Search

Search for a command to run...

Attributes & life

What Strength, Dexterity, Vitality and Energy give, each class's starting stats, and where life comes from.

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:

AttributePer card (5 points)Notes
Strength+5% physical damageNone with a bow.
Dexterity+1% critical strike chance, +3% damage with a bow or clawsA 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 damageAlso speeds up casting a little: a quarter of a percent Faster Cast Rate a point.

Starting attributes

Name
Barbarian
11030202510
Druid
11015202520
Paladin
11025202515
Amazon
10020252015
Assassin
10020202025
Necromancer
9015251525
Sorceress
8010251035

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.