D2R Runeword Rolls

Runeword gambling

Discover 5 gambling activities in Diablo 2. Try your luck at a big win.

How it works

  1. Check the ingredients

    Prepare the runes and a gray socketed item of the required type. The socket count must match exactly.

  2. Insert the runes in order

    Insert each rune into the item's sockets, rather than transmuting it in the Cube. The runeword forms when you insert the final rune.

  3. Check variable modifiers

    Compare the values you need. To remake it, remove the old runes and obtain a fresh full set of runes.

Getting started Spirit · Insight show the remaking process.

Shared rules

A target roll is not a usability requirement. Start with the breakpoint and equipment role you need. These tables focus on key variable modifiers.

Spirit · Insight

First decide the FCR breakpoint and Mana sustain you need.

Spirit

Spirit

Base
4-socket sword or shield
Rune order
Tal → Thul → Ort → Amn

First target to check Faster Cast Rate 35%

Meeting your required FCR breakpoint comes first. Once you have 35% FCR, compare Mana and Magic Absorb.

35% FCR alone does not mean every variable modifier is perfect. Check base modifiers separately, such as a Paladin shield’s innate resistances.

Key variable modifiers Modifier ranges

Spirit variable modifiers
Modifier Range
Faster Cast Rate 25~35%
Mana +89~112
Magic Absorb 3~8

Insight

Insight

Base
4-socket polearm, staff, bow or crossbow
Rune order
Ral → Tir → Tal → Sol

First target to check Level 17 Meditation · Also damage and Critical Strike for mercenaries

Meditation helps regenerate Mana. For a mercenary who attacks with the weapon, also check Enhanced Damage and Critical Strike.

Spears and polearms are different item types. Insight cannot be made in a spear.

Key variable modifiers Modifier ranges

Insight variable modifiers
Modifier Range
Meditation Aura Lv.12~17
Enhanced Damage 200~260%
Bonus to Attack Rating 180~250%
Critical Strike skill +1~6

Call to Arms · HOTO

Compare buff levels and All Resistances.

Call to Arms

Call to Arms · CTA

Base
5-socket weapon · Examples: Crystal Sword, Flail
Rune order
Amn → Ral → Mal → Ist → Ohm

First target to check Battle Orders +6 · three-skill target 6 / 6 / 4

Start with Battle Orders, which increases Life and Mana. The notation 6/6/4 means Battle Command / Battle Orders / Battle Cry in that order.

Battle Command rolls +2~6. A Barbarian's bonus from this oskill is capped at +3, so inspect the rolled values on another class.

Key variable modifiers Modifier ranges

Call to Arms variable modifiers
Modifier Range
Battle Command +2~6
Battle Orders +1~6
Battle Cry +1~4

Heart of the Oak

Heart of the Oak · HOTO

Base
4-socket staff or mace-class weapon · Typical base: Flail
Rune order
Ko → Vex → Pul → Thul

First target to check All Resistances +40

+3 All Skills and 40% Faster Cast Rate are fixed. All Resistances is the key variable to compare when remaking it.

Hammers and scepters do not count as maces for this recipe. Check the Normal, Exceptional and Elite Flail family.

Key variable modifiers Modifier ranges

Heart of the Oak variable modifiers
Modifier Range
All Resistances +30~40

Grief · Infinity

Self-use and mercenary use prioritize different modifiers.

Grief

Grief

Base
5-socket sword or axe · Phase Blade, Berserker Axe and others
Rune order
Eth → Tir → Lo → Mal → Ral

First target to check Damage +400 · Increased Attack Speed 40%

Damage is a flat damage bonus, not percentage Enhanced Damage. Judge IAS against your weapon base and build's breakpoint.

Even a low IAS roll can meet your breakpoint. Do not erase a usable result solely because its number is lower.

Key variable modifiers Modifier ranges

Grief variable modifiers
Modifier Range
Increased Attack Speed 30~40%
Damage +340~400
Enemy Poison Resistance −20~−25%
Life after Each Kill +10~15

Infinity

Infinity

Base
4-socket polearm or spear
Rune order
Ber → Mal → Ber → Ist

First target to check Self-use: Enemy Lightning Resistance −55% / Mercenary: Enhanced Damage

The level 12 Conviction Aura is fixed. The item's enemy lightning resistance reduction applies to its wearer's attacks; a mercenary's Infinity does not transfer this modifier to the player.

For mercenaries, compare weapon damage, attack speed and ethereal status. Do not use the same criteria as self-use.

Key variable modifiers Modifier ranges

Infinity variable modifiers
Modifier Range
Enhanced Damage 255~325%
Enemy Lightning Resistance −45~−55%

Faith · Harmony

Compare the bow base, aura and variable modifiers together.

Faith

Faith

Base
4-socket bow or crossbow
Rune order
Ohm → Jah → Lem → Eld

First target to check Level 15 Fanaticism · All Skills +2

Fanaticism level and weapon base both affect attack-speed gearing. Also check the base's skill bonus on Amazon-only bows.

Even a lower Fanaticism level can meet the desired speed. First check whether the mercenary can equip the base and meet its requirements.

Key variable modifiers Modifier ranges

Faith variable modifiers
Modifier Range
Fanaticism Aura Lv.12~15
All Skills +1~2

Harmony

Harmony

Base
4-socket bow or crossbow
Rune order
Tir → Ith → Sol → Ko

First target to check Enhanced Damage 275% · Valkyrie +6

The level 10 Vigor Aura used for movement is fixed. Check Enhanced Damage if attacking with the bow, or Valkyrie if using the summon.

For movement alone, remaking it for maximum damage is unnecessary.

Key variable modifiers Modifier ranges

Harmony variable modifiers
Modifier Range
Enhanced Damage 200~275%
Valkyrie skill +2~6

Phoenix · Flickering Flame

Assess offense and recovery separately for fire builds.

Phoenix

Phoenix

Base
4-socket weapon or shield · Typical shield: Monarch
Rune order
Vex → Vex → Lo → Jah

First target to check Level 15 Redemption · Enhanced Damage for your intended use

Redemption recovers Life and Mana. Enhanced Damage benefits physical attacks, not elemental spell damage.

Weapons and shields have different exclusive modifiers. The following rolls are shared; Enemy Fire Resistance reduction −28% is fixed.

Key variable modifiers Modifier ranges

Phoenix variable modifiers
Modifier Range
Redemption Aura Lv.10~15
Enhanced Damage 350~400%
Defense vs. Missile +350~400
Fire Absorb 15~21

Flickering Flame

Flickering Flame

Base
3-socket helm
Rune order
Nef → Pul → Vex

First target to check Enemy Fire Resistance −15% · Level 8 Resist Fire Aura

For self-use on a fire build, start with Enemy Fire Resistance reduction. Also check the aura when offsetting a fire Sunder Charm's resistance penalty.

Compare the base's own skill modifiers and requirements, including those on Druid pelts.

Key variable modifiers Modifier ranges

Flickering Flame variable modifiers
Modifier Range
Resist Fire Aura Lv.4~8
Enemy Fire Resistance −10~−15%
Mana +50~75

High-end weapons

Choose your intended use before spending high runes.

Breath of the Dying

Breath of the Dying · BOTD

Base
6-socket weapon · Such as an ethereal base for physical attacks
Rune order
Vex → Hel → El → Eld → Zod → Eth

First target to check Enhanced Damage 400% · Life Leech 15%

Indestructible allows ethereal melee weapons. Compare the base's attack speed and damage alongside the variable rolls.

A Superior base's Enhanced Damage can be added to the display. Do not judge the runeword's own roll from displayed ED alone.

Key variable modifiers Modifier ranges

Breath of the Dying variable modifiers
Modifier Range
Enhanced Damage 350~400%
Life Stolen per Hit 12~15%

Doom

Doom

Base
5-socket axe, polearm or hammer
Rune order
Hel → Ohm → Um → Lo → Cham

First target to check Enemy Cold Resistance −60%

Enemy Cold Resistance reduction matters for a cold caster using it directly. Also compare Enhanced Damage when using it for physical attacks.

The level 12 Holy Freeze Aura is fixed. Enemy resistance reduction and aura level are different modifiers.

Key variable modifiers Modifier ranges

Doom variable modifiers
Modifier Range
Enemy Cold Resistance −40~−60%
Enhanced Damage 280~320%

Last Wish

Last Wish

Base
6-socket sword, axe or hammer
Rune order
Jah → Mal → Jah → Sur → Jah → Ber

First target to check Crushing Blow 70% · Enhanced Damage 375%

Check Crushing Blow and physical damage rolls. A Crushing Blow build and a weapon-damage build may prioritize different numbers.

Each attempt uses 3 Jah Runes, a Ber Rune and other runes. Compare your current result with the cost of fresh ingredients before remaking it.

Key variable modifiers Modifier ranges

Last Wish variable modifiers
Modifier Range
Enhanced Damage 330~375%
Crushing Blow 60~70%

Eternity

Eternity

Base
5-socket melee weapon
Rune order
Amn → Ber → Ist → Sol → Sur

First target to check Enhanced Damage 310%

First decide whether your setup needs fixed features such as Indestructible and Revive charges. A high damage roll does not make it suitable for every build.

Choose the role and base before making it. Its high-rune cost makes repeated attempts expensive.

Key variable modifiers Modifier ranges

Eternity variable modifiers
Modifier Range
Enhanced Damage 260~310%

Before you start

Remake it in the same base

Socketed item + Hel Rune + 1 Scroll of Town Portal go into the Horadric Cube for transmutation.

The item and its socket count remain, but all inserted runes, gems and jewels are destroyed. Insert a fresh runeword set into the empty sockets in order.

Use a scroll, not a Tome of Town Portal. Removed runes are not returned.

Common mistakes

  • Use gray socketed equipment

    Even with sockets, Magic , Rare , Set and Unique items cannot form runewords.

  • Check base type and socket count

    A 3-rune runeword does not form in 4-socket equipment.

  • Distinguish base and runeword modifiers

    Compare Superior, ethereal and class-specific base modifiers along with the rolls. Character level and Magic Find cannot guarantee a high roll.