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Diablo 2 Resurrected Guide by gamepressure.com

Diablo 2 Resurrected Guide

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Diablo 2 Resurrected: Sorceress - skills Diablo 2 Resurrected guide, tips

On this page of the Diablo 2 Resurrected game guide, you'll get information on the skills of the Sorceress class and the builds you can successfully compose with them.

Last update: 01 October 2021

On this page of the Diablo 2 Resurrected game guide, you will find information about all the skills available to the Sorceress class, their detailed descriptions, and statistics.

The Sorceress has 3 specializations: fire, cold and lightning - Diablo 2 Resurrected: Sorceress - skills - Sorceress - Diablo 2 Resurrected Guide

The Sorceress has 3 specializations: fire, cold and lightning. Each skill tab contains a different element - in most cases, you only want to develop one of the skill trees, but for more information, check out the character's build descriptions. Key skills:

  1. Energy Shield
  2. Teleport
  3. Thunder Storm
  4. Static Field
  5. Warmth

Below you will find descriptions of the spells available to this character:

Fire Spells

As indicated by the category name, here you will find spells based on the element of fire. As a rule, they deal more damage than other elements, but they affect single targets (not counting explosions) and they usually don't apply additional effects. Some spells will apply additional damage over time if they create a fire-covered area.

Level 2 - Fire Bolt

The Sorceress' basic fire attack takes the form of a projectile, and since she starts out with the short rod, it can be used it from the very beginning of the game. It's a good starting spell, dealing moderate damage and having a low mana cost. Its synergies enable it to be slightly upgraded to support her other fire spells. Mana cost: 2.5.

 

Level 1

Level 20

Difference per level

Damage

3-6

45-60

~2 to min and max

Level 2 - Warmth

Pretty much the default passive ability of the Sorceress, it accelerates mana regeneration. The amount of points that should be invested in this ability depends on the character's build and specialization, so don't try to significantly upgrade this ability immediately.

 

Level 1

Level 20

Difference per level

Regeneration rate

30%

258%

12%

Level 6 - Inferno

Inferno functions like a flamethrower, injuring all enemies in the flame's path for as long as the spell is active. It consumes mana quickly, but deals significant damage and it's especially effective at the start of a fight against a group of opponents.

 

Level 1

Level 20

Difference per level

Mana cost

7

10

1 every 5-6 levels

Damage (per second)

12-25

203-220

~11 to min and max; and decreasing

Range (yards)

3.3

12.6

~0.7; does not increase every 3 levels

Level 12 - Blaze

While running, the Sorceress leaves behind a fiery trail that wounds enemies. One of the stronger initial spells, although not very effective against ranged units (and you need to run around a lot). This spell is only effective in the early game, especially in confined spaces.

 

Level 1

Level 20

Difference per level

Mana cost

11

20

0.5 and decreasing

Damage (per second)

18-37

271-290

~9 to min and max

Range (yards)

4.6

23.6

1

Level 12 - Fireball

Fireball - a must-have for every "fire mage". The projectile explodes on hit, damaging enemies in a 1-yard radius. It can be used to attack at high speed, it gains increasing amounts of power with each upgrade and it has many synergies - overall, it's a good spell for those who want to make the game easier.

 

Level 1

Level 20

Difference per level

Mana cost

5

14.5

0.5

Damage

6-15

227-258

~8 to min and max, and increasing

Level 18 - Fire Wall

A powerful attack (one of the most powerful) that becomes increasingly stronger with each upgrade. The character creates a transverse line of fire in front of her. However, it requires the right strategy to be used effectively. On the other hand, it's easily paired with other skills. Duration: 3.6 seconds.

 

Level 1

Level 20

Difference per level

Mana cost

22

41

1

Damage (per second)

70-94

1296-1320

43 to min, 33 to max - and increasing

Radius

4

30

2

It is worth noting that due to the small spread of minimum and maximum damage, we have an almost constant level of damage at each particular level. Its very low synergy bonuses are its disadvantage.

Level 18 - Enchant

This special ability improves the Sorceress' (non-ranged) weapon attack stats. This buff can be used on yourself or an ally / mercenary. One of the few buff spells available to the Sorceress, but it's certainly effective.

 

Level 1

Level 20

Difference per level

Accuracy bonus

20%

191%

9%

Bonus to damage

8-10

74-97

~ 2 to min ~ 3 to max

Duration (seconds)

144

600

24

Mana cost

25

44

1

Level 24 - Meteor

The is the most powerful fire spell that the Sorceress has at her disposal. Summons a meteor that strikes at the indicated location, dealing fire damage to everyone within a 4 yard radius. The attack is divided into two parts: target designation - a field of fire appears in the area, meteor strike - it deals the damage proper, but it takes a moment to land, giving the opponents time to escape from the danger zone. It might be difficult to master using this spell effectively.

 

Level 1

Level 20

Difference per level

Mana cost

17

26

1 per 2 levels

Fire damage

88-110

955-1019

25 to min; 27 to max; and increasing

Fire damage (seconds - 1st stage)

33-58

257-281

~ 9 and increasing

Level 30 - Hydra

Hydra is a spell reserved for those who prefer someone else to do their work for them. Summons a three-headed Hydra (you can summon multiple at once - each 1.6 second), which attacks opponents with fireballs. The basic attack isn't too powerful, but you can improve it by upgrading the Fire Mastery skill. Each Hydra is summoned for 10 seconds and shoots 8 times within that timeframe.

 

Level 1

Level 20

Difference per level

Mana cost

20

29

1 per 2 levels

Bonus to damage

14-19

159-185

6 to min, 8 to max; and increasing

Level 30 - Fire Mastery

Increases fire damage dealt by The Sorceress - it's a passive ability. The bonus may seem small, but considering the huge amounts of damage dealt by her spells, this is a required skill.

 

Level 1

Level 20

Difference per level

Bonus fire damage

30%

163%

7%

Cold Spells

Cold spells have a fairly high damage bonus, but their main advantage is to chill and freeze enemies, which slows or immobilises them, plus frozen bodies explode, making it impossible to resurrect them, for example.

Level 2 - Ice Bolt

Shoots a single target ice projectile that deals damage and slows the enemy - it's the most basic attack. The spell itself isn't strong or necessary in the later stages of the game, but it has a lot of synergies with other skills Mana cost: 3.

 

Level 1

Level 20

Difference per level

Duration of chilling (seconds)

6

32.6

1.4

Cold damage

3-5

38-49

1 to min and max and increasing

Although the spell receives many bonuses from synergies, it will never become a worthwhile ability.

Level 2 - Frozen Armor

In the early game, Frozen Armor can be quite useful: it freezes opponents who attack the character. It won't be as useful at higher levels due to the short freezing duration (25% of the regular duration). Allows you to take on many monsters if you prefer melee combat. Don't forget about the defense bonus.

 

Level 1

Level 20

Difference per level

Duration of chilling (seconds)

1.2

3.4

0.1

Armor duration (seconds)

120

348

12

Bonus to defense

30%

125%

5%

Level 6 - Frost Nova

Creates a wave around the Sorceress that damages (a bit) and slows enemies. Its only advantages are its radius and the slow duration, while its disadvantages include low damage and almost no synergy. It's better not to focus on this skill.

 

Level 1

Level 20

Difference per level

Duration of chilling (seconds)

8

26

1

Cold damage

2-4

56-67

2 to min; 4 to max

Mana cost

9

28

1

Level 6 - Ice Blast

Quite a powerful cold projectile attack. Not only does it deal significant damage, it also freezes the opponent (unless they're unique or a boss). It doesn't deal any area damage.

 

Level 1

Level 20

Difference per level

Duration of chilling (seconds)

3

6.8

0.2

Cold damage

8-12

273-287

8 to min; 9 to max; and increasing

Mana cost

6

15

0.5

Level 12 - Shiver Armor

As opposed to Frozen Armor, attacking enemies take damage, but instead of becoming frozen, they are slowed - always for 4 seconds. You also get a higher defense bonus. This spell has a lot of synergies, as well. If you don't fight at range, this can be a very useful skill; you may want to consider Frozen Armour if you have fast and powerful melee attacks. Mana cost: 11.

 

Level 1

Level 20

Difference per level

Bonus to defense

45%

159%

6%

Cold damage

6-8

65-77

2 to min; 3 to max; and increasing

Armor duration (seconds)

130

358

12

Level 18 - Glacial Spike

Another cold projectile, this spell freezes enemies and explodes (in a 2.6 yard radius). The explosion is the only difference compared to Ice Blast, which is more effective in every other way.

 

Level 1

Level 20

Difference per level

Duration of chilling (seconds)

2

4.2

0.1

Cold damage

17-26

247-266

8 to min and max; and increasing

Mana cost

10

19.5

0.5

Level 24 - Blizzard

Blizzard is the most powerful cold spell that the Sorceress has at her disposal. It deals very high damage and it has a very wide area of effect. It works great to eliminate weaker opponents who, if they don't die right away, are slowed down. It requires a lot of mana. Blizzard duration: 4 seconds.

 

Level 1

Level 20

Difference per level

Mana cost

23

42

1

Cold damage (per second)

51-86

655-711

18 to min and max and increasing

The difficulty lies in timing the Blizzard spell: the total damage is applied over time and enemies can avoid the attack, the spell's slow casting time makes it difficult to re-cast it effectively in the same area and additionally, when casting the spell again, you need to keep in mind the delays while aiming.

Level 24 - Chilling Armor

Chilling armor protects against ranged attacks (only!). Enemy attacks are also countered with cold projectiles. The projectile doesn't always reach its target - it moves slowly and only when the enemy projectile reaches the Sorceress. Fixed mana cost: 17.

 

Level 1

Level 20

Difference per level

Bonus to defense

45%

140%

5%

Cold damage

4-6

44-57

1 to min, 2 to max

Duration (seconds)

164

278

6

Level 30 - Frozen Orb

Great ability when fighting against groups of enemies. The Sorceress shoots an ice ball that pierces through enemies and launches Ice Bolts around you. It does this 4 times in small time increments, then explodes, sending a final, large wave of missiles. A very good attack, made less effective in small confined spaces and against small groups of strong enemies. Because of its weak synergies, it's a worse spell than Blizzard.

 

Level 1

Level 20

Difference per level

Mana cost

25

34

1 per 2 levels

Cold damage

40-45

262-267

10 to min and max and increasing

Duration of freezing (seconds)

8

27

1

Level 30 - Cold Mastery

Reduces cold resistance of enemies attacked by the Sorceress - this is a passive skill. It doesn't work on opponents who are immune to cold.

 

Level 1

Level 20

Difference per level

Reduction of cold resistance

-20%

-115%

-5%

At Level 17, you get -100% immunity reduction. This is enough to maximize the effectiveness of the Sorceress's attacks against enemies without cold immunity.

Lightning Spells

Lightning spells are designed to attack numerous enemies and they infrequently focus on a singular target. It's recommended to build characters that use lightning and cold / fire spells. They deal moderate damage.

Level 1 - Charged Bolt

The starting lightning spell. It may seem cool, but it's very weak, even when upgraded. Don't invest more than one point in it, and that's only to unlock access to later skills.

 

Level 1

Level 20

Difference per level

Mana cost

3

12

0.5

Damage

2-4

13-15

1 to min and max per 2 levels

Number of lightning

3

22

1

Level 6 - Static Field

One of the required spells for a lightning mage, and even for Sorceresses of other specializations - at the same time, it's one of the most powerful spells in the game. Once cast, enemies within range lose 25% of their health, no matter how much they have. Upon subsequent uses, its effectiveness drops and you will have to find a different way to finish off the remaining enemies. Additional levels increase the range of the spell, so you don't have to invest too many points into it. Mana cost: 9.

 

Level 1

Level 20

Difference per level

Range (yards)

3.3

16

~0.6

The spell also works well at higher difficulty levels: on Nightmare difficulty, it reduces their health to a maximum of 33%, on Hell - to a maximum of 50%.

Level 6 - Telekinesis

The little-used Telekinesis spell has its fans. It allows you to move objects and interact with chests, portals, shrines, etc. from a distance. Using this spell against enemies stuns them slightly and deals minor damage to them. Mana cost: 7.

 

Level 1

Level 20

Difference per level

Damage

1-2

25-26

1 to min and max / level

Reduced Enegry Shield mana consumption

1.93

0.75

-~0.07

Telekinesis upgrades the Energy Shield - at Level 16, it reduces the Shield's mana cost by 1. However, this is a very extreme solution.

Level 12 - Nova

This spell is only useful early on in the game - it lacks strong synergies, preventing it from steadily growing more powerful later on in the game. The Sorceress surrounds herself with a surge of energy that overwhelms everyone around her. Its mana cost is high and increases every level.

 

Level 1

Level 20

Difference per level

Mana cost

15

34

1 per level

Damage

1-20

131-188

6 to min / 8 to max per level

Level 12 - Lightning

The Lightning spell is disadvantaged by the fact that only its maximum damage increases, resulting in highly fluctuating attack damage. If not for this flaw, due to its numerous synergies, it has the potential to become the strongest lightning spell. A single bolt of lightning is launched at the target and pierces it, attacking more enemies.

 

Level 1

Level 20

Difference per level

Mana cost

8

20

0.5 per level and increasing from level 9

Damage

1-43

1-293

8 to max

Level 18 - Chain Lightning

A series of lightning strikes targeted at several enemies instead of one - the charge jumps between successive enemies. The number of jumps increases with each skill level. Like Lightning, its attack power fluctuates due to a fixed minimum of 1 damage.

 

Level 1

Level 20

Difference per level

Mana cost

25

34

1 per 2 levels

Damage

1-41

1-281

10 to max and increasing

Number of targets

5

9

1 every 4-5 levels

You should focus on upgrading just one of the two spells: Lightning or Chain Lightning. The former is much stronger and costs less mana, but the latter makes it easier to hit many targets.

Level 18 - Teleport

Teleportation is a spell that is useful to every Sorceress. It allows you to move quickly, run from threats and to correct your positioning before you attack your target. This is almost a mandatory spell for every build (1 point is enough - subsequent points only reduce the mana cost).

 

Level 1

Level 20

Difference per level

Mana cost

24

5

-1

Fun fact: upon teleporting, all of the minions accompanying the player are also teleported - this way you can also protect them from threats.

Level 24 - Thunder Storm

A spell similar to Nova - it targets enemies around the Sorceress. This time, however, it does so automatically: the aura around the character automatically shoots lightning at the surrounding targets - it only uses mana when activated. Mana cost: 19.

 

Level 1

Level 20

Difference per level

Damage

1-100

195-294

10 to min and max

Duration (seconds)

32

184

8

The lack of synergy prevents the spell from being effectively upgraded other than by the Lightning Mastery. The lack of synergy and its flexible duration allow you to use it regardless of the character's specialisation.

Level 24 - Energy Shield

The Energy Shield takes away your mana points instead of health points upon taking damage. A useful skill for character builds with a strong focus on the amount and regeneration of mana. Keep in mind that at higher levels, the damage absorption level decreases sharply - up to 1% per level. Mana cost: 5.

 

Level 1

Level 20

Difference per level

Absorbed damage

20%

75%

5% and decreasing from level 9

Duration (seconds)

8

27

1

Unofficially (no indication of synergies), the Energy Shield is improved by upgrading the Telekinesis skill, reducing mana consumption when damaged.

Level 30 - Lightning Mastery

The mastery increases the damage dealt by any lightning spells by a certain percentage depending on the skill level. Especially useful at higher difficulty levels.

 

Level 1

Level 20

Difference per level

Lightning damage bonus

50%

278%

1 per 2 levels

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