Stats & Attributes for Diablo 4 covers the various attributes of the playable character. On this page, you can find all the information related to Status Ailments, Character Stats, etc.

 

Diablo 4 Stats Guide

Basic Stats in Diablo 4 has been simplified to four basic categories: Core StatsOffensiveDefensive, and Utility. Below, you can see how each of them affects your character.

 

Character Level

The Level of your character, which is increased by accumulating Experience.

  • With each Level, you gain Base Life and Core Stats.
  • Each Level until Level 50 grants a Skill Point. Afterwards, each quarter of a Level grants a Paragon Point.
  • Damage dealt between you and an enemy are adjusted according to the Level difference.
  • Monsters at this Level have 5.0% visible damage reduction.

Attack Power

  • An evaluation of the damage you deal.
  • Based on your offensive stats scaled with your currently wielded weapon´s damage and speed.

Armor (Basic Stat)

  • The total Armor granted by all of your equipment items.
  • Reduces Physical damage taken from enemies of equal Level by 6%.
  • Non-Physical damage taken is reduced according to your Armor Contribution.

Life

  • If you lose all your Life, you die. 
  • You have 40 Base Life at Level 1 and 0 bonus Life from other sources.

  

Diablo 4 Core Stats

There are four Core Stats in Diablo 4Depending on the character class, each stat grants different bonuses. For example, as a Barbarian, each point of Strength will increase the damage of your skills, while for Barbarian and Sorceress Willpower improves Fury/Mana generation, and Dexterity grants critical chance. Essentially, certain aspects suited to the Builds and playstyles of each class scale off of a Core Stat, making Core Stats have a more general use, rather than stringent definitions. Each stat also confers a secondary defensive bonus.

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Strength

  • +1 Armor per point
  • x0.1% Skill Damage per point of Strength (Barbarian)
  • x0.1% Resource Generation per point of Strength (Rogue)

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Intelligence

  • +0.05% All Resistance per point
  • x0.02% Critical Strike Chance per point of Intelligence (Rogue)
  • x0.1% Skill Damage per point of Intelligence (Sorceress and Necromancer)

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Willpower

  • +0.1% Healing Received and +0.25% Overpower Damage per point
  • x0.1% Resource Generation per point of Willpower (Barbarian)
  • x0.1% Resource Generation per point of Willpower (Sorceress and Necromancer)
  • x0.1% Skill Damage per point of Willpower (Druid)

 

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Dexterity

  • +0.025% Dodge Chance per point
  • x0.02% Critical Strike Chance per point of Dexterity (Barbarian)
  • x0.1% Skill Damage per point of Dexterity (Rogue)
  • x0.02% Critical Strike Chance per point of Dexterity (Sorceress and Necromancer)

 

 

When players start their journey and choose a Class for their characters during Character Customization, their characters start at level one, with different amounts in each Core Stat, matching the general playstyle of the class. The Barbarian starts with ten points in Strength, eight in Dexterity, and seven in both Intelligence and Willpower. The Rogue, on the other hand, starts with ten points in Dexterity, eight in Willpower, and seven in both Strength and Intelligence. The Sorceress and Necromancer, sharing an affinity in the magical arts, start with ten points in Intelligence, eight in Willpower, and seven in both Strength and Dexterity. Finally, the Druid starts with ten points in Willpower, eight in Intelligence, and seven in both Strength and Dexterity. As mentioned already, every time their characters level up, they also get one additional point in each of the four Core Stats.

PvP Stats

PvP Damage Reduction

  • Players get an inherent damage reduction granted against other Players in PvP.
  • This inherent damage reduction stacks with all other sources of Damage Reduction. 

Armor Contribution

  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance. 

 

Diablo 4 Lucky Hit Mechanic

Lucky Hit is a potent game mechanic in Diablo 4 that determines the frequency of specific abilities and effects being activated. Every active skill in the game has a Lucky Hit attribute, and it designates the probability of that skill resulting in a Lucky Hit. The more your Lucky Hit chance, the greater your frequency of scoring Lucky Hits.

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Lucky Hit in Diablo 4 is a key mechanic that determines the likelihood of activating certain abilities and effects. The higher your Diablo IV Lucky Hit chance, the more often you land Lucky Hits, leading to more frequent activation of various game effects. By strategically integrating and maximizing Lucky Hit in your character Builds you can substantially amplify your character's power and efficiency.

Please visit our Lucky Hit page for more information

 

 

Diablo 4 Lucky Hit Mechanic Complete Guide

 

 

Diablo 4 Status Ailments

Status Ailments are conditions that can be applied to both Enemies and the Player by using Skills, Weapon Modifiers, etc. Status Ailments can be both positive and negative. Below you can see a list of all Status Ailments in Diablo 4.

  • Chilled: Enemies have reduced movement speed. Repeatedly chilling an enemy will Freeze it.
  • Frozen: Enemies cannot move or attack. Enemies can be Frozen by repeatedly chilling them.
  • Immune: While Immune, you cannot be damaged and all negative effects are removed and prevented.
  • Unstoppable: While Unstoppable, control impairing effects are removed and prevented
  • Vulnerable: Enemies take 20% increased damage.
  • Fortify: Fortified: Characters take 10% decreased damage. You become Fortified when you have more Fortify than current Life.
  • Berserking: Increases your damage by 25% and your movement speed by 30%
  • Barrier: Barriers absorb damage from all sources up to a specified amount.
  • Blood Orb: Heal you for 15% of your Maximum Life when picked up.
  • Crackling Energy: Periodically damages nearby enemies when picked up.
  • Dazed: Enemies cannot attack or use skills but are still able to move.
  • Healthy: characters have more than 80% of their Life.
  • Injured: Characters have less than 35% of their Life.
  • Overpower: deals bonus damage based on the sum of your current Life and Fortified Life.
  • Stealth: Characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth.

 

Stats from Altars of Lilith in Diablo 4

Altars of Lilith in Diablo 4 also give permanent boosts to Core Stats to a player's characters once found. Discovering an Altar of Lilith will either add an additional two points to one of the four Core Stats, grant a Paragon Point, or increase the maximum amount of Murmuring Obols that the character can carry. Finding all Altars of Lilith grants a total number of sixty-eight additional points to each Core Stat. It is also important to note that this is an account-wide boon, meaning this will automatically apply to any and all created characters within the player's account, making finding every Altars of Lilith on at least one character very beneficial.

For a more in-depth guide on the Altars of Lilith, visit our page here.

 

Shrines in Diablo 4

Shrines can be found around the world of Diablo 4 and provide temporary passive boosts upon being activated. If a player is under the effect of a Shrine and activates a new one, the old effect will be removed and the new one will be applied with its timer reset. Below you can see a list of all Shrines in Diablo 4:

You can search by Name, Effects, or Description. Just type into the search box what you are looking for.

Quick Search of All Shrines 

Shrine

Effect

Description

Artillery Shrine
Your Attack Speed is increased and all attacks summon holy arrows. Also grants movement speed. Divine weapons abet the worthy.
Blast Wave Shrine
You periodically explode, damaging enemies around you. Also grants movement speed. Arcane power brings destruction.
Channeling Shrine
Your skills cost no resource and have reduced cooldown. Also grants movement speed. Endless harmony dwells within.
Conduit Shrine
You can shock and surge through enemies. Also grants movement speed. You are the storm's fury made manifest.
Greed Shrine
Enemies drop Gold when hit and you automatically pick up Gold from farther away. Also grants movement speed. Wherever the brave strike, riches follow.
Lethal Shrine
All of your skills deal more damage and Critically Strike. Also grants movement speed. Fate guides the deft hand to strike true.
Protection Shrine
You are Invulnerable and Unstoppable. Also grants movement speed. Faith is the shield against darkness.

 

Affixes and Stats in Diablo 4 refer to modifiers that are added to Items, such as Weapons, and Armor. The purpose of Affixes is to enhance their stats or abilities, providing bonus attributes, such as increased damage, critical hit chance, or resistance to certain types of damage. Affixes can be found in random items dropped by enemies or purchased from merchants. Players can use crafting systems to add or modify Affixes on their items. Affixes can affect Skills by providing Bonuses or changes to specific Skills or Skill Groups.

 

 

Diablo 4 All Affixes and Stats

 

All Stats
Barbarian Stats
Druid Stats
Sorceress Stats
Rogue Stats
Necromancer Stats
Affixes Patch Changes

 

All Stats

You can search by Name, Type, class, or Effect. Just type into the search box what you are looking for.

Quick Search of All Diablo Stats 

Name
Type
Class
Effect
Armor
Defensive All
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive All
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Armor from Golem
Defensive Necromancer
  • Increases your Armor while your Golem is alive.
Attack Speed
Offensive All
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Berserking Duration
Utility Barbarian
  • Increases the duration of Berserking granted by all sources.
Chill Application
Utility Sorceress
  • Increases the effectiveness of your outgoing Chill, causing enemies to Freeze more quickly.
Cold Resistance
Defensive All
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Control Impaired Duration Reduction
Utility Barbarian
Druid
Sorceress
Rogue
  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, DazeChill, and Freeze.
Cooldown Reduction
Utility Rogue
  • Reduces the Cooldowns of all active Skills
Critical Strike Chance
Offensive All
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive All
  • Extra damage is granted to Skills on Critical Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Critical Strike Damage vs Crowd Controlled
Offensive Druid
Rogue
  • Extra damage is granted to Skills when they Critically Strike Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
  • Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Earth
Offensive Druid
  • Extra damage granted to Earth Skills when they Critically Strike.
  • Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with One-Handed
Offensive Barbarian
  • Extra Damage to Critical Strikes while wielding a One-Handed weapon.
  • Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Bone
Offensive Necromancer
  • Extra damage granted to Bone Skills when they Critically Strike.
  • Stacks with your normal Critical Strike Damage Bonus.
Damage
Offensive All
  • Increases all of your damage dealt.
Damage Reduction from Burning
Defensive Sorceress
  • Reduces incoming damage taken from enemies that are Burning.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Chilled
Defensive Sorceress
  • Reduces incoming damage taken from enemies that are Chilled.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Distant
Defensive Rogue
  • Reduces incoming damage taken from enemies far away from you.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Elites
Defensive Sorceress
Rogue
  • Reduces incoming damage taken from Champions, Elites, Bosses, and Players.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Slowed
Defensive Rogue
  • Reduces incoming damage taken from enemies that are Slowed.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Trapped
Defensive Rogue
  • Reduces incoming damage taken from enemies affected by a Rogue's Trap Skills.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Bleeding
Defensive Barbarian
  • Reduces incoming damage taken from enemies that are Bleeding.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Close
Defensive Barbarian
Rogue
  • Reduces incoming damage taken from enemies in melee range.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from DoT
Defensive All
  • Reduces incoming damage taken from enemies affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Poisoned
Defensive Druid
  • Reduces incoming damage taken from enemies that are Poisoned.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable
Defensive Barbarian
Druid
Sorceress
Rogue
  • Reduces incoming damage taken from Vulnerable enemies.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction while Fortified
Defensive Barbarian
Druid
  • Reduces incoming damage taken while your Fortify is greater than or equal to your current Life.
  • Has a base value of 10%.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction while Healthy
Defensive Barbarian
  • Reduces incoming damage taken while you are above 80% Life.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Shadow Dot
Defensive Necromancer
  • Reduces incoming damage taken from enemies affected by Shadow damage over time.
  • As this stat increases, additional bonuses become less effective.
Damage from Blood Orb
Offensive Necromancer
  • You deal X% bonus damage for [x] seconds after picking up a Blood Orb.
Damage from Dodging
Offensive Rogue
  • You deal X% bonus for [x] seconds after Dodging an incoming attack.
Damage from Golem
Offensive Necromancer
  • You deal X% bonus damage while your Golem is alive.
Damage vs Bleeding
Offensive Barbarian
  • Increases damage dealt to enemies who are Bleeding.
Damage vs Burning
Offensive Sorceress
  • Increases damage dealt to enemies who are Burning.
Damage vs Chilled
Offensive Sorceress
  • Increases damage dealt to Chilled enemies.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Chill, for the Staggered duration.
Damage vs Close
Offensive Rogue
  • Increases damage dealt to enemies in melee range.
Damage vs Crowd Controlled
Offensive All
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Distant
Offensive Rogue
  • Increases damage dealt to enemies far away from you.
Damage vs Elites
Offensive All
  • Increases damage dealt to Champions, Elites, Bosses, and players.
Damage vs Healthy
Offensive Necromancer
  • Increases damage dealt to enemies who are above 80% Life.
Damage vs Injured
Offensive Rogue
Necromancer
  • Increases damage dealt to enemies who are below 35% Life.
Damage vs Poisoned
Offensive Druid
  • Increases damage dealt to enemies who are Poisoned.
Damage vs Shadow Dot
Offensive Necromancer
  • Increases damage dealt to enemies who are affected by Shadow damage over time.
Damage vs Stunned
Offensive Sorceress
  • Increases damage dealt to Stunned enemies.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Stun, for the Staggered duration.
Damage vs Trapped
Offensive Rogue
  • Increases damage dealt to enemies who are affected by a Rogue's Trap Skills.
Damage while Berserking
Offensive Barbarian
  • Increases your damage dealt while you are Berserking.
Damage while Fortified
Offensive Barbarian
Necromancer
  • Increases your damage dealt while your Fortify is greater than or equal to your current Life.
Damage while Healthy
Offensive Barbarian
Druid
Rogue
Necromancer
  • Increases your damage dealt while are above 80% Life.
Damage while Human
Offensive Druid
  • Increases your damage dealt while you are in Human form.
Damage while Werebear
Offensive Druid
  • Increases your damage dealt while shapeshifted into a Werebear.
Damage while Werewolf
Offensive Druid
  • Increases your damage dealt while shapeshifted into a Werewolf.
Damage with Axe
Offensive Barbarian
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Axe.
Damage with Basic
Offensive All
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Bleeding
Offensive Barbarian
  • Increases your Bleeding damage dealt. This includes Physical damage over time, but not direct Physical damage.
Damage with Bludgeoning
Offensive Barbarian
  • Increases your damage dealt while wielding a Two-Handed Bludgeoning weapon.
Damage with Bone
Offensive Necromancer
  • Increases the damage dealt by your Skills that have the Bone tag.
Damage with Cold
Offensive Sorceress
  • Increases your Cold damage dealt.
Damage with Companion
Offensive Druid
  • Increases the damage dealt by your Skills that have the Companion tag.
Damage with Conjuration
Offensive Sorceress
  • Increases the damage dealt by your Skills that have the Conjuration tag.
Damage with Core
Offensive All
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Crackling Energy
Offensive Sorceress
Damage with Cutthroat
Offensive Rogue
  • Increases the damage dealt by your Skills that have the Cutthroat tag.
Damage with Earth
Offensive Druid
  • Increases the damage dealt by your Skills that have the Earth tag.
Damage with Fire
Offensive Sorceress
  • Increases your Fire damage dealt. This includes both direct Fire damage and Burning damage over time.
Damage with Fire Over Time
Offensive Sorceress
  • Increases your Fire damage dealt over time. This excludes direct Fire damage.
Damage with Golem
Offensive Necromancer
  • Increases damage dealt by your Golem.
Damage with Imbued
Offensive Rogue
  • Increases the damage dealt by your Skills that have the Imbued tag.
Damage with Lightning
Offensive Sorceress
  • Increases your Lightning damage dealt.
Damage with Mace
Offensive Barbarian
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Mace.
Damage with Mages
Offensive Necromancer
  • Increases damage dealt by your Skeletal Mages.
Damage with Marksman
Offensive Rogue
  • Increases the damage dealt by your Skills that have the Marksman tag.
Damage with Mastery
Offensive Sorceress
  • Increases the damage dealt by your Skills that have the Mastery tag.
Damage with Minions
Offensive Necromancer
  • Increases damage dealt by your summoned Minions. This includes your Skeletal Warrior, Skeletal Mages, and Golem.
Damage with Nature Magic
Offensive Druid
  • Increases the damage dealt by your Skills that have the Nature Magic tag.
Damage with Non-Physical
Offensive Sorceress
Rogue
  • Increases your Non-Physical damage dealt. This includes both direct Non-Physical damage and Non-Physical damage over time.
Damage with One-Handed
Offensive Barbarian
  • Increases your damage dealt while wielding a One-Handed weapon.
Damage with Physical
Offensive Barbarian
Druid
Rogue
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Physical
Offensive Rogue
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Poison
Offensive Druid
  • Increases your poison damage dealt. This includes both direct Poison damage and Poisoning damage over time.
Damage with Poisoning
Offensive Druid
  • Increases your poisoning damage dealt. This includes Poison damage over time, but not direct Poison damage.
Damage with Polearm
Offensive Barbarian
  • Increases your damage dealt while wielding either a Two-Handed Polearm.
Damage with Shadow
Offensive Necromancer
  • Increases your Shadow damage dealt. This includes both direct Shadow damage and Shadow damage over time.
Damage with Shadow Over Time
Offensive Necromancer
  • Increases your Shadow damage dealt over time. This excludes direct Shadow damage.
Damage with Shapeshifting
Offensive Druid
  • Increases the damage dealt by your Skills that have the Shapeshifting tag.
Damage with Skills
Offensive All
  • Increases damage dealt by all your Skills.
Damage with Slashing
Offensive Barbarian
  • Increases your damage dealt while wielding a Two-Handed Slashing weapon.
Damage with Storm
Offensive Druid
  • Increases the damage dealt by your Skills that have the Storm tag.
Damage with Swapped Weapons
Offensive Barbarian
  • Increases the damage dealt by your Skills That use a different weapon(s) than you were previously wielding.
Damage with Sword
Offensive Barbarian
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Sword.
Damage with Trap
Offensive Rogue
  • Increases the damage dealt by your Skills that have the Trap tag.
Damage with Warrior
Offensive Necromancer
Damage with Werebear
Offensive Druid
  • Increases the damage dealt by your Skills that have the Werebear tag.
Damage with Werewolf
Offensive Druid
  • Increases the damage dealt by your Skills that have the Werewolf tag.
Dodge Chance
Defensive All
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Elite Kill Movement Speed
Utility Barbarian
Sorceress
Rogue
  • You gain x% Movement Speed for [x] seconds after killing a Champion, Elite, Boss, or Player.
Energy Regeneration
Utility Rogue
  • You regenerate X Energy per second.
Essence Generation
Utility Necromancer
  • Gaining Essence from any source grants X% more Essence than normal.
Essence On Kill
Utility Necromancer
  • You will restore X Essence for every enemy you kill.
Fire Resistance
Defensive All
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Fortify
Defensive Barbarian
Druid
Necromancer
  • Increases the amount of Fortify generated from your Fortify effects.
Fury Generation
Utility Barbarian
  • Gaining Fury from source grants 5.7% more Fury than normal.
Fury On Kill
Utility Barbarian
  • You will restore X Fury for every enemy you kill.
Golem Armor
Defensive Necromancer
  • Increases the Armor of your Golem.
Golem Attack Speed
Offensive Necromancer
  • Increases the Attack Speed of your summoned Golem.
Golem Life
Defensive Necromancer
Golem Resist All
Defensive Necromancer
  • Reduces non-Physical damage taken by your Golem.
  • As this stat increases, additional bonuses become less effective.
Healing
Defensive Druid
Necromancer
  • Increases healing received from all sources.
Healing from Blood Orbs
Defensive Necromancer
Healing from Potions
Defensive All
  • Increases healing received from Potions.
Imbuement Cooldown Reduction
Utility Rogue
  • Reduces the cooldown of your Imbuements.
  • Stacks with your normal Cooldown Reduction.
Life
Defensive All
  • If you lose all your life, you die.
Life On Kill
Defensive All
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive All
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive All
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Lucky Hit Chance
Utility All
Mage Resist All
Defensive Necromancer
  • Reduces non-Physical damage taken by your Skeletal Mages.
  • As this stat increases, additional bonuses become less effective.
Mana Cost Reduction
Utility Sorceress
  • Reduces the Mana cost of Skills that consume Mana.
Mana Regeneration
Utility Sorceress
  • You regenerate X Mana per second.
Maximum Essence
Utility Necromancer
  • Used to cast various Skills.
Maximum Fury
Utility Barbarian
  • Used to cast various Skills.
Maximum Mana
Utility Sorceress
  • Used to cast various Skills.
Maximum Spirit
Utility Druid
  • Used to cast various Skills.
Minion Armor
Defensive Necromancer
Minion Damage Reduction
Defensive Necromancer
  • Reduces incoming damage taken by your Minions from all sources.
  • As this stat increases, additional bonuses become less effective.
Minion Life
Defensive Necromancer
Minion Attack Speed
Offensive Necromancer
Movement Speed
Utility All
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive All
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but it can be guaranteed by specific effects.
Overpower Damage
Offensive Barbarian
Druid
Sorceress
Necromancer
  • Extra damage granted to Skills when they Overpower.
  • Stacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Has a base value of 50%. Capped at 150% against other Players.
Poison Resistance
Defensive All
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive All
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive All
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive All
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Spirit Generation
Utility Druid
  • Gaining Spirit from any source grants X% more Spirit than normal.
Spirit On Kill
Utility Druid
  • You will restore X Spirit for every enemy you kill.
Thorns
Offensive All
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Trap Cooldown Reduction
Utility Rogue
  • Reduces the cooldown of your Traps.
  • Stacks with your normal Cooldown Reduction.
Vulnerable Damage
Offensive All
  • Extra damage is granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Warrior Armor
Defensive Necromancer
  • Increases the Armor of your Skeletal Warriors.
Weapon Damage
Offensive All
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive All
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.
Werebear Armor
Defensive Druid
  • Increases your Armor while shapeshifted into a Werebear.

 

Barbarian Stats

You can search by Name, Type, Class, or Effect. Just type into the search box what you are looking for.

Quick Search of Barbarian Diablo Stats 

Name
Type
Effect
Armor
Defensive
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Attack Speed
Offensive
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Berserking Duration
Utility
  • Increases the duration of Berserking granted by all sources.
Cold Resistance
Defensive
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Control Impaired Duration Reduction
Utility
  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, DazeChill, and Freeze.
Critical Strike Chance
Offensive
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive
  • Extra damage granted to Skills when Critically Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Critical Strike Damage with One-Handed
Offensive
  • Extra Damage to Critical Strikes while wielding a One-Handed weapon.
  • Stacks with your normal Critical Strike Damage Bonus.
Damage
Offensive
  • Increases all of your damage dealt.
Damage Reduction from Bleeding
Defensive
  • Reduces incoming damage taken from enemies that are Bleeding.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Close
Defensive
  • Reduces incoming damage taken from enemies in melee range.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from DoT
Defensive
  • Reduces incoming damage taken from enemies affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable
Defensive
  • Reduces incoming damage taken from Vulnerable enemies.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction while Fortified
Defensive
  • Reduces incoming damage taken while your Fortify is greater than or equal to your current Life.
  • Has a base value of 10%.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction while Healthy
Defensive
  • Reduces incoming damage taken while you are above 80% Life.
  • As this stat increases, additional bonuses become less effective.
Damage vs Bleeding
Offensive
  • Increases damage dealt to enemies who are Bleeding.
Damage vs Crowd Controlled
Offensive
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Elites
Offensive
  • Increases damage dealt to Champions, Elites, Bosses, and players.
Damage while Berserking
Offensive
  • Increases your damage dealt while you are Berserking.
Damage while Fortified
Offensive
  • Increases your damage dealt while your Fortify is greater than or equal to your current Life.
Damage while Healthy
Offensive
  • Increases your damage dealt while are above 80% Life.
Damage with Axe
Offensive
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Axe.
Damage with Basic
Offensive
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Bleeding
Offensive
  • Increases your Bleeding damage dealt. This includes Physical damage over time, but not direct Physical damage.
Damage with Bludgeoning
Offensive
  • Increases your damage dealt while wielding a Two-Handed Bludgeoning weapon.
Damage with Core
Offensive
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Mace
Offensive
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Mace.
Damage with One-Handed
Offensive
  • Increases your damage dealt while wielding a One-Handed weapon.
Damage with Physical
Offensive
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Polearm
Offensive
  • Increases your damage dealt while wielding either a Two-Handed Polearm.
Damage with Skills
Offensive
  • Increases damage dealt by all your Skills.
Damage with Slashing
Offensive
  • Increases your damage dealt while wielding a Two-Handed Slashing weapon.
Damage with Swapped Weapons
Offensive
  • Increases the damage dealt by your Skills That use different weapon(s) than you were previously wielding.
Damage with Sword
Offensive
  • Increases your damage dealt while wielding either a One-Handed or Two-Handed Sword.
Dodge Chance
Defensive
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Elite Kill Movement Speed
Utility
  • You gain x% Movement Speed for [x] seconds after killing a Champion, Elite, Boss, or Player.
Fire Resistance
Defensive
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Fortify
Defensive
  • Increases the amount of Fortify generated from your Fortify effects.
Fury Generation
Utility
  • Gaining Fury from source grants 5.7% more Fury than normal.
Fury On Kill
Utility
  • You will restore X Fury for every enemy you kill.
Healing from Potions
Defensive
  • Increases healing received from Potions.
Life
Defensive
  • If you lose all your life, you die.
Life On Kill
Defensive
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Maximum Fury
Utility
  • Used to cast various Skills.
Movement Speed
Utility
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but it can be guaranteed by specific effects.
Overpower Damage
Offensive
  • Extra damage granted to Skills when they Overpower.
  • Stacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Has a base value of 50%. Capped at 150% against other Players.
Poison Resistance
Defensive
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Thorns
Offensive
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Vulnerable Damage
Offensive
  • Extra damage granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Weapon Damage
Offensive
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.

 

Druid Stats

You can search by Name, Type, Class, or Effect. Just type into the search box what you are looking for.

Quick Search of Druid Diablo Stats 

Name
Type
Effect
Armor
Defensive
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Attack Speed
Offensive
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Cold Resistance
Defensive
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Control Impaired Duration Reduction
Utility
  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, DazeChill, and Freeze.
Critical Strike Chance
Offensive
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive
  • Extra damage granted to Skills when Critically Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Critical Strike Damage vs Crowd Controlled
Offensive
  • Extra damage granted to Skills when they Critically Strike Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
  • Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Earth
Offensive
  • Extra damage granted to Earth Skills when they Critically Strike.
  • Stacks with your normal Critical Strike Damage Bonus.
Damage
Offensive
  • Increases all of your damage dealt.
Damage Reduction from DoT
Defensive
  • Reduces incoming damage taken from enemies affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Poisoned
Defensive
  • Reduces incoming damage taken from enemies that are Poisoned.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable
Defensive
  • Reduces incoming damage taken from Vulnerable enemies.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction while Fortified
Defensive
  • Reduces incoming damage taken while your Fortify is greater than or equal to your current Life.
  • Has a base value of 10%.
  • As this stat increases, additional bonuses become less effective.
Damage vs Crowd Controlled
Offensive
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Elites
Offensive
  • Increases damage dealt to Champions, Elites, Bosses, and players.
Damage vs Poisoned
Offensive
  • Increases damage dealt to enemies who are Poisoned.
Damage while Healthy
Offensive
  • Increases your damage dealt while are above 80% Life.
Damage while Human
Offensive
  • Increases your damage dealt while you are in Human form.
Damage while Werebear
Offensive
  • Increases your damage dealt while shapeshifted into a Werebear.
Damage while Werewolf
Offensive
  • Increases your damage dealt while shapeshifted into a Werewolf.
Damage with Basic
Offensive
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Companion
Offensive
  • Increases the damage dealt by your Skills that have the Companion tag.
Damage with Core
Offensive
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Earth
Offensive
  • Increases the damage dealt by your Skills that have the Earth tag.
Damage with Nature Magic
Offensive
  • Increases the damage dealt by your Skills that have the Nature Magic tag.
Damage with Physical
Offensive
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Poison
Offensive
  • Increases your poison damage dealt. This includes both direct Poison damage and Poisoning damage over time.
Damage with Poisoning
Offensive
  • Increases your poisoning damage dealt. This includes Poison damage over time, but not direct Poison damage.
Damage with Shapeshifting
Offensive
  • Increases the damage dealt by your Skills that have the Shapeshifting tag.
Damage with Skills
Offensive
  • Increases damage dealt by all your Skills.
Damage with Storm
Offensive
  • Increases the damage dealt by your Skills that have the Storm tag.
Damage with Werebear
Offensive
  • Increases the damage dealt by your Skills that have the Werebear tag.
Damage with Werewolf
Offensive
  • Increases the damage dealt by your Skills that have the Werewolf tag.
Dodge Chance
Defensive
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Fire Resistance
Defensive
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Fortify
Defensive
  • Increases the amount of Fortify generated from your Fortify effects.
Healing
Defensive
  • Increases healing received from all sources.
Healing from Potions
Defensive
  • Increases healing received from Potions.
Life
Defensive
  • If you lose all your life, you die.
Life On Kill
Defensive
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Maximum Spirit
Utility
  • Used to cast various Skills.
Movement Speed
Utility
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but they can be guaranteed by specific effects.
Overpower Damage
Offensive
  • Extra damage granted to Skills when they Overpower.
  • Stacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Has a base value of 50%. Capped at 150% against other Players.
Poison Resistance
Defensive
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Spirit Generation
Utility
  • Gaining Spirit from any source grants X% more Spirit than normal.
Spirit On Kill
Utility
  • You will restore X Spirit for every enemy you kill.
Thorns
Offensive
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Vulnerable Damage
Offensive
  • Extra damage granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Weapon Damage
Offensive
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.
Werebear Armor
Defensive
  • Increases your Armor while shapeshifted into a Werebear.

 

Sorceress Stats

You can search by Name, Type, class or Effect. Just type into the search box what you are looking for.

Quick Search of Sorceress Diablo Stats 

Name
Type
Effect
Armor
Defensive
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Attack Speed
Offensive
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Chill Application
Utility
  • Increases the effectiveness of your outgoing Chill, causing enemies to Freeze more quickly.
Cold Resistance
Defensive
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Control Impaired Duration Reduction
Utility
  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, DazeChill, and Freeze.
Critical Strike Chance
Offensive
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive
  • Extra damage granted to Skills when Critically Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Damage
Offensive
  • Increases all of your damage dealt.
Damage Reduction from Burning
Defensive
  • Reduces incoming damage taken from enemies that are Burning.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Chilled
Defensive
  • Reduces incoming damage taken from enemies that are Chilled.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Elites
Defensive
  • Reduces incoming damage taken from Champions, Elites, Bosses and Players.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from DoT
Defensive
  • Reduces incoming damage taken from enemies that are affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable
Defensive
  • Reduces incoming damage taken from Vulnerable enemies.
  • As this stat increases, additional bonuses become less effective.
Damage vs Burning
Offensive
  • Increases damage dealt to enemies who are Burning.
Damage vs Chilled
Offensive
  • Increases damage dealt to Chilled enemies.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Chill, for the Staggered duration.
Damage vs Crowd Controlled
Offensive
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Elites
Offensive
  • Increases damage dealt to Champions, Elites, Bosses and players.
Damage vs Stunned
Offensive
  • Increases damage dealt to Stunned enemies.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Stun, for the Staggered duration.
Damage with Basic
Offensive
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Cold
Offensive
  • Increases your Cold damage dealt.
Damage with Conjuration
Offensive
  • Increases your damage dealt by your Skills that have the Conjuration tag.
Damage with Core
Offensive
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Crackling Energy
Offensive
Damage with Fire
Offensive
  • Increases your Fire damage dealt. This includes both direct Fire damage and Burning damage over time.
Damage with Fire Over Time
Offensive
  • Increases your Fire damage dealt over time. This excludes direct Fire damage.
Damage with Lightning
Offensive
  • Increases your Lightning damage dealt.
Damage with Mastery
Offensive
  • Increases your damage dealt by your Skills that have the Mastery tag.
Damage with Non-Physical
Offensive
  • Increases your Non-Physical damage dealt. This includes both direct Non-Physical damage and Non-Physical damage over time.
Damage with Skills
Offensive
  • Increases damage dealt by all your Skills.
Dodge Chance
Defensive
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Elite Kill Movement Speed
Utility
  • You gain x% Movement Speed for [x] seconds after killing a Champion, Elite, Boss or Player.
Fire Resistance
Defensive
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Healing from Potions
Defensive
  • Increases healing received from Potions.
Life
Defensive
  • If you lose all your life, you die.
Life On Kill
Defensive
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Lucky Hit Chance
Utility
  • Increases the chance of triggering Lucky Hits with your Skills.
Mana Cost Reduction
Utility
  • Reduces the Mana cost of Skills that consume Mana.
Mana Regeneration
Utility
  • You regenerate X Mana per second.
Maximum Mana
Utility
  • Used to cast various Skills.
Movement Speed
Utility
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but they can be guaranteed by specific effects.
Overpower Damage
Offensive
  • Extra damage granted to Skills when they Overpower.
  • Stacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Has a base value of 50%. Capped at 150% against other Players.
Poison Resistance
Defensive
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Thorns
Offensive
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Vulnerable Damage
Offensive
  • Extra damage granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Weapon Damage
Offensive
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.

 

Rogue Stats

You can search by Name, Type, class or Effect. Just type into the search box what you are looking for.

Quick Search of Rogue Diablo Stats 

Name
Type
Effect
Armor
Defensive
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Attack Speed
Offensive
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Cold Resistance
Defensive
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Control Impaired Duration Reduction
Utility
  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, DazeChill, and Freeze.
Cooldown Reduction
Utility
  • Reduces the Cooldowns of all active Skills
Critical Strike Chance
Offensive
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive
  • Extra damage granted to Skills when Critically Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Critical Strike Damage vs Crowd Controlled
Offensive
  • Extra damage granted to Skills when they Critically Strike Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
  • Stacks with your normal Critical Strike Damage Bonus.
Damage
Offensive
  • Increases all of your damage dealt.
Damage Reduction from Distant
Defensive
  • Reduces incoming damage taken from enemies far away from you.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Elites
Defensive
  • Reduces incoming damage taken from Champions, Elites, Bosses and Players.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Slowed
Defensive
  • Reduces incoming damage taken from enemies that are Slowed.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Trapped
Defensive
  • Reduces incoming damage taken from enemies that are affected by a Rogue's Trap Skills.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Close
Defensive
  • Reduces incoming damage taken from enemies in melee range.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from DoT
Defensive
  • Reduces incoming damage taken from enemies that are affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable
Defensive
  • Reduces incoming damage taken from Vulnerable enemies.
  • As this stat increases, additional bonuses become less effective.
Damage from Dodging
Offensive
  • You deal X% bonus for [x] seconds after Dodging an incoming attack.
Damage vs Close
Offensive
  • Increases damage dealt to enemies in melee range.
Damage vs Crowd Controlled
Offensive
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Distant
Offensive
  • Increases damage dealt to enemies far away from you.
Damage vs Elites
Offensive
  • Increases damage dealt to Champions, Elites, Bosses and players.
Damage vs Injured
Offensive
  • Increases damage dealt to enemies who are below 35% Life.
Damage vs Trapped
Offensive
  • Increases damage dealt to enemies who are affected by a Rogue's Trap Skills.
Damage while Healthy
Offensive
  • Increases your damage dealt while are above 80% Life.
Damage with Basic
Offensive
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Core
Offensive
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Cutthroat
Offensive
  • Increases your damage dealt by your Skills that have the Cutthroat tag.
Damage with Imbued
Offensive
  • Increases your damage dealt by your Skills that have the Imbued tag.
Damage with Marksman
Offensive
  • Increases your damage dealt by your Skills that have the Marksman tag.
Damage with Non-Physical
Offensive
  • Increases your Non-Physical damage dealt. This includes both direct Non-Physical damage and Non-Physical damage over time.
Damage with Physical
Offensive
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Physical
Offensive
  • Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
Damage with Skills
Offensive
  • Increases damage dealt by all your Skills.
Damage with Trap
Offensive
  • Increases your damage dealt by your Skills that have the Trap tag.
Dodge Chance
Defensive
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Elite Kill Movement Speed
Utility
  • You gain x% Movement Speed for [x] seconds after killing a Champion, Elite, Boss or Player.
Energy Regeneration
Utility
  • You regenerate X Energy per second.
Fire Resistance
Defensive
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Healing from Potions
Defensive
  • Increases healing received from Potions.
Imbuement Cooldown Reduction
Utility
  • Reduces the cooldown of your Imbuements.
  • Stacks with your normal Cooldown Reduction.
Life
Defensive
  • If you lose all your life, you die.
Life On Kill
Defensive
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Movement Speed
Utility
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but they can be guaranteed by specific effects.
Poison Resistance
Defensive
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Thorns
Offensive
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Trap Cooldown Reduction
Utility
  • Reduces the cooldown of your Traps.
  • Stacks with your normal Cooldown Reduction.
Vulnerable Damage
Offensive
  • Extra damage granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Weapon Damage
Offensive
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.

 

 

Necromancer Stats

You can search by Name, Type, class or Effect. Just type into the search box what you are looking for.

Quick Search of Necromancer Diablo Stats 

Name
Type
Effect
Armor
Defensive
  • Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
  • Non-Physical damage taken is partially reduced according to your Armor Contribution.
Armor Contribution
Defensive
  • The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP.
  • The remaining damage reduction is determined by your appropriate Elemental resistance.
Armor from Golem
Defensive
  • Increases your Armor while your Golem is alive.
Attack Speed
Offensive
  • Your attack [X]% faster than your base Weapon Speed.
  • Combined with your weapon, your total Attack Speed is [x] Attack per second.
Cold Resistance
Defensive
  • Reduces incoming Cold Damage by +0%.
  • Makes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Critical Strike Chance
Offensive
  • When a Skill deals damage, it has a chance to Critically Strike.
  • Critical Strikes deal 50% bonus damage.
  • Damage over time cannot Critical Strike.
Critical Strike Damage
Offensive
  • Extra damage granted to Skills when Critically Strike.
  • Has a base value of 50%.
  • Capped at 100% against other Players.
Critical Strike Damage with Bone
Offensive
  • Extra damage granted to Bone Skills when they Critically Strike.
  • Stacks with your normal Critical Strike Damage Bonus.
Damage
Offensive
  • Increases all of your damage dealt.
Damage Reduction from DoT
Defensive
  • Reduces incoming damage taken from enemies that are affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Poisoned
Defensive
  • Reduces incoming damage taken from enemies that are Poisoned.
  • As this stat increases, additional bonuses become less effective.
Damage Reduction from Shadow Dot
Defensive
  • Reduces incoming damage taken from enemies that are affected by Shadow damage over time.
  • As this stat increases, additional bonuses become less effective.
Damage from Blood Orb
Offensive
  • You deal X% bonus damage for [x] seconds after picking up a Blood Orb.
Damage from Golem
Offensive
  • You deal X% bonus damage while your Golem is alive.
Damage vs Crowd Controlled
 Offensive
  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, DazeChill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
Damage vs Elites
Offensive
  • Increases damage dealt to Champions, Elites, Bosses and players.
Damage vs Healthy
Offensive
  • Increases damage dealt to enemies who are above 80% Life.
Damage vs Injured
Offensive
  • Increases damage dealt to enemies who are below 35% Life.
Damage vs Shadow Dot
Offensive
  • Increases damage dealt to enemies who are affected by Shadow damage over time.
Damage while Fortified
Offensive
  • Increases your damage dealt while your Fortify is greater than or equal to your current Life.
Damage while Healthy
Offensive
  • Increases your damage dealt while are above 80% Life.
Damage with Basic
Offensive
  • Increases damage dealt by your Skills that have the Basic tag.
Damage with Bone
Offensive
  • Increases your damage dealt by your Skills that have the Bone tag.
Damage with Core
Offensive
  • Increases damage dealt by your Skills that have the Core tag.
Damage with Golem
Offensive
  • Increases damage dealt by your Golem.
Damage with Mages
Offensive
  • Increases damage dealt by your Skeletal Mages.
Damage with Minions
Offensive
  • Increases damage dealt by your summoned Minions. This includes your Skeletal Warrior, Skeletal Mages and Golem.
Damage with Shadow
Offensive
  • Increases your Shadow damage dealt. This includes both direct Shadow damage and Shadow damage over time.
Damage with Shadow Over Time
Offensive
  • Increases your Shadow damage dealt over time. This excludes direct Shadow damage.
Damage with Skills
Offensive
  • Increases damage dealt by all your Skills.
Damage with Warrior
Offensive
  • Increases damage dealt by your Skeletal Warriors.
Dodge Chance
Defensive
  • When you would receive direct damage, you have a chance to Dodge it.
  • Dodged attacks deal no damage.
  • As this stat increases, additional bonuses become less effective.
Essence Generation
Utility
  • Gaining Essence from any source grants X% more Essence than normal.
Essence On Kill
Utility
  • You will restore X Essence for every enemy you kill.
Fire Resistance
Defensive
  • Reduces incoming Fire Damage by +X%.
  • This applies to both direct Fire damage and Burning damage over time.
  • Makes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Fortify
Defensive
  • Increases the amount of Fortify generated from your Fortify effects.
Golem Armor
Defensive
  • Increases the Armor of your Golem.
Golem Attack Speed
Offensive
  • Increases the Attack Speed of your summoned Golem.
Golem Life
Defensive
  • Increases the Maximum Life of Skeletal Warriors.
Golem Resist All
Defensive
  • Reduces non-Physical damage taken by your Golem.
  • As this stat increases, additional bonuses become less effective.
Healing
Defensive
  • Increases healing received from all sources.
Healing from Blood Orbs
Defensive
Healing from Potions
Defensive
  • Increases healing received from Potions.
Life
Defensive
  • If you lose all your life, you die.
Life On Kill
Defensive
  • You will recover X Life for every enemy you kill.
Life Regeneration
Defensive
  • You recover X% Life per second.
  • Taking damage disables this for 4 seconds.
Lightning Resistance
Defensive
  • Reduces incoming Lightning Damage by +0%.
  • Makes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Mage Resist All
Defensive
  • Reduces non-Physical damage taken by your Skeletal Mages.
  • As this stat increases, additional bonuses become less effective.
Maximum Essence
Utility
  • Used to cast various Skills.
Minion Armor
Defensive
  • Increases the Armor of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Minion Damage Reduction
Defensive
  • Reduces incoming damage taken by your Minions from all sources.
  • As this stat increases, additional bonuses become less effective.
Minion Life
Defensive
Minion Attack Speed
Offensive
Movement Speed
Utility
  • You run at 100% of base Movement Speed.
    You may have a maximum of 125% Movement Speed as a basic stat.
  • Temporary buffs may exceed this limit.
Overpower Chance
Offensive
  • When you cast a Skill, it has a chance to Overpower all of the damage it deals.
  • Overpowers deal bonus damage based on the sum of your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Damage over time, passive abilities, and Channeled Skills cannot Overpower.
  • Your chance to Overpower cannot increase as a basic stat, but they can be guaranteed by specific effects.
Overpower Damage
Offensive
  • Extra damage granted to Skills when they Overpower.
  • Stacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.
  • The bonus damage dealt scales with the Skill that Overpowered.
  • Has a base value of 50%. Capped at 150% against other Players.
Poison Resistance
Defensive
  • Reduces incoming Poison Damage by +0%.
  • This applies to both direct Poison damage and Poisoning damage over time.
  • Makes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Potion Charges
Defensive
  • The total number of Potion Charges you can have available at a time.
  • Has a base value of 4.
Resist All
Defensive
  • Reduces incoming non-Physical damage taken. This applies to both direct and damage over time.
  • As this stat increases, additional bonuses become less effective.
Shadow Resistance
Defensive
  • Reduces incoming Shadow Damage by +0%.
  • This applies to both direct Shadow damage and Shadowing damage over time.
  • Makes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.
  • As this stat increases, additional bonuses become less effective.
Thorns
Offensive
  • Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirety damage over time.
  • Damage dealt is affected by the Skill damage increase from your Strength.
Vulnerable Damage
Offensive
  • Extra damage granted against Vulnerable enemies.
  • Has a Base Value of 20%.
Warrior Armor
Defensive
Weapon Damage
Offensive
  • The base damage of your equipped weapons(s)
  • Skills scale their base damage using this value.
  • When wielding One-Handed weapons, this is the sum of the base attack values.
  • When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed
Offensive
  • This is the base Attack Speed inherent to your weapon before applying bonuses.
  • When wielding One-Handed, their weapon speeds are averaged.

 

Patch Notes Quick Navigate
Patch 1.1.0a

 

Diablo 4 - Patch Notes - Version 1.1.0a

General Information

  • Released July 18, 2023.
  • Diablo IV Patch Notes 1.1.0a Build #43333 (PC) and #43223 (Console)
  • Targeted Platforms: All Platforms (Playstation 4, Playstation 5, Xbox One, Xbox Series, and PC)
 

 

Item Affixes


Developer’s Note: Many Affixes are too efficient and are outshining alternatives. We’re looking to refine the outliers, improve the number of meaningful choices on competitive slots, and increase the overall flexibility of items. We know these changes will reduce the total amount of possible power a character can possess, so we'll be monitoring how these changes affect players’ ability to conquer expected milestones throughout the Season. We’re increasing the availability of the Affixes below to make them easier to include in different builds. 

  • Control Impaired Duration Reduction: Can now appear on Pants.
  • Barrier Generation: Can now appear for all Classes. It will also begin dropping later in the game.
  • Lucky Hit Chance while You Have a Barrier: Can now appear for all Classes. Reduced by ~12% when on Helm and ~20% when on Amulet or Offhand.
  • Mastery Skill Damage: Newly added; can appear on Sorcerer Weapons. Scales identically to Core Skill Damage.
  • Resistance to All Elements: Can now appear on Shields.

Developer’s Note: The Core Stat bonus on Weapons has been overperforming, so we're pulling back on this bonus.

 

  • Strength: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
  • Dexterity: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
  • Intelligence: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
  • Willpower: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.

Developer’s Note: Cooldown Reduction affixes often felt mandatory due to their raw power. We imagine Cooldown Reduction will remain a highly desirable stat, but the penalty for not prioritizing it won’t be as harsh.

 

  • Cooldown Reduction: Reduced by ~30%.
  • Imbuement Skill Cooldown Reduction: Reduced by ~30%.
  • Trap Skill Cooldown Reduction: Reduced by ~30%.

Developer’s Note: We're seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build's success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.

 

  • Critical Strike Damage: Reduced by ~17%.
  • Lightning Critical Strike Damage: Reduced by ~17%.
  • Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
  • Vulnerable Damage: Reduced by ~40%.

Developer’s Note: Disparities in inherent affixes can rule some Weapons out before the rest of their stats are even rolled. These are receiving harsher reductions than their normal affix counterparts to increase Weapon flexibility.

 

  • Critical Strike Damage (Inherent on Swords): Reduced by ~50%.
  • Vulnerable Damage (Inherent on Crossbows): Reduced by ~65%.

Developer’s Note: Damage Bonus to Crowd Controlled Enemies was overperforming relative to the ease of activating it versus stricter, Crowd Control type-specific affixes.

 

  • Damage to Crowd Controlled Enemies: Decreased by ~30%.
  • Damage to Frozen Enemies: Increased by ~20%.

Developer’s Note: We have seen that skillful players are frequently slaughtering monsters many levels above their own. We want to support this, but the current situation is beyond what we believe is correct for the long-term health of the game. To chase this goal, we're shifting power to many offensive Affixes from defensive Affixes. We know this will make our end game content more deadly, particularly for those chasing our pinnacle boss, an encounter not meant for the faint of heart. Overcoming the pinnacle boss will take every ounce of grit you can muster and all tools at your disposal. We will continue to evaluate feedback from the community and make changes to our combat mechanics.

  • Physical Damage: Increased by ~25%.
  • Fire Damage: Increased by ~25%.
  • Cold Damage: Increased by ~25%.
  • Lightning Damage: Increased by ~25%.
  • Poison Damage: Increased by ~25%.
  • Shadow Damage: Increased by ~25%.
  • Non-Physical Damage: Increased by ~25%.
  • Physical Damage Over Time: Increased by ~40%.
  • Fire Damage Over Time: Increased by ~40%.
  • Shadow Damage Over Time: Increased by ~40%.
  • Damage with Two-Handed Bludgeoning Weapons: Increased by ~25%.
  • Damage with Two-Handed Slashing Weapons: Increased by ~25%.
  • Damage with Dual-Wielded Weapons: Increased by ~25%.
  • Damage with Ranged Weapons: Increased by ~25%.
  • Damage with Skills that Swap to New Weapons: Increased by ~25%.
  • Damage while in Human Form: Increased by ~25%.
  • Damage while Shapeshifted: Increased by ~25%.
  • Blood Skill Damage: Increased by ~25%.
  • Bone Skill Damage: Increased by ~25%.
  • Brawling Skill Damage: Increased by ~33%.
  • Companion Skill Damage: Increased by ~33%.
  • Conjuration Skill Damage: Increased by ~33%.
  • Cutthroat Skill Damage: Increased by ~25%.
  • Darkness Skill Damage: Increased by ~25%.
  • Earth Skill Damage: Increased by ~25%.
  • Frost Skill Damage: Increased by ~25%.
  • Imbued Skill Damage: Increased by ~25%.
  • Imbuement Skill Damage: Increased by ~33%.
  • Marksman Skill Damage: Increased by ~25%.
  • Pyromancy Skill Damage: Increased by ~25%.
  • Shock Skill Damage: Increased by ~25%.
  • Storm Skill Damage: Increased by ~25%.
  • Summoning Skill Damage: Increased by ~25%.
  • Trap Skill Damage: Increased by ~33%.
  • Weapon Mastery Skill Damage: Increased by ~33%.
  • Werebear Skill Damage: Increased by ~25%.
  • Werewolf Skill Damage: Increased by ~25%.
  • Total Armor: Reduced by ~30%.
  • Attack Speed for 4 Seconds after Dodging an Attack: Increased by ~20%.
  • Damage for 4 Seconds after Dodging an Attack: Increased by ~20%.
  • Total Armor while in Werebear Form: Reduced by ~25%.
  • Total Armor while in Werewolf Form: Reduced by ~25%.
  • Damage Reduction from Close Enemies: Reduced by ~20%.
  • Damage Reduction from Distant Enemies: Reduced by ~20%.
  • Damage Reduction from Enemies that are Bleeding: Reduced by ~25%.
  • Damage Reduction from Enemies that are Burning: Reduced by ~25%.
  • Damage Reduction from Enemies that are Poisoned: Reduced by ~25%.
  • Damage Reduction from Enemies that are affected by Shadow Over Time: Reduced by ~25%.
  • Damage Reduction while Fortified: Reduced by ~25%.

 

 




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