Diablo 4 Beginners Guide

List of D4 Beginners Guide

name desc
Level Level: {s1}
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 {s2} visible damage reduction.
Strength Strength: {s1} (Item Contribution: {s2}){STR_BENEFIT}
Increases Armor by {s3}
Intelligence Intelligence: {s1} (Item Contribution: {s2}){INT_BENEFIT}
Increases Resistance to All Elements by {s3}
Willpower Willpower: {s1} (Item Contribution: {s2}){WILL_BENEFIT}
Improves Healing Received by {s3}
Increases Overpower Damage by {s4}
Dexterity Dexterity: {s1} (Item Contribution: {s2}){DEX_BENEFIT}
Increases Dodge Chance by {s3}
Weapon Damage Weapon Damage: ({s2} – {s3})
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.
Ranged Weapon Damage Ranged Damage: ({s2} – {s3})
The base damage of your Two-Handed Ranged Weapon.
Skills wielding this weapon scale their base damage using this value.
Equal to the weapon’s base attack value.
Bludgeoning Weapon Damage Bludgeoning Weapon Damage: ({s2} – {s3})
The base damage of your Two-Handed Bludgeoning Weapon.
Skills wielding this weapon scale their base damage using this value.
Equal to the weapon’s base attack value.
Dual Wielded Weapon Damage Dual Wielded Weapon Damage: ({s2} – {s3})
The base damage of your dual wielded One-Handed Weapons.
Skills wielding these weapons scale their base damage using this value.
Equal to the sum of the weapons’ base attack values.
Slashing Weapon Damage Slashing Weapon Damage: ({s2} – {s3})
The base damage of your Two-Handed Slashing Weapon.
Skills wielding this weapon scale their base damage using this value.
Equal to the weapon’s base attack value.
Weapon Speed Weapon Speed: {s1} 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.
Attack Speed Bonus Bonus Attack Speed: {s1}
You attack {s1} faster than your base Weapon Speed.
Combined with your weapon, your total Attack Speed is {s2} Attacks per Second.
Attack Speed from Dodging Bonus Attack Speed after Dodging: {s1}
You gain {s1} bonus Attack Speed for {s2} seconds after Dodging an incoming attack.
Minion Attack Speed Minion Attack Speed Bonus: {s1}
Increases the Attack Speed of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Critical Strike Chance Critical Strike Chance: {s1}
When a Skill deals damage, it has a chance to Critically Strike.
Critical Strikes deal {s2} bonus damage.
Damage over time cannot Critically Strike.
Critical Strike Chance vs Injured Bonus Critical Strike Chance vs Injured Enemies: {s1}
Your Critical Strike Chance is increased by {s1} when damaging enemies who are below 35% Life.
Your total chance to Critically Strike Injured enemies is {s2}.
Critical Strike Damage Critical Strike Damage Bonus: {s1}
Extra damage granted to Skills when they Critically Strike.
Has a base value of {s3}.
Critical Strike Damage vs Crowd Controlled Bonus Critical Strike Damage vs Crowd Controlled Enemies: {s1}
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, Daze, Chill, 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 Fire Fire Critical Strike Damage Bonus: {s1}
Extra damage granted to your Fire damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Lightning Lightning Critical Strike Damage Bonus: {s1}
Extra damage granted to your Lightning damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Cold Cold Critical Strike Damage Bonus: {s1}
Extra damage granted to your Cold damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Poison Poison Critical Strike Damage Bonus: {s1}
Extra damage granted to your Poison damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Shadow Shadow Critical Strike Damage Bonus: {s1}
Extra damage granted to your Shadow damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Core Bonus Critical Strike Damage with Core Skills: {s1}
Extra damage granted to Core Skills when they Critically Strike.
Stacks with your normal Critical Strike Damage Bonus.
You have +{s2} of this stat from items and Paragon.
Critical Strike Damage with Bone Bonus Critical Strike Damage with Bone Skills: {s1}
Extra damage granted to Bone Skills when they Critically Strike.
Stacks with your normal Critical Strike Damage Bonus.
You have +{s2} of this stat from items and Paragon.
Critical Strike Damage with Earth Bonus Critical Strike Damage with Earth Skills: {s1}
Extra damage granted to Earth Skills when they Critically Strike.
Stacks with your normal Critical Strike Damage Bonus.
You have +{s2} of this stat from items and Paragon.
Critical Strike Damage with Imbued Bonus Critical Strike Damage with Imbued Skills: {s1}
Extra damage granted to Imbued Skills when they Critically Strike.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with Werewolf Critical Strike Damage Bonus with Werewolf Skills: {s1}
Extra damage granted to Werewolf Skills when they Critically Strike.
Stacks with your normal Critical Strike Damage Bonus.
You have +{s2} of this stat from items and Paragon.
Overpower Chance Overpower Chance: {s1}
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 Overpower Damage Bonus: {s1}
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 {s3}.
Vulnerable Damage Vulnerable Damage Bonus: {s1}
Extra damage granted against Vulnerable enemies.
Has a base value of {s2}.
You have +{s3} of this stat from items and Paragon.
All Damage Bonus to All Damage: {s1}
Increases all of your damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage vs Elites Bonus Damage vs Elites: {s1}
Increases damage dealt to Champions, Elites, Bosses and Players.
You have +{s2} of this stat from items and Paragon.
Damage vs Crowd Controlled Bonus Damage vs Crowd Controlled Enemies: {s1}
Increases damage dealt to Crowd Controlled enemies.
This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.
After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Slowed Bonus Damage vs Slowed Enemies: {s1}
Increases damage dealt to Slowed enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Slow, for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Immobilized Bonus Damage vs Immobilized Enemies: {s1}
Increases damage dealt to Immobilized enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Immobilize, for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Stunned Bonus Damage vs Stunned Enemies: {s1}
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.
You have +{s2} of this stat from items and Paragon.
Damage vs Knocked Down Bonus Damage vs Knocked Down Enemies: {s1}
Increases damage dealt to Knocked Down enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Knockdown, for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Dazed Bonus Damage vs Dazed Enemies: {s1}
Increases damage dealt to Daze enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Daze, for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Chilled Bonus Damage vs Chilled Enemies: {s1}
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.
You have +{s2} of this stat from items and Paragon.
Damage vs Frozen Bonus Damage vs Frozen Enemies: {s1}
Increases damage dealt to Frozenenemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Freeze, for the Staggered duration.
You have +{s2} of this stat from items and Paragon.
Damage vs Close Bonus Damage vs Close Enemies: {s1}
Increases damage dealt to enemies in melee range.
You have +{s2} of this stat from items and Paragon.
Damage vs Distant Bonus Damage vs Distant Enemies: {s1}
Increases damage dealt to enemies far away from you.
You have +{s2} of this stat from items and Paragon.
Damage vs Healthy Bonus Damage vs Healthy Enemies: {s1}
Increases damage dealt to enemies who are above 80% Life.
You have +{s2} of this stat from items and Paragon.
Damage vs Injured Bonus Damage vs Injured Enemies: {s1}
Increases damage dealt to enemies who are below 35% Life.
You have +{s2} of this stat from items and Paragon.
Damage vs Bleeding Bonus Damage vs Bleeding Enemies: {s1}
Increases damage dealt to enemies who are Bleeding.
Damage vs Burning Bonus Damage vs Burning Enemies: {s1}
Increases damage dealt to enemies who are Burning.
Damage vs Poisoned Bonus Damage vs Poisoned Enemies: {s1}
Increases damage dealt to enemies who are Poisoned.
Damage vs Shadow DoT Bonus Damage vs Enemies Affected by Shadow Damage Over Time: {s1}
Increases damage dealt to enemies who are affected by Shadow damage over time.
Damage vs Trapped Bonus Damage vs Trapped Enemies: {s1}
Increases damage dealt to enemies who are affected by a Rogue’s Trap Skills.
Damage while Healthy Bonus Damage while Healthy: {s1}
Increases your damage dealt while you are above 80% Life.
You have +{s2} of this stat from items and Paragon.
Damage while Fortified Bonus Damage while Fortified: {s1}
Increases your damage dealt while your Fortify is greater than or equal to your current Life.
Damage while Berserking Bonus Damage while Berserking: {s1}
Increases your damage dealt while you are Berserking.
Damage while Human Bonus Damage while in Human Form: {s1}
Increases your damage dealt while you are in Human Form.
Damage while Shapeshifted Bonus Damage while Shapeshifted: {s1}
Increases your damage dealt while you are Shapeshifted. This includes both Werewolf and Werebear forms.
Stacks with form-specific bonuses.
Damage while Werebear Bonus Damage while in Werebear Form: {s1}
Increases your damage dealt while Shapeshifted into a Werebear.
Damage while Werewolf Bonus Damage while in Werewolf Form: {s1}
Increases your damage dealt while Shapeshifted into a Werewolf.
Damage with Physical Physical Damage Bonus: {s1}
Increases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.
You have +{s2} of this stat from items and Paragon.
Damage with Fire Fire Damage Bonus: {s1}
Increases your Fire damage dealt. This includes both direct Fire damage and Burning damage over time.
You have +{s2} of this stat from items and Paragon.
Damage with Lightning Lightning Damage Bonus: {s1}
Increases your Lightning damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage with Cold Cold Damage Bonus: {s1}
Increases your Cold damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage with Poison Poison Damage Bonus: {s1}
Increases your Poison damage dealt. This includes both direct Poison damage and Poisoning damage over time.
You have +{s2} of this stat from items and Paragon.
Damage with Shadow Shadow Damage Bonus: {s1}
Increases your Shadow damage dealt. This includes both direct Shadow damage and Shadow damage over time.
You have +{s2} of this stat from items and Paragon.
Damage with Bleeding Bleeding Damage Bonus: {s1}
Increases your Bleeding damage dealt. This includes Physical damage over time, but not direct Physical damage.
You have +{s2} of this stat from items and Paragon.
Damage with Burning Burning Damage Bonus: {s1}
Increases your Burning damage dealt. This includes Fire damage over time, but not direct Fire damage.
You have +{s2} of this stat from items and Paragon.
Damage with Poisoning Poisoning Damage Bonus: {s1}
Increases your Poisoning damage dealt. This includes Poison damage over time, but not direct Poison damage.
You have +{s2} of this stat from items and Paragon.
Damage with Shadow Damage Over Time Bonus Shadow Damage Over Time: {s1}
Increases your Shadow damage dealt over time. This excludes direct Shadow damage.
You have +{s2} of this stat from items and Paragon.
Damage with Bludgeoning Bonus Damage with Two-Handed Bludgeoning Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Bludgeoning weapon.
Damage with Slashing Bonus Damage with Two-Handed Slashing Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Slashing weapon.
Damage with Ranged Bonus Damage with Ranged Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Ranged weapon.
Damage with Dual Wield Bonus Damage with Dual Wielded Weapons: {s1}
Increases your damage dealt while Dual Wielding One-Handed weapons.
Damage with Mace Bonus Damage with Maces: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Mace.
Damage with Sword Bonus Damage with Swords: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Sword.
Damage with Axe Bonus Damage with Axes: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Axe.
Damage with Polearm Bonus Damage with Polearms: {s1}
Increases your damage dealt while wielding a Two-Handed Polearm.
Damage with Swapped Weapons Bonus Damage when Swapping Weapons: {s1}
Increases the damage dealt by your Skills that use different weapon(s) than you were previously wielding.
Damage with Basic Bonus Damage with Basic Skills: {s1}
Increases damage dealt by your Skills that have the Basic tag.
You have +{s2} of this stat from items and Paragon.
Damage with Core Bonus Damage with Core Skills: {s1}
Increases damage dealt by your Skills that have the Core tag.
You have +{s2} of this stat from items and Paragon.
Damage with Brawling Bonus Damage with Brawling Skills: {s1}
Increases damage dealt by your Skills that have the Brawling tag.
You have +{s2} of this stat from items and Paragon.
Damage with Weapon Mastery Bonus Damage with Weapon Mastery Skills: {s1}
Increases damage dealt by your Skills that have the Weapon Mastery tag.
You have +{s2} of this stat from items and Paragon.
Damage with Cutthroat Bonus Damage with Cutthroat Skills: {s1}
Increases damage dealt by your Skills that have the Cutthroat tag.
You have +{s2} of this stat from items and Paragon.
Damage with Marksman Bonus Damage with Marksman Skills: {s1}
Increases damage dealt by your Skills that have the Marksman tag.
You have +{s2} of this stat from items and Paragon.
Damage with Imbued Bonus Damage with Imbued Skills: {s1}
Increases damage dealt by your Skills that are enhanced by an Imbuement.
Damage with Imbuement Bonus Damage with Imbuement Skills: {s1}
Increases damage dealt by your Skills that have the Imbuement tag.
You have +{s2} of this stat from items and Paragon.
Damage with Trap Bonus Damage with Trap Skills: {s1}
Increases damage dealt by your Skills that have the Trap tag.
You have +{s2} of this stat from items and Paragon.
Damage with Pyromancy Bonus Damage with Pyromancy Skills: {s1}
Increases damage dealt by your Skills that have the Pyromancy tag.
You have +{s2} of this stat from items and Paragon.
Damage with Shock Bonus Damage with Shock Skills: {s1}
Increases damage dealt by your Skills that have the Shock tag.
You have +{s2} of this stat from items and Paragon.
Damage with Frost Bonus Damage with Frost Skills: {s1}
Increases damage dealt by your Skills that have the Frost tag.
You have +{s2} of this stat from items and Paragon.
Damage with Conjuration Bonus Damage with Conjuration Skills: {s1}
Increases damage dealt by your Skills that have the Conjuration tag.
You have +{s2} of this stat from items and Paragon.
Damage with Earth Bonus Damage with Earth Skills: {s1}
Increases damage dealt by your Skills that have the Earth tag.
You have +{s2} of this stat from items and Paragon.
Damage with Storm Bonus Damage with Storm Skills: {s1}
Increases damage dealt by your Skills that have the Storm tag.
You have +{s2} of this stat from items and Paragon.
Damage with Werebear Bonus Damage with Werebear Skills: {s1}
Increases damage dealt by your Skills that have the Werebear tag.
You have +{s2} of this stat from items and Paragon.
Damage with Werewolf Bonus Damage with Werewolf Skills: {s1}
Increases damage dealt by your Skills that have the Werewolf tag.
You have +{s2} of this stat from items and Paragon.
Damage with Companion Bonus Damage with Companion Skills: {s1}
Increases damage dealt by your Skills that have the Companion tag.
You have +{s2} of this stat from items and Paragon.
Damage with Bone Bonus Damage with Bone Skills: {s1}
Increases damage dealt by your Skills that have the Bone tag.
You have +{s2} of this stat from items and Paragon.
Damage with Blood Bonus Damage with Blood Skills: {s1}
Increases damage dealt by your Skills that have the Blood tag.
You have +{s2} of this stat from items and Paragon.
Damage with Darkness Bonus Damage with Darkness Skills: {s1}
Increases damage dealt by your Skills that have the Darkness tag.
You have +{s2} of this stat from items and Paragon.
Damage with Summoning Bonus Damage with Summoning Skills: {s1}
Increases damage dealt by your Skills that have the Summoning tag.
You have +{s2} of this stat from items and Paragon.
Damage with Crackling Energy Bonus Damage with Crackling Energy: {s1}
Increases the damage dealt by your Crackling Energy applications.
Damage with Minions Minion Damage Bonus: {s1}
Increases damage dealt by your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Damage with Warriors Skeletal Warrior Damage Bonus: {s1}
Increases damage dealt by your Skeletal Warriors.
You have +{s2} of this stat from items and Paragon.
Damage with Mages Skeletal Mage Damage Bonus: {s1}
Increases damage dealt by your Skeletal Mages.
You have +{s2} of this stat from items and Paragon.
Damage with Golem Golem Damage Bonus: {s1}
Increases damage dealt by your Golem.
You have +{s2} of this stat from items and Paragon.
Damage from Elite Kill Bonus Damage Upon Killing an Elite: {s1}
You deal {s1} bonus damage for {s2} seconds after killing a Champion, Elite, Boss or Player.
Damage from Warriors Bonus Damage with Skeletal Warriors Active: {s1}
You deal {s1} bonus damage while you have at least one Skeletal Warrior alive.
Damage from Mages Bonus Damage with Skeletal Mages Active: {s1}
You deal {s1} bonus damage while you have at least one Skeletal Mage alive.
Damage from Golem Bonus Damage with Golem Active: {s1}
You deal {s1} bonus damage while your Golem is alive.
Damage from Blood Orb Bonus Damage Upon Picking Up a Blood Orb: {s1}
You deal {s1} bonus damage for {s2} seconds after picking up a Blood Orb.
Damage from Dodging Bonus Damage Upon Dodging: {s1}
You deal {s1} bonus damage for {s2} seconds after Dodging an incoming attack.
Lucky Hit Execute Lucky Hit Execute: {s1}
You have a base {s1} chance to instantly kill enemies who are below 35% Life when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Cannot activate against Champions, Elites, Bosses, or Players.
Thorns Thorns: {s1}
Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirely damage over time.
Damage dealt is affected by the Skill damage increase from your Strength.
Thorns Thorns: {s1}
Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirely damage over time.
Damage dealt is affected by the Skill damage increase from your Dexterity.
Thorns Thorns: {s1}
Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirely damage over time.
Damage dealt is affected by the Skill damage increase from your Intelligence.
Thorns Thorns: {s1}
Deals damage to attackers when hit by direct attacks. Excludes attacks that are entirely damage over time.
Damage dealt is affected by the Skill damage increase from your Willpower.
Warrior Thorns Bonus Thorns Inherited by your Skeletal Warriors: {s1}
Your Skeletal Warriors inherit {s1} more Thorns from you than normal.
Their total Thorns inherited from you is now {s2}.
Mage Thorns Bonus Thorns Inherited by your Skeletal Mages: {s1}
Your Skeletal Mages inherit {s1} more Thorns from you than normal.
Their total Thorns inherited from you is now {s2}.
Warrior Thorns Bonus Thorns Inherited by your Golem: {s1}
Your Golem inherits {s1} more Thorns from you than normal.
Its total Thorns inherited from you is now {s2}.
Maximum Life Maximum Life: {s1}
If you lose all your Life, you die.
You have {s3} Base Life at Level {s2} and {s4} bonus Life from other sources.
Minion Life Bonus Minion Life Bonus: {s1}
Increases the Life of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Warrior Life Bonus Maximum Skeletal Warrior Life Bonus: {s1}
Increases the Maximum Life of your Skeletal Warriors.
Mage Life Bonus Maximum Skeletal Mage Life Bonus: {s1}
Increases the Maximum Life of your Skeletal Mages.
Golem Life Bonus Maximum Golem Life Bonus: {s1}
Increases the Maximum Life of your Skeletal Warriors.
Potion Capacity Maximum Potion Capacity: {s1}
The total number of Healing Potions you can have available at a time.
Includes the base {s2} Potion Capacity you start with and {s3} additional Capacity from Zone Progress and items.
Potion Drop Bonus Potion Drop Rate Bonus: {s1}
Increases the rate that Healing Potions are dropped from all sources.
All Healing Bonus to All Healing: {s1}
Increases healing received from all sources.
Healing from Potions Potion Healing Bonus: {s1}
Increases Life healed from Healing Potions.
Healing from Blood Orbs Blood Orb Healing Bonus: {s1}
Increases healing received from Blood Orbs.
Lucky Hit Life Lucky Hit Life: {s1}
You have a base 5% chance to heal {s1} Life for every enemy you hit.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Life On Kill Life On Kill: {s1}
You will recover {s1} Life for every enemy you kill.
Life Regeneration Passive Life Regeneration: {s1}
You recover {s1} Life per second.
Taking damage disables this for 4 seconds.
Armor Armor: {s1}
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 {s2} Armor from primary equipment stats, {s3} Armor from your Strength, and {s4} bonus Armor from other sources.
Armor from Warriors Bonus Armor with Skeletal Warriors Active: {s1}
Increases your Armor while you have at least one Skeletal Warrior alive.
Armor from Mages Bonus Armor with Skeletal Mages Active: {s1}
Increases your Armor while you have at least one Skeletal Mage alive.
Armor from Golem Bonus Armor with Golems Active: {s1}
Increases your Armor while your Golem is alive.
Werebear Armor Bonus Armor while in Werebear Form: {s1}
Increases your Armor while Shapeshifted into a Werebear.
Werewolf Armor Bonus Armor while in Werewolf Form: {s1}
Increases your Armor while Shapeshifted into a Werewolf.
Armor Contribution Armor Contribution: {s1}
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.
Minion Armor Bonus Armor for your Minions: {s1}
Increases the Armor of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Warrior Armor Bonus Armor for your Skeletal Warriors: {s1}
Increases the Armor of your Skeletal Warriors.
Mage Armor Bonus Armor for your Skeletal Mages: {s1}
Increases the Armor of your Skeletal Mages.
Golem Armor Bonus Armor for your Golem: {s1}
Increases the Armor of your Golem.
Block Chance Block Chance: {s1}
When you receive direct damage, you have a chance to Block it.
Blocks reduce {s2} of incoming damage.
Equal to the equipped Shield’s Block Chance.
Block Reduction Blocked Damage Reduction: {s1}
The portion of damage prevented when you Block direct damage.
Equal to the equipped Shield’s Blocked Damage Reduction.
Dodge Chance Dodge Chance: {s1}
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.
Dodge Chance Against Close Enemies Dodge Chance Against Close Enemies: {s1}
Your Dodge Chance is increased when you would be damaged by enemies in melee range.
Your total Dodge Chance from Close enemies is {s2}.
As this stat increases, additional bonuses become less effective.
Dodge Chance Against Distant Enemies Dodge Chance Against Distant Enemies: {s1}
Your Dodge Chance is increased when you would be damaged by enemies far away from you.
Your total Dodge Chance from Distant enemies is {s2}.
As this stat increases, additional bonuses become less effective.
Fortify Bonus Fortify Generation Bonus: {s1}
Increases the amount of Fortify generated from your Fortify effects.
Barrier Bonus Barrier Generation Bonus: {s1}
Increases the amount of Barrier generated from your Barrier effects.
Fire Resistance Fire Resistance: {s1}
Reduces incoming Fire damage by {s2}. 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 Cold Resistance: {s1}
Reduces incoming Cold damage by {s2}.
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 Lightning Resistance: {s1}
Reduces incoming Lightning damage by {s2}.
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 Poison Resistance: {s1}
Reduces incoming Poison damage by {s2}. 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 Shadow Resistance: {s1}
Reduces incoming Shadow damage by {s2}. 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.
Warrior Resist All Bonus Resistance to All Elements for your Skeletal Warriors: {s1}
Reduces non-Physical damage taken by your Skeletal Warriors.
As this stat increases, additional bonuses become less effective.
Mage Resist All Bonus Resistance to All Elements for your Skeletal Mages: {s1}
Reduces non-Physical damage taken by your Skeletal Mages.
As this stat increases, additional bonuses become less effective.
Golem Resist All Bonus Resistance to All Elements for your Golem: {s1}
Reduces non-Physical damage taken by your Golem.
As this stat increases, additional bonuses become less effective.
All Damage Reduction Damage Reduction from All Sources: {s1}
Reduces incoming damage taken from all sources, after applying your Armor and Elemental Resistances.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Elites Damage Reduction from Elites: {s1}
Reduces incoming damage taken from Champions, Elites, Bosses and Players.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Vulnerable Damage Reduction from Vulnerable Enemies: {s1}
Reduces incoming damage taken from Vulnerable enemies.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Close Damage Reduction from Close Enemies: {s1}
Reduces incoming damage taken from enemies in melee range.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Distant Damage Reduction from Distant Enemies: {s1}
Reduces incoming damage taken from enemies far away from you.
As this stat increases, additional bonuses become less effective.
Damage Reduction from DoT Damage Reduction from Enemies Affected by Damage Over Time: {s1}
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 Bleeding Damage Reduction from Bleeding Enemies: {s1}
Reduces incoming damage taken from enemies that are Bleeding.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Burning Damage Reduction from Burning Enemies: {s1}
Reduces incoming damage taken from enemies that are Burning.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Poisoned Damage Reduction from Poisoned Enemies: {s1}
Reduces incoming damage taken from enemies that are Poisoned.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Shadow DoT Damage Reduction from Enemies Affected by Shadow Damage Over Time: {s1}
Reduces incoming damage taken from enemies that are affected by Shadow damage over time.
As this stat increases, additional bonuses become less effective.
Damage Reduction from Trapped Damage Reduction from Enemies Affected by Traps: {s1}
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 while Injured Damage Reduction while Injured: {s1}
Reduces incoming damage taken while you are below 35% Life.
As this stat increases, additional bonuses become less effective.
Damage Reduction while Fortified Damage Reduction while Fortified: {s1}
Reduces incoming damage taken while your Fortify is greater than or equal to your current Life.
Stacks with the damage reduction inherently received from being Fortified.
As this stat increases, additional bonuses become less effective.
Damage Reduction with Barrier Damage Reduction with an Active Barrier: {s1}
Reduces incoming damage taken while you have an active Barrier.
As this stat increases, additional bonuses become less effective.
Minion Damage Reduction Damage Reduction for your Minions: {s1}
Reduces incoming damage taken by your Minions from all sources.
As this stat increases, additional bonuses become less effective.
Class Damage Reduction Class Damage Reduction: {s1}
Inherent damage reduction granted by your Class against monsters.
Maximum {PRIMARY_RESOURCE} Maximum {PRIMARY_RESOURCE}: {s1}
Used to cast various Skills.
{PRIMARY_RESOURCE} Cost Reduction {PRIMARY_RESOURCE} Cost Reduction: {s1}
Reduces the {PRIMARY_RESOURCE} cost of Skills that consume {PRIMARY_RESOURCE}.
Fury Regeneration Passive Fury Regeneration: {s1}
You regenerate {s1} Fury per second.
Fury decays rapidly while out of combat.
Energy Regeneration Passive Energy Regeneration: {s1}
You regenerate {s1} Energy per second.
Mana Regeneration Passive Mana Regeneration: {s1}
You regenerate {s1} Mana per second.
Spirit Regeneration Passive Spirit Regeneration: {s1}
You regenerate {s1} Spirit per second.
Essence Regeneration Passive Essence Regeneration: {s1}
You regenerate {s1} Essence per second.
Fury Generation Bonus Fury Generation: {s1}
Gaining Fury from any source grants {s1} more Fury than normal.
Energy Generation Bonus Energy Generation: {s1}
Gaining Energy from any source grants {s1} more Energy than normal.
Mana Generation Bonus Mana Generation: {s1}
Gaining Mana from any source grants {s1} more Mana than normal.
Spirit Generation Bonus Spirit Generation: {s1}
Gaining Spirit from any source grants {s1} more Spirit than normal.
Essence Generation Bonus Essence Generation: {s1}
Gaining Essence from any source grants {s1} more Essence than normal.
Fury On Kill Fury On Kill: {s1}
You will restore {s1} Fury for every enemy you kill.
Energy On Kill Energy On Kill: {s1}
You will restore {s1} Energy for every enemy you kill.
Mana On Kill Mana On Kill: {s1}
You will restore {s1} Mana for every enemy you kill.
Spirit On Kill Spirit On Kill: {s1}
You will restore {s1} Spirit for every enemy you kill.
Essence On Kill Essence On Kill: {s1}
You will restore {s1} Essence for every enemy you kill.
Movement Speed Movement Speed: {s1}
You run at {s1} of base Movement Speed.
You may have a maximum of {s2} Movement Speed, including bonuses.
Elite Kill Movement Speed Bonus Movement Speed Upon Elite Kill: {s1}
You gain {s1} Movement Speed for {s2} seconds after killing a Champion, Elite, Boss or Player.
Cooldown Reduction Cooldown Reduction: {s1}
Reduces the Cooldowns of all active Skills.
Shout Cooldown Reduction Cooldown Reduction for Shouts: {s1}
Reduces the cooldown of your Shouts.
Stacks with your normal Cooldown Reduction.
Imbuement Cooldown Reduction Cooldown Reduction for Imbuements: {s1}
Reduces the cooldown of your Imbuements.
Stacks with your normal Cooldown Reduction.
Trap Cooldown Reduction Cooldown Reduction for Traps: {s1}
Reduces the cooldown of your Traps.
Stacks with your normal Cooldown Reduction.
Trap Arm Time Reduction Trap Arm Time Reduction: {s1} seconds
Reduces the time taken for your Trap Skills to become activatable by {s1} seconds.
Lucky Hit Chance Bonus Bonus Lucky Hit Chance: {s1}
Increases the chance of triggering Lucky Hit effects when your Skills deal damage.
Base Lucky Hit Chance varies per Skill.
If you have multiple Lucky Hit effects, their probabilities roll independently.
Lucky Hit Chance with Barrier Bonus Lucky Hit Chance with an Active Barrier: {s1}
Increases the chance of triggering Lucky Hit effects when your Skills deal damage while you have an active Barrier.
Base Lucky Hit Chance varies per Skill.
If you have multiple Lucky Hit effects, their probabilities roll independently.
Crowd Control Duration Bonus Crowd Control Duration Bonus: {s1}
Increases the duration of your outgoing Crowd Control effects, excluding Knockback.
These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.
Chill Application Chill Application Bonus: {s1}
Increases the effectiveness of your outgoing Chill, causing enemies to Freeze more quickly.
Control Impaired Duration Reduction Control Impaired Duration Reduction: {s1}
Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.
Slow Duration Reduction Slow Duration Reduction: {s1}
Reduces the duration of incoming Slows.
Stacks with Control Impaired Duration Reduction.
Berserking Duration Bonus Berserking Duration Bonus: {s1}
Increases the duration of Berserking granted by all sources.
Lucky Hit {PRIMARY_RESOURCE} Lucky Hit {PRIMARY_RESOURCE}: {s1}
You have a base 5% chance to gain {s1} {PRIMARY_RESOURCE} when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Slow Lucky Hit Slow: {s1}
You have a base {s1} chance to Slow enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Immobilize Lucky Hit Immobilize: {s1}
You have a base {s1} chance to Immobilize enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Daze Lucky Hit Daze: {s1}
You have a base {s1} chance to Daze enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Stun Lucky Hit Stun: {s1}
You have a base {s1} chance to Stun enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Knockdown Lucky Hit Knockdown: {s1}
You have a base {s1} chance to Knockdown enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Chill Lucky Hit Chill: {s1}
You have a base {s1} chance to Chill enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Freeze Lucky Hit Freeze: {s1}
You have a base {s1} chance to Freeze enemies when you damage them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Slow Lucky Crit Slow: {s1}
You have a base {s1} chance to Slow enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Immobilize Lucky Crit Immobilize: {s1}
You have a base {s1} chance to Immobilize enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Daze Lucky Crit Daze: {s1}
You have a base {s1} chance to Daze enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Stun Lucky Crit Stun: {s1}
You have a base {s1} chance to Stun enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Knockdown Lucky Crit Knockdown: {s1}
You have a base {s1} chance to Knockdown enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Chill Lucky Crit Chill: {s1}
You have a base {s1} chance to Chill enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Crit Freeze Lucky Crit Freeze: {s1}
You have a base {s1} chance to Freeze enemies when you Critically Strike them.
This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Damage Reduction PvP Damage Reduction: {s1}
Inherent damage reduction granted against other Players in PvP.
Stacks with all other sources of Damage Reduction.
Armor Contribution Armor Contribution: {s1}
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.
Gold Gold:
The main currency of Sanctuary, used across most Vendors and Crafters.
Can be used to refund points invested into the Skill Tree or Paragon.
Earned from most activities in Sanctuary and selling items.
Obols Murmuring Obols:
Used to purchase items from the Purveyor of Curiosities.
Earned from random Events in Sanctuary.
Red Dust Red Dust:
Used to purchase items from PvP Vendors in Dry Steppes and Kehjistan.
Earned from Altars of Extraction by successfully purifying Seeds of Hatred.
Seeds of Hatred are only obtainable in PvP zones.

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Beginners Tips

  1. Be sure to fill up your Healing Potion at the Healer {icon:Marker_Healer, 2.0} before leaving town.
  2. Remember to spend your Skill Points when you level up to unlock new Skills and Passives or improve existing ones!
  3. Salvaging your items will produce materials used for crafting, and can also unlock new looks in your Wardrobe {icon:Marker_Wardrobe, 2.0}
  4. Items lose durability and become less effective when you revive from death. You can repair your equipment at a Blacksmith {icon:Marker_Blacksmith, 2.0}
  5. You can revive other Players by clicking on their spirits. They can rejoin the fight immediately!
  6. The state of Sanctuary is based on the party leader's progress.
  7. Activate any waypoints {icon:Marker_Waypoint, 2.0} that you encounter on your travels to unlock a new fast travel location.
  8. When you grow powerful enough an Occultist {icon:Marker_Essence, 2.0} can extract and replace the powers on your Legendary items.
  9. Realm Rewards are shared with every character of yours on that realm. Open your map and check out the Renown panel to see what you can earn while exploring Sanctuary!
  10. Combat damage text is colored to mean different things: {c:ffffec64}Critical Strike, {c:ff78fff1}Overpower, and {c:ffff9000}Critical Strike combined with Overpower.
  11. You can increase the potency of your Healing Potions by visiting the Alchemist {icon:Marker_Crafter_Alchemist, 2.0}
  12. After finishing the Campaign, new challenges and rewards await in the Nightmare and Torment World Tiers!
  13. Elite enemies include Champions, Elites, Bosses, and Bloodmarked Players.
  14. Higher World Tiers grant you much more Experience from killing monsters.
  15. The Vulnerable status effect increases the damage taken by enemies for a short duration. It is represented by a {c:ff8158a9}purple glow around the Health Bar for enemies and a cracked Health Globe for you.
  16. The Knockdown status effect prevents enemies from moving or taking action for a short duration. It can be removed through Unstoppable or Immune effects.
  17. The Dazed status effect prevents enemies from attacking or using Skills for a short duration, but does not stop them from moving. It can be removed through Unstoppable or Immune effects.
  18. You are Fortified and take reduced damage as long as you have more Fortify than current Life. Certain Skills or item effects can grant Fortify, which cannot exceed your Maximum Life.
  19. The Tether status effect prevents enemies from walking out from inside of its radius. It can be removed through Unstoppable or Immune effects OR by destroying the target that you are tethered to.
  20. The Fear status effect prevents enemies from moving or taking action AND causes the affected target to run away for a short duration. It can be removed through Unstoppable or Immune effects.
  21. Joining a party will transfer you to the party leader’s world, the state of which is determined by the leader’s progress through the Campaign.
  22. Upon reaching Level 15 and completing the Legacy of the Magi quest, Sorcerers unlock Enchantments, allowing them to utilize powerful passive versions of their Skills.
  23. Enemies are considered affected by Rogue Traps when they are within a Trap's persistent area or afflicted with its harmful effects.
  24. Characters in Stealth cannot be directly targeted with attacks, however their Stealth will be broken if they are hit with incidental damage or if they use an attack.
  25. Rogues can use Imbuement Skills to modify some of their attacks to deal different types of Elemental damage and apply additional harmful effects.
  26. In each higher World Tier, monsters are more challenging. They run faster; their projectiles are more accurate and faster; their powerful attacks have reduced cooldown and are stronger; and Elite affixes are more powerful.
  27. Champion monsters that appear in World Tier 3: Nightmare and World Tier 4: Torment have damage resistance auras which do not protect themselves. Focus on killing them first.
  28. Powerful, build-changing Unique items can be found in World Tier 3: Nightmare and even more can be found in World Tier 4: Torment.
  29. Skills can trigger Lucky Hit effects. If a Skill has a Lucky Hit Chance of 50%, and an effect a 20% chance to Stun an enemy, then that Skill will Stun enemies on average 10% of the time.
  30. Overpowered attacks deal bonus damage to enemies based on the sum of your current Life and Fortified Life.
  31. Attacks have a 3% chance to Overpower. This chance cannot be passively improved, but some effects can cause attacks to be guaranteed to Overpower.
  32. Necromancer Minions inherit 30% of most stats such as Critical Strike Chance and Attack Speed.
  33. Necromancers have various ways to drop Blood Orbs, which fall on the ground and heal them instantly when picked up.
  34. Necromancers have the ability to see and interact with Corpses. Kill enemies to spawn their Corpse, and use that Corpse to raise Skeletons to fight for you!
  35. Necromancers can use the Book of the Dead to sacrifice the ability to summon their Minions for personal power.
  36. If all other Skeletons have been summoned, then a Necromancer's Raise Skeleton will instead summon a Skeletal Priest who will temporarily buff all nearby Minions.
  37. Druids Shapeshift when they change into a different form, which can often grant them additional bonuses.
  38. Upon reaching Level 15 as a Druid, Druidic Spirit Offerings will begin dropping from enemies, which you can turn in at Túr Dúlra to increase your power.
  39. The Barbarian carries an entire Arsenal consisting of 4 weapons with them at all times. Which weapon you use for a Skill can be chosen while the Skill is assigned to your hotbar.
  40. Upon reaching Level 5 as a Barbarian, you will gain Expertise with the weapon type you are using. This grants you bonuses for every attack using that weapon type.
  41. The more a Barbarian uses a particular weapon type, the more benefit they will gain from their Expertise.
  42. Upon reaching Level 15 as a Barbarian, you will be able to unlock your Technique slot. You can gain the Expertise bonus of a certain weapon type regardless of which weapon type you use if you choose it as your Technique.
  43. Barbarians have various ways to become Berserk, which will give you increased damage and movement speed.
  44. The Barbarian's Arsenal consists of a Two-Handed Bludgeoning weapon, a Two-Handed Slashing weapon, and a Main Hand and Off-Hand pair.
  45. Players and enemies are Healthy when they are above 80% Life and Injured when they are below 35% Life.
  46. The first Capstone Dungeon becomes available in World Tier 2: Veteran after completing the Campaign.
  47. Lightning-based Sorcerers can generate and pick up Crackling Energy, which periodically damages enemies around them until all charges are depleted.
  48. Damage Over Time effects do not have random damage variance and cannot Critically Strike.
  49. Key Passives are the final unlock in the Skill Tree and provide powerful effects that can greatly enhance your build.
  50. Direct damage includes all damage dealt to enemies that is not from damage over time effects.
  51. Close enemies are those who are in Melee range. Distant enemies are those who are outside of Melee range.

D4 Guides & Tips