Glossary /237
name desc
LevelLevel: {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.
StrengthStrength: {s1} (Item Contribution: {s2}){STR_BENEFIT}
Increases Armor by {s3}
IntelligenceIntelligence: {s1} (Item Contribution: {s2}){INT_BENEFIT}
Increases Resistance to All Elements by {s3}
WillpowerWillpower: {s1} (Item Contribution: {s2}){WILL_BENEFIT}
Improves Healing Received by {s3}
Increases Overpower Damage by {s4}
DexterityDexterity: {s1} (Item Contribution: {s2}){DEX_BENEFIT}
Increases Dodge Chance by {s3}
Weapon DamageWeapon 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 DamageRanged 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 DamageBludgeoning 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 DamageDual 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 DamageSlashing 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 SpeedWeapon 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 BonusBonus 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 DodgingBonus Attack Speed after Dodging: {s1}
You gain {s1} bonus Attack Speed for {s2} seconds after Dodging an incoming attack.
Minion Attack SpeedMinion Attack Speed Bonus: {s1}
Increases the Attack Speed of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Critical Strike ChanceCritical Strike Chance: {s1}
When a Skill deals damage, it has a chance to Critically Strike.
Critical Strikes deal x{s2} bonus damage, further increased by your personal bonuses.
Damage over time cannot Critically Strike.
Critical Strike Chance vs InjuredBonus 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 DamageCritical Strike Damage Bonus: {s1}
Extra damage granted to Skills when they Critically Strike.
Includes the inherent x{s2} increased damage dealt by Critical Strikes.
You have +{s3} of this stat from items and Paragon.
Critical Strike Damage vs VulnerableBonus Critical Strike Damage vs Vulnerable Enemies: {s1}
Extra damage granted to Skills when they Critically Strike Vulnerable enemies.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage vs Crowd ControlledBonus 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 PhysicalPhysical Critical Strike Damage Bonus: {s1}
Extra damage granted to your Physical damage that Critically Strikes.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with FireFire 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 LightningLightning 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 ColdCold 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 PoisonPoison 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 ShadowShadow 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 Dual WieldBonus Critical Strike Damage with Dual Wielded Weapons: {s1}
Extra damage granted to Critical Strikes while Dual Wielding One-Handed weapons.
Stacks with your normal Critical Strike Damage Bonus.
Critical Strike Damage with CoreBonus 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 BoneBonus 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 EarthBonus 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 ImbuedBonus 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 WerewolfCritical 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 ChanceOverpower 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 your current Life, up to x{s2} when at maximum Life, further increased by your personal bonuses.
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 DamageOverpower Damage Bonus: {s1}
Extra damage granted to Skills when they Overpower, further increased at the moment of impact based on your Maximum Life and Fortify amount.
Includes the inherent increased damage dealt by Overpowers based on your current Life, up to x{s2} when at maximum Life.
You have +{s4} of this stat from Willpower, items, and Paragon.
Overpower Damage with BludgeoningOverpower Damage with Two-Handed Bludgeoning Weapons: {s1}
Extra damage granted to Skills when they Overpower while wielding a Two-Handed Bludgeoning weapon..
Stacks with your normal Overpower Damage Bonus.
You have +{s2} of this stat from items and Paragon.
Overpower Damage with WerebearOverpower Damage with Werebear Skills: {s1}
Extra damage granted to Skills that have the Werebear tag when they Overpower.
Stacks with your normal Overpower Damage Bonus.
Vulnerable DamageVulnerable Damage Bonus: {s1}
Extra damage granted to Skills against Vulnerable enemies.
Includes the inherent x{s2} increased damage that Vulnerable enemies take from all sources.
You have +{s3} of this stat from items and Paragon.
All DamageBonus to All Damage: {s1}
Increases all of your damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage with PhysicalPhysical 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 FireFire 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 LightningLightning Damage Bonus: {s1}
Increases your Lightning damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage with ColdCold Damage Bonus: {s1}
Increases your Cold damage dealt.
You have +{s2} of this stat from items and Paragon.
Damage with PoisonPoison 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 ShadowShadow 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 BleedingBleeding 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 BurningBurning 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 PoisoningPoisoning 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 TimeBonus 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 BludgeoningBonus Damage with Two-Handed Bludgeoning Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Bludgeoning weapon.
Damage with SlashingBonus Damage with Two-Handed Slashing Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Slashing weapon.
Damage with RangedBonus Damage with Ranged Weapons: {s1}
Increases your damage dealt while wielding a Two-Handed Ranged weapon.
Damage with Dual WieldBonus Damage with Dual Wielded Weapons: {s1}
Increases your damage dealt while Dual Wielding One-Handed weapons.
Damage with MaceBonus Damage with Maces: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Mace.
Damage with SwordBonus Damage with Swords: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Sword.
Damage with AxeBonus Damage with Axes: {s1}
Increases your damage dealt while wielding either a One-Handed or Two-Handed Axe.
Damage with PolearmBonus Damage with Polearms: {s1}
Increases your damage dealt while wielding a Two-Handed Polearm.
Damage with Swapped WeaponsBonus Damage when Swapping Weapons: {s1}
Increases the damage dealt by your Skills that use different weapon(s) than you were previously wielding.
Damage with BasicBonus 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 CoreBonus 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 UltimateBonus Damage with Ultimate Skills: {s1}
Increases damage dealt by your Skills that have the Ultimate tag.
You have +{s2} of this stat from items and Paragon.
Damage with BrawlingBonus 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 MasteryBonus 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 CutthroatBonus 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 MarksmanBonus 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 ImbuedBonus Damage with Imbued Skills: {s1}
Increases damage dealt by your Skills that are enhanced by an Imbuement.
Damage with ImbuementBonus 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 TrapBonus 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 PyromancyBonus 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 ShockBonus 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 FrostBonus 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 ConjurationBonus 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 MasteryBonus Damage with Mastery Skills: {s1}
Increases damage dealt by your Skills that have the Mastery tag.
You have +{s2} of this stat from items and Paragon.
Damage with Nature MagicBonus Damage with Nature Magic Skills: {s1}
Increases damage dealt by your Skills that have the Nature Magic tag.
You have +{s2} of this stat from items and Paragon.
Damage with EarthBonus 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 StormBonus 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 ShapeshiftingBonus Damage with Shapeshifting Skills: {s1}
Increases damage dealt by your Skills that have the Shapeshifting tag.
You have +{s2} of this stat from items and Paragon.
Damage with WerebearBonus 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 WerewolfBonus 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 CompanionBonus 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 BoneBonus 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 BloodBonus 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 DarknessBonus 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 SummoningBonus 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 EnergyBonus Damage with Crackling Energy: {s1}
Increases the damage dealt by your Crackling Energy applications.
Damage with MinionsMinion Damage Bonus: {s1}
Increases damage dealt by your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Damage with WarriorsSkeletal Warrior Damage Bonus: {s1}
Increases damage dealt by your Skeletal Warriors.
You have +{s2} of this stat from items and Paragon.
Damage with MagesSkeletal Mage Damage Bonus: {s1}
Increases damage dealt by your Skeletal Mages.
You have +{s2} of this stat from items and Paragon.
Damage with GolemGolem Damage Bonus: {s1}
Increases damage dealt by your Golem.
You have +{s2} of this stat from items and Paragon.
Damage vs CloseBonus 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 DistantBonus 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 ElitesBonus 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 ControlledBonus 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 SlowedBonus 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 ImmobilizedBonus 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 StunnedBonus 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 DownBonus 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 DazedBonus 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 ChilledBonus 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 FrozenBonus 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 HealthyBonus 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 InjuredBonus 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 BleedingBonus Damage vs Bleeding Enemies: {s1}
Increases damage dealt to enemies who are Bleeding.
Damage vs BurningBonus Damage vs Burning Enemies: {s1}
Increases damage dealt to enemies who are Burning.
Damage vs PoisonedBonus Damage vs Poisoned Enemies: {s1}
Increases damage dealt to enemies who are Poisoned.
Damage vs Shadow DoTBonus 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 TrappedBonus Damage vs Trapped Enemies: {s1}
Increases damage dealt to enemies who are affected by a Rogue's Trap Skills.
Damage while HealthyBonus 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 FortifiedBonus Damage while Fortified: {s1}
Increases your damage dealt while your Fortify is greater than or equal to your current Life.
Damage while BerserkingBonus Damage while Berserking: {s1}
Increases your damage dealt while you are Berserking.
Damage while HumanBonus Damage while in Human Form: {s1}
Increases your damage dealt while you are in Human Form.
Damage while ShapeshiftedBonus 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 WerebearBonus Damage while in Werebear Form: {s1}
Increases your damage dealt while Shapeshifted into a Werebear.
Damage while WerewolfBonus Damage while in Werewolf Form: {s1}
Increases your damage dealt while Shapeshifted into a Werewolf.
Damage from Elite KillBonus Damage Upon Killing an Elite: {s1}
You deal {s1} bonus damage for {s2} seconds after killing a Champion, Elite, Boss or Player.
Damage from WarriorsBonus Damage with Skeletal Warriors Active: {s1}
You deal {s1} bonus damage while you have at least one Skeletal Warrior alive.
Damage from MagesBonus Damage with Skeletal Mages Active: {s1}
You deal {s1} bonus damage while you have at least one Skeletal Mage alive.
Damage from GolemBonus Damage with Golem Active: {s1}
You deal {s1} bonus damage while your Golem is alive.
Damage from Blood OrbBonus Damage Upon Picking Up a Blood Orb: {s1}
You deal {s1} bonus damage for {s2} seconds after picking up a Blood Orb.
Damage from DodgingBonus Damage Upon Dodging: {s1}
You deal {s1} bonus damage for {s2} seconds after Dodging an incoming attack.
Lucky Hit ExecuteLucky 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.
ThornsThorns: {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.
ThornsThorns: {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.
ThornsThorns: {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.
ThornsThorns: {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 ThornsBonus 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 ThornsBonus 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}.
Golem ThornsBonus 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 LifeMaximum 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 BonusMinion Life Bonus: {s1}
Increases the Life of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Warrior Life BonusMaximum Skeletal Warrior Life Bonus: {s1}
Increases the Maximum Life of your Skeletal Warriors.
Mage Life BonusMaximum Skeletal Mage Life Bonus: {s1}
Increases the Maximum Life of your Skeletal Mages.
Golem Life BonusMaximum Golem Life Bonus: {s1}
Increases the Maximum Life of your Golem.
Potion CapacityMaximum 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 BonusPotion Drop Rate Bonus: {s1}
Increases the rate that Healing Potions are dropped from all sources.
All HealingBonus to All Healing: {s1}
Increases healing received from all sources.
Healing from PotionsPotion Healing Bonus: {s1}
Increases Life healed from Healing Potions.
Healing from Blood OrbsBlood Orb Healing Bonus: {s1}
Increases healing received from Blood Orbs.
Lucky Hit LifeLucky 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 KillLife On Kill: {s1}
You will recover {s1} Life for every enemy you kill.
Life RegenerationPassive Life Regeneration: {s1}
You recover {s1} Life per second.
Taking damage disables this for 4 seconds.
ArmorArmor: {s1}
Reduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.
Cannot reduce more than {s6} of the incoming Physical damage from a Level {s5} enemy.
You have {s2} Armor from primary equipment stats, {s3} Armor from your Strength, and {s4} bonus Armor from other sources.
Armor from WarriorsBonus Armor with Skeletal Warriors Active: {s1}
Increases your Armor while you have at least one Skeletal Warrior alive.
Armor from MagesBonus Armor with Skeletal Mages Active: {s1}
Increases your Armor while you have at least one Skeletal Mage alive.
Armor from GolemBonus Armor with Golems Active: {s1}
Increases your Armor while your Golem is alive.
Werebear ArmorBonus Armor while in Werebear Form: {s1}
Increases your Armor while Shapeshifted into a Werebear.
Werewolf ArmorBonus Armor while in Werewolf Form: {s1}
Increases your Armor while Shapeshifted into a Werewolf.
Minion ArmorBonus Armor for your Minions: {s1}
Increases the Armor of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Warrior ArmorBonus Armor for your Skeletal Warriors: {s1}
Increases the Armor of your Skeletal Warriors.
Mage ArmorBonus Armor for your Skeletal Mages: {s1}
Increases the Armor of your Skeletal Mages.
Golem ArmorBonus Armor for your Golem: {s1}
Increases the Armor of your Golem.
Block ChanceBlock 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 ReductionBlocked Damage Reduction: {s1}
The portion of damage prevented when you Block direct damage.
Equal to the equipped Shield's Blocked Damage Reduction.
Minion Resist AllBonus Resistance to All Elements for your Minions: {s1}
Reduces non-Physical damage taken by your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
Warrior Resist AllBonus Resistance to All Elements for your Skeletal Warriors: {s1}
Reduces non-Physical damage taken by your Skeletal Warriors.
Mage Resist AllBonus Resistance to All Elements for your Skeletal Mages: {s1}
Reduces non-Physical damage taken by your Skeletal Mages.
Golem Resist AllBonus Resistance to All Elements for your Golem: {s1}
Reduces non-Physical damage taken by your Golem.
All Damage ReductionDamage Reduction from All Sources: {s1}
Reduces incoming damage taken from all sources, after applying your Armor or non-Physical Resistances.
As this stat increases, additional bonuses become less effective.
DoT Damage ReductionDamage Reduction from Damage Over Time: {s1}
Reduces incoming damage over time taken from all sources, after applying your Armor or non-Physical Resistances. This includes Bleeding, Burning, Poisoning, and Shadow damage over time, but not direct damage.
As this stat increases, additional bonuses become less effective.
Damage Reduction from ElitesDamage 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 VulnerableDamage Reduction from Vulnerable Enemies: {s1}
Reduces incoming damage taken from Vulnerable enemies.
As this stat increases, additional bonuses become less effective.
Damage Reduction from SlowedDamage Reduction from Slowed Enemies: {s1}
Reduces incoming damage taken from Slowed enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Slow, for the Staggered duration.
As this stat increases, additional bonuses become less effective.
Damage Reduction from ChilledDamage Reduction from Chilled Enemies: {s1}
Reduces incoming damage taken from Chilled enemies.
After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Chill, for the Staggered duration.
As this stat increases, additional bonuses become less effective.
Damage Reduction from CloseDamage 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 DistantDamage 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 DoTDamage 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 BleedingDamage 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 BurningDamage 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 PoisonedDamage 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 DoTDamage 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 TrappedDamage 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 HealthyDamage Reduction while Healthy: {s1}
Reduces incoming damage taken while you are above 80% Life.
As this stat increases, additional bonuses become less effective.
Damage Reduction while InjuredDamage 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 FortifiedDamage Reduction while Fortified: {s1}
Reduces incoming damage taken while your Fortify is greater than or equal to your current Life.
Does not include the damage reduction inherently received from being Fortified.
As this stat increases, additional bonuses become less effective.
Damage Reduction with BarrierDamage 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 ReductionDamage Reduction for your Minions: {s1}
Reduces incoming damage taken by your Minions from all sources. This includes your Skeletal Warriors, Skeletal Mages, and Golem.
As this stat increases, additional bonuses become less effective.
Fortify BonusFortify Generation Bonus: {s1}
Increases the amount of Fortify generated from your Fortify effects.
Barrier BonusBarrier Generation Bonus: {s1}
Increases the amount of Barrier generated from your Barrier effects.
Dodge ChanceDodge 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 EnemiesDodge 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 EnemiesDodge 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.
Class Damage ReductionClass 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 RegenerationPassive Fury Regeneration: {s1}
You regenerate {s1} Fury per second.
Fury decays rapidly while out of combat.
Energy RegenerationPassive Energy Regeneration: {s1}
You regenerate {s1} Energy per second.
Mana RegenerationPassive Mana Regeneration: {s1}
You regenerate {s1} Mana per second.
Spirit RegenerationPassive Spirit Regeneration: {s1}
You regenerate {s1} Spirit per second.
Essence RegenerationPassive Essence Regeneration: {s1}
You regenerate {s1} Essence per second.
Fury GenerationBonus Fury Generation: {s1}
Gaining Fury from any source grants {s1} more Fury than normal.
Energy GenerationBonus Energy Generation: {s1}
Gaining Energy from any source grants {s1} more Energy than normal.
Mana GenerationBonus Mana Generation: {s1}
Gaining Mana from any source grants {s1} more Mana than normal.
Spirit GenerationBonus Spirit Generation: {s1}
Gaining Spirit from any source grants {s1} more Spirit than normal.
Essence GenerationBonus Essence Generation: {s1}
Gaining Essence from any source grants {s1} more Essence than normal.
Fury On KillFury On Kill: {s1}
You will restore {s1} Fury for every enemy you kill.
Energy On KillEnergy On Kill: {s1}
You will restore {s1} Energy for every enemy you kill.
Mana On KillMana On Kill: {s1}
You will restore {s1} Mana for every enemy you kill.
Spirit On KillSpirit On Kill: {s1}
You will restore {s1} Spirit for every enemy you kill.
Essence On KillEssence On Kill: {s1}
You will restore {s1} Essence for every enemy you kill.
Movement SpeedMovement Speed: {s1}
You run at {s1} of base Movement Speed.
You may have a maximum of {s2} Movement Speed, including bonuses.
Elite Kill Movement SpeedBonus Movement Speed Upon Elite Kill: {s1}
You gain {s1} Movement Speed for {s2} seconds after killing a Champion, Elite, Boss or Player.
Cooldown ReductionCooldown Reduction: {s1}
Reduces the Cooldowns of all active Skills.
Shout Cooldown ReductionCooldown Reduction for Shouts: {s1}
Reduces the cooldown of your Shouts.
Stacks with your normal Cooldown Reduction.
Imbuement Cooldown ReductionCooldown Reduction for Imbuements: {s1}
Reduces the cooldown of your Imbuements.
Stacks with your normal Cooldown Reduction.
Trap Cooldown ReductionCooldown Reduction for Traps: {s1}
Reduces the cooldown of your Traps.
Stacks with your normal Cooldown Reduction.
Trap Arm Time ReductionTrap Arm Time Reduction: {s1} seconds
Reduces the time taken for your Trap Skills to become activatable by {s1} seconds.
Lucky Hit Chance BonusBonus 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 BarrierBonus 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 BonusCrowd 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 ApplicationChill Application Bonus: {s1}
Increases the effectiveness of your outgoing Chill, causing enemies to Freeze more quickly.
Control Impaired Duration ReductionControl 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 ReductionSlow Duration Reduction: {s1}
Reduces the duration of incoming Slows.
Stacks with Control Impaired Duration Reduction.
Berserking Duration BonusBerserking Duration Bonus: {s1}
Increases the duration of Berserking granted by all sources.
Shrine Duration BonusShrine Duration Bonus: {s1}
Increases the duration of buffs received from Shrines in the world.
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 SlowLucky 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 ImmobilizeLucky 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 DazeLucky 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 StunLucky 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 KnockdownLucky 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 ChillLucky 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 FreezeLucky 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 SlowLucky 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 ImmobilizeLucky 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 DazeLucky 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 StunLucky 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 KnockdownLucky 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 ChillLucky 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 FreezeLucky 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 ReductionPvP Damage Reduction: {s1}
Inherent damage reduction granted against other Players in PvP.
Stacks with all other sources of Damage Reduction.
GoldGold:
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.
ObolsMurmuring Obols:
Used to purchase items from the Purveyor of Curiosities.
Earned from random Events in Sanctuary.
Red DustRed 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.
Midwinter ProofsMidwinter Proofs:
Used to purchase Event Rewards from Gileon at the Midwinter Square in Kyovashad.
Earned by exchanging Event Materials (Blighted Fragments, Lost Heirlooms, Red-Cloaked Trophy) at the Midwinter Square’s Collections Table in Kyovashad.
Fire ResistanceFire Resistance: {s1}
Reduces incoming Fire damage by {s1}. This applies to both direct Fire damage and Burning damage over time.
This value is capped at your Maximum Resistance of {s2}. Maximum Resistance can be increased by various sources, but cannot exceed {s5}.
You currently have +{s3} Fire Resistance from bonuses and -{s6} from penalties ({s4} away from your Maximum Fire Resistance).
Lightning ResistanceLightning Resistance: {s1}
Reduces incoming Lightning damage by {s1}.
This value is capped at your Maximum Resistance of {s2}. Maximum Resistance can be increased by various sources, but cannot exceed {s5}.
You currently have +{s3} Lightning Resistance from bonuses and -{s6} from penalties ({s4} away from your Maximum Lightning Resistance).
Cold ResistanceCold Resistance: {s1}
Reduces incoming Cold damage by {s1}.
This value is capped at your Maximum Resistance of {s2}. Maximum Resistance can be increased by various sources, but cannot exceed {s5}.
You currently have +{s3} Cold Resistance from bonuses and -{s6} from penalties ({s4} away from your Maximum Cold Resistance).
Poison ResistancePoison Resistance: {s1}
Reduces incoming Poison damage by {s1}. This applies to both direct Poison damage and Poisoning damage over time.
This value is capped at your Maximum Resistance of {s2}. Maximum Resistance can be increased by various sources, but cannot exceed {s5}.
You currently have +{s3} Poison Resistance from bonuses and -{s6} from penalties ({s4} away from your Maximum Poison Resistance).
Shadow ResistanceShadow Resistance: {s1}
Reduces incoming Shadow damage by {s1}. This applies to both direct Shadow damage and Shadow damage over time.
This value is capped at your Maximum Resistance of {s2}. Maximum Resistance can be increased by various sources, but cannot exceed {s5}.
You currently have +{s3} Shadow Resistance from bonuses and -{s6} from penalties ({s4} away from your Maximum Shadow Resistance).