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. 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:
- Energy Shield
- Teleport
- Thunder Storm
- Static Field
- 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 |