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Life
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Revision as of 16:07, 25 February 2026 by imported>Trang Oul(→Shield: Horazon's)
Current and maximum life are displayed both on the character screen and by the contents of the globe in the bottom left of the screen, which empties as life depletes (and turns green when the player character is poisoned). Holding the cursor over the globe displays numerical values, which since 1.13 will remain even when the cursor has been removed after clicking once on the bottom of the globe (clicking a second time will undo this).
Life determines how much damage can be sustained before dying. Life displayed is rounded down to the nearest point, but the smallest unit is actually 1/256 point. Life varies depending on chosen class at start of game:
Unlike mana, life does not naturally regenerate. Player character returns to maximum life upon gaining a level (as does a mercenary upon gaining a level). Returning to town and clicking on a healer will instantly heal to maximum life for a player character and any mercenary or pets, while each drink from a well in the wilderness will heal 50% of maximum life for all. Activating a Health or Refilling Shrine in the wilderness will only heal the player character to maximum life.
Player character (and mercenary in Expansion games) can drink a Full Rejuvenation Potion to heal to maximum life (while each Rejuvenation Potion will heal 35% of maximum life). Healing potions can also be drunk to heal life over time; any excess which isn't required to heal to maximum life may not be redundant, since further life can be lost while healing. The amount healed from drinking any healing potion depends on class:
Revived life is calculated in the same way as a monster's base life (it does not increase with player count). However, if clvl < mlvl then clvl is used to calculate life and it is multiplied by clvl/mlvl; otherwise, mlvl continues to be used.
Life of converted and mind blasted is also calculated in the same way as monster's base life (it does not increase with player count). However, if clvl < mlvl then clvl is used to calculate life; otherwise, mlvl continues to be used. Upon expiry of Conversion, if clvl < mlvl then life is 1/256.[2][3][4]
ReanimatedReturned have the same base life as a normal Returned that would spawn in the same area and difficulty level (it does not increase with player count).
MonLvl values for the relevant difficulty and monster level (without any Champion, Unique or minion bonus) [6] are modified by percentage values stored in the MonStats.txt file, which vary depending on monster type.
Monster life increases by 50% with each additional player in the game at time of spawning:
Players
Life
1
100% (*1).0
2
150% (*1.5)
3
200% (*2).0
4
250% (*2.5)
5
300% (*3).0
6
350% (*3.5)
7
400% (*4).0
8
450% (*4.5)
Champion, Unique (including Super Unique) and minion monster life is further modified as follows:
If a boss receives random Unique bonuses in Nightmare and Hell, the Unique life bonus also applies in all difficulty levels (so this applies to Griswold, Radament and Nihlathak).