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 non-stacked forms with cube recipes or 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.
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.