Killing all 11 council members per run, 40 seconds per run: players in game (/players x) Trav council is of course super close to a waypoint, so there is less dependency on tele for this strat than most others. Each member can drop up to three items, with a very good chance of dropping runes. It turns out that all 11 have the exact same droprate for Runes, their only difference in drops being that the three Superuniques have bonuses to unique/set/rare/magic items. Travincal always has 11 council members in total, 3 of which are Superuniques. The council can drop up to Cham, since we are in one of the two ideal TC's of runes (Runes 16), as mentioned earlier. Killing 105 ghosts per run, 180 seconds per run: players in game (/players x) No one is going to farm Arcane in a group, so only Solo drop rates are shown here: I imagine most people hunt HR's to go for enigma/infinity though, so bad-gear-speed will be used for now. Each run takes about 180+ seconds (3min) with bad gear, but can be improved upon greatly. You can of course stop when you find the summoner if you wish to farm keys, and start another run, without very much efficiency lost. Runes and that drop from monsters are always accessed in the same TC's, so if you want to hunt jewelry/charms/gems, everything in this Rune farming guide will point you in the same direction.Īrcane has about ~105 ghosts that are easily killable without going into the centre paths and backtracking, making for a very fluid run by going up each path and then back towards the WP on the opposite side of each branch. Ghosts drop well over double the runes that normal monsters drop ( 2.55 times as many runes as other mobs in chaos, for example), as well as charms, jewels, and gems. Trash ghosts can drop up to Cham, and the unique pack minions can drop up to Zod. Again, champions dont drop runes in the same fashion, they just drop like normal champions. Trash ghosts and Unique packs of ghosts both drop from the two ideal Rune TC's, Runes 16 and Runes 17 respectively, so they are all worth killing. Minions of unique packs, as well as trash mobs, are what we are after. Keep in mind that champions do not ever have a tendency towards runes, even if their mob type normally does. On to the actual methods of farming HR's. However, a Runes 15 drop (Sur/Ber and below) is worth only 68% as much on average as a rune-drop from Runes 16, so if you're runefarming, you should avoid wasting time on mobs that don't drop from at least Runes 16. Looking at the above tables, it is important to know that the average value of a Runes 17 (all runes, including Zod) rune drop is only 2.1% more valuable on average than a Runes 16 (Jah/Cham and below) rune-drop. nm cows are lvl 64, but cannot drop Vex or Gul) Disclaimer: just because a monster meets the minimum mlvl requirement, it doesn't mean they can drop the HR - the table simply lists the lowest case where a monster can drop it. The weighting is 2-to-3 for every TC, so when a rune cascades down the Rune TC list and stops on a set of two runes, it only has a 40% chance to choose the less common one this is why Ber is a lower rune than Jah, but is actually slightly rarer. If a monster can drop one, it can drop the other as well. Rune TC's each contain two runes, besides Zod's TC. Also, these are the odds of dropping each rune from rune drops which could be as high as Zod (mlvl 81+): The following ilvls are the minimum for dropping High Runes. This makes it so that you can find Zod Runes as early as act 1 hell, for example. Other monsters will have their TC upgraded to include higher rune TC's, depending on their mlvl. You may have heard about certain runes being delegated to certain acts of the game, but this is only true for chests, without exception (including superchests). Many people often ask what level HR's can drop at, since they are not found in any item TC with a simple label such as armo63 or weap87, but rather Rune TC's. This is one of the upsides of multiplayer - certain unused HR's have more value than just being cubed up (notably Lo -> Sur, Ber -> Jah). Note that Runes dropping in multiplayer have about 25% more value per-drop on average when using these listed values. Ber is worth far more than half a Jah, so it would never be cubed in Multiplayer.) I made the following table to show the relative values of all runes above Mal when considered in Multiplayer, in terms of Sur Runes (since everyone is after Ber, so Sur is always in demand for cubing into it) In Multiplayer, certain runes have additional value since they are more in-demand than just needing to be cubed. But first, some important info about High Runes and how we need to value them in this post: This guide will compare the seven most efficient methods for finding High Runes in the game.