--Diablo 2 Lightning/MF Sorceress Guide (1.11)
--V1.0 (11/16/07)
--By BlackLightBurns

DISCLAIMER:
This is property of Tim Butler (A.K.A. BlackLightBurns). This may be not be 
reproduced under any circumstances except for personal, private use.  It may 
not be placed on any web site or otherwise distributed publicly without 
advanced written permission. Use of this guide on any other web site or as a 
part of any public display is strictly prohibited, and a violation of 
copyright.


|=================|
|Table of Contents|
|=================|

I.	Version History
II.	Purpose of This Guide
III.	Character Overview
IV.	Skills
   A.	  Lightning Tree
   B.	  Cold Tree
   C.	  Fire Tree
V.	Skill Allocation
VI.	Stat Distribution
VII.	Equipment
   A.	  Expert Gear (A.K.A. Dueling/PvM)
      1.	Helmet
      2.	Weapon 1&2
      3.	Armor
      4.	Shield 1&2
      5.	Gloves
      6.	Belt
      7.	Boots
      8.	Amulet
      9.	Rings
      10.  Charms
      11.  Final list
   B.	  Magic Find Gear
      1.	Helmet
      2.	Weapon 1&2
      3.	Armor
      4.	Shield 1&2
      5.	Gloves
      6.	Belt
      7.	Boots
      8.	Amulet
      9.	Rings
      10.  Charms
      11.  Final list
   C.	  Cheap Gear (for poor players)
      1.	Helmet
      2.	Weapon
      3.	Armor
      4.	Shield
      5.	Gloves
6.	Belt	
      7.	Boots
      8.	Amulet
      9.	Rings
      10.  Charms
      11.  Final list
VIII.	Mercenary
IX.	Magic Find Info
X.	Contact Me
XI.	Credits

I.	VERSION HISTORY
#############################################################################
1.0- Initial attempt and likely to be some corrections



II. PURPOSE OF THIS GUIDE
#############################################################################
This guide explains the popular Lightning Sorceress build in-depth.  It 
explains exactly how to build it and how to use it.  This build is great for 
MFing (Magic Finding) and PvM (Player versus Monsters) as well.



III. CHARACTER OVERVIEW
#############################################################################
The Sorceress in general is an all out spell caster and with no physical 
strength and few defensive skills to speak of she must rely on her sheer 
killing power to stay alive.

The Sorceress’ skills are divided up into 3 trees (like all characters): 
Fire, Cold, and Lightning.  Compared to a Fire build, which is less efficient 
in Hell due to such common high fire resistances and immunities, and a Cold 
build, which is slower and some-what less damaging, a Lightning build is a 
very powerful, efficient option of Sorceress.  Although, a Lightning 
Sorceress does have one big drawback: variable damage.  Most of a Light 
Sorc’s skills have a wide range of damage (normally a minimum of 1 and a very 
high maximum) making her skills less consistent.  But with the speed and 
average power she is a great choice.



IV. SKILLS
#############################################################################
There are only about 10 skills that you should bother putting points into for 
this build.  As you would guess the majority of them are in the Lightning 
skill tree.  Our main spell is Lightning and our rest of spells are either 
synergies (skills that benefit skills other than itself) or prerequisite 
skills needed to move on to other skills.

Only skills that are relevant, or useful to this build, will be listed here.

IVA. Lightning Spells
%%%%%%%%%%%%%%%%%%%%%
We will be putting almost all of our skill points into this tree.  It’s fast, 
powerful, and lots of fun.

+------------+
|Charged Bolt|
+------------+
Required Level: 1
Prerequisites: None

Effect: Fires multiple, jumping bolts of electricity that seek their targets.

IMO the best of the 3 starting spells. As long as you learn how to control 
the bolts then this spell will serve you well though a lot of the game. Even 
though an individual bolt does a small amount of damage, the number of bolts 
increases with each level to a maximum of 24. If you can get every bolt to 
hit one target then they’re as good as dead (but that takes skill), otherwise 
it’s great as a spreadshot to hit numerous targets.
Also, it synergizes with Lightning- MAX IT!

+-----------+
|Telekinesis|
+-----------+
Required Level: 6
Prerequisites: None

Effect: Allows you to pick up items, trigger objects, and attack others at a 
distance.

With this spell you can do a variety of things, however useless it may 
appear. You can knockback and stun a monster, allowing for retreat or set-up 
for another attack, and you can grab inventory items (potions, gold, scrolls) 
from a distance. And yes, it is useless as an actual attack.
Prerequisite for Teleport- 1 point


+------------+
|Static Field|
+------------+
Required Level: 6
Prerequisites: None

Effect: Every enemy in a radius around you loses 25% of their current health.

This spell is a must have! It has the ability to take 1/4 of a boss’s hp in 
one cast! Multiple castings will lower the enemy’s hp 25% of the remaining hp 
and is limited to a total of 66% in Nightmare and 50% in Hell. (This spell is 
still affected by resistances)
Since additional skills points only increase the range- 1 point


+---------+
|Lightning|
+---------+
Required Level: 12
Prerequisites: Charged Bolt

Effect: Casts a bolt of lightning.

This spell pierces through the enemies that it hits and continues on until 
hitting a wall or something similar. It’s “crowd control” is one reason that 
the spell is so great, along with doing the most damage. And, duh, it’s your 
main spell- MAX IT!


+----+
|Nova|
+----+
Required Level: 12
Prerequisites: Static Field

Effect: Creates an expanding ring of electricity that does massive damage.

This skill is good for...well...just about nothing. That whole “does massive 
damage” part is a little exaggerated. I guess the only use I can think of 
would be going back through Normal at a higher level. And oh yeah, it’s a 
synergy- MAX IT!


+---------------+
|Chain Lightning|
+---------------+
Required Level: 16
Prerequisites: Charged Bolt, Lightning

Effect: Casts a lightning bolt that jumps through multiple targets.

This skill is essentially the same as Lightning except that instead of going 
in one straight direction it hits a target then changes its direction to the 
next target (up to a maximum of 10 hits), hence “chain”. Now the downside is 
that it does less damage than Lightning and costs more mana. But, again, it’s 
a synergy- MAX IT!


+--------+
|Teleport|
+--------+
Required Level: 18
Prerequisites: Telekinesis

Effect: Instantly transports you between two points.

Teleport is a pretty nifty spell. Almost every character class will use it 
only because it's the fastest way to get around, especially while rushing, 
running or MFing. Additionally, you can use Teleport to retreat from battle.
Since extra points only lower mana cost- 1 point


+-------------+
|Thunder Storm|
+-------------+
Required Level: 24
Prerequisites: Static Field, Nova

Effect: Summons a thunderstorm that periodically blasts a nearby enemy with a 
bolt of lightning.

Unlike all other damaging spells, this one is a timed spell. In other words, 
you cast it and it stays active for a certain amount of time. As for what the 
spell does, it periodically (every 1 or 2 seconds) shoots out an auto aimed 
bolt of lightning from the sky to strike an enemy around you. Overall I think 
the spell isn't worth it in the end. With no synergies, other than Lightning 
Mastery, it doesn't do much for damage.
That being said- 1 point, let +skills do the rest or nothing


 +-------------+
 |Energy Shield|
 +-------------+
 Required Level: 24
 Prerequisites: Telekinesis, Teleport
 
 Effect: Absorbs magical and some physical damage to Mana instead of Life.
 
For this skill to be of any use you would need to have a high pool of mana. 
But even then I've personally found that it just isn't worth it. Life seems 
to sustain more damage than an Energy Shield does. Logically one would think 
that since sorceresses gain more mana than they do life that they would end 
up with more total hp. But Energy Shield takes 2 points of mana for every 1 
point of life. Granted that with points into Telekinesis, a synergy, that 
will eventually be reduced to a 1 to 1 ratio. But who would really want to 
waste the points on that. And a last note: I've noticed that when you're hit 
with ES on you get a short stun, like you would with low faster hit recovery. 
It's not much but it's enough with a lot of hits.
All in all, I've found it best to just stick with Life over ES, but give it a 
shot if you'd like to test it for yourself- No points
				

+-----------------+
|Lightning Mastery|
+-----------------+
Required Level: 30
Prerequisites: None

Effect: Increases the damage of lightning spells.

Simple enough, increases the damage of all lightning spells by a percentage.
Makes a world of a difference- MAX IT!


IVB. Cold Tree
%%%%%%%%%%%%%%
+------------+
|Frozen Armor|
+------------+
Required Level: 1
Prerequisites: None

Effect: Gives a defense bonus and freezes any melee attacker that hits you.

Seeing as sorceresses are quite lacking in the defense department any help 
would be fantastic. This spell is a timed spell that increases your defense 
by a percentage for a period of time. And as a bonus, it freezes enemies that 
hit you for a very short time.
I recommend it- 1 point, let +skills do the rest


IVC. Fire Tree
%%%%%%%%%%%%%%
+------+
|Warmth|
+------+
Required Level: 1
Prerequisites: None

Effect: Increases your mana recovery rate.

Although it's not necessary, this spell can give a little help with your 
mana. But by no means put more points into than you can spare.
Any leftover points you can spare or- 1 point


V. SKILL ALLOCATION
############################################################################
Now as a smart cookie like you will have figured out, the plan is to max 
Lightning (duh) and all of its synergies. And add in some 1-pointers on the 
way as well.
Since at level 99 (assuming you manage to make it there) you total 98 skill 
points from leveling and 12 total from the 3 skill quests in each of the 3 
difficulties, you'll be working with 110 total skill points.

20 points into Charged Bolt
20 points into Lightning
20 points into Chain Lightning
20 points into Nova
20 points into Lightning Mastery

That comes to 100; 10 left, assuming you actually make it to level 99. You've 
got 5 1-pointers to acquire, so that's 105. Why not dump the rest into Warmth 
or even Thunder Storm if you'd like.

So that's the WHAT. Here's the WHEN.
1st- Make sure you get each 1-pointer as soon as they become available
2nd- Max Charged Bolt or Lightning
3rd- Max the other of the previous 2
4th- Max Chain Lightning
5th- Max Lightning Mastery 
6th- Max Nova (max this one last)


VI. STAT DISTRIBUTION
#############################################################################

========
Strength
========
Now since strength is used to calculate physical damage, we won’t have much 
use for it. But, most equipment has a strength requirement so we will use it 
for something. I’m sure you’ve heard it more than enough, or you will, but 
you really only need enough strength to wear your equipment (minus your 
+strength from other equipment). (So basically if you have a torch, an anni 
and a mara’s then that’s a possible +45 strength. So if you need an end 
result of 165 strength then you only need a base of 120 strength)
Put enough into strength(+ equipment bonus) to wear equipment.

=========
Dexterity
=========
Dexterity is used to calculate defense, attack rating and block %. Now 
technically a sorceress doesn’t need any of these three. You’re not using 
melee so AR is out, you’re not going to be up close if you can help it so 
block is out, and for defense you’re going to rely on your equipment.
Put noting into dexterity.

========
Vitality
========
Vitality determines life. Each character gets a set amount of life and 
stamina per level and per vitality point. And remember, I explain earlier 
that life will serve you better than an ES with mana.
So put as many points as you can spare into vitality.

======
Energy
======
Energy determines mana. Just like vitality, each character gets a set amount 
of mana per level and per energy point. As a sorceress, you need mana to cast 
spells. But you can actually manage with putting no points into energy. With 
bonuses to mana from equipment and levels you should have plenty. But if 
you’re going to that route you should know that it is very rough in the 
beginning. You will use a lot of mana potions and will be tempted to dump 
some points into energy. But my advice is to hold off. It won’t be so 
terrible if you do get some energy but the more energy you have, the less 
vitality you have and the less vitality you have, the less life you have.
Little or no points into energy, but it’s your decision.


VII. EQUIPMENT
#############################################################################
You should have noticed in the table of contents that I have listed 3 
different sets of equipment: 1 for the best your sorceress can be, 1 for 
magic finding and 1 for poor players.

VIIA. EXPERT EQUIPMENT
%%%%%%%%%%%%%%%%%%%%%%
This equipment list is based on +skills, spell damage, % bonus to mana, 
faster cast rate, and resistances.

Helmet
------
With +skills, FCR, +% Light damage and -% Light resist what more could you 
ask for?
Socket an Um into it for more resistances.


Griffon’s Eye - Diadem
Required Level: 76
+100-200 Defense
+1 to All Skills
+25% Faster Cast Rate
-15-20% to Enemy Lightning Resistance
+10-15% to Lightning Skill Damage

Weapon 1 (Main)
---------------
I doubt you can find anything better for your build. +skills, +% Light 
Damage, FCR and even a big chunk of energy which I’m sure you’ll welcome with 
open arms.
This should be socketed with a Lightning Die Facet.

Eschuta’s Temper - Eldritch Orb
Required Level: 72
+1-3 to Sorceress Skill Levels
+40% Faster Cast Rate
+10-20% to Fire Skill Damage
+10-20% to Lightning Skill Damage
+20-30 to Energy

Rainbow Facet – Jewel
Required Level: 49
100% Chance to Cast Level 47 Chain Lightning When You Die
Adds 1-74 Lightning Damage
+3-5% to Lightning Skill Damage
-(3-5)% to Enemy Lightning Resistance

Weapon 2 (Switch)
-----------------
The reason for a “switch” weapon is almost always for prebuff, which is 
indeed the case here. Prebuffing is the use of a spell(s) that enhances your 
character in some way before entering battle. Our switch weapon grants you 
the skills Battle Command and Battle Orders.

“Call to Arms” (Amn+Ral+Mal+Ist+Ohm) – Flail
Required Level: 57
+1 to All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 Battle Command
+1-6 Battle Orders
+1-4 Battle Cry
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items

Armor
-----
Your most damaging option is Ormus’ Robes. No question. You’re going to look 
for a +3 to Lightning, +15% Lightning Damage one.
Socket an Um into it for more resistances.

Ormus’ Robes – Dusk Shroud
Required Level: 75
Required Strength: 77
+10-20 Defense
+20% Faster Cast Rate
+10-15% to Cold Skill Damage
+10-15% to Fire Skill Damage
+10-15% to Lightning Skill Damage
+3 bonus to a random Sorceress skill (Sorceress Only)
Regenerate Mana 10-15%

Another option is the runeword Chains of Honor. This could give Ormus’ Robes 
a run for its money. With the +2 to all skills you will get +2 to Lightning 
and +2 to Lightning Mastery. The bonus to Lightning Mastery gives you a 24% 
increase to lightning damage compared to the 15% from Ormus. But as for 
Lightning…I’m not sure how the overall damage compares in the end. BUT, CoH 
gives you a very nice 65 resist all bonus and an 8% DR (Damage Reduction). I 
think it would be best to go with CoH.

“Chains of Honor” (Dol+Um+Ber+Ist) – Archon Plate
Required Level: 63
Required Strength: 108
+2 to All Skills
+200% Damage to Demons
+100% Damage to Undead
8% Life Stolen Per Hit
+70% Enhanced Defense
+20 to Strength
Replenish Life +7
All Resistances +65
Damage Reduced By 8%
25% Better Chance of Getting Magic Items

Shield 1&2 (Main)&(Switch)
---------------
Your main shield will be the runeword Spirit, the most popular caster shield. 
+skills, FCR, Life, Mana, Resists; AKA greatness in a shield. And you’re 
going to put it in a monarch shield (only because it has the least strength 
requirement for a 4 socket shield). And the switch shield will be the same, 
just for the plus skills.

“Spirit” (Tal+Thul+Ort+Amn) – Monarch
Required Level: 54
Required Strength: 156 (Yuck!)
+2 to All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+89-112 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb
Attacker Takes Damage of 14

Gloves
------
A sorceress really has two easy options here: “Frosties” or Magefists, it all 
comes down to which you’d rather have; more mana or more FCR.

Magefist – Light Gauntlets
Required Level: 23
Required Strength: 45
+20-30% Enhanced Defense
+10 Defense
+1 to Fire Skills
+20% Faster Cast Rate
Regenerate Mana 25%
Adds 1-6 Fire Damage

Frostburn – Gauntlets
Required Level: 29
Required Strength: 60
+10-20% Enhanced Defense
+30 Defense
+5% Enhanced Damage
Increase Maximum Mana 40%
Adds 1-6 Cold Damage

Belt
----
Any character that relies mainly on spells should use this belt.

Arachnid Mesh – Spiderweb Sash
Required Level: 80
Required Strength: 50
+90-120% Enhanced Defense
Slows Target by 10%
+1 to All Skills
+20% Faster Cast Rate
Increase Maximum Mana 5%
Level 3 Venom (11 Charges)

Boots
-----
For some reason unknown to me it seems everybody recommends Sandstorm Trek 
for the universal “kick ass” boots. I just don’t see it. True, the poison 
resist could help out and it has a max of 15 vitality. But, if you’re looking 
for life then go with Waterwalk. You can get a max of 65 life with those, 
much better. If there’s something I’m missing please let me know.

Waterwalk – Sharkskin Boots
Required Level: 32
Required Strength: 47
+180-210% Enhanced Defense
20% Faster Run/Walk
+100 Defense vs. Missile
+15 to Dexterity
+5% to Maximum Fire Resist
Heal Stamina Plus 50%
+40 Max Stamina
+45-65 to Life

Also another good option if you’re in need of mana is Silkweave.

Silkweave – Mesh Boots
Required Level: 36
Required Strength: 65
+150-190% Enhanced Defense
+30% Faster Run/Walk
+5 to Mana After Each Kill
Increase Maximum Mana 10%
+200 Defense vs. Missile

Amulet
------
This defers none from the universal choice; Mara’s. It’s almost like a Torch 
in an amulet; skills, resists, stats. Can’t beat it.

Mara’s Kaleidoscope
Required Level: 67
+2 to All Skills
All Resistances +20-30
+5 to All Attributes

Rings
-----
Unless you’re going to mess around with Rare rings or worry about Attack 
Rating, any character really only has one option. If you’re a melee character 
then you’re going with Bul Katho’s Wedding Band, but you’re not. You’re a 
spell caster and you’re going with The Stone of Jordan.

Stone of Jordan
Required Level: 29
+1 to All Skills
Increase Maximum Mana 25%
Adds 1-12 Lightning Damage
+20 to Mana

Charms
------
Every character needs 2 specific charms: Hellfire Torch and Annihilus. They 
are fantastic and completely necessary and you’ll see why. But, on top of 
those it would benefit any character well to invest in some skill specific 
grand charms. These are grand charms that add one to a certain skill and can 
vary with other mods tab (Ex. +1 to Lightning Skills and +45 to Life or +1 to 
Combat Skills and 20% Faster Hit Recovery).

Hellfire Torch – Large Charm
Required Level: 75
25% Chance to Cast Level 10 Firestorm on Striking
(By the way: Not Druid’s Firestorm, it’s Diablo’s)
+3 to Sorceress Skills
+10-20 to All Attributes
All Resistances +10-20
+8 to Light Radius
Level 30 Hydra (10 Charges)

Annihilus – Small Charm
Required Level: 70
+1 to All Skills
+10-20 to All Attributes
All Resistances +10-20
+5-10 to Experience Gained

Sparking Grand Charm of Vita – Magic Grand Charm
Required Level: 
+1 to Lightning Skills
+45 to Life

Final Listing
-------------
Griffon’s Eye w/ Um
Eschuta’s Temper w/ Light Die Facet
“Chains of Honor”
“Spirit”
Magefist
Arachnid Mesh
Waterwalk
2 x Stone of Jordan
Mara’s Kaleidoscope
Hellfire Torch
Annihilus

TOTAL:
*+17 to All Skills (Plus Grand Charms)
*+40% Lightning Damage/-25% Enemy Lightning Resistance
*Resists: 150F/185C/185L/185P (Plus Anya Quests)

VIIB. MAGIC FIND EQUIPMENT
%%%%%%%%%%%%%%%%%%%%%%%%%%
This equipment is for magic finding. So, naturally, magic find comes first, 
then whatever else we can manage next.

Helmet
------
This is a great all-around helmet. FANTASTIC Life and Mana bonuses, +2 to all 
skills and DR! Plus our favored mod: MF
Socket a perfect Topaz into it for more MF of course.

Harlequin Crest – Shako
Required Level: 62
Required Strength: 50
+2 to All Skills
+(1.5 Per Character Level) 1-148 to Life (Based On Character Level)
+(1.5 Per Character Level) 1-148 to Mana (Based On Character Level)
Damage Reduced by 10%
50% Better Chance of Getting Magic Items
+2 to All Attributes

Weapon 1 (Main)
---------------
Although Eschuta’s is better damage-wise, the “Occy” is the best universal 
orb. With better general mods and of course MF, it’s what we want here.
Socket with an Ist. (Ist here because a perfect Topaz won’t work in a weapon)

The Oculus – Swirling Crystal
Required Level: 42
+3 to Sorceress Skills
+5 to Mana After Each Kill
All Resistances +20
25% Chance to Cast Level 1 Teleport When Struck
+30% Faster Cast Rate
+20 to Vitality
+20 to Energy
+20% Enhanced Defense
50% Better Chance of Getting Magic Items

Weapon 2 (Switch)
-----------------
The reason for a “switch” weapon is almost always for prebuff, which is 
indeed the case here. Prebuffing is the use of a spell(s) that enhances your 
character in some way before entering battle. Our switch weapon grants you 
the skills Battle Command and Battle Orders.

“Call to Arms” (Amn+Ral+Mal+Ist+Ohm) – Flail
Required Level: 57
+1 to All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 Battle Command
+1-6 Battle Orders
+1-4 Battle Cry
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items

Armor
-----
As I suggest, MF over everything else, but you are welcome to drop certain MF 
items for the better items. For the most MF you’re going to use certain 
pieces of Tal Rasha’s set. While full Tal Rasha’s can be pretty good we have 
better. With 3 pieces of Tal’s you will gain a set bonus of 65% MF. Since 
you’d lose too much by dropping your Shako and Occy then we’re going with the 
other 3 pieces that won’t hurt us as much, and help us with MF. So...Tal’s 
armor is one.
Socket a perfect Topaz into it for more MF of course.


Tal Rasha’s Guardianship – Lacquered Plate
Required Level: 71
Required Strength: 84
+400 Defense
Requirements -60%
Magic Damage Reduced by 15
Cold Resist +40%
Lightning Resist +40%
Fire Resist +40%
88% Better Chance of Getting Magic Items
+10% Faster Cast Rate (Set Bonus: 2 Items)

Shield 1&2 (Main)&(Switch)
---------------
Your main shield will be the runeword Spirit, the most popular caster shield. 
+skills, FCR, Life, Mana, Resists; AKA greatness in a shield. And you’re 
going to put it in a monarch shield (only because it has the least strength 
requirement for a 4 socket shield). And the switch shield will be the same, 
just for the plus skills.

“Spirit” (Tal+Thul+Ort+Amn) – Monarch
Required Level: 54
Required Strength: 156 (Yuck!)
+2 to All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+89-112 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb
Attacker Takes Damage of 14

There is another option on your main shield. While it may be a waste it will 
give you a significant boost of MF. Again, this can be done without.

100 MF Shield (Ist+Ist+Ist+Ist) – Monarch
Required Level: 54
Required Strength: 156
100% Better Chance of Getting Magic Items

Gloves
------
There is only one option that fits the bill.

Chance Guards – Chain Gloves
Required Level: 15
Required Strength: 25
+20-30% Enhanced Defense
+15 Defense
+25 to Attack Rating
25-40% Better Chance of Getting Magic Items
200% Extra Gold From Monsters
+2 to Light Radius

Belt
----
This is another Tal Rasha piece and we are closer to our MF bonus.

Tal Rasha’s Fine-Spun Cloth – Mesh Belt
Required Level: 53
Required Strength: 47
Requirements -20%
37% Damage Taken Goes to Mana
+30 to Mana
+20 to Dexterity
15% Better Chance of Getting Magic Items
+60 Defense (Set Bonus: 2 Items)
+10% Faster Cast Rate (Set Bonus: 3 Items)

Boots
-----
These are great for what we’re looking for. A whopping 50% MF max and 10 
vitality always feels good.

War Traveler – Battle Boots
Required Level: 42
Required Strength: 95
+150-190% Enhanced Defense
25% Faster Run/Walk
+10 to Vitality
+10 to Strength
Adds 15-25 Damage
40% Slower Stamina Drain
Attacker Takes Damage of 5-10
30-50% Better Chance of Getting Magic Items

Rings
-----
Here’s another optional MF vs. good equipment. Again, it’s up to you.

Stone of Jordan
Required Level: 29
+1 to All Skills
Increase Maximum Mana 25%
Adds 1-12 Lightning Damage
+20 to Mana

Nagelring
Required Level: 7
Magic Damage Reduced By 3
+50-75 to Attack Rating
Attacker Takes Damage of 3
15-30% Better Chance of Getting Magic Items

Amulet
------
This is our last piece of Tal’s. Independently, this is still a good amulet, 
however it doesn’t have the resists that Mara’s does. But too bad.

Tal Rasha’s Adjudication
Required Level: 67
+2 to Sorceress Skills
Lightning Resist +33%
Adds 3-32 Lightning Damage
+42 to Mana
+50 to Life

Charms
------
Every character needs 2 specific charms: Hellfire Torch and Annihilus. They 
are fantastic and completely necessary and you’ll see why. But, on top of 
those it would benefit any character well to invest in some skill specific 
grand charms. These are grand charms that add one to a certain skill and can 
vary with other mods tab (Ex. +1 to Lightning Skills and +45 to Life or +1 to 
Combat Skills and 20% Faster Hit Recovery).

Hellfire Torch – Large Charm
Required Level: 75
25% Chance to Cast Level 10 Firestorm on Striking
(By the way: Not Druid’s Firestorm, it’s Diablo’s)
+3 to Sorceress Skills
+10-20 to All Attributes
All Resistances +10-20
+8 to Light Radius
Level 30 Hydra (10 Charges)

Annihilus – Small Charm
Required Level: 70
+1 to All Skills
+10-20 to All Attributes
All Resistances +10-20
+5-10 to Experience Gained

Sparking Grand Charm of Vita – Magic Grand Charm
Required Level: 83
+1 to Lightning Skills
+45 to Life

Additionally we will have another Grand Charm for MF.

Gheed’s Fortune – Grand Charm
Required Level: 62
80-160% Extra Gold From Monsters
Reduces All Vender Prices 10-15%
20-40% Better Chance of Getting Magic Items

Final Listing
-------------

Harlequin Crest w/ Topaz
The Oculus w/ Ist
Tal Rahsa’s Guardianship w/ Topaz
“Spirit” –or- Ist’d Monarch
Chance Guards
Tal Rasha’s Fine-Spun Cloth
War Traveler
2 x Stones of Jordan –or- Nagelrings
Tal Rasha’s Adjudication
Hellfire Torch
Annihilus
Gheed’s Fortune

TOTAL:
*641% MF (481% without Ist’d Monarch and Nagelrings)(450% is plenty)
*+15 to All Skills (Without Ist’d Monarch and Nagelrings)(Plus Grand Charms)
*Resists: 100F/135C/168L/95P

VIIC. CHEAP EQUIPMENT
%%%%%%%%%%%%%%%%%%%%%
This list of equipment is…uh cheaper than the expert gear and obviously not 
as good. But some people just don’t have that choice.

Helmet
------
Peasant Crown – War Hat
Required Level: 28
Required Strength: 20
+100% Enhanced Defense
+1 to All Skills
15% Faster Run/Walk
Replenish Life +6-12
+20 to Energy
+20 to Vitality

Weapon
------
My suggestion is that that your best bet would be to go with a good orb or a 
staff with +skills and such bought from a vender or that you found. But there 
is a pretty cheap and decent unique for you.

Spire of Lazarus – Gnarled Staff
Required Level: 18
+50% Damage to Undead
Adds 1-28 Lightning Damage
+1 to Sorceress Skills
+2 to Lightning (Sorceress Only)
+1 to Chain Lightning (Sorceress Only)
+3 to Static Field (Sorceress Only)
Regenerate Mana 43%
+15 to Energy
Damage Reduced by 5
Lightning Resist +75%

Armor
-----
Skin of the Vipermagi – Serpentskin Armor
Required Level: 29
Required Strength: 43
+120% Enhanced Defense
+1 to All Skills
30% Faster Cast Rate
Magic Damage Reduced by 9-13
All Resistances +20-35

Shield
------
Lidless Wall – Grim Shield
Required Level: 41
Required Strength: 58
+80-130% Enhanced Defense
+1 to All Skills
Increase Maximum Mana 10%
20% Faster Cast Rate
+3-5 Mana After Each Kill
+10 to Energy
+1 to Light Radius

Gloves
------
Magefist – Light Gauntlets
Required Level: 23
Required Strength: 45
+20-30% Enhanced Defense
+10 Defense
+1 to Fire Skills
+20% Faster Cast Rate
Regenerate Mana 25%
Adds 1-6 Fire Damage

Frostburn – Gauntlets
Required Level: 29
Required Strength: 60
+10-20% Enhanced Defense
+30 Defense
+5% Enhanced Damage
Increase Maximum Mana 40%
Adds 1-6 Cold Damage


Belt
----
Gloom’s Trap – Mesh Belt
Required Level: 36
Required Strength: 58
+120-150% Enhanced Defense
5% Mana Stolen Per Hit
Increase Maximum Mana 15%
Regenerate Mana 15%
+15 to Vitality
-3 to Light Radius

Boots
-----
Waterwalk – Sharkskin Boots
Required Level: 32
Required Strength: 47
+180-210% Enhanced Defense
20% Faster Run/Walk
+100 Defense vs. Missile
+15 to Dexterity
+5% to Maximum Fire Resist
Heal Stamina Plus 50%
+40 Max Stamina
+45-65 to Life

Silkweave – Mesh Boots
Required Level: 36
Required Strength: 65
+150-190% Enhanced Defense
+30% Faster Run/Walk
+5 to Mana After Each Kill
Increase Maximum Mana 10%
+200 Defense vs. Missile

Rings
-----
You’re going to have to just go with rare rings here. You’ll have to find 
them, but you’re looking for FCR, Resists, Life, Mana and anything else you 
like.

Amulet
------
For your amulet I would suggest basically the same thing: a magic or rare 
amulet. Here you’re looking for a +3 to Lightning Skills amulet plus whatever 
else. You can usually trade pretty easily for these.

Charms
------
Good luck with charms, don’t expect much. Sorry.

Final Listing
-------------
Peasant Crown
Rare or Magic Staff or Orb
Skin of the Vipermagi
Lidless Wall
Magefist –or- Frostburn
Gloom’s Trap
Waterwalk –or- Silkweave
Rare Rings
Magic Amulet

VIII. MERCENARY
#############################################################################
Your mercenary is a great attribute to your character that is pretty much 
required for a sorceress. First off, the best hireling is an Act 2 Desert 
Mercenary, hands down, and this is for a few reasons. One, they can tank 
almost anything they run into. Two, their auras are a great help. And three, 
they are the only hirelings that can use the weapon we need them to. 

As for which one to get, I have two suggestions. You could either go with a 
Nightmare Defensive Mercenary or a Nightmare Offensive Mercenary. Both have 
their benefits. The Defensive mercenary has a Holy Freeze aura that adds cold 
damage to their attack and chills everything in a radius from them. The 
Offensive mercenary has a Might aura that increases their damage, in turn 
making them a more effective killer. It’s really up to you which one to 
choose but I would go with an Offensive Mercenary.

Mercenary Equipment
%%%%%%%%%%%%%%%%%%%
Your mercenary only uses polearms which is what we need. Both weapons I would 
suggest are runewords that go into 4 socket polearms. Ideally you should get 
a 4 socket ethereal cryptic axe as these do the most damage and have pretty 
low requirements.

As for other equipment, the most important mod is Life Leach. Life Leach 
along with good defense will keep your mercenary alive and well. Good, cause 
they will get quite expensive to resurrect.


Weapon
------
This is essentially the main reason for having a mercenary, the weapon. 
Infinity will strip the immunity off of monsters that are immune to 
lightning. That is unless a monster has 185% resistance to lightning, 
unlikely. That is great because now you can kill pretty much anything. And on 
top of that it’s a good weapon for your mercenary; good damage, bonus to 
vitality, crushing blow and prevent monster heal.

“Infinity” (Ber+Mal+Ber+Ist) – Ethereal Cryptic Axe
Required Level: 63
Required Strength: 155
Required Dexterity: 93
50% Chance to Cast Level 20 Chain Lightning When You Kill an Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
+255-325% Enhanced Damage
-(45-55)% to Enemy Lightning Resistance
40% Chance of Crushing Blow
Prevent Monster heal
0.5-49.5 to Vitality (Based On Character Level)
30% Better Chance of Finding Magic Items
Level 21 Cyclone Armor (30 Charges)

Helmet
------
This is where your mercenary will get his life steal. Also he’ll benefit from 
increased attack speed and strength. And I’m not sure on this but the +skills 
may increase the conviction aura. If someone knows more than I do then I’d 
love some back-up.

Andariel’s Visage – Demonhead
Required Level: 83
Required Strength: 102
+100-150% Enhanced Defense
+2 to All Skills
20% Increased Attack Speed
8-10% Life Stolen Per Hit
+25-30 to Strength
+10% to Maximum Poison Resist
Fire Resist -30%
Poison Resist +70%
15% Chance to Cast Level 15 Poison Nova When Struck
Level 3 Venom (20 Charges)

Armor
-----
This is a great melee character’s armor. Fortitude gives a significant damage 
and defense bonus along with a CtC (Chance to Cast) chilling armor (an 
additional 115% defense bonus) then a big chunk of life to top it off.

“Fortitude” (El+Sol+Dol+Lo) – Archon Plate
Required Level: 63
Required Strength: 103
20% Chance to Cast Level 15 Chilling Armor When Struck
25% Faster Cast Rate
+300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+(1-1.5) to Life Per Character Level
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +25-30
Damage Reduced By 7
12% Damage Taken Goes to Mana
+1 to Light Radius



IX. MAGIC FIND INFORMATION
#############################################################################
MF is essentially the repetitive killing of a boss or bosses to hopefully 
yield some kick-ass items. Now MF runs need to be a combination of fast and 
effective. So basically you’re just heading after good bosses that don’t take 
long to get to or kill.

You have a few candidates for this. Mephisto is the prime option for MFing 
(in Nightmare or Hell); very fast and very likely to have good drops. Also, 
Travincal is extremely fast (maybe 30 seconds) and the council has a high 
probability to drop magic grand charms, which could potentially be a +1 to a 
random skill tree (very valuable).

Also, for a really fast run you can keep it to Shenk, Eldrich and Pindleskin 
(popular bot choices). Pindleskin is in the portal to Nihlathak by Anya after 
you do the Anya quest. He’s right inside the temple entrance to the Halls of 
Anguish. Eldrich is in the Frigid Highlands just north of the waypoint. And 
Shenk is just south of the Frigid waypoint in the Bloody Foothills. So they 
may not yield such good items as often as Mephisto but they are very fast so 
it’s more quantity over quality for those three.

Basically, give it all a try and find out what works for you. And good luck, 
definitely.



X. CONTACT ME
#############################################################################
I did my best and I’m sure there’s a few things missing or incorrect. I’m 
wide open to any input you have to offer. Any questions, comments or 
suggestions you may have, drop me an email. I’ll respond as soon as I can. My 
email address is BlindElement626@yahoo.com and I would appreciate any help 
you can offer.



XI. CREDITS
#############################################################################
While the gameplay information is mine from experience, most of the 
statistics on skills and equipment isn’t. All of that came from the best 
Diablo 2 site on the interweb: 
http://www.battle.net/diablo2exp/ (A.K.A. Arreat Summit)

Also GameFAQs.com – A great site that I use just as much. I’m happy to write 
for it and appreciate everyone else that does too.

Copyright 2007© Tim Butler