An attribute card gives five points of one attribute. Each class starts with its own spread, and Charsi's wares add starting points that carry to every run. What a point does depends on the attribute:
| Attribute | Per card (5 points) | Notes |
|---|---|---|
| Strength | +5% physical damage | None with a bow. |
| Dexterity | +1% critical strike chance, +3% damage with a bow or claws | A critical strike deals double damage. Dexterity adds weapon damage to bows, claws, daggers and javelins, not to axes or swords. |
| Vitality | +20 to 40 maximum life, by class | |
| Energy | +5% fire, cold, lightning, poison and magic damage | Also speeds up casting a little: a quarter of a percent Faster Cast Rate a point. |
Starting attributes
Stat points and AUTO STATS
- Chests give stat points once you are past Act II; they wait for New Stats on the character screen unless AUTO STATS is on.
- AUTO STATS spends points on the stat your build's damage takes: Energy for spells, Strength or Dexterity for weapon skills. With it on, a chest says where its points went (+5 Vitality).
- Chest stat points stop at D2's total for your level; after that chests give +1 to a skill tree or an item.
Life
- +Life and Life per Level on gear give twice as much as their number, D2's share of your life.
Battle Orders, the Druid's forms and Oak Sage add a share of your own life, not of gear's +Life.
Replenish Life regenerates 0.5 life a second a level; Charsi's Replenish Life ware 0.25 a rank.- Healing potions heal by where they are found: 30 life in Act I, up to 320 on Nightmare and Hell.





















