D2R Cure Runeword

D2R Cure Rune Word Patch 2.6

New Rune Word Rune Order Allowed Items Character Level Required Final Stats
Cure

Shael + lo + Tal

Helm

35

  • Level 1 Cleansing Aura when Equipped
  • +20% Faster Hit Recovery
  • +75-100% Enhanced Defense
  • +10 to Vitality
  • Increase Maximum Life 5%
  • Poison Resist +40-60%
  • Poison Length Reduced by 50% 75%

Cure: Given Cure’s more niche use cases, we opted to strengthen it with the Cleansing Aura. Note that the base Poison Duration reduction on the item went down, but the addition of Cleansing Aura results in a net-buff to Poison Duration reduction.

The Bulwark, Cure, Ground, Hearth, and Temper Rune Words are being added to equip players with additional tools to boost specific resistance types as desired following the release of Sundering Charms.

Cheap Diablo II: Resurrected Items


Level 1 Cleansing Aura when Equipped

Cleansing reduces Poison and Curse duration for all party members.

Level 1. Radius: 10.6. Duration Reduction -39%.


+20% Faster Hit Recovery

Faster Hit Recovery (FHR) is a coefficient that increases the speed of recovery from being stunned. A character gets stunned when a monster successfully damages him/her more than the stun threshold allows.


+75-100% Enhanced Defense

Enhanced Defense is an armor attribute that increases the defense value of the armor by a percentage, as opposed to plus defense which adds a strict number to the defense count.


+10 to Vitality

While Vitality can be increased through magical items, it is still under the responsibilities of the class to determine Life gains per point.


Increase Maximum Life 5%

Life (also often referred to as Health, or Hit Points) represents the maximum amount of damage that a player character or monster will be able to withstand. Taking damage causes the Life Points to decrease (when all forms of protection are bypassed). When Life reaches 0, the player character (or monster) dies.

Maximum Life is affected by some certain item properties (+Life) and by Vitality. Replenishing lost Life is generally referred to as Healing.


Poison Resist +40-60%

Poison Resist modifies poison damage rate by a percentage; PR -100% is the floor, while PR > 99% makes a unit Immune to Poison.

  • Player and mercenary normally have a ceiling of PR 75%, but this can be increased to PR 95% by applying +% Maximum Poison Resist (although any excess can offset penalties that might otherwise reduce it below this ceiling). Difficulty level penalties of PR -40% in Nightmare and PR -100% in Hell (-20% and -50% respectively in Classic games) also apply to them.
  • It is only applied whenever a new source of poison is applied, so removing it afterwards will have no effect on damage rate applied for current length; adding it after a target is poisoned will have no effect either.
  • It tends to be less important for player and mercenary due to the time it takes for poison damage to apply its total amount, allowing them to use an Antidote Potion or Well, or return to town to be healed, to cure themselves immediately (a player can also use a Resist Poison Shrine).
  • Conversely, this means it is more important to reduce enemy resistance when applying poison damage, using Lower Resist and -% Enemy Poison Resistance.

Poison Length Reduced by 50%

Poison Length Reduced by % modifies the length for which poison damage is applied by a percentage; PLR -100% is the floor, while PLR > 99% always reduces poison length to a single frame.

  • Player and mercenary normally have a ceiling of PLR 75%, although any excess can offset penalties that might otherwise reduce it below this ceiling. Difficulty level penalties of PLR -40% in Nightmare and PLR -100% in Hell (-20% and -50% respectively in Classic games) also apply to them.
  • It is only applied whenever a new source of poison damage is applied, so removing it afterwards will have no effect on current length; adding it after a target is poisoned will have no effect either.
  • It can be countered by -% Enemy Poison Resistance: for example, a player or mercenary equipping PLR 75% will be reduced to 25% by -50% EPR.
  • It tends to be of little importance for player and mercenary because monsters don't wait for poison length to expire before reapplying it; consequently they are likely to remain poisoned throughout a battle. Afterwards, they can use an Antidote Potion or Well, or return to town to be healed, to cure themselves immediately (a player can also use a Resist Poison Shrine) and prevent poison running its full course.

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