Life (also often referred to as Health, or Hit Points) represents the maximum amount of damage that a player character or monster will be able to withstand. Taking damage causes the Life Points to decrease (when all forms of protection are bypassed). When Life reaches 0, the player character (or monster) dies.
Maximum Life is affected by some certain item properties (+Life) and by Vitality. Replenishing lost Life is generally referred to as Healing.
Mana and other resources are often seen as the opposite of Life. However, some spells/skills, like Bone Spirit, Blood Star or Sacrifice, cost Life to cast as well.
The most basic way to increase your total defense. Your Life stat measures how alive you are. When it hits 0 you die, and at that point the only thing you can do is respawn at the last checkpoint or get revived by your party members.
You get some Base Life for leveling up, starting at 40 Life at level 1, up to 420 Life at level 25. There are several other ways to increase your Maximum Life:
Name | Armor | Requires Level |
---|---|---|
Crude Ruby |
| 15 |
Chipped Ruby |
| 20 |
Ruby |
| 40 |
Flawless Ruby |
| 50 |
Royal Ruby |
| 60 |
Name | Weapon | Requires Level |
---|---|---|
Crude Skull |
| 15 |
Chipped Skull |
| 20 |
Skull |
| 40 |
Flawless Skull |
| 50 |
Royal Skull |
| 60 |
Name | Requires | Description |
---|---|---|
Elixir of Fortitude | Level 36 | Increases Maximum Life by 30% and Experience gained by 5% for 30 minutes. |
Name | Requires | Description |
---|---|---|
Reddamine Buzz | Level 60 | Use: Increases Maximum Life by 500 for every nearby player. Lasts 20 minutes. This is a type II incense. Only one Incense of a type may be active at a time. |
Name | Description | Tags | Power Name | Rewards |
---|---|---|---|---|
Outburst | Gain {20 skill_rankup_desc: Thorns {20 | Tags: Life, Thorns | Barbarian Talent 07 |
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Counteroffensive | While you have Fortify for over 50% of your Maximum Life, you deal x{4 skill_rankup_desc: Damage Bonus x{4 | Tags: Fortify, Life, Damage | Barbarian Talent 03 |
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Tactical Iron Skin | While Iron Skin is active, Heal for 10% of the Barrier's original amount as Life per second. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
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Strategic Iron Skin | Iron Skin also grants 15% Base Life as Fortify. Double this amount if cast while below 50% Life. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
|
Imposing Presence | Gain x{5 skill_rankup_desc: Maximum Life x{5 | Tags: Life | Barbarian Talent 06 |
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Iron Skin | Cooldown: 14 seconds skill_rankup_desc: Barrier Absorption {50 | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
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Enhanced Iron Skin | Iron Skin's Barrier absorbs 10% more of your Maximum Life. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
|
Stone Guard | While you have Fortify for over 50% of your Maximum Life, your Earth Skills deal x{4 skill_rankup_desc: Damage Increase x{4 | Tags: Fortify, Damage, Life, Earth, Nature Magic | Druid Talent 01 |
|
Ursine Strength | Gain x20% additional Maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. | Tags: Healthy, Shapeshifting, Life, Werebear, Damage | Druid Talent Shapeshifting T5 N1 |
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Unrestrained | Reduce the duration of Control Impairing Effects by {3 skill_rankup_desc: Control Impairment Reduction {3 | Tags: Fortify, Life, Crowd Control | Druid Talent 08 |
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Rathma's Vigor | Increase your Maximum Life by x10%. After being Healthy for 15 seconds, your next Blood Skill Overpowers. | Tags: Healthy, Overpower, Life, Blood | Necromancer Talent Summoning T5 N1 |
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Skeletal Warrior Mastery | Increase the damage and Life of your Skeletal Warriors by x{15 skill_rankup_desc: Damage and Life Bonus x{15 | Tags: Minion, Damage, Life | Necromancer Talent SkeletonWarrior |
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Skeletal Mage Mastery | Increase the damage and Life of your Skeletal Mages by x{20 skill_rankup_desc: Damage and Life Bonus x{20 | Tags: Damage, Life, Minion | Necromancer Talent SkeletonMage |
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Golem Mastery | Increase the damage and Life of your Golem by x{25 skill_rankup_desc: Damage and Life Bonus x{25 | Tags: Life, Minion, Damage | Necromancer Talent Golem |
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Death's Defense | Your Minions cannot lose more than {70 skill_rankup_desc: Protected Life {70 | Tags: Life, Damage Reduction, Minion | Necromancer Talent 02 |
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Gruesome Mending | While below 50% Life, you receive +{10 skill_rankup_desc: Bonus Healing Received +{10 | Tags: Life, Healing | Necromancer Talent Caster T4 N2 |
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Esu's Ferocity | Your Fire Critical Strike Damage is increased by x25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life. | Tags: Damage, Critical Strikes, Life, Fire | Sorcerer Talent Fire T3 N2 |
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There are also a few different ways to restore your life after you take damage. First of all, every class has access to Healing Vials. Using one will instantly restore some flat amount of your Life (based on the level of the Healing Vial) and also 35% of your Maximum Life over the next 3 seconds. You can store several charges at once (boosted by the Renown system) and you regain these charges by killing enemies or damaging Elites and Bosses past a certain threshold.
Other than Healing Vials, there are some more ways to restore Life:
On top of that, you can boost all these different ways of gaining Life with the Healing Received stat, which can be rolled on Amulets and also comes from Skulls socketed into armor.
Life On Kill and Life Regeneration bonuses are very weak compared to the damage you take, so unless your build can make a very good use of the few skills and passives that can restore Life, you will be healing mostly with Health Vials.
In Diablo III, the player(s) can heal to full life by talking to a priest (symbolized by a heart “♡” on their minimap). Armor and Resistances play in determining how long the player(s) can stand against the minions of Hell and increase their own Toughness. Recovery (also known as Healing) meta-stat shows an approximate average amount of Toughness (not Life) that is regained per second from all sources.
One can increase base Life by getting either Vitality or +Life% attributes from Items and Paragon levels. Vitality can be rolled on any items in the game, while Life% can only be rolled on helms, amulets, shoulderpads, chestplates and rings. The total bonus to Life % from items is limited to 108% (200% with the help of Legendary Items). Amethyst gems in a socketed helm may also add up to +23% Life (up to the double with the aid of Leoric’s Crown). One should be careful about increasing Life over Armor and Resistances, though; while a higher amount of Life allows them to take more punishment than gathering protection might some of the time, it is also much harder to replenish a great deal of said Life in the field. This last point is seen in an easier form if you choose to not go with a passive skill that grants a form of healing based on your Life. To name an example, a Barbarian with skills like Warcry could use the passive skill Inspiring Presence, which grants him/her and nearby allies a bonus to Life Regeneration that improves as their Life maximum reaches new heights.
Necromancers (and, to a minuscule extent, Witch Doctors who take the Blood Ritual skill) can attune most of their skills to drain Life upon cast, in addition to normal Mana or Essence cost, in exchange for empowered effect. This will never actually kill them, reducing to 1 Life instead or simply preventing the cast if not enough Life is available, but may leave the characters vulnerable to attack if overused. Blood for Blood skill can be used to sometimes remove the cost that would otherwise be drained from Life.
Note that resource cost reduction effects will not reduce Life cost of skills that consume it (Channeling Pylon being a notable exception). Moreover, Life costs of skills bypass all forms of protection (even damage immunities), unless specifically stated otherwise.
There are many ways to regain lost Life in Diablo III:
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Skills | |
Guides |