Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.
Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.

Shield yourself from damage caused by fire, cold, and lightning.
Cyclone Armor is the Druid's level 12 Elemental skill, requiring Arctic Blast; it unlocks Twister. It is a personal buff with one number: a pool of elemental damage absorbed, 40 at level 1 and 268 at level 20, that eats incoming fire, cold and lightning point for point until it is used up, and it is spent before anything else you have. The three wind skills raise the pool by 7% a hard point each, and the cost climbs a mana a level.
| Level | Mana | Elemental Damage Absorbed |
|---|---|---|
| 1 | 5 | 40 |
| 2 | 6 | 52 |
| 3 | 7 | 64 |
| 4 | 8 | 76 |
| 5 | 9 | 88 |
| 6 | 10 | 100 |
| 7 | 11 | 112 |
| 8 | 12 | 124 |
| 9 | 13 | 136 |
| 10 | 14 | 148 |
| 11 | 15 | 160 |
| 12 | 16 | 172 |
| 13 | 17 | 184 |
| 14 | 18 | 196 |
| 15 | 19 | 208 |
| 16 | 20 | 220 |
| 17 | 21 | 232 |
| 18 | 22 | 244 |
| 19 | 23 | 256 |
| 20 | 24 | 268 |
| 21 | 25 | 280 |
| 22 | 26 | 292 |
| 23 | 27 | 304 |
| 24 | 28 | 316 |
| 25 | 29 | 328 |
| 26 | 30 | 340 |
| 27 | 31 | 352 |
| 28 | 32 | 364 |
| 29 | 33 | 376 |
| 30 | 34 | 388 |
Elemental Damage Absorbed is read at 0 points in Twister and Tornado and Hurricane.
ln12: Param1 40 ("Elemental Damage Absorbed baseline") plus Param2 12 a level ("Elemental Damage Absorbed per level"). 40 at level 1, 88 at 5, 148 at 10, 208 at 15, 268 at 20, 388 atbonearmor and bonearmormax stats (aurastat1–2), the same stats Bone Armor uses, times 256 in the engine's units; the row's absorb event (auraevent1 absorbdamage) is what spends it.The absorb line reads lvl, so +skills from items raise the pool; the synergies read hard points only.
The Basin's rules: the armour reduces incoming Fire Damage, Lightning Damage and Cold Damage by an integer amount while active, and it is applied to elemental damage before anything else, including Energy Shield and your resistances, see Taking Damage. The pool is cumulative across the three elements: negating 100 fire, 100 lightning and 100 cold, whether they land together or one after another, takes at least 300 of absorb. When a hit is bigger than what is left, the remainder goes through undiminished, so a 100-point hit against 10 points of armour leaves 90 to your resistances; cast again to refresh. It does nothing against physical, magic or poison damage.
Cold damage is absorbed but the cold length is still applied: the armour does not stop the chill of Chill and Freeze, only the damage.
The Basin adds that it can be active at the same time as Blade Shield and as Bone Armor or one of the Sorceress's Chilling, Frozen and Shiver Armors, and that in the older game it could not be cast as a werewolf or werebear.
Three synergies at +7% elemental damage absorbed per level (Param8 = 7): Twister, Tornado and Hurricane, inside the absorb calc itself as (100 + (Twister.blvl + Tornado.blvl + Hurricane.blvl) × par8) ÷ 100, hard points only. Cyclone Armor's own hard points are a synergy for Arctic Blast (+15% cold damage a point), Tornado (+9% damage a point) and Hurricane; those pages give their lines.
A player's hit on another player is cut to 17% of its value (difficultylevels.txt PlayerDamagePercentVSPlayer) before anything else, see Player versus Player; the armour then absorbs from what is left, so a pool of 268 covers a 1,576-point elemental hit before the cut. The Basin's page says nothing more about Cyclone Armor against players.
Written from the game's tables (build 3.3.93847) and the cited pages; a per-level table is computed from skills.txt and skilldesc.txt by the same evaluator the skill pages use. A “legacy rule” is a published engine rule no table proves; a “game table” is read from the table named. · Report incorrect data