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Skill Runes

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[[File:Runestone1.jpg|frame|left|Crimson rune.]]
'''Runes''' in [[Diablo 3]] are small items that are socketed into '''active''' [[skill]]s, (not into [[item]]s as they were was the case in Diablo 2II.). Diablo 3III's skill runes grant special bonuses to the skill they are socketed into, improving the skill's function in various ways. Runes are always an improvement over the plain skill, such as adding damage or multiple hits, reducing cost, etcand almost always desirable.
There are five types of runes, each representing a general type of bonus, the names of which have changed repeatedly during game development. The final name change was revealed in May 2010, when [[Bashiok]] [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/] revealed the names as having changed to [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]], and [[Alabaster]]. Considerable, but not total, changes to their bonuses came with that name change.
Runes spawn can be found at 7 quality levels of quality (Rank 1-7), ewith the highest levels extremely rare.gThere maybe rune quality upgrades or outright rune creation recipes available from the [[Mystic]]., "Indigo Rune Rank 1"
==Every Rune Works in Every SkillFunctions== Runes have no function on their own, other than beautifying your inventory. They are only useful once they're socketed in a skill, where they modify the skill's function, always in a beneficial way. Any rune in a skill is an improvement over the base function of the skill, and since runes are easy to swap in and out of skills, it's always in your best interest to stick a rune into a skill at the first opportunity.  [[File:Rune-minor-energyRunes5.jpg|frame|Old styleThe five Runes.]][[Jay Wilson]] has stressed that The functions of the runes must add are not entirely predictable in a useful function to multiple types given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of skillsthem are simply +x damage, since every type or +X casting speed. This is an enormous amount of work for the developers and artists; there are nearly 150 skills x 5 runes in each. While the rune will functions can not be socketable entirely known in every action skilladvance, it was thought that hey would have general properties that transferred across skills. (As far This may no longer be the case, as we knowit seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.) This leads Rather than, for instance, allowing Crimson to some odd be the most useful and creative design decisionsGolden the least, on the whole. Prior to Blizzcon 2010, since while it's obvious what most runes will were generally accepted to do in most skills, there are some exceptionsthe following: * [[Alabaster rune]]: Wild card functions. Consider what a * [[Crimson rune that adds multiple hits ]]: Generally provides +damage and/or fire damage does for a purely defensive/shielding skill? Or a movement skill like .* [[Golden rune]]: Generally reduces the Wizard's Teleport? resource cost. * [[Indigo rune]]: Generally provides multishot in some form.* [[Obsidian rune]]: Wild card functions.  ==Confirmed Runestone Examples==
The [[D3 Team]] wants all the runes to be useful to all [[class]]es, so they did not add runes that just boosted While one type of skill, or one character's two rune properties are known (or can be easily guessed) for most skills. They had to find general function bonuses that worked across the board, which is why there are not fifty types of runes. Instead there are just we only know all five rune types, though even with just 5, their functions change quite bonuses for a bit from skill to skill, few skills; ones that Blizzard has revealed in many casespanels or interviews.
==Rune Types and Functions==
There have been five types ===Plague of runes ever since they were announced as a game feature. The names and functions of the five types have changed repeatedly though, and the team is certain to continue modifying them throughout the remainder of the development process.Toads===
Though the five types of runes kept changing names, but their functions seemed to be largely set all through 2009 and into 2010. This apparent certainty was overturned by new info[http[File://diablo.incgamers.com/blog/comments/jayRunes-plague-wilsonof-interviewtoads-g4tv/all.jpg|thumb|400px|Plague of Toads rune options.]]The rune functions for [[Plague of Toads]] from , a [[Jay WilsonWitch Doctor skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill has the Witch Doctor throwing out several toads, which hop forwards in erratic, [[GamescomCharged Bolt]] show in August 2010-esque fashion.
* [[Alabaster rune]]: The toads also blind enemies.
* [[Crimson rune]]: Flaming toads add fire damage to their attack.
* [[Golden rune]]: Reduced cost per cast.
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location.
* [[Obsidian rune]]: Summons a single, huge, stationary frog that uses a sticky tongue to capture and consume monsters in one gulp. It spits out the treasure and items. The mega-toad can eat [[Champions]] (possibly only at higher/highest rune level?), but not [[bosses]] or (presumably) bigger enemies.
===Rune Tool Tips===
The team has stressed that every rune will have an informative tool tip, letting players know approximately what that rune will do in a given skill. To see this in the game, players need pick up a rune and then hover it over a skill with a socket. [http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/]
::Pick up a rune and mousing it over a skill and the tooltip will tell you how it affects the skill. The UI does a good job of informing you how each rune interacts with each skill. ===Hydra===
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]
The rune functions for [[Hydra]], a [[Wizard skill]] were revealed during a panel discussion at Blizzcon 2010. The basic skill summons a fiery dragon that breaks through the earth and spits firebolts at nearby enemies.
===Original Rune Functions===* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.
Jay Wilson described the five types This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of runes during an interview from BlizzCon 2009. The quoted sections below are JayHydra's words: [http:rune effects was a faster//pc.ign.com/articles/101/1017305p1multishot, instead of the Acid element.html]
* The Power Rune, which was renamed Force RuneThese bonuses also show how unpredictable the effects are. By previous knowledge and logic, currently '''Crimson''': "One tends to should be more the +damage-oriented."* The Multistrike Rune/firewalls effect, which was renamed the Hydra Rune, currently '''Indigo''': "One tends to multiply since it generally adds damage and/or fire effects, splits projectiles or bigger radiuses, things like that."* The Energy Rune, currently named '''Obsidian''': "One tends to be a very energy-efficient Possibly the developers are shuffling runebonuses around randomly, so you cut down cost or in some way increases order to make the benefit of the skillrunes equivalently useful. Rather than, so you get more for less."* The Lethality Runeinstance, which was renamed Viper, currently '''Golden''': "One tends allowing Crimson to be more focused on death effects, critical effects."* The Striking rune, currently '''Alabaster''': "And one of them we call just... the weird runemost useful and Golden the least, which is our grab bag for anything unusual we want to stick on." Also known internally at Blizzard as the "Wildcard" runewhole.
Though all the names have changed, three of the functions remain largely intact. Most skills still benefit from a +damage rune, a multishot/strike rune, and a critical hit boosting rune. The wildcard rune is still very wild. The biggest change is that the former Energy rune is largely changed to a second wildcard rune, since changes to the [[resource]] systems made its former function largely obsolete.
===Hydra: The First ExamplePoison Dart===
Jay Wilson provided The rune functions for [[Poison Dart]], a whole new insight into [[Witch Doctor skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a fairly slow-working spell that fires a single poison dart that deals poison damage and some [[DoT]].* [[Alabaster rune]]: Blows out a face-biting snake that stuns the changes made target* [[Crimson rune]]: Adds fire damage to Runestones the poison dart.* [[Golden rune]]: Steals [[mana]] with a short quote from Gamescom, in August 2010each dart hit. * [[httpIndigo rune]]: Fires multiple darts.** Level One://diabloTwo darts.incgamers** Level Two: Four darts.com/blog/comments/jay-wilson-interview-g4tv/* [[Obsidian rune]]: Slows the poisoned target.
::'''Jay Wilson: '''One of my favorites is on the [[Wizard]]. She has a skill called [[Hydra]], which is largely the same as it was in Diablo 2. Fiery (dragon) heads that shoot fireballs. Depending on which rune the Wizard sockets in that skill, the dragon heads change elements, and it’s a major change. Their entire appearance is altered. They can become poison heads, which shoot bolts of poison that leave pools of acid on the ground. There are lightning heads that shoot [[Chain Lightning]]. Cold heads that shoot [[Frost Bolts]] that slow enemies. Another rune makes for a bigger fire attack, where the head just breaths a cone of flame.
Jay did not list what all five runes did in Hydra, and his explanation left fans confused. Where were the three elemental damage types coming from? Nothing like that seemed to fit wit the previous rune functions.===Throw Weapon===
===Rune Changes Explained===The rune functions for [[Throw Weapon]], a [[Barbarian skill]], were revealed during a panel discussion at Blizzcon 2010. The basic skill is a ranged attack in which the Barbarian is able to hurl his weapon with distance and accuracy. The weapon magically reappears in his hands after each toss.
Diablo III Community Manager Bashiok spoke * [[Alabaster rune]]: Enemies struck by the weapon grow confused.* [[Crimson rune]]: Adds damage to Diiithe thrown weapon.* [[Golden rune]]: Throws a monster corpse rather than the weapon.net about runestones shortly after GamescomLess range, in August 2010but bigger damage.* [[Indigo rune]]: Adds ricochet, and explained a lot of allowing the lingering questions from Jay's Gamescom updateweapon to strike multiple targets. * [http[Obsidian rune]]://diablo.incgamersThrows a stunning hammer, rather than the equipped weapon.com/blog/comments/more-changes-to-runestones/]
In Hydra, five runes provide: extra damage (with a changed fire form), Multistrike (rapid fire), and the 3 elemental properties. Extra damage and multishot are consistent with previously known rune functions. One of the elementals comes from the wildcard rune, and the other comes from what used to be the Energy rune. That rune now functions as a second wildcard in most skills, since changes to the [[resources]] made the mana-saving property obsolete. (Plus it just wasn't cool enough, in most instances.)
So Hydra isn't a total outlier; it's just got one rune, (formerly known as Lethality) that usually affects critical bonuses, that's doing something very different (providing an elemental damage change, in Hydra).==Rune Crafting/Upgrading==
Many of the skills in the game have undergone similar transformations, in terms of their Runestone effects. The D3 Team team has gone over all of them, more than 600 (20-25 skills per char x 5 chars x 5 confirmed that the [[Mystic]] will have some crafting [[recipes]] to create new runes) and tried to make them all "awesome." Visual, interestingthough there are no details yet, exciting; not just stat-tweaking. This is a huge project, with a lot of trial and error, and it's ongoingother than that they will use old Runes in the process.
The changes It will also be possible to artwork and graphics are extensive, but they can usually adapt other art elements from the game[[salvage]] unwanted runes for magical materials, rather than having or even to make new effects runes from scratch. For instance, a new runestone change to via the [[Witch Doctor]]Mystic's [[Corpse Spiderscrafting]] spell caused a huge "mother spider" to spawn, instead of just tiny spiders. The artists were able to create this by modifying an existing spider model. They put on a new texture, changed the size, tweaked the AI, and voila, they've got a big spider that fits perfectly with the new runestone effectrecipes.
The biggest problem seems to be balancing. How can they even out the effects and utility of so many runes doing so many different things? Bashiok admitted that was a challenge, but said that perfect balance wasn't required. As long as none of the rune properties were wildly over or underpowered, it would be find for [[PvE]] play. They might have to do more fine-tuning when it came to PvP though, since there it really does matter if one skill is slightly better than another. But they're not to the point of worrying much about that, yet.
==Rune Names==
There are five types of runes in Diablo 3. Their names have changed at least twice during development. The original names were very straight-forward, describing what the runes did. They then changed to a slightly evocative set of names, though but that proved too limiting when he named them their functions were overhauled in (May early 2010), Bashiok said these were fairly set for and the final game: [[Crimson Rune|Crimson]], [[Indigo Rune|Indigo]], [[Obsidian Rune|Obsidian]], [[Golden Rune|Golden]]names changed again, [[Alabaster Rune|Alabaster]]. The team refers to these as "their current substance/mineral" /color names.  The list below traces their name changes over time, left to right, from the earliest to the current.
* Unknown > Energy Rune > [[Energy RuneGolden rune]], new name unknown.* Lethality Rune > Viper Rune > [[Viper Obsidian Rune]], previously the Lethality Rune. New name unknown.* [[Multistrike Rune > Hydra Rune]], previously the Multistrike Rune. Now the > [[Indigo Rune]].* Power Rune > Force Rune > [[Force Crimson Rune]], previously the Power Rune. New name unknown.* Unknown > Striking Rune > [[Striking Alabaster Rune]], new name unknown.
===Rune Name Evolution===
Blizzard's Diablo 3 community manager shed some light on the reason for the latest rune mineral/substance name change changes in May 2010: <ref>[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/Bashiok forum post]- IncGamers May, 2010</ref>
::[[Bashiok]]: The runes have really just been renamed to allow us greater flexibility in what they do so we’re not creating a weird detachment from what they’re called and the effect they provide. For example what was the multi-strike rune going to do for ... say, [[Slow Time]]? And does that match what the name implies, or what you would assume? Probably not.
A few days later, he elaborated on this issue:<ref>[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010</ref>
::'''Bashiok:''' ...the purpose of renaming them was... to remove a strict theme. I’m not aware of any rune effects we’ve shown being removed, I think all those still exist just the way they were shown. Just instead of multi-strike/hydra, it’s called Indigo, and while for a lot of skills it still has a very multi-strike theme, it’s not a rule dictated by the name.
===Rune Quality Levels===
There are five types of runes. Each individual rune, of whatever type, can spawn at various quality levels; Jay Wilson said there would be five or six such levels. As of late 2008, "minor" was said to be the lowest quality, though the modifier names may have changed since that point. As with all items in the game, higher quality runes will be rarer, and only findable from higher level monsters. The functions of a given type of rune will not change as the quality increases; instead the bonuses will be increased.
==Every Rune Works in Every Skill==[[Jay Wilson]] has stressed that runes must add a useful function to multiple types of skills, since every type of rune will be socketable in every action skill. (As far as we know.) This leads to some odd and creative design decisions, since while it's obvious what most runes will do in most skills, there are some exceptions. Consider what a rune that adds multiple hits or damage does for a purely defensive/shielding skill? Or a movement skill like the Wizard's Teleport?  The name format [[D3 Team]] wants all the runes to be useful to all [[class]]es, so they did not add runes that just boosted one type of skill, or one character's skills. They had to find general function bonuses that worked across the board, which is fairly simplewhy there are not fifty types of runes. Instead there are just five rune types, though even with just 5, their functions change quite a bit from skill to skill, as Bashiok described in May many cases.  ==Rune Tool Tips==As of the Blizzcon 2010demo, no rune gave any useful information when hovered over. [http://diabloThey simply said, "socket in skills for a special bonus.incgamers.com/blog/comments/new-" However, when you click to pick up a rune and hover that over a skill-with an open socket, an informative tool tip pops up, explaining in clear terms what the rune-names-revealed/]will do for the skill.
::I don’t think quality names have been decided for sure yet This isn't always enough to know clearly just how useful the rune will be; experience or screenshots/information on websites (?such as this wiki), but for example it would will be something like “Minor Alabaster Runestone”necessary to really understand the strengths and weaknesses of each rune in each skill.<ref>[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010</ref>
::For example: "[quality] [Pick up a rune type] Runestone"and mouse it over a skill and the tooltip will tell you how it affects the skill. The UI does a good job of informing you how each rune interacts with each skill.
===Rune Crafting/Upgrading=D3 Runes vs. D2 Runes==Runes in [[Diablo III]] are nothing like the {{iw|Runes Runes}} found in [[Diablo II]]. In D2 there were 33 kinds of Runes, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.
The D3 team has confirmed that the [[Mystic]] will have some crafting recipes to create new runes, though there are no details yet, other than that they will use old Runes in the process.<br><br><br><br><br><br><br><br><br><br>
It will also be possible to [[salvage]] unwanted runes for magical materials,
  =Archived Runestone Information= Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest. ===Original Rune Functions=== [[File:Rune-minor-energy.jpg|frame|Old style]]Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: <ref>[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009</ref>  ::"One tends to be more damage-oriented. One tends to multiply effects, splits projectiles or bigger radiuses, things like that. One tends to be a very energy-efficient rune, so you cut down cost or in some way increases the benefit of the skill, so you get more for less. One tends to be more focused on death effects, critical effects. And one of them we call just... the weird rune, which is our grab bag for anything unusual we want to stick on." These functions have largely remained in place, though the names of the runes has shifted twice since then.  ==Hydra: The First Five Rune Example== The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.<ref>[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010</ref> ::'''Jay Wilson: '''One of my favorites is on the [[Wizard]]. She has a skill called [[Hydra]], which is largely the same as it was in Diablo 2. Fiery (dragon) heads that shoot fireballs. Depending on which rune the Wizard sockets in that skill, the dragon heads change elements, and it’s a major change. Their entire appearance is altered. They can become poison heads, which shoot bolts of poison that leave pools of acid on the ground. There are lightning heads that shoot [[Chain Lightning]]. Cold heads that shoot [[Frost Bolts]] that slow enemies. Another rune makes for a bigger fire attack, where the head just breaths a cone of flame. Jay did not list what all five runes did in Hydra, and his explanation left fans confused. Where were the three elemental damage types coming from? Nothing like that seemed to fit wit the previous rune functions. This confusion was largely cleared up a few days later when [[Bashiok]] spoke privately to Diii.net about this issue, and explained most of the questions left by Jay's new info. <ref>[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010</ref> From his words, we were made to understand that in [[Hydra]], the five runes provide: 1) extra damage (with a changed fire form), 2) Multistrike (rapid fire), 3-5) the 3 elemental properties. Extra damage and multishot are consistent with previously known rune functions. One of the elementals comes from the wildcard rune, and the other comes from what used to be the Energy rune. That rune now functions as a second wildcard in many skills, since changes to the [[resources]] made the mana-saving property obsolete. (Plus it just wasn't cool enough, in most instances.) So the only unexpected rune bonuses in Hydra are the 4th and 5th elemental modifiers. The +damage, +multishot, and one elemental damage type would have been expected. The other two would more predictably have granted an [[Arcane Power]] cost reduction and some sort of [[critical hit]] or death effect bonus. That they were changed to grant elemental bonuses just goes to show how much variability and variety the Diablo III team is putting into the runes.  ==Rune Storage===
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory.
===Rune Appearance=Evolution==
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]
[[File:Runestone1.jpg|frame|left|Crimson rune.]]
As of BlizzCast episode 8 (30th of March, 2009) [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/] Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right. Previously, runes and their sockets had been square-shaped.
A more recent image, from August 2010, is seen to the left. Runes are now round, like marbles, and bear striking glyph graphics. In light of this change, it's assumed that the sockets in skills are now round as well.
<br><br><br><br>
==Rune Function Examples==
The [[D3 Team]] gave several examples of rune functions during a panel at [[BlizzCon 2008]] when Skill Runes were first revealed as a game feature. ([http://www.youtube.com/watch?v=ouYP1zGfd0s Watch the demonstration] on YouTube.) The rune names have all changed since this time. The rune/skill functions have not all changed, but they have been modified somewhat. See the illustrated functions are said to be largely unchangedsections further up this page, or on the individual skill pages, for current/accurate information.
===Wizard's Mirror Image===
'''[[Mirror Image]] Skill:''' This skill, from the [[Conjuring Skill Tree]], creates a duplicate of the [[wizard]], which is capable of moving around and using spells to attack monsters. (It's not just a decoy or an illusion.)
** '''Hydra/Multistrike Rune: '''Socketing this rune would increase the number of duplicates. Higher quality levels of the hydra/multi-strike rune would presumably add more duplicates.**  '''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.
'''[[Teleport]] skill:''' This skill, from the [[Arcane Skill Tree]], teleports the Wizard to the targeted location. The spell isn't quite as quick as it was in Diablo or Diablo 2, since the Wizard leaps up into the air before vanishing, and appears in the air, then falls down to earth.
* '''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]
* '''Hydra/Multistrike Rune:''' Creates a temporary duplicate of the Wizard that will attract enemy fire and will fight and deal damage as well. (This seems to be basically a free way to cast Mirror Image when you Teleport.)
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]
'''[[Skull of Flame]] skill:''' The Witch Doctor lobs a flaming skull, grenade style, which explodes on impact, dealing substantial fire damage to nearby targets. Different runes affect this skill in different ways. Here are a couple of examples as presented during a BlizzCon 2008 panel discussion.
* '''Hydra/Multistrike Rune:''' Socketing this rune causes the flaming skull to skip along the ground, like a stone over water, bounding and creating multiple explosions. Higher quality runes would allow additional bounces.
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]
* With '''Force/Power Rune:''' Socketing this rune adds a firefield property to the Skull of Flame, creating a small patch of flame on the ground that persists after the skull's explosion and damages any monsters that cross over it.
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]
'''[[Electrocute]] skill:''' This skill, from the [[Storm Skill Tree]] creates a strand of lightning that locks onto an enemy like a beam weapon, dealing steady lightning damage.
* '''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]
* With '''Viper/Lethality Rune:''' Socketing this rune causes some of the monsters killed by Electrocute to explode in a nova, dealing damage to other nearby enemies.
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]
 
 
==D3 Runes vs. D2 Runes==
Runes in [[Diablo III]] are nothing like the {{iw|Runes Runes}} found in [[Diablo II]]. In D2 there were 33 kinds of Runes, which were small items that had no use on their own, but that could be placed in item sockets to add various bonuses to the item. Certain combinations of runes could also be used to create {{iw|Runeword RuneWords}}, very powerful items with pre-set stats.
Besides the fact that these supposedly ancient runes hold great and mystic powers, we know little about them. Who created them or how they are created is unknown. They seem to attract [[demon]]s of different kinds, as they are often found on their corpses. If the runes are of demonic origin is not known either. They could have been the simple writing language of the first inhabitants of Sanctuary, who themselves were more powerful than Demons or [[Angel]]s. Whatever the origin, they are of great use to heroes wishing to dethrone [[Diablo]] or [[Baal]].
 
==Media==
<gallery>
 
Image:New_Rune_Socket.png|Rune Socket]
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.
File:Runestone1.jpg|Crimson rune, August 2010 design.
 
</gallery>
==References==
<font size="-3">
<references/>
 
* [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast #8]
* [[BlizzCon 2008]]
* [http://www.youtube.com/watch?v=BQBtkJ97Fbo&feature=related The Diablo 3 panel which deals with Fury issues]
</font>