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Terror Zones

Diablo Clone Tracker

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Stone

Body Armor

shaelruneumrunepulrunelumrune
'ShaelUmPulLum'
+60% Faster Hit Recovery+250-290% Enhanced Defense (varies)+300 Defense Vs. Missile+16 to Strength+16 to Vitality+10 to EnergyAll Resistances +15Level 16 Molten Boulder (80 Charges)Level 16 Clay Golem (16 Charges)

Stone is a high-defense runeword in Diablo 2 Resurrected created with Shael + Um + Pul + Lum in any 4-socket body armor. Known for its massive +250-290% enhanced defense, it provides exceptional physical protection but lacks offensive utility, making it a niche choice primarily for mercenaries or budget-conscious players.

Massive Defense

Stone's primary appeal is its enormous +250-290% enhanced defense combined with +300 defense versus missiles, making it one of the highest defense armors available at its level. When created in an ethereal elite base like Sacred Armor, Stone can exceed 5,000 defense in legacy Diablo 2 with ebugging. Additional defensive stats include +60% faster hit recovery, all resistances +15, +16 to strength, and +16 to vitality, creating a tanky armor for physical damage mitigation.

Limited Applications

Stone serves best as a mercenary armor, particularly for Act 2 hirelings who benefit from high defense and faster hit recovery. The level 16 Molten Boulder (80 charges) provides a rarely-used offensive proc. However, Stone faces stiff competition from superior alternatives: Treachery offers better utility with Fade proc and attack speed, Duress provides crushing blow and open wounds, and Fortitude dominates endgame with massive damage bonuses.

Best Uses & Bases

Stone works best for Act 2 mercenaries in early Hell difficulty when you need pure survivability. Create it in ethereal elite armors like Ethereal Archon Plate or Ethereal Sacred Armor to maximize defense values. For characters, lighter bases like Archon Plate minimize strength requirements. The high strength bonus from Stone itself helps meet armor requirements.

Budget & Progression

While Stone uses four mid-tier runes (Shael, Um, Pul, Lum), it's rarely the optimal choice. Smoke provides better resistances for cheaper, while Treachery offers superior mercenary utility at a similar cost. Stone occupies an awkward middle ground—too expensive for early game, outclassed by alternatives in mid-to-late game. Most players skip it entirely, saving their runes for more impactful runewords.