
If you’ve perused our Runewords Diablo 2 article, you’re familiar with the 3 base recipes for cubing Runes:ģ of the same Rune = 1 of the next level of rarity. They can be used in the Horadric Cube to craft some items, or multiple of the same combined into another Rune altogether. If socketed in the right order at the same item they’ll form a Runeword: a powerful named item with huge bonuses. Without it’s randomly assigned rarity, the Zod in BotD would be as valuable as the El in BotD.Runes are powerful stones you can use to upgrade your items using the socketing system. What it should be is a much lower chance for any rune to drop, but each rune has a 1:33 chance of rolling when a rune does drop. Right now, any single player is flooded with useless “junk” runes while they try to find a build enabling high rune. The game would be better off with dramatically less variance between which runes drop, when a rune drops, as well as a much lower rune drop rate. It’s a plainly flawed system on the whole. That’s why nothing involving runes and the cube, going up or down, makes any lick of sense. Even a deep look at the strongest runewords in the game will show that a majority of the runes used are “junk” runes, but in conjunction with a high rune, sometimes multiple high runes again, “high rune” is an arbitrary assignment. El is 1 and Zod is 33, the rest of the runes were placed somewhere along that line, and with no discernible pattern other than “well, it has to go somewhere”. Aside from arbitrarily designated drop rates, there’s no intuitive hierarchy to runes. Cubing runes, and a rune “hierarchy” has never made sense, not in the way that it’s intuitively obvious for gems upgrading from chipped-perfect.
