Diablo 4 Early Access
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Diablo 4🔥 BETA Datamine - Diablo 4🔥 Attribute Descriptions and formulas for Diablo IV


Attribute↕️ Details↕️
Amplify_Damage_From_Pets_Per_Player_Percent+[{VALUE}*100|1%|] Minion Damage
Arcanum_Restriction(Wizard Only)
Armor_Bonus+[{VALUE}] Armor
Armor_Ignore_Damage_Percent+[{VALUE}*100|1%|] Chance to Ignore Damage Taken
Armor_Percent+[{VALUE}*100|1%|] Total Armor
Attack_Speed_Bonus_After_Dodge+[{VALUE}*100|1%|] Attack Speed for {VALUE2} Seconds After Dodging an Attack
Attack_Speed_Percent_Bonus+[{VALUE} * 100|1%|] Attack Speed
Attack_Speed_Percent_Bonus_For_Power+[{VALUE2} * 100|1%|] {VALUE1} Attack Speed
Attack_Speed_Percent_Bonus_Per_Skill_Tag+[{VALUE2} * 100|1%|] {VALUE1} Skill Attack Speed
Attack_Speed_Percent_Bonus_While_Fortified+[{VALUE} * 100|1%|] Attack Speed while Fortified
Barrier_Bonus_Percent+[{VALUE}*100|1%|] Barrier Generation
Barrier_When_Struck_Chance+[{VALUE}*100|1%|] Chance When Struck to Gain {s1} Life as Barrier for {s2} Seconds
Block_Chance[{vALUE}*100|%|] Block Chance
Block_Damage_Percent[{vALUE}*100|%|] Blocked Damage Reduction
Blood_Orb_Pickup_Damage_Combined+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Picking Up a Blood Orb
Blood_Orb_Pickup_Healing_Percent_Bonus+[{VALUE}*100|1%|] Blood Orb Healing
Bonus_Healing_Received_Percent+[{VALUE}*100|1%|] Healing Received
Bonus_Ice_Armor_Shield_Percent+[{VALUE}*100|1%|] Barrier from Ice Armor
CC_Duration_Bonus_Percent+[{VALUE}*100|1%|] Crowd Control Duration
CC_Duration_Bonus_Percent_Per_Type+[{VALUE2}*100|1%|] {VALUE1} Duration
CC_Duration_Reduction[{VALUE}*100|1%|] Control Impaired Duration Reduction
CC_Duration_Reduction_Per_Type[{VALUE2}*100|1%|] {VALUE1} Duration Reduction
Chill_Bonus_Percent[{VALUE}*100|1%|] Chill Application
ClassRestriction({s1} Only)
Cold_Imbued_Skill_Damage_Percent_Bonus+[{VALUE}*100|1%|] Cold Imbued Skill Damage
Combat_Effect_Chance_Bonus+[{VALUE}*100|1%|] Lucky Hit Chance
Combat_Effect_Chance_Bonus_Barrier_Active+[{VALUE}*100|1%|] Lucky Hit Chance while You Have a Barrier
Combat_Effect_Chance_Bonus_Per_Damage_Type+[{VALUE2}*100|1%|] Lucky Hit Chance with {VALUE1} Damage
Combat_Effect_Chance_Bonus_Per_Skill+[{VALUE2}*100|1%|] Lucky Hit Chance with {VALUE1}
Core_Stat_Bonus_Healing_Received_Percent+[{vALUE}*100|1%|] Healing
Crit_Chance_Bonus_To_Far+[{VALUE}*100|1%|] Critical Strike Chance Against Distant Enemies
Crit_Chance_Bonus_To_Near+[{VALUE}*100|1%|] Critical Strike Chance Against Close Enemies
Crit_Damage_Bonus_To_Far+[{VALUE}*100|1%|] Critical Strike Damage to Distant Enemies
Crit_Damage_Bonus_To_Near+[{VALUE}*100|1%|] Critical Strike Damage to Close Enemies
Crit_Damage_Percent+[{VALUE}*100|1%|] Critical Strike Damage
Crit_Damage_Percent_Bonus_To_Vulnerable+[{VALUE}*100|1%|] Critical Strike Damage to Vulnerable Enemies
Crit_Damage_Percent_Bonus_Vs_CC_Target_Any+[{VALUE}*100|1%|] Critical Strike Damage to Crowd Controlled Enemies
Crit_Damage_Percent_For_Power+[{VALUE2}*100|1%|] Critical Strike Damage with {VALUE1}
Crit_Damage_Percent_Per_Skill_Tag+[{VALUE2}*100|1%|] Critical Strike Damage with {VALUE1} Skills
Crit_Damage_Percent_Per_Weapon_Requirement+[{VALUE2}*100|1%|] Critical Strike Damage with {VALUE1}
Crit_Percent_Bonus+[{VALUE}*100|1%|] Critical Strike Chance
Crit_Percent_Bonus_Per_Skill_Tag+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Skills
Crit_Percent_Bonus_Per_Weapon_Requirement+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1}
Crit_Percent_Bonus_To_Low_Health+[{VALUE}*100|1%|] Critical Strike Chance Against Injured Enemies
Crit_Percent_Bonus_To_Vulnerable+[{VALUE}*100|1%|] Critical Strike Chance Against Vulnerable Enemies
Crit_Percent_Bonus_Vs_CC_Target+[{VALUE2}*100|1%|] Critical Strike Chance Against {VALUE1} Enemies
Crit_Percent_Bonus_Vs_CC_Target_Any+[{VALUE}*100|1%|] Critical Strike Chance Against Crowd Controlled Enemies
Damage_Bonus_At_High_Health+[{VALUE}*100|1%|] Damage while Healthy
Damage_Bonus_On_Elite_Kill_Combined+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Killing an Elite
Damage_Bonus_Percent_After_Dodge+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Dodging an Attack
Damage_Bonus_To_Far+[{VALUE}*100|1%|] Damage to Distant Enemies
Damage_Bonus_To_HIgh_Health+[{VALUE}*100|1%|] Damage to Healthy Enemies
Damage_Bonus_To_Low_Health+[{VALUE}*100|1%|] Damage to Injured Enemies
Damage_Bonus_To_Near+[{VALUE}*100|1%|] Damage to Close Enemies
Damage_Done_Reduction_On_Pet_Crit{c_label}Lucky Hit:{/c} Critical Strikes From Your Minions Have up to a 5% Chance to Reduce Enemy Damage Dealt by [{VALUE} * 100|1%|] for {VALUE2} Seconds
Damage_Increase_From_Far+[{VALUE}*100|1%|] Damage Taken from Distant Enemies
Damage_Increase_From_Near+[{VALUE}*100|1%|] Damage Taken from Close Enemies
Damage_Increase_While_Stationary+[{VALUE}*100|1%|] Damage while Standing Still
Damage_Percent_All_From_Skills+[{VALUE}*100|1%|] Damage
Damage_Percent_Bonus_Against_Dot_Type+[{VALUE2}*100|1%|] Damage to {VALUE1} Enemies
Damage_Percent_Bonus_Per_Shapeshift_Form+[{VALUE2}*100|1%|] Damage while in {VALUE1}
Damage_Percent_Bonus_Per_Skill_Tag+[{VALUE2}*100|1%|] {VALUE1} Skill Damage
Damage_Percent_Bonus_Per_Skill_Tag#Basic+[{VALUE}*100|1%|] Basic Skill Damage
Damage_Percent_Bonus_Per_Skill_Tag#Ultimate+[{VALUE}*100|1%|] Ultimate Skill Damage
Damage_Percent_Bonus_Per_Weapon_Requirement+[{VALUE2}*100|1%|] Damage with {VALUE1}
Damage_Percent_Bonus_To_Targets_Affected_By_Skill_Tag+[{VALUE2}*100|1%|] Damage to Enemies Affected by {VALUE1} Skills
Damage_Percent_Bonus_Vs_CC_All+[{VALUE}*100|1%|] Damage to Crowd Controlled Enemies
Damage_Percent_Bonus_Vs_CC_Target+[{VALUE2}*100|1%|] Damage to {VALUE1} Enemies
Damage_Percent_Bonus_Vs_Elites+[{VALUE}*100|1%|] Damage to Elites
Damage_Percent_Bonus_When_Fortified+[{VALUE}*100|1%|] Damage while Fortified
Damage_Percent_Bonus_When_Weapon_Swapping+[{VALUE}*100|1%|] Damage with Skills that Swap to New Weapons
Damage_Percent_Bonus_While_Affected_By_Power+[{VALUE2}*100|1%|] Damage while {VALUE1}
Damage_Percent_Bonus_While_Shapeshifted+[{VALUE}*100|1%|] Damage while Shapeshifted
Damage_Percent_Reduction_From_CCed_Target[{VALUE2}*100|1%|] Damage Reduction from {VALUE1} Enemies
Damage_Percent_Reduction_From_Dotted_Enemy[{VALUE2}*100|1%|] Damage Reduction from Enemies That Are {VALUE1}
Damage_Percent_Reduction_From_Elites[{VALUE}*100|1%|] Damage Reduction from Elites
Damage_Percent_Reduction_From_Targets_With_Skill_Tag[{VALUE2} * 100|1%|] Damage Reduction from Enemies Affected By {VALUE1} Skills
Damage_Percent_Reduction_From_Vulnerable_Target[{VALUE}*100|1%|] Damage Reduction from Vulnerable Enemies
Damage_Reduction[{VALUE}*100|1%|] Damage Reduction
Damage_Reduction_At_High_Health[{VALUE}*100|1%|] Damage Reduction while Healthy
Damage_Reduction_At_Low_Health[{VALUE}*100|1%|] Damage Reduction while Injured
Damage_Reduction_During_Evade[{VALUE}*100|1%|] Damage Reduction while Evading
Damage_Reduction_From_Far[{VALUE}*100|1%|] Damage Reduction from Distant Enemies
Damage_Reduction_From_Near[{VALUE}*100|1%|] Damage Reduction from Close Enemies
Damage_Reduction_On_Elite_Kill_Combined[{VALUE}*100|1%|] Damage Reduction for {VALUE2} Seconds After Killing an Elite
Damage_Reduction_While_Crowd_Controlled[{VALUE}*100|1%|] Damage Reduction while Control Impaired
Damage_Reduction_While_Having_Shield[{VALUE}*100|1%|] Damage Reduction while You Have a Barrier
Damage_Reduction_While_Stationary[{VALUE}*100|1%|] Damage Reduction while Standing Still
Damage_Type_Crit_Damage_Percent_Bonus+[{VALUE2}*100|1%|] {VALUE1} Critical Strike Damage
Damage_Type_Crit_Percent_Bonus+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Damage
Damage_Type_Crit_Percent_Bonus_Vs_Elites+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Damage Against Elites
Damage_Type_Percent_Bonus+[{VALUE2}*100|1%|] {VALUE1} Damage
Damage_Type_Percent_Bonus_Vs_Elites+[{VALUE2}*100|1%|] {VALUE1} Damage to Elites
Dexterity[{VALUE}|~|] Dexterity
Dexterity_Core[{VALUE}|~|] Dexterity
Dexterity_Percent_Bonus+[{vALUE2}*100|1%|] Dexterity
Dexterity_Total[{VALUE}] Dexterity
Dodge_Chance_Bonus[{VALUE} * 100|1%|] Dodge Chance
Dodge_Chance_Bonus_Additive+[{VALUE} * 100|1%|] Dodge Chance
Dodge_Chance_Bonus_From_Dotted_Enemies+[{VALUE2}*100|1%|] Dodge Chance Against Enemies That Are {VALUE1}
Dodge_Chance_Bonus_Melee[{VALUE} * 100|1%|] Dodge Chance Against Close Enemies
Dodge_Chance_Bonus_Ranged[{VALUE} * 100|1%|] Dodge Chance Against Distant Enemies
DOT_DPS_Bonus_Percent+[{VALUE}*100|1%|] Damage Over Time
DOT_DPS_Bonus_Percent_Per_Damage_Type+[{VALUE2}*100|1%|] {VALUE1} Damage Over Time
DOT_DPS_Reduction_Percent[{VALUE}*100|1%|] Damage Taken Over Time Reduction
DOT_DPS_Reduction_Percent_Per_Damage_Type[{VALUE2}*100|1%|] {VALUE1} Damage Taken Over Time Reduction
Energy_Restriction(Rogue Only)
Essence_Restriction(Necromancer Only)
Evade_Max_Charges+[{VALUE}] Max Evade |4Charge:Charges;
Evade_Movement_Dodge_ChanceEvade Briefly Grants +[{VALUE}*100|%|] Movement Speed
Evade_Reduce_Cooldown_On_AttackAttacks Reduce Evade's Cooldown by [{VALUE}|1|] |4Second:Seconds;
Experience_Bonus[{VALUE}|~|] Experience On Kill
Experience_Bonus_Percent+[{Value}*100|1%|] Bonus Experience
Experience_Bonus_Percent_Vs_Elites+[{Value}*100|1%|] Bonus Experience from Elites
Faster_Healing_Percent+{VALUE%} Potion Healing Speed
Flat_Block_Amount[{VALUE}] {c:FF888888}Shield Block Value{/c:FF888888}
Flat_Damage_Bonus+{VALUE2} {VALUE1} Damage
Flat_Damage_On_Hit{c_label}Lucky Hit:{/c} Up to a 5% Chance to Deal [{VALUE}] Damage
Flat_Damage_Shield_On_Kill+[{VALUE}] Life as Barrier On Kill
Flat_Heal_Absorb{c_label}Lucky Hit:{/c} Up to a 5% Chance to Absorb [{VALUE}] Life
Flat_Hitpoints_GrantedRestores [{VALUE}] Life
Flat_Hitpoints_Max_Bonus+[{VALUE}] Maximum Life
Flat_Hitpoints_On_Hit{c_label}Lucky Hit:{/c} Up to a 5% Chance to Restore [{VALUE}] Life
Flat_Hitpoints_On_Kill[{VALUE}|~|] Life On Kill
Fortified_Health_Application_Bonus+[{VALUE}*100|1%|] Fortify Generation
Fortified_Health_Damage_Reduction_Bonus[{VALUE}*100|1%|] Damage Reduction while Fortified
Fortified_When_Struck_Chance+[{VALUE}*100|1%|] Chance When Struck to Fortify for {VALUE2} Life
Fury_Restriction(Barbarian Only)
Gem_Attributes_Multiplier[{VALUE}*100|1%|] Gem Strength in this Item
Gethit_ImmuneImmune to Stagger.
Gold_Find[{VALUE}*100|~%|] Gold Drop Rate
Gold_PickUp_Radius+[{VALUE}] Pickup Radius
Harmful_Buff_Duration_Bonus_Percent[{VALUE}*100|1%|] Harmful Effect Duration
Hatred_Restriction(Demon Hunter Only)
Helpful_Buff_Duration_Bonus_Percent[{VALUE}*100|1%|] Helpful Effect Duration
HighlySalvageableHighly Salvageable
Hitpoints_Max_Bonus[{VALUE}|~|] Maximum Life
Hitpoints_Max_Percent_Bonus[{VALUE}*100|1%|] Maximum Life
Hitpoints_Max_Percent_Bonus_Item[{VALUE}*100|1%|] Maximum Life
Hitpoints_On_Elite_Kill+[{VALUE}*100] Life On Elite Kill
Hitpoints_Percent+[{VALUE}*100|~%|] Life
Hitpoints_Regen_Bonus_Percent[{VALUE}*100|1%|] Healing Over Time
Hitpoints_Regen_Per_Second+[{VALUE}] Healing Over Time
Hitpoints_Regen_Per_Second_Bonus+[{VALUE}] Healing Over Time
Ignore_Durability_LossIgnores Durability Loss
Imbued_Skill_Crit_Damage_Percent_Bonus+[{VALUE}*100|1%|] Critical Strike Damage with Imbued Skills
Imbued_Skill_Damage_Percent_Bonus+[{VALUE}*100|1%|] Imbued Skill Damage
Imbued_Skill_Damage_Percent_Bonus_To_Vulnerable+[{VALUE}*100|1%|] Damage to Vulnerable Enemies with Imbued Skills
Imbued_Skill_Strength_Percent_Bonus[{VALUE}*100|1%|] Imbuement Potency
Immunity{VALUE1} Damage Immunity
Intelligence[{VALUE}|~|] Intelligence
Intelligence_Core[{VALUE}|~|] Intelligence
Intelligence_Percent_Bonus+[{vALUE2}*100|1%|] Intelligence
Intelligence_Total[{VALUE}] Intelligence
Item_Cost_Percent_Bonus+[{VALUE} * 100|1%|] Sell Value
Item_Is_BOEBinds to Account When Equipped
Item_Is_BOE_BoundAccount Bound
Item_Level_Requirement_ReductionLevel Requirement Reduced by [{VALUE}]
Main_Hand_Damage_Percent_Bonus+[{vALUE} * 100|%|] Main Hand Weapon Damage
Mana_Restriction(Sorcerer Only)
Material_Find+[{VALUE}*100|1%|] Crafting Material Drop Rate
Mount_Armor[{VALUE} * 1000|~|] Mount Armor
Movement_Bonus_Run_Speed+[{VALUE}*100|1%|] Movement Speed
Movement_Speed_Bonus_On_Elite_Kill+[{VALUE1}*100|1%|] Movement Speed for {VALUE2} Seconds After Killing an Elite
NecroArmy_Armor_Percent_Bonus_With_Active_Pet_Type+[{VALUE2}*100|1%|] Total Armor while {VALUE1} are Active
NecroArmy_Damage_Bonus_With_Active_Pet_Type+[{VALUE2}*100|1%|] Damage while {VALUE1} are Active
NecroArmy_Flat_Armor_Bonus_With_Active_Pet_Type+{VALUE2} Armor while {VALUE1} are Active
NecroArmy_Pet_Type_All_Resist_Bonus_Pct[{VALUE2}*100|1%|] {VALUE1} Resistance to All Elements
NecroArmy_Pet_Type_Armor_Bonus_Pct+[{VALUE2}*100|1%|] {VALUE1} Armor
NecroArmy_Pet_Type_Attack_Speed_Bonus_Pct+[{VALUE2}*100|1%|] {VALUE1} Attack Speed
NecroArmy_Pet_Type_Damage_Bonus_Pct+[{VALUE2}*100|1%|] {VALUE1} Damage
NecroArmy_Pet_Type_Health_Bonus_Pct[{VALUE2}*100|1%|] {VALUE1} Maximum Life
NecroArmy_Pet_Type_Inherit_Thorns_Bonus_Pct{VALUE1} Inherit +[{VALUE2}*100|1%|] of Your Thorns
NonPhysical_Damage_Percent_Bonus+[{VALUE} * 100|1%|] Non-Physical Damage
Non_Physical_Crit_Damage_Percent_Bonus+[{VALUE}*100|1%|] Non-Physical Critical Strike Damage
No_Damage_Taken_Flat_Hitpoints_Regen_Per_Second+[{VALUE}] Life Regeneration while Not Damaged Recently
On_Crit_CC_Proc_Chance{c_label}Lucky Hit:{/c} Critical Strikes Have Up to a +[{VALUE2} * 100|1%|] Chance to {VALUE1}
On_Hit_CC_Proc_Chance{c_label}Lucky Hit:{/c} Up to a +[{VALUE2} * 100|1%|] Chance to {VALUE1}
On_Hit_Execute_Low_Health_Non_Elite_Chance{c_label}Lucky Hit:{/c} Up to a +[{VALUE}*100|1%|] Chance to Execute Injured Non-Elites
On_Hit_Knockback_Proc_Chance{c_label}Lucky Hit:{/c} Up to a +[{VALUE} * 100|1%|] Chance to Knockback
On_Hit_Vulnerable_Proc{c_label}Lucky Hit:{/c} Up to a +[{VALUE}*100|1%|] Chance to Make Enemies Vulnerable for {VALUE2} Seconds
OOC_Flat_Hitpoints_Regen_Per_Second[{VALUE}] Life Regeneration per Second while Out of Combat
Overpower_Chance_Bonus+[{VALUE}*100|1%|] Overpower Chance
Overpower_Damage_Bonus_Per_Skill+[{VALUE2}*100|1%|] Overpower Damage with {VALUE1}
Overpower_Damage_Percent_Bonus+[{VALUE}*100}|1%|] Overpower Damage
Overpower_Damage_Percent_Bonus_Per_Skill_Tag+[{VALUE2}*100|1%|] Overpower Damage with {VALUE1} Skills
Overpower_Damage_Percent_Bonus_Per_Weapon_Requirement+[{VALUE2}*100|1%|] Overpower Damage with {VALUE1}
Percent_Life_On_Kill+[{VALUE}*100|1%|] Life On Kill
Per_Damage_Type_Buff_Duration_Bonus_Percent[{VALUE2}*100|1%|] {VALUE1} Damage Over Time Duration
Per_Skill_Tag_Buff_Duration_Bonus_Percent+[{VALUE2}*100|1%|] {VALUE1} Skill Duration
Pet_All_Resistance_Bonus_Percent[{VALUE}*100|1%|] Minion Resistance to All Elements
Pet_Armor_Bonus_Percent+[{VALUE}*100|1%|] Minion Armor
Pet_Attack_Speed_Bonus_Percent+[{VALUE}*100|1%|] Minion Attack Speed
Pet_Damage_Bonus_Percent+[{VALUE}*100|1%|] Minion Damage
Pet_Damage_Reduction_Percent[{VALUE}*100|1%|] Damage Reduction for Your Minions
Pet_Equipped_Other_Attacker_Damage_Bonus+[{VALUE}*100|1%|] Damage for Each Other Minion Attacking the Enemy
Pet_Equipped_Proc_Resource_On_Hit_PercentChance per Hit to gain [{VALUE2}*100|~%|] {VALUE1}
Pet_Equipped_Recently_Summoned_Damage_Bonus+[{VALUE}*100|1%|] Damage for 8 Seconds After Being Summoned
Pet_Equipped_Solo_Attacker_Damage_Bonus+[{VALUE}*100|1%|] Damage while no other Minions are Attacking the Enemy
Pet_Health_Bonus_Percent[{VALUE}*100|1%|] Maximum Minion Life
Pet_Inherit_Attrib_Bonus_PctMinions Inherit +[{VALUE}*100|1%|] of Your Stats
Pet_Move_Speed_Bonus_Percent+[{VALUE}*100|1%|] Companion Movement Speed
Pierce_Chance+[{VALUE}*100|1%|] Pierce Chance
Plus_All_Stats[{VALUE}|~|] All Stats
Poison_Imbued_Skill_Damage_Percent_Bonus+[{VALUE}*100|1%|] Poison Imbued Skill Damage
Potion_Bonus_Heal_Percent+[{VALUE}*100|1%|] Potion Healing
Potion_Charge_Generation_Bonus_Pct+[{VALUE2}*100|1%|] Potion Drop Rate
Potion_Cooldown_Reduction_Percent[{VALUE}*100|1%|] Potion Cooldown Cooldown
Potion_Max_Doses_Bonus+{vALUE2} Potion Charges
Potion_Use_Granted_Barrier_PercentWhile Injured Your Potion Also Grants [{vALUE2}*100|%|] Maximum Life as Barrier
Potion_Use_Granted_Primary_Resource_AmountWhile Injured Your Potion Also Restores [{vALUE2}|%|] Resource
Potion_Use_Granted_Unstoppable_SecondsWhile Injured Your Potion Also Grants [{vALUE2}*100|%|] Movement Speed for 2 Seconds
Power_Cooldown_Reduction_Percent[{VALUE2} * 100|1%|] {VALUE1} Cooldown Reduction
Power_Cooldown_Reduction_Percent_All[{VALUE1}*100|1%|] Cooldown Reduction
Power_Damage_Percent_Bonus+[{VALUE2}*100|1%|] {VALUE1} Damage
Power_Duration_Bonus_Pct+[{VALUE2}*100|1%|] {VALUE1} Duration
Power_Resource_Cost_Reduction_Amount[{VALUE2}*100|1|] {VALUE1} Resource Cost Reduction
Power_Resource_Cost_Reduction_Percent[{VALUE2}*100|1%|] {VALUE1} Resource Cost Reduction
Proc_Flat_Hitpoints_On_Hit{c_label}Lucky Hit:{/c} Up to a 5% Chance to Heal +[{VALUE}] Life
Proc_Resource_On_Hit_Percent{c_label}Lucky Hit:{/c} Up to a 5% Chance to Restore +[{VALUE2}*100|1%|] {VALUE1}
Proc_Resource_On_Hit_Percent_All_Primary{c_label}Lucky Hit:{/c} Up to a 5% Chance to Restore +[{VALUE}*100|1%|] Primary Resource
Requirements_Ease_Percent[{VALUE}*100|~%|] Requirements
Resistance[{VALUE2}*100|1%|] {VALUE1} Resistance
Resistance#Cold[{VALUE}*100|1%|] Cold Resistance
Resistance#Fire[{VALUE}*100|1%|] Fire Resistance
Resistance#Lightning[{VALUE}*100|1%|] Lightning Resistance
Resistance#Poison[{VALUE}*100|1%|] Poison Resistance
Resistance#Shadow[{VALUE}*100|1%|] Shadow Resistance
Resistance_All[{VALUE}*100|1%|] Resistance to All Elements
Resource_Cost_Reduction_Percent[{VALUE2} * 100|1%|] {VALUE1} Cost Reduction
Resource_Cost_Reduction_Percent_All[{VALUE}*100|1%|] Resource Cost Reduction
Resource_Gained_Per_Percent_Damage_Taken+{VALUE2} {VALUE1] per Percentage of Maximum Life Lost when Damaged
Resource_Gain_Bonus_Percent[{VALUE2}*100|1%|] {VALUE1} Generation
Resource_Gain_Bonus_Percent_All_Primary[{VALUE}*100|1%|] Resource Generation
Resource_Gain_Bonus_Percent_Per_Power[{VALUE2}*100|1%|] Resource Generation from {VALUE1}
Resource_Gain_Bonus_Percent_Per_Skill_Tag[{VALUE2}*100|1%|] Resource Generation from {VALUE1] Skills
Resource_Max_Bonus+[{VALUE2}] Maximum {VALUE1}
Resource_Max_Percent_Bonus[{VALUE2}*100|1%|] Maximum {VALUE1}
Resource_On_Crit+{VALUE2} {VALUE1} on Critical Strike
Resource_On_Kill[{VALUE2}|~|] {VALUE1} On Kill
Resource_Regen_All_Primary_Bonus_Percent[{VALUE2}*100|1%|] Resource Regeneration per Second
Resource_Regen_Bonus_Percent[{VALUE2}*100|1%|] {VALUE1} Regeneration per Second
Run_Speed_DurationIncreases movement speed for [{VALUE}] seconds. Effect ends if you deal or receive damage.
Set_Item_DiscountReduces the number of items needed for set bonuses by 1 (to a minimum of 2).
Shadow_Imbued_Skill_Damage_Percent_Bonus+[{VALUE}*100|1%|] Shadow Imbued Skill Damage
Shrine_Elixir_Duration_Bonus+[{VALUE}*100|1%|] Shrine Buff Duration
Skill_Rank_All_Bonus+{VALUE1} |4Rank:Ranks; of All Skills
Skill_Rank_Bonus+{VALUE2} |4Rank:Ranks; of {VALUE1}
Skill_Rank_Skill_Tag_Bonus+{VALUE2} |4Rank:Ranks; of All {VALUE1} Skills
Skill_Tag_Cooldown_Reduction_Percent[{VALUE2} * 100|1%|] {VALUE1} Skill Cooldown Reduction
Skill_Tag_Resource_Cost_Reduction_Percent[{VALUE2}*100|1%|] {VALUE1} Skill Resource Cost Reduction
SocketsSockets ([{VALUE}-{VALUE2}])
Spirit_Restriction(Druid Only)
Steal_Health_Percent+[{VALUE}*100|1%|] Life Steal
Steal_Mana_PercentRestore [{VALUE}*100|1%|] of Damage Dealt as Resource
Strength[{VALUE}|~|] Strength
Strength_Core[{VALUE}|~|] Strength
Strength_Percent_Bonus+[{vALUE2}*100|1%|] Strength
Strength_Total[{VALUE}] Strength
Talent_Rank_Bonus+{VALUE2} |4Rank:Ranks; of the {VALUE1} Passive
Thorns_Flat+[{VALUE}] Thorns
Trap_Arm_Time_Reduction_SecondsReduces the Arm Time of Your Trap Skills by [{VALUE}|1|] |4Second:Seconds;
Vulnerable_Health_Damage_Bonus+[{VALUE}*100|1%|] Vulnerable Damage
Weapon_Damage_Bonus[{VALUE}|~|] Weapon Damage
Weapon_On_Hit_Percent_Bleed_Proc_Chance_Combined{c_label}Lucky Hit:{/c} Up to a +[{VALUE1}*100|1%|] Chance to Deal [{VALUE2}*100|1%|] Bleeding Damage over {VALUE3} seconds
Weapon_Speed_Percent_Bonus+[{VALUE} * 100|1%|] Weapon Speed
Werebear_Armor_Percent+[{VALUE}*100|1%|] Total Armor while in Werebear Form
Werewolf_Armor_Percent+[{VALUE}*100|1%|] Total Armor while in Werewolf Form
Willpower[{VALUE}|~|] Willpower
Willpower_Core[{VALUE}|~|] Willpower
Willpower_Percent_Bonus+[{vALUE2}*100|1%|] Willpower
Willpower_Total[{VALUE}] Willpower


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