Diablo 4 Feo Rune of Ritual

Feo Rune of Ritual

  • Rare Rune of Ritual.
  • Gain: 1000 Offering.
  • Become Injured or Crowd Controlled (Cooldown: 20 seconds).

Link with a Rune of Invocation in equipment with two Sockets to form a Runeworld. Only two Runewords may be active at a time.

While equipped, Become Injured or Crowd Controlled (Cooldown: 20 seconds) will generate 1000 Offering.

1. FeoLac Runeword

  • Feo Rune of Ritual + Lac Rune of Invocation

Having both the Feo and Lac Runes equipped to an item you’re wearing created the FeoLac Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 800 Offering (Overflow: Increased Duration), it has an effect of: Evoke the Barbarian’s Challenging Shout, reducing your damage taken. Cooldown: 1 Second.

Lac Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 800 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • Evoke the Barbarian’s Challenging Shout, reducing your damage taken.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Barbarian’s Challenging Shout, reducing your damage taken. Cooldown: 1 Second. Requires 800 Offering (Overflow: Increased Duration).

2. FeoOhm Runeword

  • Feo Rune of Ritual + Ohm Rune of Invocation

Having both the Feo and Ohm Runes equipped to an item you’re wearing created the FeoOhm Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 500 Offering (Overflow: Increased Duration), it has an effect of: Evoke the Barbarian’s Enhanced War Cry, increasing your Movement Speed and damage dealt. Cooldown: 2 Seconds.

Ohm Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 500 Offering (Overflow: Increased Duration).
  • Cooldown: 2 Seconds.
  • Evoke the Barbarian’s Enhanced War Cry, increasing your Movement Speed and damage dealt.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Barbarian’s Enhanced War Cry, increasing your Movement Speed and damage dealt. Cooldown: 2 Seconds. Requires 500 Offering (Overflow: Increased Duration).

3. FeoVex Runeword

  • Feo Rune of Ritual + Vex Rune of Invocation

Having both the Feo and Vex Runes equipped to an item you’re wearing created the FeoVex Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 400 Offering (Overflow: Increased Duration), it has an effect of: Gain +3 to all Skills for 5 seconds. Cooldown: 1 Second.

Vex Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 400 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • Gain +3 to all Skills for 5 seconds.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Gain +3 to all Skills for 5 seconds. Cooldown: 1 Second. Requires 400 Offering (Overflow: Increased Duration).

4. FeoGar Runeword

  • Feo Rune of Ritual + Gar Rune of Invocation

Having both the Feo and Gar Runes equipped to an item you’re wearing created the FeoGar Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 25 Offering (Overflow: Gain Multiple Stacks), it has an effect of: Gain 2.5% Critical Strike Chance for 5 seconds, up to 25%. Cooldown: 1 Second.

Gar Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 25 Offering (Overflow: Gain Multiple Stacks).
  • Cooldown: 1 Second.
  • Gain 2.5% Critical Strike Chance for 5 seconds, up to 25%.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Gain 2.5% Critical Strike Chance for 5 seconds, up to 25%. Cooldown: 1 Second. Requires 25 Offering (Overflow: Gain Multiple Stacks).

5. FeoXan Runeword

  • Feo Rune of Ritual + Xan Rune of Invocation

Having both the Feo and Xan Runes equipped to an item you’re wearing created the FeoXan Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 700 Offering, it has an effect of: Your next Skill cast will be a guaranteed Critical Strike and Overpower. Cooldown: 1 Second.

Xan Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 700 Offering.
  • Cooldown: 1 Second.
  • Your next Skill cast will be a guaranteed Critical Strike and Overpower.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Your next Skill cast will be a guaranteed Critical Strike and Overpower. Cooldown: 1 Second. Requires 700 Offering.

6. FeoQue Runeword

  • Feo Rune of Ritual + Que Rune of Invocation

Having both the Feo and Que Runes equipped to an item you’re wearing created the FeoQue Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 800 Offering (Overflow: Increased Duration), it has an effect of: Evoke the Druid’s Earthen Bulwark, granting yourself a Barrier. Cooldown: 1 Second.

Que Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 800 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • Evoke the Druid’s Earthen Bulwark, granting yourself a Barrier.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Druid’s Earthen Bulwark, granting yourself a Barrier. Cooldown: 1 Second. Requires 800 Offering (Overflow: Increased Duration).

7. FeoYom Runeword

  • Feo Rune of Ritual + Yom Rune of Invocation

Having both the Feo and Yom Runes equipped to an item you’re wearing created the FeoYom Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 500 Offering, it has an effect of: Evoke the Druid’s Petrify, Stunning enemies and increasing your Critical Strike Damage against them. Cooldown: 5 Seconds.

Yom Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 500 Offering.
  • Cooldown: 5 Seconds.
  • Evoke the Druid’s Petrify, Stunning enemies and increasing your Critical Strike Damage against them.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Druid’s Petrify, Stunning enemies and increasing your Critical Strike Damage against them. Cooldown: 5 Seconds. Requires 500 Offering.

8. FeoEom Runeword

  • Feo Rune of Ritual + Eom Rune of Invocation

Having both the Feo and Eom Runes equipped to an item you’re wearing created the FeoEom Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Further Reduced Cooldowns), it has an effect of: Reduce your active Cooldowns by 0.25 seconds. Cooldown: 1 Second.

Eom Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 100 Offering (Overflow: Further Reduced Cooldowns).
  • Cooldown: 1 Second.
  • Reduce your active Cooldowns by 0.25 seconds.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Reduce your active Cooldowns by 0.25 seconds. Cooldown: 1 Second. Requires 100 Offering (Overflow: Further Reduced Cooldowns).

9. FeoLum Runeword

  • Feo Rune of Ritual + Lum Rune of Invocation

Having both the Feo and Lum Runes equipped to an item you’re wearing created the FeoLum Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 5 Offering (Overflow: Increased Resource Restored), it has an effect of: Restore 1 Primary Resource. Cooldown: 1 Second.

Lum Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 5 Offering (Overflow: Increased Resource Restored).
  • Cooldown: 1 Second.
  • Restore 1 Primary Resource.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Restore 1 Primary Resource. Cooldown: 1 Second. Requires 5 Offering (Overflow: Increased Resource Restored).

10. FeoQua Runeword

  • Feo Rune of Ritual + Qua Rune of Invocation

Having both the Feo and Qua Runes equipped to an item you’re wearing created the FeoQua Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 400 Offering (Overflow: Increased Duration), it has an effect of: Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%. Cooldown: 1 Second.

Qua Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 400 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Restore an Evade charge and gain 6% Movement Speed for 5 seconds, up to 30%. Cooldown: 1 Second. Requires 400 Offering (Overflow: Increased Duration).

11. FeoXal Runeword

  • Feo Rune of Ritual + Xal Rune of Invocation

Having both the Feo and Xal Runes equipped to an item you’re wearing created the FeoXal Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 200 Offering (Overflow: Increased Duration), it has an effect of: Gain 20% Maximum Life for 4 seconds. Cooldown: 1 Second.

Xal Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 200 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • Gain 20% Maximum Life for 4 seconds.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Gain 20% Maximum Life for 4 seconds. Cooldown: 1 Second. Requires 200 Offering (Overflow: Increased Duration).

12. FeoWat Runeword

  • Feo Rune of Ritual + Wat Rune of Invocation

Having both the Feo and Wat Runes equipped to an item you’re wearing created the FeoWat Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering, it has an effect of: Evoke the Necromancer’s Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them. Cooldown: 1 Second.

Wat Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 100 Offering.
  • Cooldown: 1 Second.
  • Evoke the Necromancer’s Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Necromancer’s Horrid Decrepify, Slowing enemies, reducing their damage, and letting you Execute them. Cooldown: 1 Second. Requires 100 Offering.

13. FeoTeb Runeword

  • Feo Rune of Ritual + Teb Rune of Invocation

Having both the Feo and Teb Runes equipped to an item you’re wearing created the FeoTeb Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering, it has an effect of: Evoke the Necromancer’s Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die. Cooldown: 1 Second.

Teb Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering.
  • Cooldown: 1 Second.
  • Evoke the Necromancer’s Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Necromancer’s Abhorrent Iron Maiden, counterattacking damage from enemies and Healing you when they die. Cooldown: 1 Second. Requires 100 Offering.

14. FeoQax Runeword

  • Feo Rune of Ritual + Qax Rune of Invocation

Having both the Feo and Qax Runes equipped to an item you’re wearing created the FeoQax Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 400 Offering (Overflow: Further Increased Damage), it has an effect of: Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage. Cooldown: 1 Second.

Qax Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 400 Offering (Overflow: Further Increased Damage).
  • Cooldown: 1 Second.
  • Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Your next non-Basic Skill cast spends all of your Primary Resource to deal up to 100% increased damage. Cooldown: 1 Second. Requires 400 Offering (Overflow: Further Increased Damage).

15. FeoZec Runeword

  • Feo Rune of Ritual + Zec Rune of Invocation

Having both the Feo and Zec Runes equipped to an item you’re wearing created the FeoZec Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 200 Offering (Overflow: Further Reduced Cooldown), it has an effect of: Reduce your active Ultimate Cooldown by 4 seconds. Cooldown: 2 Seconds.

Zec Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 200 Offering (Overflow: Further Reduced Cooldown).
  • Cooldown: 2 Seconds.
  • Reduce your active Ultimate Cooldown by 4 seconds.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Reduce your active Ultimate Cooldown by 4 seconds. Cooldown: 2 Seconds. Requires 200 Offering (Overflow: Further Reduced Cooldown).

16. FeoNer Runeword

  • Feo Rune of Ritual + Ner Rune of Invocation

Having both the Feo and Ner Runes equipped to an item you’re wearing created the FeoNer Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 700 Offering (Overflow: Increased Duration), it has an effect of: Evoke the Rogue’s Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth. Cooldown: 6 Seconds.

Ner Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 700 Offering (Overflow: Increased Duration).
  • Cooldown: 6 Seconds.
  • Evoke the Rogue’s Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Rogue’s Countering Concealment, gaining Dodge Chance, Movement Speed, Unstoppable, and Stealth. Cooldown: 6 Seconds. Requires 700 Offering (Overflow: Increased Duration).

17. FeoMot Runeword

  • Feo Rune of Ritual + Mot Rune of Invocation

Having both the Feo and Mot Runes equipped to an item you’re wearing created the FeoMot Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 150 Offering (Overflow: Gain Multiple Shadows), it has an effect of: Gain a shadow from the Rogue’s Dark Shroud, reducing damage taken per shadow. Cooldown: 1 Second.

Mot Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 150 Offering (Overflow: Gain Multiple Shadows).
  • Cooldown: 1 Second.
  • Gain a shadow from the Rogue’s Dark Shroud, reducing damage taken per shadow.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Gain a shadow from the Rogue’s Dark Shroud, reducing damage taken per shadow. Cooldown: 1 Second. Requires 150 Offering (Overflow: Gain Multiple Shadows).

18. FeoJah Runeword

  • Feo Rune of Ritual + Jah Rune of Invocation

Having both the Feo and Jah Runes equipped to an item you’re wearing created the FeoJah Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 500 Offering, it has an effect of: Replace your next Evade with the Sorcerer’s Teleport, blinking further, dealing damage, and becoming Unstoppable. Cooldown: 2 Seconds.

Jah Rune of Invocation

  • Legendary Rune of Invocation.
  • Requires: 500 Offering.
  • Cooldown: 2 Seconds.
  • Replace your next Evade with the Sorcerer’s Teleport, blinking further, dealing damage, and becoming Unstoppable.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Replace your next Evade with the Sorcerer’s Teleport, blinking further, dealing damage, and becoming Unstoppable. Cooldown: 2 Seconds. Requires 500 Offering.

19. FeoThul Runeword

  • Feo Rune of Ritual + Thul Rune of Invocation

Having both the Feo and Thul Runes equipped to an item you’re wearing created the FeoThul Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 400 Offering (Overflow: Increased Size), it has an effect of: Evoke the Sorcerer’s Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies. Cooldown: 1 Second.

Thul Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 400 Offering (Overflow: Increased Size).
  • Cooldown: 1 Second.
  • Evoke the Sorcerer’s Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Sorcerer’s Mystical Frost Nova, inflicting Freeze and Vulnerable onto enemies. Cooldown: 1 Second. Requires 400 Offering (Overflow: Increased Size).

20. FeoTzic Runeword

  • Feo Rune of Ritual + Tzic Rune of Invocation

Having both the Feo and Tzic Runes equipped to an item you’re wearing created the FeoTzic Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 250 Offering, it has an effect of: Evoke the Spiritborn’s Concussive Stomp, dealing damage and Knocking Down enemies. Cooldown: 1 Second.

Tzic Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 250 Offering.
  • Cooldown: 1 Second.
  • Evoke the Spiritborn’s Concussive Stomp, dealing damage and Knocking Down enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Spiritborn’s Concussive Stomp, dealing damage and Knocking Down enemies. Cooldown: 1 Second. Requires 250 Offering.

21. FeoKry Runeword

  • Feo Rune of Ritual + Kry Rune of Invocation

Having both the Feo and Kry Runes equipped to an item you’re wearing created the FeoKry Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 500 Offering, it has an effect of: Evoke the Spiritborn’s Vortex, dealing damage and Pulling In enemies. Cooldown: 3 Seconds.

Kry Rune of Invocation

  • Rare Rune of Invocation.
  • Requires: 500 Offering.
  • Cooldown: 3 Seconds.
  • Evoke the Spiritborn’s Vortex, dealing damage and Pulling In enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Spiritborn’s Vortex, dealing damage and Pulling In enemies. Cooldown: 3 Seconds. Requires 500 Offering.

22. FeoOno Runeword

  • Feo Rune of Ritual + Ono Rune of Invocation

Having both the Feo and Ono Runes equipped to an item you’re wearing created the FeoOno Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 25 Offering (Overflow: Increased Bolts Spawned), it has an effect of: Evoke the Druid’s Dancing Bolts, seeking and dealing damage to enemies. Cooldown: 1 Second.

Ono Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 25 Offering (Overflow: Increased Bolts Spawned).
  • Cooldown: 1 Second.
  • Evoke the Druid’s Dancing Bolts, seeking and dealing damage to enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Druid’s Dancing Bolts, seeking and dealing damage to enemies. Cooldown: 1 Second. Requires 25 Offering (Overflow: Increased Bolts Spawned).

23. FeoTec Runeword

  • Feo Rune of Ritual + Tec Rune of Invocation

Having both the Feo and Tec Runes equipped to an item you’re wearing created the FeoTec Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Increased Size), it has an effect of: Evoke the Barbarian’s Earthquake, dealing damage to enemies within. Cooldown: 1 Second.

Tec Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering (Overflow: Increased Size).
  • Cooldown: 1 Second.
  • Evoke the Barbarian’s Earthquake, dealing damage to enemies within.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Barbarian’s Earthquake, dealing damage to enemies within. Cooldown: 1 Second. Requires 100 Offering (Overflow: Increased Size).

24. FeoMet Runeword

  • Feo Rune of Ritual + Met Rune of Invocation

Having both the Feo and Met Runes equipped to an item you’re wearing created the FeoMet Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Increased Duration), it has an effect of: You leave the Necromancer’s Desecrated Ground behind you for 3 seconds, dealing damage to enemies within. Cooldown: 1 Second.

Met Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering (Overflow: Increased Duration).
  • Cooldown: 1 Second.
  • You leave the Necromancer’s Desecrated Ground behind you for 3 seconds, dealing damage to enemies within.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: You leave the Necromancer’s Desecrated Ground behind you for 3 seconds, dealing damage to enemies within. Cooldown: 1 Second. Requires 100 Offering (Overflow: Increased Duration).

25. FeoTun Runeword

  • Feo Rune of Ritual + Tun Rune of Invocation

Having both the Feo and Tun Runes equipped to an item you’re wearing created the FeoTun Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Increased Grenades Spawned), it has an effect of: Evoke the Rogue’s Stun Grenades, Stunning and dealing damage to enemies. Cooldown: 1 Second.

Tun Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering (Overflow: Increased Grenades Spawned).
  • Cooldown: 1 Second.
  • Evoke the Rogue’s Stun Grenades, Stunning and dealing damage to enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Rogue’s Stun Grenades, Stunning and dealing damage to enemies. Cooldown: 1 Second. Requires 100 Offering (Overflow: Increased Grenades Spawned).

26. FeoTon Runeword

  • Feo Rune of Ritual + Ton Rune of Invocation

Having both the Feo and Ton Runes equipped to an item you’re wearing created the FeoTon Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 25 Offering (Overflow: Increased Meteorites Spawned), it has an effect of: Evoke the Sorcerer’s Meteorites, dealing damage to enemies. Cooldown: 1 Second.

Ton Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 25 Offering (Overflow: Increased Meteorites Spawned).
  • Cooldown: 1 Second.
  • Evoke the Sorcerer’s Meteorites, dealing damage to enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Sorcerer’s Meteorites, dealing damage to enemies. Cooldown: 1 Second. Requires 25 Offering (Overflow: Increased Meteorites Spawned).

27. FeoTal Runeword

  • Feo Rune of Ritual + Tal Rune of Invocation

Having both the Feo and Tal Runes equipped to an item you’re wearing created the FeoTal Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Increased Swarms Spawned), it has an effect of: Evoke the Spiritborn’s Pestilent Swarm, dealing damage to enemies. Cooldown: 1 Second.

Tal Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering (Overflow: Increased Swarms Spawned).
  • Cooldown: 1 Second.
  • Evoke the Spiritborn’s Pestilent Swarm, dealing damage to enemies.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Evoke the Spiritborn’s Pestilent Swarm, dealing damage to enemies. Cooldown: 1 Second. Requires 100 Offering (Overflow: Increased Swarms Spawned).

28. FeoCeh Runeword

  • Feo Rune of Ritual + Ceh Rune of Invocation

Having both the Feo and Ceh Runes equipped to an item you’re wearing created the FeoCeh Runeword. It also means that every time your character Become Injured or Crowd Controlled (Cooldown: 20 seconds), they will generate 1000 Offering. Once they have generated at least 100 Offering (Overflow: Summon Multiple Wolves), it has an effect of: Summon a Spirit Wolf to attack enemies for 8 seconds. Cooldown: 1 Second.

Ceh Rune of Invocation

  • Magic Rune of Invocation.
  • Requires: 100 Offering (Overflow: Summon Multiple Wolves).
  • Cooldown: 1 Second.
  • Summon a Spirit Wolf to attack enemies for 8 seconds.

Link with a Rune of Ritual in equipment with two Sockets to form a Runeword. Only two Runewords may be active at a time.

While pair it with Rune of Ritual, it has an effect of: Summon a Spirit Wolf to attack enemies for 8 seconds. Cooldown: 1 Second. Requires 100 Offering (Overflow: Summon Multiple Wolves).

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