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Sorceress: Cold Spells | Sorceress: Lightning Spells | Sorceress: Fire Spells
Skills Basics | Casting Delays | Skills Index

Fire Spells

Skill Level Chart

Fire Bolt [1], Warmth [1], Inferno [6], Blaze [12], Fireball [12], Fire Wall [18], Enchant [18], Meteor [24], Fire Mastery [30], Hydra [30]

Fire Spells will not damage Fire Immune monsters. They will have no effect.

The Spells Meteor, Firewall, Blaze, and Hydra will immediately disappear/cancel after you use a Town Portal or Waypoint to return to Town. So they will not be doing damage while you're back in town via Town Portal.

Fire Bolt Fire Bolt
Required Level: 1
Prerequisites: None

The Fire Bolt is among the first cantrips a young Sorceress must learn before traveling out into the known world. Gathering a small amount of elemental energies, the Sorceress hurls darts of pure fire at those who would seek to injure her.

Effect: Creates a bolt of fire.

A great early level skill. The Sorceress starts off with a +1 to Fire Bolt Staff so it's easy to start into Fire Bolt.

Keep in mind that Fire Ball is available at level 12 before sinking too many points into Fire bolt.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2.5  
Damage 3-6 4-7 6-9 7-10 9-12 10-13 12-15 13-16 15-19 17-22 19-25 21-28 23-31 25-34 27-37 29-40 33-45 37-50 41-55 45-60

Fire Bolt Receives Bonuses From
Fire Ball: +16% Fire Damage Per Level
Meteor: +16% Fire Damage Per Level

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Warmth Warmth
Required Level: 1
Prerequisites: None

If a Sorceress wishes to truly become a formidable spellcaster, she will pursue this talent. By collecting the essence of the ambient heat in the surrounding air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions.

Passive Effect: Increases your Mana recovery rate.

Warmth can be a very important skill for the Sorceress. Because almost all of the Sorceress' skills require Mana, faster Mana Recovery Rate will allow for less downtime between fights and will allow you to use less Mana Potions to recover Mana. Keep in mind that having more Mana (with +Mana Items, More Energy, Frostburns, Stone of Jordan), can also make your mana regenerate faster so you may not have to maximize Warmth to get the desired rate of Mana Regeneration. However if you have extra points, and don't have a place to spend them, why not spend them in Warmth. Critics disagree as to how much is enough Warmth. Some say maximize the Warmth skill, while others say having lots of Mana, and using Mana Potions is enough. All agree that at least one point in Warmth is worth it. You can make the decision for yourself.

Warmth + Regeneration Items: How does an item with Mana Regeneration work with Warmth?
In this case the formula is: [BaseRegenrate*(100%+Warmth) ]+item.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
% 30 42 54 66 78 90 102 114 126 138 150 162 174 186 198 210 222 234 246 258





Inferno Inferno
Required Level: 6
Prerequisites: None

Using this spell, a Sorceress can reach into the depths of her being and issue forth a gout of fire, incinerating any opponents standing within its reach.

Effect: A spout of flame that burns your enemies.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 7 7 7 7 7 8 8 8 8 8 8 9 9 9 9 9 10 10 10 10
Damage (per sec) 12-25 21-34 31-43 40-53 50-62 59-71 68-81 78-90 88-101 98-111 108-122 118-132 128-143 139-153 149-164 159-175 170-186 181-197 192-208 203-220
Range (yards) 3.3 3.3 4 4.6 5.3 5.3 6 6.6 7.3 7.3 8 8.6 9.3 9.3 10 10.6 11.3 11.3 12 12.6

Inferno Receives Bonuses From
Warmth: +13% Fire Damage Per Level

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Blaze Blaze
Required Level: 12
Prerequisites: Inferno [6]

Using this spell, the Sorceress ignites the very ground she walks upon, leaving behind a blazing wall of flame.

Effect: Leave a wall of fire in your footsteps.

Many of the dumber creatures (undead especially) will follow you even to the point of smoking in the wake of your Blaze.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 11 11.5 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20 20
Damage 18-37 28-46 37-56 46-65 56-75 65-84 75-93 84-103 98-117 112-131 126-145 140-159 154-173 168-187 182-201 196-215 215-234 234-253 253-271 271-290
Duration (seconds) 4.6 5.6 6.6 7.6 8.6 9.6 10.6 11.6 12.6 13.6 14.6 15.6 16.6 17.6 18.6 19.6 20.6 21.6 22.6 23.6

Blaze Receives Bonuses From:
Warmth: +4% Fire Damage Per Level
Fire Wall: +1% Fire Damage Per Level

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Fireball Fireball
Required Level: 12
Prerequisites: Fire Bolt [1]

Once she has learned the basic incantation of this spell, the Sorceress can collect a large amount of elemental fire and contain it within a globe of energy. Discharging it toward her enemy, those energies are released in a devastating explosion upon impact. This spell of mass destruction is ideal for bombarding the encampments of her enemies.

Effect: Creates a ball of fire that explodes on impact.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12 12.5 13 13.5 14 14.5
Damage 6-15 14-24 21-33 29-41 36-50 43-58 51-67 58-75 71-90 84-104 98-118 111-132 124-147 137-161 150-175 163-189 179-206 195-224 211-241 227-258
Radius (yards): 1  

Fire Ball Receives Bonuses From
Fire Bolt: +14% Fire Damage Per Level
Meteor: +14% Fire Damage Per Level

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Firewall Fire Wall
Casting Delay: 1.4 Seconds
Required Level: 18
Prerequisites: Inferno [6], Blaze [12]

This skill allows the Sorceress to raise a barrier of flame to block her flanks from attack, creating a tactical advantage for both herself and her allies. Any creature unwitting enough to attempt to cross the barrier will feel the full force of these flames as they advance to their ruin.

Effect: Creates a wall of fire.

The best thing about Fire Wall is that the damage stacks. Use Fire Wall on the other side of valleys, and rivers when monsters are unable to reach you. Lay down some Fire Walls, then lead Monsters into it. Run in circles around the areas of Fire Wall, until the Monsters within die. You can combine with Static Field to bring then monsters' hit points down while the Fire Wall is also working on them. You can even throw some Meteors on top of that as well. When in parties, cast a Fire Wall around any Melee attacker in your party. This works especially well with something like a Golem which attracts monsters. While the monsters attack the Golem, the Fire Wall around will finish these monsters off. When a fallguy isn't available, move up close to a monster and let them attack you while you keep them standing in a Fire Wall. Some monsters are smart and will try to avoid the Fire Wall.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41
Damage per Second 70-94 113-137 156-179 198-222 241-264 283-307 323-346 369-392 435-459 501-525 568-591 634-658 700-724 766-790 833-856 899-923 998-1022 1098-1121 1197-1221 1296-1320
Radius (yards) 4 6 7 8 10 11 12 14 15 16 18 19 20 22 23 24 26 27 28 30
Duration: 3.6 Seconds  

Fire Wall Receives Bonuses From:
Warmth: +4% Fire Damage Per Level
Inferno: +1% Fire Damage Per Level

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Enchant Enchant
Required Level: 18
Prerequisites: Fire Bolt [1], Warmth [1], Fireball [12]

Upon learning this skill, an experienced Sorceress has the ability to imbue a weapon with the power of fire. The renowned Sorceress, Habacalva, once assaulted the elemental planes themselves wielding such an enchanted mace. Her enemies soon came to fear the mention of the weapon as much as her name.

Effect: Temporarily adds Fire damage to a weapon.

Enchant can be cast on other party members, Minions and Hirelings. Once active, you can switch between weapons and they will all have additional fire damage. Enchant will even work to improve Arrows, so cast it on Amazons.

Enchant works very well with Hirelings, especially Act II and Act V Hirelings. Find an Orb or Staff with +1-3 to Enchant and place it in your alternate Weapon Tab. Switch to that weapon, cast Enchant on your Hireling, then switch back to your main Weapon Tab. You can tell when Enchant has worn off by opening your Hireling Screen and noting the damage for the Hireling. If it's not red, Enchant has worn off. Using Enchant you can significantly increase the damage of your Hireling. You can place "real" points into Enchant or use + Skills/Skill Tab Items to further enhance Enchant on your Hireling.

Using Enchant on ranged weapons boosts the damage a variable amount.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
Damage 8-10 10-13 11-16 13-19 15-21 16-24 18-27 20-29 23-34 27-39 31-44 35-49 39-54 43-59 46-64 50-69 56-76 62-83 68-90 74-97
Duration (seconds) 144 168 192 216 240 264 288 312 336 360 384 408 432 456 480 504 528 552 576 600
Attack Rating +% 20% 29% 38% 47% 56% 65% 74% 83% 92% 101% 110% 119% 128% 137% 146% 155% 164% 173% 182% 191%

Enchant Receives Bonuses From
Warmth: +9% Fire Damage Per Level

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Meteor Meteor
Casting Delay: 1.2 Seconds
Required Level: 24
Prerequisites: Fire Bolt [1], Inferno [6], Blaze [12], Fire Wall [18], Fireball [12]

Reaching out to the heavens, the Sorceress calls down a falling star to strike her adversaries. This is one of the strongest of her spells, capable of reducing large areas to cinders. During the Vactayan uprising, a Sorceress by the name of Hepsheeba took pity on the plight of the revolutionaries, and joined their cause. During the final battle of the conflict she cast this spell to great effect, single-handedly destroying the entirety of Lord Bareen's troops and delivering the Vactayans from his tyranny.

Effect: Draws down a meteor from the heavens to smash your enemies.

Meteor takes some skill to use. Meteors take a bit of time to land, and the radius is fixed at 4 yards. This makes it easy to miss monsters when you are retreating from them yourself or when they are moving around. When by yourself, walk in a straight line, and cast a Meteor up ahead of your path. Walk forward into the Meteor as it lands, leading the Monsters behind you into it's impact point. With some practice you can get this down. If you're able to take some hits, cast a lot of Meteors on yourself, stop, and let the monsters come up to attack you, which will set them up for a storm of Meteors. When in parties with melee party members, cast Meteors on top of them as they fight. This will allow them to quickly finish a monster off. Whenever possible cast Meteors on monsters across valleys or rivers.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 17 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26
Fire Damage 88-110 113-137 138-165 163-192 189-220 214-247 239-275 265-302 308-347 350-392 393-437 436-482 479-528 522-573 565-618 608-663 696-752 782-841 869-930 955-1019
Fire Damage per second 35-58 44-67 53-77 63-89 72-98 84-107 93-117 103-126 114-138 126-150 138-164 150-175 164-187 175-199 187-210 199-222 213-236 227-253 243-267 257-281
Radius 4 yards  

Meteor Receives Bonuses From
Fire Bolt: +5% Fire Damage Per Level
Fire Ball: +5% Fire Damage Per Level
Inferno: +3% Average Fire Damage Per Second Per Level

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Fire Mastery Fire Mastery
Required Level: 30
Prerequisites: None

Even for the Sorceress, the destructive powers of the flame can prove uncooperative at times. The very unpredictability of elemental flame poses a danger to those unskilled in its usage. Sisters of the flame must take this last step to complete their training in the use of fire, and to maximize its effects.

Passive Effect: Increases the damage done by your fire spells.

Fire Mastery is very important if you focus in Fire Spells. This can quickly raise the damage of your Fire Skills to unbelievable levels.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fire Damage Increase % 30 37 44 51 58 65 72 79 86 93 100 107 114 121 128 135 142 149 156 163





Hydra Hydra
Casting Delay: 1.6 Seconds
Required Level: 30
Prerequisites: Fire Bolt [1], Warmth [1], Fireball [12], Enchant [18]

This skill enables the Sorceress to summon a beast of pure flame from the core of the world. The Hydra have been allies of the Zann Esu women for generations, owing their freedom in ancient times to the actions of the renowned Sorceress, Habacalva. They never fail to answer a call from a proven Sorceress, and stand ready to spit bolts of scorching magma at her enemies.

Effect: Creates a multi-headed beast that attacks your enemies with bolts of fire.

Place points in Fire Mastery to increase the damage of Hydra.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 28 29 29
Damage 14-19 20-27 26-34 32-41 38-48 43-55 49-62 55-68 63-77 71-86 79-95 87-104 95-113 103-122 111-131 119-140 129-152 139-163 149-174 159-185
Duration: 10 Seconds  

Hydra Receives Bonuses From
Fire Bolt: +3% Fire Damage Per Level
Fire Ball: +3% Fire Damage Per Level

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