Inspired by this post → New Loot Mechanism - Drop runes with prefixes instead of predefined gears - PC General Discussion - Diablo IV Forums (blizzard.com)
This is runewords reloaded! So I thought of a way you can craft with items using runes. This effectively lets you completely change runeslot affix items how you want with runes. How and what drops what runes would be quite the undertaking and I wont tackle that here. We would not have D2 type rarity runes though we do have uber ones. Runeslots let you get affixes on items that you cannot normally do!
Each item can have 1-4 runeslot affixes. So at item that rolls with 4 of these can be completely changed. Note that runeslots do not give you extra affixes on an item. An example shows you and how these runes can get you focused items like this one for lucky hit:
Example Runeslot Item as dropped:
Supplicant Band (rare ring)
5% Critical Strike Chance
5% Lucky hit
Green Runeslot (empty): 8% Resource Generation
Green Runeslot (empty): 778 Max Life
Supplicant Band after using runes:
5% Critical Strike Chance
5% Lucky Hit
Green Runeslot (Goblin Foot): 9% Lucky Hit
Green Runeslot (Rabbit Foot): 8% Lucky Hit
Green Affinity 2 - 3% Lucky hit, 8% poison resist, 15 DEX
Xfal Corroded Signet as dropped
Red Runeslot (empty): 2.5% Lucky Hit Chance
Blue Runeslot (empty): 13% Damage Over Time
Wild Runeslot (empty): 17 All Stats
Wild Runeslot (empty): 4% Cooldown Reduction
XFALS Special ability
Xfal Corroded Signet after using runes
Red Runeslot (Dark Heart): +1250 life
Blue Runeslot (Shard of Space and Time [UBER]): 10% Barrier Generation, 10% Attack speed, 5% Ultimate CD, Lucky hit - 1% Summon a time archon for 7s
Wild Runeslot (Dark Heart): +1250 life
Wild Runeslot (Azure Coil): 15% Lightning Damage
Red Affinity 2: +250 Life, 15 STR, 5% Bleed damage
Blue Affinity 2: 5% Barrier Generation, 2.5% Attack speed, 5% Lightning damage
XFALS Special ability
Chance for these slots are as follows:
1 slot - 25% / WT1 and above.
2 slots - 10% / WT2 and above.
3 slots - 1% / WT3 and above.
4 slots - 0.1% / WT4. An ultra rare find!
Once the number of slots are chosen then the colors for the runeslots are random.
Runeslots can NOT be enchanted. Runes are static and do not upgrade when the item is upgraded.
Each runeslot has a color to go with it and name and runes that go in must match the color. These colors have themes. Wild runeslots can have any color of rune. Wild runeslots only have a 5% chance of appearing.
Runes have 5 rarities: Magic, Rare, Legendary, Mythic, Uber.
You can use the same rune in the same item except UBERs are limited to 1 per color per character. Maybe this is OP AF?!
Items with runes have a purple outline and more slots = the darker the outline.
Using multiple runes of the same color on the same item gives you a bonus called affinity. This is my take on a sort of runeword bonus but simplified and also gives it a set type feel. Wild runeslots count for whatever color is slotted into it. Affinity is per item and you can get the same bonus more than once (TOO OP?) so these bonuses have to be kept low. Getting an item with affinity 4 is quite the achievement.
Putting a rune into a runeslot overwrites the previous affix but keeps the runeslot affix so you can replace it again if you want. Putting a rune into a runeslot with a rune already in it gives you rune dust except UBERs are gained back when replaced.
Runes can be dismantled at the rune vendor for rune dust and higher rarity gives more dust. Rune dust can be used to create random runes. The rune vendor will sell 6 random runes that refreshes like other vendors. He will only sell rare and magic runes and they cost quite a bit of gold. Random Rune creation chances:
Magic - 50%
Rare - 35%
Legendary - 10%
Mythic - 4.95%
Uber - 0.05%
All runes would be tradable as they would have extreme demand.
I am only going to make a couple of each green rune as an example to keep post a bit shorter. There would be more than this of each rune. This is enough to give you the idea being proposed here.
Red Runes - Max Life / Bleed Damage / STR / Rage (Berserk Damage and Duration)
Orange Runes - Crit Damage / Fire Damage / Fire Resist
White Runes - Chance to execute injured / Physical Damage / All Resist / WIS
Black Runes - Minion offensive stats / Shadow Damage / Shadow Resist / DEX / INT
Pink Runes - Lucky Hit - Charm / Wonder / All Stats
Brown Runes - Companion stats / Fortify Generation / Earth damage / Armor / WIS
Blue Runes - Conjuration stats / Barrier Gen / Lightning Damage / Lightning Resist / Attack Speed / INT
Yellow Runes - Movement Speed / Movement speed on clicking interactible / Movement speed on defeating elite / Movement speed after a lucky hit
Purple Runes - Minion defense stats / Damage overtime / INT
Gray Runes - Pickup radius / Max Resource / Ultimate Cooldown / All stats
Silver Runes - Offensive Crown Control Duration / Max Resource / Defensive Crowd Control Duration
Gold Runes - Gold dropped / Shrine Duration / Shrine Effect
Green Runes: Lucky hit / Poison Damage / Poison Resist / Life on Kill / DEX)
Green Affinity Bonus (Bonus are cumulative. If you have affinity 4 you also have 3 and 2):
2: 3% Lucky hit, 8% poison resist, 15 DEX
3: 3% Lucky hit, 8% poison resist, 15 DEX, +1% max poison resist
4: 6% Lucky hit, 16% poison resist, 30 DEX, +1 all poison skills
Green Magic Runes:
Chicken Foot - 6% Lucky hit
Spec of Ghom - 8% Poison damage
Green Rare Runes:
Duck Foot - 7% Lucky hit
Gob of Ghom - 10% Poison damage
Green Legendary Runes:
Rabbit Foot - 8% Lucky hit
Shard of Ghom - 12% Poison damage
Green Mythic Runes:
Goblin Foot - 9% Lucky Hit
Cube of Ghom - 14% Poison damage
Green Uber Runes:
Four Leaf Clover - 10% Lucky hit, 10% lucky hit while you have a barrier, Heal for 250 when you lucky hit.
Heart of Ghom - 16% poison damage, Your poison damage ticks 33% faster, +1 all poison skills.
This would lead to some power creep so game would need some hard content like new AoZ to have it make sense.
What you think guys? This seems pretty good right?
Or are you going to run me out of town?