Runes:修订间差异

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== Runes ==
== Runes ==
All runes are now stackable. Runes can be switched between their stacked and non-stacked forms with [[Recipes#Stacking|cube recipes]] or [[General_Changes#Quality-of-Life|shortcuts]], and can only be placed in items when in their non-stacked form. Runes begin dropping in their stacked form at the end of Act 2 in Normal difficulty where players should have access to the '''Horadric Cube'''.
All runes are now stackable. Runes can be switched between their ''stacked'' and ''unstacked'' forms with [[General_Changes#Quality-of-Life|shortcuts]], and can only be placed in items when in their ''unstacked'' form.


For rune effects that have been changed, changes are shown in <span class="nmod">blue</span> with the original effects shown in <span class="omod">gray</span>.
For rune effects that have been changed, changes are shown in <span class="nmod">blue</span> with the original effects shown in <span class="omod">gray</span>.
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<noinclude>
<noinclude>
== Jewels ==
== Jewels ==
Several jewel [[Item_Affixes#Jewels | affixes]] have changed.
Rare jewels now always get 4 affixes. Several jewel [[Item_Affixes#Jewels | affixes]] have changed.


Also see: [[Charms#Unique_Jewels | Unique Jewels]]
Also see: [[Charms#Unique_Jewels | Unique Jewels]]
</noinclude>
</noinclude>

2024年5月14日 (二) 16:29的版本

This page lists PD2 changes for insertables (runes, gems, jewels) relative to the vanilla game.

Runes

All runes are now stackable. Runes can be switched between their stacked and unstacked forms with shortcuts, and can only be placed in items when in their unstacked form.

For rune effects that have been changed, changes are shown in blue with the original effects shown in gray.

# Rune Name Level Weapon Chest/Helm Shield Group
1 El 11 +50 to Attack Rating,
+1 to Light Radius
+15 Defense,
+1 to Light Radius
+15 Defense,
+1 to Light Radius
Low
2 Eld 11 +75% Damage to Undead,
+50 to Attack Rating against Undead
15% Slower Stamina Drain 7% Increased Chance of Blocking Low
3 Tir 13 +2 to Mana after each Kill +2 to Mana after each Kill +2 to Mana after each Kill Low
4 Nef 13 Knockback +30 Defense vs. Missile +30 Defense vs. Missile Low
5 Eth 15 -25% Target Defense Regenerate Mana 15% Regenerate Mana 15% Low
6 Ith 15 +9 to Maximum Damage 15% Damage Taken Gained as Mana when Hit 15% Damage Taken Gained as Mana when Hit Low
7 Tal 17 +75 Poison Damage over 5 Seconds Poison Resist +30% Poison Resist +35% Low
8 Ral 19 Adds 5-30 Fire Damage Fire Resist +30% Fire Resist +35% Low
9 Ort 21 Adds 1-50 Lightning Damage Lightning Resist +30% Lightning Resist +35% Low
10 Thul 23 Adds 3-14 Cold Damage Cold Resist +30% Cold Resist +35% Low
11 Amn 25 7% Life Stolen per Hit Attacker Takes Damage of 14 Attacker Takes Damage of 14 Low
12 Sol 27 +9 to Minimum Damage Physical Damage Taken Reduced by 7 Physical Damage Taken Reduced by 7 Low
13 Shael 29 +20% Increased Attack Speed +20% Faster Hit Recovery +20% Faster Block Rate Low
14 Dol 31 20% Enhanced Damage
Hit Causes Monster to Flee 25%
Replenish Life +10
Replenish Life +7
Replenish Life +10
Replenish Life +7
Low
15 Hel -- Requirements -20% Requirements -15% Requirements -15% Mid
16 Io 35 +10 to Vitality +10 to Vitality +10 to Vitality Mid
17 Lum 37 +10 to Energy +10 to Energy +10 to Energy Mid
18 Ko 39 +10 to Dexterity +10 to Dexterity +10 to Dexterity Mid
19 Fal 41 +10 to Strength +10 to Strength +10 to Strength Mid
20 Lem 43 75% Extra Gold From Monsters 50% Extra Gold From Monsters 50% Extra Gold From Monsters Mid
21 Pul 45 +75% Damage to Demons,
+100 to Attack Rating against Demons
+30% Enhanced Defense +30% Enhanced Defense Mid
22 Um 47 10% Chance of Open Wounds,
+120 Open Wounds Damage per Second
25% Chance of Open Wounds
All Resistances +15 All Resistances +22 Mid
23 Mal 49 Prevent Monster Heal Magic Damage Taken Reduced by 7 Magic Damage Taken Reduced by 7 Mid
24 Ist 51 30% Better Chance of Getting Magic Items 30% Better Chance of Getting Magic Items
25% Better Chance of Getting Magic Items
30% Better Chance of Getting Magic Items
25% Better Chance of Getting Magic Items
Mid
25 Gul 53 20% Bonus to Attack Rating +4% to Maximum Poison Resist
+5% to Maximum Poison Resist
+4% to Maximum Poison Resist
+5% to Maximum Poison Resist
Mid
26 Vex 55 7% Mana Stolen per Hit +4% to Maximum Fire Resist
+5% to Maximum Fire Resist
+4% to Maximum Fire Resist
+5% to Maximum Fire Resist
High
27 Ohm 57 +45% Enhanced Damage
+50% Enhanced Damage
+4% to Maximum Cold Resist
+5% to Maximum Cold Resist
+4% to Maximum Cold Resist
+5% to Maximum Cold Resist
High
28 Lo 59 20% Deadly Strike +4% to Maximum Lightning Resist
+5% to Maximum Lightning Resist
+4% to Maximum Lightning Resist
+5% to Maximum Lightning Resist
High
29 Sur 61 +4 Life after each Kill
Hit Blinds Target
Increase Maximum Mana 5% +50 to Mana High
30 Ber 63 20% Chance of Crushing Blow Physical Damage Taken Reduced by 5%
Physical Damage Taken Reduced by 8%
Physical Damage Taken Reduced by 5%
Physical Damage Taken Reduced by 8%
High
31 Jah 65 Ignore Target's Defense Increase Maximum Life 5% +75 to Life
+50 to Life
High
32 Cham 67 Freezes Target +3 Cannot Be Frozen Cannot Be Frozen High
33 Zod 69 Indestructible Indestructible Indestructible High

The term "high rune" refers to any rune that cannot drop from the Hellforge quest, which is Vex or higher. It is not to be confused with the troublesomely-named "HR" unit of currency, which can be used with any sufficiently-valuable item rather than just high runes.

High runes typically form the core of market trading currencies due to their rarity and general usefulness, while upper "mid runes" (Lem through Gul) are close enough in value to be traded in a similar fashion, especially during the beginning of each ladder season. Below Lem, rune values are too low for individual runes to be practically referred to in terms of HRs, and are traded more often in bulk rather than as individual tokens of currency. Beyond runes, few items are used as ubiquitously as currency, with the most notable exception being Worldstone Shards.

Gems

Flawless and Perfect gems are now stackable. Flawless gems now begin dropping in Act 4 Normal, and Perfect gems can now drop in Hell.

Gem effects have not been changed from vanilla D2, but are included here for convenience.

Gem Name Level Weapon Chest/Helm Shield
Chipped Sapphire 1 Adds 1-3 Cold Damage +10 to Mana Cold Resist +12%
Flawed Sapphire 5 Adds 3-5 Cold Damage +17 to Mana Cold Resist +16%
Sapphire 12 Adds 4-7 Cold Damage +24 to Mana Cold Resist +22%
Flawless Sapphire 15 Adds 6-10 Cold Damage +31 to Mana Cold Resist +28%
Perfect Sapphire 18 Adds 10-14 Cold Damage +38 to Mana Cold Resist +40%
Chipped Emerald 1 +10 Poison Damage over 3 Seconds +3 to Dexterity Poison Resist +12%
Flawed Emerald 5 +20 Poison Damage over 4 Seconds +4 to Dexterity Poison Resist +16%
Emerald 12 +40 Poison Damage over 5 Seconds +6 to Dexterity Poison Resist +22%
Flawless Emerald 15 +60 Poison Damage over 6 Seconds +8 to Dexterity Poison Resist +28%
Perfect Emerald 18 +100 Poison Damage over 7 Seconds +10 to Dexterity Poison Resist +40%
Chipped Topaz 1 Adds 1-8 Lightning Damage 9% Better Chance of Getting Magic Items Lightning Resist +12%
Flawed Topaz 5 Adds 1-14 Lightning Damage 13% Better Chance of Getting Magic Items Lightning Resist +16%
Topaz 12 Adds 1-22 Lightning Damage 16% Better Chance of Getting Magic Items Lightning Resist +22%
Flawless Topaz 15 Adds 1-30 Lightning Damage 20% Better Chance of Getting Magic Items Lightning Resist +28%
Perfect Topaz 18 Adds 1-40 Lightning Damage 24% Better Chance of Getting Magic Items Lightning Resist +40%
Chipped Ruby 1 Adds 3-4 Fire Damage +10 to Life Fire Resist +12%
Flawed Ruby 5 Adds 5-8 Fire Damage +17 to Life Fire Resist +16%
Ruby 12 Adds 8-12 Fire Damage +24 to Life Fire Resist +22%
Flawless Ruby 15 Adds 10-16 Fire Damage +31 to Life Fire Resist +28%
Perfect Ruby 18 Adds 15-20 Fire Damage +38 to Life Fire Resist +40%
Chipped Amethyst 1 +40 to Attack Rating +3 to Strength +8 Defense
Flawed Amethyst 5 +60 to Attack Rating +4 to Strength +12 Defense
Amethyst 12 +80 to Attack Rating +6 to Strength +18 Defense
Flawless Amethyst 15 +100 to Attack Rating +8 to Strength +24 Defense
Perfect Amethyst 18 +150 to Attack Rating +10 to Strength +30 Defense
Chipped Diamond 1 +28% Damage to Undead +20 to Attack Rating All Resistances +6
Flawed Diamond 5 +34% Damage to Undead +40 to Attack Rating All Resistances +8
Diamond 12 +44% Damage to Undead +60 to Attack Rating All Resistances +11
Flawless Diamond 15 +54% Damage to Undead +80 to Attack Rating All Resistances +14
Perfect Diamond 18 +68% Damage to Undead +100 to Attack Rating All Resistances +19
Chipped Skull 1 2% Life Stolen per Hit,
1% Mana Stolen per Hit
Regenerate Mana 8%,
Replenish Life +2
Attacker Takes Damage of 4
Flawed Skull 5 2% Life Stolen per Hit,
2% Mana Stolen per Hit
Regenerate Mana 8%,
Replenish Life +3
Attacker Takes Damage of 8
Skull 12 3% Life Stolen per Hit,
2% Mana Stolen per Hit
Regenerate Mana 12%,
Replenish Life +3
Attacker Takes Damage of 12
Flawless Skull 15 3% Life Stolen per Hit,
3% Mana Stolen per Hit
Regenerate Mana 12%,
Replenish Life +4
Attacker Takes Damage of 16
Perfect Skull 18 4% Life Stolen per Hit,
3% Mana Stolen per Hit
Regenerate Mana 19%,
Replenish Life +5
Attacker Takes Damage of 20

Jewels

Rare jewels now always get 4 affixes. Several jewel affixes have changed.

Also see: Unique Jewels