Stats & Attributes for Diablo 4 covers the various attributes of the playable character. In 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 for basic categories: Core Stats, Offensive, Defensive, 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 daamge 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
When you gain a level, you'll receive points to spend on Strength, Intelligence, Dexterity, or Willpower, along with your skill points.
Depending 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 Willpower improves Fury generation, and Dexterity grants critical chance. Meanwhile, as a Sorceress, Intelligence increases skill damage, Willpower grants critical chance and Dexterity hastens mana recovery. Each stat also confers a secondary defensive bonus.
Offensive Stats in Diablo IV
Weapon Damage (25-37)
- The base damage of your equipped weapon (s).
- Skills scale their base damage using this value.
- When wielding One-Handed weapons, this is the sum of their base attack values.
- When wielding a Two-Handed weapon, this is its base attack value.
Weapon Speed (1.20 Attacks per Second)
- This is the base Attack Speed inherent to your weapon before applying bonuses.
- When wielding One-Handed weapons, their weapon speeds are averaged.
Critical Strike Chance (5.1%)
- When a Skill deals damage, it has a chance to Critically Strike.
- Critical Strikes deal 50.0% bonus damage.
- Damage over time cannot Critically Strike.
Critical Strike Damage Bonus (50%)
- Extra damage granted to Skills when they Critically Strike.
- Has a base value of 50.0%.
- Capped at 100% against other Players.
Overpower Chance (3.0%)
- 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 overtime, 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 Bonus (52%)
- 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 50.0%.
- Capped at 150% against other Players.
Vulnerable Damage Bonus (20%)
- Extra damage granted against Vulnerable enemies.
- Hasa base value of 20.0%.
- You have +0.0% of this stat from items and Paragon.
Thorns
- 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 Intelligence.
D4 Defensive Stats
Maximum Life
- If you lose all your Life, you die.
- You have 40 Base Life at Level 1 and 0 bonus Life from other sources.
Maximum Potion Charges (4)
- The total number of Potion Charges you can have available at a time.
- Includes the base 4 Potion Charges you start with and 0 additional Charges from Zone Progress and items.
Armor (Stat) (45)
- 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.
- You have 38 Armor from primary equipment stats, 7 Armor from your Strength, and 0 bonus Armor from other sources.
Armor Contribution (50%)
- The inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks.
- The remaining damage reduction is determined by your appropriate Elemental resistances.
- Differs in PvP.
Dodge Change (0.2%)
- 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 (0.5%)
- Reduces incoming Fire damage by 0.2%. 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.
Cold Resistance (0.5%)
- Reduces incoming Cold damage by 0.2%.
- 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.
Lightning Resistance (0.5%)
- Reduces incoming Lightning damage by 0.2%.
- 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.
Poison Resistance (0.5%)
- Reduces incoming Poison damage by 0.2%. 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.
Shadow Resistance (0.5%)
- Reduces incoming Shadow damage by 0.2%. This applies to both direct Shadow damage and Shadow 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.
Diablo 4 Utility Stats
Maximum Mana (100)
- Used to cast various Skills.
Mana Regeneration (10)
- You Generate 10 Mana per second.
Movement Speed (100.0%)
- You run at 100.0% of base Movement Speed.
- You may have a maximum of 125.0% Movement Speed as a basic stat.
- Temporary buffs may exceed this limit.
Cooldown Reduction (2.0%)
- Reduces the Cooldowns of all active Skills.
Bonus Lucky Hit Chance (2.0%)
- Increases the chance of triggering Lucky Hits with your Skills.
PvP Stats
PvP Damage Reduction (93.0%)
- Inherent damage reduction granted against other Players in PvP.
- Stacks with all other sources of Damage Reduction.
Armor Contribution (65.0%)
- 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 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.
Shrines in Diablo 4
Shrines can be found around the world of Diablo 4 and provide with a 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. | Divine weapons abet the worthy. |
Blast Wave Shrine |
You periodically explode, damaging enemies around you. | Arcane power brings destruction. |
Channeling Shrine |
Your skills cost no resource and have reduced cooldown. | Endless harmony dwells within. |
Conduit Shrine |
You can shock and surge through enemies. | You are the storm's fury made manifest. |
Greed Shrine |
Enemies drop Gold when hit and you automatically pick up Gold from farther away. | Wherever the brave strike, riches follow. |
Lethal Shrine |
All of your skills deal more damage and Critically Strike. | Fate guides the deft hand to strike true. |
Protection Shrine |
You are Invulnerable and Unstoppable | Faith is the shield against darkness. |
- Anonymous
- Anonymous
That is just not enough I think, we need the good old attributes we had since D1, it adds a lot of customization to a character build and a lot of variety regarding itemization. It is early in the production, so it's the perfect timing for these decisions to be checked out and have a feedback on.
and i still dont know what " lucky hit" does
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