In Diablo 4, understanding the store abbreviations and mechanics is crucial for maximizing your gameplay experience. This guide will walk you through all the item affixes and their corresponding store abbreviations in Rpgstash. Additionally, we will explore various important game mechanics to help you grasp the intricacies of Diablo 4.
Store Abbreviations for Item Affixes
To have a clear understanding of the item affixes in Diablo 4, it is essential to familiarize yourself with their corresponding store abbreviations in Rpgstash. Here is a comprehensive list of these abbreviations:
- All Stats (AS)
- Attack Speed (AS)
- Attack Speed for 4 seconds after Dodging an Attack (IAS/Dodge)
- Barrier Generation (BG)
- Basic Skill Attack Speed (BS IAS)
- Basic Skill Damage (BS DMG)
- Berserking Duration (Bers Dur)
- Blood Orb Healing (BO Heal)
- Blood Skill Damage (Blood DMG)
- Bone Skill Damage (Bone DMG)
- Brawling Skill Damage (Brawl DMG)
- Cold Damage (Cold DMG)
- Cold Resistance (CR)
- Companion Skill Damage (Com DMG)
- Control Impaired Duration (CI Dur)
- Control Impaired Duration Reduction (CI DR)
- Cooldown Reduction (CDR)
- Core Skill Damage (Core DMG)
- Cracking Energy Damage (Crack DMG)
- Critical Strike Chance (CSC)
- Critical Strike Chance Against Injured Enemies (CSC vs inj)
- Critical Strike Damage (CS DMG)
- Critical Strike Damage with Bone Skills (Bone CS DMG)
- Critical Strike Damage with Earth Skills (Earth CS DMG)
- Critical Strike Damage with Imbued Skills (Imbue CS DMG)
- Critical Strike Damage with Werewolf Skills (Wolf CS DMG)
- Crowd Control Duration (CCD)
- Cutthroat Skill Damage (CT DMG)
- Damage (DMG)
- Damage for 4 seconds After Killing an Elite (Elite Kill DMG)
- Damage for 4 Seconds After Picking Up a Blood Orb (Blood Orb DMG)
- Damage for 4 Seconds After Dodging an Attack (Dodge DMG)
- Damage Over Time (DOT)
- Damage Reduction (DR)
- Damage Reduction from Affected By Shadow Damage Over Time Enemies (DR/Shad)
- Damage Reduction from Close Enemies (DR vs Close)
- Damage Reduction from Distance Enemies (DR vs Dist)
- Damage Reduction from Enemies That Are Bleeding (DR/Bleed)
- Damage Reduction from Enemies That Are Burning (DR/Burn)
- Damage Reduction from Enemies That Are Poisoned (DR/Pois)
- Damage Reduction while Fortified (Fort DR)
- Damage Reduction while Injured (Inj DR)
- Damage to Affected by Shadow Damage Over Time Enemies (DMG 2 Shad)
- Damage to Bleeding Enemies (DMG 2 Bleed)
- Damage to Burning Enemies (DMG 2 Burn)
- Damage to Chilled Enemies (DMG 2 Chill)
- Damage to Close Enemies (DMG 2 Close)
- Damage to Crowd Controlled Enemies (DMG 2 Crowd)
- Damage to Dazed Enemies (DMG 2 Dazed)
- Damage to Distant Enemies (DMG 2 Dist)
- Damage to Enemies Affected by Trap Skills (DMG 2 Trap Enemy)
- Damage to Frozen Enemies (DMG 2 Frozen)
- Damage to Injured Enemies (DMG 2 Inj)
- Damage to Poisoned Enemies (DMG 2 Pois)
- Damage to Slowed Enemies (DMG 2 Slow)
- Damage to Stunned Enemies (DMG 2 Stun)
- Damage while in Human Form (DMG in Hum)
- Damage while Berserking (BSKing DMG)
- Damage while Shapeshifted (SSed DMG)
- Damage with Dual-Wielded Weapons (DW DMG)
- Damage with Ranged Weapons (Range DMG)
- Damage with Skills that Swap to New Weapons (DMG/Swap Weapon)
- Damage with Two-Handed Bludgeoning Weapons (2H B DMG)
- Damage with Two-Handed Slashing Weapons (2H S DMG)
- Darkness Skill Damage (Dark DMG)
- Dexterity (DEX)
- Dodge Chance (DC)
- Dodge Chance Against Close Enemies (DC vs Close)
- Dodge Chance Against Distant Enemies (DC vs Dist)
- Earth Skill Damage (Earth DMG)
- Energy Cost Reduction (ENCR)
- Essence Cost Reduction (ESCR)
- Fire Damage (FD)
- Fire Damage Over Time (FDOT)
- Fire Resistance (FR)
- Fortify Generation (FG)
- Frost Skill Damage (Frost DMG)
- Fury Cost Reduction (Fury CR)
- Golems Inherit [X]% of Your Thorns (Golem +Thorn)
- Healing Received (HR)
- Imbued Skill Damage (ISD)
- Imbuement Skill Cooldown (ISC)
- Imbuement Skill Cooldown Reduction (ISCR)
- Intelligence (INT)
- Life on Kill (LOK/EK)
- Life Regeneration while Not Damaged Recently (LREG)
- Lightning Critical Strike Damage (LCSD)
- Lightning Damage (LD)
- Lightning Resistance (LR)
- Lucky Hit Chance (LHC)
- Lucky Hit Chance while You Have a Barrier (BLHC)
- Lucky Hit: Chance to Restore [X]% Primary Resource (LH:PR)
- Lucky Hit: Up to [X] Chance to Execute Injured Non-Elites (LH:Exec)
- Lucky Hit: Up to [X]% Chance to Slow (LH:C2S)
- Lucky Hit: Up to a [X]% Chance to Heal (LH:C2H)
- Lucky Hit: Up to a [X]% Chance to Slow (LH:C2S)
- Mana Cost Reduction (MCR)
- Marksman Skill Damage (MSD)
- Maximum Energy (MAX ENE)
- Maximum Essence (MAX ESS)
- Maximum Fury (MAX Fury)
- Maximum Life (MAX LF)
- Maximum Mana (MAX MA)
- Maximum Minion Life (MAX MLF)
- Maximum Spirit (MAX SP)
- Minion Attack Speed (MAS)
- Movement Speed (MS)
- Movement Speed for 4 seconds After Killing an Elite (Elite MS)
- Overpower Damage (OPD)
- Overpower Damage with Two-Handed Bludgeoning Weapons (2H B OPD)
- Overpower Damage with Werebear Skills (Bear OPD)
- Physical Damage (PD)
- Physical Damage Over Time (PDOT)
- Poison Damage (Pois DMG)
- Poison Resistance (PR)
- Potion Capacity (PC)
- Potion Drop Rate (PDR)
- Pyromancy Skill Damage (Pyro DMG)
- Rank of All Agility Skills (Agility)
- Rank of All Imbuement Skills (Imbuement)
- Rank of All Brawling Skills (Braw Sk)
- Rank of All Companion Skills (Companion)
- Rank of All Conjuration Skills (All Conj)
- Rank of All Corpse Skills (Corpse)
- Rank of All Curse Skills (Curse)
- Rank of All Defensive Skills (Def Sk)
- Rank of All Defensive Skills (Def)
- Rank of All Defensive Skills (All Def)
- Rank of All Macabre Skills (Macabre)
- Rank of All Mastery Skills (All Mastery)
- Rank of All Subterfuge Skills (Subterfuge)
- Rank of All Weapon Mastery Skills (Weap Master)
- Rank of All Wrath Skills (Wrath)
- Rank of Ball Lightning (Ball Light)
- Rank of Barrage (Barrage)
- Rank of Blight (Blight)
- Rank of Blizzard (Blizzard)
- Rank of Blood Howl (Blood Howl)
- Rank of Blood Lance (Blood Lance)
- Rank of Blood Mist (Blood Mist)
- Rank of Blood Surge (Blood Surge)
- Rank of Bone Prison (Bone Prison)
- Rank of Bone Spear (Bone Spear)
- Rank of Bone Spirit (Bone Spirit)
- Rank of Boulder (Boulder)
- Rank of Caltrops (Caltrops)
- Rank of Chain Lightning (Chain Light)
- Rank of Challenging Shout (Challeng Shout)
- Rank of Charged Bolts (Charged Bolts)
- Rank of Cold Imbuement (Cold Imbue)
- Rank of Concealment (Concealment)
- Rank of Corpse Explosion (Corpse Expl)
- Rank of Corpse Tendrils (Corpse Tendrils)
- Rank of Cyclone Armor (Cyclone Armor)
- Rank of Dark Shroud (Dark Shroud)
- Rank of Dash (Dash)
- Rank of Death Blow (Death Blow)
- Rank of Debilitating Roar (Debilit Roar)
- Rank of Decrepify (Decrepify)
- Rank of Double Swing (Double Swing)
- Rank of Earthen Bulwark (Earth Bulwark)
- Rank of Fireball (Fireball)
- Rank of Firewall (Firewall)
- Rank of Flame Shield (Flame Shield)
- Rank of Flurry (Flurry)
- Rank of Frost Nova (Frost Nova)
- Rank of Frozen Orb (Frozen Orb)
- Rank of Ground Stomp (Ground Stomp)
- Rank of Hammer of the Ancients (HOTA)
- Rank of Hurricane (Hurricane)
- Rank of Hydra (Hydra)
- Rank of Ice Armor (Ice Armor)
- Rank of Ice Blades (Ice Blades)
- Rank of Ice Shards (Ice Shards)
- Rank of Incinerate (Incinerate)
- Rank of Iron Maiden (Iron Maiden)
- Rank of Iron Skin (Iron Skin)
- Rank of Landslide (Landslide)
- Rank of Leap (Leap)
- Rank of Lightning Spear (Light Spear)
- Rank of Lightning Storm (Light Storm)
- Rank of Meteor (Meteor)
- Rank of Penetrating Shot (Penetr Shot)
- Rank of Poison Creeper (Pois Creeper)
- Rank of Poison Imbuement (Pois Imbue)
- Rank of Poison Trap (Pois Trap)
- Rank of Pulverize (Pulverize)
- Rank of Rabies (Rabies)
- Rank of Rallying Cry (Rallying Cry)
- Rank of Rapid Fire (Rapid Fire)
- Rank of Ravens (Ravens)
- Rank of Rend (Rend)
- Rank of Rupture (Rupture)
- Rank of Sever (Sever)
- Rank of Shadow Imbuement (Shad Imbue)
- Rank of Shadow Step (Shad Step)
- Rank of Shred (Shred)
- Rank of Smoke Grenade (Smoke Grenade)
- Rank of Steel Grasp (Steel Grasp)
- Rank of Teleport (Teleport)
- Rank of the Amplify Damage Passive (Amplify DMG)
- Rank of the Brute Force Passive (Brute Force)
- Rank of the Call of the Wild Passive (Cof Wild)
- Rank of the Coalesced Blood Passive (Coalesced Blood)
- Rank of the Compound Fracture Passive (Compound Fract)
- Rank of the Conjuration Mastery Passive (Conjuration Mast)
- Rank of the Counteroffensive Passive (Counteroff)
- Rank of the Crushing Earth Passive (Crushing Earth)
- Rank of the Cut to the Bone Passive (Cut to Bone)
- Rank of the Deadly Venom Passive (Deadly Venom)
- Rank of the Death’s Reach Passive (Death Reach)
- Rank of the Defiance Passive (Defiance)
- Rank of the Devouring Blaze Passive (Devouring Blaze)
- Rank of the Elemental Dominance Passive (Element Dom)
- Rank of the Endless Pyre Passive (Endless Pyre)
- Rank of the Envenom Passive (Envenom)
- Rank of the Evulsion Passive (Evulsion)
- Rank of the Exploit Passive (Exploit)
- Rank of the Frigid Finesse Passive (Frigid Finesse)
- Rank of the Fueled by Death Passive (Fueled / Death)
- Rank of the Glass Cannon Passive (Glass Cannon)
- Rank of the Gloom Passive (Gloom)
- Rank of the Heavy Handed Passive (Heavy Handed)
- Rank of the Hellbent Commander Passive (Hellbent Comm)
- Rank of the Hoarfrost Passive (Hoarfrost)
- Rank of the Icy Touch Passive (Icy Touch)
- Rank of the Imperfectly Balanced Passive (Imp Balance)
- Rank of the Impetus Passive (Impetus)
- Rank of the Inner Flames Passive (Inner Flames)
- Rank of the Malice Passive (Malice)
- Rank of the Natural Disaster Passive (Natural Disaster)
- Rank of the Nature’s Reach Passive (Nature Reach)
- Rank of the No Mercy Passive (No Mercy)
- Rank of the Outburst Passive (Outburst)
- Rank of the Permafrost Passive (Permafrost)
- Rank of the Quickshift Passive (Quickshift)
- Rank of the Resonance Passive (Resonance)
- Rank of the Shocking Impact Passive (Shock Imp Psv)
- Rank of the Slaying Strike Passive (Slaying Strike)
- Rank of the Stone Guard Passive (Stone Guard)
- Rank of the Terror Passive (Terror)
- Rank of the Tides of Blood Passive (Tides Blood)
- Rank of the Tough as Nails Passive (Tough Nails)
- Rank of the Toxic Claws Passive (Toxic Claws)
- Rank of the Wallop Passive (Wallop Psv)
- Rank of the Weapon Mastery Passive (Weapon Mastery)
- Rank of the Wild Impulses Passive (Wild Impulse)
- Rank of Tornado (Tornado)
- Rank of Trample (Trample)
- Rank of Twisting Blades (Twist Blades)
- Rank of Upheaval (Upheaval)
- Rank of War Cry (War Cry)
- Rank of Whirlwind (Whirlwind)
- Rank of Wolves (Wolves)
- Reduces the Arm Time of your Trap Skills (Trap TR)
- Resource Generation (RG)
- Shadow Damage (SD)
- Shadow Damage over Time (SDOT)
- Shadow Resistance (SR)
- Shock Skill Damage (SSD)
- Shrine Buff Duration (SBD)
- Skeletal Mages Inherit [X]% of Your Thorns (Sk Mage Thorns)
- Skeletal Warriors Inherit [X]% of Your Thorns (Sk Warr Thorns)
- Slow Duration Reduction (SDR)
- Soc (Soc)
- Spirit Cost Reduction (Spir CR)
- Storm Skill Cooldown Reduction (Storm CDR)
- Storm Skill Damage (Storm DMG)
- Strength (STR)
- Summoning Skill Damage (SM DMG)
- Thorns (Thorns)
- Total Armor (TA)
- Total Armor while in Werebear Form (Bear TA)
- Total Armor while in Werewolf Form (Wolf TA)
- Trap Skill Cooldown Reduction (Trap CDR)
- Trap Skill Damage (Trap DMG)
- Ultimate Skill Damage (UTDMG)
- Vulnerable Damage (VD)
- Weapon Mastery Skill Damage (WM DMG)
- Werebear Skill Damage (Bear DMG)
- Werewolf Skill Damage (Wolf DMG)
- Willpower (WILL)
Implicit Item Stats
In addition to the item affixes, there are also implicit item stats in Diablo 4. These stats have their own abbreviations and provide various bonuses. Here are the implicit item stats and their abbreviations:
- 1h Sword: 17.5% Critical Strike Damage (17.5% CSD)
- 2h Sword: 35% Critical Strike Damage (35% CS DMG)
- 1h Axe: 28% Damage to Healthy Enemies (28% DMG Healthy Enemy)
- 2h Axe: 56% Damage to Healthy Enemies (56% DMG Healthy Enemy)
- 1h Mace: 31.5% Overpower Damage (31.5% Overpower DMG)
- 2h Mace: 63% Overpower Damage (63% Overpower DMG)
- Polearm: 56% Damage to Injured Enemies (56% DMG Inj Enemy)
- Dagger: 20% Damage to Close Enemies (20% DMG Close)
- Bow: 40% Damage to Distant Enemies (DMG Dis Enemy)
- Crossbow: 40% Vulnerable Damage (40% Vuln DMG)
- 1h Scythe: 206 Life on Kill (206 Life / Kill)
- 2h Scythe: 411 Life on Kill (411 Life / Kill)
- Wand: 10% Lucky Hit Chance (10% LHC)
- Staff: 35% Damage to Crowd Controlled Enemies (35% DMG Crowd Enemy)
- 7% Cooldown Reduction (7% CDR)
- 20% Block Chance (20% Block)
- 60% Block Damage Reduction (60% Block DMG Red)
- 80% Main Hand Weapon Damage (80% Main H Weapon DMG)
- 627 Thorns (627 Thorns)
All Damage Reduction
All Damage Reduction provides additional damage reduction after factoring in your Armor and Resistances. However, it should be noted that damage reduction does not stack additively. Instead, it stacks multiplicatively. For instance, if you have two sources with 50% damage reduction each, your total damage reduction would be 75%. Achieving 100% damage reduction is impossible due to this multiplicative stacking.
Armor is calculated by summing up the Armor ratings of your Chest, Pants, Gloves, Boots, and Helm. Other items, such as Jewellery with socketed Skulls, can also provide additional Armor. Armor reduces the damage taken from Physical damage, including physical damage over time effects like Bleed. Moreover, it also partially reduces non-physical damage, with 50% of your damage reduction from Armor contributing to your overall non-physical damage reduction.
However, in higher Difficulties/World Tiers, Armor becomes less effective against non-physical damage. At T4 difficulty, Armor is only 10% effective against non-physical sources, making Resistances a crucial aspect of defense. It’s important to note that the cap for damage reduction from Armor is 85%, and on average, you can expect about 40% overall damage reduction from Armor at higher levels.
The effectiveness of Armor is also influenced by the level of your enemy. Higher-level enemies reduce the effectiveness of your Armor, making it less reliable against stronger foes.
Attack power does not directly reflect the actual damage you deal but rather serves as an estimate of your overall power in the game.
Attack speed is based on your weapon’s attacks per second and any attack speed bonuses you may have. When dual-wielding, the average speed of your two weapons is used. Attack speed bonuses are additive, so if you have two sources of 10% faster attack speed, your total bonus will be 20%.
Barrier is a temporary protective layer that absorbs damage until it is depleted, after which you start taking damage to your life. It is visually represented by a blue glowing effect around your Health Globe. Different classes have different ways of generating Barrier, and it plays a crucial role in several builds.
Basic Skills are the default attacks for each class. These skills don’t require resources or have cooldowns and are usually used to generate resources or as a primary attack.
Barbarians have access to the Berserking buff, which provides a 25% damage increase and a 15% movement speed increase. This powerful buff lasts for up to 5 seconds and can be triggered by certain Barbarian skills. Building a character around Berserking can lead to formidable and devastating builds.
Bleed is a damage-over-time effect that deals physical damage over a period of time.
The Blood Orb is a unique mechanic for the Necromancer class. Blood Orbs are automatically consumed when you come into contact with them on the battlefield, healing you for 15% of your maximum life.
Bludgeoning damage is a specific type of damage dealt by mace-type weapons. Passive skills and abilities may provide bonuses to bludgeoning damage.
Burning is a damage-over-time effect that deals fire damage over a period of time. Bonuses to fire damage can amplify the burning effect.
Channeled skills are casting skills that require you to hold down the attack button to continuously cast the skill.
Chill is a crowd control effect that reduces the movement speed of enemies. Repeatedly chilling an enemy can eventually freeze them. Chill effects are typically caused by cold damage.
Close and Distant Enemies
In Diablo 4, enemies can be classified as either Close or Distant. Close range refers to a range slightly further than melee range.
Control Impaired refers to the state of being affected by crowd control effects such as Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze. Control Impaired Duration Reduction reduces the duration of crowd control effects except for Knockback, which is applied instantaneously.
Cooldown is a mechanic present in many skills, and it refers to the period of time before a skill becomes available for use again. Cooldown reduction can decrease the duration of this cooldown time. It’s important to note that cooldown reduction stacks multiplicatively, meaning that two items with 10% CDR each will result in a 19% reduction in cooldown time.
Core Skills are the second branch of skills on your skill tree. These skills consume resources and usually deal more damage than Basic Skills. Most builds utilize both a Basic Skill and a Core Skill to optimize their damage output.
Core Stats are the primary attributes in Diablo 4: Strength, Intelligence, Willpower, and Dexterity. Each class has a main stat that affects them the most and serves as a damage multiplier. Strength primarily affects Barbarians, Intelligence boosts damage for Sorcerers, Willpower enhances overpower damage for all classes, and Dexterity plays a role in dodge chance and critical hit chance for multiple classes.
Crackling Energy is a unique mechanic for some Sorcerer Lightning Spells. When using these spells, small globes of lightning called Crackling Energy may spawn. Walking over Crackling Energy allows you to collect it, stacking up to 20 charges. As long as you have Crackling Energy, you will automatically zap nearby enemies for damage, consuming one stack per zap. Some builds are centered around Crackling Energy mechanics, offering additional benefits such as mana regeneration.
Critical Strike Chance and Critical Strike Damage
Critical Strike Chance refers to the probability of dealing bonus damage with an attack. When a critical strike occurs, yellow damage numbers are displayed. Critical Strike Chance is additive, meaning that two items with 5% crit chance each will result in a total of 10% crit chance. Critical Strike Damage determines the bonus damage when critical strikes occur. It is also additive, so having two sources of 50% crit damage each will result in 100% crit damage. Critical Strike Damage is always multiplicative with other damage bonuses.
Crowd Control effects refer to various crowd control conditions that can be applied to enemies. These effects include Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze. It’s important to note that crowd control effects cannot be applied to Bosses.
Crowd Control Duration Bonus
Crowd Control Duration Bonus increases the duration of your crowd control effects, excluding Knockback, which is instantaneous.
Damage (Buckets) and Damage over Time (DoT)
Damage in Diablo 4 is divided into different buckets, and each bucket serves as a multiplicative damage bonus to any other bucket. If you have two damage buckets, each providing double damage, you will deal quadrupled damage. Within a specific bucket, all damage sources are additive. For example, having two +100% damage sources within the same bucket will result in 300% damage. Spreading your damage across multiple buckets is beneficial for overall damage amplification. Damage over Time (DoT) refers to damage spread out over a period of time, with different DoT sources stacking and dealing damage independently.
Dazed is a crowd control condition that renders enemies unable to attack or use skills.
Dexterity contributes to dodge chance and serves as a key attribute for certain classes. Barbarians and Sorcerers can benefit from increased critical hit chance by having higher dexterity.
Distant refers to enemies that are not in close proximity. If an enemy is not within melee range, it is considered distant.
Dodge chance allows you to avoid incoming damage. However, dodge chance has diminishing returns, and two sources of 10% dodge chance will result in a total of 19% dodge chance. It’s important to note that damage over time effects cannot be dodged.
When dual-wielding, the attack speed and damage of your weapons are averaged. All affixes on your dual-wielded weapons still apply.
Fear is a crowd control effect that causes enemy monsters to flee. Feared monsters are unable to attack and will run away from you.
Fortify grants a 10% damage reduction when your Fortify value is equal to or greater than your current life. Certain skills and items can provide Fortify. It’s important to note that Fortify cannot exceed your total life.
Frozen is a crowd control state that renders enemies unable to act. If a frozen enemy is killed, it shatters and cannot be resurrected by other monsters. Frozen enemies are also considered chilled.
Being at or above 80% of your maximum life qualifies as being healthy. A red line around your health globe indicates your healthy state.
Immobilize is a crowd control effect that prevents enemies from moving while still allowing them to attack and use abilities.
Immune refers to a state in which an enemy cannot be damaged or affected by crowd control.
Being injured implies having less than 35% of your maximum life.
Intelligence provides 0.5% resistance to all elements per point. In addition, Intelligence boosts damage for Sorcerers and critical hit chance for Rogues.
Key Passives are the final nodes on your skill tree. Each class has multiple Key Passives to choose from, but you can only select one. These skills are generally powerful and can significantly shape your build.
Knockback and Knockdown
Knockback and Knockdown are crowd control effects. Knockback instantly pushes the target away from the attacker, while Knockdown makes the target fall down, rendering them unable to move or act.
Every time you level up in Diablo 4, your life and core stats increase. Additionally, you earn Skill Points up to level 50 and Paragon Points beyond that. Level difference between you and a monster can result in damage reduction.
Life represents your hit points. Taking damage reduces your life, and reaching zero life will result in death.
Lucky Hit, also known as Proc chance, refers to the chance of triggering a fortunate event when hitting an enemy. A lucky hit itself doesn’t do anything but provides an opportunity to trigger a lucky hit effect. These effects can be obtained from skills, items, or passives. For example, a lucky hit effect might include cooldown reduction on one of your skills. Lucky Hit Chance from various sources is additive, so multiple items with 5% lucky hit chance will grant you a total lucky hit chance of 20%.
Movement speed in Diablo 4 is capped at 200%. Having higher movement speed allows you to travel faster in the game world.
Overpower is a unique mechanic that has a 3% chance to trigger extra damage when hitting an enemy. Overpower hits are represented by light blue damage numbers. Crits that are also Overpowered are represented by dark orange damage numbers. The base Overpower damage is an additional 50% damage. Overpower damage is further boosted by adding your current life and any Fortify you have. Willpower provides buffs to overpower damage for all classes. It’s important to note that Overpower cannot affect damage over time, channeled skills, or passive abilities.
Physical damage refers to the damage type dealt by various weapons, including physical damage over time such as Bleed.
Poisoning and Poison Resistance
Poisoning refers to damage over time caused by poison. It should not be confused with base poison damage, which is applied instantly. Poison resistance reduces the amount of damage taken from poison sources.
Potion Capacity determines the number of charges you can store in your potion inventory. It can be increased through items or progression in the Renown system.
Renown is a system that rewards you for completing activities in different regions of the game. Each region has its own separate Renown track, offering valuable rewards such as skill points, potion charges, and Paragon Points.
There are five types of resistance in Diablo 4: fire, cold, lightning, poison, and shadow. Resistance reduces the damage taken from these elemental sources, including both instant and damage over time effects.
Slashing damage is a specific damage type associated with certain Barbarian skills and weapon types.
Slow and Chill
Slow and Chill are crowd control effects that decrease movement speed for a short duration. It’s important to note that Slow and Chill are separate effects.
Bosses in Diablo 4 are immune to crowd control effects and have a Stagger Bar instead. Once the Stagger Bar is filled, the boss becomes staggered and is considered under the effect of all crowd control effects for the duration of the stagger. World Bosses have unique additional effects applied when staggered.
Stealth grants immunity to direct targeting by enemies. While under the effects of Stealth, certain Rogue abilities can be used or benefited from.
Strength contributes to your Armor, with each point of strength providing one point of armor. Additionally, strength increases damage for Barbarians and resource generation for Rogues.
Stun is a crowd control effect that renders enemies unable to move, attack, or use any abilities.
Taunt is another crowd control effect that forces the target to attack the caster for a short period of time.
Tether is a crowd control effect that prevents a creature from straying outside a specific radius.
Thorns refers to damage that is dealt back to the attacker when you are hit.
Ultimate Skills are powerful skills with long cooldowns, usually around a minute. These skills provide significant effects and can be a crucial part of your build. However, you can only select one Ultimate Skill.
Unstoppable makes you immune to crowd control effects and instantly breaks any active crowd control on you. Having an Unstoppable skill on your skill bar can save you from certain death. Elite monsters become unstoppable after enduring multiple crowd control effects, indicated by a broken chain icon above them.
Vulnerable is a condition that can be applied to enemies, as well as yourself. When an enemy is vulnerable, they take 20% increased damage. Building gear, skills, or passives around damage to vulnerable enemies can enhance your overall damage output. When you are vulnerable, your health globe shatters, and vulnerable enemies have a purple glow around their health bar.
Weapon Speed refers to the attacks per second of your weapons without any bonuses applied.
Willpower grants increased healing received per point and enhances overpower damage for all classes. It also contributes to resource generation for Barbarians and Sorcerers.
With this comprehensive guide, you now have a strong foundation for understanding the store abbreviations and game mechanics in Diablo 4. Use this knowledge to optimize your gameplay and create powerful builds.