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==Original Rune Functions==
::"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."
==Evolution Of The Runestone Naming-Scheme==
The names of the Runestones have changed at least twice during development. The original names were very straight-forward, describing what the runes did. They were then changed to a more evocative set of names, which proved too limiting when their functions were overhauled in early 2010, when the names were changed again, to their current color-based names.
::'''Jay WilsonBashiok: '''One of my favorites is on the [[Wizard]]. She has a skill called [[Hydra]], which is largely ..the same as it purpose of renaming them was in Diablo 2. Fiery (dragon) heads that shoot fireballs. Depending on which . 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 Wizard sockets in that skillway they were shown. Just instead of multi-strike/hydra, the dragon heads change elementsit’s called Indigo, and it’s while for a major change. Their entire appearance is altered. They can become poison heads, which shoot bolts lot 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 skills it still has a bigger fire attackvery 'multi-strike' theme, where it’s not a rule dictated by the head just breaths a cone of flamename.
<blue>Pick up a rune 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.</blue>
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.]]
==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==
Runes were initially stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. This was changed in development and runes now appear in the main inventory, along with all other items.
* {{iw|Rune Runes}} - The main page for D2 runes.
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.
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