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	<entry>
		<id>https://www.diablowiki.net/index.php?title=Rare&amp;diff=42937</id>
		<title>Rare</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Rare&amp;diff=42937"/>
				<updated>2011-11-07T19:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: previous version mistook rare 'mighty weapon' for 'mighty rare' weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rare''', in [[Diablo]] terminology, refers to an [[item]] type.&lt;br /&gt;
A rare can be any type of item (ie., [[Feet|boots]], [[sword]]s, [[amulet]]s), and it is higher quality than a [[normal]] or [[magical]] item, but not as high in quality as a [[Set_Items| set]] or [[legendary]] item. The quality of the item is determined by the [[modifiers]] that the item possesses. A rare item can have four [[magic]]al modifiers (or more?), which separates it from a magical item, which can only have one to two modifiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rares in Diablo III==&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-wrist-spade.jpg|left|frame|A rare crafted [[fist]] [[weapon]].]]&lt;br /&gt;
&lt;br /&gt;
Rare items in Diablo III can either be [[drop]]s, or they can also be [[crafting| crafted]].&lt;br /&gt;
According to [[Bashiok]], rares will be amongst the best items in the game [http://diablo.incgamers.com/blog/comments/blue-on-no-item-binding-and-legendary-set-items/].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt; If we do things right we’ll see end-game players with a mix of legendary, rare, and crafted items.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is ignoring the fact that rares can be crafted, of course.&lt;br /&gt;
It is currently unknown as to if rare items will follow the [[Diablo II]] model by having unique, randomly-generated names.&lt;br /&gt;
&lt;br /&gt;
More information about other item types can be found in the [[:Category:Items| item category entry]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifiers and Inferno==&lt;br /&gt;
&lt;br /&gt;
Along with the official release of information about the new [[Inferno]] difficulty, players were shown an example of an Inferno-level rare item in the form of a tooltip, shown to the side, for an axe randomly named &amp;quot;Savage Mangler.&amp;quot; There are seven [[modifier]]s present, whereas in previous screenshots and videos, there were at most four.&lt;br /&gt;
&lt;br /&gt;
[[Image:Savagemangler.jpg|right|frame|The rare Savage Mangler tooltip.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Hex&amp;diff=32434</id>
		<title>Hex</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Hex&amp;diff=32434"/>
				<updated>2011-08-14T21:20:48Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Skill Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hex''' is a [[Witch Doctor skill]] unlocked at [[clvl|level]] 6. It summons a Fetish shaman to assist the Witch Doctor by hexing enemies into chickens for a limited duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Skillbox D3&lt;br /&gt;
&amp;lt;!-- |portrait= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- |portrait-width= --&amp;gt;&lt;br /&gt;
|name= Hex&lt;br /&gt;
|user= Witch Doctor&lt;br /&gt;
|clvl= 6&lt;br /&gt;
|description= Summon a fetish shaman that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and will take additional damage. &lt;br /&gt;
|type= [[Summon]]/[[Debuff]]&lt;br /&gt;
|resource= Costs [[Mana]]&lt;br /&gt;
|alabaster= Unknown&lt;br /&gt;
|crimson= Unknown&lt;br /&gt;
|golden= Unknown&lt;br /&gt;
|indigo= Unknown&lt;br /&gt;
|obsidian= Unknown&lt;br /&gt;
}}&lt;br /&gt;
The Witch Doctor summons a Fetish spellcaster to cast hexes upon his enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
Descriptions of this skill viewable at Blizzcon 2009 and Blizzcon 2010 gave only vague information about its function, but an August 2011 gameplay video ([http://diablo.incgamers.com/blog/comments/new-diablo-3-gameplay-trailer]) shows it in use. A Witch Doctor is seen to use the skill several times in rapid succession, summoning a Fetish Shaman with each use. Each Shaman remains stationary and bathes the ground in a broad area around itself with pulsing, green light. As soon as one such Shaman is summoned, a wraith within its field is seen to spontaneously transform into a clucking, white chicken and wander aimlessly for several seconds, before spontaneously reverting to its original form. Several skeletons within the same Shaman's AoE remain unaffected.&lt;br /&gt;
&lt;br /&gt;
==Skill Rank Table==&lt;br /&gt;
* '''Rank 1:''' Summon a Fetish Caster to cast hexes on enemies for 6 seconds. Cost: 12 mana.&lt;br /&gt;
* '''Rank 2:''' Summon a Fetish Caster to cast hexes on enemies for 7 seconds. Cost: 12 mana. (A)&lt;br /&gt;
* '''Rank 3:''' Summon a Fetish Caster to cast hexes on enemies for 8 seconds. Cost: 12 mana. (A)&lt;br /&gt;
* '''Rank 4:''' Summon a Fetish Caster to cast hexes on enemies for 9 seconds. Cost: 12 mana. (A)&lt;br /&gt;
* '''Rank 5:''' Summon a Fetish Caster to cast hexes on enemies for 10 seconds. Cost: 12 mana. (A)&lt;br /&gt;
&lt;br /&gt;
(A) = Assumed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
* No [[synergies]] with any of the [[passive skill]]s are yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
* No [[rune]] effects for Hex are known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Hex''' was first seen at [[BlizzCon 2009]] listed as a skill in the gameplay demo, but it was not yet implemented. At the time, it was a Tier II skill on the [[Voodoo Skill Tree]]. It was still listed at [[BlizzCon 2010]], but there are no gameplay reports detailing any use of the skill.&lt;br /&gt;
&lt;br /&gt;
Skill tiers were removed for the [[July 2011 Press Event]], and Hex became a level 6 skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Hex&amp;amp;cat=all '''Hex''' specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Articles==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/ BlizzCon 2009 Full Witch Doctor Skill Trees and Stats]&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7962606#post7962606 JudgeHype.com July 2011 Press Event Coverage - The Witch Doctor (Translated by Zediono)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|WD}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31186</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31186"/>
				<updated>2011-07-26T00:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D3 Runestones vs. D2 Runes===&lt;br /&gt;
&lt;br /&gt;
[[Diablo III]]'s Runestones are nothing like the '{{iw|runes runes}}' found in [[Diablo II]]. In D2 there are thirty-three kinds of runes, which are small items that have no use on their own, but can be placed in item sockets to add various bonuses to those items, and in certain combinations produce {{iw|Runeword RuneWords}}, which add powerful, predetermined sets of bonuses, provided that the item has precisely the right number of sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
===Rune Storage===&lt;br /&gt;
In the Diablo III demo at [[BlizzCon 2008]] runes were stored in a seperate [[inventory]] grid on the skill tree menu rather than in the normal inventory. They are now stored in the main inventory, and can be stacked to save space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones In Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evolution Of The Runestone Naming-Scheme==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31185</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31185"/>
				<updated>2011-07-26T00:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Rune Name Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
===Rune Storage===&lt;br /&gt;
In the Diablo III demo at [[BlizzCon 2008]] runes were stored in a seperate [[inventory]] grid on the skill tree menu rather than in the normal inventory. They are now stored in the main inventory, and can be stacked to save space.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones In Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Evolution Of The Runestone Naming-Scheme==&lt;br /&gt;
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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. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
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&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
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'''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.&lt;br /&gt;
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&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
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===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
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'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
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===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
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&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31184</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31184"/>
				<updated>2011-07-26T00:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Runestones in Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
===Rune Crafting/Upgrading===&lt;br /&gt;
&lt;br /&gt;
The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
&lt;br /&gt;
===Rune Storage===&lt;br /&gt;
In the Diablo III demo at [[BlizzCon 2008]] runes were stored in a seperate [[inventory]] grid on the skill tree menu rather than in the normal inventory. They are now stored in the main inventory, and can be stacked to save space.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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&lt;br /&gt;
==Runestones In Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Name Evolution==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
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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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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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.)&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
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===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
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'''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.&lt;br /&gt;
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'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
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===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
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'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
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===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
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===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
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::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
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During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
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::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
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==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
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=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
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=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
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==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
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[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
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In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
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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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
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Various images of Runestones and Rune Effects.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
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==References==&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
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[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31183</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31183"/>
				<updated>2011-07-26T00:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
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&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
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Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
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In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
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The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
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Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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===Rune Crafting/Upgrading===&lt;br /&gt;
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The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
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===Rune Storage===&lt;br /&gt;
In the Diablo III demo at [[BlizzCon 2008]] runes were stored in a seperate [[inventory]] grid on the skill tree menu rather than in the normal inventory. They are now stored in the main inventory, and can be stacked to save space.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Name Evolution==&lt;br /&gt;
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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. &lt;br /&gt;
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The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
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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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
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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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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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.)&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
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===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
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'''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.&lt;br /&gt;
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'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
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===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
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'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
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===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
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===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
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::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
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During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
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::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
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==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
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=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
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=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
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==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
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Various images of Runestones and Rune Effects.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31182</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31182"/>
				<updated>2011-07-26T00:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
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Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
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In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
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The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
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Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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===Rune Crafting/Upgrading===&lt;br /&gt;
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The D3 Team has confirmed that the [[Mystic]] will have some [[crafting]] [[recipes]] to create new Runestones, though there are no details yet, other than that they will use old Runestones in the process. It will also be possible to [[salvage]] unneeded Runestones for magical materials, and even make new ones from scratch.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Name Evolution==&lt;br /&gt;
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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. &lt;br /&gt;
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The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
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&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
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&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
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&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
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&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
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&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31181</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31181"/>
				<updated>2011-07-26T00:25:33Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: removed section had become redundant due to changes made to preceding sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones in Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rune Crafting/Upgrading==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31180</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31180"/>
				<updated>2011-07-26T00:21:06Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Rune Name Evolution */&lt;/p&gt;
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&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
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Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
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In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
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The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
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Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
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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. &lt;br /&gt;
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The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
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The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
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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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
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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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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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.)&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
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They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31179</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31179"/>
				<updated>2011-07-26T00:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Runestone Scarcity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven Runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each Runestone's quality can be determined by the number of points around its edge). It's not known how common or rare Runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about the subject came from a forum post by Bashiok in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
&lt;br /&gt;
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
&lt;br /&gt;
==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones in Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::[[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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
&lt;br /&gt;
The [[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 why 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, in many cases.&lt;br /&gt;
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&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31178</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31178"/>
				<updated>2011-07-26T00:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Rune Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
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In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
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The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
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Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each runestone's quality can be determined by the number of points around its edge). It's not known how common or rare runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
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Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
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For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
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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. &lt;br /&gt;
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The list below traces their name changes over time, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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Bashiok shed some light on the reason for the latest change in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::[[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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
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The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
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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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
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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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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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.)&lt;br /&gt;
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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.&lt;br /&gt;
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==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
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They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31177</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31177"/>
				<updated>2011-07-26T00:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Runestone Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
&lt;br /&gt;
Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
&lt;br /&gt;
In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Runestone Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function and five Runestone permutations in seven levels of potency.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher-Level Runestone Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each runestone's quality can be determined by the number of points around its edge). It's not known how common or rare runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
&lt;br /&gt;
For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
&lt;br /&gt;
While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones in Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rune Crafting/Upgrading==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::[[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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
&lt;br /&gt;
The [[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 why 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, in many cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31173</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31173"/>
				<updated>2011-07-25T23:27:58Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
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&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runestones''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as were runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although the changes that a rune makes to a skill may dramatically alter a its utility.&lt;br /&gt;
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Runestones come in five types, and a particular kind of bonus or alteration is typical of each. For instance, the [[Crimson Rune]] often adds damage. However the effects that runestones have vary greatly with the skills themselves - a skill that doesn't deal damage may not gain a damaging effect from a Crimson Rune, but rather be altered in some other way.&lt;br /&gt;
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In addition to the five types, Runestones also occur in seven levels of quality, with increasingly potent effects. A Runestone of one level always has a more dramatic effect than a Runestone of a lower level, usually in the sense that it affects a given skill in the same way, but to a greater extent. It is not generally known whether or not it will be possible to combine Runestones of one quality level to generate higher-level Runestones, however all seven quality levels are dropped by [[monsters]]&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt;.&lt;br /&gt;
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The Runestone naming scheme has changed several times during development. The current iteration was devised in early 2010 and made public in May of that year when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names to be [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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==Runestone Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the Runestones are not entirely predictable in a given skill. Their bonuses vary greatly, and each type has a unique effect on each skill. Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with six Runestone permutations in seven levels of potency.&lt;br /&gt;
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Prior to Blizzcon 2010, the Runestones (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher-Level Runestone Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
A Runestone's function tends to vary in a quantitative way with its level of quality, rather than in a qualitative way. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo Runes don't change that function, but rather increase the number of projectiles generated. However Runestones of some quality levels also have qualitative advantages over lower-level Runestones of the same type.&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the Alabaster-in-Poison Dart example I’m actually not sure the increase in effect, but it likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each runestone's quality can be determined by the number of points around its edge). It's not known how common or rare runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
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Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
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For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
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The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::[[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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
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The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
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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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Lilith&amp;diff=31112</id>
		<title>Lilith</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Lilith&amp;diff=31112"/>
				<updated>2011-07-23T04:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Lilith.jpg|thumb|right|Lilith in fight ([[Diablo II]]).]]&lt;br /&gt;
'''Lilith''', also known as the 'Mother of Misery,' 'Queen of the [[Succubi]],' 'Mother of Deceit,' and 'Mistress of Betrayal,' is a powerful [[demon]]. She is coeval with the [[Lesser Evils]], but not counted as one. She is the daughter of [[Mephisto]], sister of [[Lucion]], and mother of [[Linariel]] and [[Andariel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Lilith's true form is that of a tall, humanoid [[Demon]]ess. Her complexion is dark green and black. Four long, jointed limbs extend from her back and reach in front of her, two on each side, each with a large spike at the end. Her hands each have four fingers ending in claws. She has large breasts and a feminine face with a mouth full of fangs, and hooves rather than human feet.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:Lilith.gif|thumb|right|Idle animation in [[Diablo II]].]]&lt;br /&gt;
Lilith is a manipulator and seductress, attractive even in her demonic form. She has always aimed to receive affection from powerful beings, using them as pawns to further her own goals. Such examples include [[Inarius]] and [[Uldyssian]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sanctuary and Nephalem===&lt;br /&gt;
She was part of the rogue [[demon]]s and [[angel]]s who created [[Sanctuary]]. Her mating with [[Inarius]] resulted in the [[Nephalem]] cross between angel and demonkind, a very powerful race of beings who later became the dominant race on Sanctuary, the humans.&lt;br /&gt;
&lt;br /&gt;
However, she desired to use these powerful Nephalem as an army to take on both the [[Burning Hells]] as well as the [[High Heavens]] and with that came into conflict with Inarius who wanted to undo their creation. Lilith prevented this by killing many of the rogue demons and angels, but ended with her being banished from Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Sin War===&lt;br /&gt;
Lilith later returned[http://www.diablowiki.net/Sin_War_Trilogy] and tried once more to use the Nephalem against her percieved opponents, weakening the [[Worldstone]] (that prevents Nephalem from developing their powers) and helped awaken Uldyssian's hidden Nephalem powers. She tried to seduce him into creating the army of Nephalem she wanted, but ultimately failed as Uldyssian used his power against her.&lt;br /&gt;
&lt;br /&gt;
[[Inarius]] also helped stopping her from behind the scenes, as was [[Rathma]], and he banished her once more from [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pandemonium Story===&lt;br /&gt;
[[Image:Andariel.gif|thumb|right|The official website use [[Andariel]]s appearance to show Lilith.]]&lt;br /&gt;
:: ''It has been debated if this part of Lilith's story is [[canon]] or not, since it's a [[Battle.net]] only event.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the heroes searched for [[Diablo]], and killed legions of [[Succubi]] and Lilith's daughter [[Andariel]], she decided to intervene personally.&lt;br /&gt;
&lt;br /&gt;
She masterminded the revival of Diablo by manifesting herself in the mortal realm and performing a ritual of Dark Summoning. This ritual, long thought to be impossible by the most powerful mortal wizards, allowed Lilith to link with Diablo across realms, strengthening him until he was finally able to once again reincarnate himself in the mortal plane.&lt;br /&gt;
&lt;br /&gt;
Rage and a deep yearning for revenge boiled within the eyes of the Lord of Terror, and together he and Lilith resurrected the two remaining [[Prime Evils]] as well as [[Duriel]] and [[Izual]], two of their strongest agents.&lt;br /&gt;
&lt;br /&gt;
Diablo announced his grand plan - the Three were finally strong enough to spread {{iw|Pandemonium Pandemonium}} throughout [[Sanctuary]]. Lilith could have easily conducted an assault on her own, but because she had been left severely weakened by the Dark Summoning ritual, she agreed to aid the Prime Evils and command some of their remaining forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II Pandemonium Event==&lt;br /&gt;
To read up on Lilith's stats and the Pandemonium event, see the articles on the {{iw|Main_Page Diablo 2 Wiki}}:&lt;br /&gt;
* '''{{iw|Lilith Lilith}}&lt;br /&gt;
* '''{{iw|Pandemonium_Event Pandemonium Event}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Sin War Trilogy]]&lt;br /&gt;
* {{iw|Pandemonium_Event Pandemonium Event}}&lt;br /&gt;
* [http://classic.battle.net/diablo2exp/monsters/act5-lilith.shtml Lilith at Arreat Summit]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|imp}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Lilith&amp;diff=31111</id>
		<title>Lilith</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Lilith&amp;diff=31111"/>
				<updated>2011-07-23T04:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Lilith.jpg|thumb|right|Lilith in fight ([[Diablo II]]).]]&lt;br /&gt;
'''Lilith''', also known as the 'Mother of Misery,' 'Queen of the [[Succubi]],' 'Mother of Deceit,' and 'Mistress of Betrayal,' is a powerful [[demon]]. She is coeval with the [[Lesser Evils]], but not counted as one. She is the daughter of [[Mephisto]], sister of [[Lucion]], and mother of [[Linariel]] and [[Andariel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
In her true form Lilith is a [[Demon]]ess taller than a man, with splayed hooves for feet. Her body has a dark green complexion, and is &amp;quot;very very female&amp;quot; and still hideous to behold. She has fiery emerald coloured quills and scales on her head in place of hair. These quills also runs down her spine, into a reptilian tail ending in savage barbs. Her hands have four fingers ending in curved claws. Lilith's mouth is full of fang-like teeth and her eyes are smouldering crimson orbs devoid of pupils.&lt;br /&gt;
&lt;br /&gt;
Despite obvious demonic traits, she is still has ample curves in the hips waist and bust, and she possess a beautiful face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:Lilith.gif|thumb|right|Idle animation in [[Diablo II]].]]&lt;br /&gt;
Lilith is a manipulator and seductress, attractive even in her demonic form. She has always aimed to receive affection from powerful beings, using them as pawns to further her own goals. Such examples include [[Inarius]] and [[Uldyssian]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sanctuary and Nephalem===&lt;br /&gt;
She was part of the rogue [[demon]]s and [[angel]]s who created [[Sanctuary]]. Her mating with [[Inarius]] resulted in the [[Nephalem]] cross between angel and demonkind, a very powerful race of beings who later became the dominant race on Sanctuary, the humans.&lt;br /&gt;
&lt;br /&gt;
However, she desired to use these powerful Nephalem as an army to take on both the [[Burning Hells]] as well as the [[High Heavens]] and with that came into conflict with Inarius who wanted to undo their creation. Lilith prevented this by killing many of the rogue demons and angels, but ended with her being banished from Sanctuary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Sin War===&lt;br /&gt;
Lilith later returned[http://www.diablowiki.net/Sin_War_Trilogy] and tried once more to use the Nephalem against her percieved opponents, weakening the [[Worldstone]] (that prevents Nephalem from developing their powers) and helped awaken Uldyssian's hidden Nephalem powers. She tried to seduce him into creating the army of Nephalem she wanted, but ultimately failed as Uldyssian used his power against her.&lt;br /&gt;
&lt;br /&gt;
[[Inarius]] also helped stopping her from behind the scenes, as was [[Rathma]], and he banished her once more from [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pandemonium Story===&lt;br /&gt;
[[Image:Andariel.gif|thumb|right|The official website use [[Andariel]]s appearance to show Lilith.]]&lt;br /&gt;
:: ''It has been debated if this part of Lilith's story is [[canon]] or not, since it's a [[Battle.net]] only event.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the heroes searched for [[Diablo]], and killed legions of [[Succubi]] and Lilith's daughter [[Andariel]], she decided to intervene personally.&lt;br /&gt;
&lt;br /&gt;
She masterminded the revival of Diablo by manifesting herself in the mortal realm and performing a ritual of Dark Summoning. This ritual, long thought to be impossible by the most powerful mortal wizards, allowed Lilith to link with Diablo across realms, strengthening him until he was finally able to once again reincarnate himself in the mortal plane.&lt;br /&gt;
&lt;br /&gt;
Rage and a deep yearning for revenge boiled within the eyes of the Lord of Terror, and together he and Lilith resurrected the two remaining [[Prime Evils]] as well as [[Duriel]] and [[Izual]], two of their strongest agents.&lt;br /&gt;
&lt;br /&gt;
Diablo announced his grand plan - the Three were finally strong enough to spread {{iw|Pandemonium Pandemonium}} throughout [[Sanctuary]]. Lilith could have easily conducted an assault on her own, but because she had been left severely weakened by the Dark Summoning ritual, she agreed to aid the Prime Evils and command some of their remaining forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II Pandemonium Event==&lt;br /&gt;
To read up on Lilith's stats and the Pandemonium event, see the articles on the {{iw|Main_Page Diablo 2 Wiki}}:&lt;br /&gt;
* '''{{iw|Lilith Lilith}}&lt;br /&gt;
* '''{{iw|Pandemonium_Event Pandemonium Event}}'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Sin War Trilogy]]&lt;br /&gt;
* {{iw|Pandemonium_Event Pandemonium Event}}&lt;br /&gt;
* [http://classic.battle.net/diablo2exp/monsters/act5-lilith.shtml Lilith at Arreat Summit]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Character navbox|imp}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31098</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31098"/>
				<updated>2011-07-21T22:08:26Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Easy Socketing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as could runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although runic enhancements may dramatically alter a skill's utility.&lt;br /&gt;
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There are five types of runes, and seven levels of rune quality. Some type of bonus or alteration is typical of each one, such as the [[Crimson Rune]]'s added damage, though these vary quite a bit between different skills.&lt;br /&gt;
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The runes' naming scheme has changed several times during development. The current iteration was devised in early 2010, and made public in May 2010 when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names as [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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All seven levels of each rune can be &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt; dropped by [[monsters]]; unlike with gems, [[crafting]] by [[Artisans]] is not required to create the highest quality runes, although it is doable.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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==Rune Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 120 skills x 5 runes in each.&lt;br /&gt;
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While the rune functions can not be entirely known in advance, it was thought that they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.&lt;br /&gt;
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Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher Level Rune Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
Each type of rune has a set function in every skill, and the functions do not vary with the rune quality. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo runes don't change that function, they just increase the number of projectiles. More points in skills may sometimes partially duplicate the bonuses provided by one or more runestones, but generally the improvements are distinct. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Diablo.IncGamers.com, January 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each runestone's quality can be determined by the number of points around its edge). It's not known how common or rare runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
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Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
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For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone.  The [[D3 Team]] has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play. The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
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The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::[[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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
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The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
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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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
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Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
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::&amp;quot;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.&amp;quot;&lt;br /&gt;
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These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
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The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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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.&lt;br /&gt;
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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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
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&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31097</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31097"/>
				<updated>2011-07-21T21:58:02Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
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&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as could runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although runic enhancements may dramatically alter a skill's utility.&lt;br /&gt;
&lt;br /&gt;
There are five types of runes, and seven levels of rune quality. Some type of bonus or alteration is typical of each one, such as the [[Crimson Rune]]'s added damage, though these vary quite a bit between different skills.&lt;br /&gt;
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The runes' naming scheme has changed several times during development. The current iteration was devised in early 2010, and made public in May 2010 when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names as [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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All seven levels of each rune can be &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt; dropped by [[monsters]]; unlike with gems, [[crafting]] by [[Artisans]] is not required to create the highest quality runes, although it is doable.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Rune Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 120 skills x 5 runes in each.&lt;br /&gt;
&lt;br /&gt;
While the rune functions can not be entirely known in advance, it was thought that they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher Level Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
Each type of rune has a set function in every skill, and the functions do not vary with the rune quality. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo runes don't change that function, they just increase the number of projectiles. More points in skills may sometimes partially duplicate the bonuses provided by one or more runestones, but generally the improvements are distinct. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Diablo.IncGamers.com, January 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell (each runestone's quality can be determined by the number of points around its edge). It's not known how common or rare runestones will be, or whether or not all five types will be equally difficult to find. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
&lt;br /&gt;
For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Runestones will be freely swappable once socketed. Players can take out runes and put in new ones whenever they wish, without any cost or risk of losing the rune.  The [[D3 Team]] has committed to rune switching being easy in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. &lt;br /&gt;
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They want changing runes to be easy and forgiving, but not something that can be automated to do in a second with a third party program. Players could use that to change runes constantly, using one for crowd control and another for big damage to a single target, for instance.&lt;br /&gt;
&lt;br /&gt;
That's something the developers think is cheesy, so they're not going to allow it. How they'll stop it hasn't been detailed, but it could be something as simple as requiring players to return to town before being able to change out runes.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones in Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
&lt;br /&gt;
===Barbarian's [[Whirlwind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's [[Ray of Frost]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rune Crafting/Upgrading==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::[[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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
&lt;br /&gt;
The [[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 why 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, in many cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
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==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
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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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31096</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31096"/>
				<updated>2011-07-21T21:53:19Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as could runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although runic enhancements may dramatically alter a skill's utility.&lt;br /&gt;
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There are five types of runes, and seven levels of rune quality. Some type of bonus or alteration is typical of each one, such as the [[Crimson Rune]]'s added damage, though these vary quite a bit between different skills.&lt;br /&gt;
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The runes' naming scheme has changed several times during development. The current iteration was devised in early 2010, and made public in May 2010 when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names as [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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All seven levels of each rune can be &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt; dropped by [[monsters]]; unlike with gems, [[crafting]] by [[Artisans]] is not required to create the highest quality runes, although it is doable.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
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==Rune Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
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The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 120 skills x 5 runes in each.&lt;br /&gt;
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While the rune functions can not be entirely known in advance, it was thought that they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.&lt;br /&gt;
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Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
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* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher Level Rune Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
Each type of rune has a set function in every skill, and the functions do not vary with the rune quality. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo runes don't change that function, they just increase the number of projectiles. More points in skills may sometimes partially duplicate the bonuses provided by one or more runestones, but generally the improvements are distinct. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Diablo.IncGamers.com, January 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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There are seven runestone quality levels, roughly distributed so that levels one through three are found as a character progresses through Normal, four and five are found in Nightmare, and six and seven are found in Hell. Higher level runestones can be distinguished by additional points around their perimeters. It's not known how rare high level runestones will be. The most recent information about it came from a forum post by [[Bashiok]] in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
&lt;br /&gt;
For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Runestones will be freely swappable once socketed. Players can take out runes and put in new ones whenever they wish, without any cost or risk of losing the rune.  The [[D3 Team]] has committed to rune switching being easy in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. &lt;br /&gt;
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They want changing runes to be easy and forgiving, but not something that can be automated to do in a second with a third party program. Players could use that to change runes constantly, using one for crowd control and another for big damage to a single target, for instance.&lt;br /&gt;
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That's something the developers think is cheesy, so they're not going to allow it. How they'll stop it hasn't been detailed, but it could be something as simple as requiring players to return to town before being able to change out runes.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::[[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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
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The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
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[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
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[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31095</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31095"/>
				<updated>2011-07-21T21:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Rune Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as could runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although runic enhancements may dramatically alter a skill's utility.&lt;br /&gt;
&lt;br /&gt;
There are five types of runes, and seven levels of rune quality. Some type of bonus or alteration is typical of each one, such as the [[Crimson Rune]]'s added damage, though these vary quite a bit between different skills.&lt;br /&gt;
&lt;br /&gt;
The runes' naming scheme has changed several times during development. The current iteration was devised in early 2010, and made public in May 2010 when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names as [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
&lt;br /&gt;
All seven levels of each rune can be &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt; dropped by [[monsters]]; unlike with gems, [[crafting]] by [[Artisans]] is not required to create the highest quality runes, although it is doable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
==Rune Functions==&lt;br /&gt;
&lt;br /&gt;
[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed into a skill, where they alter the skill's function and often improve it. However runic alterations may make a skill less suitable to a particular use. The Wizard's skill 'Ray of Frost,' for instance, produces a straight beam that deals damage and slows enemies instantly at any range when un-runed, but produces a swirling, 360-degree field of sleet in the Wizard's immediate vicinity when under the effect of an Indigo rune, or deals less damage but has a greater slowing effect when under the effect of an Obsidian rune.&lt;br /&gt;
&lt;br /&gt;
The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 120 skills x 5 runes in each.&lt;br /&gt;
&lt;br /&gt;
While the rune functions can not be entirely known in advance, it was thought that they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.&lt;br /&gt;
&lt;br /&gt;
Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Higher Level Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
Each type of rune has a set function in every skill, and the functions do not vary with the rune quality. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo runes don't change that function, they just increase the number of projectiles. More points in skills may sometimes partially duplicate the bonuses provided by one or more runestones, but generally the improvements are distinct. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Diablo.IncGamers.com, January 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are seven quality levels of runestones, roughly distributed so that 1-3 are found as a character progresses through Normal, 4-5 are found in Nightmare, and 6-7 are found in Hell. Higher level runestones can be distinguished by additional points around their perimeters. It's not known how rare high level runestones will be, but as powerful as they are, most players expect them to be fairly scarce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Function Changes===&lt;br /&gt;
&lt;br /&gt;
All runes offer improvements; any skill with any rune is better than the same skill with no rune. That said, each player will want to pick runes that add the sort of bonuses that best fits their play style. &lt;br /&gt;
&lt;br /&gt;
The new rune effects come with new visuals in every case, but with every skill there is at least one rune that doesn't change the basic function of the skill. Such runes will increase the damage, lower the resource cost, etc, but without radically changing the graphic or basic function. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-on-unchanging-skill-runes/ @Diablo tweet] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This assertion was partially disproved by the five runestone effect videos, since several of them show graphical changes to every runestone, along with at least partial changes in function. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-runestones-details-and-videos/ New skill rune videos] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Runestone Scarcity==&lt;br /&gt;
&lt;br /&gt;
The issue of runestone scarcity is still up in the air. The most recent info about it came from a [[Bashiok]] forum post in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
&lt;br /&gt;
Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
&lt;br /&gt;
For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
&lt;br /&gt;
==Easy Socketing==&lt;br /&gt;
&lt;br /&gt;
[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
&lt;br /&gt;
Runestones will be freely swappable once socketed. Players can take out runes and put in new ones whenever they wish, without any cost or risk of losing the rune.  The [[D3 Team]] has committed to rune switching being easy in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. &lt;br /&gt;
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They want changing runes to be easy and forgiving, but not something that can be automated to do in a second with a third party program. Players could use that to change runes constantly, using one for crowd control and another for big damage to a single target, for instance.&lt;br /&gt;
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That's something the developers think is cheesy, so they're not going to allow it. How they'll stop it hasn't been detailed, but it could be something as simple as requiring players to return to town before being able to change out runes.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
&lt;br /&gt;
This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
&lt;br /&gt;
These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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&lt;br /&gt;
===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Runestones in Video==&lt;br /&gt;
&lt;br /&gt;
In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
&lt;br /&gt;
The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
&lt;br /&gt;
* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::[[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.&lt;br /&gt;
&lt;br /&gt;
A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
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==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
&lt;br /&gt;
The [[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 why 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, in many cases.&lt;br /&gt;
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==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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=Archived Runestone Information=&lt;br /&gt;
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Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
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===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
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==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
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They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
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&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
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&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
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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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
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&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
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&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
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&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
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In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
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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]].&lt;br /&gt;
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==Media==&lt;br /&gt;
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Various images of Runestones and Rune Effects.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
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{{Template:Skill navbox}}&lt;br /&gt;
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[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31094</id>
		<title>Skill Runes</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Skill_Runes&amp;diff=31094"/>
				<updated>2011-07-21T21:23:29Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
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&lt;div&gt;[[File:Runestone1.jpg|frame|left|Crimson rune.]]&lt;br /&gt;
'''Runes''' are small items that can be socketed - one each - into any [[skill]], but not into [[traits]] or into [[item]]s, as could runes in Diablo II. Diablo III's skill runes grant special bonuses to the skills with which they are used, altering their effects and generally enhancing them, although runic enhancements may dramatically alter a skill's utility.&lt;br /&gt;
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There are five types of runes, and seven levels of rune quality. Some type of bonus or alteration is typical of each one, such as the [[Crimson Rune]]'s added damage, though these vary quite a bit between different skills.&lt;br /&gt;
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The runes' naming scheme has changed several times during development. The current iteration was devised in early 2010, and made public in May 2010 when [[Bashiok]] &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - Blue Tracker, May 2010&amp;lt;/ref&amp;gt; revealed the names as [[Crimson]], [[Indigo]], [[Obsidian]], [[Golden]] and [[Alabaster]]. This change coincided with considerable changes to their effects.&lt;br /&gt;
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All seven levels of each rune can be &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 2011&amp;lt;/ref&amp;gt; dropped by [[monsters]]; unlike with gems, [[crafting]] by [[Artisans]] is not required to create the highest quality runes, although it is doable.&lt;br /&gt;
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* See all [http://diablo.incgamers.com/categories/category/runestones/ news related to runestones in Diablo III].&lt;br /&gt;
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__TOC__&lt;br /&gt;
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==Rune Functions==&lt;br /&gt;
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[[File:Runes5.jpg|left|thumb|115px|The five Runes.]]&lt;br /&gt;
Runes have no function on their own, other than beautifying your inventory. They are only useful once they're [[socket]]ed 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. &lt;br /&gt;
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The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 120 skills x 5 runes in each.&lt;br /&gt;
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While the rune functions can not be entirely known in advance, it was thought that they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.&lt;br /&gt;
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Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:&lt;br /&gt;
&lt;br /&gt;
* [[Alabaster rune]]: Wild card functions.&lt;br /&gt;
* [[Crimson rune]]: Generally provides +damage and/or fire damage.&lt;br /&gt;
* [[Golden rune]]: Generally reduces the resource cost. &lt;br /&gt;
* [[Indigo rune]]: Generally provides multishot in some form.&lt;br /&gt;
* [[Obsidian rune]]: Wild card functions.&lt;br /&gt;
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===Higher Level Rune Functions===&lt;br /&gt;
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[[File:Runes-level.jpg|thumb|300px|Runestone levels]]&lt;br /&gt;
Each type of rune has a set function in every skill, and the functions do not vary with the rune quality. For example, an Indigo Rune adds multishot to Magic Missile; higher level Indigo runes don't change that function, they just increase the number of projectiles. More points in skills may sometimes partially duplicate the bonuses provided by one or more runestones, but generally the improvements are distinct. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Diablo.IncGamers.com, January 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;Will the increase in rank continue the change that the first rank made to the skill? For example, with the WD blow dart skill, the alabaster runes turn the dart into a snake. What does a higher ranking alabaster rune do?&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Bashiok:&amp;lt;/b&amp;gt; Yes, the mechanic stays the same for the rune type in all ranks (more or less). It simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.&amp;lt;/blue&amp;gt;&lt;br /&gt;
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There are seven quality levels of runestones, roughly distributed so that 1-3 are found as a character progresses through Normal, 4-5 are found in Nightmare, and 6-7 are found in Hell. Higher level runestones can be distinguished by additional points around their perimeters. It's not known how rare high level runestones will be, but as powerful as they are, most players expect them to be fairly scarce.&lt;br /&gt;
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===Skill Function Changes===&lt;br /&gt;
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All runes offer improvements; any skill with any rune is better than the same skill with no rune. That said, each player will want to pick runes that add the sort of bonuses that best fits their play style. &lt;br /&gt;
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The new rune effects come with new visuals in every case, but with every skill there is at least one rune that doesn't change the basic function of the skill. Such runes will increase the damage, lower the resource cost, etc, but without radically changing the graphic or basic function. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blue-on-unchanging-skill-runes/ @Diablo tweet] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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This assertion was partially disproved by the five runestone effect videos, since several of them show graphical changes to every runestone, along with at least partial changes in function. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-runestones-details-and-videos/ New skill rune videos] - Diablo.IncGamers.com, April 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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==Runestone Scarcity==&lt;br /&gt;
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The issue of runestone scarcity is still up in the air. The most recent info about it came from a [[Bashiok]] forum post in January 2011.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/runestone-info-galore/ Bashiok forum post] - Blue Tracker, January 12, 2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::'''Question: '''Are all five runes equally as rare or is one or more types rarer than others?&lt;br /&gt;
::'''Bashiok:''' That’s a good question, I can see how that could be justified. I don’t know what the plan is there, I’ll have to ask. My gut is that it would be too much to keep some type of rune ‘power rating’ in mind when altering drop rates, especially post-release where patches could jumble them around a fair bit. “This rune sucks now but it’s still the rarest!” Also, ideally, each rune type will be equally viable to different people and builds. Saying one is more powerful than another would mean we’re probably balancing them to be, and that’s not the case.&lt;br /&gt;
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Prior to the early-2010 reworking, when runes changed from strict functions to the more varied color/substance names, it was clear that some runes would be much more sought after than others. For instance, Power runes were obviously going to be more desirable and useful than Energy runes. This is not necessarily the case, now that rune functions are so varied.&lt;br /&gt;
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Furthermore, the devs seem to have scrambled around the bonuses for each type. Crimson runes are usually +damage and/or fire, but not always, (see the example of Crimson in Hydra below). The developers can easily use server stats to see which runes are being used the most, and in which skills, and either nerf some of those bonuses, buff other bonuses to make other runes more popular, or just switch around where the bonuses come from. &lt;br /&gt;
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For example, if the Alabaster rune has 5 really popular uses, and the Golden rune has only 2, they could simply switch 2 of those very popular Alabaster bonuses to Golden, instantly changing the rune values.  This would not be a good hotfix, since it would ruin the rune bonus in their skill for thousands of players. If a change this drastic were planned, it would have to be done with a patch/ladder reset, so that only newly-found runes after the patch would have the change, while older ones in the non-ladder economy would continue to work as they always had.&lt;br /&gt;
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==Easy Socketing==&lt;br /&gt;
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[[Image:Runestone_ui.jpg|frame|left|The [[interface]] for runestone socketing.]]&lt;br /&gt;
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Runestones will be freely swappable once socketed. Players can take out runes and put in new ones whenever they wish, without any cost or risk of losing the rune.  The [[D3 Team]] has committed to rune switching being easy in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. &lt;br /&gt;
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They want changing runes to be easy and forgiving, but not something that can be automated to do in a second with a third party program. Players could use that to change runes constantly, using one for crowd control and another for big damage to a single target, for instance.&lt;br /&gt;
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That's something the developers think is cheesy, so they're not going to allow it. How they'll stop it hasn't been detailed, but it could be something as simple as requiring players to return to town before being able to change out runes.&lt;br /&gt;
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==Confirmed Runestone Examples==&lt;br /&gt;
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While one or two rune properties are known (or can be easily guessed) for most skills, we only know all five rune bonuses for a few skills; ones that Blizzard has revealed in panels or interviews.&lt;br /&gt;
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===Plague of Toads===&lt;br /&gt;
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[[File:Runes-plague-of-toads-all.jpg|thumb|400px|Plague of Toads rune options.]]&lt;br /&gt;
The rune functions for [[Plague of Toads]], a [[Witch 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, [[Charged Bolt]]-esque fashion.&lt;br /&gt;
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* [[Alabaster rune]]: The toads also blind enemies.&lt;br /&gt;
* [[Crimson rune]]: Flaming toads add fire damage to their attack.&lt;br /&gt;
* [[Golden rune]]: Reduced cost per cast.&lt;br /&gt;
* [[Indigo rune]]: Changes the skill to a rain of toads, which fall down on the targeted location. &lt;br /&gt;
* [[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.&lt;br /&gt;
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===Poison Dart===&lt;br /&gt;
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The rune functions for [[Poison Dart]], a [[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]].&lt;br /&gt;
* [[Alabaster rune]]:  Blows out a face-biting snake that stuns the target&lt;br /&gt;
* [[Crimson rune]]: Adds fire damage to the poison dart.&lt;br /&gt;
* [[Golden rune]]:  Steals [[mana]] with each dart hit.&lt;br /&gt;
* [[Indigo rune]]: Fires multiple darts.&lt;br /&gt;
** Level One: Two darts.&lt;br /&gt;
** Level Two: Four darts.&lt;br /&gt;
* [[Obsidian rune]]: Slows the poisoned target.&lt;br /&gt;
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===Hydra===&lt;br /&gt;
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[[File:Runes-hydra-all.jpg|thumb|400px|Hydra skill rune effects.]]&lt;br /&gt;
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.&lt;br /&gt;
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* [[Alabaster rune]]: Turns the Hydra purple and the damage type to Arcane.&lt;br /&gt;
* [[Crimson rune]]: Turns the Hydra blue and the damage type to a short-range chilling frost spray.&lt;br /&gt;
* [[Golden rune]]: Creates a giant hydra that deals higher damage via AoE Firewalls.&lt;br /&gt;
* [[Indigo rune]]: Turns the hydra blue and the projectiles to lightning balls that never miss.&lt;br /&gt;
* [[Obsidian rune]]: Turns the hydra green and the damage to a splashing poison acid.&lt;br /&gt;
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This Hydra information was revealed at Blizzcon in October 2010. It shows changes even since August, when one of Hydra's rune effects was a faster/multishot, instead of the Acid element. &lt;br /&gt;
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These bonuses also show how unpredictable the effects are. By previous knowledge and logic, Crimson should be the +damage/firewalls effect, since it generally adds damage and/or fire effects. Possibly the developers are shuffling rune bonuses around randomly, in order to make the runes equivalently useful. Rather than, for instance, allowing Crimson to be the most useful and Golden the least, on the whole.&lt;br /&gt;
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===Throw Weapon===&lt;br /&gt;
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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.&lt;br /&gt;
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* [[Alabaster rune]]: Enemies struck by the weapon grow confused.&lt;br /&gt;
* [[Crimson rune]]: Adds damage to the thrown weapon.&lt;br /&gt;
* [[Golden rune]]: Throws a monster corpse rather than the weapon. Less range, but bigger damage.&lt;br /&gt;
* [[Indigo rune]]: Adds ricochet, allowing the weapon to strike multiple targets.&lt;br /&gt;
* [[Obsidian rune]]: Throws a stunning hammer, rather than the equipped weapon.&lt;br /&gt;
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==Runestones in Video==&lt;br /&gt;
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In May 2011 Blizzard released a set of five videos, one for each of the classes, demonstrating various runestones in a single skill each.&lt;br /&gt;
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===Barbarian's [[Whirlwind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;uASjbyfo3eo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Demon Hunter's [[Cluster Arrow]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;V0C_15IzneY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Monk's [[Sweeping Wind]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;R8gfPFuWs6g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Witch Doctor's [[Acid Cloud]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;rWJhV31TY8U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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===Wizard's [[Ray of Frost]]===&lt;br /&gt;
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&amp;lt;youtube&amp;gt;k2Uo2X8iF0U&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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==Rune Crafting/Upgrading==&lt;br /&gt;
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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.&lt;br /&gt;
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It will also be possible to [[salvage]] unwanted runes for magical materials, or even to make new runes from scratch via the Mystic's [[crafting]] recipes.&lt;br /&gt;
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==Rune Names==&lt;br /&gt;
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, but that proved too limiting when their functions were overhauled in early 2010, and the names changed again, to their current substance/mineral/color names. &lt;br /&gt;
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The list below traces their name changes over time, left to right, from the earliest to the current.&lt;br /&gt;
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* Unknown &amp;gt; Energy Rune &amp;gt; [[Golden rune]]&lt;br /&gt;
* Lethality Rune &amp;gt; Viper Rune &amp;gt; [[Obsidian Rune]]&lt;br /&gt;
* Multistrike Rune &amp;gt; Hydra Rune &amp;gt; [[Indigo Rune]]&lt;br /&gt;
* Power Rune &amp;gt; Force Rune &amp;gt; [[Crimson Rune]]&lt;br /&gt;
* Unknown &amp;gt; Striking Rune &amp;gt; [[Alabaster Rune]]&lt;br /&gt;
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===Rune Name Evolution===&lt;br /&gt;
Blizzard's Diablo 3 community manager shed some light on the reason for the mineral/substance name changes in 2010:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
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::[[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.&lt;br /&gt;
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A few days later, he elaborated:&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/skill-runes-continue-to-evolve/ Bashiok forum post] - IncGamers May, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Every Rune Works in Every Skill==&lt;br /&gt;
[[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? &lt;br /&gt;
&lt;br /&gt;
The [[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 why 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, in many cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Tool Tips==&lt;br /&gt;
&lt;br /&gt;
[[File:Indigo-rank1-2.jpg|thumb|Nondescript description.]]&lt;br /&gt;
As of the Blizzcon 2010 demo, no rune gave any useful information when hovered over. They simply said, &amp;quot;socket in skills for a special bonus.&amp;quot; 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 will do for the skill.&lt;br /&gt;
&lt;br /&gt;
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) will be necessary to really understand the strengths and weaknesses of each rune in each skill.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/new-skill-rune-names-revealed/ Bashiok forum post] - IncGamers May 27, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These tool tips were in for the Blizzcon 2010 PvM demo, but most players found that runes still had to be experimented with. For instance, one rune in [[Magic Missile]] said the projectile became a homing missile. This sounded good, but when tested the rune just let the Missile change direction, once, and not in a direction the player could control or predict. The effect sort of allowed the Wizard to shoot around a corner, but not very accurately or consistently, and it was not useful to shoot past front row monsters to hit the mages in the rear, since there was no way to make the Missile target the desired enemy.&lt;br /&gt;
&lt;br /&gt;
Not all rune effects are unimpressive, and most are huge ugrades over the base skill, but just reading the description on the tool tip is in no way sufficient for players to make an informed choice. Players will want to read the rune descriptions in this wiki, view movies of the rune effects, and try the runes out themselves, time permitting. Ultimately, the rune tool tips will likely be of most use as a memory aid, reminding players of the rune functions they've seen previously.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D3 Runes vs. D2 Runes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archived Runestone Information=&lt;br /&gt;
&lt;br /&gt;
Information further down this page details rune development. It may not be relevant any longer, but should be of archival interest.&lt;br /&gt;
&lt;br /&gt;
===Original Rune Functions===&lt;br /&gt;
&lt;br /&gt;
[[File:Rune-minor-energy.jpg|frame|Old style]]&lt;br /&gt;
Jay Wilson described the five types of runes during an interview from BlizzCon 2009. The quoted sections below are Jay's words: &lt;br /&gt;
&amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson @ Blizzcon 2009] - IGN, August 23, 2009&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
::&amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These functions have largely remained in place, though the names of the runes has shifted twice since then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hydra: The First Five Rune Example==&lt;br /&gt;
&lt;br /&gt;
The first good example of how runes were going to work in the final game came from Jay Wilson at Gamescom 2010.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson @ Gamescon 2010] - G4TV. August 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/more-changes-to-runestones/ Bashiok @ Diii.net] - IncGamers. August 28, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Storage==&lt;br /&gt;
At the [[BlizzCon 2008]] demo, runes were stored in an [[inventory]] grid on the skill tree menu; not in the normal inventory. &lt;br /&gt;
&lt;br /&gt;
They are now stored in the main inventory, and like runes should stack, to save on inventory space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Appearance Evolution==&lt;br /&gt;
[[Image:Rune-minor-hydra1.jpg|frame|Hydra rune, March 2009.]]&lt;br /&gt;
As of BlizzCast episode 8 (30th of March, 2009) &amp;lt;ref&amp;gt;[http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies/ BlizzCast] - IncGamers, March 2009&amp;lt;/ref&amp;gt; Runes and Rune Sockets were horizontal rectangles, as seen in the image to the right.  Previously, runes and their sockets had been square-shaped.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Function Examples==&lt;br /&gt;
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 sections further up this page, or on the individual skill pages, for current/accurate information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Mirror Image===&lt;br /&gt;
'''[[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.)&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Force/Power Rune: '''Socketing this rune would increase the hit points of each duplicate, and increase the spell's duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Teleport Skill===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Striking Rune:''' Adds damage to targets near where the Wizard appears, functioning something like the Barbarian's Leap Attack skill.&lt;br /&gt;
[[Image:teleport_striking.jpg|center|frame|Striking rune adds damage to the Wizard's teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.)&lt;br /&gt;
[[Image:teleport_multistrike.jpg|center|frame|Multistrike creates multiple wizards with Teleport.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor's Skull of Flame===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
[[Image:skullofflame_multistrike.jpg|center|frame|A multi-strike rune adds multiple hits.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:skullofflame_power.jpg|center|frame|A force rune adds duration to the flames.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard's Electrocute===&lt;br /&gt;
'''[[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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hydra/Multistrike Rune:''' Socketing this rune allows the lightning to chain to multiple targets.&lt;br /&gt;
[[Image:electrocute_multistrike.jpg|center|frame|Multiple targets are hit with the Hydra rune.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[Image:electrocute_lethality.jpg|center|frame|Lethality rune adds AoE damage to enemy deaths.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BlizzCon 2009==&lt;br /&gt;
[[Image:Rune Explanation.png|thumb|400px|If any of the first six steps are changed, (and they will be) then the outcome will be fully scrapped.]]&lt;br /&gt;
Skill Runes were not enabled at BlizzCon 2009, for reasons Jay Wilson elaborated on during an interview after the show:&lt;br /&gt;
&lt;br /&gt;
::'''''Diii.net: '''They’re still being reworked and you don’t have any further comment?&lt;br /&gt;
::'''Jay Wilson: '''They’re not being reworked, we had tons of skill runes on the Wizard and the Barbarian but they were so spotty across the entire class we thought it would be more confusing to show them off than to not. So we just disabled them all for the BlizzCon build. But they’re all still there and they work just fine.&lt;br /&gt;
&lt;br /&gt;
During another interview, Jay Wilson explained the creative process of making a rune, and how making any changes at all to the first steps will scrap the end results entirely, as can be seen in the image on the right. &amp;lt;ref&amp;gt;[http://pc.ign.com/articles/101/1017305p1.html Jay Wilson Interview] - IGN, June 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''Well, the system is similar for every class. What we did is we broke down five basic runes. Each rune has a general type of effective pluses. 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. &lt;br /&gt;
&lt;br /&gt;
::Every active skill -- we define an active skill as a skill that you have to click to activate -- can have all five runes affect it. Each rune will change the function of the skill. Some of the changes are minor, there are some cases where there's not much appreciable effect. And then some cases are much more drastic, where for example with [[Ice Storm]] or [[Blizzard]], one of the things we're playing around with, this halo of frost whips around her and anyone that moves through it takes damage. That adds on to the effects that Ice Storm already does. So there's a whole bunch of different... the basic idea is to capture that dream of, I'm gonna customize my skills. Even though you and I have the exact same skills, we don't play the same because our skills are different. And then throughout the game, the runes will upgrade in power. So that will just increase and amplify the effect that they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
You can find out more of the essential information about Diablo I and Diablo II runes in the {{iw|Main_Page Diablo 2 Wiki}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diablo II Runes ===&lt;br /&gt;
* {{iw|Rune Runes}} - The main page for D2 runes.&lt;br /&gt;
* {{iw|Rune_FAQ Rune FAQ}} - All your questions about runes are answered here.&lt;br /&gt;
* {{iw|Rune_List Rune list}} - All the runes in Diablo II, and how you can create a {{iw|Zod Zod}} rune from a fourteen trillion {{iw|El Els}}.&lt;br /&gt;
* {{iw|Runewords Runewords}} - See how runewords work.&lt;br /&gt;
* {{iw|Sockets Sockets}} - Get to know more about the socket mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Diablo I Runes ===&lt;br /&gt;
The Diablo I expansion, [[Diablo I: Hellfire|Hellfire]] added &amp;quot;runes&amp;quot; as a trap-like type of item. Read more about them in the {{iw|D1_Hellfire_Runes Diablo I Runes}} article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia (Rune History)==&lt;br /&gt;
What do you really know about runes? The ones from our world come from the ancient Vikings, and their &amp;quot;futhark&amp;quot; (equivalence of our 'Alpha Bet(a)') (which again come from the even more ancient Tibetan Yantras). They allegedly hold magic powers, and the magicks of the 'runa' are still practised today. These practices, called &amp;quot;Seden&amp;quot;, are of course done mostly as a pastime, but some forms of the old runes were used in proper form as late as early 20th century in the 'Dalarna' area of Sweden...&lt;br /&gt;
&lt;br /&gt;
[[Image:Runes.jpg|center|frame|Diablo 2 Runes]]&lt;br /&gt;
&lt;br /&gt;
In [[Sanctuary]], however, runes are magically inscribed symbols. Though their use has changed slightly in the last 20 years, they used to grant (sufficiently prepared) [[items]] magical properties. For sages of these runes, magical {{iw|Runeword RuneWords}} would be created to remake a mundane item into a Runic Item, with powers competing with magical artifacts.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
Various images of Runestones and Rune Effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:New_Rune_Socket.png|Rune Socket]&lt;br /&gt;
Image:Rune-minor-hydra1.jpg|The since-renamed Hydra Rune.&lt;br /&gt;
File:Runestone1.jpg|Crimson rune, August 2010 design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BlizzCon 2008]]&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Skill navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Featured articles]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
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&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Cydaea&amp;diff=31048</id>
		<title>Cydaea</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Cydaea&amp;diff=31048"/>
				<updated>2011-07-21T04:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: tried for same meaning, w&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Mistress of Pain''' is a [[Diablo III]] [[monster]] that likely is a [[Boss]] of some sort. She is likely a [[Demon]] type monster.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mistress_of_Pain2.jpg&lt;br /&gt;
|portrait-width= 230px&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|bosstype= boss&lt;br /&gt;
|classif= Demons&lt;br /&gt;
|family= Bosses&lt;br /&gt;
|role= Boss&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= Unknown&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Frontal Blades&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]] &amp;amp; [[Ranged]]&lt;br /&gt;
|speed= Unknown&lt;br /&gt;
|movement= Unknown&lt;br /&gt;
|modifier= Unknown&lt;br /&gt;
|spells= Explosive Projectiles&amp;lt;br&amp;gt;Sticky Slick&lt;br /&gt;
|found= Unknown&lt;br /&gt;
}}[[Image:Mistress of Pain.jpg|thumb|left|250px|Concept art with notes.]]The Mistress of Pain is a likely candidate to be a [[Boss]] type [[monster]]. Apart from having a title, a conceptual artwork depicting the Mistress of Pain lists several of her abilities - more than typical monsters have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She looks extraordinarily horrible, like a demonic, centaur-like hybrid of human and spider. She walks on six spider-like legs with pointed metal greaves; two smaller, bladed legs protrude where a spider's head or a human's abdomen would be. Her upper body is humanoid, but inhuman in that she has claws and many sharp teeth. She has a huge spider's abdomen with large spinnerets that produce sticky silk which impedes player movement, as well as explosive projectiles that disperse in a cluster around the player.&lt;br /&gt;
&lt;br /&gt;
Another artwork depicts her hanging by chains attached to her greaves, wearing dress-like attire and a serene expression. The significance of this has not been made clear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
* '''Explosive Projectiles''' - projectiles that disperse in a cluster around the player.&lt;br /&gt;
* '''Sticky Silk''' - slows player movement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behaviour difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
There is no known related monsters to the Mistress of Pain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Besides the fact that she lives in something that looks like a sewer, hanging from chains with skulls dangling around her, in her pretty dress, nothing is really known about the Mistress of Pain. Seeing as she has a nice dress, it might be some corrupted human princess in ages back, who's still very aware of fashion, but no one can do anything besides speculating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo I Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo I]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo I game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
No monster like the {{PAGENAME}} is seen in [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
Add this section if you need to discuss Diablo II game monsters of the same name/type.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Mistress was originally only shown with the chains, and called the &amp;quot;Spider Queen&amp;quot; by the Diablo 3 community, but a few crumbles of information became available when the denoted concept art was released. The first work must have been on July 2003 or earlier, since concept art by [[Peter Lee]] is dated to this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
Fun facts. If you add a trivia fact, also add the it to the Category:Trivia.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Mistress+of+Pain Mistress of Pain-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
The Mistress is one of few new monsters that have received great attention by the Diablo 3 community. In this gallery, two pieces of fan art is also included with the official art:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mistress of Pain.jpg|Notated concept art by [[Peter Lee]].&lt;br /&gt;
Image:Mistress of Pain2.jpg|The Mistress alone in some sort of cellar.&lt;br /&gt;
Image:Mistress of Pain3.jpg|Wallpaper version of the notated concept. More chains...&lt;br /&gt;
Image:Mistress of Pain fanart.jpg|Fan art by Kaeros[http://www.diii.net/gallery/showphoto.php?photo=1429]&lt;br /&gt;
Image:Delowyn MistressOfPainWIP.jpg|Mistress of Pain 3D model by [[Delowyn]].&lt;br /&gt;
Image:Delowyn Durance.jpg|The &amp;quot;Durance of Pain&amp;quot; by [[Delowyn]].&lt;br /&gt;
File:COS_Rainyia_MOP.jpg|Mistress of Pain [[Cosplay]] by [[Rainyia]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
* [[Peter Lee]] ([[D3 Team]] artist)&lt;br /&gt;
* [[Delowyn]] (Fan artist)&lt;br /&gt;
&amp;lt;!--List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==References==&lt;br /&gt;
List of references to make the article. Internal or external links.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|boss}}&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=The_Meteor&amp;diff=31036</id>
		<title>The Meteor</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=The_Meteor&amp;diff=31036"/>
				<updated>2011-07-20T04:36:17Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: tried for same meaning, more concise, except insofar as speculation about the Heavens is inappropriate opinion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mystical '''meteor''' seen in the [[WWI 2008]] intro [[cinematic]] is obviously important to [[Diablo 3]]'s story line, but the purpose of it, or what it is, remains unknown.&lt;br /&gt;
&lt;br /&gt;
* See [[Meteor]] for the [[Wizard skill]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meteor==&lt;br /&gt;
[[Image:Meteor2.jpg|thumb|400px|The infamous meteor sailing towards [[Tristram Cathedral]].]]In the [[Diablo 3]] [[cinematic]] trailer from [[WWI 2008]] we get to see glimpses of what is happening twenty years after the destruction of the [[Worldstone]] and the defeat of the [[Prime Evils]]. A blazing meteor is seen falling across the sky, crashing down into the [[Tristram Cathedral]].&lt;br /&gt;
&lt;br /&gt;
We know from the cinematic and other art that [[Leah]] and [[Deckard Cain]] were at the cathedral at the time the meteor struck, crashing through many levels down into the catacombs below. Exactly who is where when the meteor hits is unknown, but further explained in the Cain and Leah section below.&lt;br /&gt;
&lt;br /&gt;
Blizzard has said the catacombs we see here are essentially the same ones we visited in [[Diablo I]], where [[Diablo]] himself was once &amp;quot;defeated&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the [[BlizzCon 2008]] playable demo, [[Captain Rumford]] says a meteor had struck the cathedral and it has awakened evil within. He asks you to investigate. This awakened evil turns out to be [[King Leoric]] (or possibly something deep underneath, where the demo characters were not able to proceed to). Whether we'll see the same story in the full game is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cinematic Meteor Event===&lt;br /&gt;
This is the sequence in which the [[cinematic movie]] from [[WWI 2008]] depicts the meteor:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Meteor1.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Meteor across the horizon.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Comes tumbling down...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;And down...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med4.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[New Tristram]] Cathedral.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor3.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Light from meteor shines in.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med6.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Crashes through the roof...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor4.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Impacts in [[Tristram Cathedral]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:meteor-med7.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Great bang ensues.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Meteor5.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Possibly a view of the crater left by the meteor.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:diablo-cinematic.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[Diablo]] behind it?&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
What the meteor actually contains is unknown. The only things fans have been able to speculate about are information given in the [http://diablo.incgamers.com/gallery/ concept art].&lt;br /&gt;
&lt;br /&gt;
It is of course possible the flaming stone is just some spirit from above that resurrects [[Leoric]], but knowing Blizzard's intricate story lines, it's likely something much greater than just the Skeleton King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fallen Angel===&lt;br /&gt;
One theory is that the comet is in fact an [[Angel]] who has been expelled from the [[High Heavens]] for unknown reasons, and that such an angel may have impacted or been made to impact [[Tristram Cathedral]] as a sign, perhaps to draw heroes there. This theory may be supported by concept art, which may show the meteor with an angel-like appearance. [[Tyrael]] and [[Izual]] are two popular candidates, who may have been banished by the [[Angiris Council]] for too often interfering with the [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
Below are concept art pieces that have been speculated to be related:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cain cinematic concept.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Was [[Cain]] originally supposed to be in the Cathedral, or was he just not visible in the cinematic?&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tristram meteor impact.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Meteor impacts, but does not hurt [[Leah]].&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tristram meteor crater.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Presumably [[Leah]] looks down the crater.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept1.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Some [[Angel]]-type entity doing something involving fireing up his wings...&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Tyreal_bare.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;[[Tyrael]] on [[Diablo3.com]] changed wing-look on Dec 10 2008, is this related to the left image?&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept2.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Entity with angel-like orange &amp;quot;wings&amp;quot; standing in a bastion of sorts. Wears helmet with horns, or has horns.&amp;lt;/span&amp;gt;&lt;br /&gt;
Image:Angel concept3.jpg|&amp;lt;span style=&amp;quot;font-size:85%;line-height:95%;&amp;quot;&amp;gt;Looks a lot like the previous Angel in the tower, has a helmet with horns/wings, and apparently turns to fire/light. [[Tyrael]] has no such helmet normally.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cain and Leah===&lt;br /&gt;
Exactly how things progressed at the impact is not known yet. There is a lot of concept art about Leah and Cain in and around [[Tristram Cathedral]], and through any game or story development things change. Not all of these images are necessarily part of the actual story we'll experience in [[Diablo III]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the material we do have access to, it does seems like [[Deckard Cain]] is sitting furthest in to the Cathedral, noticing the light from the meteor shortly before impact, and [[Leah]] running in to try and save him. Either he is hit, somehow not killed and pushed into the labyrinth below, or neither of them are hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only Leah is seen approaching the big gaping hole, looking down. However, the similar scene from the cinematic shows only the hole, and no Leah looking down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We know Cain has spent the last 20 years trying to find out why there has not been a [[demon]]ic onslaught after the [[Worldstone]] was destroyed, and either all that research has been done in [[Tristram Cathedral]], or they just recently arrived there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [[Abd al-Hazir]]'s entry about [[Writings of Abd al-Hazir: Entry no. 0020|Gnarled Walkers]], we know [[Wortham]] is close to [[Tristram]], and at one point, Leah was there with her [[Pablo DeSoto|father]]. This could have been either before she met up with Cain or a brief trip to Wortham with her father during the research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We do know Cain and Leah know of and care for each other, as the [[WWI 2008]] gameplay video has the [[Barbarian]] telling Cain that Leah is worried about him. Since he is alive and down in the labyrinth (which you get to by jumping down the hole), either he wasn't hit, or the meteor isn't a meteor in the common sense. The meteor could simply be one of the aforementioned [[Angel]]s ([[Tyrael]] or [[Izual]]), who makes sure to save Cain on the way down, saving him from the impact that destroys the Cathedral.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exactly how he got down there, and is looking through old scriptures there is unknown, and this could also be a story interaction that will be cut from the actual game. If this has any significance or not is also unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If nothing else, the two of them are both obviously surprised when the meteor comes rushing down, so it did indeed appear unexpectedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=meteor Meteor-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Meteor Terms==&lt;br /&gt;
A meteoroid is a sand- to boulder-sized particle of debris in the Solar System. [http://en.wikipedia.org/wiki/Meteor] The visible path of a meteoroid that enters Earth's (or another body's) atmosphere is called a ''meteor'', or colloquially a ''shooting star'' or ''falling star''. If a meteor reaches the ground and survives impact, then it is called a ''meteorite''. Many meteors appearing seconds or minutes apart are called a ''meteor shower''. The root word meteor comes from the Greek meteōros, meaning &amp;quot;high in the air&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://www.blizzard.com/diablo3/media/#movies Diablo III Cinematic Trailer]&lt;br /&gt;
* Blizzcon 2008 Hands-on Playable Demo&lt;br /&gt;
* [[Captain_Rumford|Captain Rumford Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Act I]]&lt;br /&gt;
[[Category:Story]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Wizard_skills&amp;diff=31026</id>
		<title>Wizard skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Wizard_skills&amp;diff=31026"/>
				<updated>2011-07-19T02:37:23Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Spectral Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skill-tree-blizzcon09-wiz-muldric.jpg|thumb|right|400px|The skill tree, circa 2009. Skills no longer appear in anything like this format. Image by [http://forums.diii.net/showthread.php?t=739038 Muldric].]]&lt;br /&gt;
This page lists all known '''[[Wizard]] skills''', sorted by skill tree. Follow the links to the individual skill pages for full discussion of every skill, including first hand reports and screenshots. &lt;br /&gt;
&lt;br /&gt;
'''Wizard skill information:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Wizard traits]] -- The new passive skills system in Diablo III.&lt;br /&gt;
* [[Wizard skill archive]] - Removed Wizard skills.&lt;br /&gt;
* [[Runestones]] - The huge skill customization and improvement system.&lt;br /&gt;
* [[Signature skill]]s - Skills that define characters.&lt;br /&gt;
* [[Active skill]]s - Skills where effects are activated by the player.&lt;br /&gt;
* [[Passive skill]]s - Skills where effects are activated automatically, by the computer or by special events. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier One Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Magic missiles are fast-moving, conjured projectiles that deal arcane damage.&lt;br /&gt;
* '''Description:''' Fires a missile of energy causing arcane damage.&lt;br /&gt;
&lt;br /&gt;
===Charged Bolt===&lt;br /&gt;
&lt;br /&gt;
[[Charged Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
Snaking bolts of electricity cover the ground with lightning damage for all enemies. Best cast in great numbers, or not at all.&lt;br /&gt;
* '''Description:''' Launches a volley of X electric bolts that deal X-X lightning damage per bolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Blade===&lt;br /&gt;
&lt;br /&gt;
[[Spectral Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
A magical melee attack, this hits nearby enemies for considerable physical damage.&lt;br /&gt;
* '''Description:''' Summons a spectral blade that strikes enemies in front of the Wizard X times causing X-X physical damage with each hit.&lt;br /&gt;
&lt;br /&gt;
==Tier Two Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 3. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Ice Armor===&lt;br /&gt;
[[Ice Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Description:''' Surrounds the Wizard in a barrier of ice that increases armor by X%, freezes attackers for X seconds, and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. You can only be affected by one armor spell at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explosive Blast===&lt;br /&gt;
&lt;br /&gt;
[[Explosive Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
A physical damage attack that turns the Wizard into a time bomb. Click to arm the spell, run into a pack of enemies, and blow up amidst them.&lt;br /&gt;
* '''Description:''' Builds up energy around the Wizard that explodes after X seconds, causing X-X physical damage in a small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mirror Image===&lt;br /&gt;
&lt;br /&gt;
[[Mirror Image]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Wizard creates multiple images of himself. These duplicates move and attack enemies in convincing fashion.&lt;br /&gt;
* '''Description:''' Creates an illusionary duplicate of the Wizard that lasts for X seconds and has X% of the caster's health.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
&lt;br /&gt;
[[Wave of Force]]&amp;lt;br&amp;gt;&lt;br /&gt;
A defensive skill that pushes back enemies and enemy projectiles. Works well when combined with [[Slow Time]].&lt;br /&gt;
* '''Description:''' Causes a wave of pure force that causes a knockback to nearby enemies, repels projectiles and deals X-X physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Three Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 6. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Frost Nova===&lt;br /&gt;
&lt;br /&gt;
[[Frost Nova]]&amp;lt;br&amp;gt;&lt;br /&gt;
This defensive skill freezes all enemies in a ring around the player, stopping normal monsters and slowing [[bosses]].&lt;br /&gt;
* '''Description:''' An explosion of ice freezes nearby enemies for X seconds and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. Damage will break the freeze effect, but not the chill effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Electrocute===&lt;br /&gt;
&lt;br /&gt;
[[Electrocute]]&amp;lt;br&amp;gt;&lt;br /&gt;
A beam weapon, the bolt of lightning locks onto an enemy and deals steadily draining damage, as well as stunning and slowing the target. An excellent skill for hitting moving targets that might dodge projectiles.&lt;br /&gt;
* '''Description:''' Lightning arcs from the Wizard's fingertips towards an enemy dealing X-X lightning damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Four Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 10. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&lt;br /&gt;
&lt;br /&gt;
[[Arcane Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile that moves slower than most such magical attacks, but that deals considerable arcane [[AoE]] damage upon impact and explosion.&lt;br /&gt;
* '''Description:''' An orb of pure energy that explodes on contact with enemies dealing X-X arcane damage to all enemies in the blast area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diamond Skin===&lt;br /&gt;
&lt;br /&gt;
[[Diamond Skin]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful defensive skill, this absorbs considerable points from all types of damage for a short duration.&lt;br /&gt;
* '''Description:''' Turns the Wizard's skin to diamond for X seconds absorbing up to X damage from incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Twister===&lt;br /&gt;
&lt;br /&gt;
[[Energy Twister]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast tornadoes of arcane damage that deal substantial damage to all they come into contact with. The tornadoes move semi-randomly, making this better against crowds than individuals.&lt;br /&gt;
* '''Description:''' Summon an energy twister that deals X arcane damage per second to everything in its path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]&amp;lt;br&amp;gt;&lt;br /&gt;
Summons a fiery, three-headed dragon that appears from the ground and assails enemies with bolts of flame. [[Runestone]] bonuses give great flexibility to this spell.&lt;br /&gt;
* '''Description:''' Creates a multi-headed hydra that attacks your enemies with bolts of fire, dealing X-X fire damage per attack for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Five Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 14. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
&lt;br /&gt;
[[Disintegrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
A laser beam of doom, this instantly-hitting, long range attack deals considerable damage to everything in its path.&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing X arcane damage per second and disintegrating enemies it kills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Shield===&lt;br /&gt;
&lt;br /&gt;
[[Energy Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
The classic protective skill returns, now trading Arcane Power for damage reduction.&lt;br /&gt;
* '''Description:''' A protective barrier that absorbs damage, draining arcane power in its place. Absorbs X% of all damage dealt to the Wizard.&lt;br /&gt;
&lt;br /&gt;
===Ray of Frost===&lt;br /&gt;
&lt;br /&gt;
[[Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
A laser beam of cold damage, this one chills enemies, slowing them while dealing damage.&lt;br /&gt;
* '''Description:''' Project a beam of cold that deals X cold damage per second. Cold damage chills enemies, slowing their movement and attack speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
&lt;br /&gt;
[[Slow Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow time creates a bubble of protection around the location its cast in, slowing all enemy projectiles and the enemies themselves.&lt;br /&gt;
* '''Description:''' Warps space and time, slowing nearby monsters and projectiles for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Six Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 20. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Arcane Torrent===&lt;br /&gt;
&lt;br /&gt;
[[Arcane Torrent]]&amp;lt;br&amp;gt;&lt;br /&gt;
An arcane style of Meteor Storm, this spell hurls flaming rocks at the targeted spot, dealing AoE damage to anything in the vicinity.&lt;br /&gt;
* '''Description:''' Arcane meteorites pelt the targeted region dealing X-X arcane damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard===&lt;br /&gt;
&lt;br /&gt;
[[Blizzard]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another powerful AoE spell, this one drops damaging ice on a large section of the screen, chilling and injuring anything in the area.&lt;br /&gt;
* '''Description:''' Call down shards of ice to pelt an area dealing X-X cold damage per second for X seconds. Cold damage chills enemies, slowing their movement and attack speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Weapon===&lt;br /&gt;
&lt;br /&gt;
[[Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
A spell for the battle mage, this one imbues huge magical damage into the wizard's weapon.&lt;br /&gt;
* '''Description:''' Imbues the Wizard's weapon with magical energy, granting X-X increased damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meteor===&lt;br /&gt;
&lt;br /&gt;
[[Meteor]]&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest damage of the death from above skills, this one lands a flaming stone on the targeted location, dealing huge fire damage and leaving a dangerous field of fire in the location for some time.&lt;br /&gt;
* '''Description:''' Summons a massive meteor from the sky that causes X-X fire damage to all enemies in the affected area. Also leaves a pool of fire that does X fire damage every second for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Storm Armor===&lt;br /&gt;
&lt;br /&gt;
[[Storm Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
A fire and forget skill, this one shocks enemies with electrical bolts for the duration of effect, without requiring the Wizard to aim or target them.&lt;br /&gt;
* '''Description:''' Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for X-X lightning damage. &lt;br /&gt;
** The Wizard may only use one of the &amp;quot;armor&amp;quot; spells at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Seven Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 26. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
&lt;br /&gt;
[[Familiar]]&amp;lt;br&amp;gt;&lt;br /&gt;
An assisting creature that boosts the Wizard's damage, without serving as a &amp;quot;[[tank]]&amp;quot; to distract their attacks.&lt;br /&gt;
* '''Description:''' Creates a companion that accompanies the Wizard, attacking enemies for X-X damage. This companion cannot be targeted or damaged by enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
&lt;br /&gt;
[[Teleport]]&amp;lt;br&amp;gt;&lt;br /&gt;
Bamf instantly from one location to another. This skill carries a considerable cool down time in Diablo III, making it something best saved for emergency escapes.&lt;br /&gt;
* '''Description:''' Teleport instantly to the selected location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Wizard_skills&amp;diff=31025</id>
		<title>Wizard skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Wizard_skills&amp;diff=31025"/>
				<updated>2011-07-19T02:35:36Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Magic Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skill-tree-blizzcon09-wiz-muldric.jpg|thumb|right|400px|The skill tree, circa 2009. Skills no longer appear in anything like this format. Image by [http://forums.diii.net/showthread.php?t=739038 Muldric].]]&lt;br /&gt;
This page lists all known '''[[Wizard]] skills''', sorted by skill tree. Follow the links to the individual skill pages for full discussion of every skill, including first hand reports and screenshots. &lt;br /&gt;
&lt;br /&gt;
'''Wizard skill information:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Wizard traits]] -- The new passive skills system in Diablo III.&lt;br /&gt;
* [[Wizard skill archive]] - Removed Wizard skills.&lt;br /&gt;
* [[Runestones]] - The huge skill customization and improvement system.&lt;br /&gt;
* [[Signature skill]]s - Skills that define characters.&lt;br /&gt;
* [[Active skill]]s - Skills where effects are activated by the player.&lt;br /&gt;
* [[Passive skill]]s - Skills where effects are activated automatically, by the computer or by special events. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier One Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Magic Missile===&lt;br /&gt;
&lt;br /&gt;
[[Magic Missile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Magic missiles are fast-moving, conjured projectiles that deal arcane damage.&lt;br /&gt;
* '''Description:''' Fires a missile of energy causing arcane damage.&lt;br /&gt;
&lt;br /&gt;
===Charged Bolt===&lt;br /&gt;
&lt;br /&gt;
[[Charged Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
Snaking bolts of electricity cover the ground with lightning damage for all enemies. Best cast in great numbers, or not at all.&lt;br /&gt;
* '''Description:''' Launches a volley of X electric bolts that deal X-X lightning damage per bolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spectral Blade===&lt;br /&gt;
&lt;br /&gt;
[[Spectral Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
A melee ranged magical attack, this hits nearby enemies for considerable physical damage.&lt;br /&gt;
* '''Description:''' Summons a spectral blade that strikes enemies in front of the Wizard X times causing X-X physical damage with each hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Two Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 3. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Ice Armor===&lt;br /&gt;
[[Ice Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Description:''' Surrounds the Wizard in a barrier of ice that increases armor by X%, freezes attackers for X seconds, and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. You can only be affected by one armor spell at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explosive Blast===&lt;br /&gt;
&lt;br /&gt;
[[Explosive Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
A physical damage attack that turns the Wizard into a time bomb. Click to arm the spell, run into a pack of enemies, and blow up amidst them.&lt;br /&gt;
* '''Description:''' Builds up energy around the Wizard that explodes after X seconds, causing X-X physical damage in a small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mirror Image===&lt;br /&gt;
&lt;br /&gt;
[[Mirror Image]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Wizard creates multiple images of himself. These duplicates move and attack enemies in convincing fashion.&lt;br /&gt;
* '''Description:''' Creates an illusionary duplicate of the Wizard that lasts for X seconds and has X% of the caster's health.&lt;br /&gt;
&lt;br /&gt;
===Wave of Force===&lt;br /&gt;
&lt;br /&gt;
[[Wave of Force]]&amp;lt;br&amp;gt;&lt;br /&gt;
A defensive skill that pushes back enemies and enemy projectiles. Works well when combined with [[Slow Time]].&lt;br /&gt;
* '''Description:''' Causes a wave of pure force that causes a knockback to nearby enemies, repels projectiles and deals X-X physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Three Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 6. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Frost Nova===&lt;br /&gt;
&lt;br /&gt;
[[Frost Nova]]&amp;lt;br&amp;gt;&lt;br /&gt;
This defensive skill freezes all enemies in a ring around the player, stopping normal monsters and slowing [[bosses]].&lt;br /&gt;
* '''Description:''' An explosion of ice freezes nearby enemies for X seconds and causes X-X cold damage. Cold damage chills enemies, slowing their movement and attack speed. Damage will break the freeze effect, but not the chill effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Electrocute===&lt;br /&gt;
&lt;br /&gt;
[[Electrocute]]&amp;lt;br&amp;gt;&lt;br /&gt;
A beam weapon, the bolt of lightning locks onto an enemy and deals steadily draining damage, as well as stunning and slowing the target. An excellent skill for hitting moving targets that might dodge projectiles.&lt;br /&gt;
* '''Description:''' Lightning arcs from the Wizard's fingertips towards an enemy dealing X-X lightning damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Four Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 10. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcane Orb===&lt;br /&gt;
&lt;br /&gt;
[[Arcane Orb]]&amp;lt;br&amp;gt;&lt;br /&gt;
A projectile that moves slower than most such magical attacks, but that deals considerable arcane [[AoE]] damage upon impact and explosion.&lt;br /&gt;
* '''Description:''' An orb of pure energy that explodes on contact with enemies dealing X-X arcane damage to all enemies in the blast area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diamond Skin===&lt;br /&gt;
&lt;br /&gt;
[[Diamond Skin]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful defensive skill, this absorbs considerable points from all types of damage for a short duration.&lt;br /&gt;
* '''Description:''' Turns the Wizard's skin to diamond for X seconds absorbing up to X damage from incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Twister===&lt;br /&gt;
&lt;br /&gt;
[[Energy Twister]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast tornadoes of arcane damage that deal substantial damage to all they come into contact with. The tornadoes move semi-randomly, making this better against crowds than individuals.&lt;br /&gt;
* '''Description:''' Summon an energy twister that deals X arcane damage per second to everything in its path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]&amp;lt;br&amp;gt;&lt;br /&gt;
Summons a fiery, three-headed dragon that appears from the ground and assails enemies with bolts of flame. [[Runestone]] bonuses give great flexibility to this spell.&lt;br /&gt;
* '''Description:''' Creates a multi-headed hydra that attacks your enemies with bolts of fire, dealing X-X fire damage per attack for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Five Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 14. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Disintegrate===&lt;br /&gt;
&lt;br /&gt;
[[Disintegrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
A laser beam of doom, this instantly-hitting, long range attack deals considerable damage to everything in its path.&lt;br /&gt;
* '''Description:''' Emanate a beam of pure energy dealing X arcane damage per second and disintegrating enemies it kills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy Shield===&lt;br /&gt;
&lt;br /&gt;
[[Energy Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
The classic protective skill returns, now trading Arcane Power for damage reduction.&lt;br /&gt;
* '''Description:''' A protective barrier that absorbs damage, draining arcane power in its place. Absorbs X% of all damage dealt to the Wizard.&lt;br /&gt;
&lt;br /&gt;
===Ray of Frost===&lt;br /&gt;
&lt;br /&gt;
[[Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
A laser beam of cold damage, this one chills enemies, slowing them while dealing damage.&lt;br /&gt;
* '''Description:''' Project a beam of cold that deals X cold damage per second. Cold damage chills enemies, slowing their movement and attack speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Slow Time===&lt;br /&gt;
&lt;br /&gt;
[[Slow Time]]&amp;lt;br&amp;gt;&lt;br /&gt;
Slow time creates a bubble of protection around the location its cast in, slowing all enemy projectiles and the enemies themselves.&lt;br /&gt;
* '''Description:''' Warps space and time, slowing nearby monsters and projectiles for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Six Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 20. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Arcane Torrent===&lt;br /&gt;
&lt;br /&gt;
[[Arcane Torrent]]&amp;lt;br&amp;gt;&lt;br /&gt;
An arcane style of Meteor Storm, this spell hurls flaming rocks at the targeted spot, dealing AoE damage to anything in the vicinity.&lt;br /&gt;
* '''Description:''' Arcane meteorites pelt the targeted region dealing X-X arcane damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard===&lt;br /&gt;
&lt;br /&gt;
[[Blizzard]]&amp;lt;br&amp;gt;&lt;br /&gt;
Another powerful AoE spell, this one drops damaging ice on a large section of the screen, chilling and injuring anything in the area.&lt;br /&gt;
* '''Description:''' Call down shards of ice to pelt an area dealing X-X cold damage per second for X seconds. Cold damage chills enemies, slowing their movement and attack speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Weapon===&lt;br /&gt;
&lt;br /&gt;
[[Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
A spell for the battle mage, this one imbues huge magical damage into the wizard's weapon.&lt;br /&gt;
* '''Description:''' Imbues the Wizard's weapon with magical energy, granting X-X increased damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meteor===&lt;br /&gt;
&lt;br /&gt;
[[Meteor]]&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest damage of the death from above skills, this one lands a flaming stone on the targeted location, dealing huge fire damage and leaving a dangerous field of fire in the location for some time.&lt;br /&gt;
* '''Description:''' Summons a massive meteor from the sky that causes X-X fire damage to all enemies in the affected area. Also leaves a pool of fire that does X fire damage every second for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Storm Armor===&lt;br /&gt;
&lt;br /&gt;
[[Storm Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
A fire and forget skill, this one shocks enemies with electrical bolts for the duration of effect, without requiring the Wizard to aim or target them.&lt;br /&gt;
* '''Description:''' Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for X-X lightning damage. &lt;br /&gt;
** The Wizard may only use one of the &amp;quot;armor&amp;quot; spells at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Seven Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 26. Click to the individual skill pages for more details and screenshots of these skills. &lt;br /&gt;
&lt;br /&gt;
===Familiar===&lt;br /&gt;
&lt;br /&gt;
[[Familiar]]&amp;lt;br&amp;gt;&lt;br /&gt;
An assisting creature that boosts the Wizard's damage, without serving as a &amp;quot;[[tank]]&amp;quot; to distract their attacks.&lt;br /&gt;
* '''Description:''' Creates a companion that accompanies the Wizard, attacking enemies for X-X damage. This companion cannot be targeted or damaged by enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
&lt;br /&gt;
[[Teleport]]&amp;lt;br&amp;gt;&lt;br /&gt;
Bamf instantly from one location to another. This skill carries a considerable cool down time in Diablo III, making it something best saved for emergency escapes.&lt;br /&gt;
* '''Description:''' Teleport instantly to the selected location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-wizard-skill-trees/ Full Wizard Skill Trees]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizard skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Wizard]]&lt;br /&gt;
[[Category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Wizard&amp;diff=31024</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Wizard&amp;diff=31024"/>
				<updated>2011-07-19T02:33:40Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: 'instability' covered in archive article; unnecessary to name resource in introductory paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Wizards.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Wizard Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Traits]]:&lt;br /&gt;
| [[Wizard traits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Caster]], [[Battle mage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| Xiansai&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| None current.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vizjerei]] (former),&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zann Esu]] (former)&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| None known&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills and Traits==&lt;br /&gt;
&lt;br /&gt;
The [[Wizard skills]] were arranged in three trees prior to 2010. The new skill list (not a tree) was revealed at Blizzcon 2010. [[Skills]] no longer have any prerequisites other than Clvl, all skills are active, and all passives have been moved to [[traits]]. &lt;br /&gt;
&lt;br /&gt;
The following is a very short version of the skills; see the [[Wizard skills]] article or the individual skill pages for full details on every skill in the game.&lt;br /&gt;
&lt;br /&gt;
Tier One&lt;br /&gt;
* [[Magic Missile]] -- Fires an [[Arcane]] bolt.&lt;br /&gt;
* [[Spectral Blade]] -- Casts a matrix of spectral blades that strike enemies at melee range.&lt;br /&gt;
* [[Charged Bolt]] -- Launches a ground-hovering volley of erratically-moving electric bolts. &lt;br /&gt;
&lt;br /&gt;
Tier Two&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg‎|thumb|right|250px|[[Magic Missile]].]]&lt;br /&gt;
* [[Explosive Blast]] -- A physical damage nova that casts a short time after its triggered.&lt;br /&gt;
* [[Mirror Image]] -- Creates an illusionary duplicate of the Wizard that lasts for a short duration.&lt;br /&gt;
* [[Wave of Force]] -- Emits a nova-like wave of force that damaged and knocks back enemies, as well as repelling projectiles. &lt;br /&gt;
* [[Ice Armor]] -- A protective spell that surrounds the Wizard with a barrier of ice. It increases armor, freezes attackers, and damages them with cold.&lt;br /&gt;
&lt;br /&gt;
Tier Three&lt;br /&gt;
* [[Frost Nova]] -- An explosion of ice deals cold damage and freezes all enemies in range.&lt;br /&gt;
* [[Electrocute]] -- A solid bolt of lightning locks onto a target and deals damage over time.&lt;br /&gt;
&lt;br /&gt;
Tier Four&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|[[Disintegrate]]]]&lt;br /&gt;
* [[Arcane Orb]] -- Fires a slow-moving orb of Arcane energy that explodes on contact and deals [[AoE]] damage.&lt;br /&gt;
* [[Energy Twister]] -- Summons an energy twister that deals arcane damage to everything in its erratic path. &lt;br /&gt;
* [[Diamond Skin]] -- Turns the Wizard's skin to diamond for a duration, absorbing a set amount of damage from incoming attacks. &lt;br /&gt;
* [[Hydra]] -- Summons a multi-headed hydra that spits firebolts at nearby enemies.&lt;br /&gt;
&lt;br /&gt;
Tier Five&lt;br /&gt;
* [[Disintegrate]] -- The Wizard fires a laser-like beam of Arcane energy, striking all enemies in a straight line and disintegrating those it kills. &lt;br /&gt;
* [[Ray of Frost]] -- The Wizard fires a beam of cold that chills and slows attackers.&lt;br /&gt;
* [[Energy Shield]] -- A protective barrier that absorbs damage, draining [[Arcane Power]] in its place.&lt;br /&gt;
* [[Slow Time]] -- Warps space and time, slowing nearby monsters and projectiles for a limited duration. &lt;br /&gt;
&lt;br /&gt;
Tier Six&lt;br /&gt;
* [[Arcane Torrent]] -- Arcane meteorites pelt the targeted region dealing Arcane damage to a small radius.&lt;br /&gt;
* [[Blizzard]] -- Shards of ice crash down on a large radius, dealing cold damage to all enemies in the vicinity.&lt;br /&gt;
* [[Magic Weapon]] -- Imbues the Wizard's weapon with magical energy, granting increased damage. &lt;br /&gt;
* [[Meteor]] -- Summons a meteor which crashes down from above, dealing huge fire damage, and leaving a field of flames that deal AoE fire damage for a short duration.&lt;br /&gt;
* [[Storm Armor]] -- A lighting armor that periodically zaps nearby enemies for highly-variable lightning damage.&lt;br /&gt;
&lt;br /&gt;
Tier Seven&lt;br /&gt;
* [[Familiar]] -- Creates a companion that accompanies the Wizard and attacks enemies. This companion cannot be targeted or damaged by enemies.  &lt;br /&gt;
* [[Teleport]] -- Teleport instantly to the selected location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Traits==&lt;br /&gt;
&lt;br /&gt;
This is a very quick list. See the [[Wizard traits]] article for much more detail, or click to any traits page.&lt;br /&gt;
&lt;br /&gt;
Level Required: Under 10&lt;br /&gt;
* [[Arcane Channeling]] -- Increases the regeneration of [[Arcane Power]].&lt;br /&gt;
* [[Toughness]] -- Increases [[vitality]].&lt;br /&gt;
* [[Unbreakable Will]] -- Increases [[willpower]].&lt;br /&gt;
* [[Prismatic Cloak]] -- Increases the effect of Ice Armor and Storm Armor.&lt;br /&gt;
* [[Glass Cannon]]  -- Increases damage done by spells while reducing the Wizard's armor.&lt;br /&gt;
* [[Lucky]] -- Causes monsters to drop larger amounts of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 11&lt;br /&gt;
* [[Energy Reserves]] -- Health globes restore 10% of the Wizard's Arcane Power.&lt;br /&gt;
* [[Intimidation]] -- Increases damage done and reduces vendor costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 15&lt;br /&gt;
* [[Staff Specialization]] -- Increases damage done by spells and weapons when the Wizard is wielding a staff.&lt;br /&gt;
* [[Wand Specialization]] -- Increases damage done by spells and weapons when the Wizard is wielding a wand.&lt;br /&gt;
* [[Weapon Master]] -- Increases damage done by spells and weapons when the Wizard is wielding a sword, an axe or a mace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 19&lt;br /&gt;
* [[Blur]] -- Reduces damage taken while in melee.&lt;br /&gt;
* [[Quickening]] -- Increases spell casting speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 23&lt;br /&gt;
* [[Beast Hunter]] -- Damage bonus against Beasts.&lt;br /&gt;
* [[Demonsbane]] -- Damage bonus against Demons&lt;br /&gt;
* [[Just... Stay... Dead!]] -- Damage bonus against Undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 27&lt;br /&gt;
* [[Cruelty]] -- Increases your chance of dealing critical strikes.&lt;br /&gt;
* [[Superior Skill]] -- Increases your dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 31&lt;br /&gt;
* [[Ball of Lightning]] -- Periodically strikes a nearby enemy for 1 to 120 damage.&lt;br /&gt;
* [[Soul Split]] -- When your health goes under 50%, an image of the Wizard appears to distract enemies for 3 seconds. This effect cannot happen more than once every 14 seconds.&lt;br /&gt;
* [[Temporal Flux]] -- Enemies that have been hit by your Arcane spells are slowed down by 25% for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 35&lt;br /&gt;
* [[Drain Power]] -- You regenerate health and Arcane power equal to 10% of melee damage you deal.&lt;br /&gt;
* [[Power Surge]] -- Increases critical strike damage by 10%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 39&lt;br /&gt;
* [[Conjured Armor]] -- Increases your armor by 25%. If Ice Armor or Storm Armor is active, your armor is instead increased by 50%.&lt;br /&gt;
* [[Natural Leader]] -- Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 43&lt;br /&gt;
* [[Expanded Mind]] -- Increases your Arcane Power.&lt;br /&gt;
* [[Telekinesis]] -- Increases your chance to dodge projectiles.&lt;br /&gt;
* [[Flight Before Fight]] -- Increases your movement speed when you are blocked in melee. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level requirement: 47&lt;br /&gt;
* [[Black Ice]] -- Frozen targets take 25% more damage from all sources.&lt;br /&gt;
* [[Anti-Magic Shield]] -- Reduces magical damage taken by 15%.&lt;br /&gt;
* [[Penetrating Spells]] -- Reduces the resistances of your target to your spells by 20%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
::''I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or [[Disintegrate|disintegrate things]] or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released.  The following is [[Writings of Abd al-Hazir: Entry no. 0007|the 7th entry from his journal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Owing to my lack of tolerance for those who would use [[magic]] towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Recently the youth of [[Caldeum]] have fallen prey to the overblown stories of just such a delinquent [[wizard]]. That is correct: I used the uncouth term wizard, not [[sorcerer]]. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the [[Yshari Sanctum]] of the [[mage clan]]s, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of [[Xiansai]], for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the [[Zann Esu]] mage clan, she was eventually handed over to the [[Vizjerei]] in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Although there is no truth to the tales that she actually ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage [[Valthek]] and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best [[Yshari]]'s most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious [[wizard]], young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to [[Caldeum]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Master Nav|d3|Wizard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Wizard]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Stash&amp;diff=31023</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Stash&amp;diff=31023"/>
				<updated>2011-07-19T01:55:38Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* August 2010 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Stash''' is a chest where a player can store items and gold. It is an important function in the Diablo franchise, since collecting items is a big part of each game. Characters can access their stashes from towns and cities in game, and there will be shared stashes which make it easy to transfer items between characters on the same account (this does not allow sharing items with characters on other accounts).&lt;br /&gt;
&lt;br /&gt;
Neither the stash nor the shared stash have been shown publicly, nor have their dimensions been reported. However both have been refered to as &amp;quot;huge.&amp;quot; [http://diablo.incgamers.com/blog/comments/diablo-on-stashes-and-phasing/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shared Stash==&lt;br /&gt;
Finding and collecting items is a big part of the Diablo franchise, but storing and transferring those items has not always been easy. [[Jay Wilson]] spoke to this problem in BlizzCast Episode 5, August 2008. [http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;'''Jay Wilson:''' ...we really want to make it easier for you to be able to share and trade items with other people and other characters on the same account. We’ve talked about ideas like a shared stash, or a mail system like World of Warcraft has, and we haven’t nailed down exactly which one of those we want to do, but we’re definitely going to do something like that, that’s going to make it really easy for you if you’ve got, a Witch Doctor and a Barbarian character, and you find that awesome Witch Doctor drop and you want to share it, it’ll be super-easy to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' so in other words, I won’t have to worry about my game closing after...&lt;br /&gt;
::'''Jay Wilson: '''No, no more opening up a game, dropping items on the ground, and you know, hoping that the game stays open or getting a friend to help out, no more of that. You should be able to do it on your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===July 2010===&lt;br /&gt;
&lt;br /&gt;
The system remained undeveloped nearly two years later, as Bashiok explained in a forum post in July 2010. [http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;No update, it’s something we hope to do, it’s not designed or in any sort of implementation phase so until we reach that point and either hit a revelation of it working or not we won’t know for sure. But yes, still hope to have some sort of easy way to share between characters. “Drop games are dumb.” - Bashiok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke again about the shared stash at Gamescom in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to [[mule]] items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also from Gamescom, Jay described the stash getting larger over the course of the game.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/]&lt;br /&gt;
&lt;br /&gt;
::The stash starts off small, but grows “ridiculously huge” over the course of the game, when gold is spent to enlarge it.&lt;br /&gt;
&lt;br /&gt;
===October 2010===&lt;br /&gt;
&lt;br /&gt;
In Blizzcon 2010's D3 Open Q&amp;amp;A Panel, RichterLocke from DiabloWiki asked if the D3 development team had decided whether or not to implement a shared stash. After some hesitation, Jay Wilson finally confirmed it: &amp;quot;Yes, and that's Blizzcon-exclusive by the way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 2011===&lt;br /&gt;
&lt;br /&gt;
Shared stashes are confirmed as in the game and working, by an @Diablo tweet. [http://twitter.com/Diablo/status/25339141738729472]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Shared stashes are in and working. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson at Gamescom 2010]&lt;br /&gt;
*[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson BlizzCon press conference]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview with pcgames.de]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/ BlizzCast episode 5 Transcript]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/ Bashiok commenting on Shared Stash]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Town]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Stash&amp;diff=31022</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Stash&amp;diff=31022"/>
				<updated>2011-07-19T01:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Stash''' is a chest where a player can store items and gold. It is an important function in the Diablo franchise, since collecting items is a big part of each game. Characters can access their stashes from towns and cities in game, and there will be shared stashes which make it easy to transfer items between characters on the same account (this does not allow sharing items with characters on other accounts).&lt;br /&gt;
&lt;br /&gt;
Neither the stash nor the shared stash have been shown publicly, nor have their dimensions been reported. However both have been refered to as &amp;quot;huge.&amp;quot; [http://diablo.incgamers.com/blog/comments/diablo-on-stashes-and-phasing/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shared Stash==&lt;br /&gt;
Finding and collecting items is a big part of the Diablo franchise, but storing and transferring those items has not always been easy. [[Jay Wilson]] spoke to this problem in BlizzCast Episode 5, August 2008. [http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;'''Jay Wilson:''' ...we really want to make it easier for you to be able to share and trade items with other people and other characters on the same account. We’ve talked about ideas like a shared stash, or a mail system like World of Warcraft has, and we haven’t nailed down exactly which one of those we want to do, but we’re definitely going to do something like that, that’s going to make it really easy for you if you’ve got, a Witch Doctor and a Barbarian character, and you find that awesome Witch Doctor drop and you want to share it, it’ll be super-easy to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' so in other words, I won’t have to worry about my game closing after...&lt;br /&gt;
::'''Jay Wilson: '''No, no more opening up a game, dropping items on the ground, and you know, hoping that the game stays open or getting a friend to help out, no more of that. You should be able to do it on your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===July 2010===&lt;br /&gt;
&lt;br /&gt;
The system remained undeveloped nearly two years later, as Bashiok explained in a forum post in July 2010. [http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;No update, it’s something we hope to do, it’s not designed or in any sort of implementation phase so until we reach that point and either hit a revelation of it working or not we won’t know for sure. But yes, still hope to have some sort of easy way to share between characters. “Drop games are dumb.” - Bashiok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke again about the shared stash at Gamescom in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to [[mule]] items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also from Gamescom, Jay described the stash getting larger over the course of the game.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/]&lt;br /&gt;
&lt;br /&gt;
::The stash stats off small, but grows “ridiculously huge” over the course of the game, when gold is spent to enlarge it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===October 2010===&lt;br /&gt;
&lt;br /&gt;
In Blizzcon 2010's D3 Open Q&amp;amp;A Panel, RichterLocke from DiabloWiki asked if the D3 development team had decided whether or not to implement a shared stash. After some hesitation, Jay Wilson finally confirmed it: &amp;quot;Yes, and that's Blizzcon-exclusive by the way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 2011===&lt;br /&gt;
&lt;br /&gt;
Shared stashes are confirmed as in the game and working, by an @Diablo tweet. [http://twitter.com/Diablo/status/25339141738729472]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Shared stashes are in and working. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson at Gamescom 2010]&lt;br /&gt;
*[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson BlizzCon press conference]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview with pcgames.de]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/ BlizzCast episode 5 Transcript]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/ Bashiok commenting on Shared Stash]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Town]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Stash&amp;diff=31021</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Stash&amp;diff=31021"/>
				<updated>2011-07-19T01:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Stash''' is a chest where a player can store items and gold. It is an Important function in the Diablo franchise, since Item collecting is a big part of each game. Characters can access their stashes from towns and cities in game, and there are also shared stashes to enable easy item transfers between characters on the same account (this does not allow sharing items with characters on other accounts).&lt;br /&gt;
&lt;br /&gt;
Neither the stash nor the shared stash have been shown publicly, nor have their dimensions been reported. However both have been refered to as &amp;quot;huge.&amp;quot; [http://diablo.incgamers.com/blog/comments/diablo-on-stashes-and-phasing/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shared Stash==&lt;br /&gt;
There has also been talk of finally implementing a '''Shared Stash'''. Finding and collecting items is a big part of the Diablo franchise but storing and transferring those items has always been an issue. [[Jay Wilson]] spoke to this problem in BlizzCast Episode 5, August 2008. [http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;'''Jay Wilson:''' ...we really want to make it easier for you to be able to share and trade items with other people and other characters on the same account. We’ve talked about ideas like a shared stash, or a mail system like World of Warcraft has, and we haven’t nailed down exactly which one of those we want to do, but we’re definitely going to do something like that, that’s going to make it really easy for you if you’ve got, a Witch Doctor and a Barbarian character, and you find that awesome Witch Doctor drop and you want to share it, it’ll be super-easy to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' so in other words, I won’t have to worry about my game closing after...&lt;br /&gt;
::'''Jay Wilson: '''No, no more opening up a game, dropping items on the ground, and you know, hoping that the game stays open or getting a friend to help out, no more of that. You should be able to do it on your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===July 2010===&lt;br /&gt;
&lt;br /&gt;
The system remained undeveloped nearly two years later, as Bashiok explained in a forum post in July 2010. [http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;No update, it’s something we hope to do, it’s not designed or in any sort of implementation phase so until we reach that point and either hit a revelation of it working or not we won’t know for sure. But yes, still hope to have some sort of easy way to share between characters. “Drop games are dumb.” - Bashiok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke again about the shared stash at Gamescom in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to [[mule]] items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also from Gamescom, Jay described the stash getting larger over the course of the game.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/]&lt;br /&gt;
&lt;br /&gt;
::The stash stats off small, but grows “ridiculously huge” over the course of the game, when gold is spent to enlarge it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===October 2010===&lt;br /&gt;
&lt;br /&gt;
In Blizzcon 2010's D3 Open Q&amp;amp;A Panel, RichterLocke from DiabloWiki asked if the D3 development team had decided whether or not to implement a shared stash. After some hesitation, Jay Wilson finally confirmed it: &amp;quot;Yes, and that's Blizzcon-exclusive by the way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 2011===&lt;br /&gt;
&lt;br /&gt;
Shared stashes are confirmed as in the game and working, by an @Diablo tweet. [http://twitter.com/Diablo/status/25339141738729472]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Shared stashes are in and working. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson at Gamescom 2010]&lt;br /&gt;
*[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson BlizzCon press conference]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview with pcgames.de]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/ BlizzCast episode 5 Transcript]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/ Bashiok commenting on Shared Stash]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Town]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Stash&amp;diff=31020</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Stash&amp;diff=31020"/>
				<updated>2011-07-19T01:40:54Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Stash''' is a Chest or Storing Place where a player can store items and gold. It is an Important function in the Diablo Franchise, since Item collecting is a big part of each game. Characters can access their stashes from towns and cities in game, and there are also shared stashes to enable easy item transfers between characters on the same account (this does not allow sharing items with friends on other accounts).&lt;br /&gt;
&lt;br /&gt;
Neither the stash nor the shared stash have been shown publicly, nor have their dimensions been reported. However both have been refered to as &amp;quot;huge.&amp;quot; [http://diablo.incgamers.com/blog/comments/diablo-on-stashes-and-phasing/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shared Stash==&lt;br /&gt;
There has also been talk of finally implementing a '''Shared Stash'''. Finding and collecting items is a big part of the Diablo franchise but storing and transferring those items has always been an issue. [[Jay Wilson]] spoke to this problem in BlizzCast Episode 5, August 2008. [http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;'''Jay Wilson:''' ...we really want to make it easier for you to be able to share and trade items with other people and other characters on the same account. We’ve talked about ideas like a shared stash, or a mail system like World of Warcraft has, and we haven’t nailed down exactly which one of those we want to do, but we’re definitely going to do something like that, that’s going to make it really easy for you if you’ve got, a Witch Doctor and a Barbarian character, and you find that awesome Witch Doctor drop and you want to share it, it’ll be super-easy to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Bashiok:''' so in other words, I won’t have to worry about my game closing after...&lt;br /&gt;
::'''Jay Wilson: '''No, no more opening up a game, dropping items on the ground, and you know, hoping that the game stays open or getting a friend to help out, no more of that. You should be able to do it on your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===July 2010===&lt;br /&gt;
&lt;br /&gt;
The system remained undeveloped nearly two years later, as Bashiok explained in a forum post in July 2010. [http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/]&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;No update, it’s something we hope to do, it’s not designed or in any sort of implementation phase so until we reach that point and either hit a revelation of it working or not we won’t know for sure. But yes, still hope to have some sort of easy way to share between characters. “Drop games are dumb.” - Bashiok&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 2010===&lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke again about the shared stash at Gamescom in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/]&lt;br /&gt;
&lt;br /&gt;
::Including a shared stash in Diablo III is, I think, everyone’s first choice. A shared stash is very easy to deal with for the player, and having it in the game creates a nice common area where characters can gather in a game. It does create a few problems, though. For one thing, it really encourages players to [[mule]] items on multiple characters.  Which may just be something we have to deal with. Players who like to mule really like doing it. We kind of feel, well, we wish you didn’t have to mule. We wish there was a better way to store away spare items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also from Gamescom, Jay described the stash getting larger over the course of the game.[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/]&lt;br /&gt;
&lt;br /&gt;
::The stash stats off small, but grows “ridiculously huge” over the course of the game, when gold is spent to enlarge it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===October 2010===&lt;br /&gt;
&lt;br /&gt;
In Blizzcon 2010's D3 Open Q&amp;amp;A Panel, RichterLocke from DiabloWiki asked if the D3 development team had decided whether or not to implement a shared stash. After some hesitation, Jay Wilson finally confirmed it: &amp;quot;Yes, and that's Blizzcon-exclusive by the way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 2011===&lt;br /&gt;
&lt;br /&gt;
Shared stashes are confirmed as in the game and working, by an @Diablo tweet. [http://twitter.com/Diablo/status/25339141738729472]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Shared stashes are in and working. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-g4tv/ Jay Wilson at Gamescom 2010]&lt;br /&gt;
*[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson BlizzCon press conference]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-pcgames.de/ Jay Wilson interview with pcgames.de]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/blizzcast-episode-5-transcript/ BlizzCast episode 5 Transcript]&lt;br /&gt;
*[http://diablo.incgamers.com/blog/comments/shared-stash-still-just-a-dream/ Bashiok commenting on Shared Stash]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Town]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=31019</id>
		<title>Witch Doctor skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=31019"/>
				<updated>2011-07-18T18:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Plague of Toads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skill-tree-blizzcon09-wd-muldric.jpg|thumb|right|300px|The [[Witch Doctor]] Skill Tree as seen in Blizzcon 2009. Skill are no longer presented in this fashion. Image by [http://forums.diii.net/showthread.php?t=739038 Muldric].]]&lt;br /&gt;
This page lists the '''[[Witch Doctor]] skills''', with information that was current as of October 2010. This page is a quick listing; follow the links to the individual skill pages for full discussion of every skill, including first hand reports, [[Blue]] quotes, [[runestone]] information, and numerous screenshots and other images.&lt;br /&gt;
&lt;br /&gt;
All character skills have undergone considerable changes during development, with the biggest change coming before Blizzcon 2010, when skill trees and passive skills were removed from the skill listing and [[Traits]] were introduced. See the [[Witch Doctor skill archive]] for information about skill changes over time.&lt;br /&gt;
&lt;br /&gt;
'''Essential skill links:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Witch Doctor traits]] -- Passive bonuses and other character modifications.&lt;br /&gt;
* [[Mana]] -- The Witch Doctor's energy resource.&lt;br /&gt;
* [[Witch Doctor skill archive]] - Removed Witch Doctor skills.&lt;br /&gt;
* [[Runestones]] - Their huge impact on changing skills can not be over-emphasized.&lt;br /&gt;
* [[Signature skill]]s - Skills that define characters.&lt;br /&gt;
* [[Active skill]]s - Skills where effects are activated by the player.&lt;br /&gt;
* [[Passive skill]]s - Skills where effects are activated automatically, by the computer or by special events. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier One Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summon Zombie Dog===&lt;br /&gt;
&lt;br /&gt;
[[Summon Zombie Dog]]&amp;lt;br&amp;gt;&lt;br /&gt;
Better known as &amp;quot;Mongrels,&amp;quot; Zombie Dogs are the basic Witch Doctor pet, capable of tanking and fighting effectively, though they are not meant for a long life, and deal their best damage when [[Sacrifice]]d.&lt;br /&gt;
* '''Description:''' The Witch Doctor summons a level X zombie dog to aid him. Can have up to X zombie dogs out at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[Plague of Toads]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor summons several toads that hop forward like living [[Charged Bolt]]s and explode against enemies. Some dramatic [[runestone]] effects are known for this skill.&lt;br /&gt;
* '''Description:''' Release a handful of toads that explode on contact with an enemy, dealing poison damage.&lt;br /&gt;
&lt;br /&gt;
==Tier Two Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 3. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Charger===&lt;br /&gt;
&lt;br /&gt;
[[Zombie Charger]]&amp;lt;br&amp;gt;&lt;br /&gt;
A zombie is summoned, which charges straight in the direction specified, melting into nothing and dealing poison damage to any targes along the way. A runestone can grant the infamous [[Zombie Bears]] effect.&lt;br /&gt;
* '''Description:''' A reckless, suicidal zombie deals X-X poison damage to all enemies in its way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Corpse Spiders===&lt;br /&gt;
&lt;br /&gt;
[[Corpse Spiders]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spiders emerge from a rotting zombie corpse and launch themselves at nearby enemies, dealing poison damage with their swarming bites. &lt;br /&gt;
* '''Description:''' Summon X spiders to attack nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Haunt===&lt;br /&gt;
&lt;br /&gt;
[[Haunt]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ranged spell attack, this sics a ghostly entity upon the target, dealing [[DoT]]. The Haunt will seek a new target when its victim dies. &lt;br /&gt;
* '''Description:''' Haunt an enemy with a spirit dealing X arcane damage over X seconds. If the target dies, the spirit will automatically haunt another nearby target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Three Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 6. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
[[Poison Dart]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor uses a blowpipe to fire a poison dart. A fairly slow attack that's hugely improved by runestones.&lt;br /&gt;
* '''Description:''' Fires a deadly poison dart that deals X-X poison damage and an additional X-X poison damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grasp of the Dead===&lt;br /&gt;
&lt;br /&gt;
[[Grasp of the Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful curse, this one deals damage as well as slowing enemies for a short duration.&lt;br /&gt;
* '''Description:''' Hands reach out, slowing enemies by X% and dealing X-X damage per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hex===&lt;br /&gt;
&lt;br /&gt;
[[Hex]]&amp;lt;br&amp;gt;&lt;br /&gt;
A curse of sorts, this one causes damage and blocks the afflicted's ability to attack.&lt;br /&gt;
* '''Description:''' Summon a fetish shaman for X seconds that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and will take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
&lt;br /&gt;
[[Sacrifice]]&amp;lt;br&amp;gt;&lt;br /&gt;
This skill causes a Mongrel to detonate in a huge spray of purple and pink smoke, dealing physical damage to all nearby enemies.&lt;br /&gt;
* '''Description:''' A nearby zombie dog explodes, dealing X damage to all enemies within X yards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soul Harvest===&lt;br /&gt;
&lt;br /&gt;
[[Soul Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
A buff that increases the WD's spell damage based on how many enemies are nearby.&lt;br /&gt;
* '''Description:''' Feed on the life force of nearby enemies. Gain X% increased spell damage per enemy within X feet for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Four Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 10. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
===Firebats===&lt;br /&gt;
&lt;br /&gt;
[[Firebats]]&amp;lt;br&amp;gt;&lt;br /&gt;
A short range spell attack, this sends flaming bats out in an [[Inferno]]-like spray, dealing damage to anything in their path. &lt;br /&gt;
* '''Description:''' A swarm of fiery bats burn enemies in front of you for X fire damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Locust Swarm===&lt;br /&gt;
&lt;br /&gt;
[[Locust Swarm]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ranged spell attack, this sends out a cloud of locusts that swarm over enemies, eating their flesh from the bones. Locusts will [[chain]] between nearby enemies, potentially consuming numerous targets per cast.&lt;br /&gt;
* '''Description:''' A plague of locusts assault enemies dealing X damage per second over X seconds. The locusts will jump to additional nearby targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Five Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Acid Cloud===&lt;br /&gt;
&lt;br /&gt;
[[Acid Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
Originally a Wizard spell, this one was moved to the Witch Doctor to provide a [[DfA]] attack with a small radius that melts the flesh from the bones of anything in the targeted area.&lt;br /&gt;
* '''Description:''' Acid rains down dealing an initial X-X poison damage followed by X-X poison damage per second to nearby enemies who remain in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Firebomb===&lt;br /&gt;
&lt;br /&gt;
[[Firebomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
Previously known as Skull of Flame, this is a ranged attack that's thrown like a grenade. It deals explodes on impact, dealing considerable fire damage. The projectile is a human skull, filled with an explosive liquid. &lt;br /&gt;
* '''Description:''' Lob an explosive skull that deals X-X fire damage to all enemies caught in the explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horrify===&lt;br /&gt;
&lt;br /&gt;
[[Horrify]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful curse, this one frightens nearby enemies into running away for a few seconds. The radius emanates from the Witch Doctor, not from the spot targeted when cast, so it only works on enemies who are very nearby.&lt;br /&gt;
* '''Description:''' Don a spectral mask that horrifies all enemies within X feet, causing them to run in fear for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Wall of Zombies===&lt;br /&gt;
&lt;br /&gt;
[[Wall of Zombies]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the showier Witch Doctor skills to be displayed in the early announcement, this one causes a wall of zombies to erupt from the earth. The WoZ blocks the progress of enemies as well as dealing physical damage to anything in range.&lt;br /&gt;
* '''Description:''' Zombies erupt from the earth and attack nearby enemies for X damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Six Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 20. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gargantuan===&lt;br /&gt;
&lt;br /&gt;
[[Gargantuan]]&amp;lt;br&amp;gt;&lt;br /&gt;
A large, powerful zombie pet that [[tanks]] for the Witch Doctor. &lt;br /&gt;
* '''Description:''' Summon a large level X zombie follower to fight for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mass Confusion===&lt;br /&gt;
&lt;br /&gt;
[[Mass Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
A mind control spell that temporarily changes the alignment of some enemies.&lt;br /&gt;
* '''Description:''' Incite paranoia in enemies, causing some to fight for the Witch Doctor for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pit of Fire===&lt;br /&gt;
&lt;br /&gt;
[[Pit of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
Summoned Fetish pets circle up and create a ring of flames, burning all enemies in the vicinity. Never yet seen publicly.&lt;br /&gt;
* '''Description:''' A gang of fetishes go tribal, causing X-X fire damage to all enemies caught in their ceremony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit Walk===&lt;br /&gt;
&lt;br /&gt;
[[Spirit Walk]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful movement/escape skill, especially useful in the [[Battle Arena]]. The Witch Doctor leaves his physical body behind as a decoy and can run freely, invisible, for several seconds.&lt;br /&gt;
* '''Description:''' Enter the spirit realm, allowing unhindered movement for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Seven Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 26. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
===Fetish Army===&lt;br /&gt;
&lt;br /&gt;
[[Fetish Army]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor is able to summon Fetishes, versions of the monsters from Diablo II, to fight for him. Never yet publicly seen.&lt;br /&gt;
* '''Description:''' Summon an army of fetish creatures to fight by your side for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parasite===&lt;br /&gt;
&lt;br /&gt;
[[Parasite]]&amp;lt;br&amp;gt;&lt;br /&gt;
A spell attack that spawns a Zombie Dog. It's not known what the Parasite looks like, or how this spell might interact with the regular Zombie Dog skill, in terms of the max number a Witch Doctor can control at a given time.&lt;br /&gt;
* '''Description:''' Launch a parasite at an enemy, dealing X damage over X seconds. If a target dies while under the effects of parasite, a zombie dog emerges from the slain body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit Barrage===&lt;br /&gt;
&lt;br /&gt;
[[Spirit Barrage]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[DfA]] attack that's never yet been shown publicly. [[Acid Cloud]] covers a small radius, so presumably this one has a larger radius.&lt;br /&gt;
* '''Description:''' A multitude of spirit bolts bombard enemies in the targeted area. Each bolt deals X-X arcane damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Witch Doctor's skills and skill trees were first seen at [[BlizzCon 2008]], with only a few skills enabled and many showing nothing more than vague descriptions in the skill tree. The listing was fleshed out at Blizzcon 2009, but most of his skills, especially the summoning ones, remained [[NYI]]. The current information was revealed at Blizzcon 2010, with the passive skills removed (see the [[Witch Doctor traits]] and a near-final skill listing. &lt;br /&gt;
&lt;br /&gt;
A large number of the higher level WD spells have still never been shown publicly, in contrast to the skills of the Wizard and Barbarian, almost all of which have been shown off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skills]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|WD}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Witch Doctor skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Witch Doctor]]&lt;br /&gt;
[[category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=31018</id>
		<title>Witch Doctor skills</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_skills&amp;diff=31018"/>
				<updated>2011-07-18T18:39:22Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Plague of Toads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skill-tree-blizzcon09-wd-muldric.jpg|thumb|right|300px|The [[Witch Doctor]] Skill Tree as seen in Blizzcon 2009. Skill are no longer presented in this fashion. Image by [http://forums.diii.net/showthread.php?t=739038 Muldric].]]&lt;br /&gt;
This page lists the '''[[Witch Doctor]] skills''', with information that was current as of October 2010. This page is a quick listing; follow the links to the individual skill pages for full discussion of every skill, including first hand reports, [[Blue]] quotes, [[runestone]] information, and numerous screenshots and other images.&lt;br /&gt;
&lt;br /&gt;
All character skills have undergone considerable changes during development, with the biggest change coming before Blizzcon 2010, when skill trees and passive skills were removed from the skill listing and [[Traits]] were introduced. See the [[Witch Doctor skill archive]] for information about skill changes over time.&lt;br /&gt;
&lt;br /&gt;
'''Essential skill links:'''&lt;br /&gt;
* [[Skill]]s - General skill design and mechanics.&lt;br /&gt;
* [[Witch Doctor traits]] -- Passive bonuses and other character modifications.&lt;br /&gt;
* [[Mana]] -- The Witch Doctor's energy resource.&lt;br /&gt;
* [[Witch Doctor skill archive]] - Removed Witch Doctor skills.&lt;br /&gt;
* [[Runestones]] - Their huge impact on changing skills can not be over-emphasized.&lt;br /&gt;
* [[Signature skill]]s - Skills that define characters.&lt;br /&gt;
* [[Active skill]]s - Skills where effects are activated by the player.&lt;br /&gt;
* [[Passive skill]]s - Skills where effects are activated automatically, by the computer or by special events. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier One Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Summon Zombie Dog===&lt;br /&gt;
&lt;br /&gt;
[[Summon Zombie Dog]]&amp;lt;br&amp;gt;&lt;br /&gt;
Better known as &amp;quot;Mongrels,&amp;quot; Zombie Dogs are the basic Witch Doctor pet, capable of tanking and fighting effectively, though they are not meant for a long life, and deal their best damage when [[Sacrifice]]d.&lt;br /&gt;
* '''Description:''' The Witch Doctor summons a level X zombie dog to aid him. Can have up to X zombie dogs out at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plague of Toads===&lt;br /&gt;
&lt;br /&gt;
[[Plague of Toads]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor summons several toads that hop forward and explode against enemies like living [[Charged Bolt]]s. Some dramatic [[runestone]] effects are known for this skill.&lt;br /&gt;
* '''Description:''' Release a handful of toads that explode on contact with an enemy, dealing poison damage.&lt;br /&gt;
&lt;br /&gt;
==Tier Two Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 3. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Charger===&lt;br /&gt;
&lt;br /&gt;
[[Zombie Charger]]&amp;lt;br&amp;gt;&lt;br /&gt;
A zombie is summoned, which charges straight in the direction specified, melting into nothing and dealing poison damage to any targes along the way. A runestone can grant the infamous [[Zombie Bears]] effect.&lt;br /&gt;
* '''Description:''' A reckless, suicidal zombie deals X-X poison damage to all enemies in its way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Corpse Spiders===&lt;br /&gt;
&lt;br /&gt;
[[Corpse Spiders]]&amp;lt;br&amp;gt;&lt;br /&gt;
Spiders emerge from a rotting zombie corpse and launch themselves at nearby enemies, dealing poison damage with their swarming bites. &lt;br /&gt;
* '''Description:''' Summon X spiders to attack nearby enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Haunt===&lt;br /&gt;
&lt;br /&gt;
[[Haunt]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ranged spell attack, this sics a ghostly entity upon the target, dealing [[DoT]]. The Haunt will seek a new target when its victim dies. &lt;br /&gt;
* '''Description:''' Haunt an enemy with a spirit dealing X arcane damage over X seconds. If the target dies, the spirit will automatically haunt another nearby target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Three Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 6. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Poison Dart===&lt;br /&gt;
&lt;br /&gt;
[[Poison Dart]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor uses a blowpipe to fire a poison dart. A fairly slow attack that's hugely improved by runestones.&lt;br /&gt;
* '''Description:''' Fires a deadly poison dart that deals X-X poison damage and an additional X-X poison damage over X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grasp of the Dead===&lt;br /&gt;
&lt;br /&gt;
[[Grasp of the Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful curse, this one deals damage as well as slowing enemies for a short duration.&lt;br /&gt;
* '''Description:''' Hands reach out, slowing enemies by X% and dealing X-X damage per second for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hex===&lt;br /&gt;
&lt;br /&gt;
[[Hex]]&amp;lt;br&amp;gt;&lt;br /&gt;
A curse of sorts, this one causes damage and blocks the afflicted's ability to attack.&lt;br /&gt;
* '''Description:''' Summon a fetish shaman for X seconds that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and will take X% additional damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
&lt;br /&gt;
[[Sacrifice]]&amp;lt;br&amp;gt;&lt;br /&gt;
This skill causes a Mongrel to detonate in a huge spray of purple and pink smoke, dealing physical damage to all nearby enemies.&lt;br /&gt;
* '''Description:''' A nearby zombie dog explodes, dealing X damage to all enemies within X yards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soul Harvest===&lt;br /&gt;
&lt;br /&gt;
[[Soul Harvest]]&amp;lt;br&amp;gt;&lt;br /&gt;
A buff that increases the WD's spell damage based on how many enemies are nearby.&lt;br /&gt;
* '''Description:''' Feed on the life force of nearby enemies. Gain X% increased spell damage per enemy within X feet for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Four Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 10. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
===Firebats===&lt;br /&gt;
&lt;br /&gt;
[[Firebats]]&amp;lt;br&amp;gt;&lt;br /&gt;
A short range spell attack, this sends flaming bats out in an [[Inferno]]-like spray, dealing damage to anything in their path. &lt;br /&gt;
* '''Description:''' A swarm of fiery bats burn enemies in front of you for X fire damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Locust Swarm===&lt;br /&gt;
&lt;br /&gt;
[[Locust Swarm]]&amp;lt;br&amp;gt;&lt;br /&gt;
A ranged spell attack, this sends out a cloud of locusts that swarm over enemies, eating their flesh from the bones. Locusts will [[chain]] between nearby enemies, potentially consuming numerous targets per cast.&lt;br /&gt;
* '''Description:''' A plague of locusts assault enemies dealing X damage per second over X seconds. The locusts will jump to additional nearby targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Five Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 2. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Acid Cloud===&lt;br /&gt;
&lt;br /&gt;
[[Acid Cloud]]&amp;lt;br&amp;gt;&lt;br /&gt;
Originally a Wizard spell, this one was moved to the Witch Doctor to provide a [[DfA]] attack with a small radius that melts the flesh from the bones of anything in the targeted area.&lt;br /&gt;
* '''Description:''' Acid rains down dealing an initial X-X poison damage followed by X-X poison damage per second to nearby enemies who remain in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Firebomb===&lt;br /&gt;
&lt;br /&gt;
[[Firebomb]]&amp;lt;br&amp;gt;&lt;br /&gt;
Previously known as Skull of Flame, this is a ranged attack that's thrown like a grenade. It deals explodes on impact, dealing considerable fire damage. The projectile is a human skull, filled with an explosive liquid. &lt;br /&gt;
* '''Description:''' Lob an explosive skull that deals X-X fire damage to all enemies caught in the explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horrify===&lt;br /&gt;
&lt;br /&gt;
[[Horrify]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful curse, this one frightens nearby enemies into running away for a few seconds. The radius emanates from the Witch Doctor, not from the spot targeted when cast, so it only works on enemies who are very nearby.&lt;br /&gt;
* '''Description:''' Don a spectral mask that horrifies all enemies within X feet, causing them to run in fear for X seconds.&lt;br /&gt;
&lt;br /&gt;
===Wall of Zombies===&lt;br /&gt;
&lt;br /&gt;
[[Wall of Zombies]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the showier Witch Doctor skills to be displayed in the early announcement, this one causes a wall of zombies to erupt from the earth. The WoZ blocks the progress of enemies as well as dealing physical damage to anything in range.&lt;br /&gt;
* '''Description:''' Zombies erupt from the earth and attack nearby enemies for X damage per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Six Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 20. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gargantuan===&lt;br /&gt;
&lt;br /&gt;
[[Gargantuan]]&amp;lt;br&amp;gt;&lt;br /&gt;
A large, powerful zombie pet that [[tanks]] for the Witch Doctor. &lt;br /&gt;
* '''Description:''' Summon a large level X zombie follower to fight for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mass Confusion===&lt;br /&gt;
&lt;br /&gt;
[[Mass Confusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
A mind control spell that temporarily changes the alignment of some enemies.&lt;br /&gt;
* '''Description:''' Incite paranoia in enemies, causing some to fight for the Witch Doctor for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pit of Fire===&lt;br /&gt;
&lt;br /&gt;
[[Pit of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
Summoned Fetish pets circle up and create a ring of flames, burning all enemies in the vicinity. Never yet seen publicly.&lt;br /&gt;
* '''Description:''' A gang of fetishes go tribal, causing X-X fire damage to all enemies caught in their ceremony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit Walk===&lt;br /&gt;
&lt;br /&gt;
[[Spirit Walk]]&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful movement/escape skill, especially useful in the [[Battle Arena]]. The Witch Doctor leaves his physical body behind as a decoy and can run freely, invisible, for several seconds.&lt;br /&gt;
* '''Description:''' Enter the spirit realm, allowing unhindered movement for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tier Seven Skills==&lt;br /&gt;
&lt;br /&gt;
All abilities in this tier are unlocked at Clvl 26. Click to the individual skill pages for more details about these skills including numbers, screenshots, [[runestone]] information, blue quotes, and much more.&lt;br /&gt;
&lt;br /&gt;
===Fetish Army===&lt;br /&gt;
&lt;br /&gt;
[[Fetish Army]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor is able to summon Fetishes, versions of the monsters from Diablo II, to fight for him. Never yet publicly seen.&lt;br /&gt;
* '''Description:''' Summon an army of fetish creatures to fight by your side for X seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parasite===&lt;br /&gt;
&lt;br /&gt;
[[Parasite]]&amp;lt;br&amp;gt;&lt;br /&gt;
A spell attack that spawns a Zombie Dog. It's not known what the Parasite looks like, or how this spell might interact with the regular Zombie Dog skill, in terms of the max number a Witch Doctor can control at a given time.&lt;br /&gt;
* '''Description:''' Launch a parasite at an enemy, dealing X damage over X seconds. If a target dies while under the effects of parasite, a zombie dog emerges from the slain body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spirit Barrage===&lt;br /&gt;
&lt;br /&gt;
[[Spirit Barrage]]&amp;lt;br&amp;gt;&lt;br /&gt;
A [[DfA]] attack that's never yet been shown publicly. [[Acid Cloud]] covers a small radius, so presumably this one has a larger radius.&lt;br /&gt;
* '''Description:''' A multitude of spirit bolts bombard enemies in the targeted area. Each bolt deals X-X arcane damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Witch Doctor's skills and skill trees were first seen at [[BlizzCon 2008]], with only a few skills enabled and many showing nothing more than vague descriptions in the skill tree. The listing was fleshed out at Blizzcon 2009, but most of his skills, especially the summoning ones, remained [[NYI]]. The current information was revealed at Blizzcon 2010, with the passive skills removed (see the [[Witch Doctor traits]] and a near-final skill listing. &lt;br /&gt;
&lt;br /&gt;
A large number of the higher level WD spells have still never been shown publicly, in contrast to the skills of the Wizard and Barbarian, almost all of which have been shown off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skills]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|WD}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Witch Doctor skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Witch Doctor]]&lt;br /&gt;
[[category:Featured articles]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Diablo_3_Beta&amp;diff=31017</id>
		<title>Diablo 3 Beta</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Diablo_3_Beta&amp;diff=31017"/>
				<updated>2011-07-18T17:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Beta to Begin Third Quarter 2011 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There will be[http://diablo.incgamers.com/blog/comments/diablo-on-skills-party-help-and-beta-confirmation/] a Diablo III Beta Test, which Mike Morhaime stated is to occur in the third quarter of 2011[http://diablo.incgamers.com/blog/comments/diablo-3-beta-details-announced/], with the earliest possible start date at August 3rd, 2011. &lt;br /&gt;
&lt;br /&gt;
This article covers every common question about Diablo 3 and Blizzard beta tests, with numerous quotes from Blizzard employees inserted where relevant.&lt;br /&gt;
&lt;br /&gt;
* All news items [http://diablo.incgamers.com/categories/category/diablo-3-beta related to the Diablo III Beta Test].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:right; margin: 0px 0px 10px 10px;&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Beta to Begin Third Quarter 2011==&lt;br /&gt;
&lt;br /&gt;
During the May 9, 2011 Activision-Blizzard conference call [[Mike Morhaime]] stated that the Diablo III beta would commence during the third quarter of 2011, and that internal testing had already been underway for a week[http://diablo.incgamers.com/blog/comments/diablo-3-beta-details-announced/]. [[Bashiok]] further clarified the timeframe[http://forums.battle.net/thread.html?topicId=27808130648&amp;amp;pageNo=1&amp;amp;sid=3000#9]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The 3rd quarter reference in the earning's call today was a calendar quarter, meaning that we're aiming to launch the Diablo III beta between July 1st and September 30th. Keep in mind that it's our current goal, and of course that can change as development continues.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Previously, an announcement about the start time for the beta test was expected in the Q1/2011 Activision/Blizzard conference call, scheduled to take place in early May, 2011. [http://diablo.incgamers.com/blog/comments/activision-blizzard-q4-2010-investor-conference-call/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Thomas Tippl:&amp;lt;/b&amp;gt;D3 development continues to go well, and we’re very excited about the game... I’m looking forward to sharing more news about the game, and our upcoming beta, during the next conference call.”&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==All Game Systems To Be Revealed Before the Beta Begins==&lt;br /&gt;
&lt;br /&gt;
In April 2011 [[Bashiok]] replied to a question about upcoming game systems reveals with an enlightening piece of information. [http://diablo.incgamers.com/blog/comments/the-diablo-iii-beta-only-be-a-small-part-of-the-whole-game/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We will be announcing all of the game systems though before beta, so there are a few things left as far as reveals go.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This seems logical; after all, if the game systems are going to be present in the Beta, the developers surely want to reveal them officially and properly before the test starts, and incomplete and possibly erroneous reports start to leak from the testers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle.net Feature Reveal set for August 2011===&lt;br /&gt;
&lt;br /&gt;
In mid-June 2011, word was leaked[http://diablo.incgamers.com/blog/comments/d3-fansite-invite-event-in-july-august-beta-start/] that Blizzard was going to host a &amp;quot;fansite summit&amp;quot; at Blizzard Irvine from July 26-27th.  At that summit the invited fansites were going to be given play test time, interviews with the developers, and a presentation of Diablo III's Battle.net interface and functionality. &lt;br /&gt;
&lt;br /&gt;
This is valuable information for the beta timeline, since it was previously said (by [[Bashiok]]) that all the game systems would be revealed pre-beta. Thus the Beta can not start until after August 2nd, when this system is revealed. This doesn't mean the Beta will begin on August 3rd, but fans can always hope.&lt;br /&gt;
&lt;br /&gt;
==Will there be a closed Diablo III beta test?==&lt;br /&gt;
Yes. This was always all but certain, but it was officially stated in various interviews from Blizzcon 2010.[http://diablo.incgamers.com/blog/comments/diablo-3-beta-confirmed/][http://www.vg247.com/2010/10/27/interview-diablo-iiis-jason-bender-and-christian-lichtner-talk-demon-hunters-pvp-blizzard-on-consoles-tons-more/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;br&amp;gt;Christian Lichtner:&amp;lt;/b&amp;gt; There will be a closed beta. I can say that. We definitely will have that. It’s incredibly important for us to get feedback from people. You know, we only want to put a game out there when it’s done. For example, when ''World of Warcraft'' had its really long beta, everyone thought it was madness. It was like “Who’s gonna buy this game? People have been playing it for free for months!” And all it did was make the game better. We need it. We need people playing the game and giving feedback, so we can make the game better.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to this, [[Jay Wilson]] spoke about the benefits of beta testing. [http://www.ausgamers.com/features/read/2662371]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;font color=&amp;quot;#FFFFFF&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;AG:&amp;lt;/b&amp;gt; Blizzard has always been great at showing games to people at an early stage and I'm interested in that idea. Do you think there are risks of showing games to people early? What's your philosophy behind that?&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Jay Wilson: &amp;lt;/b&amp;gt;There's only a risk – this is going to sound snarky – but there's only a risk to your ego. If your game is good then people will recognise that it's good. If it's not good, then you need to learn from that and make it better. A lot of the times I think people don't want to show their game early. It's something that some clutch close to their chests – they don't want something that misrepresents them. I can understand that, but the thing is – players only remember the last thing you showed them. So if you show them something and they're like &amp;quot;oh my god that was horrible&amp;quot; then you go &amp;quot;oh geez, then let's go back and make it better&amp;quot;. But at least now you know why, at least now you have some information.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One of the reasons why we actually prefer a really long window before we release a game is because we want a lot of feedback; we want to hear what people like and don't like about it; we want to give them several opportunities to play it before release. We play our games constantly before we release them; we give them to the other development teams and we get feedback. We do very long betas and alphas that we include a lot of people – not just from the fanbase, but from the game industry as a whole. We get a lot of other game developers playing our games – months and months before we release – and I would say, look at the success of Blizzard games. If other companies think it's a risk, a bad idea... obviously it's not, because we've done very well on that front.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How do I register for the Diablo III Beta Test?==&lt;br /&gt;
&lt;br /&gt;
You already are, if you have a Battle.net account and have completed a Beta profile. [http://us.blizzard.com/support/article.xml?locale=en_US&amp;amp;articleId=27087 Blizzard maintains a support page] with detailed instructions on accomplishing this. &lt;br /&gt;
&lt;br /&gt;
::In order to be eligible to participate in future beta tests, you must create a beta profile.  A beta profile is a snapshot of your current system specifications. It includes such information as how much RAM you have, available hard drive space, your graphics card and driver, and other information about your system. We gather this information to ensure that we are able to test our games on a wide range and distribution of systems.&lt;br /&gt;
&lt;br /&gt;
You can see more information about this in [http://us.blizzard.com/support/article.xml?locale=en_US&amp;amp;articleId=26886 Blizzard's Beta Opt-in FAQ].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What will be in the Diablo III Beta?==&lt;br /&gt;
&lt;br /&gt;
A beta test needs to include enough of the game to keep people testing and giving feedback on software/hardware issues, and the developers want to make sure that (especially) the opening sections of the game are as good as they can be and will suck in new players. The whole game is very seldom included in a beta test though, especially not for a non-MMORPG like Diablo III.&lt;br /&gt;
&lt;br /&gt;
On the 19th of April, 2011, [[Bashiok]] made a post in the [[battle.net]] forums[http://diablo.incgamers.com/blog/comments/the-diablo-iii-beta-only-be-a-small-part-of-the-whole-game/] giving insight into the design team's intentions of keeping the game close-to-the-chest so players can be surprised when they have it in their hands, and also reveals some of what the testers can expect from the beta itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;While beta will obviously be a lot of fun, should you get the chance to get in and help test, &amp;lt;u&amp;gt;it’ll only be a small part of the whole game&amp;lt;/u&amp;gt;. Some people want to know everything, but we’re really trying to preserve the surprise and wonderment (that we hope will come with exploring Diablo III) as much as possible.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blizzard has been very careful about not leaking details about Diablo III's plot, so it's widely expected that they will not include more than Act One of the game, and will probably rip out some of the plot details from whatever they do release. Bashiok's quote above gives credence to this speculation.&lt;br /&gt;
&lt;br /&gt;
It also seems that they'll want to test out the [[Arena]]s as extensively as possible, so the inclusion of those in the beta, either for Beta characters or for premade Arena characters, seems very likely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What was in the Diablo II Beta?===&lt;br /&gt;
&lt;br /&gt;
The D2 beta took place in early 2000, and like all Blizzard betas in those days, there were only about 1000 testers, all of whom had a beta CD mailed to them. Modern betas start small and ramp up with more testers added over time, until far more than 1000 people are enabled to test.&lt;br /&gt;
&lt;br /&gt;
The D2 beta was all of Act One, in exactly the same form it had in the final game. All of the same quests, NPCs, levels, waypoints, mnercenaries, monsters, items, etc. PvP worked just as it did in the final game as well. All five characters were available, and while they could be leveled up as high as you liked, only the first three tiers of skills were available; at Clvl 1, 6, and 12.&lt;br /&gt;
&lt;br /&gt;
==When will they announce the Diablo III beta test?==&lt;br /&gt;
No dates have been given yet, nor will they until much closer to the start of the test. Blizzard typically announces their upcoming beta tests some months in advance, but a specific date isn't set until just a few weeks prior to the test's beginning. &lt;br /&gt;
&lt;br /&gt;
Since they moved to the Beta Opt-In technology on Battle.net, Blizzard no longer runs major beta test sign up periods, since they already have a huge pool of potential testers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How long will the beta test run?==&lt;br /&gt;
[[Jay Wilson]] spoke on this during a video interview from Blizzcon 2010.&lt;br /&gt;
&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/blizzcon-video-interview-jay-wilson-direct-tv/ Jay Wison @ BlizzCon 2010] - IncGamers October 25, 2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
::'''Geoffkeighley''' (via Twitter): someone has to ask this: When is the Diablo 3 beta gonna be?&lt;br /&gt;
::'''Jay Wilson: '''Probably about six months before we release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will there be an open beta test?==&lt;br /&gt;
&lt;br /&gt;
Blizzard ran open beta tests after the closed betas on most of their early games, when they needed additional testers running a pared-down, demo-like version of the game simply to stress test the Battle.net servers. They did for Diablo II, which was called a &amp;quot;stress test&amp;quot; to stress the new battle.net infrastructure. Blizzard also held an open beta with a similar intention for World of Warcraft near the end of the beta cycle (but there were no open betas for the subsequent expansion packs). StarCraft II did not have an open beta, but it had a very large pool of testers. In the United States, simply pre-ordering the game at GameStop would give the player a key for the beta. However, it is much harder to retain a large amount of testers for an [[RTS]], especially one as über-competitive as StarCraft II. This may not be the case for Diablo III, an [[ARPG]].&lt;br /&gt;
&lt;br /&gt;
==What's an Alpha Test?==&lt;br /&gt;
An Alpha test is run before the beta test, and is usually much smaller. The Alpha client is less finalized than the beta client, and is usually the first game build that's semi-complete and playable. Alpha tests are almost always private, and limited to employees, friends, and family.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's a Beta Test?==&lt;br /&gt;
Beta tests are large scale tests of a near-finished video game. To date, all Blizzard beta tests have been semi-public, with website signups drawing in thousands of public testers, who join Blizzard employees, their friends and family, fansite invitees, members of the media, employees at other gaming companies, and others. Beta tests generally scale up in size as they progress; starting with a few dozen testers, then gradually expanding to hundreds and then thousands of testers. In the old days this meant physically mailing out beta CDs; these days with the beta clients being shared via bit torrent, it means passing out more valid beta CD keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's the purpose of a Beta Test?==&lt;br /&gt;
[[Image:Bnet-beta-cd.jpg|thumb]]&lt;br /&gt;
Beta tests serve multiple purposes, depending on the game. &lt;br /&gt;
&lt;br /&gt;
The original Diablo beta test was called the &amp;quot;Battle.net Beta Test&amp;quot; since it was largely made to test Blizzard's new online gaming service. That the software contained the beta client of Diablo I was almost beside the point, since the game was small enough to be tested internally. The hard part was getting the online matchmaking of Battle.net functional.&lt;br /&gt;
&lt;br /&gt;
All computer game beta tests are chiefly used to fix technical problems. Public beta testers have an enormously wide variety of computer systems, and ironing out all of the hardware and software issues keeps Blizzard's technical crew very busy. Numerous game bugs are fixed as well, as the influx of new players invariably find ways to break the game that the company's QA department didn't discover.&lt;br /&gt;
&lt;br /&gt;
Beta tests are very useful to companies as they work to streamline the early player experience as well. Beta tests seldom include the entire game, but they always have the early portions of the game, including character creation and other opening content, since it's essential (especially for Blizzard games) that their games are immediately involving and enjoyable. This is one reason companies like to pull in a wide variety of testers; noobs and dedicated fans alike. Experienced players will skip past minor glitches.&lt;br /&gt;
&lt;br /&gt;
How much actual game testing goes on in a beta test varies from title to title. RTS games like Starcraft 2 generally feature the entire game, but only the multiplayer portion. They can run for many months, as countless tweaks and changes are made to the unit stats as players find new ways to exploit units, and one race or another seems too powerful, or grows too weak as new techniques are developed.&lt;br /&gt;
&lt;br /&gt;
RPGs sometimes include the entire game client, but are usually more limited. Diablo II's beta only included Act One, and only the character skills up to level 18. The D2 team knew they'd need to make changes and tweaks and balances to items and character skills and monsters post-release, but they knew players would need longer than they wanted the beta test to run to get deeply enough into the game to offer valuable input on overall game/item/spell balance. The D2 beta was chiefly used to test out the new Battle.net features, and to test the early aspects of D2 itself. They wanted to perfect the fun factor, leveling speed, early items, skills, monsters and quests. Larger game balance changes were made in post-release patches and were based on the input and play choices of hundreds of thousands of players, rather than just a few hundred beta testers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How are Beta Testers Selected?==&lt;br /&gt;
Blizzard passes out beta keys to their friends and family, to media, and to others in the industry.  They also give out beta slots to various fansites, who may redistribute them as they see fit. Blizzard has also taken to including a slot in an upcoming Blizzard beta in the goodie bags they give out at Blizzcon or at WWI events. &lt;br /&gt;
&lt;br /&gt;
There were no beta keys in the goodie bags at Blizzcon 2009 and 2010, though [[Paul Sams]] announced, during the closing ceremonies, that 1000 beta testers would be selected at random from the Blizzcon attendees.  [http://diablo.incgamers.com/blog/comments/1000-beta-key-winners-selected-from-blizzcon-2010-ticket-buyers/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What makes a good beta tester?==&lt;br /&gt;
It depends on what the test is trying to measure.&lt;br /&gt;
&lt;br /&gt;
Many would-be testers like to stress (in hotly-debated forum posts) that they would be great testers since they play a ton, are very experienced gamers, etc. That may be true, but the mistake such players make is thinking beta tests are primarily about game balance. That's an aspect of such tests, but far from the only one. Blizzard wants a wide variety of testers: varied computer systems, varied locations, varied play experience, and varied game interest. They know rabid D3 fans will play endless hours, and probably find some bugs. They also know that such players will learn how to control the game very quickly, and will not be slowed by unclear help guides, cumbersome controls, and other such minor difficulties that can stymie new players.&lt;br /&gt;
&lt;br /&gt;
Beta tests, especially those that do not include the entire game (like D2's) are largely about optimizing the early game experience. Seeing what players find helpful or confusing about character creation, early game quests, NPC interactions, using the interface, etc. And for that, total noobs are as or more useful than experienced players. In fact, since Blizzard usually distributes hundreds of beta slots through their fansites, slots that will go chiefly to rabid fans, getting lots of casual fans from Blizzcon attendees, other gaming promotions, and people selected via their B.net beta opt in service is essential.&lt;br /&gt;
&lt;br /&gt;
==What countries are included in the Beta Test?==&lt;br /&gt;
This isn't known in advance. Past Blizzard tests have initially been US or North America only, since they usually start with just some hosting servers in the US. As greater server stability is achieved, more testers, from more locations, are allowed in. Blizzard has also been known to run beta servers in other countries where they expect a lot of players. It's quite likely they'll run a Korean Stacraft 2 beta, for instance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is there an age limit for beta testers?==&lt;br /&gt;
Yes, in accordance with the game's age limit ratings, or expected ratings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Can I sign up multiple times?==&lt;br /&gt;
Each Battle.net account entered in the Beta Opt-In is eligible to be selected. So if you have multiple accounts, yes. You can't submit the same account more than once, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Are there minimum system specs for the Beta Test?==&lt;br /&gt;
Usually there is some minimum cut off point, but since the whole point of such a test is to see how wide a variety of systems the game will run on, Blizzard tries to keep it fairly generous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How many testers will there be?==&lt;br /&gt;
Early Blizzard beta tests were limited to just the 1000 beta CDs they pressed and mailed out. More recent tests with downloadable clients have grown far larger, and there will likely be many thousands or even tens of thousands of testers for Diablo III.  Not everyone starts on the first day, of course. Tests start small and scale up, with more testers added over time as the server stability improves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Are Previous Blizzard Testers invited to Diablo III Beta Test?==&lt;br /&gt;
Only if you are already on the Blizzard's friends list. They do keep a list of good testers from past games, and add people to it when they reliably report numerous bugs, but the names on this list are kept private.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get in to the Closed Beta?==&lt;br /&gt;
Aside from marrying a Blizzard employee or becoming one yourself, you could try attending BlizzCon or other such conventions, since they've been giving out cards good for future beta test slots at such events. Admins of popular fansites and employees of major gaming info sites usually get beta slots as well; sometimes they even have extras to give out to site regulars. There's no way to increase your odds of being chosen from the public sign up period though, since the criteria Blizzard uses to pick such people varies, and is largely random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==When and how Will the Selected be Notified?==&lt;br /&gt;
Blizzard notifies a tester by sending an email with a valid CD-key and a link to download the client. Since they start their tests small and ramp them up over time, you might be in from the first day, or have to wait several weeks or months. [http://us.blizzard.com/support/article.xml?locale=en_US&amp;amp;articleId=26886]&lt;br /&gt;
&lt;br /&gt;
::In the event you are selected to participate in a beta test, you will receive an e-mail informing you and directing you to Battle.net Account Management, where you will be able to download the beta client and obtain a beta key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will I have to pay for the Beta?==&lt;br /&gt;
Blizzard does not charge for beta test slots. They are sometimes sold, but eBay and other online auction services do not generally permit this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will the Beta be downloadable?==&lt;br /&gt;
Yes. The days of mailed out CDs are long past, since Blizzard runs such large tests and the game clients are huge. Beta test clients these days are usually several gigs in size, and can take quite a while to download via torrent, even for fast connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What's a Beta Test like?==&lt;br /&gt;
Generally, just like playing the game, albeit online only and with more bugs and server downtimes. There's no special procedure to follow, once you've got the client downloaded and your beta key working. You just start it up and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How do I report bugs?==&lt;br /&gt;
Beta tests always have bug reporting mechanisms built in. There is usually an ingame command to send a message about a bug, and log files are compiled as you play, recording the game state and hardware/software issues. There are usually private beta testing forums on the official site, where testers can discuss the test and post technical issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will the beta change as I participate?==&lt;br /&gt;
Constantly. Beta tests usually have a new patch almost every day, with minor and major changes, bug fixes, and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will I be able to talk about the beta test?==&lt;br /&gt;
Most Beta tests come with NDAs (Non-Disclosure Agreements) and many previous Blizzard betas did. They have not included an NDA on the last few World of Warcraft betas, or on the Starcraft II beta, and this seems to be a policy change. There is no reason to expect Diablo III beta testers to be bound by a confidentiality agreement.&lt;br /&gt;
&lt;br /&gt;
[[Bashiok]] spoke on this in January 2011.[http://diablo.incgamers.com/blog/comments/no-nda-for-the-diablo-iii-beta/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Bashiok: I don’t believe we’re planning to impose NDA’s on future beta tests for any of our franchises. That’s of course subject to change.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Does Blizzard Expect Testers to Play a Minimum Number of Hours?==&lt;br /&gt;
No, though they'd appreciate it if you played enough to find some bugs and give some useful feedback. Players who can't play, for technical or other reasons, are useful as well, since Blizzard wants to know what's stopping you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Will beta testers be given notice before the testing ends?==&lt;br /&gt;
Usually the end of a test is announced some weeks in advance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How Long After Beta is Release?==&lt;br /&gt;
This also depends. Some beta tests run right up until the release date, with the information from them being used for post-release patches. Others end weeks earlier, or are replaced by open beta/stress tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards for Being Beta Tester==&lt;br /&gt;
No free game. Sometimes top testers are credited in the game manual or online credits, and you might earn your way onto Blizzard's beta tester friends/family list, but the sneak peek at the game is the reward for most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Do I get keep my beta character in the final release?==&lt;br /&gt;
No, beta characters are always wiped from the servers before the final game. The clients are incompatible, items and skills change, it's not fair to give some players a head start, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[category:Basics]]&lt;br /&gt;
[[category: Diablo III Beta]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31012</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31012"/>
				<updated>2011-07-17T18:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 31 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known&lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Collecting a health globe causes a temporary damage bonus.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known &lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Occasionally causes mongrels to be instantly resurrected upon dying.&lt;br /&gt;
** '''Level One:''' 10% chance&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Not yet known&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31011</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31011"/>
				<updated>2011-07-17T18:53:34Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known&lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Collecting a health globe causes a temporary damage bonus.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known &lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Occasionally causes mongrels to be instantly resurrected upon dying.&lt;br /&gt;
** '''Level One:''' 10% chance&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Not yet known&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31010</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31010"/>
				<updated>2011-07-17T18:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 27 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known&lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Collecting a health globe causes a temporary damage bonus.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known &lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Occasionally causes mongrels to be instantly resurrected upon dying.&lt;br /&gt;
** '''Level One:''' 10% chance&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Not yet known&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31009</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31009"/>
				<updated>2011-07-17T18:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 23 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known&lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Collecting a health globe causes a temporary damage bonus.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known &lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' It gives a chance of a Zombie Dog will be brought back to life when it dies.&lt;br /&gt;
** '''Level One:''' 10%&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Unknown.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31008</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31008"/>
				<updated>2011-07-17T18:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 19 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known&lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Collecting a health globe causes a temporary damage bonus.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
** '''Level Four:''' Not yet known &lt;br /&gt;
** '''Level Five:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' It gives a chance of a Zombie Dog will be brought back to life when it dies.&lt;br /&gt;
** '''Level One:''' 10%&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Unknown.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31007</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31007"/>
				<updated>2011-07-17T18:42:46Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: 15 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs are instead deducted from health.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' Mongrels deal 5% more damage.&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Not yet known &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four:''' Unknow &lt;br /&gt;
** '''Level Five:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Health globes give you increased damage done for a few seconds.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four:''' Unknow &lt;br /&gt;
** '''Level Five:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' It gives a chance of a Zombie Dog will be brought back to life when it dies.&lt;br /&gt;
** '''Level One:''' 10%&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Unknown.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

	<entry>
		<id>https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31006</id>
		<title>Witch Doctor traits</title>
		<link rel="alternate" type="text/html" href="https://www.diablowiki.net/index.php?title=Witch_Doctor_traits&amp;diff=31006"/>
				<updated>2011-07-17T18:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;Stagyar Zil Doggo: /* Level requirement: Under 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traits]] are passive skills. Points spent in these grant bonuses that affect other aspects of the character. Traits are not displayed in the skill listing, but are on their own separate Traits menu. &lt;br /&gt;
&lt;br /&gt;
Unlike skill points, which are earned at every level up, Trait points are only awarded every other level. Only on odd numbered levels: 3, 5, 7, and so on, up to 59.&lt;br /&gt;
&lt;br /&gt;
==Known Witch Doctor Traits==&lt;br /&gt;
&lt;br /&gt;
This listing comes from the Blizzcon 2010. It should be considered preliminary and subject to change and revision. In fact, the D3 Team said at Blizzcon that traits were very new and still undergoing development, and that with over 30 Traits for the established characters, there were probably too many of them at this point for players to make informed choices.&lt;br /&gt;
&lt;br /&gt;
Click to the individual Traits pages for more details about the particular trait. Many common traits are available to more than one class. Traits become available in bunches, every 4 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: Under 10==&lt;br /&gt;
&lt;br /&gt;
The level requirements of the earliest Traits are not known, since they were observed on level 9+ characters, for whom they were all already available.  &lt;br /&gt;
&lt;br /&gt;
'''[[Toughness]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your vitality by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80% &lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unbreakable Will]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your willpower by:&lt;br /&gt;
** Level One: +20%&lt;br /&gt;
** Level Two: +40%&lt;br /&gt;
** Level Three: +60%&lt;br /&gt;
** Level Four: +80%&lt;br /&gt;
** Level Five: +100%&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Vessel]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Mana gained when you pick up a health globe:&lt;br /&gt;
** '''Level One:''' +10 mana gained&lt;br /&gt;
** '''Level Two:''' +20 mana gained&lt;br /&gt;
** '''Level Three:''' +30 mana gained&lt;br /&gt;
** '''Level Four:''' +40 mana gained &lt;br /&gt;
** '''Level Five:''' +50 mana gained&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mana Regeneration]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more mana per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mind and Body]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Regenerate more health per second.&lt;br /&gt;
** '''Level One:''' +1% &lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Lucky]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Monsters drop higher amounts of gold.&lt;br /&gt;
** '''Level One:''' Not yet known&lt;br /&gt;
** '''Level Two:''' Not yet known&lt;br /&gt;
** '''Level Three:''' Not yet known&lt;br /&gt;
* '''Lore: ''' Not yet known&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 11==&lt;br /&gt;
&lt;br /&gt;
'''[[Death Pact]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Reduces damage taken when the Witch Doctor is under 50% health.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 15==&lt;br /&gt;
&lt;br /&gt;
'''[[Ritual of Blood]]''' &lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' 50% of mana costs go to health.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Leader of the Pack]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +5% damage to Zombie Dogs.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Spirit skills give back 30% of their mana cost back over 10 seconds.&lt;br /&gt;
** '''Level One:''' Unknow &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 19==&lt;br /&gt;
&lt;br /&gt;
'''[[Rituals]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases spell damage by a percentage of your Vitality.&lt;br /&gt;
** '''Level One:''' +10% &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four:''' Unknow &lt;br /&gt;
** '''Level Five:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Blood Rites]]''' &lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Health globes give you increased damage done for a few seconds.&lt;br /&gt;
** '''Level One:''' +5% damage for 10 seconds. &lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four:''' Unknow &lt;br /&gt;
** '''Level Five:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 23==&lt;br /&gt;
&lt;br /&gt;
'''[[Staff Specialization]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a staff.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Right-Handed]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by skills when the Witch Doctor is wielding a weapon in his/her right hand.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 27==&lt;br /&gt;
&lt;br /&gt;
'''[[Assassin]]'''&lt;br /&gt;
* '''Max points:''' 1&lt;br /&gt;
* '''Description:''' +100% damage when the Witch Doctor is wielding a dagger.&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Unrelenting Assault]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' It gives a chance of a Zombie Dog will be brought back to life when it dies.&lt;br /&gt;
** '''Level One:''' 10%&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Natural Leader]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Unknown.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 31==&lt;br /&gt;
&lt;br /&gt;
'''[[Beast Hunter]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Beasts.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Demonsbane]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Demons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Just... Stay... Dead!]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Damage bonus against Undead.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 35==&lt;br /&gt;
&lt;br /&gt;
'''[[Superior Skill]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your Dexterity by:&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit Link]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Part of damage taken is instead redirected to your summons.&lt;br /&gt;
** '''Level One:''' 10% of damage redirected&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 39==&lt;br /&gt;
&lt;br /&gt;
'''[[Spiritual Attunement]] '''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your maximum mana.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
'''[[Cruelty]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases your chance of dealing critical strikes.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 43==&lt;br /&gt;
&lt;br /&gt;
'''[[Fetish Leader]]'''&lt;br /&gt;
* '''Max points:''' 5&lt;br /&gt;
* '''Description:''' Increases damage done by Fetish skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
** '''Level Four: ''' Unknow&lt;br /&gt;
** '''Level Five: ''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Plagued]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Animal and Plague skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Zombie Master]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by Zombie skills.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level requirement: 47==&lt;br /&gt;
&lt;br /&gt;
'''[[Ferocity]]'''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases damage done by your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Quickening]] '''&lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases your casting speed.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Care of the Master]]''' &lt;br /&gt;
* '''Max points:''' 3&lt;br /&gt;
* '''Description:''' Increases the health of your summons.&lt;br /&gt;
** '''Level One:''' Unknow&lt;br /&gt;
** '''Level Two:''' Unknow&lt;br /&gt;
** '''Level Three:''' Unknow&lt;br /&gt;
* '''Lore: ''' Not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://www.diablowiki.net/Gameplay_Panel_Blizzcon_2010 BlizzCon 2010 Diablo 3 Gameplay Panel].&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?t=783781 Witch Doctor traits, translated from French].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Slave_navbox_Diablo_III|Witch_Doctor_Trait}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[category:traits]]&lt;br /&gt;
[[category:witch Doctor]]&lt;br /&gt;
[[category:Witch Doctor traits]]&lt;br /&gt;
[[category:Witch Doctor skills]]&lt;/div&gt;</summary>
		<author><name>Stagyar Zil Doggo</name></author>	</entry>

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