Diablo 4 Full Modifiers List: Everything You Need to Know

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If you’re a fan of Diablo 4, then you know how important it is to have a good understanding of the game’s modifiers. In this article, we’ll be giving you a comprehensive list of all the modifiers in Diablo 4, so you can get a better grasp on how they affect your gameplay. With so many modifiers to choose from, it’s important to use the search function to narrow down what you’re looking for. Let’s dive in!attributes and modifiers list for diablo 4

What are Modifiers in Diablo 4?

Modifiers are special effects that can be applied to your character, weapons, armor, or other items in Diablo 4. They can increase your damage output, improve your chances of finding rare loot, or even provide you with special abilities. Some modifiers are passive and provide constant benefits, while others are triggered by specific actions or events.

The Full List of Modifiers in Diablo 4

As mentioned earlier, the list of modifiers in Diablo 4 is quite extensive. Here’s a comprehensive list of all the modifiers you can expect to encounter in the game:

NameValuesDescription
Amplify Damage From Pets Per Player Percent+[{VALUE}*100|1%|] Minion Damage Increases minion damage by the given percentage per player.
Arcanum Restriction(Wizard Only) This attribute is exclusive to Wizard characters only.
Armor Bonus+[{VALUE}] Armor Provides an armor bonus with the given value.
Armor Ignore Damage Percent+[{VALUE}*100|1%|] Chance to Ignore Damage Taken Gives a chance to ignore damage taken based on the given percentage value.
Armor Percent+[{VALUE}*100|1%|] Total Armor Increases total armor by the given percentage value.
Attack Speed Bonus After Dodge+[{VALUE}*100|1%|] Attack Speed for {VALUE2} Seconds After Dodging an Attack Increases attack speed for the specified duration after dodging an attack by the given percentage value.
Attack Speed Percent Bonus+[{VALUE} * 100|1%|] Attack Speed Increases attack speed by the given percentage value.
Attack Speed Percent Bonus For Power+[{VALUE2} * 100|1%|] {VALUE1} Attack Speed Increases the attack speed of a specific power by the given percentage value.
Attack Speed Percent Bonus Per Skill Tag+[{VALUE2} * 100|1%|] {VALUE1} Skill Attack Speed Increases the attack speed of a specific skill tag by the given percentage value.
Attack Speed Percent Bonus While Fortified+[{VALUE} * 100|1%|] Attack Speed while Fortified Increases attack speed while fortified by the given percentage value.
Barrier Bonus Percent+[{VALUE}*100|1%|] Barrier Generation Increases barrier generation by the given percentage value.
Barrier When Struck Chance+[{VALUE}*100|1%|] Chance When Struck to Gain {s1} Life as Barrier for {s2} Seconds Gives a chance to gain barrier equal to the specified life value when struck for the given duration.
Block Chance[{vALUE}*100|%|] Block Chance Gives a chance to block incoming attacks by the given percentage value.
Block Damage Percent[{vALUE}*100|%|] Blocked Damage Reduction Reduces blocked damage by the given percentage value.
Blood Orb Pickup Damage Combined+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Picking Up a Blood Orb Increases damage for the specified duration after picking up a Blood Orb by the given percentage value.
Blood Orb Pickup Healing Percent Bonus+[{VALUE}*100|1%|] Blood Orb Healing Increases Blood Orb healing by the given percentage value.
Bonus Healing Received Percent+[{VALUE}*100|1%|] Healing Received Increases received healing by the given percentage value.
Bonus Ice Armor Shield Percent+[{VALUE}*100|1%|] Barrier from Ice Armor Increases the barrier from Ice Armor by the given percentage value.
CC Duration Bonus Percent+[{VALUE}*100|1%|] Crowd Control Duration Increases crowd control duration by the given percentage value.
CC Duration Bonus Percent Per Type+[{VALUE2}*100|1%|] {VALUE1} Duration A bonus percentage to the duration of a particular control-impairing effect.
CC Duration Reduction[{VALUE}*100|1%|] Control Impaired Duration Reduction A reduction percentage in the duration of control-impairing effects on the player.
CC Duration Reduction Per Type[{VALUE2}*100|1%|] {VALUE1} Duration Reduction A reduction percentage in the duration of a specific control-impairing effect.
Chill Bonus Percent[{VALUE}*100|1%|] Chill Application A bonus percentage to the application of a chill effect.
ClassRestriction({s1} Only) Sockets Specifies that an item or ability can only be used by a specific class.
Cold Imbued Skill Damage Percent Bonus+[{VALUE}*100|1%|] Cold Imbued Skill Damage A bonus percentage to the damage dealt by skills imbued with cold damage.
Combat Effect Chance Bonus+[{VALUE}*100|1%|] Lucky Hit Chance A bonus chance percentage to trigger a combat effect, such as a critical hit.
Combat Effect Chance Bonus Barrier Active+[{VALUE}*100|1%|] Lucky Hit Chance while You Have a Barrier A bonus chance percentage to trigger a combat effect while the player has a barrier active.
Combat Effect Chance Bonus Per Damage Type+[{VALUE2}*100|1%|] Lucky Hit Chance with {VALUE1} Damage A bonus chance percentage to trigger a combat effect with a specific damage type.
Combat Effect Chance Bonus Per Skill+[{VALUE2}*100|1%|] Lucky Hit Chance with {VALUE1} A bonus chance percentage to trigger a combat effect with a specific skill.
Core Stat Bonus Healing Received Percent+[{vALUE}*100|1%|] Healing A bonus percentage to the healing received by the player.
Crit Chance Bonus To Far+[{VALUE}*100|1%|] Critical Strike Chance Against Distant Enemies A bonus percentage to the critical strike chance against distant enemies.
Crit Chance Bonus To Near+[{VALUE}*100|1%|] Critical Strike Chance Against Close Enemies A bonus percentage to the critical strike chance against close enemies.
Crit Damage Bonus To Far+[{VALUE}*100|1%|] Critical Strike Damage to Distant Enemies A bonus percentage to the critical strike damage dealt to distant enemies.
Crit Damage Bonus To Near+[{VALUE}*100|1%|] Critical Strike Damage to Close Enemies A bonus percentage to the critical strike damage dealt to close enemies.
Crit Damage Percent+[{VALUE}*100|1%|] Critical Strike Damage A bonus percentage to the critical strike damage dealt.
Crit Damage Percent Bonus To Vulnerable+[{VALUE}*100|1%|] Critical Strike Damage to Vulnerable Enemies A bonus percentage to the critical strike damage dealt to vulnerable enemies.
Crit Damage Percent Bonus Vs CC Target Any+[{VALUE}*100|1%|] Critical Strike Damage to Crowd Controlled Enemies A bonus percentage to the critical strike damage dealt to enemies under crowd control effects.
Crit Damage Percent For Power Not specified.
Crit Damage Percent Per Skill Tag+[{VALUE2}*100|1%|] Critical Strike Damage with {VALUE1} Skills A bonus percentage to the critical strike damage dealt with specific skill tags.
Crit Damage Percent Per Weapon Requirement+[{VALUE2}*100|1%|] Critical Strike Damage with {VALUE1} A bonus percentage to the critical strike damage dealt with specific weapon requirements.
Crit Percent Bonus+[{VALUE}*100|1%|] Critical Strike Chance A bonus percentage to the critical strike chance.
Crit Percent Bonus Per Skill Tag+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Skills A bonus percentage to the critical strike chance with specific skill tags.
Crit Percent Bonus Per Weapon Requirement+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} A bonus percentage to the critical strike chance with specific weapon requirements.
Crit Percent Bonus To Low Health+[{VALUE}*100|1%|] Critical Strike Chance Against Injured Enemies A bonus percentage to the critical strike chance against injured enemies.
Crit Percent Bonus To Vulnerable+[{VALUE}*100|1%|] Critical Strike Chance Against Vulnerable Enemies A bonus percentage to the critical strike chance against vulnerable enemies.
Crit Percent Bonus Vs CC Target+[{VALUE2}*100|1%|] Critical Strike Chance Against {VALUE1} Enemies A bonus percentage to the critical strike chance against specific crowd control targets.
Crit Percent Bonus Vs CC Target Any+[{VALUE}*100|1%|] Critical Strike Chance Against Crowd Controlled Enemies A bonus percentage to the critical strike chance against any crowd control targets.
Damage Bonus At High Health+[{VALUE}*100|1%|] Damage while Healthy A bonus percentage to the damage dealt while the player is healthy.
Damage Bonus On Elite Kill Combined+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Killing an Elite A bonus percentage to the damage dealt for a specific duration after killing an elite enemy.
Damage Bonus Percent After Dodge+[{VALUE}*100|1%|] Damage for {VALUE2} Seconds After Dodging an Attack Gives a damage bonus for a certain amount of time after dodging an attack.
Damage Bonus To Far+[{VALUE}*100|1%|] Damage to Distant Enemies Increases damage to distant enemies.
Damage Bonus To HIgh Health+[{VALUE}*100|1%|] Damage to Healthy Enemies Increases damage to healthy enemies.
Damage Bonus To Low Health+[{VALUE}*100|1%|] Damage to Injured Enemies Increases damage to injured enemies.
Damage Bonus To Near+[{VALUE}*100|1%|] Damage to Close Enemies Increases damage to close enemies.
Damage Done Reduction On Pet CritLucky Hit: Critical Strikes From Your Minions Have up to a 5% Chance to Reduce Enemy Damage Dealt by [{VALUE} * 100|1%|] for {VALUE2} Seconds Grants a chance for pet critical strikes to reduce enemy damage dealt for a certain amount of time.
Damage Increase From Far+[{VALUE}*100|1%|] Damage Taken from Distant Enemies Increases damage taken from distant enemies.
Damage Increase From Near+[{VALUE}*100|1%|] Damage Taken from Close Enemies Increases damage taken from close enemies.
Damage Increase While Stationary+[{VALUE}*100|1%|] Damage while Standing Still Increases damage taken while standing still.
Damage Percent All From Skills+[{VALUE}*100|1%|] Damage Increases damage from all skills.
Damage Percent Bonus Against Dot TypeResistance#Fire [{VALUE}*100|1%|] Fire Resistance Increases resistance to a specific damage type.
Damage Percent Bonus Per Shapeshift Form+[{VALUE2}*100|1%|] Damage while in {VALUE1} Increases damage while in a specific shapeshift form.
Damage Percent Bonus Per Skill Tag+[{VALUE2}*100|1%|] {VALUE1} Skill Damage Increases damage from a specific skill tag.
Damage Percent Bonus Per Skill Tag#Basic+[{VALUE}*100|1%|] Basic Skill Damage Increases damage from basic skills.
Damage Percent Bonus Per Skill Tag#Ultimate+[{VALUE}*100|1%|] Ultimate Skill Damage Increases damage from ultimate skills.
Damage Percent Bonus Per Weapon Requirement+[{VALUE2}*100|1%|] Damage with {VALUE1} Increases damage with a specific weapon.
Damage Percent Bonus To Targets Affected By Skill Tag+[{VALUE2}*100|1%|] Damage to Enemies Affected by {VALUE1} Skills Increases damage to enemies affected by a specific skill tag.
Damage Percent Bonus Vs CC All+[{VALUE}*100|1%|] Damage to Crowd Controlled Enemies Increases damage to crowd-controlled enemies.
Damage Percent Bonus Vs CC Target+[{VALUE2}*100|1%|] Damage to {VALUE1} Enemies Increases damage to a specific crowd-controlled enemy.
Damage Percent Bonus Vs Elites+[{VALUE}*100|1%|] Damage to Elites Increases damage to elite enemies.
Damage Percent Bonus When Fortified+[{VALUE}*100|1%|] Damage while Fortified Increases damage while fortified.
Damage Percent Bonus When Weapon Swapping+[{VALUE}*100|1%|] Damage with Skills that Swap to New Weapons Increases damage with skills that swap to new weapons.
Damage Percent Bonus While Affected By Power+[{VALUE2}*100|1%|] Damage while {VALUE1} Increases damage while affected by a specific power.
Damage Percent Bonus While Shapeshifted+[{VALUE}*100|1%|] Damage while Shapeshifted Increases damage while shapeshifted.
Damage Percent Reduction From CCed Target[{VALUE2}*100|1%|] Damage Reduction from {VALUE1} Enemies Reduces damage taken from a specific crowd-controlled enemy.
Damage Percent Reduction From Dotted Enemy[{VALUE2}*100|1%|] Damage Reduction from Enemies That Are {VALUE1} Reduces damage taken from enemies that are dotted.
Damage Percent Reduction From Elites[{VALUE}*100|1%|] Damage Reduction from Elites Reduces damage taken from elite enemies.
Damage Percent Reduction From Targets With Skill Tag[{VALUE2} * 100|1%|] Damage Reduction from Enemies Affected By {VALUE1} Skills Reduces damage received from enemies affected by {VALUE1} skills by {VALUE2}%.
Damage Percent Reduction From Vulnerable Target[{VALUE}*100|1%|] Damage Reduction from Vulnerable Enemies Reduces damage received from vulnerable enemies by {VALUE}%.
Damage Reduction[{VALUE}*100|1%|] Damage Reduction Reduces damage received by {VALUE}%.
Damage Reduction At High Health[{VALUE}*100|1%|] Damage Reduction while Healthy Reduces damage received while at full health by {VALUE}%.
Damage Reduction At Low Health[{VALUE}*100|1%|] Damage Reduction while Injured Reduces damage received while injured by {VALUE}%.
Damage Reduction During Evade[{VALUE}*100|1%|] Damage Reduction while Evading Reduces damage received while evading by {VALUE}%.
Damage Reduction From Far[{VALUE}*100|1%|] Damage Reduction from Distant Enemies Reduces damage received from distant enemies by {VALUE}%.
Damage Reduction From Near[{VALUE}*100|1%|] Damage Reduction from Close Enemies Reduces damage received from close enemies by {VALUE}%.
Damage Reduction On Elite Kill Combined[{VALUE}*100|1%|] Damage Reduction for {VALUE2} Seconds After Killing an Elite Reduces damage received by {VALUE}% for {VALUE2} seconds after killing an elite.
Damage Reduction While Crowd Controlled[{VALUE}*100|1%|] Damage Reduction while Control Impaired Reduces damage received while control impaired by {VALUE}%.
Damage Reduction While Having Shield[{VALUE}*100|1%|] Damage Reduction while You Have a Barrier Reduces damage received while having a barrier by {VALUE}%.
Damage Reduction While Stationary[{VALUE}*100|1%|] Damage Reduction while Standing Still Reduces damage received while standing still by {VALUE}%
Damage Type Crit Damage Percent Bonus+[{VALUE2}*100|1%|] {VALUE1} Critical Strike Damage Increases the percentage of critical strike damage for a certain damage type by a certain value.
Damage Type Crit Percent Bonus+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Damage Increases the chance of a critical strike for a certain damage type by a certain value.
Damage Type Crit Percent Bonus Vs Elites+[{VALUE2}*100|1%|] Critical Strike Chance with {VALUE1} Damage Against Elites Increases the chance of a critical strike for a certain damage type against elite enemies by a certain value.
Damage Type Percent Bonus+[{VALUE2}*100|1%|] {VALUE1} Damage Increases the percentage of damage for a certain damage type by a certain value.
Damage Type Percent Bonus Vs Elites+[{VALUE2}*100|1%|] {VALUE1} Damage to Elites Increases the percentage of damage for a certain damage type against elite enemies by a certain value.
Dexterity[{VALUE}|~|] Dexterity Indicates a certain value of the Dexterity attribute.
Dexterity Core Refers to the core amount of Dexterity for an item or character.
Dexterity Percent Bonus+[{vALUE2}*100|1%|] Dexterity Increases the Dexterity attribute by a certain percentage.
Dexterity Total[{VALUE}] Dexterity Indicates the total amount of Dexterity, including any bonuses or penalties.
Dodge Chance Bonus[{VALUE} * 100|1%|] Dodge Chance Increases the chance to dodge attacks by a certain percentage.
Dodge Chance Bonus Additive+[{VALUE} * 100|1%|] Dodge Chance Adds a certain value to the chance to dodge attacks.
Dodge Chance Bonus From Dotted Enemies+[{VALUE2}*100|1%|] Dodge Chance Against Enemies That Are {VALUE1} Increases the chance to dodge attacks from enemies that have a certain attribute by a certain percentage.
Dodge Chance Bonus Melee[{VALUE} * 100|1%|] Dodge Chance Against Close Enemies Increases the chance to dodge melee attacks by a certain percentage.
Dodge Chance Bonus Ranged[{VALUE} * 100|1%|] Dodge Chance Against Distant Enemies Increases the chance to dodge ranged attacks by a certain percentage.
DOT DPS Bonus Percent+[{VALUE}*100|1%|] Damage Over Time Increases damage over time dealt by a percentage of the base damage.
DOT DPS Bonus Percent Per Damage Type+[{VALUE2}*100|1%|] {VALUE1} Damage Over Time Increases damage over time dealt by a percentage of the base damage, separately for each specified damage type.
DOT DPS Reduction Percent[{VALUE}*100|1%|] Damage Taken Over Time Reduction Reduces damage taken over time by a percentage of the base damage.
DOT DPS Reduction Percent Per Damage Type[{VALUE2}*100|1%|] {VALUE1} Damage Taken Over Time Reduction Reduces damage taken over time by a percentage of the base damage, separately for each specified damage type.
Energy Restriction(Rogue Only) A restriction applied only to the Rogue class related to energy management.
Essence Restriction(Necromancer Only) A restriction applied only to the Necromancer class related to essence management.
Evade Max Charges+[{VALUE}] Max Evade |4Charge:Charges; Increases the maximum number of times the Evade ability can be used before recharging.
Evade Movement Dodge ChanceEvade Briefly Grants +[{VALUE}*100|%|] Movement Speed Grants a temporary increase to movement speed when using the Evade ability, in addition to the dodge effect.
Evade Reduce Cooldown On AttackAttacks Reduce Evade's Cooldown by [{VALUE}|1|] |4Second:Seconds; Reduces the cooldown of the Evade ability each time the character performs an attack.
Experience Bonus[{VALUE}|~|] Experience On Kill Adds a specified amount of experience points to the player's character upon killing an enemy.
Experience Bonus Percent+[{Value}*100|1%|] Bonus Experience Increases the amount of experience points earned by the player's character by a certain percentage.
Experience Bonus Percent Vs Elites+[{Value}*100|1%|] Bonus Experience from Elites Increases the amount of experience points earned by the player's character by a certain percentage specifically from elite enemies.
Faster Healing Percent+{VALUE%} Potion Healing Speed Increases the speed at which potions heal the player's character by a certain percentage.
Flat Block Amount[{VALUE}] Shield Block Value Increases the value of the shield block for the player's character by a certain amount.
Flat Damage Bonus+{VALUE2} {VALUE1} Damage Adds a certain amount of damage to the player's character's attacks of a specified type.
Flat Damage On HitLucky Hit: Up to a 5% Chance to Deal [{VALUE}] Damage Gives the player's character a chance to deal a specified amount of damage on a lucky hit.
Flat Damage Shield On Kill+[{VALUE}] Life as Barrier On Kill Restores a certain amount of barrier as life for the player's character upon killing an enemy.
Flat Heal AbsorbLucky Hit: Up to a 5% Chance to Absorb [{VALUE}] Life Gives the player's character a chance to absorb a specified amount of life on a lucky hit.
Flat Hitpoints GrantedRestores [{VALUE}] Life Increases the character's life by a specific value.
Flat Hitpoints Max Bonus+[{VALUE}] Maximum Life Increases the character's maximum life by a specific value.
Flat Hitpoints On HitLucky Hit: Up to a 5% Chance to Restore [{VALUE}] Life Gives the character a chance to restore a specific value of life upon hitting an enemy.
Flat Hitpoints On Kill[{VALUE}|~|] Life On Kill Restores a specific value of life upon killing an enemy.
Fortified Health Application Bonus+[{VALUE}*100|1%|] Fortify Generation Increases the rate at which the character generates the Fortify buff.
Fortified Health Damage Reduction Bonus[{VALUE}*100|1%|] Damage Reduction while Fortified Increases the character's damage reduction while the Fortify buff is active.
Fortified When Struck Chance+[{VALUE}*100|1%|] Chance When Struck to Fortify for {VALUE2} Life Gives the character a chance to gain the Fortify buff upon getting hit, and increases the amount of life granted by the Fortify buff.
Fury Restriction(Barbarian Only) This attribute can only be used by Barbarian characters.
Gem Attributes Multiplier[{VALUE}*100|1%|] Gem Strength in this Item Multiplies the strength of gems socketed in this item by a specific percentage.
Gethit ImmuneImmune to Stagger. Makes the character immune to being staggered.
Gold Find[{VALUE}*100|~%|] Gold Drop Rate Increases the rate at which gold drops from enemies by a specific percentage.
Gold PickUp Radius+[{VALUE}] Pickup Radius Increases the radius within which the character can automatically pick up gold.
Harmful Buff Duration Bonus Percent[{VALUE}*100|1%|] Harmful Effect Duration Increases the duration of harmful effects applied to enemies by a specific percentage.
Hatred Restriction(Demon Hunter Only) This attribute can only be used by Demon Hunter characters.
Helpful Buff Duration Bonus Percent[{VALUE}*100|1%|] Helpful Effect Duration Increases the duration of helpful effects applied to allies by a specific percentage.
HighlySalvageableHighly Salvageable Indicates that the item can be salvaged for a high amount of crafting materials.
Hitpoints Max Bonus[{VALUE}|~|] Maximum Life Increases the character's maximum life by a specific value.
Hitpoints Max Percent Bonus Increases the character's maximum life by a percentage value.
Hitpoints Max Percent Bonus Item[{VALUE}*100|1%|] Maximum Life Increases the character's maximum life by a percentage value for items with this attribute.
Hitpoints On Elite Kill+[{VALUE}*100] Life On Elite Kill Restores a specific value of life upon killing an elite enemy.
Hitpoints Percent+[{VALUE}*100|~%|] Life Increases the character's life by a percentage value.
Hitpoints Regen Bonus Percent[{VALUE}*100|1%|] Healing Over Time Increases the rate at which the character regenerates health over time by a percentage value.
Hitpoints Regen Per Second+[{VALUE}] Healing Over Time Increases the amount of health regenerated per second by a specific value.
Hitpoints Regen Per Second Bonus Increases the amount of health regenerated per second by a percentage value.
Ignore Durability LossIgnores Durability Loss Prevents the item from losing durability over time.
Imbued Skill Crit Damage Percent Bonus+[{VALUE}*100|1%|] Critical Strike Damage with Imbued Skills Increases critical strike damage with imbued skills by a percentage value.
Imbued Skill Damage Percent Bonus+[{VALUE}*100|1%|] Imbued Skill Damage Increases damage done by imbued skills by a percentage value.
Imbued Skill Damage Percent Bonus To Vulnerable+[{VALUE}*100|1%|] Damage to Vulnerable Enemies with Imbued Skills Increases damage done to vulnerable enemies with imbued skills by a percentage value.
Imbued Skill Strength Percent Bonus[{VALUE}*100|1%|] Imbuement Potency Increases the potency of imbued skills by a percentage value.
Immunity{VALUE1} Damage Immunity Grants immunity to a specific type of damage.
Intelligence[{VALUE}|~|] Intelligence Increases the character's intelligence by a specific value.
Intelligence Core An attribute related to intelligence, but its specific purpose is unknown.
Intelligence Percent Bonus+[{vALUE2}*100|1%|] Intelligence Increases the character's intelligence by a percentage value.
Intelligence Total[{VALUE}] Intelligence Indicates the total amount of intelligence the character has.
Item Cost Percent Bonus+[{VALUE} * 100|1%|] Sell Value Increases the sell value of the item by a percentage value.
Item Is BOEBinds to Account When Equipped Indicates that the item becomes bound to the account upon being equipped.
Item Is BOE BoundAccount Bound Indicates that the item is already bound to the account.
Item Level Requirement ReductionLevel Requirement Reduced by [{VALUE}] Reduces the level requirement to equip the item by a specific value.
Main Hand Damage Percent Bonus+[{vALUE} * 100|%|] Main Hand Weapon Damage Increases the damage done by the character's main-hand weapon by a percentage value.
Mana Restriction(Sorcerer Only) Restricts the use of mana to sorcerers only.
Material Find+[{VALUE}*100|1%|] Crafting Material Drop Rate Increases the chance of finding crafting materials by a percentage based on the value.
Mount Armor[{VALUE} * 1000|~|] Mount Armor Increases the armor of a mount based on the value.
Movement Bonus Run Speed+[{VALUE}*100|1%|] Movement Speed Increases movement speed by a percentage based on the value.
Movement Speed Bonus On Elite Kill+[{VALUE1}*100|1%|] Movement Speed for {VALUE2} Seconds After Killing an Elite Increases movement speed for a certain number of seconds after killing an elite by a percentage based on the value.
NecroArmy Armor Percent Bonus With Active Pet Type+[{VALUE2}*100|1%|] Total Armor while {VALUE1} are Active Increases total armor while a specific type of pet is active by a percentage based on the value.
NecroArmy Damage Bonus With Active Pet Type+[{VALUE2}*100|1%|] Damage while {VALUE1} are Active Increases damage while a specific type of pet is active by a percentage based on the value.
NecroArmy Flat Armor Bonus With Active Pet Type+{VALUE2} Armor while {VALUE1} are Active Increases armor while a specific type of pet is active by a flat value based on the value.
NecroArmy Pet Type All Resist Bonus Pct[{VALUE2}*100|1%|] {VALUE1} Resistance to All Elements Increases resistance to all elements for a specific type of pet by a percentage based on the value.
NecroArmy Pet Type Armor Bonus Pct+[{VALUE2}*100|1%|] {VALUE1} Armor Increases armor for a specific type of pet by a percentage based on the value.
NecroArmy Pet Type Attack Speed Bonus Pct+[{VALUE2}*100|1%|] {VALUE1} Attack Speed Increases attack speed for a specific type of pet by a percentage based on the value.
NecroArmy Pet Type Damage Bonus Pct Increases damage for a specific type of pet by a percentage based on the value.
NecroArmy Pet Type Health Bonus Pct[{VALUE2}*100|1%|] {VALUE1} Maximum Life Increases maximum life for a specific type of pet by a percentage based on the value.
NecroArmy Pet Type Inherit Thorns Bonus Pct{VALUE1} Inherit +[{VALUE2}*100|1%|] of Your Thorns Causes a specific type of pet to inherit a percentage of your thorns damage.
No Damage Taken Flat Hitpoints Regen Per Second+[{VALUE}] Life Regeneration while Not Damaged Recently Increases life regeneration by a flat value while not damaged recently based on the value.
Non Physical Crit Damage Percent Bonus+[{VALUE}*100|1%|] Non-Physical Critical Strike Damage Increases non-physical critical strike damage by a percentage based on the value.
NonPhysical Damage Percent Bonus+[{VALUE} * 100|1%|] Non-Physical Damage Increases non-physical damage by a percentage based on the value.
On Crit CC Proc ChanceLucky Hit: Critical Strikes Have Up to a +[{VALUE2} * 100|1%|] Chance to {VALUE1} Critical Strikes Have Up to a +[{VALUE2} * 100|
On Hit CC Proc ChanceLucky Hit: Up to a +[{VALUE2} * 100|1%|] Chance to {VALUE1} Chance to perform a special effect on a lucky hit, with the probability of the effect scaling with the value of VALUE2 and the effect being described by VALUE1.
On Hit Execute Low Health Non Elite ChanceLucky Hit: Up to a +[{VALUE}*100|1%|] Chance to Execute Injured Non-Elites Chance to instantly execute an injured non-elite enemy on a lucky hit, with the probability of the effect scaling with the value of VALUE.
On Hit Knockback Proc ChanceLucky Hit: Up to a +[{VALUE} * 100|1%|] Chance to Knockback Chance to knock back an enemy on a lucky hit, with the probability of the effect scaling with the value of VALUE.
On Hit Vulnerable ProcLucky Hit: Up to a +[{VALUE}*100|1%|] Chance to Make Enemies Vulnerable for {VALUE2} Seconds Chance to make enemies vulnerable for a certain duration on a lucky hit, with the probability of the effect scaling with the value of VALUE and the duration being described by VALUE2.
OOC Flat Hitpoints Regen Per Second[{VALUE}] Life Regeneration per Second while Out of Combat Flat amount of life regeneration per second while out of combat, as described by VALUE.
Overpower Chance Bonus+[{VALUE}*100|1%|] Overpower Chance Bonus chance to trigger a specific skill, as described by the value of VALUE.
Overpower Damage Bonus Per Skill Bonus damage dealt by a specific skill on successful trigger of Overpower, with the amount of bonus damage scaling with the specific skill tag.
Overpower Damage Percent Bonus+[{VALUE}*100}|1%|] Overpower Damage Increases the damage dealt by the ability "Overpower" by a certain percentage.
Overpower Damage Percent Bonus Per Skill Tag+[{VALUE2}*100|1%|] Overpower Damage with {VALUE1} Skills Increases the damage dealt by the ability "Overpower" by a certain percentage with specific skills.
Overpower Damage Percent Bonus Per Weapon Requirement+[{VALUE2}*100|1%|] Overpower Damage with {VALUE1} Increases the damage dealt by the ability "Overpower" by a certain percentage with specific weapons.
Per Damage Type Buff Duration Bonus Percent[{VALUE2}*100|1%|] {VALUE1} Damage Over Time Duration Increases the duration of damage over time effects for a specific damage type by a certain percentage.
Per Skill Tag Buff Duration Bonus Percent+[{VALUE2}*100|1%|] {VALUE1} Skill Duration Increases the duration of a specific skill by a certain percentage.
Percent Life On Kill+[{VALUE}*100|1%|] Life On Kill Increases the player's life by a certain percentage upon killing an enemy.
Pet All Resistance Bonus Percent[{VALUE}*100|1%|] Minion Resistance to All Elements Increases the resistance of the player's minions to all elements by a certain percentage.
Pet Armor Bonus Percent+[{VALUE}*100|1%|] Minion Armor Increases the armor of the player's minions by a certain percentage.
Pet Attack Speed Bonus Percent+[{VALUE}*100|1%|] Minion Attack Speed Increases the attack speed of the player's minions by a certain percentage.
Pet Damage Bonus Percent Increases the damage dealt by the player's minions by a certain percentage.
Pet Damage Reduction Percent[{VALUE}*100|1%|] Damage Reduction for Your Minions Reduces the damage taken by the player's minions by a certain percentage.
Pet Equipped Other Attacker Damage Bonus+[{VALUE}*100|1%|] Damage for Each Other Minion Attacking the Enemy Increases the damage dealt by the player's minions for each other minion attacking the same enemy.
Pet Equipped Proc Resource On Hit PercentChance per Hit to gain [{VALUE2}*100|~%|] {VALUE1} Chance per hit to gain a certain amount of a specific resource with the player's minions.
Pet Equipped Recently Summoned Damage Bonus+[{VALUE}*100|1%|] Damage for 8 Seconds After Being Summoned Increases the damage dealt by the player's minions for a certain duration after being summoned.
Pet Equipped Solo Attacker Damage Bonus+[{VALUE}*100|1%|] Damage while no other Minions are Attacking the Enemy Increases the damage dealt by the player's minions when no other minions are attacking the same enemy.
Pet Health Bonus Percent[{VALUE}*100|1%|] Maximum Minion Life Increases the maximum life of the player's minions by a certain percentage.
Pet Inherit Attrib Bonus PctMinions Inherit +[{VALUE}*100|1%|] of Your Stats Your minions inherit a percentage of your stats, with the exact bonus determined by the value.
Pet Move Speed Bonus Percent+[{VALUE}*100|1%|] Companion Movement Speed Your companion's movement speed is increased by a percentage based on the value.
Pierce Chance+[{VALUE}*100|1%|] Pierce Chance Your attacks have a chance to pierce through enemy defenses, with the probability determined by the value.
Plus All Stats[{VALUE}|~|] All Stats All of your stats are increased by the value.
Poison Imbued Skill Damage Percent Bonus+[{VALUE}*100|1%|] Poison Imbued Skill Damage Poison imbued skills deal extra damage based on a percentage determined by the value.
Potion Bonus Heal Percent+[{VALUE}*100|1%|] Potion Healing Potions heal you for an additional percentage based on the value.
Potion Charge Generation Bonus Pct+[{VALUE2}*100|1%|] Potion Drop Rate The drop rate for potions is increased by a percentage based on the value.
Potion Cooldown Reduction Percent[{VALUE}*100|1%|] Potion Cooldown Cooldown The cooldown of potions is reduced by a percentage determined by the value.
Potion Max Doses Bonus+{vALUE2} Potion Charges You gain additional charges of potions based on the value.
Potion Use Granted Barrier PercentWhile Injured, Your Potion Also Grants While injured, using a potion grants you a barrier in addition to healing, with the strength of the barrier based on the value.
Potion Use Granted Primary Resource AmountWhile Injured, Your Potion Also Restores While injured, using a potion also restores your primary resource by an amount based on the value.
Potion Use Granted Unstoppable SecondsWhile Injured, Your Potion Also Grants Allows the player to receive additional benefits from a potion while injured.
Power Cooldown Reduction Percent[{VALUE2} * 100|1%|] {VALUE1} Cooldown Reduction Reduces the cooldown time of a specific power or ability by a certain percentage.
Power Cooldown Reduction Percent All[{VALUE1}*100|1%|] Cooldown Reduction Reduces the cooldown time of all powers or abilities by a certain percentage.
Power Damage Percent Bonus Increases the damage dealt by a specific power or ability by a certain percentage.
Power Duration Bonus Pct Increases the duration of a specific power or ability by a certain percentage.
Power Resource Cost Reduction Amount[{VALUE2}*100|1|] {VALUE1} Resource Cost Reduction Reduces the resource cost of a specific power or ability by a certain amount.
Power Resource Cost Reduction Percent[{VALUE2}*100|1%|] {VALUE1} Resource Cost Reduction Reduces the resource cost of a specific power or ability by a certain percentage.
Proc Flat Hitpoints On HitLucky Hit: Up to a 5% Chance to Heal +[{VALUE}] Life Grants a chance to heal a certain amount of life with each successful hit.
Proc Resource On Hit PercentLucky Hit: Up to a 5% Chance to Restore +[{VALUE2}*100|1%|] {VALUE1} Grants a chance to restore a certain percentage of a specific resource with each successful hit.
Proc Resource On Hit Percent All PrimaryLucky Hit: Up to a 5% Chance to Restore +[{VALUE}*100|1%|] Primary Resource Grants a chance to restore a certain percentage of the primary resource with each successful hit.
Requirements Ease Percent[{VALUE}*100|~%|] Requirements Reduces the requirements needed to use a specific power or ability by a certain percentage.
Resistance[{VALUE2}*100|1%|] {VALUE1} Resistance Reduces the damage taken from a specific element by a certain percentage.
Resistance All[{VALUE}*100|1%|] Resistance to All Elements Reduces the damage taken from all elements by a certain percentage.
Resource Cost Reduction Percent[{VALUE2} * 100|1%|] {VALUE1} Cost Reduction Reduces the cost of a specific resource used for a power or ability by a certain percentage.
Resource Cost Reduction Percent All[{VALUE}*100|1%|] Resource Cost Reduction Reduces the cost of all resources used for powers or abilities by a certain percentage.
Resource Gain Bonus Percent[{VALUE2}*100|1%|] {VALUE1} Generation Increases the rate at which a specific resource is generated by a certain percentage.
Resource Gain Bonus Percent All Primary[{VALUE}*100|1%|] Resource Generation Increases the rate at which the primary resource is generated by a certain percentage.
Resource Gain Bonus Percent Per Power[{VALUE2}*100|1%|] Resource Generation from {VALUE1} Increases the rate at which a specific resource is generated from a particular power or ability by a certain percentage.
Resource Gain Bonus Percent Per Skill Tag[{VALUE2}*100|1%|] Resource Generation from {VALUE1] Skills Increases the rate at which a specific resource is generated from skills with a certain tag by a certain percentage.
Resource Gained Per Percent Damage Taken+{VALUE2} {VALUE1] per Percentage of Maximum Life Lost when Damaged Grants a certain amount of resource for each percentage of maximum life lost when damaged.
Resource Max Bonus+[{VALUE2}] Maximum {VALUE1} Increases the maximum amount of a specific resource by a certain amount.
Resource Max Percent Bonus[{VALUE2}*100|1%|] Maximum {VALUE1} Increases the maximum amount of a specific resource by a certain percentage.
Resource On Crit+{VALUE2} {VALUE1} on Critical Strike Grants a certain amount of resource on critical strike.
Resource On Kill[{VALUE2}|~|] {VALUE1} On Kill Grants a certain amount of resource on kill.
Resource Regen All Primary Bonus Percent[{VALUE2}*100|1%|] Resource Regeneration per Second Increases the rate at which all primary resources are regenerated per second by a certain percentage.
Resource Regen Bonus Percent[{VALUE2}*100|1%|] {VALUE1} Regeneration per Second Increases the rate at which a specific resource is regenerated per second by a certain percentage.
Run Speed DurationIncreases movement speed for [{VALUE}] seconds. Effect ends if you deal or receive damage. Increases the movement speed for a certain duration, which ends if the player deals or receives damage.
Set Item DiscountReduces the number of items needed for set bonuses by 1 (to a minimum of 2). Reduces the number of items required for set bonuses by 1 (with a minimum of 2).
Shadow Imbued Skill Damage Percent Bonus+[{VALUE}*100|1%|] Shadow Imbued Skill Damage Increases the damage dealt by shadow-imbued skills by a certain percentage.
Shrine Elixir Duration Bonus+[{VALUE}*100|1%|] Shrine Buff Duration Increases the duration of shrine buffs by a certain percentage.
Skill Rank All Bonus+{VALUE1} |4Rank:Ranks; of All Skills Increases the rank of all skills by a certain amount.
Skill Rank Bonus+{VALUE2} |4Rank:Ranks; of {VALUE1} Increases the rank of a specific skill by a certain amount.
Skill Rank Skill Tag Bonus+{VALUE2} |4Rank:Ranks; of All {VALUE1} Skills Increases the rank of all skills with a certain tag by a certain amount.
Skill Tag Cooldown Reduction Percent[{VALUE2} * 100|1%|] {VALUE1} Skill Cooldown Reduction Reduces the cooldown of skills with the specified tag by the given percentage.
Skill Tag Resource Cost Reduction Percent[{VALUE2}*100|1%|] {VALUE1} Skill Resource Cost Reduction Reduces the resource cost of skills with the specified tag by the given percentage.
Sockets([{VALUE}-{VALUE2}]) Indicates the number of sockets available on an item for adding gems.
Spirit Restriction(Druid Only) Specifies that an item can only be used by characters of the Druid class.
Steal Health Percent+[{VALUE}*100|1%|] Life Steal Restores a percentage of the damage dealt as health.
Steal Mana PercentRestore [{VALUE}*100|1%|] of Damage Dealt as Resource Restores a percentage of the damage dealt as mana or another resource.
Strength[{VALUE}|~|] Strength Adds a specified amount of strength.
Strength Core Indicates that an item has a special core stat for strength.
Strength Percent Bonus+[{vALUE2}*100|1%|] Strength Increases strength by the specified percentage.
Strength Total[{VALUE}] Strength Displays the total amount of strength.
Talent Rank Bonus+{VALUE2} |4Rank:Ranks; of the {VALUE1} Passive Increases the rank of a specified passive talent by the given amount.
Thorns Flat+[{VALUE}] Thorns Adds a specified amount of damage to attackers when hit.
Trap Arm Time Reduction SecondsReduces the Arm Time of Your Trap Skills by [{VALUE}|1|] |4Second:Seconds; Reduces the arm time of trap skills by the specified number of seconds.
Vulnerable Health Damage Bonus+[{VALUE}*100|1%|] Vulnerable Damage Increases damage dealt to vulnerable enemies by the specified percentage.
Weapon Damage Bonus[{VALUE}|~|] Weapon Damage Adds a specified amount of damage to attacks made with weapons.
Weapon On Hit Percent Bleed Proc Chance CombinedLucky Hit: Up to a +[{VALUE1}*100|1%|] Chance to Deal [{VALUE2}*100|1%|] Bleeding Damage over {VALUE3} seconds Grants a chance to deal bleeding damage over a specified duration when making a lucky hit with a weapon.
Weapon Speed Percent Bonus+[{VALUE} * 100|1%|] Weapon Speed Increases weapon speed by the specified percentage.
Werebear Armor Percent+[{VALUE}*100|1%|] Total Armor while in Werebear Form Increases armor by the specified percentage while in Werebear form.
Werewolf Armor Percent+[{VALUE}*100|1%|] Total Armor while in Werewolf Form Increases armor by the specified percentage while in Werewolf form.
Willpower[{VALUE}|~|] Willpower A character attribute that determines the amount of hit points available.
Willpower Core The base amount of Willpower a character has.
Willpower Percent Bonus+[{vALUE2}*100|1%|] Willpower A bonus percentage added to a character's Willpower attribute.
Willpower Total[{VALUE}] Willpower The total amount of Willpower a character has, including any bonuses from equipment or skills.

Final Thoughts

The list of modifiers in Diablo 4 is vast and diverse, offering players a wide range of ways to customize their gameplay experience. By understanding these modifiers, you can better tailor your gear to your playstyle and take on even the toughest challenges. Whether you’re a seasoned Diablo veteran or just starting out, make sure to use the search function to find the modifiers that best suit your needs. Happy hunting!

2 thoughts on “Diablo 4 Full Modifiers List: Everything You Need to Know

  1. As someone who enjoys playing Diablo 4, I can definitely see the value in having a comprehensive list of all the game’s modifiers. It’s great to see that this article is providing just that, as it can be a bit overwhelming trying to navigate through all of them. Having a better understanding of how modifiers work and what benefits they can provide can really enhance the gameplay experience. I’ll definitely be using the search function to narrow down the ones I’m interested in. Thanks for sharing this helpful information!

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