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D2R Non Ladder Runes

Platform

  • PC
  • PS
  • Xbox
  • Switch

Server

  • Non-Ladder Softcore
  • Non-Ladder Hardcore
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  • Non-Ladder Hardcore
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From A to Z

From Z to A

Lowest Price

Highest Price

  • El – #1
    El Items
    Can be Inserted into Socketed Items

    Weapons: +50 to Attack Rating,
    +1 to Light Radius
    Armor: +15 Defense,
    +1 to Light Radius
    Helms: +15 Defense,
    +1 to Light Radius
    Shields: +15 Defense,
    +1 to Light Radius

    Required Level: 11

    El – #1

  • Eld – #2
    Eld Items
    Can be Inserted into Socketed Items

    Weapons: +75% Damage to Undead,
    +50 to Attack Rating against Undead
    Armor: 15% Slower Stamina Drain
    Helms: 15% Slower Stamina Drain
    Shields: 7% Increased Chance of Blocking

    Required Level: 11

    Eld – #2

  • Tir – #3
    Tir Items
    Can be Inserted into Socketed Items

    Weapons: +2 to Mana after each Kill
    Armor: +2 to Mana after each Kill
    Helms: +2 to Mana after each Kill
    Shields: +2 to Mana after each Kill

    Required Level: 13

    Tir – #3

  • Nef – #4
    Nef Items
    Can be Inserted into Socketed Items

    Weapons: Knockback
    Armor: +30 Defense vs. Missile
    Helms: +30 Defense vs. Missile
    Shields: +30 Defense vs. Missile

    Required Level: 13

    Nef – #4

  • Eth – #5
    Eth Items
    Can be Inserted into Socketed Items

    Weapons: -25% Target Defense
    Armor: Regenerate Mana 15%
    Helms: Regenerate Mana 15%
    Shields: Regenerate Mana 15%

    Required Level: 15

    Eth – #5

  • Ith – #6
    Ith Items
    Can be Inserted into Socketed Items
    Weapons: +9 to Maximum Damage
    Armor: 15% Damage Taken Goes To Mana
    Helms: 15% Damage Taken Goes To Mana
    Shields: 15% Damage Taken Goes To Mana

    Required Level: 15

    Ith – #6

  • Tal – #7
    Tal Items
    Can be Inserted into Socketed Items

    Weapons: +75 poison damage over 5 seconds
    Armor: Poison Resist +30%
    Helms: Poison Resist +30%
    Shields: Poison Resist +35%

    Required Level: 17

    Tal – #7

  • Ral – #8
    Ral Items
    Can be Inserted into Socketed Items

    Weapons: Adds 5-30 fire damage
    Armor: Fire Resist +30%
    Helms: Fire Resist +30%
    Shields: Fire Resist +35%

    Required Level: 19

    Ral – #8

  • Ort – #9
    Ort Items
    Can be Inserted into Socketed Items

    Weapons: Adds 1-50 lightning damage
    Armor: Lightning Resist +30%
    Helms: Lightning Resist +30%
    Shields: Lightning Resist +35%

    Required Level: 21

    Ort – #9

  • Thul – #10
    Thul Items
    Can be Inserted into Socketed Items
    Weapons: Adds 3-14 cold damage
    Armor: Cold Resist +30%
    Helms: Cold Resist +30%
    Shields: Cold Resist +35%

    Required Level: 23

    Thul – #10

  • Amn – #11
    Amn Items
    Can be Inserted into Socketed Items
    Weapons: 7% Life stolen per hit
    Armor: Attacker Takes Damage of 14
    Helms: Attacker Takes Damage of 14
    Shields: Attacker Takes Damage of 14

    Required Level: 25

    Amn – #11

  • Sol – #12
    Sol Items
    Can be Inserted into Socketed Items

    Weapons: +9 to Minimum Damage
    Armor: Damage Reduced by 7
    Helms: Damage Reduced by 7
    Shields: Damage Reduced by 7

    Required Level: 27

    Sol – #12

  • Shael – #13
    Shael Items
    Can be Inserted into Socketed Items
    Weapons: +20% Increased Attack Speed
    Armor: +20% Faster Hit Recovery
    Helms: +20% Faster Hit Recovery
    Shields: +20% Faster Block Rate

    Required Level: 29

    Shael – #13

  • Dol – #14
    Dol Items
    Can be Inserted into Socketed Items

    Weapons: Hit Causes Monster to Flee 25%
    Armor: Replenish Life +7
    Helms: Replenish Life +7
    Shields: Replenish Life +7

    Required Level: 31

    Dol – #14

  • Hel – #15
    Hel Items
    Can be Inserted into Socketed Items

    Weapons: Requirements -20%
    Armor: Requirements -15%
    Helms: Requirements -15%
    Shields: Requirements -15%

    Hel – #15

  • Io – #16
    Io Items
    Can be Inserted into Socketed Items

    Weapons: +10 to Vitality
    Armor: +10 to Vitality
    Helms: +10 to Vitality
    Shields: +10 to Vitality

    Required Level: 35

    Io – #16

  • Lum – #17
    Lum Items
    Can be Inserted into Socketed Items

    Weapons: +10 to Energy
    Armor: +10 to Energy
    Helms: +10 to Energy
    Shields: +10 to Energy

    Required Level: 37

    Lum – #17

  • Ko – #18
    Ko Items
    Can be Inserted into Socketed Items

    Weapons: +10 to Dexterity
    Armor: +10 to Dexterity
    Helms: +10 to Dexterity
    Shields: +10 to Dexterity

    Required Level: 39

    Ko – #18

  • Fal – #19
    Fal Items
    Can be Inserted into Socketed Items

    Weapons: +10 to Strength
    Armor: +10 to Strength
    Helms: +10 to Strength
    Shields: +10 to Strength

    Required Level: 41

    Fal – #19

  • Lem – #20
    Lem Items
    Can be Inserted into Socketed Items

    Weapons: 75% Extra Gold from Monsters
    Armor: 50% Extra Gold from Monsters
    Helms: 50% Extra Gold from Monsters
    Shields: 50% Extra Gold from Monsters

    Required Level: 43

    Lem – #20

  • Pul – #21
    Pul Items
    Can be Inserted into Socketed Items

    Weapons: +75% Damage to Demons,
    +100 to Attack Rating against Demons
    Armor: +30% Enhanced Defense
    Helms: +30% Enhanced Defense
    Shields: +30% Enhanced Defense

    Required Level: 45

    Pul – #21

  • Um – #22
    Um Items
    Can be Inserted into Socketed Items

    Weapons: 25% Chance of Open Wounds
    Armor: All Resistances +15
    Helms: All Resistances +15
    Shields: All Resistances +22

    Required Level: 47

    Um – #22

  • Mal – #23
    Mal Items
    Can be Inserted into Socketed Items

    Weapons: Prevent Monster Heal
    Armor: Magic Damage Reduced by 7
    Helms: Magic Damage Reduced by 7
    Shields: Magic Damage Reduced by 7

    Required Level: 49

    Mal – #23

  • Ist – #24
    Ist Items
    Can be Inserted into Socketed Items

    Weapons: 30% Better Chance of Getting Magic Items
    Armor: 25% Better Chance of Getting Magic Items
    Helms: 25% Better Chance of Getting Magic Items
    Shields: 25% Better Chance of Getting Magic Items

    Required Level: 51

    Ist – #24

  • Gul – #25
    Gul Items
    Can be Inserted into Socketed Items

    Weapons: 20% Bonus to Attack Rating
    Armor: +5% to Maximum Poison Resist
    Helms: +5% to Maximum Poison Resist
    Shields: +5% to Maximum Poison Resist

    Required Level: 53

    Gul – #25

  • Vex – #26
    Um Items
    Can be Inserted into Socketed Items

    Weapons: 25% Chance of Open Wounds
    Armor: All Resistances +15
    Helms: All Resistances +15
    Shields: All Resistances +22

    Required Level: 47

    Vex – #26

  • Ohm – #27
    Ohm Items
    Can be Inserted into Socketed Items

    Weapons: +50% Enhanced Damage
    Armor: +5% to Maximum Cold Resist
    Helms: +5% to Maximum Cold Resist
    Shields: +5% to Maximum Cold Resist

    Required Level: 57

    Ohm – #27

  • Lo – #28
    Lo Items
    Can be Inserted into Socketed Items

    Weapons: 20% Deadly Strike
    Armor: +5% to Maximum Lightning Resist
    Helms: +5% to Maximum Lightning Resist
    Shields: +5% to Maximum Lightning Resist

    Required Level: 59

    Lo – #28

  • Sur – #29
    Sur Items
    Can be Inserted into Socketed Items

    Weapons: Hit Blinds Target
    Armor: Increase Maximum Mana 5%
    Helms: Increase Maximum Mana 5%
    Shields: +50 to Mana

    Required Level: 61

    Sur – #29

  • Ber – #30
    Ber Items
    Can be Inserted into Socketed Items

    Weapons: 20% Chance of Crushing Blow
    Armor: Damage Reduced by 8%
    Helms: Damage Reduced by 8%
    Shields: Damage Reduced by 8%

    Required Level: 63

    Ber – #30

What is Diablo 2 Resurrected Runes?

Players can synthesize Diablo 2 Resurrected Rune to promote the growth of their characters in the game. Runes only impart their stats once they are socketed into an item. To upgrade runes you are required to use 2 or 3 runes (plus a gem) of the level below the one you want to create in order to make 1 rune of the wanted rank.

Diablo 2 Resurrected players are okay even if they don’t know how to get Diablo 2 Resurrected Rune. Because D2R and D2 have no difference in fundamental gameplay, they can refer to the way they get Rune in the past. For example, players can get D2 Resurrected Runes by Countess Farming, Hell Forge Runs, Drop Chance and Horadric Cube Recipe.


Why buy Diablo 2 Resurrected Runes at IGGM?

Since Diablo 2 Resurrected Rune is indispensable to Diablo II: Resurrected players, they will naturally hope to spend the least amount of money to get the most Diablo 2 Resurrected Rune For Sale. They also need to consider issues such as security, delivery and payment. However, if they choose IGGM as No.1 site to buy Diablo 2 Resurrected Rune, there is no need to worry.

100% Security: IGGM, as the most well-known MMORPG Rune and service provider, has a 100% secure trading system and a professional 24/7 online team, which can guarantee players' orders all day long without any problems. Therefore, players can obtain the absolute safe Diablo 2 Resurrected Runewords.

Lowest Price: We check the market price every day to provide every Diablo 2 Resurrected fan with cheapest D2R Rune for all platforms. Moreover, discount codes or coupons are often distributed to players. In addition, becoming a VIP member can also enjoy up to 5% discount. It is not a problem to buy many cheap D2 Resurrected Rune with a little money.

Instant Delivery: More than 90% of orders are processed successfully in less than 15 minutes. Our inventory is very sufficient, so players can buy D2 Resurrected Rune according to their needs, no matter what the requirements are. Come on!


In short, we are very looking forward to the presence of Diablo 2 Resurrected players, and we are bound to provide you with the best service with the most cordial attitude and the most professional perspective!

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Diablo 2 Resurrected: 5 Best Runewords Are Worth Crafting

Diablo 2 Resurrected: 5 Best Runewords Are Worth Crafting

There are many interesting parts to the loot system of Diablo 2, the most interesting of which should be collecting Runes and crafting Runewords. Once you have options for each class, level range, and mercenary, it's not only fun to craft Runewords for you, but the Runewords themselves are important. Once you can start finding Runes, it's time to start crafting some of those Runewords.

Next, I'm going to introduce you to the options with the highest value, not the most powerful Runewords. Since these items come in varying rarities, they may be better suited for early, mid, or late game. In Runewords, Phoenix and Last Wish are actually good Runewords. However, their rarity far outweighs the role they can play in this list.

5. Insight

Every class has a need for mana. Some builds are dependent on a steady stream of mana. If you have the help of Insight's Meditation Aura, then you can passively regenerate your mana very quickly. If you want to craft it, it's best to use Bow or Polearm. One of the best weapons to give an Act 1 or Act 2 mercenary is Insight.

In order to make Insight, you need to use some low runes, such as Ral, Sol, Tal and Tir. You can get these low runes from Normal Countess, and the process of getting them is very simple. As a mercenary weapon for any profession in the entire game, Insight has a very simple method of use, and it is also very powerful.

4. Spirit

As a craftable item early in the game, Spirit is not only a dream come true for the caster class, but also lasts until the end. For caster classes, Spirit has great value as it grants +2 to All Skills, +89-112 mana and +25-35% Faster Cast Rate.

In the early game, many caster classes will choose to use a Crystal Sword. And, after they meet the high requirements of a Monarch Shield, they will choose to add a 2nd Spirit. And Paladins have their own class-specific shields, which can increase the speed of their 2nd Spirit.

3. Fortitude

In the game, there are much best body armor, one of them is Runeword - Fortitude. By adding +25-30 All Res, +200% Defense and +300% Enhanced Damage, Fortitude is not only strong, but powerful. Fortitude is powerful because it is well-rounded, as are those other beneficial stats.

There are some class builds that are perfect for wearing a Fortitude, including Smiter Pali and Frenzy Barb. However, when it shines the brightest is when it's on an Act 2 mercenary. If you use Fortitude on your mercenary, it will die less and help you more when dealing with damage.

2. Call To Arms

In the game, Call To Arms can be one of the most powerful items due to its versatility. On your second set of weapons, Call To Arms can be hidden. Also, Call To Arms can be swapped with and used, and then swapped out. Usually, there are two powerful spells that can only be seen on a Barbarian, and Call To Arms actually has them too. So, you can cast Battle Command and Battle Orders.

If you want to build Call To Arms, you need a lot of runes. But as long as you have Call To Arms, your character can reach the top. Call To Arms is all the more you need if you want to play several different classes. To make an item that has so many uses, then Call To Arms is the best use of your runes.

1. Enigma

What both Enigma and Call to Arms have in common is that they are both expensive, but also have great value. As a very strong body armor, Enigma has +2 to All Skills, great increases to your survivability and +45% Faster Walk/Run. However, its real power is actually in this place, that is, it can give any class +1 to Teleport.

If you have an Enigma, it can Teleport any class on the battlefield, and it's as mobile as a Sorceress. For the mundane task of walking, Amazons, Hammerdins and Barbarians will no longer be burdened with it. If you get an Enigma by chance, those resources you cost can be easily farmed back.

Note: If you need Diablo 2 Resurrected Items or services related to the game, we can provide them for you. Finally, I hope you have a pleasant gaming experience.

What You Can Do To Glitch And Spawn Extra Elites In Diablo 2 Resurrected?

What You Can Do To Glitch And Spawn Extra Elites In Diablo 2 Resurrected?

Spawning more Elite and Champion Packs means more chances for loot. And you can use the SuperUniques to spawn more packs than the design intended.

Here's the gist. Each area has a set number of Champion Packs or Elite Packs that are supposed to spawn. These packs spawn as you explore the area, which add to the counter. And when the counter fills up, it'll stop spawning the packs.

For example, you'll enter Tristram and the game decides that there should be four Champion Packs that should spawn as soon as you enter the portal. What will happen is that there will be a counter in the background that'll count up to four as you explore and spawn the packs. Once the counter hits four, no more packs will spawn.

Now, you can use this to your advantage because you can get an extra one or two Champion Packs by spawning Griswold last. If you save them for last, it'll spawn Griswold even when the area's background Elite Counter has reached the desired number. If you spawned Griswold first, it'll add towards the counter and that's not good. I guess this is because Tristram won't beat Tristram without Griswold so that's nice.

Now, there wasn't a lot of Science, so you must perform the experiment. Don't get me wrong. I'm not saying that Science is necessary because it is a video game at the end of the day. But I'm doing this experiment for Science because we know that there are two guaranteed spawns in Tristram. And here we can test to see if we'll get more mobs exploring these two parts last.

Now, here's the experiment 100 runs of Trish from using a Bad Path, which looks like this and 100 more runs of Trish drum using a Good Path, which looks like. This as I do the runs. I will simply count the number of Champion Packs that I run into or the Elite Packs that I run into.

Now, Tristram is only good to run when it's actually terrorized, but my sacrifice is necessary for Science. Of course, if you want to do the run quickly, preparing enough D2R Items will help you a lot. I only found a towel, a Skullder's Ire and a Titan's Revenge. There are much better ways to farm, but anyway what about the results? The average of Elite Packs for the Bad Path was five packs while the average for the Good Path was 5.59 packs. Is this statistically significant?

I'm not going to say because stats confuse people and I'm not a real Scientist. However, if you look at the rest of the data, it is pretty clear that having a Good Path is the real deal. The number of packs that spawn shifts to the higher end of the spectrum. And I believe that this data should seal the deal on this hypothesis if you know what I mean.

Now, is this useful information? Where you can use this in a place that will result in more than three pieces of loop out of 200 runs. Yes, for areas where the map is fixed and predictable just save the guaranteed spawn for the end, in the Forgotten Tower, on The Countess last, doing Trav, on the council lasts, spawn him last, Science.

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