{"id":29952,"date":"2023-03-29T22:52:07","date_gmt":"2023-03-29T22:52:07","guid":{"rendered":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/?p=29952"},"modified":"2023-05-30T11:33:07","modified_gmt":"2023-05-30T11:33:07","slug":"tooltips","status":"publish","type":"post","link":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/tooltips\/","title":{"rendered":"Diablo 4 Tooltips List: Discover In-Depth Explanations of Game Elements"},"content":{"rendered":"<p>Listed here are all the various tooltips information currently available in Diablo 4. If you&#8217;re a fan of the game, you know that tooltips are an important aspect of the game mechanics. They provide additional information about items, skills, and other in-game elements, allowing you to make more informed decisions about how to progress through the game.<\/p>\n<p>Whether you&#8217;re a new player or a seasoned veteran, there&#8217;s always something new to learn about Diablo 4&#8217;s tooltips. That&#8217;s why we&#8217;ve put together an extensive list of all the tooltips information currently available in the game. From weapon and armor stats to skill descriptions and more, we&#8217;ve got you covered.<\/p>\n<p>So if you ever need an expanded explanation of what something does in Diablo 4, be sure to check out our list of tooltips information. We&#8217;re constantly updating it with the latest information from the game, so you&#8217;ll always be up-to-date on the latest strategies and tactics.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-29954 aligncenter\" src=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/03\/diablo-4-tooltips-list-300x197.jpg\" alt=\"diablo 4 tooltips list\" width=\"300\" height=\"197\" srcset=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/03\/diablo-4-tooltips-list-300x197.jpg 300w, https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/03\/diablo-4-tooltips-list.jpg 400w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/p>\n<p>Name: Level<br \/>\nTooltip: Level: {s1}<\/p>\n<p>The Level system in Diablo 4 is similar to the one in Diablo 3, where players increase their character&#8217;s Level by accumulating Experience. With each Level gained, players gain Base Life and Core Stats. Until Level 50, players are granted a Skill Point for every Level gained. Afterward, every quarter of a Level gained grants a Paragon Point. The damage dealt between the player and enemies is adjusted according to the Level difference. Additionally, monsters at higher Levels have more visible damage reduction.<\/p>\n<p>Name: Strength<br \/>\nTooltip: Strength: {s1} (Item Contribution: {s2}){STR_BENEFIT}<\/p>\n<p>Strength is one of the Core Stats that players can improve through leveling and equipping items. Increasing Strength also increases the player&#8217;s Armor by {s3}.<\/p>\n<p>Name: Intelligence<br \/>\nTooltip: Intelligence: {s1} (Item Contribution: {s2}){INT_BENEFIT}<\/p>\n<p>Intelligence is another Core Stat that players can improve through leveling and equipping items. Increasing Intelligence increases the player&#8217;s Resistance to All Elements by {s3}.<\/p>\n<p>Name: Willpower<br \/>\nTooltip: Willpower: {s1} (Item Contribution: {s2}){WILL_BENEFIT}<\/p>\n<p>Willpower is a new Core Stat in Diablo 4. Increasing Willpower improves the player&#8217;s Healing Received by {s3} and increases the Overpower Damage by {s4}.<\/p>\n<p>Name: Dexterity<br \/>\nTooltip: Dexterity: {s1} (Item Contribution: {s2}){DEX_BENEFIT}<\/p>\n<p>Dexterity is another Core Stat that players can improve through leveling and equipping items. Increasing Dexterity also increases the player&#8217;s Dodge Chance by {s3}.<\/p>\n<p>Name: Weapon Damage<br \/>\nTooltip: Weapon Damage: ({s2} &#8211; {s3})<\/p>\n<p>The Weapon Damage stat represents the base damage of the player&#8217;s equipped weapon(s). Skills scale their base damage using this value. When wielding One-Handed weapons, this stat is the sum of their base attack values. When wielding a Two-Handed weapon, this stat is its base attack value.<\/p>\n<p>Name: Ranged Weapon Damage<br \/>\nTooltip: Ranged Damage: ({s2} &#8211; {s3})<\/p>\n<p>Ranged Weapon Damage is a subcategory of Weapon Damage and represents the base damage of the player&#8217;s Two-Handed Ranged Weapon. Skills that use this weapon scale their base damage using this value. This stat is equal to the weapon&#8217;s base attack value.<\/p>\n<p>Name: Bludgeoning Weapon Damage<br \/>\nTooltip: Bludgeoning Weapon Damage: ({s2} &#8211; {s3})<\/p>\n<p>Bludgeoning Weapon Damage is another subcategory of Weapon Damage and represents the base damage of the player&#8217;s Two-Handed Bludgeoning Weapon. Skills that use this weapon scale their base damage using this value. This stat is equal to the weapon&#8217;s base attack value.<\/p>\n<p>Name: Dual Wielded Weapon Damage<br \/>\nTooltip: Dual Wielded Weapon Damage: ({s2} &#8211; {s3})<\/p>\n<p>Dual Wielded Weapon Damage is another subcategory of Weapon Damage and represents the base damage of the player&#8217;s dual-wielded One-Handed Weapons. Skills that use these weapons scale their base damage using this value. This stat is equal to the sum of the weapons&#8217; base attack values.<\/p>\n<p>Name: Slashing Weapon Damage<br \/>\nTooltip: Slashing Weapon Damage: ({s2} &#8211; {s3})<\/p>\n<p>Slashing Weapon Damage is another subcategory of Weapon Damage and represents the base damage of the player&#8217;s Two-Handed Slashing Weapon. Skills that use this weapon scale their base damage using this value. This stat is equal to the weapon&#8217;s base attack value.<\/p>\n<p>Name: Weapon Speed<br \/>\nTooltip: Weapon Speed: {s1} Attacks per Second<br \/>\nThis is the base Attack Speed inherent to your weapon before applying bonuses. When wielding One-Handed weapons, their weapon speeds are averaged.<\/p>\n<p>Name: Attack Speed Bonus<br \/>\nTooltip: Bonus Attack Speed: {s1}<br \/>\nYou attack {s1} faster than your base Weapon Speed. Combined with your weapon, your total Attack Speed is {s2} Attacks per Second.<\/p>\n<p>Name: Attack Speed from Dodging<br \/>\nTooltip: Bonus Attack Speed after Dodging: {s1}<br \/>\nYou gain {s1} bonus Attack Speed for {s2} seconds after Dodging an incoming attack.<\/p>\n<p>Name: Minion Attack Speed<br \/>\nTooltip: Minion Attack Speed Bonus: {s1}<br \/>\nIncreases the Attack Speed of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.<\/p>\n<p>Name: Critical Strike Chance<br \/>\nTooltip: Critical Strike Chance: {s1}<br \/>\nWhen a Skill deals damage, it has a chance to Critically Strike. Critical Strikes deal {s2} bonus damage. Damage over time cannot Critically Strike.<\/p>\n<p>Name: Critical Strike Chance vs Injured<br \/>\nTooltip: Bonus Critical Strike Chance vs Injured Enemies: {s1}<br \/>\nYour 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}.<\/p>\n<p>Name: Critical Strike Damage<br \/>\nTooltip: Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage granted to Skills when they Critically Strike. Has a base value of {s3}. Capped at {s2} against other Players.<\/p>\n<p>Name: Critical Strike Damage vs Crowd Controlled<br \/>\nTooltip: Bonus Critical Strike Damage vs Crowd Controlled Enemies: {s1}<br \/>\nExtra 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.<\/p>\n<p>Name: Critical Strike Damage with Fire<br \/>\nTooltip: Fire Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage is granted to your Fire damage that Critically Strikes. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Lightning<br \/>\nTooltip: Lightning Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage is granted to your Lightning damage that Critically Strikes. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Cold<br \/>\nTooltip: Cold Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage is granted to your Cold damage that Critically Strikes. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Poison<br \/>\nTooltip: Poison Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage is granted to your Poison damage that Critically Strikes. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Shadow<br \/>\nTooltip: Shadow Critical Strike Damage Bonus: {s1}<br \/>\nExtra damage is granted to your Shadow damage that Critically Strikes. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Core<br \/>\nTooltip: Bonus Critical Strike Damage with Core Skills: {s1}<br \/>\nExtra damage is granted to Core Skills when they Critically Strike. This bonus stacks with your normal Critical Strike Damage Bonus. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Critical Strike Damage with Bone<br \/>\nTooltip: Bonus Critical Strike Damage with Bone Skills: {s1}<br \/>\nExtra damage is granted to Bone Skills when they Critically Strike. This bonus stacks with your normal Critical Strike Damage Bonus. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Critical Strike Damage with Earth<br \/>\nTooltip: Bonus Critical Strike Damage with Earth Skills: {s1}<br \/>\nExtra damage is granted to Earth Skills when they Critically Strike. This bonus stacks with your normal Critical Strike Damage Bonus. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Critical Strike Damage with Imbued<br \/>\nTooltip: Bonus Critical Strike Damage with Imbued Skills: {s1}<br \/>\nExtra damage is granted to Imbued Skills when they Critically Strike. This bonus stacks with your normal Critical Strike Damage Bonus.<\/p>\n<p>Name: Critical Strike Damage with Werewolf<br \/>\nTooltip: Critical Strike Damage Bonus with Werewolf Skills: {s1}<br \/>\nExtra damage granted to Werewolf Skills when they Critically Strike.<br \/>\nStacks with your normal Critical Strike Damage Bonus.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Overpower Chance<br \/>\nTooltip: Overpower Chance: {s1}<br \/>\nWhen you cast a Skill, it has a chance to Overpower all of the damage it deals.<br \/>\nOverpowers deal bonus damage based on the sum of your current Life and Fortify.<br \/>\nThe bonus damage dealt scales with the Skill that Overpowered.<br \/>\nDamage over time, passive abilities, and Channeled Skills cannot Overpower.<br \/>\nYour chance to Overpower cannot increase as a basic stat, but they can be guaranteed by specific effects.<\/p>\n<p>Name: Overpower Damage<br \/>\nTooltip: Overpower Damage Bonus: {s1}<br \/>\nExtra damage granted to Skills when they Overpower.<br \/>\nStacks with the bonus damage inherently granted to Overpowers based on your current Life and Fortify.<br \/>\nThe bonus damage dealt scales with the Skill that Overpowered.<br \/>\nHas a base value of {s3}.<br \/>\nCapped at {s2} against other Players.<\/p>\n<p>Name: Vulnerable Damage<br \/>\nTooltip: Vulnerable Damage Bonus: {s1}<br \/>\nExtra damage granted against Vulnerable enemies.<br \/>\nHas a base value of {s2}.<br \/>\nYou have +{s3} of this stat from items and Paragon.<\/p>\n<p>Name: All Damage<br \/>\nTooltip: Bonus to All Damage: {s1}<br \/>\nIncreases all of your damage dealt.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Elites<br \/>\nTooltip: Bonus Damage vs Elites: {s1}<br \/>\nIncreases damage dealt to Champions, Elites, Bosses and Players.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Crowd Controlled<br \/>\nTooltip: Bonus Damage vs Crowd Controlled Enemies: {s1}<br \/>\nIncreases damage dealt to Crowd Controlled enemies.<br \/>\nThis includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.<br \/>\nAfter fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Slowed<br \/>\nTooltip: Bonus Damage vs Slowed Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Immobilized<br \/>\nTooltip: Bonus Damage vs Immobilized Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Stunned<br \/>\nTooltip: Bonus Damage vs Stunned Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Knocked Down<br \/>\nTooltip: Bonus Damage vs Knocked Down Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Dazed<br \/>\nTooltip: Bonus Damage vs Dazed Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Chilled<br \/>\nTooltip: Bonus Damage vs Chilled Enemies: {s1}<br \/>\nIncreases 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.<\/p>\n<p>Name: Damage vs Frozen<br \/>\nTooltip: Bonus Damage vs Frozen Enemies: {s1}<br \/>\nIncreases damage dealt to Frozen enemies. 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.<\/p>\n<p>Name: Damage vs Close<br \/>\nTooltip: Bonus Damage vs Close Enemies: {s1}<br \/>\nIncreases damage dealt to enemies in melee range. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Distant<br \/>\nTooltip: Bonus Damage vs Distant Enemies: {s1}<br \/>\nIncreases damage dealt to enemies far away from you. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Healthy<br \/>\nTooltip: Bonus Damage vs Healthy Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are above 80% Life. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Injured<br \/>\nTooltip: Bonus Damage vs Injured Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are below 35% Life.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage vs Bleeding<br \/>\nTooltip: Bonus Damage vs Bleeding Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are Bleeding.<\/p>\n<p>Name: Damage vs Burning<br \/>\nTooltip: Bonus Damage vs Burning Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are Burning.<\/p>\n<p>Name: Damage vs Poisoned<br \/>\nTooltip: Bonus Damage vs Poisoned Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are Poisoned.<\/p>\n<p>Name: Damage vs Shadow DoT<br \/>\nTooltip: Bonus Damage vs Enemies Affected by Shadow Damage Over Time: {s1}<br \/>\nIncreases damage dealt to enemies who are affected by Shadow damage over time.<\/p>\n<p>Name: Damage vs Trapped<br \/>\nTooltip: Bonus Damage vs Trapped Enemies: {s1}<br \/>\nIncreases damage dealt to enemies who are affected by a Rogue&#8217;s Trap Skills.<\/p>\n<p>Name: Damage while Healthy<br \/>\nTooltip: Bonus Damage while Healthy: {s1}<br \/>\nIncreases your damage dealt while you are above 80% Life.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage while Fortified<br \/>\nTooltip: Bonus Damage while Fortified: {s1}<br \/>\nIncreases your damage dealt while your Fortify is greater than or equal to your current Life.<\/p>\n<p>Name: Damage while Berserking<br \/>\nTooltip: Bonus Damage while Berserking: {s1}<br \/>\nIncreases your damage dealt while you are Berserking.<\/p>\n<p>Name: Damage while Human<br \/>\nTooltip: Bonus Damage while in Human Form: {s1}<br \/>\nIncreases your damage dealt while you are in Human Form.<\/p>\n<p>Name: Damage while Shapeshifted<br \/>\nTooltip: Bonus Damage while Shapeshifted: {s1}<br \/>\nIncreases your damage dealt while you are Shapeshifted. This includes both Werewolf and Werebear forms.<br \/>\nStacks with form-specific bonuses.<\/p>\n<p>Name: Damage while Werebear<br \/>\nTooltip: Bonus Damage while in Werebear Form: {s1}<br \/>\nIncreases your damage dealt while shapeshifted into a Werebear.<\/p>\n<p>Name: Damage while Werewolf<br \/>\nTooltip: Bonus Damage while in Werewolf Form: {s1}<br \/>\nIncreases your damage dealt while shapeshifted into a Werewolf.<\/p>\n<p>Name: Damage with Physical<br \/>\nTooltip: Physical Damage Bonus: {s1}<br \/>\nIncreases your Physical damage dealt. This includes both direct Physical damage and Bleeding damage over time.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Fire<br \/>\nTooltip: Fire Damage Bonus: {s1}<br \/>\nIncreases your Fire damage dealt. This includes both direct Fire damage and Burning damage over time.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Lightning<br \/>\nTooltip: Lightning Damage Bonus: {s1}<br \/>\nIncreases your Lightning damage dealt.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Cold<br \/>\nTooltip: Cold Damage Bonus: {s1}<br \/>\nIncreases your Cold damage dealt.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Poison<br \/>\nTooltip: Poison Damage Bonus: {s1}<br \/>\nIncreases your Poison damage dealt. This includes both direct Poison damage and Poisoning damage over time.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Shadow<br \/>\nTooltip: Shadow Damage Bonus: {s1}<br \/>\nIncreases your Shadow damage dealt. This includes both direct Shadow damage and Shadow damage over time.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Bleeding<br \/>\nTooltip: Bleeding Damage Bonus: {s1}<br \/>\nIncreases your Bleeding damage dealt. This includes Physical damage over time, but not direct Physical damage.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Burning<br \/>\nTooltip: Burning Damage Bonus: {s1}<br \/>\nIncreases your Burning damage dealt. This includes Fire damage over time, but not direct Fire damage.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Poisoning<br \/>\nTooltip: Poisoning Damage Bonus: {s1}<br \/>\nIncreases your Poisoning damage dealt. This includes Poison damage over time, but not direct Poison damage.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Shadow Damage Over Time<br \/>\nTooltip: Bonus Shadow Damage Over Time: {s1}<br \/>\nIncreases your Shadow damage dealt over time. This excludes direct Shadow damage.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Bludgeoning<br \/>\nTooltip: Bonus Damage with Two-Handed Bludgeoning Weapons: {s1}<br \/>\nIncreases your damage dealt while wielding a Two-Handed Bludgeoning weapon.<\/p>\n<p>Name: Damage with Slashing<br \/>\nTooltip: Bonus Damage with Two-Handed Slashing Weapons: {s1}<br \/>\nIncreases your damage dealt while wielding a Two-Handed Slashing weapon<\/p>\n<p>Name: Damage with Ranged<br \/>\nTooltip: Bonus Damage with Ranged Weapons: {s1}<br \/>\nIncreases your damage dealt while wielding a Two-Handed Ranged weapon.<\/p>\n<p>Name: Damage with Dual Wield<br \/>\nTooltip: Bonus Damage with Dual Wielded Weapons: {s1}<br \/>\nIncreases your damage dealt while Dual Wielding One-Handed weapons.<\/p>\n<p>Name: Damage with Mace<br \/>\nTooltip: Bonus Damage with Maces: {s1}<br \/>\nIncreases your damage dealt while wielding either a One-Handed or Two-Handed Mace.<\/p>\n<p>Name: Damage with Sword<br \/>\nTooltip: Bonus Damage with Swords: {s1}<br \/>\nIncreases your damage dealt while wielding either a One-Handed or Two-Handed Sword.<\/p>\n<p>Name: Damage with Axe<br \/>\nTooltip: Bonus Damage with Axes: {s1}<br \/>\nIncreases your damage dealt while wielding either a One-Handed or Two-Handed Axe.<\/p>\n<p>Name: Damage with Polearm<br \/>\nTooltip: Bonus Damage with Polearms: {s1}<br \/>\nIncreases your damage dealt while wielding a Two-Handed Polearm.<\/p>\n<p>Name: Damage with Swapped Weapons<br \/>\nTooltip: Bonus Damage when Swapping Weapons: {s1}<br \/>\nIncreases the damage dealt by your Skills that use different weapon(s) than you were previously wielding.<\/p>\n<p>Name: Damage with Basic<br \/>\nTooltip: Bonus Damage with Basic Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Basic tag.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Core<br \/>\nTooltip: Bonus Damage with Core Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Core tag.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Brawling<br \/>\nTooltip: Bonus Damage with Brawling Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Brawling tag.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Weapon Mastery<br \/>\nTooltip: Bonus Damage with Weapon Mastery Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Weapon Mastery tag.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Cutthroat<br \/>\nTooltip: Bonus Damage with Cutthroat Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Cutthroat tag.<br \/>\nYou have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Marksman<br \/>\nTooltip: Bonus Damage with Marksman Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Marksman tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Imbued<br \/>\nTooltip: Bonus Damage with Imbued Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that are enhanced by an Imbuement.<\/p>\n<p>Name: Damage with Imbuement<br \/>\nTooltip: Bonus Damage with Imbuement Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Imbuement tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Trap<br \/>\nTooltip: Bonus Damage with Trap Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Trap tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Pyromancy<br \/>\nTooltip: Bonus Damage with Pyromancy Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Pyromancy tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Shock<br \/>\nTooltip: Bonus Damage with Shock Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Shock tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Frost<br \/>\nTooltip: Bonus Damage with Frost Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Frost tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Conjuration<br \/>\nTooltip: Bonus Damage with Conjuration Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Conjuration tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Earth<br \/>\nTooltip: Bonus Damage with Earth Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Earth tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Storm<br \/>\nTooltip: Bonus Damage with Storm Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Storm tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Werebear<br \/>\nTooltip: Bonus Damage with Werebear Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Werebear tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Werewolf<br \/>\nTooltip: Bonus Damage with Werewolf Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Werewolf tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Companion<br \/>\nTooltip: Bonus Damage with Companion Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Companion tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Bone<br \/>\nTooltip: Bonus Damage with Bone Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Bone tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Blood<br \/>\nTooltip: Bonus Damage with Blood Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Blood tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Darkness<br \/>\nTooltip: Bonus Damage with Darkness Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Darkness tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Summoning<br \/>\nTooltip: Bonus Damage with Summoning Skills: {s1}<br \/>\nIncreases damage dealt by your Skills that have the Summoning tag. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Crackling Energy<br \/>\nTooltip: Bonus Damage with Crackling Energy: {s1}<br \/>\nIncreases the damage dealt by your Crackling Energy applications.<\/p>\n<p>Name: Damage with Minions<br \/>\nTooltip: Minion Damage Bonus: {s1}<br \/>\nIncreases damage dealt by your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.<\/p>\n<p>Name: Damage with Warriors<br \/>\nTooltip: Skeletal Warrior Damage Bonus: {s1}<br \/>\nIncreases damage dealt by your Skeletal Warriors. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Mages<br \/>\nTooltip: Skeletal Mage Damage Bonus: {s1}<br \/>\nIncreases damage dealt by your Skeletal Mages. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage with Golem<br \/>\nTooltip: Golem Damage Bonus: {s1}<br \/>\nIncreases damage dealt by your Golem. You have +{s2} of this stat from items and Paragon.<\/p>\n<p>Name: Damage from Elite Kill<br \/>\nTooltip: Bonus Damage Upon Killing an Elite: {s1}<br \/>\nYou deal {s1} bonus damage for {s2} seconds after killing a Champion, Elite, Boss or Player.<\/p>\n<p>Name: Damage from Warriors<br \/>\nTooltip: Bonus Damage with Skeletal Warriors Active: {s1}<br \/>\nYou deal {s1} bonus damage while you have at least one Skeletal Warrior alive.<\/p>\n<p>Name: Damage from Mages<br \/>\nTooltip: Bonus Damage with Skeletal Mages Active: {s1}<br \/>\nYou deal {s1} bonus damage while you have at least one Skeletal Mage alive.<\/p>\n<p>Name: Damage from Golem<br \/>\nTooltip: Bonus Damage with Golem Active: {s1}<br \/>\nYou deal {s1} bonus damage while your Golem is alive.<\/p>\n<p>Name: Damage from Blood Orb<br \/>\nTooltip: Bonus Damage Upon Picking Up a Blood Orb: {s1}<br \/>\nYou deal {s1} bonus damage for {s2} seconds after picking up a Blood Orb.<\/p>\n<p>Name: Damage from Dodging<br \/>\nTooltip: Bonus Damage Upon Dodging: {s1}<br \/>\nYou deal {s1} bonus damage for {s2} seconds after Dodging an incoming attack.<\/p>\n<p>Name: Lucky Hit Execute<br \/>\nTooltip: Lucky Hit Execute: {s1}<br \/>\nYou have a base {s1} chance to instantly kill enemies who are below 35% Life when you damage them.<br \/>\nThis probability scales with the Skill used and your Lucky Hit Chance Bonus.<br \/>\nCannot activate against Champions, Elites, Bosses, or Players.<\/p>\n<p>Name: Thorns<br \/>\nTooltip: Thorns: {s1}<br \/>\nDeals damage to attackers when hit by direct attacks. Excludes attacks that are entirely damage over time.<br \/>\nDamage dealt is affected by the Skill damage increase from your Strength.<\/p>\n<p>Name: Warrior Thorns<br \/>\nTooltip: Bonus Thorns Inherited by your Skeletal Warriors{\/c_label}: {s1}<br \/>\nYour Skeletal Warriors inherit {s1} more Thorns from you than normal.<br \/>\nTheir total Thorns inherited from you is now {s2}.<\/p>\n<p>Name: Mage Thorns<br \/>\nTooltip: Bonus Thorns Inherited by your Skeletal Mages{\/c_label}: {s1}<br \/>\nYour Skeletal Mages inherit {s1} more Thorns from you than normal.<br \/>\nTheir total Thorns inherited from you is now {s2}.<\/p>\n<p>Name:<br \/>\nTooltip: Bonus Thorns Inherited by your Golem{\/c_label}: {s1}<br \/>\nYour Golem inherits {s1} more Thorns from you than normal.<br \/>\nIts total Thorns inherited from you is now {s2}.<\/p>\n<p>Name: Maximum Life<br \/>\nTooltip: Maximum Life: {s1}<br \/>\nIf you lose all your Life, you die.<br \/>\nYou have {s3} Base Life at Level {s2} and {s4} bonus Life from other sources.<\/p>\n<p>Name: Minion Life Bonus<br \/>\nTooltip: Minion Life Bonus: {s1}<br \/>\nIncreases the Life of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.<\/p>\n<p>Name: Warrior Life Bonus<br \/>\nTooltip: Maximum Skeletal Warrior Life Bonus: {s1}<br \/>\nIncreases the Maximum Life of your Skeletal Warriors.<\/p>\n<p>Name: Mage Life Bonus<br \/>\nTooltip: Maximum Skeletal Mage Life Bonus: {s1}<br \/>\nIncreases the Maximum Life of your Skeletal Mages.<\/p>\n<p>Name: Golem Life Bonus<br \/>\nTooltip: Maximum Golem Life Bonus: {s1}<br \/>\nIncreases the Maximum Life of your Skeletal Warriors.<\/p>\n<p>Name: Potion Charges<br \/>\nTooltip: Maximum Potion Charges: {s1}<br \/>\nThe total number of Potion Charges you can have available at a time.<br \/>\nIncludes the base {s2} Potion Charges you start with and {s3} additional Charges from Zone Progress and items.<\/p>\n<p>Name: Potion Drop Bonus<br \/>\nTooltip: Potion Charge Rate Bonus: {s1}<br \/>\nIncreases the rate that Potion Charges are dropped from all sources.<\/p>\n<p>Name: All Healing<br \/>\nTooltip: Bonus to All Healing: {s1}<br \/>\nIncreases healing received from all sources.<\/p>\n<p>Name: Healing from Potions<br \/>\nTooltip: Potion Healing Bonus: {s1}<br \/>\nIncreases healing received from Potions.<\/p>\n<p>Name: Healing from Blood Orbs<br \/>\nTooltip: Blood Orb Healing Bonus: {s1}<br \/>\nIncreases healing received from Blood Orbs.<\/p>\n<p>Name: Lucky Hit Life<br \/>\nTooltip: Lucky Hit Life: {s1}<br \/>\nYou have a base 5% chance to heal {s1} Life for every enemy you hit.<br \/>\nThis probability scales with the Skill used and your Lucky Hit Chance Bonus.<\/p>\n<p>Name: Life On Kill<br \/>\nTooltip: Life On Kill: {s1}<br \/>\nYou will recover {s1} Life for every enemy you kill.<\/p>\n<p>Name: Life Regeneration<br \/>\nTooltip: Passive Life Regeneration: {s1}<br \/>\nYou recover {s1} Life per second.<br \/>\nTaking damage disables this for 4 seconds.<\/p>\n<p>Name: Armor<br \/>\nTooltip: Armor: {s1}<br \/>\nReduces incoming Physical damage taken. This applies to both direct Physical damage and Bleeding damage over time.<br \/>\nNon-Physical damage taken is partially reduced according to your Armor Contribution.<br \/>\nYou have {s2} Armor from primary equipment stats, {s3} Armor from your Strength, and {s4} bonus Armor from other sources.<\/p>\n<p>Name: Armor from Warriors<br \/>\nTooltip: Bonus Armor with Skeletal Warriors Active: {s1}<br \/>\nIncreases your Armor while you have at least one Skeletal Warrior alive.<\/p>\n<p>Name: Armor from Mages<br \/>\nTooltip: Bonus Armor with Skeletal Mages Active: {s1}<br \/>\nIncreases your Armor while you have at least one Skeletal Mage alive.<\/p>\n<p>Name: Armor from Golem<br \/>\nTooltip: Bonus Armor with Golems Active: {s1}<br \/>\nIncreases your Armor while your Golem is alive.<\/p>\n<p>Name: Werebear Armor<br \/>\nTooltip: Bonus Armor while in Werebear Form: {s1}<br \/>\nIncreases your Armor while shapeshifted into a Werebear.<\/p>\n<p>Name: Werewolf Armor<br \/>\nTooltip: Bonus Armor while in Werewolf Form: {s1}<br \/>\nIncreases your Armor while shapeshifted into a Werewolf.<\/p>\n<p>Name: Armor Contribution<br \/>\nTooltip: Armor Contribution: {s1}<br \/>\nThe inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks.<br \/>\nThe remaining damage reduction is determined by your appropriate Elemental resistances.<br \/>\nDiffers in PvP.<\/p>\n<p>Name: Minion Armor<br \/>\nTooltip: Bonus Armor for your Minions: {s1}<br \/>\nIncreases the Armor of your summoned Minions. This includes your Skeletal Warriors, Skeletal Mages, and Golem.<\/p>\n<p>Name: Warrior Armor<br \/>\nTooltip: Bonus Armor for your Skeletal Warriors: {s1}<br \/>\nIncreases the Armor of your Skeletal Warriors.<\/p>\n<p>Name: Mage Armor<br \/>\nTooltip: Bonus Armor for your Skeletal Mages: {s1}<br \/>\nIncreases the Armor of your Skeletal Mages.<\/p>\n<p>Name: Golem Armor<br \/>\nTooltip: Bonus Armor for your Golem: {s1}<br \/>\nIncreases the Armor of your Golem.<\/p>\n<p>Name: Block Chance<br \/>\nTooltip: Block Chance: {s1}<br \/>\nWhen you receive direct damage, you have a chance to Block it.<br \/>\nBlocks reduce {s2} of incoming damage.<br \/>\nEqual to the equipped Shield&#8217;s Block Chance.<\/p>\n<p>Name: Block Reduction<br \/>\nTooltip: Blocked Damage Reduction: {s1}<br \/>\nThe portion of damage prevented when you Block direct damage.<br \/>\nEqual to the equipped Shield&#8217;s Blocked Damage Reduction.<\/p>\n<p>Name: Dodge Chance<br \/>\nTooltip: Dodge Chance: {s1}<br \/>\nWhen you would receive direct damage, you have a chance to Dodge it.<br \/>\nDodged attacks deal no damage.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Dodge Chance Against Close Enemies<br \/>\nTooltip: Dodge Chance Against Close Enemies: {s1}<br \/>\nYour Dodge Chance is increased when you would be damaged by enemies in melee range.<br \/>\nYour total Dodge Chance from Close enemies is {s2}.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Dodge Chance Against Distant Enemies<br \/>\nTooltip: Dodge Chance Against Distant Enemies: {s1}<br \/>\nYour Dodge Chance is increased when you would be damaged by enemies far away from you.<br \/>\nYour total Dodge Chance from Distant enemies is {s2}.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Fortify Bonus<br \/>\nTooltip: Fortify Generation Bonus: {s1}<br \/>\nIncreases the amount of Fortify generated from your Fortify effects.<\/p>\n<p>Name: Barrier Bonus<br \/>\nTooltip: Barrier Generation Bonus: {s1}<br \/>\nIncreases the amount of Barrier generated from your Barrier effects.<\/p>\n<p>Name: Fire Resistance<br \/>\nTooltip: Fire Resistance: {s1}<br \/>\nReduces incoming Fire damage by {s2}. This applies to both direct Fire damage and Burning damage over time.<br \/>\nMakes up 50% of your initial damage reduction from Fire, with the remainder contributed by Armor.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Cold Resistance<br \/>\nTooltip: Cold Resistance: {s1}<br \/>\nReduces incoming Cold damage by {s2}.<br \/>\nMakes up 50% of your initial damage reduction from Cold, with the remainder contributed by Armor.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Lightning Resistance<br \/>\nTooltip: Lightning Resistance: {s1}<br \/>\nReduces incoming Lightning damage by {s2}.<br \/>\nMakes up 50% of your initial damage reduction from Lightning, with the remainder contributed by Armor.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Poison Resistance<br \/>\nTooltip: Poison Resistance: {s1}<br \/>\nReduces incoming Poison damage by {s2}. This applies to both direct Poison damage and Poisoning damage over time.<br \/>\nMakes up 50% of your initial damage reduction from Poison, with the remainder contributed by Armor.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Shadow Resistance<br \/>\nTooltip: Shadow Resistance: {s1}<br \/>\nReduces incoming Shadow damage by {s2}. This applies to both direct Shadow damage and Shadow damage over time.<br \/>\nMakes up 50% of your initial damage reduction from Shadow, with the remainder contributed by Armor.<br \/>\nAs this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Warrior Resist All<br \/>\nTooltip: &#8211; Bonus Resistance to All Elements for your Skeletal Warriors: {s1}. Reduces non-Physical damage taken by your Skeletal Warriors. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Mage Resist All<br \/>\nTooltip: &#8211; Bonus Resistance to All Elements for your Skeletal Mages: {s1}. Reduces non-Physical damage taken by your Skeletal Mages. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Golem Resist All<br \/>\nTooltip: &#8211; Bonus Resistance to All Elements for your Golem: {s1}. Reduces non-Physical damage taken by your Golem. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; All Damage Reduction<br \/>\nTooltip: &#8211; Damage Reduction from All Sources: {s1}. Reduces incoming damage taken from all sources, after applying your Armor and Elemental Resistances. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Elites<br \/>\nTooltip: &#8211; Damage Reduction from Elites: {s1}. Reduces incoming damage taken from Champions, Elites, Bosses and Players. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Vulnerable<br \/>\nTooltip: &#8211; Damage Reduction from Vulnerable Enemies: {s1}. Reduces incoming damage taken from Vulnerable enemies. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Close<br \/>\nTooltip: &#8211; Damage Reduction from Close Enemies: {s1}. Reduces incoming damage taken from enemies in melee range. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Distant<br \/>\nTooltip: &#8211; Damage Reduction from Distant Enemies: {s1}. Reduces incoming damage taken from enemies far away from you. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from DoT<br \/>\nTooltip: &#8211; Damage Reduction from Enemies Affected by Damage Over Time: {s1}. Reduces incoming damage taken from enemies that are affected by any Damage Over Time effect. This includes Bleeding, Burning, Poisoning, and Shadow Damage Over Time. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Bleeding<br \/>\nTooltip: &#8211; Damage Reduction from Bleeding Enemies: {s1}. Reduces incoming damage taken from enemies that are Bleeding. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Burning<br \/>\nTooltip: &#8211; Damage Reduction from Burning Enemies: {s1}. Reduces incoming damage taken from enemies that are Burning. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Poisoned<br \/>\nTooltip: &#8211; Damage Reduction from Poisoned Enemies: {s1}. Reduces incoming damage taken from enemies that are Poisoned. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Shadow DoT<br \/>\nTooltip: &#8211; Damage Reduction from Enemies Affected by Shadow Damage Over Time: {s1}. Reduces incoming damage taken from enemies that are affected by Shadow damage over time. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction from Trapped<br \/>\nTooltip: &#8211; Damage Reduction from Enemies Affected by Traps: {s1}. Reduces incoming damage taken from enemies that are affected by a Rogue&#8217;s Trap Skills. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction while Injured<br \/>\nTooltip: &#8211; Damage Reduction while Injured: {s1}. Reduces incoming damage taken while you are below 35% Life. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: &#8211; Damage Reduction while Fortified<br \/>\nTooltip: &#8211; Damage Reduction while Fortified: {s1}. Reduces incoming<\/p>\n<p>Name: Damage Reduction with Barrier<br \/>\nTooltip: Damage Reduction with an Active Barrier: {s1}<br \/>\nReduces incoming damage taken while you have an active Barrier. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Minion Damage Reduction<br \/>\nTooltip: Damage Reduction for your Minions: {s1}<br \/>\nReduces incoming damage taken by your Minions from all sources. As this stat increases, additional bonuses become less effective.<\/p>\n<p>Name: Class Damage Reduction<br \/>\nTooltip: Class Damage Reduction: {s1}<br \/>\nInherent damage reduction granted by your Class against monsters.<\/p>\n<p>Name: Maximum {PRIMARY_RESOURCE}<br \/>\nTooltip: Maximum {PRIMARY_RESOURCE}: {s1}<br \/>\nUsed to cast various Skills.<\/p>\n<p>Name: {PRIMARY_RESOURCE} Cost Reduction<br \/>\nTooltip: {PRIMARY_RESOURCE} Cost Reduction: {s1}<br \/>\nReduces the {PRIMARY_RESOURCE} cost of Skills that consume {PRIMARY_RESOURCE}.<\/p>\n<p>Name: Fury Regeneration<br \/>\nTooltip: Passive Fury Regeneration: {s1}<br \/>\nYou regenerate {s1} Fury per second. Fury decays rapidly while out of combat.<\/p>\n<p>Name: Energy Regeneration<br \/>\nTooltip: Passive Energy Regeneration: {s1}<br \/>\nYou regenerate {s1} Energy per second.<\/p>\n<p>Name: Mana Regeneration<br \/>\nTooltip: Passive Mana Regeneration: {s1}<br \/>\nYou regenerate {s1} Mana per second.<\/p>\n<p>Name: Spirit Regeneration<br \/>\nTooltip: Passive Spirit Regeneration: {s1}<br \/>\nYou regenerate {s1} Spirit per second.<\/p>\n<p>Name: Essence Regeneration<br \/>\nTooltip: Passive Essence Regeneration: {s1}<br \/>\nYou regenerate {s1} Essence per second.<\/p>\n<p>Name: Fury Generation<br \/>\nTooltip: Bonus Fury Generation: {s1}<br \/>\nGaining Fury from any source grants {s1} more Fury than normal.<\/p>\n<p>Name: Energy Generation<br \/>\nTooltip: Bonus Energy Generation: {s1}<br \/>\nGaining Energy from any source grants {s1} more Energy than normal.<\/p>\n<p>Name: Mana Generation<br \/>\nTooltip: Bonus Mana Generation: {s1}<br \/>\nGaining Mana from any source grants {s1} more Mana than normal.<\/p>\n<p>Name: Spirit Generation<br \/>\nTooltip: Bonus Spirit Generation: {s1}<br \/>\nGaining Spirit from any source grants {s1} more Spirit than normal.<\/p>\n<p>Name: Essence Generation<br \/>\nTooltip: Bonus Essence Generation: {s1}<br \/>\nGaining Essence from any source grants {s1} more Essence than normal.<\/p>\n<p>Name: Fury On Kill<br \/>\nTooltip: Fury On Kill: {s1}<br \/>\nYou will restore {s1} Fury for every enemy you kill.<\/p>\n<p>Name: Energy On Kill<br \/>\nTooltip: Energy On Kill: {s1}<br \/>\nYou will restore {s1} Energy for every enemy you kill.<\/p>\n<p>Name: Mana On Kill<br \/>\nTooltip: Mana On Kill: {s1}<br \/>\nYou will restore {s1} Mana for every enemy you kill.<\/p>\n<p>Name: Spirit On Kill<br \/>\nTooltip: Spirit On Kill: {s1}<br \/>\nYou will restore {s1} Spirit for every enemy you kill.<\/p>\n<p>Name: Essence On Kill<br \/>\nTooltip: Essence On Kill: {s1}<br \/>\nYou will restore {s1} Essence for every enemy you kill.<\/p>\n<p>Name: Movement Speed<br \/>\nTooltip: Movement Speed: {s1}<br \/>\nYou run at {s1} of base Movement Speed. You may have a maximum of 125.0% Movement Speed as a basic stat. Temporary buffs may exceed this limit.<\/p>\n<p>Name: Elite Kill Movement Speed<br \/>\nTooltip: Bonus Movement Speed Upon Elite Kill: {s1}<br \/>\nYou gain {s1} Movement Speed for {s2} seconds after killing a Champion, Elite, Boss or Player.<\/p>\n<p>Name: Cooldown Reduction<br \/>\nTooltip: Cooldown Reduction: {s1}<br \/>\nReduces the Cooldowns of all active Skills.<\/p>\n<p>Name: Shout Cooldown Reduction<br \/>\nTooltip: Cooldown Reduction for Shouts: {s1}<br \/>\nReduces the cooldown of your Shouts. Stacks with your normal Cooldown Reduction.<\/p>\n<p>Name: Imbuement Cooldown Reduction<br \/>\nTooltip: Cooldown Reduction for Imbuements: {s1}<br \/>\nReduces the cooldown of your Imbuements. Stacks with your normal Cooldown Reduction.<\/p>\n<p>Name: Trap Cooldown Reduction<br \/>\nTooltip: Cooldown Reduction for Traps: {s1}<br \/>\nReduces the cooldown of your Traps. Stacks with your normal Cooldown Reduction.<\/p>\n<p>Name: Trap Arm Time Reduction<br \/>\nTooltip: Trap Arm Time Reduction: {s1} seconds<br \/>\nReduces the time taken for your Trap Skills to become activatable by {s1} seconds.<\/p>\n<p>Name: Lucky Hit Chance Bonus<br \/>\nTooltip: Bonus Lucky Hit Chance: {s1}<br \/>\nIncreases the chance of triggering Lucky Hits with your Skills.<\/p>\n<p>Name: Lucky Hit Chance with Barrier<br \/>\nTooltip: Bonus Lucky Hit Chance with an Active Barrier: {s1}<br \/>\nIncreases the chance of triggering Lucky Hits with your Skills while you have an active Barrier.<\/p>\n<p>Name: Crowd Control Duration Bonus<br \/>\nTooltip: Crowd Control Duration Bonus: {s1}<br \/>\nIncreases the duration of your outgoing Crowd Control effects, excluding Knockback. These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.<\/p>\n<p>Name: Chill Application<br \/>\nTooltip: Chill Application Bonus: {s1}<br \/>\nIncreases the effectiveness of your outgoing Chill, causing enemies to Freeze more quickly.<\/p>\n<p>Name: Control Impaired Duration Reduction<br \/>\nTooltip: Control Impaired Duration Reduction: {s1}<br \/>\nReduces the duration of incoming Control Impairing Effects, excluding Knockback. These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.<\/p>\n<p>Name: Slow Duration Reduction<br \/>\nTooltip: Slow Duration Reduction: {s1}<br \/>\nReduces the duration of incoming Slows. Stacks with Control Impaired Duration Reduction.<\/p>\n<p>Name: Berserking Duration Bonus<br \/>\nTooltip: Berserking Duration Bonus:{\/c_label} {s1}<br \/>\nIncreases the duration of Berserking granted by all sources.<\/p>\n<p>Name: Lucky Hit {PRIMARY_RESOURCE}<br \/>\nTooltip: Lucky Hit {PRIMARY_RESOURCE}: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Slow<br \/>\nTooltip: Lucky Hit Slow: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Immobilize<br \/>\nTooltip: Lucky Hit Immobilize: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Daze<br \/>\nTooltip: Lucky Hit Daze: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Stun<br \/>\nTooltip: Lucky Hit Stun: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Knockdown<br \/>\nTooltip: Lucky Hit Knockdown: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Chill<br \/>\nTooltip: Lucky Hit Chill: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Hit Freeze<br \/>\nTooltip: Lucky Hit Freeze: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Slow<br \/>\nTooltip: Lucky Crit Slow: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Immobilize<br \/>\nTooltip: Lucky Crit Immobilize: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Daze<br \/>\nTooltip: Lucky Crit Daze: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Stun<br \/>\nTooltip: Lucky Crit Stun: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Knockdown<br \/>\nTooltip: Lucky Crit Knockdown: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Chill<br \/>\nTooltip: Lucky Crit Chill: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Lucky Crit Freeze<br \/>\nTooltip: Lucky Crit Freeze: {s1}<br \/>\nYou 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.<\/p>\n<p>Name: Damage Reduction<br \/>\nTooltip: PvP Damage Reduction: {s1}<br \/>\nInherent damage reduction granted against other Players in PvP. Stacks with all other sources of Damage Reduction.<\/p>\n<p>Name: Armor Contribution<br \/>\nTooltip: Armor Contribution: {s1}<br \/>\nThe inherent percentage that Armor contributes to your base damage reduction against non-Physical attacks in PvP. The remaining damage reduction is determined by your appropriate Elemental resistance.<\/p>\n<p>Name: Gold<br \/>\nTooltip: Gold:<br \/>\nThe 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.<\/p>\n<p>Name: Red Dust<br \/>\nTooltip: Red Dust:<br \/>\nUsed 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.<\/p>\n<p>Name: Obols<br \/>\nTooltip: Murmuring Obols:<br \/>\nUsed to purchase items from the Purveyor of Curiosities. Earned from random Events in Sanctuary.<\/p>\n<p>Name: Thorns<br \/>\nTooltip: Thorns: {s1}<br \/>\nDeals 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.<\/p>\n<p>Name: Thorns<br \/>\nTooltip: Thorns: {s1}<br \/>\nDeals 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.<\/p>\n<p>Name: Thorns<br \/>\nTooltip: Thorns: {s1}<br \/>\nDeals 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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Listed here are all the various tooltips information currently available in Diablo 4. If you&#8217;re a fan of the game, you know that tooltips are an important aspect of the game mechanics. They provide additional information about items, skills, and other in-game elements, allowing you to make more informed decisions about how to progress through [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":29954,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[96],"tags":[],"class_list":["post-29952","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-database-lists"],"yoast_head":"<title>Diablo 4 Tooltips List: Discover In-Depth Explanations of Game Elements<\/title>\r\n<meta name=\"description\" content=\"Listed here are all the various tooltips information currently available in Diablo 4. 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