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Dexterity is a core Character Attribute of heroes in most Diablo games. It represents a character's nimbleness and finesse, often bringing defensive benefits and implying skill in using Ranged Weapons as well as certain Melee Weapons that are not driven by brute Strength. In later games, Dexterity is the primary stat of Demon Hunters, Monks, and Rogues.

Diablo I/Hellfire[]

Dexterity is represented in its most basic and limited form in Diablo and Hellfire. It contributes to a hero's To-Hit %, and Armor Class. In addition, as a hero's Dexterity grows, certain swords and all bows begin to open themselves for use.

  • Dexterity contributes to To-Hit % at the rate of 1% per 2 points.
  • Dexterity contributes to Armor Class at the rate of 1 per 5 points.
  • Dexterity contributes to a hero's Chance to Block % in the following formula: Dexterity + (2 * clvl) + bonus†, subtract a number equal to the attacker's level * 2. There is no 'hard cap', meaning that 100% block chance is legitimately possible.

† Ingame, this blocking bonus is bugged. After the first game, the hero loses his blocking bonus, and can only rely on his Dexterity and clvl to do the work for his blocking chance.

In addition, the Rogue, Monk, and Bard all rely on Dexterity for damage, although they still accept a bonus from Strength as well:

  • Rogue in all cases = (Strength + Dexterity) * clvl/200
  • Bard with a sword, Monk unarmed or using a staff = (Strength + Dexterity) * clvl/150
  • Monk in all other cases = (Strength + Dexterity) * clvl/300

Unfortunately, due to how high the classes' caps on Dexterity are, only the Rogue stands a chance at hitting targets with only items that give Dexterity. All other classes need affixes that give To-Hit % chance

Diablo II[]

Dexterity affects Attack Rating and Defense Rating.

Some melee weapon damage, such as javelins, daggers, claws, and all Ranged Weapons damage increase with Dexterity. Dexterity is also required to use some weapons, such as bows and swords. However, it is not generally required for some weapons, such as maces and axes.

Dexterity also increases chance to block. The chance to block is capped at 75 percent.

Diablo III[]

As of Patch 2.1, Dexterity increases Armor (1 Armor for 1 Dexterity), in the same way Strength does for all classes. Monks and Demon Hunters (both use dexterity as their primary attribute) also increase all damage output by 1% for each point in Dexterity.

Monks and Demon Hunters gain 3 Dexterity per level, while other classes gain 1, and may receive 5 points per Paragon point invested in it. Dexterity can also be gained by placing Emerald gems into empty armor sockets.

Development[]

Tome This page contains obsolete content
This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.

Originally, each point of dexterity was increasing the player's chance to dodge, regardless of class. The gains were big at first, but they would also suffer from diminishing returns, not recommended to classes with other primary attributes. In patch 2.1., developers wanted to replace Dodge bonus with Armor, in order to make this bonus more predictable and reliable.

Character Attributes
Diablo I Diablo II Diablo III Diablo Immortal

StrengthDamage
DexterityAttack RatingArmor ClassBlock
VitalityLife
MagicMana
Resistances

StrengthDamage
DexterityAttack RatingDefenseBlock
VitalityLifeStamina
EnergyManaMana Regeneration
Resistances

StrengthDamageArmor
DexterityDamageArmor
IntelligenceDamageResistances
VitalityLife

StrengthDamageCombat Rating
IntelligenceDamageCombat Rating
Fortitude ArmorArmor PenetrationCombat Rating
VitalityLifeCombat Rating
WillpowerPotencyResistanceCombat Rating

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