gp of incense 3 Tir runes |
9 |
Weapon: 5 foot knockback Armor or Shield: +1 to ac vs. Ranged |
|
|
|
10 | |||
| 10 | ||||
| 10 |