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.

When active, aura attempts to redeem the souls of slain enemies to give you life and mana.
Redemption is the Paladin's level 30 Defensive Aura; it requires Vigor and opens nothing. While it is the active aura, every two seconds each corpse within its radius is rolled, and each one that is redeemed is consumed and gives the Paladin a flat amount of life and mana. Two numbers decide it: the chance, 23% at level 1 and 85% at level 20, and the gain, 25 life and mana at level 1 and 120 at level 20.
| Level | Life/Mana Recovered | Chance to redeem soul |
|---|---|---|
| 1 | 25 | 23% |
| 2 | 30 | 34% |
| 3 | 35 | 42% |
| 4 | 40 | 49% |
| 5 | 45 | 55% |
| 6 | 50 | 59% |
| 7 | 55 | 63% |
| 8 | 60 | 65% |
| 9 | 65 | 69% |
| 10 | 70 | 71% |
| 11 | 75 | 73% |
| 12 | 80 | 75% |
| 13 | 85 | 77% |
| 14 | 90 | 79% |
| 15 | 95 | 80% |
| 16 | 100 | 82% |
| 17 | 105 | 82% |
| 18 | 110 | 83% |
| 19 | 115 | 84% |
| 20 | 120 | 85% |
| 21 | 125 | 86% |
| 22 | 130 | 87% |
| 23 | 135 | 88% |
| 24 | 140 | 89% |
| 25 | 145 | 89% |
| 26 | 150 | 90% |
| 27 | 155 | 91% |
| 28 | 160 | 91% |
| 29 | 165 | 91% |
| 30 | 170 | 91% |
The chance is the row's calc1, dm34 ("% chance to redeem"): a diminishing curve from Param3 10 ("% chance to redeem Min") towards Param4 100 ("% chance to redeem Max"). The Basin writes it out:
chance to redeem % = min(10 + [90 × [110 × lvl ÷ (lvl + 6)] ÷ 100], 100)
It reads 23% at level 1, 55% at 5, 71% at 10, 80% at 15, 85% at 20 and 91% at 30; the Basin's table only reaches 100% at level 60. The gain is calc2 and calc3, both ln56 ("HP gained", "Mana gained"): Param5 25 ("HP and Mana gained baseline") plus Param6 5 a level ("HP and Mana gained per level"), so 25 at level 1, 70 at 10, 120 at 20 and 170 at 30, uncapped, and the life and the mana are always the same number. The radius does not grow: Param1 16 and Param2 0, times two thirds, is 10 2/3 yards at every level. The aura costs no mana. Both lines read lvl, so +skills and the level of an Aura When Equipped item count in full.
Redemption is an aura with the row's redemption state on the caster only: it has an aurastate but no auratargetstate, so it puts nothing on allies, and the Basin's page confirms that only the supplier gains life and mana. It has no hit check and no damage. It runs on the aura period (perdelay 50 frames, every two seconds), and the Basin's page sets out what each tick does:
The radius is fixed at 10 2/3 yards and the gain is flat, not a percentage, so the aura is as good at level 1 for a 500-life character as it is at level 20 for a 5,000-life one; it is the chance, not the gain, that levels buy.
The Basin lists the Phoenix runeword as an aura-when-equipped source at level 10–15, The Redeemer as +2–4 Redemption, and +1–3 Redemption on Paladin scepters.
No synergies: Redemption has no dsc3 lines and no …SymPerCalc column. It feeds one skill, read as hard points (blvl):
Redemption's own lines read lvl, so a +skill from gear is worth exactly a hard point to the aura.
Redemption deals no damage, is applied to the Paladin alone and acts on corpses, so the player-versus-player rule has nothing to act on; see Player versus Player.
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