1.11 Enchantress Guide by stephenp1983
Version 1.2, Last Updated 2005-10-16
Would you recommend this FAQ? Yes No
~Enchantress Guide for Diablo 2 Lord of Destruction V1.11
This guide was credit by Stephenp1983, and can not be copied or
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Table of Contents
I. Introduction and Version History.
II. Questions and Answers
III. Skill Point Placement
IV. Types of Builds
V. Stat Point Placement
VI. Item Setups
VII. Charm/Inventory Setup
VIII. Mercenary Setup
IX. Things you should know
XII. Contact Information and Final Thought
Alright to start off, this is my first attempt at a guide. I thought I
would make one for an enchantress because it's honestly a very under
appreciated build that is very helpful throughout the game. There are
many things you can do with an Enchantress, but I'll get into that
later on in the guide.
V 1.0 – Created the guide and posted in on the forum for review.
V 1.1 – Added Contributors, Mercenary Setup, Charm/Inventory Setup,
Corrected numbering in Things you should know and added to this
V 1.2 - Rejected! so, I sent it to kirbix for review
II. Questions and Answers
Q: So what is an Enchantress anyway?
A: Basically, it is a sorceress class character that uses the skill
enchant to add melee fire damage to herself, her mercenary, her party
members, and their minions.
Q: How can I use my enchantress?
A: You can use it as a support only character, enchanting your party
members, or you can use it on yourself to become a solo fighting force.
Q: How much damage does it add?
A: It really depends on your level of enchant, or course it adds more
to you because you use fire mastery. A good Enchantress will add over
5000 melee fire damage to each party member. I have broken 6000 with
mine. This is only to your party members though. I can enchant myself
and with fire mastery I break 30k melee damage GG!
Q: When can you use enchant?
A: You can enchant yourself, your mercenary and other player's minions
while standing in town. To enchant other players you must party with
them and step outside of town. If you attempt to enchant other players
while inside town it will cause you to initiate the trade window with
Q: How long does enchant last?
A: Well again that depends on the level of enchant. A good enchant
should be over 20 minutes.
Q: So does enchant add to elemental or casters damage like hurricane or
A: No only melee
Q: What types of melee will enchant work with.
A: Any attack that uses a weapon like a sword or axe. It also works
with bows, which is very useful. (I'll get into that later).
Q: What type of weapon should an enchantress use?
A: An enchantress can use a variety of weapons depending on her build,
I'll get into the weapons more in the items set up, but basically
depending on the build she can use any melee type weapon, or even a
III. Skill Placement
Well honestly there are several routes you can go, because there are
different types of enchantresses. I will type the setup for the three
that I think are the most popular. But first I will go over your three
main skills than you use in every one of the builds.
Here are your three main skills, in which every enchant build you
should max these.
This is enchants only true synergy. It will regenerate your
mana at a higher than normal rate, and is useful in so many ways. It
helps with the high cost of mana at high levels when enchanting
multiple characters and minions. It also allows you to regenerate your
mana from teleporting around quickly. Finally its helps tremendously on
the Energy shield version of this build. . My warmth level was at 45
with plus skills and it regenerated my mana at a 558 percent increase
OMG :) You need to max this
This isn't a true synergy to enchant but rather a
passive bonus to any fire skill. Points into this will increase the
percent to fire damage. Again at level 45 my fire mastery was at around
338 percent. The awesome thing about fire mastery is that the damage it
adds to enchant sticks. You need to max this as well.
Here is the backbone of our build, Enchant. Of course were
going to max this if we didn't we wouldn't be an enchantress now would
The rest of your points depend on the type of Enchantress you are
building, see below.
IV. Types of Builds
Alright as stated above there are three main enchantress builds that I
will go over. All of these builds you will want to max the above
skills as well as the ones I list belong depending on the build.
Alright here we go.
This is the build that I used for my first enchantress, and it turned
out kind of bad lol. The reason was I didn't have a mercenary (I tend
not to with any char because it's too much trouble keeping alive) and I
had no way of dealing with fire immunes. If you get to hell look around
and a good majority of your monster are fire immunes. So you're just
out of luck without a mercenary.
One of the most popular fire sorceress skills. Its fireball
not explanation needed here. The idea of using fire ball is to add a
ranged attack along with your melee one. It seems like good idea, but
the damage your fire ball does isn't that great and you must deal with
all of hell's fire immunes. MAX THIS SKILL
We've all seen meteor being spammed in Baal games, again no
explanation needed. We put around 11 points into here because its
synergy to fireball and again we already have fire mastery already
maxed. Meteor is needed to give fireball enough damage to be decent.
PUT AROUND 11 POINTS HERE or ALL REMAINING ONES.
ENERGY SHIELD / TELEKINESIS MELEE ENCHANTRESS
I have never made one of these, but have considered it many times. With
this build you use energy shield and telekinesis as a damage reducer.
If you're not familiar with how these two skills work then consult a
guide, because honestly it's really confusing. I will try to explain it
more below. The beauty behind this build is that with energy shield on
your damage gets taken from your mana. With high level warmth your mana
is regenerated at high levels. This makes it so you're almost
You must put points into this skill first. You will need
at least 16 into it. Basically, telekinesis is a hidden synergy to
energy shield. It reduces the amount of mana you loose from being hit
while having energy shield on. For example with 0 into telekinesis for
every 1 point damage you take you loose 2 points from your mana, or 200
percent. So at level 16 you're taking 1:1 damage. At level 20 for every
1 point damage you only loose .75 mana. So it's like a 25 percent DR.
This skill takes the damage you receive and reduces it
from your mana instead of your health. With this build you'll want to
put most points into energy because that's really your life line. You
should put 1 point to begin with, and after maxing or 16 into
telekinesis put all remaining points into Energy Shield.
DUAL DREAM MELEE ENCHANTRESS:
I am about to rebuild my enchantress with this build, it seems the most
fun and it creates a huge damage output. This build uses helm and
shield runeword dream to stack Holy shock, and add lots of lightning
damage. (I've heard of players hitting over 100k melee damage with this
Same as fire mastery except with lightning. You max
this because you're using two dreams whose holy shock aura's stack.
Basically, you have a level 30 holy shock and lightning mastery greatly
increase the damage added by holy shock. You should max this skill.
With this build you will have points left over; you can choose to put
points into Energy shield and Telekinesis, one of the cold armors, or
lighting itself sort of like the fire caster build. It's really up to
you but I recommend the additional points into Energy shield and
IV. Stat Point Placement
This should be pretty basic. This is the same for most builds. With
energy shield you have a couple of various however, so I will list the
variations as well.
NORMAL Build Stat Placement:
Strength: Enough for your gear, it shouldn't be too much because you'll
have an anni and torch charm to boost your attributes.
Dexterity: Either none or enough for max block. I never use max block
because I like more into vitality. If you're a support only character I
wouldn't put any points here but if your melee I would consider it.
Vitality: Every extra point
Energy: None like most builds. With your high level warmth your mana
will be regenerating at such a high level you won't need any.
ENERGY SHIELD Build Stat Placement:
Strength: Same as above enough for your gear.
Dexterity: Again same as above none or enough for max block.
Vitality: About a 100 more or less it's up to you. You want a little
here because if you run out of mana your dead without it.
Energy: Everything you can spare since this is basically your health.
VI. Item Setups
This will vary greatly depending on the build you choose from above.
Also with an enchantress you will have an additional prebuff item
setup. This is more than just your CTA and Lidless on switch. A good
enchantress will have a whole additional setup to maximize her enchant
damage. This is annoying sometimes changing out gear, but it's a must
if you want to make your enchantress the best she can be.
PREBUFF Setup: I will list the best choice first and other choices
Rare magic enchant orb with 6 to enchant, a 6 enchant leaf,
Eschutas orb. (Note the first item is very rare I've only seen 2 on
battle.net, I have one. The second leaf is fairly easy to get. I got
one for two SOJS a couple of days ago. Last is easy to get).
CTA to cast battle orders
Either a spirit shield for the 2 to skills or a 5/5 faceted
Same as above without the facet. A spirit or a lidless if you
can't get a spirit
Plus 3 enchant 5/5 faceted 20 fire skill damage Ormus
Plus 3 to fire skills circlet 2 open sockets with two 5/5 fire
Magefist is you're only choice and easy to get. Use these for
the plus to fire skills.
You won't change these up I use Sandstorm treks, but you could
use some rare duped boots with resist.
Arachnids for the plus skills.
Plus 3 to fire skills amulet.
OPTIONAL Prebuff: You can also use a 9 energy shield staff if you're an
Energy shield sorceress. Also you can use a beast to transform into a
bear after your initial prebuff. A lot of enchantress use beast because
in bear form you attack faster and have more life and defense.
Now that is for the prebuff. You will use this setup no matter what
build you choose. After you prebuff throw this gear in your stash.
CASTER Item Setup:
Three to fire skills Eschutas 5/5 faceted
5/5 facet lidless or spirit.
You can keep the enchant ormus on or replace it with a COH for
Shako it your best bet in my opinion. You can experiment around
with other helms but shako is the best.
Keep your magefist on.
Same as above keep the treks on.
And again I'd just keep your arachnids on for faster cast rate
and the plus to skills.
Two sojs are perfect here keep them on.
Either a Mara's for resist or a rare duped amulet.
ENERGY SHIELD Item Setup
With the energy shield setup you're more than likely going to be a
melee enchantress so take that into mind with the following item
I use a 4x socketed Griswold's caddy. I use this because it
will have 120 increase attack speed and in bear form reach the fourth
frame. Another option is a 5 shaeled 1 eth phase blade. This weapon
will hit the same frame but also have -25 to target's defense with the
eth. I use Gris because I don't like to get max block and put points
into dexterity. Another option is passion rune word is a phase or
bezerker axe. This rune word gives you the skills zeal and berserker,
nice but unfortunately you can't use while in bear form.
I would use a storm shield here for the resist and most
importantly the damage reduction. Put a -15 requirement jewel in here
to reduce the strength requirement. I also think a Phoenix Monarch
would work here as well. It adds a lot to your physical damage and has
-23 to enemy fire resist. I have never tried it, so it's just a
For this build I'd probably wear a dusk Chains of Honor. It
gives you plus two to skills and tons of resist; you really can't go
wrong with it.
I'd probably again go with a Shako. Plus 2 to skills, life and
mana you can't go wrong. Don't use a Crown of ages for the damage
reduction because you'll have almost enough with a storm shield.
Since you are melee I would go with dracul's grasp for the life
leech and life tap. Also it adds a bonus to your strength which is a
I'd just stock with treks, but you could put on some gore riders
for the deadly strike, crushing blow etc. It would help your physical
damage but the majority of your damage comes from fire so this is
Two options here, you could keep the arachnids or what I would do
is switch it out with a Verdungo's. Dungo's gives you a lot of vitality
which is good since most of your points are in energy. Also it has
damage reduction which with storm shield will help you hit the 50
percent damage cap.
You can go with sojs for the increase percent of mana, or B.K.
rings for the life and life leech. I would go with the sojs because you
already have them and you need as much mana as you can get since it is
Stay with your rare duped amulets or your Mara's here. High
lord's is useless because deadly strike doesn't affect fire damage and
you won't need the increase attack speed from it.
DUAL DREAM Item Setup:
Again I would use either a Gris weapon or a 5 shaeled 1 eth phase
blade. Another option is passion rune word is a phase or berserker axe. This
rune word gives you the skills zeal and berserker, nice but unfortunately you
can't use while in bear form..
Alright there is no choice here. You are a dual dream enchantress, so
you're going to have to use a shield with the dream rune word. I would
recommend a monarch if your going for max block or a large shield if you're not
because of its low strength.
I would choose chains of honor here as well. It's a great armor you
can't go wrong.
Again you're a dream enchantress you must use the rune word dream in your
helm. I use a dream tiara, but you can use whatever. Some people use Diadems,
bone helms, or Crowns.
I would use Drac's here again for the reason stated above.
Treks are the way to go unless you can afford rare dupes.
I'd probably stay with arachnids here because you don't have the damage
reduction from storm shield to make verdungo's worth it.
Either sojs or Bk's. You can use bk's here because you don't need the
mana boost from sojs. This is because you're a vitality build, not an energy
one. Either one is good, it doesn't make that much difference.
Rare dupe or Mara's is your best choice again.
That concludes the item setup. Like I said depending on your build your setup
will be slightly different. Your prebuff setup is always the same, and depends
on how much you can afford.
VII. Charm/Inventory Setup:
Your charms and what you have in your inventory is pretty standard, but can
vary depending on your build. So again I will list what I think is the best
inventory set up for each particular build.
CASTER Inventory Setup:
You should have 9 fire grand charms. Some with life, faster hit recovery, or
plain if that's all you can get. ( I use plain because I'm too lazy to care
about breakpoints, bad on my part)
Best Annilus Small charm you can afford
Best Torch you can afford.
The rest of your inventory is optional I would probably use 20 life 5 all
resist small charms for the rest of your inventory.
ENERGY SHIELD Inventory Setup:
For highest possible enchant you will want again 9 fire grand charms. For a
higher level energy shield you would want to replace the fire grand charms with
lightning grand charms.
Again Best anni and torch that you can afford.
The last piece of your inventory is vital to an energy shield sorceress or so I
hear (Never made one). You should use bugged 70 mana 15 life small charms.
This is because your mana is like your life in this build. Be careful as most
of these small charms are duped and unpermed. So be careful when trading.
DUAL DREAM Inventory Setup:
The correct way for this build to work is to have 9 lightning grand charms in
your inventory. This will add massive damage to holy shock and allow you to
reach the insane damages that I talked about earlier. Personal I choose to keep
my fire grand charms because I liked being more of a party player, and I loose
enchant damage when I substitute lightning grand charms. My way is incorrect
but that's what I like to do so oh well. For massive damage use the light grand
HMM best anni and torch? Of course it's like this is every build.
As far as small charms its up to you, again I'd do 20/5's or 70/15's, but be
careful and aware of dupes.
VIII. Mercenary Setup:
Alright there are two main mercenary setups that I will discuss. The
first one will probably be the best choice for someone wanting to fully
utilize their enchantress. The second is more for fun and what I'm
planning to do on my remade enchantress. Remember that eth items don't
loose durability on your mercenary, so you should always use them.
First choice is a act 2 holy freeze Mercenary with the following gear:
Really it's up to you a lot of people use a dream helm, but there
are so many choices here. I like an eth Andy's for the life leech and
other useful mods.
The pretty obvious choice here is an eth infinity in some
polearm. I think a cryptic axe is the best choice, but it's really up
to you and what you can find. The reason you should use this weapon is
because of the conviction aura that it gives your mercenary. This will
lower all your enemy's resist and make your enchantress much more
Again a few choices, but I think the best is an eth fortitude
for the added damage. You could also use an eth stone, or other armor
of your choice.
Second Mercenary choice is a Act 1 Rogue mercenary.
You may ask why in the world you would want to use one of these. Well
it's simple; enchant them and equip them with some nice gear, teleport
around and watch the fire arrow flow.
I would use a 120 enhanced damage 40 increased attack speed
tiara. It would be nice if you could get one with life or another good
mod. This will add speed and physical damage to your Rogue.
An 08 or regular wind force is the best choice here. Socket it
with a 40/15 jewel. Remember a wind force is a better choice than a
faith for your mercenary.
Again use an eth fortitude for the added damage and life.
This setup will give you a pretty godly bow mercenary that will spam
tons of fire arrows at your opponent.
IX. Things you should know:
I've included this section because honestly there are certain things
about enchant that aren't obvious and you really should know them to
full understand how enchant works. Nothing really complicated but good
stuff to know
One confusing thing about enchant is that in the skill description
it says that ranged attack or bows that are enchanted only do 1/3 the
damaged of a regular sword melee weapon. Well this is false. A ranged
bow enchanted will do the same damage as a Zeal paladin enchanted.
This next piece of information is one of the most important and
unknown things about enchant. Basically when an enchantress enchants
herself and is using a melee weapon such as a sword or an axe, then her
fire mastery is actually multiplied in twice instead of once. So to
understand this, when an enchantress enchants herself the fire mastery
is calculated at that time. It's again used after her enchant
passively, so actually two times. The damage show on the character
screen is the actual damage she does. All of this damage can be
calculated by the following formula.
Enchant base damage * Warmth synergy * Fire mastery at time of enchant
* Fire mastery at time of striking or after enchant.
This next part goes along with what was stated above. The double
fire mastery only works with melee weapons not ranged one such as bows.
This is confusing because on the character screen it shows the damage
as if it was multiplied by fire mastery twice but it's not. So to put
it simply the damage you see after enchant on the character screen when
using a bow is wrong. To find the correct damage use the following
Enchant base damage * Warmth synergy * Fire mastery at time of enchant
Fire mastery affects the damage on charms. For example a small charm
with 1-3 fire damage is multiplied by the percent of fire mastery and
then incorporated into the damage done. So this actually makes fire
small charms useful, or at least the ones with higher damage.
Enchant is carried by explosive arrows and bolts, when fired by the
enchantress or another character. This is not true when a mercenary
fires an explosive arrow or bolt. This is useful because of bows that
have an explosive arrow skill added on to them. Note that an explosion
from an explosive arrow always hits, and if the arrow is physical and
not magical it hits as well. So basically you're hitting your target
twice, cool huh?
Although the character screen does not display the enchant damage
for an assassins kick, enchant does work with them. If you don't
believe me test it out yourself with a level 1 or so character and
One thing you should note about enchanting your party members. That
is only one of you has to be outside the town so either the players
have to be outside and the sorc can enchant, or the sorc can go outside
and enchant the party... (Helpful if you are playing in hardcore.)
Well that's basically it for information you should know. I think this
section will be very helpful to people new to the enchantress, and even
people that have made them before. A lot of this stuff I didn't know
myself at first but learned from reading other enchantress guides.
There are several things you can do with an enchantress that make them such
useful characters. I will list the main ones, if you have more ideas send them
First of all this is a great party character. An enchantress will add around
5000 damage to her party as well as their minions. I often go into Baal games
just to enchant people and hear their reactions. My enchant is at level 55, and
I just wait for them so say OMG WHAT JUST HAPPENED, or awesome enchant. It's
Like stated above you can enchant party members mercenaries and minions. For
example a necromancer with 20 skeletons gets around 5k damage added to each of
his army. That's a big help.
One of the funniest things an enchantress can do is enchant low level
characters. This is very helpful when they are trying to level in the tomb area
and cows. The low level character should buy a bow from a npc, and get
enchanted. You'll be amazed with a level 1 character doing 5000 damage, it's
Enchanting yourself duh. What is awesome about an enchantress is that they
are unique and not your cookie cutter sorceress build. You're a melee sorceress
swinging your sword and doing a ton of damage.
The Gamefaqs community as a whole for the feedback and criticism
Kirbix- "fixing" the errors in my guides layout.
XII. Contact Information and Final Thought
You can contact me at email@example.com if you have any suggestions or have
found corrections that should be made. If you have anything you would like to
add to my guy please let me know and if I include it I will give you full
Let me finish by saying I hope you enjoy this guide and can put it to good use.
Like I said before this is my first attempt at a guide, but I think it turned
out pretty good. The enchantress is a unique character that you don't see that
often, and that's why I think it's such an appealing character to make. I
challenge everyone who hasn't made one to try it out, and I guarantee you'll
have fun. Sure it's not the best solo or pvp character in the game but its one
great party character and really useful and fun in so many ways.
Right now my enchantress is a caster who I use now solely as a support
character. When I finish my Diablo 2 run this time I intend to remake her into
a dual dream enchantress. If you want to see my enchantress in action let me
know, she is one of the top on battle.net having a Godly level 55 enchant and
one of the Godliest enchant orb on battle.net If you want to see it let me
know, I guarantee you won't find a better one. Well that's the end of my rant,
again I hope you enjoyed the guide please send feedback.
Copyright 2005 © Stephen (stephenp1983)