Runes in Divinity: Original Sin 2 can be found on this page.
Runes
You can enchant Weapons and Armor with Runes to imbue or amplify their current state for resistances, attribute points, combat points, stat buffs, or varying damage types.
Tips
These are preliminary tips before you attempt to begin accumulating runes and craft higher tiers.
- Runes may be freely slotted and removed as they are not destroyed upon extraction.
- Why does this matter? It's efficient to accumulate a small quantity of higher tier runes.
- Runes and Frames will appear periodically in a Trader's inventory.
- Typically this is the same person.
- Frames may not be reused.
- Why does this matter? Placing frames on low tier runes may affect availability of frames when higher tier runes become available.
Relevant Items
Rune Variations
Final Product |
Ingredient 1 |
Ingredient 2 |
Ingredient 3 |
Weapon Slot Effects |
Armor Slot Effects |
Amulet Slot Effects |
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-- Cannot -- | -- be -- | -- crafted -- | Venomous Aura | Mass Cleanse Wounds | Evasive Aura |
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+9% damage as Fire damage | Fire Resistance: +5% | Critical Chance: +3% |
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+9% damage as Water damage | Water Resistance: +5% | Movement: +0.25 |
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Pixie Dust |
+9% damage as Physical damage | Maximum Physical Armour: +9% | Maximum Magic Armour: +9% |
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+9% damage as Earth damage | Earth Resistance: +5% | Maximum Vitality: +9 |
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+9% damage as Air damage | Air Resistance +5% | Dodging: +3% |
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+9% damage as Poison damage | Poison Resistance: +5% | Accuracy: +5% |
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+11% damage as Fire damage | Fire Resistance: +7% | Critical Chance: +4% |
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+11% damage as Water damage | Water Resistance: +7% | Movement: +0.5 |
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+11% damage as Physical damage | Maximum Physical Armour: +13% | Maximum Magic Armour: +13% |
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+11% damage as Earth damage | Earth Resistance: +7% | Maximum Vitality: +23 |
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+11% damage as Air damage | Air Resistance: +7% | Dodging: +4% |
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+11% damage as Poison damage | Poison Resistance: +7% | Accuracy: +8% |
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+13% damage as Fire damage | Fire Resistance: +12% | Critical Chance: +5% |
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+13% damage as Water damage | Water Resistance: +12% | Movement: +0.75 |
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+13% damage as Physical damage | Maximum Physical Armour: +17% | Maximum Magic Armour: +17% |
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+13% damage as Earth damage | Earth Resistance: +12% | Maximum Vitality: +84 |
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+13% damage as Air damage | Air Resistance: +12% | Dodging: +5% |
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+13% damage as Poison damage | Poison Resistance: +9% | Accuracy: +12% |
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+15% damage as Fire damage | Fire Resistance: +15% | Critical Chance: +6% |
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+15% damage as Water damage | Water Resistance: +15% | Movement: +1 |
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+15% damage as Physical damage | Maximum Physical Armour: +21% | Maximum Magic Armour: +21% |
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+15% damage as Earth damage | Earth Resistance: +15% | Maximum vitality: +111 |
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+15% damage as Air damage | Air Resistance: +15% | Dodging: +6% |
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+15% damage as Poison damage | Poison Resistance: +15% | Accuracy: +16% |
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Intelligence: +1 +9% damage as Fire Damage |
Intelligence: +1 Fire Resistance: +6% |
Intelligence: +1 Critical Chance: +3% |
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Intelligence: +2 +11% damage as Fire Damage |
Intelligence: +2 Fire Resistance: +9% |
Intelligence: +2 Critical Chance: +4% |
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Intelligence: +2 +13% damage as Fire Damage |
Intelligence: +2 Fire Resistance: +12% |
Intelligence: +2 Critical Chance: +5% |
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Intelligence: +3 +15% damage as Fire Damage |
Intelligence: +3 Fire Resistance: +15% |
Intelligence: +3 Critical Chance: +6% |
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Intelligence: +1 +9% damage as Water damage |
Intelligence: +1 Water Resistance: +6% |
Intelligence: +1 |
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Intelligence: +2 +11% damage as Water damage |
Intelligence: +2 Water Resistance: +9% |
Intelligence: +2 Movement: +0.5 |
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Intelligence: +2 +13% damage as Water damage |
Intelligence: +2 Water Resistance: +12% |
Intelligence: +2 Movement: +0.75 |
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Intelligence: +3 +15% damage as Water damage |
Intelligence: +3 Water Resistance: +15% |
Intelligence: +3 Movement: +1 |
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Finesse: +1 +9% damage as Air damage |
Finesse: +1 Air Resistance: +6% |
Finesse: +1 Dodging: +3% |
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Finesse: +2 +11% damage as Air damage |
Finesse: +2 Air Resistance: +9% |
Finesse: +2 Dodging: +4% |
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Finesse: +2 +13% damage as Air damage |
Finesse: +2 Air Resistance: +12% |
Finesse: +2 Dodging: +5% |
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Finesse: +3 +15% damage as Air damage |
Finesse: +3 Air Resistance: +15% |
Finesse: +3 Dodging: +6% |
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Strength: +1 11% damage as Earth damage |
Strength: +1 Earth Resistance: +6% |
Strength: +1 Maximum vitality: +11 |
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Strength: +2 11% damage as Earth damage |
Strength: +2 Earth Resistance: +9% |
Strength: +2 Maximum vitality: +28 |
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Strength: +2 13% damage as Earth damage |
Strength: +2 Earth Resistance: +12% |
Strength: +2 Maximum vitality: +84 |
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Strength: +3 15% damage as Earth damage |
Strength: +3 Earth Resistance: +15% |
Strength: +3 Maximum vitality: +111 |
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Finesse: +1 +9% damage as Poison damage |
Finesse: +1 Poison Resistance: +6% |
Finesse: +1 Accuracy: +5% |
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Finesse: +2 +11% damage as Poison damage |
Finesse: +2 Poison Resistance: +9% |
Finesse: +2 Accuracy: +8% |
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Finesse: +2 +13% damage as Poison damage |
Finesse: +2 Poison Resistance: +12% |
Finesse: +2 Accuracy: +8% |
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Finesse: +3 +15% damage as Poison damage |
Finesse: +3 Poison Resistance: +15% |
Finesse: +3 Accuracy: +15% |
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Strength: +1 +9% damage as Physical damage |
Strength: +1 Maximum Physical Armour: +9% |
Strength: +1 Maximum Magic Armour: +9% |
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Strength: +2 +11% damage as Physical damage |
Strength: +2 Maximum Physical Armour: +13% |
Strength: +2 Maximum Magic Armour: +13% |
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Strength: +2 +13% damage as Physical damage |
Strength: +2 Maximum Physical Armour: +17% |
Strength: +2 Maximum Magic Armour: +17% |
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Strength: +3 +15% damage as Physical damage |
Strength: +3 Maximum Physical Armour: +21% |
Strength: +3 Maximum Magic Armour: +21% |
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Mystical Giant Flame Rune | ![]() |
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Ranged: +1 +15% damage as Fire damage |
Huntsman: +1 Fire Resistance +15% |
Pyrokinetic: +1 Critical Chance: +6% |
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Mystical Giant Thunder Rune | ![]() |
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Dual Wielding: +1 +15% damage as Air damage |
Scoundrel: +1 Air Resistance: +15% |
Aerothurge: +1 Dodging: +6% |
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Mystical Giant Venom Rune | ![]() |
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Perserverance: +1 +15% damage as Poison damage |
Summoning: +1 Poison Resistance: +15% |
Necromancer: +1 Accuracy: +16% |
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Mystical Giant Frost Rune | ![]() |
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Single-Handed: +1 +15% damage as Water damage |
Leadership: +1 Water Resistance: +11% |
Hydrosophist: +1 Movement: +1 |
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Mystical Giant Masterwork Rune | ![]() |
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Wits: +3 +15% damage as Physical damage |
Constitution: +3 Maximum Physical Armour +21% |
Memory: +3 Maximum Magic Armour: +21% |
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Mystical Giant Rock Rune | ![]() |
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Two-Handed: +1 +15% damage as Earth damage |
Warfare: +1 Earth Resistance: +15% |
Geomancer: +1 Maximum Vitality: +111 |
Version History:
v3.0.XXX.XXX:
- Corrected masterwork runes armor and amulet slot effects
v3.0.158.595:
- Fixed Rune screen not updating correctly when switching characters in controller mode
v3.0.150.188:
- Framed Frost runes and Framed Thunder runes now have the correct bonuses
- Improved tooltips for runes
v3.0.146.559:
- In the rune screen, you can now see all runes in all your party members’ inventories
v3.0.143.324:
- Reverted a runeslot change that was released too soon. [Undo 3.0.143.148]
v3.0.143.148:
- Rune slots are now limited to one slot per item
- Anonymous
27 Mar 2020 11:01
Mystical Giant Masterwork Rune adds +3 Strength on an armor-slot instead of +3 Constitution
- Anonymous
- Anonymous
14 Jan 2020 23:20
Incorrect Giant Rock Rune value for vitality. My game says +111 vitality instead of +203. Did the value get changed?
- Anonymous
24 Dec 2019 10:56
Runes with +x% maximum armor increase whole armor or just Item they were put intro?
- Anonymous
16 Dec 2019 23:04
Why do the giant mystical masterwork runes give a bonus +3 when all others just give +1? As of now, there is absolutely no reason a 2h melee fighter would use a giant mystical rock rune (+1 2h, +15% earth dmg) over a giant masterwork rune of power (+3 str, +15% physical dmg), right? The +3 strength will boost your dmg way more than the +1 2h I would think, plus the other added damage stacks onto the physical dmg the sword is already dealing, instead of spreading it out over the 2 armor types.
- Anonymous
20 Jul 2019 21:43
The listed resistance values for all the runes seem high (playing definitive edition). Giant runes give +11% resistance (on armor).
- Anonymous
28 Jun 2019 09:24
Mystical Giant Masterwork Rune gives Constitution: +1 and maximum Physical Armour: +21%, not +40%.
- Anonymous
15 Jan 2019 20:03
Were the medium runes split so your slots in the c4afting table were 1 med, 1 med and 1 pixie dust? Also were can the list of what item types can have a rune slot, I have been looking everywhere and all that comes up is the old 3 runes to 1 forumns.
- Anonymous
04 Jan 2019 21:19
Does one need to find the book for crafting a specific (size) rune or can one 'learn' the recipe by trying different combinations of items and discovering it? I'm asking because, e.g. I don't have the recipe for large flame rune among the recipes learned, so I looked it up in the table here and then tried to combine 2 medium flame runes + pixie dust and it didn't work (invalid combination).
16 Dec 2018 23:48
The Mystical Giant Venom Rune gives me +11% poison resistance, instead of +15% as written above, in addition to the +1 summoning.
- Anonymous
18 Oct 2018 02:32
FIrst frame can be found in a basement in Driftwood, where there's a lmprisioned lich (can't recall its name). From then on, just check vendors.
- Anonymous
04 Oct 2018 00:17
Obviously something does not work in your gameplay, at level 16 I have my 4 pg party full rune/mystic/power (16 runes in total). I confirm the nerf to the crit% of the flame runes.
- Anonymous
25 Sep 2018 20:03
In the definitive edition the flame runes have been nerfed greatly, they only give 3/4/5/6% crit chance now
- Anonymous
- Anonymous
- Anonymous
25 Dec 2017 13:35
hi I think I found a couple mistakes, I just crafted those runes and below are only the differences from the above:
- "Mystical Giant Flame Rune" => (W) 9% as fire dmg
- "Mystical Giant Thunder Rune" => (Ar) 15% Air res(Am) 6% Dodge
- "Mystical Giant Frost Rune" => (W) 11% as water dmg (Ar) 15% Water res (Am) 1 mov
- "Mystical Giant Rock Rune" => (W) 13% as Earth dmg
- "Giant Flame Rune of Power" => (W) 9% as Fire dmg
- "Giant Thunder Rune of Power" => (Ar) 15% Air res
- "Giant Frost Rune of Power" => (Ar) 15% Water res (Am) 1 mov
- "Giant Master Rune of Power" => (W) 2 str (Ar) 2 str and 30% phys armour (Am) 2 str and 30% mag armour
- "Giant Rock Rune of Power" => (W) 13% as Earth dmg
I am not sure if the reduction in some of the effects is intentional as a balance for the added attribute by the mystical/power runes or not but I hope that if some of these were nor intended someone notice this. Thanks
- Anonymous
25 Dec 2017 12:57
hi I think I found a mistake, I just crafted the "Mystical Giant Flame Rune" and the description says it adds Ranger 1 and 9% as fire damage not 15%.
- Anonymous
18 Dec 2017 04:41
Giant Thunder Rune of Power, when inserted into a necklace gives Finesse: +3 and Movement: +1.
- Anonymous
- Anonymous
01 Dec 2017 17:31
Does the +crit from Flame Runes give spells the ability to crit, or does one still need to pick up the talent?
- Anonymous
28 Oct 2017 01:20
The latest patch has fixed the framed runes of power amulet traits between frost and thunder (they were swapped), but has not fixed the weapon damage bonuses. In addition the flame rune of power is +9% fire damage.
- Anonymous
22 Oct 2017 23:50
Giant Flame Rune while Mystical/Rune of Power seems to be bugged to only provide +9% flame damage instead of the +15% the actual rune should provide. Don't use it if you want the fire damage, Fire Resistance is correct at 15% and Critical is correct at 12% (check the stats when equipped so it's not just the text).
- Anonymous
20 Oct 2017 05:08
Giant Frost rune of power is +3 Int and +6% dodge on amulets, and +3 Int + 11% water damage on weapons
31 Jul 2020 20:32
The resistances for runes in armor are wrong. It's listed with 6/9/12/15, but it got reduced (?) to 5/7/9/11.
10
+12
-1