D2R Hearth Runeword

D2R Hearth Rune Word Patch 2.6

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

Shael + lo + Thul

Helm

35

  • +20% Faster Hit Recovery
  • +75-100% Enhanced Defense
  • +10 to Vitality
  • Increase Maximum Life 5%
  • Cold Resist +40-60%
  • Cold Absorb +10-15%
  • Cannot be Frozen

Hearth: To build on the theme of this Rune Word, we gave it a bit more oomph to solidify it as a go-to gear option when struggling with enemies who deal Cold Damage.

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.

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+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.


Cold Resist +40-60%

Cold Resist modifies cold damage and cold or freeze length (including Freezes Target) by a percentage, after Magic Damage Reduced has been applied; CR -100% is the floor, while CR > 99% makes a unit Immune to Cold and prevents it from being chilled or frozen.


Cold Absorb +10-15%


Cold Absorb
decreases any cold damage then heals life equivalent to that damage decrease, after cold resistance has been applied.

  1. Damage equivalent to % CA is subtracted from cold damage remaining after CR.
  2. Damage equivalent to CA is subtracted from cold damage remaining after % CA.
  3. Healing equivalent to total cold damage absorbed is applied.
  4. Cold damage remaining after total absorbed is applied.
  • The net result depends on current life at time of healing: actual healing = min(maximum life - current life , total cold damage absorbed), so maximum healing only occurs when current life ≤ maximum life - total cold damage absorbed.
  • There is a ceiling of 40% CA, so there can never be a net life gain from % CA. Thus it performs a similar function to CR, so when current life ≤ maximum life - total cold damage absorbed, effective percentage damage decrease as a result of CR and % CA is as follows:
    Percentage damage decrease = CR + (100-CR * CA/50)

Cannot be Frozen

Cannot be Frozen is an attribute found on some Runewords, Set and Unique items. It is almost an essential attribute to have for melee characters, particularly in Hell difficulty. It prevents the slowing effect of cold attacks from affecting the character, thus allowing that character to continue moving and attacking at their normal speed. This attribute does not, however, affect cold damage, nor does it prevent Holy Freeze or Decrepify from slowing down the character. The latter is because Decrepify is not a cold-based attack and the former is because the designers decided that Holy Freeze would override Cannot be Frozen.

Once affected by chilling, activating the attribute, such as switching to a weapon or shield which possesses it will not override the effect and will have to wait out the chill from that particular attack before the immunity to chilling will work again. So being chilled by a Cold Arrow from a monster, switching to Rhyme and then being hit with a monster level Frost Nova a second later, a character will only have to wait out the Cold Arrow's freeze, not the Frost Nova's duration.

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