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    Sorceress FAQ by PMartin

    Updated: 09/08/06 | Search Guide | Bookmark Guide

    Sorceress FAQ for
        Diablo II: Lord of Destruction v1.10/1.11
    Author:   Patrick Martin
    Contact:  cimartin isp com (Put @ and . into the blanks.)
    Date:     8/24/2006
    Version:  4.01
    |  Legal Stuff  |
    NOTE:  This has changed since previous versions of this guide!
    Diablo II is copyright of Blizzard Entertainment.
    This document is totally unofficial and copyright by the author, though some
    information, such as what is shown in tables, came from various sources,
    such as Arreat Summit, Diabloii.net, or TheAmazonBasin.
    + This document may be reproduced for your personal, private use only.
    - This document may NOT be placed on any web site or otherwise distributed
      publicly without advance written permission from the author.
    |  Table of Contents  |
      1. History
      2. Introduction
         2.1. Overview
         2.2. 1.10 vs. 1.11
      3. Terminology
         3.1. Abbrevations
         3.2. Definitions
         3.3. Known Bugs
      4. Stats
         4.1. Attributes
         4.2. Blocking
      5. Skills
         5.1. Fire Skills
         5.2. Lightning Skills
         5.3. Cold Skills
      6. High Level Damage Tables
         6.1. Fire Skills
         6.2. Lightning Skills
         6.3. Cold Skills
         6.4. Auras and Oskills
      7. Builds
         7.1. Blaster Sorceresses
         7.2. Enchantresses
      8. Equipment
         8.1. Important Item Properties
         8.2. Breakpoints
         8.3. Cheap Stuff
              8.3.1. Helm
              8.3.2. Armor
              8.3.3. Weapon
              8.3.4. Shield
              8.3.5. Gloves
              8.3.6. Belt
              8.3.7. Boots
              8.3.8. Amulet
              8.3.9. Rings
              8.3.10. Charms
         8.4. Ideal Items
              8.4.1. Helm
              8.4.2. Armor
              8.4.3. Weapon
              8.4.4. Shield
              8.4.5. Gloves
              8.4.6. Belt
              8.4.7. Boots
              8.4.8. Amulet
              8.4.9. Rings
              8.4.10. Charms
         8.5. Tal Rasha's Wrappings
      9. Mercenaries
         9.1. Merc Behavior
         9.2. Act I Rogue
         9.3. Act II Town Guard
         9.4. Act III Iron Wolf
         9.5. Act V Barbarian
      10. Tips
          10.1. Basics
          10.2. Common Newbie Mistakes
          10.3. Survival Tips
          10.4. The "Bullfighter" Tactic
          10.5. Killer Monsters
      11. Sample Progression for Meteorb Sorceress
          11.1. Normal
          11.2. Nightmare
          11.3. Hell
      12. Boss Strategies
          12.1. Act I
          12.2. Act II
          12.3. Act III
          12.4. Act IV
          12.5. Act V
          12.6. World Event
          12.7. Pandemonium
                12.7.1. Resources Required to Win
                12.7.2. Basic Pandemonium Boss Strategy
                12.7.3. Pandemonium Levels
      13. Dueling
          13.1. Tips
          13.2. Commonly Accepted Rules
          13.3. Which Skills
          13.4. Basic Tactics
          13.5. Opponents
                13.5.1. Amazon
                13.5.2. Assassin
                13.5.3. Barbarian
                13.5.4. Druid
                13.5.5. Necromancer
                13.5.6. Paladin
                13.5.7. Sorceress
      14. Miscellaneous
          14.1. Immunity Breaking
          14.2. Weapon IAS Breakpoints
          14.3. Sorceress Quotes
      15. Credits
      1. History
    4.01 (8/24/2006)
    - Made some minor additions and corrections here and there.
    4.00 (4/12/2006)
    - Guide gets a makeover.
    - Fixed various grammar mistakes.
    - Updated for 1.11.
    Release dates for my older faqs of 1.10:
    3.03 (6/23/2004)
    3.02 (6/15/2004)
    3.01 (6/9/2004)
    3.00 (5/19/2004)
    2.20 (1/21/2004)
    2.11 (10/1/2003)
    2.1 (9/2/2003)
    2.0 (7/27/2003)
    Release dates for my older faqs of 1.09:
    1.2 (9/19/2002)
    1.1 (7/11/2002)
    1.0 (5/15/2002)
      2. Introduction
    The main purpose of this faq is to serve as a reference.  It is also
    designed help players unfamiliar with the sorceress develop one.
    In Dungeons & Dragons and other role-playing games, there are several styles
    of spellcasters you can build in those games:
    * Blaster -- Shoots magical artillery to damage foes directly.
    * Fighter -- Uses magic to transform mage into a fighting machine.
    * Illusionist -- Creates illusions to manipulate foes.
    * Save-or-die -- Uses all-or-nothing spells to defeat foes instantly.
    * Summoner -- Creates minions to do the mage's bidding.
    * Support -- Uses magic to buff or heal others only.  A.K.A. Cleric.
    The sorceress in Diablo 2 is usually built to the role of the blaster, your
    archtypical spellslinger who launches fireballs, lightning bolts, or other
    magical artillery at the opposition.  This comes to no surprise since nearly
    every attack skill the sorceress can learn involves launching a projectile
    at the enemy.  The sorceress has one skill, and thus one way, to pursue an
    alternative style, the fighter.  With Enchant, the sorceress can become an
    effective melee combatant.  However, building an effective fighter is
    difficult to do, or at least harder than building a blaster, especially if
    the player does not have the proper equipment available.  As a result, over
    99% of the sorceresses seen on BattleNet are blasters.  This faq will focus
    primarily on the blaster, though some information useful to the fighter will
    be included where appropriate.
    Like in other role-playing games, magi tend to be weak physically
    (i.e., low hit points and bad armor class) and drop like flies if caught by
    enemy forces.  The stereotype of the brainy 98-pound weakling applies here.
    Of course, the fighter will use magic to transform his weakling self to
    some powerhouse.  The sorceress in Diablo 2 tends to have low life, and she
    works best by blasting foes from afar.  However, with powerful equipment,
    it is possible to grant the sorceress the extra life and defenses she needs
    to become a tank.  Of course, the players wants equipment to power up the
    sorceress's attacks too.
     2.1. Overview
    Below are some questions a newcomer to the sorceress may ask.  After all,
    it is only fair to know if the sorceress can pull her own weight in Hell,
    especially when partied with other players.
    What are the sorceress's strengths?
    The sorceress is capable of delivering highly destructive attacks to enemies
    from a distance without the need of powerful weapons.  She can also learn
    Teleport at an early stage of the game, allowing her to bypass obstacles
    and move quickly from point to point.  These two abilities, high damage and
    teleport, allow the sorceress to be great as mobile artillery and efficient
    with item finding strategies.
    What are the sorceress's weaknesses?
    Monsters immune to at least one type of damage are common in late Nightmare
    and all of Hell.  Although the sorceress has access to three types of
    elemental damage, she only has enough skill points to learn, develop, and
    use one or two trees effectively.  Since the sorceress needs to spend most
    of her skill points into attack skills and masteries, she has little left
    for defensive or utility skills.
    The sorceress has relatively poor defensive capabilities.  Compared to most
    other classes, she gains less life per level and vitality added, is tied for
    the worst block rate with shields, and lacks reliable monster obstruction
    skills.  Monster obstruction includes at least one of the following:
    creation of minions that can distract and block enemies, immobilization or
    slowdown of the enemy, or enemy behavior modification.  The closest the
    sorceress has to any of the above are cold attacks that can slow or freeze
    enemies.  However, some monsters are immune to cold, and not every
    sorceress develops viable cold attacks.  The best defense the sorceress has
    is either avoiding contact with enemies with Teleport or destroying enemies
    with overwhelming offense.
    Can the sorceress solo Hell?
    Yes.  Assuming mediocre equipment, a sorceress will find /players 1 Hell a
    tough, though beatable, challenge.  In 1.10 and 1.11, the player must choose
    between the pure power of a single element or the elemental coverage of two.
    Single tree sorceresses will frequently encounter monsters immune to their
    chosen element in Hell, making it seemingly impossible to win, but it is
    not.  With the combination of smart tactics, some resourcefulness, and the
    help of a well-armed merc, even a single tree sorceress can conquer Hell.
    Single tree sorceress tend to think like the specialists that they are:
    it is better to clear some areas quickly rather than kill slowly everywhere.
    Two tree sorceresses encounter much fewer situations that shut down both of
    their chosen elements.  To their mind, sacrificing some damage from the
    maximum a single tree can achieve is worth the versatility offered by two
    types of elemental damage.
    Can the sorceress solo Uber Tristram?
    Yes, but the sorceress cannot kill all the bosses with the typical blaster
    skills.  In fact, the easiest way for the sorceress to defeat the bosses is
    to outfit a melee merc with the items necessary to damage and kill the
    bosses while the sorceress hangs back to provide artillery support.  In any
    event, the sorceress is not the best class for the job.  More will be
    explained later in the "Boss Strategies" section.
    Is the sorceress effective for PvP?
    Depends on the conditions of the duel, the sorceress can range from terrible
    to good.  For low level dueling, the sorceress is a terrible choice.  Her
    skill damage is low and easily resisted.  The sorceress lacks the combat
    skills, speed, and stats most other classes have to compete against those
    built for low level dueling.  For higher-level player killing, the sorceress
    is a cheap, easy-to-use, yet effective choice for killing unprepared
    players, who tend to lack absorb and stacked resists.  In a high-level,
    good mannered or tournament style dueling game where absorb and resistance
    stacking are restricted, the sorceress is a powerful combatant who
    definitely has a fighting chance.  Against bad mannered players in an
    unrestricted, no-holds-barred game, the sorceress is a poor choice simply
    due to the fact that certain equipment combinations can negate nearly all
    elemental damage.  In any event, she is not a top-tier duelist.  The most
    powerful PvP characters use either physical or magic damage, or open wounds
    due to the fact there is no way to completely negate all the damage.
     2.2. 1.10 vs. 1.11
    As far as gameplay is concerned, 1.11 is a minor update from 1.10.
    Monsters, skills, and nearly everything else remain unchanged.
    The features that make 1.11 stand out from 1.10 are the following:
    Introduced in 1.11 is a special quest found only in Hell.  The quest
    features super versions of all the act bosses and Izual.  The reward for
    completing the quest is an extremely powerful large charm called the
    Hellfire Torch.  Unfortunately for single or open players, Pandemonium
    is available only in BattleNet closed realms.
    All the ladder runewords missing from 1.10's version of runes.txt are
    defined in 1.11.  The four 1.10 season 1 ladder runewords (i.e., Duress,
    Prudence, Splendor, and Wind) are available everywhere, including single
    player, in 1.11.  1.10 season 2 ladder runewords are flagged as server-only,
    which means they remain BattleNet realm exclusive only.  It is possible to
    enable the runewords for single player.  However, game modification
    techniques are beyond the scope of this guide.  In addition to all of 1.10's
    ladder runewords, 1.11 introduces seven new armor runewords, one designed
    for each class.  None of them are gamebreakingly useful (for a sorceress at
    least) and most of them require a medium rune.
    Mercs are always hireable at a level equal to a range from one to five below
    the player's current level.  This is very convenient since the player can
    replace a merc at anytime and not spend hours leveling the new merc.
    No Marrowwalk Bug
    Gone in 1.11, even though the sorceress could not exploit the bug
    effectively.  It weakens the bone necromancer, a deadly PvP opponent.
      3. Terminology
    Below is a small glossary of terms used throughout this FAQ.
     3.1. Abbrevations
    AR   = Attack Rating
    CLVL = Character level
    D2C  = Diablo 2 Classic
    D2X  = Diablo 2 Expansion: Lord of Destruction
    DR   = Damage Reduction
    SLVL = Skill level
    FCR  = Faster Cast Rate
    FHR  = Faster Hit Recovery
    FPS  = Frames per second  (Game runs at 25 frames per second.)
    IAS  = Increased Attack Speed
    ITD  = Ignore Target's Defense
    LCS  = Lying Character Screen
    MF   = Magic Find -or- Better Chance of Getting Magic Items
    PMH  = Prevent Monster Heal
    PvM  = Player vs. Monster
    PvP  = Player vs. Player, in context of mutually consented dueling.
    PK   = Player Killer -or- Player Killing
    SORC = Sorceress
    Runewords/Unique Items
    BK   = Bul-Kathos' Wedding Band (unique ring)
    BotD = Breath of the Dying
    CoA  = Crown of Ages
    CoH  = Chains of Honor
    CtA  = Call to Arms
    HotO = Heart of the Oak
    SoJ  = The Stone of Jordon
     3.2. Definitions
    -- BLOOD MANA --
    This is a nasty curse that Baal and succubi in Act V can cast on the
    sorceress (or any other character) when she has more mana than life.
    The curse will cause the sorceress to lose life instead of mana when
    casting skills.  If the sorceress receives the Blood Mana curse, a thin,
    reddish curve swirling above her head becomes visible.
    -- BUG --
    For Diablo II, a bug is an error in the game that causes unintended,
    sometimes bizarre, effects on gameplay.  The beneficial bugs are often
    exploited and abused by ruthless powergamers, while harmful bugs can crash
    the game or cause grief for your character.
    -- BUILD --
    This describes a distinct character defined by its stats (how much
    str/dex/vit/enr), skills (fire, lightning, and/or cold), and items used.
    This describes a character build that is very common, usually because it is
    one of the most powerful.  On Battlenet chat, it is possible to see several
    identical characters standing side-by-side, hence the term cookie-cutter.
    Such builds define the standard.
    -- DC --
    Short for Diabloclone, or Uber Diablo.
    Shortly before the release of 1.10, Blizzard released teasers regarding the
    World Event, which involved the selling of Stones of Jordan and rumors of a
    super boss monster whose name at the time was unknown.  This monster's stats
    can be found in monstats.txt, and his handle was "diabloclone".  Shortly
    after the release of 1.10, Blizzard added this monster to Arreat Summit and
    named it Uber Diablo.  However, people still refer to it by its code name.
    -- FARMING --
    This describes the exploitation of specific areas and/or bosses for their
    potential item yields by killing all the monsters and bosses in those areas
    repeatedly game after game.  For example, killing the Countess for runes.
    -- FAST CAST --
    Short for faster cast, it is an item property found on some items that lets
    the sorceress cast all skills at a faster pace.
    -- GLASS CANNON --
    This describes a ranged character capable of dealing extreme damage from a
    distance, but is highly vulnerable to damage.  The phrase "Can dish it out,
    but can't take it." describes the glass cannon perfectly.  Glass cannon also
    describes a bow-wielding amazon (bowazon) that places all stat points into
    dexterity for maximum damage.
    This is a mocking term for the character screen, which is notorious for
    reporting incorrect information, especially damage.
    -- MEAT SHIELD --
    A character that is designed to attract monsters, keep them still, and
    absorb their attacks.  Such a character has a combination of high life,
    resistances, and/or life leech to survive such attacks.  While the monsters
    are busy attacking the meat shield, the sorceress can easily aim and cast
    spells at them from relative safety.
    -- METEORB --
    A sorceress that specializes in Fire Ball, Meteor, and Frozen Orb.
    Meteorb is the most effective two-tree sorceress in 1.10/1.11.
    -- MULE --
    A character created specifically to hold items in his stash and/or inventory
    until they can be transferred then put to use by another character.
    -- NAMELOCK --
    The player can lock on a target by clicking on it and holding down the mouse
    button.  A lock on a target lets the player's character aim directly at the
    target at all times for as long as the mouse button is held, regardless
    where the cursor is, until the target (or the character) dies or moves too
    far away.
    -- NERF --
    The weakening of a skill or some other game feature after an update.  Nerfs
    appear in two forms:  direct and indirect.  A direct nerf weakens a skill by
    lowering its damage or removing features that made the skill powerful; for
    example, removing pierce from Guided Arrow.  An indirect nerf weakens the
    skill by powering up everything else in the game; for example, raising
    monsters' hit points and resistances while Fire Wall remained unchanged.
    -- OSKILL --
    One of 1.10's new features is that some items can grant a skill usable by
    any class, and that skill can be used at will, as long as the user can pay
    the mana cost.  For example, the Widowmaker Ward Bow allows any character,
    even a sorceress, to shoot Guided Arrows.  These skills often come with huge
    bonuses.  However, if the class can use the granted skill naturally, the
    bonus is capped at +3.  For example, a Call to Arms weapon that gives +6
    to Battle Orders, a barbarian skill, will give the sorceress a level 6
    (or higher if she has '+ to All Skills' items) Battle Orders.  On the other
    hand, if the sorceress equips two items from Trang-Oul's Avatar, which gives
    +18 Fire Ball to other classes, the sorceress will only boost her Fire Ball
    by +3, even if she has not learned the skill.
    The main addition from the 1.11 patch, available only on the realms.
    Pandemonium is a special quest available only in Hell.  To access it,
    the player must first collect three special keys:  Hate, Terror, and
    Destruction.  Once all three keys are collected, the player must go to
    Harrogath, place the keys in the Horadric Cube, and press Transmute to open
    a portal.  The portal connects to one of three realms.  Each of these realms
    is ruled by more powerful versions of Andariel, Duriel, or Izual.  Defeating
    one of these bosses yields a relic from one of the prime evils.  Once all
    three relics are collected, the player can cube them in Harrogath to open
    a portal to Uber Tristram (see below).
    -- PARKING --
    This describes the strategy of luring monsters to a place (usually a remote
    area away from traffic), then leaving them behind.  Lurking monsters away
    is the easy part.  Leaving monsters without them following the player back
    is the hard part.  The sorceress can easily park monsters by teleporting
    through obstacles so that monsters have no chance of following.
    -- PROC --
    This describes skills cast from items that have a chance to activate when
    the specified condition is met.  For example, 33% chance to cast level 1
    Decrepify on striking.
    -- PREBUFFING --
    This is the process of switching normal battle equipment for items that
    increase the level of a single buffing skill to the highest possible,
    casting the skill on as many allies as possible, then switching back to
    normal equipment.  This is used most often for Enchant and Energy Shield.
    -- SHAKO --
    The elite version of a cap.  However, when many people write "shako", they
    don't mean any old shako; instead they refer to the unique shako named the
    Harlequin Crest.  (Why people call it Shako instead of Harly or Harle,
    I don't know.)  In any event, the Harlequin Crest is a very powerful helm
    for the sorceress in Diablo 2: LoD.  Since 1.10, more helms comparable to
    the "shako" are available, and some of them may be better for specialized
    builds.  Nonetheless, the Harlequin Crest remains to be a great all-around
    -- +SKILLS --
    An increase of all (or in this case, sorceress) learned skills by a variable
    amount of levels.  This increase is given by all equipped items with the
    attribute '+x TO SORCERESS SKILL LEVELS' or '+x TO ALL SKILLS'.
    -- SPAM (or SPAMMING) --
    The continuous, rapid-fire use of an untimered skill.
    -- SYNERGY --
    The basic idea is when a player adds points to a skill, it bestows bonuses
    to other skills as well.  For example, placing a point in Fire Bolt not only
    improves Fire Bolt, but also gives a damage bonus to Fire Ball and Meteor.
    -- TANK --
    As a noun, it is another term for MEAT SHIELD; often used interchangably.
    As a verb, tanking is to stand up against enemies and get their attention,
    then take a beating from them.
    This is a behavior minions bound to a boss monster exhibit.  While the
    leader is within screen distance, the minion will act normally.  Once the
    distance between minion and leader exceeds a certain point, the minion
    will (usually) turn back and return to the leader before resuming normal
    behavior.  It is as if the minion was bound by an invisible leech held by
    the leader, hence the teather effect.  The player can easily observe this
    behavior on a merc.  The player runs away, and if the merc was busy fighting
    some monster, he will run after the player.  The teather is not infallible.
    Occasionally, the teather will break and the minion will continue to pursue
    its target instead of turning back to its leader.
    -- TIMERED --
    A skill that once cast, cannot be cast again for a short time.  In addition,
    other timered skills cannot be used during the cool-down period.
    -- TWINK --
    This is a player who builds optimized characters via precise stat and skill
    placement and ideal equipment, with the latter transferred from mules and
    available right from the start.  For those familiar with pen-and-paper
    role-playing games such as Dungeons & Dragons, a twink is akin to a
    powergamer (if using legal items only) or munchkin (if using hacked,
    overpowered items that cannot spawn naturally).
    Sometimes called Chaos Tristram, this is the site of the final battle in the
    Pandemonium quest.  This hell-hole contains powered-up versions of all three
    prime evils, Uber Mephisto, Pandemonium Diablo, and Uber Baal.  If all three
    bosses are defeated, a unique large charm, The Hellfire Torch will drop.
    -- UNTWINKED (a.k.a. PURIST) --
    A character that plays through the game without the aid of powerful items
    handed down to him from other characters.  Such characters (often) do not
    have ready access to all the ideal equipment and must find them.
    -- VILENESS --
    This describes the item property "PREVENT MONSTER HEAL" found on various
    items, usually on melee and throwing weapons.  When damaged, most monsters
    will regenerate life slowly.  Striking the monster with a weapon with this
    effect will halt regeneration for as long as the fight lasts.  Exception:
    Pandemonium bosses are immune.
    -- VULPINE --
    This describes the item property "% DAMAGE TAKEN GOES TO MANA" found on
    various items.  When a character takes damage from physical attacks, mana
    equal to the percentage of the damage taken is added to the character's mana
     3.3. Known Bugs
    Unless stated otherwise, these bugs apply to 1.10 and 1.11.
    -- ANYA BUG --
    When a character dies, all the resistance bonus gained from Malah's
    resistance scrolls, a quest reward, is lost until the character leaves the
    current game.  The lost resistance is recovered as soon as the character
    reenters the current game or joins a new game.
    The skills Fire Mastery and Lightning Mastery, as well as items that
    multiply elemental damage, such as Nightwing's Veil for cold, do NOT work
    on missile weapons (i.e., bows or throwing weapons), even though the lying
    character screen says otherwise.  For example, The Stone of Jordan adds 1-12
    lightning damage to attacks.  Level 20 Lightning Mastery would multiply this
    damage, by +278%, to 3-45.  However, only melee attacks get the full damage
    of 3-45; missile attacks simply get 1-12.
    When ethereal armor spawns, its base defense increases by 50%.  In 1.10,
    when ethereal armor is upgraded, the ethereal defense bonus is lost.
    In 1.11, that bug is fixed.  However, there is a new bug where if the cube
    is used to add sockets to ethereal armor, the ethereal defense bonus is
    applied a second time to the armor, resulting in armor with its base defense
    increased by 125%.
    -- INFERNO BUG --
    The sorceress skill Inferno, as well as all other similar skills, namely
    Arctic Blast and Wake of Inferno, deal half the listed damage.  Half damage
    weakens these already underpowered skills into uselessness, at least when
    used by a player or merc.  Monsters seem to cause plenty of damage to a
    player (without adequate protection) with their versions of these attacks
    just fine.
    In 1.10, skills granted by items via charges bestowed synergy bonuses
    as long as the skill granted did not have any skill points spent there.
    Marrowwalk had charges for level 33 Bone Prison.  Necromancers equipped with
    Marrowwalk would gain 33 levels of synergy bonuses to teeth, bone armor,
    bone spear, and bone spirit as long as the necromancer did not learn
    Bone Prison.  This not only saved the necro skill points, but also made him
    stronger than a necro who spent 20 points in Bone Prison.  1.11 has removed
    this bug, lowering the maximum damage a bone necromancer can do.
    -- STRENGTH BUG:  Invisible Items --
    Noticable only in multiplayer, this bug occurs when a character uses charms
    to meet the stat requirements of an item.  Such items are invisible to other
    players.  For example, it is possible to see an unarmed amazon launch arrows
    while punching.  She is actually armed with a bow and the player controlling
    the amazon can see every item just fine, but all other players cannot.  This
    bug is unsightly, but otherwise does not impair performance.
    -- STRENGTH BUG:  Self-Supporting Items --
    Introduced in 1.10, this bug occurs when a character uses an item's stat
    bonuses to qualify for that same item's requirements.  This is done by
    swapping out the character's normal equipment with other stat boosting
    equipment until the requirements of the item to be equipped are met.
    Once the requirements are met and the item equipped, the stat boosters are
    swapped back out for normal equipment.  As a result, the item is supporting
    itself with its stat bonus.
      For example, character with 140 STR, wants to use Stormshield,
      which adds +30 STR, but cannot due to lack of STR.  The character
      swaps Arachnid Mesh for Thundergods Vigor, a belt that adds
      +20 STR.  He can now equip Stormshield and does so.  He then swaps
      out Thundergods Vigor for Arachnid Mesh.  Character can still use
      Stormshield because it is supporting itself with its +30 STR.
    Exploiting this bug (it is a bug because this was impossible in 1.09 or
    before) is dangerous because of potential item loss.  If a character
    exploiting this bug dies, then tries to recover his corpse, he CANNOT equip
    the item because the character does not have the stats to equip it, and if
    the inventory is full (and it will be with all the charms in the inventory),
    the item will remain on the corpse.  If the character dies again, items will
    be on multiple corpses.  If the player is forced to leave the game at this
    point, some items will be lost.  Also, when the character leaves the game
    then returns to a new game, the item will be disabled because of the lack of
    stats to equip it, and the whole item swapping ritual must be done again to
    get the item to support itself.  Bottom line, don't skimp the STR or DEX
    just to get a little more life -- just play it safe or you will be sorry
    one day.
      4. Stats
    A level one sorceress begins with the following stats:
      STR:  10
      DEX:  25
      VIT:  10
      ENR:  35
      STAMINA:  74
      LIFE:     40
      MANA:     35
    For each level attained, the sorceress gains the following:
      +1 to stamina
      +1 to life
      +2 to mana
      +5 stat points
    The sorceress can earn up to 505 points to distribute among her stats.
       490 from level ups
        15 from Lam Esen Tome quest
       505 total extra stat points
    The sorceress can also earn up to 60 more life from the Golden Bird quest.
    Due to experience penalties at higher character levels, reaching level 99
    is highly unlikely.  You can expect the sorceress to reach somewhere between
    level 80 and 90.  Progressing beyond 90 will be tedious, and only the very
    dedicated and powerful can reach levels beyond 95.  Therefore, plan builds
    with about 400-450 extra points, not the full 505 points a level 99
    character has.
     4.1. Attributes
    Each character has four attributes:  Strength (STR), Dexterity (DEX),
    Vitality (VIT), and Energy (ENR or NRG)
      Item Requirements, Melee Damage, and Ranged Damage with throwing weapons.
    Usefulness to Blasters:
      If the Spirit runeword is available, the sorceress needs 156 STR to equip
      a monarch, the lightest shield available with four sockets.  Spirit is so
      powerful as a caster shield that nothing else, not even Lidless Wall,
      comes even close.  156 STR also allows the sorceress to equip a
      Stormshield, the best damage reduction item in the game, or 4 perfect gem
      shield for resistance stacking in some dueling matchups.  If Spirit is
      unavailable and you do not desire Stormshield, then aim for a Strength
      score anywhere from 77 to 110.  This is because the sorceress needs a
      moderate amount to equip some of the stronger armor in the game.  Below
      are the strength cutoffs for some popular items:
          STR | Item Base          Special Item
           75 | Tower Shield       Sigon's Guard
           77 | Dusk Shroud        Ormus' Robes
           77 | Heater             (up) Viscerataunt
           84 | --                 Tal Rasha's Guardianship
           84 | Wyrmhide           (up) Skin of the Vipermagi
           88 | Battle Belt        (up) Goldwrap, Snowclash
           91 | Scarabshell Boots  Sandstorm Trek
           95 | Battle Boots       War Travelers
           96 | --                 Nightwing's Veil
           97 | Russet Armor       Skullder's Ire
          103 | Archon Plate       -- (various runewords)
          106 | Mithril Coil       Verdungo's Hearty Cord
          106 | Troll Nest         Headhunter's Glory
          110 | War Belt           Thundergods Vigor
          156 | Monarch            Spirit, Stormshield
          174 | Corona             Crown of Ages
    Usefulness to Fighters:
      Melee fighters who want a shield to block will need 156 STR for
      Stormshield, the heaviest item used.  All of the best elite one-handed
      weapons have requirements lower than this.  Melee fighters who want to
      wield heavy two-handed weapons will need somewhat higher strength, up
      to 184, to equip elite axes and polearms, and possibly other armor such as
      the Crown of Ages.  Ranged fighters, those who take the path of archery,
      have the same strength requirements as a blaster sorceress.  This is
      because strength requirements for all the ideal bows, which is 80 or less,
      is less than the requirements needed for most of the best armor for the
      Item Requirements, Melee Damage with knives and throwing weapons,
      Ranged Damage, Attack Rating, Defense Rating, and Chance to Block.
    Usefulness to Everyone:
      If you want your sorceress to use a shield to block attacks, she needs
      high dexterity to maintain 75% blocking.  75% blocking with Stormshield
      requires 237 DEX at level 99.  Needless to say, this is more than enough
      needed to equip any weapon in the game.
      Blasters who forsake blocking in favor of high life only need 75 at most
      for Wizardspike, a powerful defensive caster item that is relatively easy
      to obtain (at least on Battlenet), making it ideal for those who are
      starting out and lack easy access to great items.  Below are the dexterity
      cutoffs for some useful caster items:
          DEX | Item Base          Special Item
           35 | Flail              Heart of the Oak
           37 | Elder Staff        Ondal's Wisdom
           42 | Tulwar             Blade of Alibaba
           75 | Bone Knife         Wizardspike
      Fighters who cannot block because they wield two-handed weapons
      (e.g., bows or polearms) or offensive shields with poor blocking
      (e.g., Dream) need up to 146 DEX depending on the weapon of choice.
          DEX | Item Base          Special Item
        >> ONE-HANDED MELEE <<
           59 | Berserker Axe
           77 | Scourge
          109 | Cryptic Sword
          136 | Phase Blade
          122 | Winged Axe         Lacerator
          142 | Winged Knife       Warshrike
        >> TWO-HANDED MELEE <<
           55 | Glorious Axe
           59 | Champion Axe
           65 | Silver Edged Axe
           99 | Great Poleaxe
          103 | Cryptic Axe
          140 | Giant Thresher
        >> BOWS <<
           49 | Cedar Bow          Kuko Shakaku
           80 | Ballista           Buriza-Do Kyanon
           95 | Chu-Ko-Nu          Demon Machine
          119 | Blade Bow
          132 | Diamond Bow        (up) Whichwild String
          146 | Ward Bow           Widowmaker
      Life, Stamina, and Chance for Double Heal with Life Potions.
      Each point to vitality adds 2 points to life and 1 point to stamina.
    Usefulness to Vitality Sorceress:
      This is a very important stat for the sorceress since it affects how much
      life she has.  All spare points should be placed in vitality.  The more
      life the sorceress has, the harder it is for her to die.  In Hell, strive
      for at least 1000 life.  While you can get a big chunk of that from items
      and charms, vitality must be increased.  Therefore, increase vitality to
      at least 200, preferably more, for Hell games.
    Usefulness to Energy Shield Sorceress:
      For an Energy Shield sorceress, most damage taken will be subtracted from
      mana instead of life.  Therefore, stat points that normally go to Vitality
      go to Energy instead.
      Mana and Chance for Double Heal with Mana Potions.  Each point to energy
      adds 2 points to mana.
    Usefulness to Vitality Sorceress:
      Believe it or not, thanks to mana boosting items and the availability of
      mana potions sold at vendors, the sorceress can get by with base energy.
      Base energy blaster builds will experience mana shortage problems during
      early and mid-game, but that will go away or become less of a problem once
      high levels are reached.  During those earlier levels, the sorceress will
      need to buy and drink mana potions often.  For all the power builds that
      do not use Energy Shield, a mana pool of around 800 should be plenty for
      comfortable use of skills, though 400 to 500 will do if you need to
      sacrifice mana for more important stats such as life.  The lower the mana
      pool, the more often potions are drunk.  In any case, max mana should be
      kept below max life so succubi and Baal cannot cast the dreaded Blood Mana
      curse to cripple the sorceress.
    Usefulness to Energy Shield Sorceress:
      Mana is life for the energy shield sorceress, and all spare points go
      here.  In Hell, strive for at least 2000 mana.  Unfortunately, Blood Mana
      will be unavoidable in Act 5.
     4.2. Blocking
    One major aspect of the build that must be decided on from the very
    beginning is whether or not you are willing to spend the Dexterity needed
    to allow the sorceress to block competently with a shield.  How often the
    sorceress successfully blocks attacks depends on her block rate.  Block rate
    is calculated by a combination of dexterity, character level, and the
    shield's block rate.  As the sorceress gains levels, dexterity must be
    raised to maintain the block rate.  Thus, high levels require high dexterity
    or block rate will be low.  Of course, spending points in dexterity will
    mean fewer points available for the other stats.
    When an incoming attack is blocked, that attack is negated, but the
    sorceress will freeze for a moment due to blocking animation.  This forced
    stop might give other attackers the chance to hit the sorceress.  However,
    one nice feature introduced in 1.10 is that if the sorceress blocks
    successive attacks immediately after blocking the first, she will not be
    locked in blocking animation.  That will not stop hit recovery if an attack
    gets past blocking and hits the sorceress hard enough.  Thus, while blocking
    can be very useful, it can be dangerous if the blocking percentage is not
    high enough.  With low-to-medium block rate, say 20-60%, if the sorceress
    gets caught by a group of enemies, she will often stop to block one attack,
    but because of inconsistent block rate, she will often take a hit.  If that
    hit puts her into hit recovery, she cannot move.  However, if she blocks
    another attack while in hit recovery, she will be forced into block
    animation, but then if she gets hit again... well, you get the idea.
    It is easy to get pinned like this by a concentrated attack from several
    opponents.  With no or very low block rate, the sorceress will almost never
    block; and with a very high block rate, there is a good chance the sorceress
    will block every attack while trying to Teleport away.  Blocking is one of
    those all-or-nothing things.  If you want to block, aim for the maximum of
    75% with your shield of choice.
    High dexterity and high block rate
    + Most attacks based on physical damage are negated.
    + Shields can block some attacks that ignore defense totally.  For example,
       Guided Arrow, Tornado, succubi blood stars.
    + The sorceress meets the Dexterity requirements of most, if not all,
    + The sorceress has a decent chance of hitting a monster at least once
       with a weapon of vileness in case its regeneration must be suppressed.
       Uber Diablo is the most obvious example.
    - When the sorceress blocks an attack, she enters block animation and
       freezes for a moment.
    - 2 points per level must be spent in Dexterity to maintain block rate.
    - All stat points spent in Dexterity means less stat points toward other
       stats.  This usually means Vitality gets less, and the sorceress has
       less life as a result.
    - The sorceress needs to find a shield with a high block rate.
    What the following terms mean...
    Total block     = Block percentage you seek, usually 75%.
    Chance to Block = Block percentage listed on the shield.
    Below is the formula to calculate your chance to block an attack.
        Total Block = (Chance to Block * (DEX - 15)) / (clvl * 2)
    Sometimes, you know how much blocking you want and you want to know how much
    dexterity the sorceress needs to block with your shield of choice.  Solving
    for DEX, we get the following formula:
        DEX = (Total Block * clvl * 2 / Chance to Block) + 15
    Below are cutoffs for maximum blocking (75%) with the best shields.
                                     |        Character Level
        Shield (Chance to Block)     |  75   80   85   90   95   99
                                     |   DEX Needed for 75% block
       Whinstan's Guard (87%)        | 145  153  162  171  179  186
       Up'd Viscerataunt (72%)       | 172  182  193  203  213  222
       Stormshield (67%)             | 183  195  206  217  228  237
       Up'd Moser's Circle (65%)     | 189  200  212  223  235  244
       Sanctuary Hyperion (64%)      | 191  203  215  226  238  248
       Sanctuary Monarch (62%)       | 197  209  221  233  245  255
       Sanctuary Troll Nest (60%)    | 203  215  228  240  253  262
       NOTE:  Sanctuary has an inherit +20 DEX.
    "Should my sorceress block?"
    Still have trouble deciding whether blocking is right for you?
    Your sorceress should block if any of the following apply:
    1) Your game involves a connection to a server (e.g., BattleNet), and you
       lag (or have a ping above 100) while playing.
    Some players say the sorceress should never get hit by enemies.  This
    is easier said than done, and if you lag, avoiding contact can become
    difficult.  During a lag spike, your character can freeze for several
    seconds, allowing monsters to hammer your helpless character during
    that time.
    2) You want your sorceress to tank for herself.
    This is handy if you need to keep monsters standing still for attacks like
    Meteor or Fire Wall to hit.
    3) You want your sorceress to duel.
    Opponents will find ways to hit your character.  Blocking will stop many of
    these attacks.
    4) Your sorceress is a melee Enchantress (assuming no werebear).
    Defense and high life alone isn't going to save a melee sorceress from a
    concentrated attack from multiple attackers.  She needs blocking to reduce
    the hits taken.
    Your sorceress should AVOID blocking if any of the following apply:
    1) Your sorceress cannot find a good blocking shield.
    If playing with your first character, it may take a while before your
    character finds a shield that can block and resist elemental damage
    effectively.  If your character's equipment is shabby enough that you must
    choose between blocking or resistance, choose resistance.
    2) Your sorceress wants or needs a shield with a low block rate.
    Many pro sorceress players prefer the extra life from high vitality and/or
    the caster power from Spirit or Lidless Wall.  In fact, sorceresses who want
    7 fps cast rate must use Spirit or Lidless Wall to break the +200% faster
    cast barrier.  In addition to skill and fast cast junkies, one other build
    is bound to a shield with a poor block rate, the Dream sorceress.  A Dream
    sorceress needs to equip a Dream shield, which has low block rate.
    3) Your sorceress build cannot equip a shield.
    Sorceresses equipped with two-handed weapons (e.g., bows, polearms) simply
    cannot equip a shield.
    4) Your sorceress is a Werebear Enchantress (i.e., uses the Werebear oskill
       from Beast).
    The Werebear's blocking speed is excruciatingly slow to the point of
    paralysis.  Such slow blocking hurts the werebear sorceress more than it
      5. Skills
    The sorceress can earn up to 110 points to distribute among skills.
        98 from level ups
         3 from Den of Evil quest
         3 from Radament quest
         6 from Izual quest
       110 total skill points
    As with stat points, don't expect to reach level 99 and the full 110 skill
    points.  Count on gaining from 90 to 100 points.
    Screen distance is assumed to be in 640x480 resolution.  (Explanation:
    This was the resolution I used during the days I played Diablo II, as the
    game ran painfully slow whenever I tried 800x600.  However, I suspect more
    people use 800x600.)
    Duration and other time fields are listed in seconds.  Range is listed in
    It should be noted that the shape of circular areas is not a perfect circle.
    Instead, it is oval or diamond shaped depending on the skill used.  This
    phenomenon is evident when skills like Inferno or Nova are cast.
    IMPORTANT NOTE:  The damage shown in the tables assume *NO* synergies taken
    into account.  Since some skills require prerequisites that are synergies,
    the damage of those skills will be higher than shown here.
     5.1. Fire Skills
                Fire    Warmth
                Bolt       |
                  |        |
      Inferno     |        |
         |        |        |
         |        |        |
       Blaze   Fireball    |
         |        |   \    |
         |        |    \   |
      Firewall    |     Enchant
             \    |        |
              \   |        |
               Meteor      |
                Fire     Hydra
    Required level:  1
    "Creates a magical flaming missile."
     Mana Cost:  2.5
     slvl  Fire Damage | slvl  Fire Damage 
       1       3-  6   |  11      19- 25
       2       4-  7   |  12      21- 28
       3       6-  9   |  13      23- 31
       4       7- 10   |  14      25- 34
       5       9- 12   |  15      27- 37
       6      10- 13   |  16      29- 40
       7      12- 15   |  17      33- 45
       8      13- 16   |  18      37- 50
       9      15- 19   |  19      41- 55
      10      17- 22   |  20      45- 60
    Receives Bonuses From:
    Fire Ball:  +16% Fire Damage per Level
    Meteor:     +16% Fire Damage per Level
    Useful for killing monsters in early Act I, and the short staff all
    sorceresses begin with has this skill.  Thanks to synergies, Fire Bolt can
    become powerful enough to kill in Hell.  However, Fire Ball is usually more
    powerful, so investing heavily into Fire Bolt is still not a good idea, at
    least not before maxing out other fire attacks.  However, Fire Bolt's damage
    rises faster than Fire Ball's, and the gap will shrink as the skill levels
    rise.  By slvl 47 and beyond, synergized Fire Bolt will surpass synergized
    Fire Ball in raw damage.
    Required level:  1
    "Passive -- increases the rate at which you recover mana."
     slvl  Percentage | slvl  Percentage 
       1       30%    |  11      150%
       2       42%    |  12      162%
       3       54%    |  13      174%
       4       66%    |  14      186%
       5       78%    |  15      198%
       6       90%    |  16      210%
       7      102%    |  17      222%
       8      114%    |  18      234%
       9      126%    |  19      246%
      10      138%    |  20      258%
    Although Warmth is useful, most blaster sorceresses can only afford to add
    one point to Warmth because they need all of their skill points to develop
    their primary attacks and damage boosters.  Enchantresses should max Warmth
    because it increases Enchant's damage.  Regardless what skills the sorceress
    learns, Warmth is always worth at least one point.
    Required level:  6
    "Creates a continuous jet of flame to scorch your enemies."
     Minimum Mana to Cast:  6
             Average                |         Average
     slvl  Fire Damage  Range  Mana | slvl  Fire Damage  Range  Mana
       1      12- 25      3.3    7  |  11     108-122      8.0    8
       2      21- 34      3.3    7  |  12     118-132      8.6    9
       3      31- 43      4.0    7  |  13     128-143      9.3    9
       4      40- 53      4.6    7  |  14     139-153      9.3    9
       5      50- 62      5.3    7  |  15     149-164     10.0    9
       6      59- 71      5.3    8  |  16     159-175     10.6    9
       7      68- 81      6.0    8  |  17     170-186     11.3   10
       8      78- 90      6.6    8  |  18     181-197     11.3   10
       9      88-101      7.3    8  |  19     192-208     12.0   10
      10      98-111      7.3    8  |  20     203-220     12.6   10
    Receives Bonuses From:
    Warmth:  +13% Fire Damage per Level
    (WARNING:  Bug causes Inferno to inflict half the listed damage!)
    Inferno shoots a stream of fire that can penetrate and roast multiple
    targets.  At low levels, the range of Inferno is extremely short.  More
    points into Inferno will increase the range and damage, and the flames can
    go beyond full screen at very high levels.  While firing, the sorceress
    stands still and CANNOT walk or run.  If a target is clicked, the sorceress
    will rotate on her own to aim directly the target and fire continuously
    until the target dies, the attack button is released, the sorceress is
    forced into hit recovery, she runs out of mana.  For the best control, click
    the ground near the target so you can rotate freely and continue firing even
    after the sorceress kills your target.  Due to the lack of mobility, getting
    interrupted can be a problem.  Try to make it hard as possible for monsters
    to reach the sorceress.  Hide behind mercs or other players and let them
    tank if possible.  Also, use any gaps in terrain available to separate the
    sorceress from the bad guys.
    Inferno is Weak with a captial 'W'.  The listed damage per second of a
    fully synergized Inferno is less than two or three Fire Balls with only one
    synergy maxed.  Unfortunately, it gets worse.  Thanks to a bug, Inferno
    inflicts only half the listed damage.  With only half damage, Inferno is
    weaker than two maxed Fire Balls with no synergies.  The verdict:  Inferno
    is a grossly underpowered skill for masochistic players who wish to play a
    handicapped build.  For more practical players, the only reason to add a
    point to Inferno is if it is needed as a prerequisite for Meteor or
    Fire Wall.
    Required level:  12
    "Creates a wall of fire in your wake to scorch your enemies."
                       Average      Fire
     slvl  Duration  Fire Damage  Duration  Mana
       1      4.6       18-  37      4.6     11
       2      5.6       28-  46      6.8     11
       3      6.6       37-  56      8.4     12
       4      7.6       46-  65      9.9     12
       5      8.6       56-  75     11.0     13
       6      9.6       65-  84     11.8     13
       7     10.6       75-  93     12.6     14
       8     11.6       84- 103     13.1     14
       9     12.6       98- 117     13.8     15
      10     13.6      112- 131     14.2     15
      11     14.6      126- 145     14.7     16
      12     15.6      140- 159     15.1     16
      13     16.6      154- 173     15.4     17
      14     17.6      168- 187     15.8     17
      15     18.6      182- 201     16.0     18
      16     19.6      196- 215     16.4     18
      17     20.6      215- 234     16.5     19
      18     21.6      234- 253     16.7     19
      19     22.6      253- 271     16.9     20
      20     23.6      271- 290     17.1     20
    Duration = how long the sorceress will lay down fire.
    Fire Duration = how long the flames will burn.
    In early Normal, Blaze is useful for burning up monsters eager to chase
    the sorceress, especially the act bosses Andariel and Duriel.  After the
    sorceress casts Blaze, let the monsters chase her.  They will run into the
    flames and take damage.  Multiple flame trails can stack to create a patch
    of fire more damaging by running (or walking) over an area multiple times.
    However, Blaze's damage is low so it will take time for Blaze to kill.
    If you want powerful attacks, look elsewhere.  Only Fire Wall or Meteor
    sorceresses need to add a point here.
    Required level:  12
    "Creates an explosive sphere of fiery death to engulf your enemies."
     Radius:  2 yards.
     (NOTE:  1 yard is a display error from skilldesc.txt)
     slvl  Fire Damage  Mana | slvl  Fire Damage  Mana 
       1       6- 14     5.0 |  11      86-104    10.0
       2      12- 21     5.5 |  12      97-116    10.5
       3      19- 29     6.0 |  13     109-129    11.0
       4      25- 36     6.5 |  14     120-141    11.5
       5      32- 44     7.0 |  15     132-154    12.0
       6      38- 51     7.5 |  16     143-166    12.5
       7      45- 59     8.0 |  17     157-181    13.0
       8      51- 66     8.5 |  18     171-196    13.5
       9      63- 79     9.0 |  19     185-211    14.0
      10      74- 91     9.5 |  20     199-226    14.5
    Receives Bonuses From:
    Fire Bolt:  +14% Fire Damage per Level
    Meteor:     +14% Fire Damage per Level
    Fire Ball launches a flaming missile much like Fire Bolt except it looks
    bigger and it explodes on contact.  The explosion can hit multiple monsters
    that are packed into a tight group.  Fire Ball is the staple fire attack for
    the fire sorceress.  Once fully developed, Fire Ball can inflict more fire
    damage per second than any other fire attack except Fire Bolt at extremely
    high levels.  Fire Ball is used to blast foes in a standard encounter, where
    enemies are weak enough to be destroyed by a few fireballs sooner than the
    time it takes for a single Meteor to land.  Even in big fights, such as
    bosses, Fire Ball is handy to cast between the delays of Meteor.  Naturally,
    the fire sorceress will max this skill.
    Required level:  12
    "Creates a wall of flame that blocks or burns your enemies."
     Casting Delay:  1.4 sec.
     Duration:  3.6 sec.
             Average     Wall        |         Average     Wall
     slvl  Fire Damage  Radius  Mana | slvl  Fire Damage  Radius  Mana 
       1      70-  93     4.6    22  |  11     562- 585    18.0    32
       2     112- 135     6.0    23  |  12     628- 651    19.3    33
       3     154- 178     7.3    24  |  13     693- 717    20.6    34
       4     196- 220     8.6    25  |  14     759- 782    22.0    35
       5     239- 262    10.0    26  |  15     825- 848    23.3    36
       6     281- 304    11.3    27  |  16     890- 914    24.6    37
       7     323- 346    12.6    28  |  17     989-1012    26.0    38
       8     365- 389    14.0    29  |  18    1087-1110    27.3    39
       9     431- 454    15.3    30  |  19    1185-1209    28.6    40
      10     496- 520    16.6    31  |  20    1284-1307    30.0    41
    Point, click, and a wall of fire perpendicular to the sorceress instantly
    flares up.  The wall of fire is thin, but those caught in the flames are in
    for a world of hurt.  The key to making Fire Wall effective is to pin the
    enemies in the flames as long as possible.  For stationary enemies like
    traps and many ranged attackers, this is not a problem.  For moving targets,
    a way to impair their mobility is necessary.  One obvious way to do this is
    to freeze targets with Ice Blast or Glacial Spike.  Another way to keep
    enemies still is to offer them a meat shield so they will stop to attack it.
    For the sorceress, a melee merc is an excellent meat shield.  As the
    monsters attack, raise a firewall under their feet, and monsters will take
    damage where they stand.
    Fire Wall is a powerful attack with minimum skill point investment.  Just
    max Fire Wall and medium to high Fire Mastery is enough to kill many Hell
    monsters, making it a good secondary attack.  A sturdy tank is mandatory to
    keep monsters still though.  However, a Meteor of similar point investment
    is superior to Firewall in nearly every way, namely that Meteor does
    comparable damage but is much easier to hit with and drains less mana.
    The two advantages Fire Wall has over Meteor is instant damage and fewer
    prerequisites needed.
    Required level:  18
    "Enchants equipped weapon of targeted character or minion.  Adds fire
     damage to melee weapons.  Adds one-third damage to ranged weapons."
     slvl  Duration  Fire Damage  Attack Bonus  Mana
       1      144        8- 10         20%       25
       2      168        9- 12         29%       26
       3      192       11- 15         38%       27
       4      216       12- 17         47%       28
       5      240       14- 20         56%       29
       6      264       15- 22         65%       30
       7      288       17- 25         74%       31
       8      312       18- 27         83%       32
       9      336       22- 32         92%       33
      10      360       25- 36        101%       34
      11      384       29- 41        110%       35
      12      408       32- 45        119%       36
      13      432       36- 50        128%       37
      14      456       39- 54        137%       38
      15      480       43- 59        146%       39
      16      504       46- 63        155%       40
      17      528       52- 70        164%       41
      18      552       57- 76        173%       42
      19      576       63- 83        182%       43
      20      600       68- 89        191%       44
    Receives Bonuses From:
    Warmth:  +9% Fire Damage per Level
    First and foremost, the in-game description of Enchant is a relic from
    previous versions that is obsolete in the post-1.10 game environment.
    Enchant is the one skill that defines the fighter sorceress build, as it can
    provide tremendous fire damage and accuracy boosts to the sorceress and her
    allies if fully developed.  Blaster sorceresses will have no or very little
    use for this skill as Enchant requires the sorceress to strike foes with
    weapons.  As a one point wonder for a blaster fire sorceress, Enchant is
    useful only as a slight damage powerup to her merc.  To use Enchant
    effectively, the sorceress must be built like a fighter, not a blaster mage.
    Only fighters have a reason to add more than a point to Enchant.
    If the sorceress has any fire mastery whatsoever, one thing the player will
    quickly notice is the damage increase shown on the lying character screen is
    greater than the damage shown by the skill itself.  This is because the fire
    damage granted by Enchant is added directly to the character's attacks, and
    when that character hits in melee, all fire damage is multiplied by any fire
    mastery that character has.  Because of the elemental mastery bug, missile
    attacks (such as arrows) do not get the extra mastery bonus as shown by the
    One fun but important fact about exploding arrows:  they add fire damage
    from every source to not only the arrow, but also the explosion.  Sources
    include fire damage from equipment, charms, Holy Fire, and Enchant.  An
    enemy always takes damage from the explosion (unless it is immune to fire),
    and if the arrow successfully hits, the enemy takes all the fire damage
    again plus the arrow damage as well.  In effect, the enemy takes double fire
    damage from one shot.  If the arrow pierces, the enemy can take even more
    fire damage from explosions that result from impacting more enemies and/or
    the wall behind it.  Against massives hordes like those in the Cow Level,
    a single exploding and piercing shot can create a series of explosions that
    cause massive fire damage to all enemies hit.  For the Enchantress who wants
    to use missile weapons, the ideal weapon would be a fast bow or crossbow
    with exploding arrows and pierce.  Currently, the only weapons with both
    properties are the unique weapons Kuko Shakaku and Demon Machine.
    Required level:  24
    "Summons a meteor from the heavens to crush and incinerate your enemies."
     Casting Delay:  1.2 sec.
     Radius:  4 yards.
                          Average      Fire
     slvl  Fire Damage  Fire Damage  Duration  Mana
       1      80- 100      35- 58       1.2    17.0
       2     103- 125      44- 67       1.8    17.5
       3     126- 150      53- 77       2.4    18.0
       4     149- 175      63- 86       3.0    18.5
       5     172- 200      72- 96       3.6    19.0
       6     195- 220      82-105       4.2    19.5
       7     218- 244      91-114       4.8    20.0
       8     241- 268     100-124       5.4    20.5
       9     280- 308     112-135       6.0    21.0
      10     319- 348     124-147       6.6    21.5
      11     358- 398     135-159       7.2    22.0
      12     397- 439     147-171       7.8    22.5
      13     436- 480     159-182       8.4    23.0
      14     475- 521     171-194       9.0    23.5
      15     514- 562     182-206       9.6    24.0
      16     553- 603     194-217      10.2    24.5
      17     632- 684     208-232      10.8    25.0
      18     711- 765     222-246      11.4    25.5
      19     790- 846     236-260      12.0    26.0
      20     869- 927     250-274      12.6    26.5
    Receives Bonuses From:
    Fire Bolt:  +5% Fire Damage per Level
    Fire Ball:  +5% Fire Damage per Level
    Inferno:    +3% Average Fire Damage per Level per Second
    When cast, a red pulsating circle appears at the targeted point.  About 2.4
    seconds later, a meteor will slam on the ground, explode, and leave behind a
    large patch of fire.  The initial blast is highly damaging and has a sizable
    blast radius.  When the initial blast damage adds up with the potential
    damage from the flames, Meteor can be the single most damaging fire skill
    and one of the best crowd killing spells in the sorceress's arsenal.  The
    damage from the flames is nothing to ignore as flames from a high level
    Meteor can burn for a long time and inflict more damage over time than the
    blast itself.  Targets that don't move like many ranged attackers are
    perfect fodder for Meteor.  For other mobile targets, the player can predict
    where they will go and aim Meteors there, or make them stop by using meat
    shields or freezing then aim.  If Meteor is at a high level, the player can
    even drop Meteors to create patches of fire, then lure the enemies over the
    fire.  The flames can stack so it is possible to drop several Meteors on a
    single point to create an extremely damaging patch of fire.
    As with Fire Wall, Meteor is very damaging even with minimal skill
    investment.  Max Meteor and medium to high level Fire Mastery will kill at
    a reasonable speed in Hell.  Unlike Fire Wall, Meteor can be powered up by
    synergies, which turns Meteor from a moderately damaging spell into a
    superpowered killer.  As for which synergies to max, it is enough to max
    only Fire Bolt and Fire Ball since most of the damage will come from the
    Required level:  30
    "Passive -- increases all damage caused by your fire spells."
     slvl  Percentage | slvl  Percentage 
       1       +30%   |  11      +100%
       2       +37%   |  12      +107%
       3       +44%   |  13      +114%
       4       +51%   |  14      +121%
       5       +58%   |  15      +128%
       6       +65%   |  16      +135%
       7       +72%   |  17      +142%
       8       +79%   |  18      +149%
       9       +86%   |  19      +156%
      10       +93%   |  20      +163%
    If the sorceress uses any fire attack, put a skill point into this as soon
    as she reaches level 30.  Eventually, Fire Mastery should be maxed.  Some
    fire skills have synergy bonuses higher than mastery, so developing them
    first before mastery might seem like a good idea.  However, the bonuses from
    synergies and masteries are multiplicative, not additive.  In other words,
    a skill's damage is multiplied by the synergy bonus.  Then the resulting
    damage is multiplied by the mastery bonus.
        Base Damage = skill damage * (synergy bonus + 100%)
        Total Damage = Base Damage * (mastery bonus + 100%)
    Also, Fire Mastery boosts fire damage added to melee attacks.
    Required level:  30
    "Summons a multi-headed beast of flame to reduce your enemies to ashes."
     Casting Delay:  2 sec.
     Duration:  10 sec.
     slvl  Fire Damage  Mana | slvl  Fire Damage  Mana 
       1      12- 17     20  |  11      63- 78     25
       2      16- 22     20  |  12      69- 85     25
       3      21- 28     21  |  13      76- 93     26
       4      25- 33     21  |  14      82-100     26
       5      30- 39     22  |  15      89-108     27
       6      34- 44     22  |  16      95-115     27
       7      39- 50     23  |  17     104-125     28
       8      43- 55     23  |  18     112-134     28
       9      50- 63     24  |  19     121-144     29
      10      56- 70     24  |  20     129-153     29
    Receives Bonuses From:
    Fire Bolt:  +3% Fire Damage per Level
    Fire Ball:  +3% Fire Damage per Level
    When cast, three flaming dragon heads pop out of the ground.  The dragon
    heads wait for about a second before they attack.  During the rest of the
    duration, each of the flaming heads will launch powerful fire bolts at
    enemies within a screen away from them.  Together they can shoot on average,
    sometimes more or less, twenty fire bolts before the heads vanish.
    What makes Hydra useful is they extend the sorceress's attack range while
    possibly keeping her out of the harm's way.  In other words, they can be
    used as scouts.  Just cast them ahead of her and if an enemy is nearby,
    the Hydra will fire at its direction.
    For example, to attack an enemy two screens away, place a hydra at the edge
    of the screen; or to attack an enemy around a corner, place a hydra at the
    corner.  In both cases, the hydra will find the enemy and attack, and often
    the enemy is unable to retaliate because the sorceress is too far away
    and/or hiding behind a wall.
           Ex. corner                       Ex. two screens
         +------------+                +------------------------+
         |         X  |    Legend      |                        |
         |       |    |   ---------    |                  X     |
         |       |    |   O = you      |            *           |
         |    ---+    |   X = enemy    |    O                   |
         |  O      *  |   * = Hydra    |                        |
         +------------+                +------------------------+
    As an offensive spell, Hydra is not very strong.  Both Hydra and
    Fire Mastery at maximum level is the minimum needed for Hydra to be useful
    as a primary attack.  The damage is not as high as Fire Ball, Fire Wall,
    or Meteor.  If fast killing speed is what you want, Hydra is not for you.
    On the other hand, if you need a safe, long-distance killer, Hydra will get
    the job done.
    Interesting fact:  Hydra is the only minion in the game that inherits its
    caster's fire mastery (from the skill and items that emulate it, such as
    Rainbow Facets), unlike the assassin's fire and lightning sentry traps or
    necromancer's skeleton magi and fire golem.
     5.2. Lightning Skills
       Static     |     Telekinesis
       Field      |          |
         |        |          |
       Nova   Lightning      |
         |        |          |
         |        |          |
         |      Chain    Teleport
         |    Lightning      |
         |   /         \     |
      Thunder          Energy Shield
    Required level:  1
    "Creates multiple, randomly directed bolts of electrical energy."
     slvl  Bolts  Lit. Damage  Mana | slvl  Bolts  Lit. Damage  Mana 
       1      3       2- 4      3.0 |  11     13       7- 9      8.0
       2      4       2- 4      3.5 |  12     14       7- 9      8.5
       3      5       3- 5      4.0 |  13     15       8-10      9.0
       4      6       3- 5      4.5 |  14     16       8-10      9.5
       5      7       4- 6      5.0 |  15     17       9-11     10.0
       6      8       4- 6      5.5 |  16     18       9-11     10.5
       7      9       5- 7      6.0 |  17     19      10-12     11.0
       8     10       5- 7      6.5 |  18     20      11-13     11.5
       9     11       6- 8      7.0 |  19     21      12-14     12.0
      10     12       6- 8      7.5 |  20     22      13-15     12.5
    Receives Bonuses From:
    Lightning:  +6% Lightning Damage per Level
    Casting Charged Bolt discharges a spray of shots similar to other multishot
    attacks.  The flight path of a charged bolt is a steady zigzag, not random
    drunken flight as the description might lead you to believe.  Each point
    added to Charged Bolt adds more damage and one more bolt per cast, up to
    24 bolts per cast.  Individually, a charged bolt inflicts minor damage,
    but unlike other characters' multishot skills, multiple charged bolts can
    hit a single target.  Thus, the sorceress can fire off bolts at a target
    at point-blank range, and have the majority of them hit for high damage.
    For the lightning sorceress, Charged Bolt will be the staple attack until
    Lightning becomes powerful enough to kill monsters quickly.  For the pure
    lightning sorceress, this may happen as early as level 60.  Other builds may
    need to wait longer due to skill points getting diverted to other skills.
    Charged Bolt can easily carry the sorceress through Normal and Nightmare.
    In Hell, the effectiveness of Charged Bolt depends on how many bolts can hit
    the target per cast.  At point-blank range, many bolts will hit, which will
    cause high damage and perhaps a quick kill.  However, standing that close to
    monsters is potentially dangerous to the sorceress.  From further away, much
    fewer bolts will hit and the killing speed will slow down greatly.
    Since Charged Bolts are small in size, they can squeeze through tight spaces
    that Lightning or Chain Lightning cannot.  Combined with the Charged Bolts'
    flight path, they can wear down and eventually kill targets that try to hide
    behind corners or thin pillars.  Killing may be a little slow, but if the
    target refuses to engage the sorceress or tries to return fire but its shots
    get blocked, you will have an easy victory.
    Sooner or later, your high level sorceress with fully developed attacks may
    return to Normal or Nightmare difficulty in order to find low level, yet
    useful items (e.g., gems for rune upgrades) or to rush friends through the
    game.  Out of all the lightning skills, Charged Bolt has the best coverage
    for the least mana used, making it the most efficient sweeper.  Just spray
    some bolts to blanket the area in front of the sorceress and wimpy monsters
    such as Fallen will die the instant the concentrated wave of bolts makes
    contact.  Nova and Chain Lightning have higher mana costs, and Lightning
    does not have any lateral coverage.
    Required level:  6
    "Creates an electrical field that reduces life of all nearby enemies."
     Weakens enemies by 25%.
     Mana Cost:  9
     slvl  Radius | slvl  Radius | slvl  Radius | slvl  Radius
       1     3.3  |   6     6.6  |  11    10.0  |  16    13.3
       2     4.0  |   7     7.3  |  12    10.6  |  17    14.0
       3     4.6  |   8     8.0  |  13    11.3  |  18    14.6
       4     5.3  |   9     8.6  |  14    12.0  |  19    15.3
       5     6.0  |  10     9.3  |  15    12.6  |  20    16.0
    When hit by static, monsters instantly lose 25% of their current life.
    For low life monsters such as Fallen, this is insignificant.  For high
    life monsters such as Diablo or other bosses, this is highly damaging.
    In multiplayer games where monster life scales up, 25% life can mean a huge
    amount of life; and in parties with a sorceress, other members may even
    request static to help weaken tough monsters.  As a monster takes damage,
    its current life drops, and static will inflict less damage with each
    successive cast.  Below is a small chart that lists how much life a monster
    will have after hit by successive castings of Static Field.
       Casts |     0     1     2     3     4     5     6     7     8
       Life% |  100.0  75.0  56.3  42.2  31.6  23.7  17.8  13.3  10.0
    The idea here is to weaken the enemy with static first, then finish off the
    enemy with a powerful, decisive attack.  Because of damage is a percentage
    regardless of the amount of life, static field is one the most useful skills
    a sorceress has, and every sorceress should have at least one point invested
    in this skill.
    Damage taken from Static Field is modified by resistances.  Lightning
    resistant targets take less than 25% of their current life, and monsters
    immune to lightning take no damage at all.  On the other hand, items that
    lower enemy lightning resistance will cause the target to take more damage.
    For PvP, this damage is further reduced by the PvP damage penalty (17%),
    so Static Field is useless for killing other players.
    Unfortunately, Static Field has a limited effect in Nightmare and Hell.
    Static Field automatically misses monsters whose life is below a certain
    point.  In Nightmare, the cutoff is 33% life; in Hell, it is 50%.  If a
    monster heals and regains enough life to exceed the health cap, it is
    vulnerable to static again until its life falls below the health cap once
    Required level:  6
    "Uses the power of your mind to pick up items, use objects, and knock back
     Chance of knockback/stun:  35%
     Range:  16.6 yards.
     Mana Cost:  7
            Lit.  |        Lit.  |        Lit.  |        Lit.
     slvl  Damage | slvl  Damage | slvl  Damage | slvl  Damage
       1    1- 2  |   6    6- 7  |  11   11-12  |  16   16-17
       2    2- 3  |   7    7- 8  |  12   12-13  |  17   17-18
       3    3- 4  |   8    8- 9  |  13   13-14  |  18   18-19
       4    4- 5  |   9    9-10  |  14   14-15  |  19   19-20
       5    5- 6  |  10   10-11  |  15   15-16  |  20   20-21
    With Telekinesis, the player clicks on an object and the sorceress tries to
    use it from a distance, even through walls.  Thus, she can pick up items or
    search stashes remotely.  Telekinesis is limited in item retrieval, for it
    can only pick up the most common items -- namely gold, keys, potions,
    scrolls, and ammunition.  Telekinesis can be used to attack, but do not
    expect much from it.  The damage is too low, so it is useless for killing
    things.  It does have a chance to knockback and/or stun the monster.  While
    Telekinesis cannot reliably stunlock a monster, the occasional knockback is
    enough to pin the monster down for the merc to kill it.
    What Telekinesis can do:
    * Pick up gold, keys, potions, scrolls (not tomes), and ammunition.
    * Search barrels, bookshelves, coffins, dead bodies, racks, stashes, urns,
       and the like.
    * Open chests.  Locked chests still need keys.
    * Open and close doors.
    * Activate and use shrines and waypoints.
    * Access your private stash in town.
    * Access town portals while in town.
    * Attack monsters.  (Damage is too low, but knockback is useful.)
    * Use or destroy quest objects.  For objects that require a weapon to smash
       them (e.g., Khalim's Will for Compelling Orb), the sorceress must have
       that weapon equipped.
    What Telekinesis cannot do:
    * Pick up weapons, armor, jewelry, gems, runes, charms, tomes, or quest
       items.  In other words, all the really good stuff.
    * Recover corpses.
    * Talk to NPCs from a distance.
    Telekinesis has one other use:  it increases Energy Shield absorption
    efficiency.  The more base points the sorceress has in Telekinesis, the less
    mana is consumed when Energy Shield takes a hit.  See Energy Shield below
    for more details.
    Because Telekinesis is the prerequisite for Teleport, every sorceress will
    have at least one point in Telekinesis.  Sorceresses who rely on Energy
    Shield for protection need the full twenty points in Telekinesis.
    Required level:  12
    "Creates a powerful ring of lightning to shock nearby enemies."
     slvl  Lit. Damage  Mana | slvl  Lit. Damage  Mana 
       1       1- 20     15  |  11      64-103     25
       2       7- 28     16  |  12      71-112     26
       3      13- 36     17  |  13      78-121     27
       4      19- 44     18  |  14      85-130     28
       5      25- 52     19  |  15      92-139     29
       6      31- 60     20  |  16      99-148     30
       7      37- 68     21  |  17     107-158     31
       8      43- 76     22  |  18     115-168     32
       9      50- 85     23  |  19     123-178     33
      10      57- 94     24  |  20     131-188     34
    Nova will hit all targets within about 7 yards of the sorceress, making it
    useful to attack a crowd of nearby monsters... in theory. Nova suffers some
    problems that turns it into a shadow of its former self during the
    cow-killing days of 1.09.
    First and foremost is low damage.  Damage has improved slightly since 1.09,
    but compared to powered up monsters and 10K-20K average damage attacks the
    1.10/1.11 power builds have, Nova is weak.  Unlike other lightning attacks,
    Nova has no synergies to boost its damage.  Since all the other lightning
    attacks have synergies, they can surpass and outdamage Nova.  Nova is
    damaging enough to be viable, but with better choices available, Nova is
    not good enough for the powergamer seeking maximum damage.
    Second is Nova's mana usage -- it drains FAST.  Continuous use of Nova will
    quickly drain even a pool of mana over a thousand in seconds.  The sorceress
    will need a very large pool of mana, at least 1500, preferably 2000 or more,
    with help from items, if Nova is to be used as a primary attack spell.  This
    hamstrings equipment options, which hurts, especially if the sorceress does
    not have all the necessary items.  Adding stat points to energy and skill
    points to Warmth, which is normally a big no-no with nearly every other
    sorceress, might be necessary so that mana does not empty so soon.  Other
    lightning skills when synergized can outperform Nova for less mana.
    Third is range.  Most other useful sorceress skills let her tag monsters all
    the way across the screen.  This is impossible with Nova.  The sorceress
    must wade in and spam Nova until the monsters drop.  Needless to say, this
    can be hazardous to your health.  During 1.09, when most monsters in the
    lucrative areas of the game were relatively weak and usually melee only,
    especially Hell Bovines, a high powered Nova would usually clear the area
    before the monsters could reach the sorceress, so short range was not a
    concern in 1.09.  It is not so easy anymore since 1.10, thanks to stronger
    and tougher monsters, and more ranged attackers.
    Is there any good reason to learn Nova, let alone max it?  There is but one
    reason:  it is one of the synergies to Lightning and Chain Lightning.  For
    those who want to maximize the damage for those two skills, Nova needs to be
    maxed too.
    Required level:  12
    "Creates a powerful lightning bolt to lay waste to your enemies."
     slvl  Lit. Damage  Mana | slvl  Lit. Damage  Mana 
       1       1-  40    8.0 |  11       1- 132   13.0
       2       1-  48    8.5 |  12       1- 144   13.5
       3       1-  56    9.0 |  13       1- 156   14.0
       4       1-  64    9.5 |  14       1- 168   14.5
       5       1-  72   10.0 |  15       1- 180   15.0
       6       1-  80   10.5 |  16       1- 192   15.5
       7       1-  88   11.0 |  17       1- 212   16.0
       8       1-  96   11.5 |  18       1- 232   16.5
       9       1- 108   12.0 |  19       1- 252   17.0
      10       1- 120   12.5 |  20       1- 272   17.5
    Receives Bonuses From:
    Charged Bolt:     +8% Lightning Damage per Level
    Nova:             +8% Lightning Damage per Level
    Chain Lightning:  +8% Lightning Damage per Level
    Lightning is one of the most important skills for the lightning sorceress.
    The lightning bolt travels fast, pierces through all targets in its path,
    and has good range.  However, the most important part of this skill is the
    damage synergies involved.  Lightning provides and receives synergies from
    multiple lightning skills.  As a receiver, Lightning gets the highest damage
    boosts.  With heavy investment in its synergies, Lightning is the most
    damaging skill in the lightning tree.  If you want to develop Charged Bolt
    and/or Chain Lightning, Lightning must be developed too just to boost those
    skills' damage higher.  This works to the player's advantage, as the
    sorceress will eventually build two or three powerful lightning attacks that
    each have uses.  In Lightning's case, it is the high damage, single-shot
    attack that is best used against columns of enemies, bosses, or hostile
    Tip:  When fighting several enemies, try to position the sorceress in a way
    to get as many monsters in a straight line in front of her as possible.
    That way, lightning will hit them all.
    One of Lightning's (and Chain Lightning's) unusual traits is its casting
    rate is slower than other skills by a few frames.  The sorceress will launch
    lightning as quickly as any other spell effect.  However, unlike other
    spells where the sorceress recovers immediately after casting, the sorceress
    is stuck in place looking pretty for a few frames after casting (Chain)
    Compared to other lightning attacks the sorceress has, one advantage
    Lightning has over the rest is it drains mana the slowest over time.
    Although Charged Bolt costs the least, that skill can be cast faster than
    Lightning, and repeated casting of Charged Bolt drains mana faster than
    repeated casting of Lightning.  If the sorceress focuses on Lightning as
    the main attack, base Energy is definitely feasible (if Energy Shield is
    not used).
    Required level:  18
    "Creates a bolt of lightning that arcs through several targets."
     Jump Radius:  13.3 yards.
     slvl  Hits  Lit. Damage  Mana | slvl  Hits  Lit. Damage  Mana 
       1     5       1- 40      9  |  11     7       1-156     19
       2     5       1- 51     10  |  12     7       1-169     20
       3     5       1- 62     11  |  13     7       1-182     21
       4     5       1- 73     12  |  14     7       1-195     22
       5     6       1- 84     13  |  15     8       1-208     23
       6     6       1- 95     14  |  16     8       1-221     24
       7     6       1-106     15  |  17     8       1-236     25
       8     6       1-117     16  |  18     8       1-251     26
       9     6       1-130     17  |  19     8       1-266     27
      10     7       1-143     18  |  20     9       1-281     28
    Receives Bonuses From:
    Charged Bolt:  +4% Lightning Damage per Level
    Nova:          +4% Lightning Damage per Level
    Lightning:     +4% Lightning Damage per Level
    This functions the same as Lightning with one important exception.  Instead
    of piercing targets, the bolt arcs from target to target, and the arcing
    radius is huge -- up to 13.3 yards.  Chain Lightning can even arc back to
    hit a target more than once, inflicting the listed damage per hit.  As such,
    Chain Lightning is more effective against several targets than against one.
    Compared to Lightning, Chain Lightning causes less damage and costs more
    mana, making it worse than Lightning against single targets.  However, what
    makes Chain Lightning useful is the crowd killing possibilities.  It does
    not matter if the targets are bunched in front of you, scattered all around
    the screen, or hiding behind a corner (or off the screen) except for a scout
    standing in the open between the sorceress and the rest of the enemy.  If
    Chain Lightning can connect the dots (targets), it can hit as many targets
    as allowed.  If the targets have low enough life, Chain Lightning can sweep
    the crowd faster than Lightning.
    Tip:  When faced by a group of monsters in which a few monsters are immune
    to lightning and the rest are not, use Chain Lightning first to blast the
    non-immunes.  Chain Lightning will arc to and from a lightning immune
    monster, possibly multiple times, to zap non-immune targets.  If there is a
    single lightning immune, Chain Lightning can be spammed at the immune until
    the lightning stops arcing.
    Required level:  18
    "Instantly moves to a destination within your line of sight."
     slvl  Mana | slvl  Mana | slvl  Mana
       1    24  |  11    14  |  21     4
       2    23  |  12    13  |  22     3
       3    22  |  13    12  |  23     2
       4    21  |  14    11  |  24+    1
       5    20  |  15    10  |
       6    19  |  16     9  |
       7    18  |  17     8  |
       8    17  |  18     7  |
       9    16  |  19     6  |
      10    15  |  20     5  |
    This gives the sorceress supreme mobility by letting her pass through
    obstacles or cover great distances faster than running.  Definitely a
    must-learn skill!  The ability to teleport is so powerful that players of
    other classes go to great lengths to obtain Enigma, an armor runeword that
    provides unlimited Teleport (oskill).
    Extra levels to Teleport only decrease the mana cost by one.  Mana cost is
    of little or no concern to a PvM sorceress, so one hard point is all that
    is needed.  PvP sorceresses need the option to teleport indefinitely, which
    means mana cost must be low enough that mana regenerates faster than
    continuous Teleporting can drain it.  Teleport at skill levels of 20+ should
    have low enough mana cost to allow that.  The standard high end equipment
    sorceresses desire provides about +15 to skills, give or take a few levels,
    bringing the sorceress more than halfway there.  Sparking charms can raise
    Teleport level even higher.  That said, if Teleport continues to drain mana
    faster than it regenerates even if the sorceress has all of her ideal items,
    then adding five to ten skill points to Teleport will be necessary.
    Reminder:  Every sorceress needs at least one point in Teleport!
    It's that important.
    Required level:  24
    "Summons a deadly thunderstorm that strikes your enemies with bolts of
     Mana Cost:  19
     Radius:  11.3 yards.
     Bolt Delay:  5 - ((440 * slvl) / (100 * (slvl + 6)))
                       Lit.    Bolt |                   Lit.    Bolt
     slvl  Duration   Damage  Delay | slvl  Duration   Damage  Delay
       1       32      1-100    4.4 |  11      112    101-200    2.1
       2       40     11-110    3.9 |  12      120    111-210    2.0
       3       48     21-120    3.5 |  13      128    121-220    2.0
       4       56     31-130    3.2 |  14      136    131-230    1.9
       5       64     41-140    3.0 |  15      144    141-240    1.8
       6       72     51-150    2.8 |  16      152    151-250    1.8
       7       80     61-160    2.6 |  17      160    162-261    1.7
       8       88     71-170    2.5 |  18      168    173-272    1.7
       9       96     81-180    2.3 |  19      176    184-283    1.6
      10      104     91-190    2.2 |  20      184    195-294    1.6
    After casting this, the sorceress will have an electrical aura for as long
    as the displayed duration.  Thunderstorm's attack range is 11.3 yards,
    roughly the distance from the sorceress to the edge of the screen.  Once
    targets are detected, a bolt of lightning will strike one random target
    within range.  After a short delay, another bolt will strike a random
    target, and so on until no more targets are in range.  The lightning bolts
    always hit.  As points are added to Thunderstorm, the duration and damage
    increases, and the storm attacks more frequently.
    Since Thunder Storm acts on its own, it is not very useful as a main attack
    spell because it slowly picks off random targets one at a time.  The damage,
    though unchanged from 1.09, is not high enough to severely hurt many of
    1.10's beefed up Hell monsters.
    Maxing Thunder Storm since 1.10 is (usually) not worth it anymore.  The
    sorceress needs the skill points to max synergies.  Any sorceress that does
    not specialize in lightning should not even bother to learn Thunder Storm
    because too many skill points will be wasted on prerequisites for so little
    damage.  On the other hand, any sorceress with maxed Lightning Mastery
    should add one point to Thunder Storm.  With +20 levels from items and
    charms, she can get Thunder Storm damage up to about 2000 with just one
    point, which is about half the damage of a fully maxed Thunder Storm, and a
    great return for a single skill point.
    Required level:  24
    "Creates a magical shield that consumes mana instead of health when you take
     2 mana drained per damage point.
     Mana Cost:  5
     slvl  Duration  Absorb | slvl  Duration  Absorb
       1      144      20%  |  11      624      61%
       2      192      25%  |  12      672      63%
       3      240      30%  |  13      720      65%
       4      288      35%  |  14      768      67%
       5      336      40%  |  15      816      69%
       6      384      45%  |  16      864      71%
       7      432      50%  |  17      912      72%
       8      480      55%  |  18      960      73%
       9      528      57%  |  19     1008      74%
      10      576      59%  |  20     1056      75%
    Receives Bonuses From:
    Tip:  At slvl 40, the absorb percentage will peak at 95%.  Extra levels
    beyond 40 only increase duration.
    While active, energy shield absorbs a fraction of the damage the sorceress
    takes from a successful attack.  The mana drained per damage point absorbed
    depends on the sorceress's base level of Telekinesis.  Cost begins at 2.
    Each point in Telekinesis reduces the cost by 6.25% or 1/16th.  Bonus skill
    levels from items do NOT apply -- only actual points invested in Telekinesis
    count.  Below is a small chart displaying the mana per damage cost at
    varying levels of Telekinesis.
        cost = 2 - (base TK slvl / 16)
          TK           |  TK
         slvl   Cost   | slvl   Cost
           1    1.9375 |   8    1.5
           2    1.875  |  12    1.25
           3    1.8125 |  16    1.0
           4    1.75   |  20    0.75
    Energy shield can absorb physical, magical, and elemental damage.
    Unfortunately, poison and open wounds bypass energy shield and hit life
    directly.  Also, Energy Shield does not stop life loss from skill use while
    the sorceress is under the Blood Mana curse.
    A significant change in 1.10 from previous versions is that Energy Shield
    absorbs damage BEFORE resistance and elemental absorb is applied.  In other
    words, resistance has no effect on the mana absorbed; it only affects the
    damage that was not absorbed by energy shield.  Below is a sequence of what
    happens during damage intake.
        1. PvP damage penalty, if any.
        2. Mana Burn (from mana draining monsters), if any.
        3. Energy Shield absorption, subtract from mana.
        4. Leftover damage modified by dr/mdr, resistance, and absorb.
        5. Subtract damage from life.
        6. If alive, add mana from vulpine items.
    Now lets take an example on how damage and absorption work.  The sorceress
    takes a hit from a lightning bolt that does 100 damage, and she has 75%
    lightning resistance, level 4 Telekinesis, and an energy shield that absorbs
    40% damage.  40 damage is absorbed by the energy shield.  With a lvl 4 TK,
    the absorbed 40 damage is multiplied by 1.75, and the sorceress loses 70
    mana from the hit.  With 75% resistance, the remaining 60 damage is reduced
    to 15, and the sorceress loses 15 life.  Life: -15, Mana: -70.  Had the
    sorceress taken the same lightning bolt without Energy Shield active, the
    sorceress would have lost 25 life.
    Another example:  The sorceress takes 500 damage from some heavy hitting
    melee monster in Hell.  She has level 20 Telekinesis, no damage reduction
    and cursed by Amplify Damage for -100% physical resistance, and energy
    shield that absorbs 80% damage.  400 damage is absorbed by energy shield.
    With max TK, the absorbed 400 damage is multiplied by 0.75, and the
    sorceress loses 300 mana.  With -100% resistance, the remaining 100 damage
    is increased to 200, and the sorceress loses 200 life.  Life: -200,
    Mana: -300.  Had the sorceress taken the same hit without Energy Shield
    active, the sorceress would have lost 1000 life -- ouch!
    If you want the sorceress to use Energy Shield, she will need max
    Telekinesis and high mana to support it.  If you avoid Energy Shield,
    the sorceress still needs high life, to avoid dying in one hit, and mana,
    to fuel attack skills.  Below is a list of pros and cons for using
    Energy Shield.
    + The sorceress can have more effective life.
    + Mana regenerates faster than life.
    + Mana is easier to boost than life.
    + Flat dr/mdr can negate or significantly reduce the remaining
       damage not absorbed by energy shield.
    - Poison and open wounds bypass Energy Shield.
    - Mana Burn monsters can drain mana down to nothing easily, and mana burn is
       applied before energy shield/damage intake.
    - The player must max Telekinesis to make Energy Shield mana efficient.
       This leaves the player with less skill points available for other skills.
    - The sorceress needs a large mana pool to support Energy Shield and her
       attacks.  Adding more mana can cause the sorceress to have max mana
       higher than max life, which will cause succubi and Baal to cast
       Blood Mana against her (instead of the easily ignored Defense Curse).
    - Sorceresses not interested in using Lightning/Chain Lightning need to
       waste skill points in useless prerequisite skills.  The player can get
       around this by carrying a weapon with a bonus to Energy Shield to grant
       the skill to the sorceress.
    Below are three development options for the sorceress who wants to use
    Energy Shield at least some of the time.
    * slvl 1 Telekinesis (for Teleport), high VIT, low ENR:
    Energy Shield would be activated and used only in dangerous areas as
    insurance against a one-hit kill, especially if playing in a Hardcore game.
    For a beginning sorceress who lacks access to damage reduction equipment,
    Energy Shield is great against high physical damage output monsters such as
    claw vipers, reanimated hordes (e.g., Pindleskin) and Duriel.  While Energy
    Shield is up, any hit will drain most if not all of her mana thanks to low
    Telekinesis, low mana, and previous skill use.  When that happens, the
    sorceress will need to retreat and drink a mana potion to restore the mana
    * High Telekinesis, high VIT, and low ENR:
    For builds that rarely use mana, usually an Enchantress, mana is treated as
    bonus life.  Once all the primary skills are maxed, extra skill points are
    placed in Telekinesis to reduce the mana lost when Energy Shield takes a
    hit.  If all mana is drained, no big deal; saving life is more important.
    * Max Telekinesis, low VIT, high ENR:
    The standard for the blaster sorceress who constantly relies on Energy
    Shield for protection.  The sorceress attempts to build a huge mana pool at
    the expense of life.  As long as mana is available, the damage to life will
    be small.  If mana runs out and/or the Energy Shield collapses, the
    sorceress had better retreat or die.  In Act 5, the Blood Mana curse will
    be a problem.
    Players who want a sorceress with an Energy Shield would love to add twenty
    points to max Energy Shield.  However, since most sorceress builds need all
    of their skill points to max Telekinesis, an elemental mastery, and an
    attack and its synergies; one point is often all that can be spared for
    Energy Shield and its prerequisites.  Items will be used to boost the skill
    level of Energy Shield.  Players who avoid Energy Shield like the plague
    will place no points in Energy Shield, obviously.
    Required level:  30
    "Passive -- increases all damage caused by your lightning spells."
     slvl  Percentage | slvl  Percentage 
       1       +50%   |  11      +170%
       2       +62%   |  12      +182%
       3       +74%   |  13      +194%
       4       +86%   |  14      +206%
       5       +98%   |  15      +218%
       6      +110%   |  16      +230%
       7      +122%   |  17      +242%
       8      +134%   |  18      +254%
       9      +146%   |  19      +266%
      10      +158%   |  20      +278%
    The bonuses in Lightning Mastery are even greater than Fire Mastery.  Any
    sorceress with lightning attacks (aside from Static Field and Telekinesis)
    should have a point in Lightning Mastery as soon as she reaches level 30,
    then have it maxed by level 49.  Lightning Mastery has no effect on Static
    Field, so if Static Field is the only lightning attack the sorceress uses,
    Lightning Mastery will not help her.
    Lightning Mastery will also boost lightning damage from weapon-based melee
    attacks.  The fighter sorceress can boost her damage by just adding one
    point here.  With skill boosters, she can deal more than double the
    lightning damage given by items.
    Special note:  The lightning damage given by the Holy Shock aura (from the
    Dream runeword) is multipled by Lightning Mastery in a manner similar to the
    fire damage from Enchant multiplied by Fire Mastery.
     5.3. Cold Skills
    * In general, chilled monsters are slowed by 50% in Normal, 40% in
      Nightmare, and either 25% for most undead or 33% for other creatures in
      Hell.  Keep in mind there are exceptions to the rule, and some monsters
      are immune to chilling or freezing.  Players and mercs are always slowed
      by 50% unless immunized by an item with Cannot Be Frozen.
    * All chill and freeze durations are reduced to half in Nightmare, and to
      one-fourth in Hell.
    * Holy Freeze, available from runewords or an Act II merc, uses a different
      method of slow that stacks with chill.  Slow from Holy Freeze AND chill
      often results in very slow monsters.
    * You can only have one cold armor active at one time.  If you cast one
      armor then another, the armor casted most recently will override any
      previous castings.  For example, you cast Chilling Armor first then
      Shiver Armor, Shiver will be the active armor.
                 Ice    Frozen
                 Bolt   Armor
                  |       |
       Frost     Ice      |
       Nova     Blast\    |
         |        |   \   |
         |        |    \Shiver
         |        |     Armor
         |        |       |
         |     Glacial    |
         |     /Spike     |
         |    /           |
      Blizzard         Chilling
         |              Armor
      Frozen    Cold
        Orb    Mastery
    Required level:  1
    "Creates a magical bolt of ice that damages and slows your enemies."
     Mana Cost:  3
             Cold    Cold  |         Cold    Cold
     slvl   Damage  Length | slvl   Damage  Length
       1     3-  5    6.0  |  11    16- 23   20.0
       2     4-  6    7.4  |  12    18- 25   21.4
       3     5-  8    8.8  |  13    20- 28   22.8
       4     6-  9   10.2  |  14    22- 30   24.2
       5     7- 11   11.6  |  15    24- 33   25.6
       6     8- 12   13.0  |  16    26- 35   27.0
       7     9- 14   14.4  |  17    29- 39   28.4
       8    10- 15   15.8  |  18    32- 42   29.8
       9    12- 18   17.2  |  19    35- 46   31.2
      10    14- 20   18.6  |  20    38- 49   32.6
    Receives Bonuses From:
    Frost Nova:     +15% Cold Damage per Level
    Ice Blast:      +15% Cold Damage per Level
    Glacial Spike:  +15% Cold Damage per Level
    Blizzard:       +15% Cold Damage per Level
    Frozen Orb:     +15% Cold Damage per Level
    Aside from killing monsters in early Act I Normal, Ice Bolt is useful only
    as a prerequisite and/or passive damage booster to other cold skills.  Even
    with numerous synergy bonuses, the other cold skills are better at damaging
    and/or slowing down monsters.
    Required level:  1
    "Increases your defense rating and freezes enemies that hit you."
     Mana Cost:  7
                              Freeze |                          Freeze
     slvl  Duration  Defense  Length | slvl  Duration  Defense  Length
       1      120       30%     1.2  |  11      240       80%     2.4
       2      132       35%     1.3  |  12      252       85%     2.5
       3      144       40%     1.4  |  13      264       90%     2.6
       4      156       45%     1.5  |  14      276       95%     2.7
       5      168       50%     1.6  |  15      288      100%     2.8
       6      180       55%     1.8  |  16      300      105%     3.0
       7      192       60%     1.9  |  17      312      110%     3.1
       8      204       65%     2.0  |  18      324      115%     3.2
       9      216       70%     2.1  |  19      336      120%     3.3
      10      228       75%     2.2  |  20      348      125%     3.4
    Receives Bonuses From:
    Shiver Armor:    +10 Seconds per Level
    Shiver Armor:    +5% Freeze Length per Level
    Chilling Armor:  +10 Seconds per Level
    Chilling Armor:  +5% Freeze Length per Level
    While Frozen Armor with one point plus skill items can reduce the chance of
    monsters hitting the sorceress by about 10%, the main use of Frozen Armor
    is to disable melee attackers that manage to hit the sorceress by freezing
    them.  While frozen, the sorceress has more time to escape.  Even with
    reduced freeze times in higher difficulty levels, Frozen Armor can still
    stop enemies long enough to reduce the chance of a stunlock and let the
    sorceress escape.  Frozen Armor needs only one point to be useful.  For
    those who want more defense from a cold armor, Shiver Armor is the superior
    skill to use.  Nonetheless, unless the sorceress is built for dueling only,
    one point should be placed here; it can be a lifesaver.
    Another feature of Frozen Armor, or any other cold armor for that matter,
    has is it sheds bright light while active.  It does not add to the
    sorceress's light radius.  Rather, it brightens the area near her.  This is
    nice in a dark dungeon since the player can see the area (and enemies) more
    Required level:  6
    "Creates an expending ring of ice that damages and slows all nearby
             Cold    Cold        |         Cold    Cold
     slvl   Damage  Length  Mana | slvl   Damage  Length  Mana
       1     2-  4     8      9  |  11    25- 32    18     19
       2     4-  6     9     10  |  12    28- 35    19     20
       3     6-  9    10     11  |  13    31- 39    20     21
       4     8- 11    11     12  |  14    34- 42    21     22
       5    10- 14    12     13  |  15    37- 46    22     23
       6    12- 16    13     14  |  16    40- 49    23     24
       7    14- 19    14     15  |  17    44- 54    24     25
       8    16- 21    15     16  |  18    48- 58    25     26
       9    19- 25    16     17  |  19    52- 63    26     27
      10    22- 28    17     18  |  20    56- 67    27     28
    Receives Bonuses From:
    Blizzard:    +10% Cold Damage per Level
    Frozen Orb:  +10% Cold Damage per Level
    Frost Nova is much like the electrical Nova except it does cold damage, and
    much less of it.  For killing things, Frost Nova is no good.  Its synergies,
    Blizzard and Frozen Orb, are much stronger.  Frost Nova has but one use:
    to chill a crowd of monsters in early Act I/II Normal.  Put one point here
    if necessary then move on.
    Required level:  6
    "Creates a magical sphere of ice that damages and freezes your enemy."
                        Freeze       |                    Freeze
     slvl  Cold Damage  Length  Mana | slvl  Cold Damage  Length  Mana
       1       8-  12     3.0    6.0 |  11      99- 108     5.0   11.0
       2      15-  19     3.2    6.5 |  12     113- 122     5.2   11.5
       3      22-  27     3.4    7.0 |  13     127- 137     5.4   12.0
       4      29-  34     3.6    7.5 |  14     141- 151     5.6   12.5
       5      36-  42     3.8    8.0 |  15     155- 166     5.8   13.0
       6      43-  49     4.0    8.5 |  16     169- 180     6.0   13.5
       7      50-  57     4.2    9.0 |  17     190- 202     6.2   14.0
       8      57-  64     4.4    9.5 |  18     211- 223     6.4   14.5
       9      71-  79     4.6   10.0 |  19     232- 245     6.6   15.0
      10      85-  93     4.8   10.5 |  20     253- 266     6.8   15.5
    Receives Bonuses From:
    Ice Bolt:       +8% Cold Damage per Level
    Glacial Spike:  +10% Freeze Length per Level
    Blizzard:       +8% Cold Damage per Level
    Frozen Orb:     +8% Cold Damage per Level
    At the very least, Ice Blast can be used to freeze an enemy where it stands.
    While frozen, the enemy is helpless and if killed, will shatter.  Shattered
    enemies leave no corpse.  Thus, it is useful for wiping out monsters
    accompanied by a shaman because the shaman cannot revive shattered monsters.
    The damage is small at low levels, but increases greatly as the level
    increases.  Ice Blast also receives fairly high synergy bonuses from other
    useful cold attacks.  With heavy investment into Ice Blast and synergies,
    Ice Blast can become one of the most damaging cold skills, and it has no
    timer.  Ice Blast also gives a synergy bonus to Blizzard, which makes Ice
    Blast and Blizzard a very effective combo.  In any case, a strong Ice Blast
    is good to squeeze out extra damage and/or freeze support between the delays
    of timered spells.
    Required level:  12
    "Increases your defense rating freezes and damages enemies that hit you."
     Mana Cost:  11
                                Cold    Cold
     slvl  Duration  Defense   Damage  Length
       1      120       45%     6-  8     4
       2      132       51%     8- 10     4
       3      144       57%    10- 13     4
       4      156       63%    12- 15     4
       5      168       69%    14- 18     4
       6      180       75%    16- 20     4
       7      192       81%    18- 23     4
       8      204       87%    20- 25     4
       9      216       93%    23- 29     5
      10      228       99%    26- 32     6
      11      240      105%    29- 36     7
      12      252      111%    32- 39     8
      13      264      117%    35- 43     9
      14      276      123%    38- 46    10
      15      288      129%    41- 50    11
      16      300      135%    44- 53    12
      17      312      141%    48- 58    14
      18      324      147%    52- 62    16
      19      336      153%    56- 67    18
      20      348      159%    60- 71    20
    Receives Bonuses From:
    Frozen Armor:    +10 Seconds per Level
    Frozen Armor:    +9% Cold Damage per Level
    Chilling Armor:  +10 Seconds per Level
    Chilling Armor:  +9% Cold Damage per Level
    Although it only chills instead of freezing, Shiver Armor offers two
    advantages over Frozen Armor.  One, Shiver Armor adds a greater defense
    bonus.  Two, attackers within melee range that try to hit the sorceress are
    automatically chilled, even if they miss.  They also take damage from the
    armor when chilled, but the damage is negligable later on when monsters
    have thousands of hit points.  Out of the three cold armors, Shiver Armor
    provides the best defensive bonus, and it is the most useful all around.
    The only disadvantage Shiver Armor has compared to the other cold armors is
    that lightning enchanted monsters will discharge their sparks when damaged
    by Shiver Armor.
    For most, the main use of this armor is the same as Frozen Armor, to slow
    down monsters that attack the sorceress up close, giving the sorceress some
    time to escape.  In this case, only one point is needed for the chilling
    effect.  Only those who want high defense will even think about adding more
    than one point to Shiver Armor.
    Required level:  18
    "Creates a magical ice comet that freezes or kills nearby enemies."
     Radius:  2.6 yards.
             Cold   Freeze       |         Cold   Freeze
     slvl   Damage  Length  Mana | slvl   Damage  Length  Mana
       1    16- 24    2.0   10.0 |  11   104-117    3.2   15.0
       2    23- 31    2.1   10.5 |  12   117-130    3.3   15.5
       3    30- 39    2.2   11.0 |  13   130-144    3.4   16.0
       4    37- 46    2.3   11.5 |  14   143-157    3.5   16.5
       5    44- 54    2.4   12.0 |  15   156-171    3.6   17.0
       6    51- 61    2.6   12.5 |  16   169-184    3.8   17.5
       7    58- 69    2.7   13.0 |  17   183-199    3.9   18.0
       8    65- 76    2.8   13.5 |  18   197-213    4.0   18.5
       9    78- 90    3.9   14.0 |  19   211-228    4.1   19.0
      10    91-103    3.0   14.5 |  20   225-242    4.2   19.5
    Receives Bonuses From:
    Ice Bolt:    +5% Cold Damage per Level
    Ice Blast:   +5% Cold Damage per Level
    Blizzard:    +3% Freeze Length per Level
    Frozen Orb:  +5% Cold Damage per Level
    Glacial Spike is to Ice Blast like Fire Ball is to Fire Bolt -- a bigger
    iceball that explodes on contact to damage and freeze all in the explosion.
    Compared to Ice Blast, Glacial Spike does not freeze as long and inflicts
    less damage, about half to one-third as Ice Blast.  However, the splash
    radius is rather large, and it is easy to catch some targets in one shot, so
    the overall damage is comparable in a typical fight.  Glacial Spike is yet
    another synergy to Blizzard, so Blizzard sorceresses will probably max this.
    Required level:  24
    "Summons massive shards of ice to destroy your enemies."
     Cast Delay:  1.8 sec.
     6.2 shards per second.
     Cold Length:  4 sec.
     Radius:  4.6 yards.
     Duration:  4 sec.
     slvl  Cold Damage  Mana | slvl  Cold Damage  Mana
       1      45-  75    23  |  11     240- 280    33
       2      60-  91    24  |  12     270- 311    34
       3      75- 107    25  |  13     300- 342    35
       4      90- 123    26  |  14     330- 373    36
       5     105- 139    27  |  15     360- 404    37
       6     120- 155    28  |  16     390- 435    38
       7     135- 171    29  |  17     435- 481    39
       8     150- 187    30  |  18     480- 527    40
       9     180- 218    31  |  19     525- 573    41
      10     210- 249    32  |  20     570- 619    42
    Receives Bonuses From:
    Ice Bolt:       +5% Cold Damage per Level
    Ice Blast:      +5% Cold Damage per Level
    Glacial Spike:  +5% Cold Damage per Level
    When cast, Blizzard creates a patch of falling ice.  Enemies that stand or
    move under the ice may take hits, and the ice hurts.  Its killing power
    ranges from good to excellent, depending on mastery and synergy investment.
    With every synergy maxed, Blizzard is the most powerful cold attack the
    sorceress has.  Blizzard has a long casting delay, but since maxing
    synergies will provide a powerful Ice Blast and/or Glacial Spike, the
    sorceress can use them to blast enemies between cast delays.
    Careful aiming of Blizzard is the key to its effective use.  Against a
    stationary target, simply cast Blizzard on top of it.  If Blizzard fails to
    hit, aim another Blizzard at a different spot next to the target.  Once you
    find a spot that lets Blizzard hit, keep aiming at that spot.  Against a
    moving target, cast Blizzard just ahead of its path.  If the target tries
    to cross the Blizzard, it usually takes multiple hits.
    Required level:  24
    "Increases defense and discharges an ice bolt in retaliation against ranged
     Mana Cost:  17
                                Cold  |                            Cold
     slvl  Duration  Defense   Damage | slvl  Duration  Defense   Damage
       1      144       45%     4-  6 |  11      204       95%    17- 24
       2      150       50%     5-  7 |  12      210      100%    19- 26
       3      156       55%     6-  9 |  13      216      105%    21- 29
       4      162       60%     7- 10 |  14      222      110%    23- 31
       5      168       65%     8- 12 |  15      228      115%    25- 34
       6      174       70%     9- 13 |  16      234      120%    27- 36
       7      180       75%    10- 15 |  17      240      125%    30- 40
       8      186       80%    11- 16 |  18      246      130%    33- 43
       9      192       85%    13- 19 |  19      252      135%    36- 47
      10      198       90%    15- 21 |  20      258      140%    39- 50
    Receives Bonuses From:
    Frozen Armor:  +10 Seconds per Level
    Frozen Armor:  +7% Cold Damage per Level
    Shiver Armor:  +10 Seconds per Level
    Shiver Armor:  +7% Cold Damage per Level
    The ice bolts inflict low damage so the description is not as useful as
    it sounds.  They do chill so this armor can be used to slow down ranged
    attackers, provided the ice bolts are not intercepted by other monsters
    between the sorceress and ranged attacker.  The other benefit of this armor,
    increased defense, is not as good as Shiver Armor, and it does not last as
    long at higher skill levels.  There is no good reason why any sane player
    would add a single point to this joke of a skill.
    Required level:  30
    "Creates a magical globe that sprays a torrent of ice bolts to lay waste to
     your enemies."
     Cast Delay:  1.0 sec.
             Cold    Cold        |         Cold    Cold
     slvl   Damage  Length  Mana | slvl   Damage  Length  Mana
       1    40- 45     8     25  |  11   146-156    18     30
       2    50- 55     9     25  |  12   158-168    19     30
       3    60- 66    10     26  |  13   170-181    20     31
       4    70- 76    11     26  |  14   182-193    21     31
       5    80- 87    12     27  |  15   194-206    22     32
       6    90- 97    13     27  |  16   206-218    23     32
       7   100-108    14     28  |  17   220-233    24     33
       8   110-118    15     28  |  18   234-247    25     33
       9   122-131    16     29  |  19   248-262    26     34
      10   134-143    17     29  |  20   262-276    27     34
    Receives Bonuses From:
    Ice Bolt:  +2% Cold Damage per Level
    When cast, an orb is shot out.  As the orb flies, it sprays ice bolts in
    different directions.  After impact with a wall or a second of flight,
    whichever comes first, the orb explodes into sixteen ice bolts that spiral
    outward.  All the ice bolts spawned can easily fill the screen, and they all
    chill for a long time and inflict heavy damage.  The orb will pass through
    any target.  Although the orb itself inflicts no damage, the target will
    take severe damage from all the ice bolts spawned by the orb.  To inflict
    maximum damage to a single target, aim the orb so that it explodes inside
    the target.
    Frozen Orb is nowhere near as powerful as a fully synergized Blizzard,
    so this is not the best skill for an all out offensive cold sorceress.
    However, Frozen Orb provides good damage for a 26 point investment, making
    it a great backup attack for an energy shield or multi-tree sorceress.
    Frozen Orb is one of those all-or-nothing skills.  That is if you want it,
    max it; otherwise, ignore the skill.
    Required level:  30
    "Passive -- increases all damage caused by your cold attacks by piercing
     enemies resistances to cold."
     slvl  Percentage | slvl  Percentage 
       1       20%    |  11       70%
       2       25%    |  12       75%
       3       30%    |  13       80%
       4       35%    |  14       85%
       5       40%    |  15       90%
       6       45%    |  16       95%
       7       50%    |  17      100%
       8       55%    |  18      105%
       9       60%    |  19      110%
      10       65%    |  20      115%
    Unlike the Fire and Lightning Masteries, Cold Mastery does not increase cold
    skill damage by directly multiplying damage.  Instead, it subtracts enemies'
    resistance to cold by the amount listed at the current level of Cold
    Mastery.  In effect, Cold Mastery does raise the damage of cold attacks, but
    change is hidden; the player does not see any change of damage on the lying
    character screen, but cold attacks will cause more damage.  In addition,
    monsters stay chilled or frozen even longer.  This applies even to the cold
    armor skills, hence Frozen Armor can freeze longer with just one point in
    Cold Mastery.
    For those who use cold attacks regularly, the piercing offered by Cold
    Mastery is devastating to highly resistant monsters.  They can take more
    much damage than normal if their resistances are pierced.  For example, a
    monster with 75% resistance takes triple damage if resistance is cut to 25%.
    Unfortunately, Cold Mastery (and items that provide similar elemental
    piercing) will have NO effect on immune monsters, unless immunity is
    removed first by Lower Resist and/or Conviction.
    Cold Mastery can reduce cold resistance down to a minimum of -100%.  This
    translates to a maximum of double the listed cold damage and cold or freeze
    Level 17 reduces cold resistance by 100, enough to send non-resistant
    monsters down to -100%, and most other monsters to severe negative
    territory.  Non-resistant monsters make up about 38% of all monsters
    vulnerable to cold in Hell.
    Level 27 reduces cold resistance by 150, enough to reduce the cold
    resistances of Hell Diablo, Baal, and about 85% of all monsters vulnerable
    to cold down to -100%.
    Level 32 reduces cold resistance by 175, enough to reduce the cold
    resistance of Hell Mephisto, a lucrative magic-find target, to -100%.
    Very few monsters vulnerable to cold have more than 75 cold resistance.
    Level 36 reduces cold resistance by 195, the most the sorceress will ever
    need to kill any monster not immune to cold.  Every monster vulnerable to
    cold, including Hell Duriel and Uber Diablo, will have -100%.
    Cold Mastery over level 36 is useful only for PvP against resistance
    stacking players.
    For PvP, players can stack extra cold resistance beyond the maximum (at
    least 75) to offset any drain from cold mastery and/or items.  For example,
    if a sorceress with level 30 Cold Mastery (-165% cold resistance) attacks a
    player with 300 cold resistance, that player will still have maximum cold
    resistance.  (i.e., 300 - 165 = 135. 135 is lowered to maximum resistance.)
    Still wondering how many points in Cold Mastery?  PvP cold sorceresses need
    max Cold Mastery.  PvM cold sorceresses do not need Cold Mastery higher than
    level 32, and can get a lot of bonus skill levels from items.  Therefore,
    she needs anywhere from one to ten points in Cold Mastery.  Other
    sorceresses who use Frozen Armor, but have no cold attacks should have one
    point in Cold Mastery to help extend the chill time from the armor.
    Enchantresses who have items that add cold damage to weapon attacks, such
    as Raven Frost, should have one point in Cold Mastery to increase the damage
      6. High Level Damage Tables
    The previous section contains skill tables from levels 1 to 20 without any
    bonuses from synergy and/or mastery.  Of course, that is of no help to the
    powergamer who seeks extreme damage with level 45+ skills with bonuses from
    mastery and every synergy.  Below are tables with data ranging from levels
    from 20 to 50, in intervals of 5, and with bonuses factored in.  The numbers
    should give you a rough idea how powerful the sorceress's attacks will be at
    expected levels of power.
    The damage shown is the average, with fractions dropped (e.g., 25.5 becomes
    25).  In most cases, the difference between minimum and maximum damage may
    be a few hundred points, which becomes insignificant once the average damage
    numbers reach five digits.  The exceptions are Lightning and Chain
    Lightning, which have minimum damage equal to 100% + Lightning Mastery, and
    maximum damage almost twice the average damage.
    Duration and other time fields are listed in seconds.
    Damage is calculated by the following:
        total damage = skill damage * synergy bonus * mastery bonus
    NOTE:  Items that provide extra damage to fire or lightning skills is
    considered a mastery bonus and is added to the bonus from Fire Mastery or
    Lightning Mastery.
    What the following terms mean...
    Base    = Damage without mastery bonuses.
    Max FM  = Damage with maxed Fire Mastery.
    Mx FM^2 = Damage with maxed Fire Mastery squared (for Enchant).
    Max LM  = Damage with maxed Lightning Mastery.
     6.1. Fire Skills
      FIRE BOLT  |
    Receives Bonuses From:
    Fire Ball:  +16% Fire Damage per Level
    Meteor:     +16% Fire Damage per Level
    Mana Cost:  2.5
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
           |(NO synergy points)    |       |       |       |
     Base  |    52 |    90 |   173 |   311 |   448 |   586 |   723
    Max FM |   139 |   269 |   579 |  1146 |  1808 |  2568 |  3424
           |(20 synergy points -- +320% damage)    |       |
     Base  |   222 |   380 |   730 |  1308 |  1885 |  2463 |  3040
    Max FM |   585 |  1132 |  2433 |  4814 |  7599 | 10789 | 14382
           |(40 synergy points -- +640% damage)    |       |
     Base  |   391 |   669 |  1287 |  2305 |  3322 |  4340 |  5357
    Max FM |  1031 |  1995 |  4287 |  8482 | 13389 | 19008 | 25340
      INFERNO  |
    Receives Bonuses From:
    Warmth:  +13% Fire Damage per Level
    Minimum Mana to Cast:  6
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   10  |   11  |   12  |   13  |   14  |   15  |   16
     Range |  12.6 |  15.3 |  17.3 |  20.0 |  22.6 |  25.3 |  27.3
           |(NO synergy points)    |       |       |       |
     Base  |   211 |   271 |   338 |   409 |   480 |   552 |   623
    Max FM |   556 |   810 |  1127 |  1508 |  1939 |  2420 |  2950
           |(20 synergy points -- +260% damage)    |       |
     Base  |   762 |   978 |  1219 |  1475 |  1732 |  1988 |  2245
    Max FM |  2004 |  2918 |  4059 |  5430 |  6981 |  8711 | 10622
      BLAZE  |
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   20  |   23  |   25  |   28  |   30  |   33  |   35
     Dura. |  23.6 |  28.6 |  33.6 |  38.6 |  43.6 |  48.6 |  53.6
     Burn  |  17.1 |  17.8 |  18.3 |  18.7 |  19.0 |  19.4 |  19.6
     Base  |   280 |   402 |   571 |   782 |   993 |  1204 |  1415
    Max FM |   739 |  1201 |  1903 |  2880 |  4004 |  5276 |  6695
      FIRE BALL  |
    Receives Bonuses From:
    Fire Bolt:  +14% Fire Damage per Level
    Meteor:     +14% Fire Damage per Level
    Radius:  2 yards.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  14.5 |  17.0 |  19.5 |  22.0 |  24.5 |  27.0 |  29.5
           |(NO synergy points)    |       |       |       |
     Base  |   212 |   293 |   382 |   480 |   577 |   675 |   772
    Max FM |   559 |   872 |  1274 |  1767 |  2329 |  2958 |  3656
           |(20 synergy points -- +280% damage)    |       |
     Base  |   809 |  1113 |  1455 |  1825 |  2196 |  2566 |  2937
    Max FM |  2128 |  3317 |  4846 |  6718 |  8851 | 11242 | 13893
           |(40 synergy points -- +560% damage)    |       |
     Base  |  1405 |  1933 |  2527 |  3170 |  3814 |  4457 |  5101
    Max FM |  3696 |  5762 |  8417 | 11670 | 15373 | 19526 | 24131
      FIRE WALL  |
    Casting Delay:  1.4 sec.
    Duration:  3.6 sec.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   41  |   46  |   51  |   56  |   61  |   66  |   71
    Radius |  30.0 |  36.6 |  43.3 |  50.0 |  56.6 |  63.3 |  70.0
     Base  |  1295 |  1788 |  2280 |  2772 |  3264 |  3756 |  4248
    Max FM |  3408 |  5328 |  7593 | 10203 | 13157 | 16455 | 20098
      ENCHANT  |
    Receives Bonuses From:
    Warmth:  +9% Fire Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   44  |   49  |   54  |   59  |   64  |   69  |   74
     Dura. |   600 |   720 |   840 |   960 |  1080 |  1200 |  1320
     +AR%  | +191% | +236% | +281% | +326% | +371% | +416% | +461%
           |(NO synergy points)    |       |       |       |
     Base  |    78 |   115 |   158 |   209 |   258 |   309 |   358
    Max FM |   207 |   342 |   529 |   768 |  1043 |  1353 |  1697
    Mx FM^2|   545 |  1019 |  1761 |  2828 |  4205 |  5926 |  8029
           |(20 synergy points -- +180% damage)    |       |
     Base  |   220 |   321 |   444 |   584 |   724 |   864 |  1004
    Max FM |   581 |   959 |  1482 |  2153 |  2922 |  3789 |  4754
    Mx FM^2|  1529 |  2859 |  4935 |  7923 | 11775 | 16595 | 22486
      METEOR  |
    Receives Bonuses From:
    Fire Bolt:  +5% Fire Damage per Level
    Fire Ball:  +5% Fire Damage per Level
    Inferno:    +3% Average Fire Damage per Level per Second
    Casting Delay:  1.2 sec.
    Radius:  4 yards.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  26.5 |  29.0 |  31.5 |  34.0 |  36.5 |  39.0 |  41.5
     Burn  |  12.6 |  15.6 |  18.6 |  21.6 |  24.6 |  27.6 |  30.6
           |  IMPACT DAMAGE
           |(NO synergy points)    |       |       |       |
     Base  |   898 |  1304 |  1718 |  2138 |  2558 |  2978 |  3398
    Max FM |  2361 |  3885 |  5720 |  7867 | 10308 | 13043 | 16072
           |(20 synergy points -- +100% damage)    |       |
     Base  |  1796 |  2608 |  3436 |  4276 |  5116 |  5956 |  6796
    Max FM |  4723 |  7771 | 11441 | 15734 | 20616 | 26086 | 32143
           |(40 synergy points -- +200% damage)    |       |
     Base  |  2694 |  3912 |  5154 |  6414 |  7674 |  8934 | 10194
    Max FM |  7085 | 11657 | 17161 | 23602 | 30925 | 39129 | 48216
           |(NO synergy points)    |       |       |       |
     Base  |   262 |   332 |   402 |   473 |   543 |   613 |   684
    Max FM |   690 |   991 |  1342 |  1742 |  2191 |  2689 |  3236
           |(20 synergy points -- +60% damage)     |       |
     Base  |   416 |   531 |   644 |   756 |   869 |   981 |  1094
    Max FM |  1103 |  1585 |  2145 |  2785 |  3503 |  4301 |  5176
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Bonus | +163% | +198% | +233% | +268% | +303% | +338% | +373%
      HYDRA  |
    Receives Bonuses From:
    Fire Bolt:  +3% Fire Damage per Level
    Fire Ball:  +3% Fire Damage per Level
    Casting Delay:  2 sec.
    Duration:  10 sec.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  29.5 |  32.0 |  34.5 |  37.0 |  39.5 |  42.0 |  44.5
           |(NO synergy points)    |       |       |       |
     Base  |   141 |   192 |   251 |   316 |   381 |   446 |   511
    Max FM |   371 |   573 |   837 |  1164 |  1537 |  1955 |  2419
           |(20 synergy points -- +60% damage)     |       |
     Base  |   226 |   307 |   402 |   506 |   610 |   714 |   818
    Max FM |   594 |   917 |  1339 |  1863 |  2459 |  3128 |  3870
           |(40 synergy points -- +120% damage)    |       |
     Base  |   310 |   423 |   552 |   696 |   838 |   982 |  1124
    Max FM |   818 |  1261 |  1842 |  2562 |  3382 |  4302 |  5322
    * Fire Bolt passes Fire Ball in damage beginning at slvl 47.
    * Reminder:  Inferno's true damage is halved thanks to a bug.
    * Reminder:  Mastery squared for Enchant applies to melee only.
    * Meteor has the highest average damage of all sorceress skills.
    * Inferno and Blaze are underpowered for endgame.
    * Fire Bolt, Fire Ball, and Meteor are the strongest fire skills.
     6.2. Lightning Skills
    Receives Bonuses From:
    Lightning:  +6% Lightning Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  12.5 |  15.0 |  17.5 |  20.0 |  22.5 |  25.0 |  27.5
    #Bolts |   22  |   24  |   24  |   24  |   24  |   24  |   24
           |(NO synergy points)    |       |       |       |
     Base  |  14.0 |  21.0 |  29.0 |  39.0 |  49.0 |  59.0 |  69.0
    Max LM |  54.5 |  91.5 | 146.0 | 219.5 | 305.5 | 403.0 | 512.5
           |(20 synergy points -- +120% damage)    |       |
     Base  |  31.5 |  46.0 |  64.5 |  86.5 | 108.5 | 130.5 | 152.5
    Max LM | 120.0 | 201.5 | 323.0 | 484.5 | 672.5 | 887.0 |1128.0
      NOVA |
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   34  |   39  |   44  |   49  |   54  |   59  |   64
     Base  |   159 |   207 |   259 |   314 |   369 |   424 |   479
    Max LM |   602 |   908 |  1292 |  1754 |  2283 |  2877 |  3538
      LIGHTNING  |
    Receives Bonuses From:
    Charged Bolt:     +8% Lightning Damage per Level
    Nova:             +8% Lightning Damage per Level
    Chain Lightning:  +8% Lightning Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  17.5 |  20.0 |  22.5 |  25.0 |  27.5 |  30.0 |  32.5
           |(NO synergy points)    |       |       |       |
     Base  |   136 |   198 |   276 |   366 |   456 |   546 |   636
    Max LM |   515 |   869 |  1376 |  2044 |  2821 |  3704 |  4697
           |(20 synergy points -- +160% damage)    |       |
     Base  |   354 |   515 |   718 |   952 |  1186 |  1420 |  1654
    Max LM |  1338 |  2256 |  3575 |  5312 |  7330 |  9627 | 12207
           |(40 synergy points -- +320% damage)    |       |
     Base  |   571 |   832 |  1159 |  1537 |  1915 |  2293 |  2671
    Max LM |  2160 |  3644 |  5774 |  8580 | 11838 | 15550 | 19716
           |(60 synergy points -- +480% damage)    |       |
     Base  |   789 |  1148 |  1601 |  2123 |  2645 |  3167 |  3689
    Max LM |  2983 |  5031 |  7973 | 11847 | 16347 | 21473 | 27226
    Receives Bonuses From:
    Charged Bolt:  +4% Lightning Damage per Level
    Nova:          +4% Lightning Damage per Level
    Lightning:     +4% Lightning Damage per Level
    Jump Radius:  13.3 yards.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   28  |   33  |   38  |   43  |   48  |   53  |   58
     Hits  |   10  |   11  |   12  |   13  |   14  |   15  |   16
           |(NO synergy points)    |       |       |       |
     Base  |   141 |   178 |   216 |   253 |   291 |   328 |   366
    Max LM |   532 |   781 |  1075 |  1414 |  1798 |  2226 |  2700
           |(20 synergy points -- +80% damage)     |       |
     Base  |   253 |   320 |   388 |   455 |   523 |   590 |   658
    Max LM |   957 |  1405 |  1933 |  2543 |  3234 |  4005 |  4858
           |(40 synergy points -- +160% damage)    |       |
     Base  |   365 |   463 |   560 |   658 |   755 |   853 |   950
    Max LM |  1382 |  2029 |  2792 |  3673 |  4670 |  5784 |  7016
           |(60 synergy points -- +240% damage)    |       |
     Base  |   478 |   605 |   733 |   860 |   988 |  1115 |  1243
    Max LM |  1807 |  2652 |  3650 |  4802 |  6106 |  7564 |  9174
    Mana Cost:  19
    Radius:  11.3 yards.
    Bolt Delay:  5 - ((440 * slvl) / (100 * (slvl + 6)))
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Dura. |   184 |   224 |   264 |   304 |   344 |   384 |   424
     Delay |   1.6 |   1.4 |   1.3 |   1.2 |   1.2 |   1.1 |   1.0
     Base  |   244 |   299 |   354 |   409 |   464 |   519 |   579
    Max LM |   924 |  1311 |  1764 |  2284 |  2870 |  3521 |  4239
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Bonus | +278% | +338% | +398% | +458% | +518% | +578% | +638%
    * Against a single target, Charged Bolt can outdamage Lightning if all the
       bolts hit.  (Extremely difficult to do.)
    * Lightning has the highest maximum damage of all sorceress skills.
    * Maxed Thunderstorm/Lightning Mastery is not much stronger than slvl 1
       Thunderstorm/max Lighting Mastery once you pack 20 or more extra skill
       levels from equipment and charms.
    * Nova is underpowered for endgame.
    * Charged Bolt and Lightning are the strongest lightning skills.
     6.3. Cold Skills
      ICE BOLT  |
    Receives Bonuses From:
    Frost Nova:     +15% Cold Damage per Level
    Ice Blast:      +15% Cold Damage per Level
    Glacial Spike:  +15% Cold Damage per Level
    Blizzard:       +15% Cold Damage per Level
    Frozen Orb:     +15% Cold Damage per Level
    Mana Cost:  3
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Cold  |  32.6 |  39.6 |  46.6 |  53.6 |  60.6 |  67.6 |  74.6
           |(NO synergy points)    |       |       |       |
     Base  |    43 |    63 |    86 |   112 |   138 |   165 |   191
           |(20 synergy points -- +300% damage)    |       |
     Base  |   175 |   252 |   345 |   450 |   555 |   660 |   765
           |(40 synergy points -- +600% damage)    |       |
     Base  |   306 |   441 |   603 |   787 |   971 |  1155 |  1338
           |(60 synergy points -- +900% damage)    |       |
     Base  |   437 |   630 |   862 |  1125 |  1387 |  1650 |  1912
           |(80 synergy points -- +1200% damage)   |       |
     Base  |   568 |   819 |  1121 |  1462 |  1803 |  2145 |  2486
           |(100 synergy points -- +1500% damage)  |       |
     Base  |   700 |  1008 |  1380 |  1800 |  2220 |  2640 |  3060
      FROST NOVA  |
    Receives Bonuses From:
    Blizzard:    +10% Cold Damage per Level
    Frozen Orb:  +10% Cold Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   28  |   33  |   38  |   43  |   48  |   53  |   58
     Cold  |   27  |   32  |   37  |   42  |   47  |   52  |   57
           |(NO synergy points)    |       |       |       |
     Base  |    61 |    86 |   114 |   145 |   176 |   208 |   239
           |(20 synergy points -- +200% damage)    |       |
     Base  |   185 |   258 |   342 |   436 |   530 |   624 |   717
           |(40 synergy points -- +400% damage)    |       |
     Base  |   308 |   430 |   571 |   727 |   883 |  1040 |  1196
      ICE BLAST  |
    Receives Bonuses From:
    Ice Bolt:       +8% Cold Damage per Level
    Glacial Spike:  +10% Freeze Length per Level
    Blizzard:       +8% Cold Damage per Level
    Frozen Orb:     +8% Cold Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  15.5 |  18.0 |  20.5 |  23.0 |  25.5 |  28.0 |  30.5
    Freeze |   6.8 |   7.8 |   8.8 |   9.8 |  10.8 |  11.8 |  12.8
           |(NO synergy points)    |       |       |       |
     Base  |   259 |   387 |   542 |   718 |   894 |  1071 |  1247
           |(20 synergy points -- +160% damage)    |       |
     Base  |   674 |  1006 |  1409 |  1867 |  2325 |  2784 |  3242
           |(40 synergy points -- +320% damage)    |       |
     Base  |  1090 |  1625 |  2277 |  3017 |  3757 |  4497 |  5238
           |(60 synergy points -- +480% damage)    |       |
     Base  |  1506 |  2244 |  3144 |  4167 |  5189 |  6211 |  7233
    Receives Bonuses From:
    Ice Bolt:    +5% Cold Damage per Level
    Ice Blast:   +5% Cold Damage per Level
    Blizzard:    +3% Freeze Length per Level
    Frozen Orb:  +5% Cold Damage per Level
    Radius:  2.6 yards.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  19.5 |  22.0 |  24.5 |  27.0 |  29.5 |  32.0 |  34.5
    Freeze |   4.2 |   4.8 |   5.4 |   6.0 |   6.6 |   7.2 |   7.8
           |(NO synergy points)    |       |       |       |
     Base  |   233 |   308 |   386 |   467 |   548 |   630 |   711
           |(20 synergy points -- +100% damage)    |       |
     Base  |   467 |   616 |   772 |   935 |  1097 |  1260 |  1422
           |(40 synergy points -- +200% damage)    |       |
     Base  |   701 |   924 |  1158 |  1402 |  1646 |  1890 |  2133
           |(60 synergy points -- +300% damage)    |       |
     Base  |   935 |  1232 |  1545 |  1870 |  2195 |  2520 |  2845
      BLIZZARD  |
    Receives Bonuses From:
    Ice Bolt:       +5% Cold Damage per Level
    Ice Blast:      +5% Cold Damage per Level
    Glacial Spike:  +5% Cold Damage per Level
    Cast Delay:  1.8 sec.
    6.2 shards per second.
    Cold Length:  4 sec.
    Radius:  4.6 yards.
    Duration:  4 sec.
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |   42  |   47  |   52  |   57  |   62  |   67  |   72
           |(NO synergy points)    |       |       |       |
     Base  |   594 |   852 |  1149 |  1477 |  1804 |  2132 |  2459
           |(20 synergy points -- +100% damage)    |       |
     Base  |  1189 |  1704 |  2299 |  2954 |  3609 |  4264 |  4919
           |(40 synergy points -- +200% damage)    |       |
     Base  |  1783 |  2556 |  3448 |  4431 |  5413 |  6396 |  7378
           |(60 synergy points -- +300% damage)    |       |
     Base  |  2378 |  3408 |  4598 |  5908 |  7218 |  8528 |  9838
      FROZEN ORB  |
    Receives Bonuses From:
    Ice Bolt:  +2% Cold Damage per Level
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
     Mana  |  34.5 |  37.0 |  39.5 |  42.0 |  44.5 |  47.0 |  49.5
     Cold  |   27  |   32  |   37  |   42  |   47  |   52  |   57
           |(NO synergy points)    |       |       |       |
     Base  |   269 |   341 |   416 |   493 |   569 |   645 |   721
           |(20 synergy points -- +40% damage)     |       |
     Base  |   376 |   478 |   583 |   689 |   796 |   903 |  1010
     slvl  |   20  |   25  |   30  |   35  |   40  |   45  |   50
    Resist | -115% | -140% | -165% | -190% | -215% | -240% | -265%
    * It is impossible to max all the synergies for Ice Bolt.
    * Targets can take multiple hits from a single Blizzard.
    * A perfect orb hit (i.e., all 16 bolts from the explosion hit one target)
       exceeds the damage of one hit from Blizzard.
    * Damage listed for cold skills can be up to double thanks to Cold Mastery.
    * Ice Bolt and Frost Nova are underpowered for endgame.
    * Blizzard is the strongest cold skill.
     6.4. Auras and Oskills
      HOLY SHOCK   |
    LM slvl|   20  |   25  |   30  |   35  |   40  |   45  |   50
           | LEVEL 15
           | Radius:  13.3 yards
           | Lightning Damage:  1-648 to your Attack
           | Lightning Damage:  1-108 (aura pulse)
    Missile|  1226 |  1421 |  1615 |  1810 |  2005 |  2199 |  2394
    Melee  |  4636 |  6225 |  8047 | 10103 | 12393 | 14916 | 17673
    Aura   |   225 |   238 |   270 |   303 |   336 |   369 |   402
           | LEVEL 30
           | Radius:  23.3 yards
           | Lightning Damage:  1-1668 to your Attack
           | Lightning Damage:  1-278 (aura pulse)
    Missile|  3154 |  3654 |  4155 |  4656 |  5157 |  5657 |  6158
    Melee  | 11923 | 16009 | 20695 | 25983 | 31871 | 38360 | 45450
    Aura   |   526 |   610 |   694 |   778 |   862 |   945 |  1029
    * The runeword Dream grants level 15 Holy Shock aura.
    * The aura levels from two Dream items can combine to grant level 30
       Holy Shock.
    * The damage shown in the Holy Shock table small cells is the average
       damage.  Since the minimum damage is close to 1, the maximum damage
       is almost double the average.
      7. Builds
    The player needs to plan, from the beginning, what the sorceress's goal in
    life is and have her learn the skills needed toward that goal.  Below are
    some build descriptions that are powerful and effective since 1.10.
    Underpowered builds such as the Inferno sorceress are neither listed nor
     7.1. Blaster Sorceresses
    Out of the three pure single-tree damage builds, the fire tree requires the
    least skill points to complete.  with the potential of 20K damage fireballs
    and 7 fps cast rate, the fire sorceress is perhaps the most effective PvP
    dueling sorceress.
       Fire Skills        |   Lightning Skills
     Fire Bolt ....... 20 | Static Field ....  1
     Warmth ..........  1 | Telekinesis .....  1
     Inferno .........  1 | Teleport ........  1
     Blaze ...........  1 |
     Fire Ball ....... 20 |
     Fire Wall .......  1 |
     Meteor .......... 20 |
     Fire Mastery .... 20 |
       TOTAL:  87
    The fire sorceress develops Fire Bolt, Fire Ball, and Meteor as they become
    available.  Once the sorceress reaches level 30, one point is placed in Fire
    Mastery.  From there, the following skills are maxed from first to last:
    Meteor, Fire Ball, Fire Bolt, and Fire Mastery.  Meteor has the best bang
    for the mana used, and placing points there greatly powers up
    Fire Bolt/Ball.  Fire Ball is a spammable attack that packs an explosive
    punch that can damage multiple targets in one shot, making it the next best
    choice to max after Meteor.  Maxing Fire Bolt after Fire Ball will yield
    both a powerful Fire Bolt and an even stronger Fire Ball.  Once all three
    attacks are maxed, Fire Mastery can finally be maxed.
    Pure lightning can be powerful, but only with every synergy maxed (possible
    by level 94) and skill levels boosted to a minimum in the upper 30's, the
    latter of which requires powerful equipment.  For a lower level, untwinked
    sorceress, pure lightning is weaker than pure fire or pure blizzard.  The
    damage is less and the cast rate is slower.  Even the killing speed of the
    26 point wonder Frozen Orb is comparable to Lightning with two synergies
    and lightning mastery maxed when the skill levels are in the sub-30 range.
    You may wonder what can the lightning sorceress with top gear and skills do
    that another sorceress can't do better?  Unlike fire or especially cold,
    many monsters immune to lightning have resistance at 100, and very few have
    resistance over 115.  Conviction (from Infinity) will remove immunity from
    most monsters.  Even low level Lower Resist from various charged items sold
    by vendors can remove immunity from many monsters in the later acts.  When
    immunity breaking is combined with resistance drain equipment such as
    Griffon's Eye, monsters formerly immune to lightning begin to drop like
    flies.  With all the ideal equipment, the lightning sorceress is the closest
    one can get to an all-powerful PvM character that can kill nearly anything
    like the Hammerdin.
       Fire Skills        |   Lightning Skills
     Warmth ..........  1 | Charged Bolt .... 20
                          | Static Field ....  1
                          | Telekinesis .....  1
                          | Nova ............ 20
                          | Lightning ....... 20
                          | Chain Lightning . 20
                          | Teleport ........  1
                          | Thunder Storm ...  1
                          | Lightning Mastery 20
       TOTAL:  105
    Charged Bolt is the first skill to max.  It is great as an early and
    mid game skill, and it is still effective in Hell as a close-range attack.
    Once Charged Bolt is maxed, points go to Lightning until Lightning Mastery
    becomes available at (character) level 30.  Lightning Mastery increases
    damage more than any other lightning synergy, making it your top priority to
    max as soon as possible.  Once Lightning Mastery is done, Lightning is next
    skill to max.  Lightning is the long range, high power attack to use when
    spamming Charged Bolt at close range is unsafe.  Once Lightning is finished,
    Chain Lightning is the fourth skill to max.  Chain Lightning is your crowd
    sweeper.  However, before you start placing points in Chain Lightning, place
    one point into Thunder Storm.  Thunder Storm provides extra damage, and with
    max Lightning Mastery combined with high skill boosts from items and charms,
    it is effective enough with even one point.  Once Chain Lightning is
    finished, Nova is the final skill to max.  With all the other lightning
    attacks, Nova is useful only as a passive damage booster to Lightning and
    Chain Lightning.
    With freezing attacks, Blizzard's stopping power, and Cold Mastery's
    resistance drain; the pure blizzard sorceress is the most powerful PvM
    sorceress build, and one of the deadliest PvP sorceress builds.  Any monster
    vulnerable to cold will die quickly, even act bosses.  The best part about
    the Blizzard sorceress, as far as the beginner is concerned, is they are
    powerful with even mediocre items.  Numerous cold immune monsters in Hell
    are the only weakness.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Warmth ..........  1 | Static Field ....  1 | Ice Bolt ........ 20
                          | Telekinesis .....  1 | Frost Nova ......  1
                          | Teleport ........  1 | Ice Blast ....... 20
                          |                      | Glacial Spike ... 20
                          |                      | Blizzard ........ 20
                          |                      | Cold Mastery .... 20
       TOTAL:  105
    The blizzard sorceress develops Ice Blast and Glacial Spike as they become
    available.  Ice Bolt is ignored until later in the game.  The fun begins at
    level 24, when the sorceress can learn Blizzard.  At level 30, one point is
    placed in Cold Mastery.  Blizzard should be maxed as soon as possible.
    After that, raise Cold Mastery, either through skill points or items, to
    level 17, which reduces enemy cold resistance by -100%.  Ice Blast and
    Glacial Spike are the next two skills to be maxed.  Pick either one to max
    first, then max the other.  Ice Blast and Glacial Spike have their
    advantages; Ice Blast is more damaging and costs less mana while Glacial
    Spike travels faster and can hit multiple targets.  Once both are maxed,
    all that is left is Ice Bolt and Cold Mastery.  If you want the sorceress
    to duel other players, max Cold Mastery.  Otherwise, raise Cold Mastery to
    the desired level, if necessary.  With Cold Mastery out of the way, Ice Bolt
    is the final skill to max.
    This is merely a pure fire sorceress with energy shield.  In fact, if the
    sorceress forgoes Static Field and uses an item to access Energy Shield,
    she can get full power attacks AND energy shield by level 94.
       Fire Skills        |   Lightning Skills
     Fire Bolt ....... 20 | Charged Bolt ....  1
     Warmth ..........  1 | Static Field ....  1
     Inferno .........  1 | Telekinesis ..... 20
     Blaze ...........  1 | Lightning .......  1
     Fire Ball ....... 20 | Chain Lightning .  1
     Fire Wall .......  1 | Teleport ........  1
     Meteor .......... 20 | Energy Shield ...  1
     Fire Mastery ....  1 |
       TOTAL:  91
    Development is the same as the pure fire sorceress except early in the game,
    extra skill points that would have been spent in Fire Bolt and Fire Ball go
    into Telekinesis instead.  Because of this, the chosen fire skills are maxed
    at a later level.  Fire Mastery, the final skill to develop, is usually left
    at a level below max due to the difficulty of leveling any character beyond
    Frozen Orb is the cheapest sorceress power skill in the game, requiring
    less skill points to complete than other top-tier damage skills (such as
    Fire Ball or Blizzard).  The sorceress has plenty of leftover points to
    develop a powerful energy shield to protect her from damage.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Warmth ..........  1 | Charged Bolt ....  1 | Ice Bolt ........ 20
                          | Static Field ....  1 | Frost Nova ......  1
                          | Telekinesis ..... 20 | Ice Blast .......  1
                          | Lightning .......  1 | Glacial Spike ...  1
                          | Chain Lightning .  1 | Blizzard ........  1
                          | Teleport ........  1 | Frozen Orb ...... 20
                          | Energy Shield ...  1 | Cold Mastery .... 20
       TOTAL:  91
    Early on, skill points will go into Telekinesis (for Energy Shield) and
    prerequisites.  In the meantime, before level 24, enemies are defeated by a
    three step process:  freezing by Ice Blast or Glacial Spike, weakening by
    Static Field, then dying by combined weapon attack from the sorceress and
    her merc.  At level 24, Blizzard will provide enough stopping power until
    Frozen Orb, the primary skill, becomes available at level 30.
    Once the sorceress reaches level 30 and learns Frozen Orb and Cold Mastery,
    she will begin to wipe out monsters with ease until Hell.  The sorceress
    will continue to add points to Frozen Orb until maxed at level 49.  From
    there, Cold Mastery should be raised until enemy cold resistance is at
    -100%.  Next, Ice Bolt should be raised to the max to powerup Frozen Orb.
    Once Ice Bolt is done, resume adding points to Cold Mastery until max level
    is reached.
    After all the necessary skills are finished, the sorceress has some leeway
    where extra points go.  She will not have enough to develop a viable attack
    of another element.  However, she can add points to Warmth to speed up mana
    regeneration, Teleport to reduce mana cost, and/or Energy Shield to increase
    the damage absorption percentage.
    Between the high firepower of the Fire Ball and Meteor combo, and Frozen
    Orb's effectiveness with minimal skill point cost, the Meteorb sorceress is
    the most effective two tree build in the game, and the easiest sorceress to
    use for PvM.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Fire Bolt .......  1 | Static Field ....  1 | Ice Bolt ........  1
     Warmth ..........  1 | Telekinesis .....  1 | Frost Nova ......  1
     Inferno .........  1 | Teleport ........  1 | Ice Blast .......  1
     Blaze ...........  1 |                      | Glacial Spike ...  1
     Fire Ball ....... 20 |                      | Blizzard ........  1
     Fire Wall .......  1 |                      | Frozen Orb ...... 20
     Meteor .......... 20 |                      | Cold Mastery ....  1
     Fire Mastery .... 20 |                      |
       TOTAL:  94
    Note:  A variant of the Meteorb sorceress is the Fire Ball/Orb sorceress,
    which trades Meteor damage for more Fire Ball damage by maxing Fire Bolt
    instead of Fire Mastery.  Fire Ball is easier to use than Meteor, but
    consumes mana at a faster rate.
    Before level 12, the Meteorb sorceress kills monsters with weapons.  Once
    Fire Ball becomes available, she begins to rely on skills to destroy
    enemies.  Fire Ball and Meteor are developed as the become available until
    level 30 when Frozen Orb and Masteries can be learned.  At level 30, Frozen
    Orb becomes the attack of choice and the first skill to max as soon as
    possible.  After Frozen Orb is done, the following fire skills are maxed
    in order:  Meteor, Fire Ball, and Fire Mastery.  Once all four skills are
    maxed, any remaining skill points go either into Fire Bolt or Cold Mastery
    depending on which element the player wants to powerup.
    The killing speed is slower than Meteorb, due to lower Fire Ball damage and
    Hydra's lack of splash.  However, Hydra's ability to extend the sorceress's
    attacking range further or around corners allows her to play a safer game.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Fire Bolt .......  1 | Static Field ....  1 | Ice Bolt ........  1
     Warmth ..........  1 | Telekinesis .....  1 | Frost Nova ......  1
     Fire Ball ....... 20 | Teleport ........  1 | Ice Blast .......  1
     Enchant .........  1 |                      | Glacial Spike ...  1
     Fire Mastery .... 20 |                      | Blizzard ........  1
     Hydra ........... 20 |                      | Frozen Orb ...... 20
                          |                      | Cold Mastery ....  1
       TOTAL:  92
    (Caveat:  Comments are based on 1.09 sorceress building experiences.)
    Until the sorceress reaches level 30, the Hydra/Orb build is one of the most
    difficult and frustrating sorceress builds to develop because nearly all
    skill points must be saved until the sorceress is allowed to spend them in
    the level 30 skills.  During the early levels, the sorceress will freeze
    enemies with Ice Blast or Glacial Spike then finish them off with a Static
    Field, weapon, and merc smackdown combination.  Once the sorceress reaches
    30, she places points in all the level 30 skills.  From there, using all the
    skill points that were saved, the sorceress develops Frozen Orb, Hydra, and
    Fire Mastery concurrently until all the skill points run out.  When that
    happens, maxing Frozen Orb becomes top priority since it can take out nearly
    everything in Normal and Nightmare with ease single-handedly.  When Orb is
    finished, Hydra is the next skill to be maxed, followed by Fire Mastery.
    Once those three skills are finished, Fire Ball is the fourth and final
    skill to max.  Any extra skill points go to Fire Bolt to powerup both
    Fire Ball and Hydra.
    A viable option, though more difficult to build and use than the Meteorb
    sorceress.  Effectiveness of both Charged Bolt and Frozen Orb are sensitive
    to range.  Charged Bolt is most effective at close range while Frozen Orb is
    best at medium range where the orb can explode inside a target.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Warmth ..........  1 | Charged Bolt .... 20 | Ice Bolt ........  1
                          | Static Field ....  1 | Frost Nova ......  1
                          | Telekinesis .....  1 | Ice Blast .......  1
                          | Lightning ....... 20 | Glacial Spike ...  1
                          | Teleport ........  1 | Blizzard ........  1
                          | Lightning Mastery 20 | Frozen Orb ...... 20
                          |                      | Cold Mastery ....  1
       TOTAL:  90
    The sorceress develops Charged Bolt from the get go much like a Lightning
    sorceress.  At level 30, a choice needs to be made:  develop Frozen Orb now
    or Lightning Mastery and Lightning instead.  If power and ease of use is a
    concern, max Frozen Orb as soon as possible then develop Lightning Mastery
    and Lightning.  If Charged Bolt is really desired, save Frozen Orb for last
    and max Lightning Mastery and Lightning next.
     7.2. Enchantresses
    The one skill all of the following sorceress fighter builds have in common
    is Enchant.
    This is a Frozen Orb sorceress with Enchant as the backup skill to destroy
    monsters immune to cold.  For this sorceress, Enchant is learned for one of
    two reasons:  either for her to become an Enchant slave (for low level
    characters in Hardcore) or to use a weapon with properties such that when
    combined with Enchant, the weapon becomes very powerful.  (Details about
    such weapons are discussed under Equipment.)  The design of this sorceress
    build is a true hybrid.  The sorceress plays like a blaster when she is
    fighting monsters vulnerable to Frozen Orb.  Once monsters immune to cold
    appear, she uses weapons like a fighter to defeat those monsters.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Fire Bolt .......  1 | Static Field ....  1 | Ice Bolt ........  1
     Warmth .......... 20 | Telekinesis .....  1 | Frozen Armor ....  1
     Fire Ball .......  1 | Teleport ........  1 | Frost Nova ......  1
     Enchant ......... 20 | Lightning Mastery  1 | Ice Blast .......  1
     Fire Mastery .... 20 |                      | Shiver Armor ....  1
                          |                      | Glacial Spike ...  1
                          |                      | Blizzard ........  1
                          |                      | Frozen Orb ...... 20
                          |                      | Cold Mastery ....  1
       TOTAL:  94
    Since the sorceress will need skill points for both Frozen Orb and Enchant,
    she cannot pump Warmth early in the game.  Aside from placing one point in
    each of the prerequisites and one point wonders, skill points are to be
    saved until level 18 when Enchant can be learned then developed.  As with
    nearly any other Frozen Orb sorceress, she will need to use Static Field,
    freezing attacks, weapons, and a merc to destroy monsters until the
    sorceress reaches level 30 and learns Frozen Orb and Masteries.  From there,
    she develops Frozen Orb and Enchant concurrently while the extra skill
    points last.  Once the skill points run out, Frozen Orb becomes top priority
    to max as soon as more skill points are gained.  Next skill to max is
    Enchant.  After Enchant is done, all that is left to max is Warmth and Fire
    Mastery.  Warmth is the third skill to max because it increases not only
    Enchant's damage more than Fire Mastery, but also the sorceress's mana
    regeneration.  When Warmth is done, Fire Mastery is the final skill to max.
    Once all the necessary skills are finished, all extra points earned should
    be placed into either Cold Mastery for stronger Frozen Orb or Static Field
    for easier mass damage against monsters with over half life.
    The pure melee Enchantress includes any sorceress build designed to fight
    monsters in hand-to-hand combat, including the Avenger, Dreamer, and
    Werebear.  The melee Enchantress forsakes blasting skills such as Fire Ball,
    Blizzard, or Frozen Orb.  Instead she uses Enchant and various passive and
    buffing skills.
    Enchantress sub-builds:
    Avenger = Uses Vengeance oskill from Kingslayer.
    Dreamer = Uses Holy Shock aura from Dream.
    Werebear = Uses Werebear oskill from Beast.
       Fire Skills        |   Lightning Skills   |   Cold Skills
     Fire Bolt .......  1 | Static Field ....  1 | Frozen Armor ....  1
     Warmth .......... 20 | Telekinesis .....  1 | Cold Mastery ....  1
     Fire Ball .......  1 | Teleport ........  1 |
     Enchant ......... 20 | Lightning Mastery 20 |
     Fire Mastery .... 20 |                      |
       TOTAL:  87
    Warmth will be developed from the get-go until level 18 when Enchant is
    available.  At that point, Enchant becomes top priority to max.  At level
    30, one point is placed into Fire Mastery.  From there, Enchant, Warmth,
    and Fire Mastery are maxed in order.  Once all the fire skills are finished,
    the sorceress needs to decide where extra skill points go.  In this case,
    points go to Lightning Mastery.  Lightning Mastery increases the lightning
    damage given by Vengeance or Holy Shock.  After Lightning Mastery is maxed,
    the sorceress can spend her final skill points into either Thunder Storm for
    an extra passive attack or Telekinesis for Energy Shield usage.
      8. Equipment
    Like it or not, Diablo II is a game of equipment.  Items make or break the
    characters.  While the sorceress does not need to rely on equipment as
    heavily as some other classes, you will want equipment to make the sorceress
    more powerful and durable.
     8.1. Important Item Properties
    Regardless of build, you want your sorceress to accumulate as much skill
    boosters and faster cast as you can to increase her damage output.  At the
    same time, the sorceress needs to acquire life and resistances to survive
    the inevitable beating she will take.  Below is a list of item properties
    the sorceress will need to survive.
    Resistances are essential for survival, especially in Nightmare and Hell due
    to penalties.  Elemental attacks have become very common since 1.10, and
    they are often are very damaging.  Resistance must be maximized to soften
    the blows.  Otherwise, such attacks will kill the sorceress in one or two
    hits easily.
    Faster spells give two obvious benefits.  One, the sorceress spends less
    time frozen in casting animation, which is useful for hit-and-run tactics or
    trying to Teleport out of a jam.  Two, faster spells mean more attacks over
    time which in turn mean more damage.  For the lightning sorceress, faster
    cast is especially important because Lightning and Chain Lightning are cast
    at slower rates than other skills.  Aim for at least 63 total faster cast,
    which provides 9 fps Teleport.
    -- LIFE --
    The sorceress can never have too much life, and she needs a high amount of
    life in Hell to save her from dying in one or two hits. The sorceress needs
    a minimum of 800 life for Hell.  Strive to break the 1000 life barrier.
    -- MANA --
    All sorceresses, whether it is the standard base energy blaster sorceress
    or the high mana Energy Shield sorceress, need more mana from items to fuel
    their skills.  Fortunately, there are plenty of items that do just that.
    When the sorceress loses more than 1/12th of her life in a single hit, she
    is forced into hit recovery, which freezes her in place.  Needless to say,
    this is bad.  What is even worse is the sorceress has horridly slow
    recovery, the worst in the game, and prone to stunlock.  The item property
    faster hit recovery speaks for itself, and it may mean the difference of the
    sorceress escaping or getting stunlocked by repeated attacks.  Even a small
    amount will make a big difference.
    -- + TO SKILLS --
    The sorceress needs high level skills to kill quickly.
    -- STRENGTH --
    Several desirable items have enormous strength requirements.  To meet these
    requirements, the sorceress can either spend stat points on Strength or
    equip items with bonuses to strength.  The stat points that are saved by
    wearing items with stat boosts can be spent elsewhere, usually Vitality.
    >> Enchantresses will also want the following item properties: <<
    While the typical blaster couldn't care less about getting chilled, the
    fighter will attack much slower if chilled, and that will not also lower the
    damage over time, but also lock the sorceress in attack animation longer,
    which can be deadly if things turn ugly during mid-swing.  An item with this
    property immunizes the sorceress from chilling.  Note:  This will not stop
    the slow effect from Holy Freeze.
    The sorceress needs high attack rating to hit her enemies reliably in Hell.
    7000 is the bare minimum needed to do just that.  Strive to get 10000 or
    Even though the sorceress will likely equip fast weapons, she still needs
    increased attack speed to reach the next breakpoint or two.  However, do NOT
    sacrifice too many skill boosts or other properties for this.
    -- DEFENSE --
    Melee fighters who engage in hand-to-hand combat with the enemy will want
    high defense to lower the enemies' chances of landing a hit.
    -- DAMAGE REDUCED BY x or x% --
    This acts like physical resistance, and even a small amount will help reduce
    the life the sorceress loses after she takes a hit.  DR% is capped at 50%,
    though you can stockpile more than that to offset penalties bestowed by
    Amplify Damage or Decrepify.  Absolute DR has no limit (beyond what is
    possible to equip).
     8.2. Breakpoints
    This is a good place for the breakpoint data since you need equipment to
    obtain the faster breakpoints, and we are in the equipment section of the
    FAQ.  The breakpoints for block rate, hit recovery, cast rate, and a few
    select weapons are listed.  All the breakpoints here apply only to the
    sorceress; other classes have different breakpoints.
    Quick reminder:  FPS = Frames Per Second.  Game runs at 25 FPS.
     FPS  |   9 |   8 |   7 |   6 |   5 |   4
     Block|   0 |   7 |  15 |  27 |  48 |  86
     FPS  |  15 |  14 |  13 |  12 |  11 |  10 |   9 |   8 |   7 |   6 |   5
     FHR  |   0 |   5 |   9 |  14 |  20 |  30 |  42 |  60 |  86 | 142 | 280
    -- FASTER CAST RATE:  Standard --
     FPS  |  13 |  12 |  11 |  10 |   9 |   8 |   7
     cast |   0 |   9 |  20 |  37 |  63 | 105 | 200
    -- FASTER CAST RATE:  Lightning / Chain Lightning --
     FPS  |  19 |  18 |  17 |  16 |  15 |  14 |  13 |  12 |  11
     cast |   0 |   7 |  15 |  23 |  35 |  52 |  78 | 117 | 194
    As you can see, Lightning and Chain Lightning are cast at a slower pace than
    other skills.
    -- INCREASED ATTACK SPEED:  Various elite weapons --
     Frames/second  |  17 |  16 |  15 |  14 |  13 |  12 |  11 |  10 |   9
    -- 1H MELEE ----+-----+-----+-----+-----+-----+-----+-----+-----+-----
     Berserker Axe  |   0 |   8 |  15 |  26 |  39 |  58 |  86 | 138 | n/a
     Scourge        |     |   0 |   4 |  13 |  23 |  39 |  60 |  99 | n/a
     Phase Blade    |     |     |     |     |   0 |  10 |  24 |  48 | n/a
    -- 2H MELEE ----+-----+-----+-----+-----+-----+-----+-----+-----+-----
     Cryptic Axe    |   0 |   5 |  11 |  22 |  32 |  48 |  70 | 105 | 174
     Great Poleaxe  |     |     |   0 |   9 |  18 |  30 |  48 |  75 | 125
     Giant Thresher |     |     |     |   0 |   6 |  16 |  30 |  52 |  89
    ---- BOWS ------+-----+-----+-----+-----+-----+-----+-----+-----+-----
     Ward Bow       |     |   0 |   8 |  16 |  27 |  42 |  65 | 102 | 174
     Blade Bow      |     |     |   0 |   5 |  14 |  26 |  44 |  72 | 125
    -- CROSSBOWS ---+-----+-----+-----+-----+-----+-----+-----+-----+-----
     Demon Crossbow |     |     |     |     |     |   0 |   8 | n/a | n/a
    For a complete list, see below under 'Weapon IAS Breakpoints'.
     8.3. Cheap Stuff
    Some of the ideal equipment is very hard to obtain, and your sorceress will
    need to use the next best thing in the meantime.  Below are some alternative
    item suggestions.  Some of the items may not look like much, but they will
    help get the job done.
     8.3.1. Helm
    Lore is a solid choice for the newbie without any good items.  Later, if the
    likes of Harlequin Crest or Nightwing's Veil are not found yet, gambling
    circlets or coronets offers the chance for something better.
    Lore (runeword:  Ort Sol)
    STR:  ??
    LEVEL:  27+
      +1 to All Skills
      +10 to Energy
      Lightning Resist +30%
      Damage Reduced by 7
      +2 to Mana after each Kill
      +2 to Light Radius
    Easy to make, yet effective caster helm.
     8.3.2. Armor
    Stealth is an excellent low cost caster armor that will work well up to the
    end of Nightmare.  By Hell, more resistance will be needed.  Stuffing Tal,
    Ral, Ort, and/or Thul runes into a plain four socket armor will provide some
    resistance in case, due to really bad luck, a Lum rune for Smoke or unique
    armor like Goldskin or Vipermagi cannot be found.
    Smoke (runeword:  Nef Lum)
    STR:  12+
    LEVEL:  37+
      +20% Faster Hit Recovery
      +75% Enhanced Defense
      +280 Defense vs. Missile
      +10 to Energy
      All Resistances +50
      -1 to Light Radius
      Level 6 Weaken (18 Charges)
    This is the best low-cost defensive armor, with resistances higher than any
    other armor except for Chains of Honor and any armor socketed with four Um
    runes, both of which are much harder to obtain.  Take advantage of the
    Weaken charges when highly damaging enemies are present.  Obtaining the Lum
    rune required is somewhat difficult but not impossible for the beginner.
    Stealth (runeword:  Tal Eth)
    STR:  12+
    LEVEL:  17+
      +25% Faster Run/Walk
      +25% Faster Cast Rate
      +25% Faster Hit Recovery
      +6 to Dexterity
      Regenerate Mana 15%
      +15 Maximum Stamina
      Poison Resist +30%
      Magic Damage Reduced by 3
    Very easy to make, and perhaps the best low level armor until Smoke or
    Vipermagi is found.
    'Tal Ral Ort Thul' armor
    STR:  70+
    LEVEL:  23+
      All Resistances +30
    For the desperately poor, this can do in a pinch if the sorceress needs
    resistance badly.  Runes up to Thul are common.  Since this isn't a
    runeword, the item quality and order does not matter.
     8.3.3. Weapon
    If available, Spirit is a powerful no-brainer choice that is useful to the
    end of the game.  In fact, Spirit is an ideal choice if you need a high
    amount of faster hit recovery.  In a game where Spirit is unavailable, your
    best bet is to find either a magic or rare orb with skills and faster cast,
    or make Honor.
    Leaf (runeword:  Tir Ral -- staff)
    * Two-handed only *
    LEVEL:  19+
      +3 to Fire Skills
      Adds 5-30 fire damage
      +3 to Inferno (Sorceress Only)
      +3 to Warmth (Sorceress Only)
      +3 to Fire Bolt (Sorceress Only)
      +2-198 Defense (Based on Character Level)
      Cold Resist +33%
      +2 to Mana after each Kill
    IMPORTANT NOTE:  Staff runewords do NOT work in orbs.
    Cheap and easy to make, yet effective weapon for the fire sorceress.  Not
    much use to lightning or cold sorceresses.  Enchantresses should shop for
    a two socket staff with +3 to Enchant at Normal Drognan (or Nightmare Akara
    if clvl is under 20).  Making Leaf out of such a staff results in a total
    of +6 to Enchant (+3 from staff, +3 from runeword), which is tough to beat.
    Spirit (runeword:  Tal Thul Ort Amn -- sword)  *REALM ONLY*
    DEX:  ??
    STR:  ??
    LEVEL:  25+
      +2 to All Skills
      +25-35% Faster Cast Rate
      +55% Faster Hit Recovery
      +250 Defense vs. Missile
      +22 Vitality
      +89-112 to Mana
      Adds 3-14 Cold Damage
      Adds 1-50 Lightning Damage
      +75 Poison Damage over 5 Seconds
      +3-8 Magic Absorb
      7% Life Stolen Per Hit
    With skills, faster cast, and large boosts to a variety of stats, Spirit is
    a powerful all-purpose caster weapon that is easy to make.  Obtainable by
    Act 5 Normal or Act 1 Nightmare, this can last until the end of Hell.
    Although Spirit is not the most powerful caster weapon, it is powerful
    enough to render most magic and rare orbs obsolete.  Since Spirit is a
    caster weapon, use basic swords as a base.  A Broad Sword and Long Sword
    found in Act 5 Normal or beyond   will yield four sockets from Larzuk's
    socket reward.
    magic or rare orb with the following:
    LEVEL:  ??
      +1-2 to Sorceress Skill Levels
      +10-20% Faster Cast Rate
    The best bet in a game without Spirit.  You will get some chances to get a
    decent rare, either from imbuing at Charsi or freeing Anya.
     8.3.4. Shield
    Ancient's Pledge or a three diamond shield are easy to come by and boost
    resistances significantly.  For those who want blocking, Rhyme is decent.
    3 perfect diamond shield
    STR:  47+
    LEVEL:  18+
    Chance to Block:  28-44%
      All Resistances +57
    Slightly harder to assemble than Ancients' Pledge, but the resistance boost
    is higher.
    Ancients' Pledge (runeword:  Ral Ort Tal)
    STR:  47+
    LEVEL:  21+
    Chance to Block:  28-44%
      +50% Enhanced Defense
      Cold Resist +43%
      Lightning Resist +48%
      Fire Resist +48%
      Poison Resist +48%
      10% Damage Taken Goes To Mana
    Easily assembled from the "free the barbs" quest reward.
    Rhyme (runeword:  Shael Eth)
    STR:  22+
    LEVEL:  29+
    Chance to Block:  45-64%
      +40% Faster Block Rate
      20% Increased Chance of Blocking
      Regenerate Mana 15%
      All Resistances +25
      Cannot Be Frozen
      50% Extra Gold from Monsters
      25% Better Chance of Getting Magic Items
    Used primarily for the magic-find bonus, though it has some useful defensive
    properties, such as resistances and fairly high block rate.
     8.3.5. Gloves
    There are plenty of useful basic unique gloves that drop fairly often.
    Among these are Bloodfist, Magefist, and Frostburn.  If none of them are
    found, gambling is a viable way to obtain a good rare with stat and/or
    resistance boosts.  Ultimately, the caster will want Frostburn or one of
    the two faster cast gloves.
     8.3.6. Belt
    String of Ears and Nightsmoke are good choices that are not too difficult to
    find.  Even if they are not found, rare or crafted belts are easy to come
    by, and they can get some useful affixes.  Among them are resistances,
    strength, life, and faster hit recovery.
     8.3.7. Boots
    None of the set or unique boots offer any faster cast or sorceress skills,
    so this slot should be used to patch any defensive weaknesses.  Good boots
    can be found among rares, crafts, sets, or uniques.  The best rare or
    crafted boots can have better resistance mods than set or unique boots,
    and such rares can be gambled for.
     8.3.8. Amulet
    For the untwinked sorceress, the best bet for finding a good amulet with
    skills and/or resistances is by gambling or crafting.  Some very powerful
    amulets can spawn as a result for high level characters.
     8.3.9. Rings
    Since finding either a Bul-Kathos' Wedding Band or The Stone of Jordan is
    nearly impossible, gambling or crafting rings is your best bet for finding
    a pair of good rings.  Ideal properties on such rings include mana,
    resistances, faster cast, life, and strength.  When starting out with junk
    items, mana and resistances will be lacking, and they will be the two
    properties that should take priority when selecting rings to use from among
    the countless junk you will pick up.
    Bahamut's Ring (magic)
    LEVEL:  37
      +91-120 to Mana
    This has mana comparable to what the Stone of Jordan can provide, but not
    the +1 to All Skills.  Ideal suffixes that can spawn on a magic ring include
    one of the following:
      of the Apprentice ... +10% Faster Cast Rate
      of Wizardry ......... +16-20 to Energy
      of the Mammoth ...... +31-40 to Life
      of the Titan ........ +16-20 to Strength
     8.3.10. Charms
    When starting out with a blank inventory, any charm with resistance or
    life, no matter how shabby, should be saved until they can be replaced
    by something better once inventory space fills up.
     8.4. Ideal Items
    Listed below is the equipment your sorceress should strive for.  Obtaining
    and donning many of these items will greatly powerup your sorceress, and the
    powerup is necessary to survive in Hell.
    -- Definitions for the following terms. --
      Cannot spawn in closed realm BattleNet non-ladder games, although they can
      be traded for (thanks to ladder resets).  They are available everywhere
      else, including single player.
      Available only in closed realm BattleNet games.  Runewords that are
      realm only are also be restricted to ladder games as well.
    Named items are listed in alphabetical order.
     8.4.1. Helm
    -- CASTER --
    Griffon's Eye (unique Diadem)  *LADDER ONLY*
    LEVEL:  76
      +1 to All Skills
      +25% Faster Cast Rate
      -15-20% to Enemy Lightning Resistance
      +10-15% to Lightning Skill Damage
      +100-200 Defense
    Griffon's Eye is THE helm for the PvM lightning sorceress.  The lightning
    pierce lets the sorceress fry resistant monsters much more easily, and she
    does not need to use Crescent Moon as her primary weapon.  Griffon's Eye
    also has the most faster cast of any helm, and the only unique helm with
    faster cast for that matter.
    Harlequin Crest (unique Shako)
    STR:  50
    LEVEL:  62
      +2 to All Skills
      +2 to all Attributes
      +1-148 to Life (Based on Character Level)
      +1-148 to Mana (Based on Character Level)
      Damage Reduced by 10%
      50% Better Chance of Getting Magic Items
    Great all-around caster helm, and the helm of choice for many magic find
    sorceresses.  Lacks faster cast though.
    Kira's Guardian (unique Tiara)  *LADDER ONLY*
    LEVEL:  77
      +20% Faster Hit Recovery
      +50-120 Defense
      All Resistances +50-70
      Cannot Be Frozen
    Excellent defensive helm despite lack of caster mods.  Handy for duels if
    you need to stack resistance beyond the maximum to offset resistance
    draining effects such as Conviction.  The bow enchantress will appreciate
    the "cannot be frozen" and resistances.
    Nightwing's Veil (unique Spired Helm)
    STR:  96
    LEVEL:  67
      +2 to All Skills
      +8-15% to Cold Skill Damage
      +90-120 Enhanced Defense
      +10-20 to Dexterity
      +5-9 Cold Absorb
      Half Freeze Duration
      Requirements -50%
    Nightwing's Veil increases cold damage more than any other helm.  It boosts
    cold damage in a manner similar to fire and lightning mastery for their
    respective elements.
    Volcanic/Powered/Glacial circlet of the Magus (magic)
    LEVEL:  45+
      +3 to Fire/Lightning/Cold Skills (Sorceress only)
      +20% Faster Cast Rate
      Socketed (2)
    Good for the single tree sorceress who wants max skill damage and some
    faster cast.  The player will need to use Larzuk's socket reward to add one
    or two sockets to the circlet.  A cold sorceress should use a Glacial
    circlet only if she needs the faster cast because Nightwing's Veil increases
    cold damage more.
    rare circlet, coronet, tiara, or diadem
    LEVEL:  ??
      -- Up to six random affixes. --
      Ideal Prefixes:
        Great Wyrm's .... +61-90 to Mana
        Prismatic ....... All Resistances +16-20
      ! Mechanic's ...... Socketed (1-2)
      ! Arch-Angel's .... +2 to Sorceress Skill Levels
      Ideal Suffixes:
      ! of the Magus .... +20% Faster Cast Rate
        of Balance ...... +10% Faster Hit Recovery
        of Regrowth ..... Replenish Life +6-10
        of the Colossus . +41-60 to Life
        of Defiance ..... Poison Length Reduced by 75%
        of Atlas ........ +21-30 to Strength
    The best among the many possibilities is the 2/20/2 circlet.  A rare circlet
    with +2 skills, +20% faster cast, 2 sockets, and three other ideal affixes
    is the most powerful caster helm a sorceress can use, due to the variety of
    offensive and defensive powers such a circlet can offer.  Unfortunately,
    rare circlets with six great affixes are very difficult to find.
    TIP:  If a normal white diadem is found, use the Imbue reward from Charsi to
    transform it into a rare.  If the item properties are not good enough, use
    the rare plus six perfect skull recipe to reroll the properties.  Rare
    diadems (and only diadems) can get any affix regardless of item level, and
    they have a tendency to select good, if not perfect, affixes.
    Andariel's Visage (unique Demonhead)  *LADDER ONLY*
    STR:  102
    LEVEL:  83
      15% Chance to cast level 15 Poison Nova when struck
      +2 to All Skills
      +20% Increased Attack Speed
      8-10% Life stolen per hit
      +100-150% Enhanced Defense
      +25-30 to Strength
      +10% to Maximum Poison Resist
      Fire Resist -30%
      Poison Resist +70%
      Level 3 Venom (20 Charges)
    Skills, IAS, and leech are just what the Enchantress wants.
    Delirium (runeword:  Lem Ist Io)
    STR:  ??
    LEVEL:  51+
      1% Chance to cast Level 50 Delirium Change when struck
      10% Chance to cast Level 14 Mind Blast when struck
      20% Chance to cast Level 13 Terror when struck
      11% Chance to cast Level 18 Confuse on striking
      +2 to All Skills
      +261 Defense
      +10 to Vitality
      50% Extra Gold from Monsters
      25% Better Chance of Getting Magic Items
      Level 17 Attract (60 Charges)
    For the blaster sorceress and bow Enchantress, the Delirium Change renders
    this helm into a cursed item, for when delirium activates, the wearer of the
    helm morphs into an undead stygian doll.  While in doll form, the sorceress
    cannot cast spells, and is limited to normal melee attacks -- ouch!  For the
    melee Enchantress, the morph is a powerup, because the sorceress can attack
    faster while in doll form.  Aside from Delirium, the Confuse on striking and
    the Attract charges can turn packs of monsters against each other, which is
    great for relieving pressure off the Enchantress.
    Dream (runeword:  Io Jah Pul)  *REALM ONLY*
    STR:  ??
    LEVEL:  65
      10% Chance to cast level 15 Confuse when struck
      Level 15 Holy Shock Aura When Equipped
      +30% Faster Hit Recovery
      +30% Enhanced Defense
      +150-220 Defense
      +10 to Vitality
      Increase Maximum Life 5%
      +0-61 to Mana (Based on Character Level)
      All Resistances +5-20
      15-25% Better Chance of Getting Magic Items
    The lightning damage Holy Shock adds to attacks is multiplied by Lightning
    Mastery in a manner similar to Enchant and Fire Mastery.  That is, melee
    attacks get mastery squared while missile attacks only get mastery bonus
    multiplied once.  With level 15 Holy Shock, melee attacks cause over 4,500
    average damage with level 20 Lightning Mastery, and over 12K average damage
    with level 40 Lightning Mastery.  If the character wears both a Dream helm
    and a Dream shield, the auras from both items will stack, adding up to level
    30 Holy Shock.  Level 30 Holy Shock that is double multiplied by high level
    Lightning Mastery is extremely powerful, with damage in the tens of
    thousands.  To compare the damage difference of Holy Shock levels 15 and 30,
    multiply level 15 damage by 2.574 to get level 30 damage.
     8.4.2. Armor
    -- CASTER --
    Chains of Honor (runeword:  Dol Um Ber Ist)
    STR:  70+
    LEVEL:  63
      +2 to All Skills
      +200% Damage to Demons
      +100% Damage to Undead
      8% Life stolen per Hit
      +70% Enhanced Defense
      +20 to Strength
      Life Replenish +7
      All Resistances +65
      Damage Reduced by 8%
      25% Better Chance of Getting Magic Items
    Although it lacks faster cast, it has nearly everything else a great armor,
    at least for a caster, should have.  With "All Resistances +65", Chains of
    Honor boosts resistances more than any other body armor.
    Enigma (runeword:  Jah Ith Ber)
    STR:  30+
    LEVEL:  65
      +2 to All Skills
      +45% Faster Run/Walk
      +1 to Teleport
      +750-775 Defense
      +0-74 to Strength (Based on Character Level)
      Increase Maximum Life 5%
      Damage Reduced by 8%
      +14 Life after each Kill
      15% Damage Taken Goes To Mana
      1-99% Better Chance of Getting Magic Items(Based on Character Level)
    The armor every other class wants thanks to the Teleport oskill.  For the
    sorceress, this armor is good because of the massive STR boost and +2
    skills.  This can be placed in a Breast Plate, which is ideal for twinkers
    who abhor investing points into Strength and feel the need to spend them
    Ormus' Robes (unique Dusk Shroud)
    STR:  77
    LEVEL:  75
      +20% Faster Cast Rate
      +10-15% to Cold Skill Damage
      +10-15% to Fire Skill Damage
      +10-15% to Lightning Skill Damage
      +3 to <one random sorceress clvl 1-24 skill> (Sorceress Only)
      +10-20 Defense
      Regenerate Mana 10-15%
    Excellent offensive armor for a cold sorceress.
    Skin of the Vipermagi (unique Serpentskin Armor -> Wyrmhide)
    STR:  43 -> 84
    LEVEL:  29 -> 57
      +1 to All Skills
      +30% Faster Cast Rate
      +120% Enhanced Defense
      All Resistances +20-35
      Magic Damage Reduced by 9-13
    A worthy alternative to Chains of Honor and much easier to obtain, some
    prefer the faster cast and possible open socket to the extra skill and dr%
    from Chains of Honor.  Vipermagi can and should be upgraded to a Wyrmhide.
    Doing so will boost the defense from 279 to 728+ (up to 1034).
    Duress (runeword:  Shael Um Thul)
    STR:  30+
    LEVEL:  47+
      +40% Faster Hit Recovery
      +10-20% Enhanced Damage
      Adds 37-133 cold damage
      15% Chance of Crushing Blow
      33% Chance of Open Wounds
      +150-200% Enhanced Defense
      -20% Slower Stamina Drain
      Cold Resist +45%
      Lightning Resist +15%
      Fire Resist +15%
      Poison Resist +15%
    Useful if you wish to stack open wounds and/or crushing blow.  Also features
    high defense, faster hit recovery, and resistance.  The increased stamina
    drain is not even noticable by the time the sorceress can wear Duress.
    Fortitude (runeword:  El Sol Dol Lo)  *REALM ONLY*
    STR:  30+
    LEVEL:  59+
      20% Chance to cast level 15 Chilling Armor when struck
      25% Faster Cast Rate
      300% Enhanced Damage
      200% Enhanced Defense
      +15 Defense
      +1-(99-148) to Life (Based on 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
    Great for the enchantress who wants to multiply the physical damage from
    a high damage weapon.  Also features a variety of useful mods, including
    faster cast, defense, resistance, and life.  The one thing you need to watch
    out for is the Shiver Armor proc, which can override the sorceress's
    Frozen/Shiver armor.
    Shaftstop (unique Mesh Armor -> Boneweave)
    STR:  92 -> 158
    LEVEL:  38 -> 54
      +180-220% Enhanced Defense
      +250 Defense vs. Missile
      +60 to Life
      Damage Reduced by 30%
    This has the highest damage reduction of any body armor.  Useful for those
    who want damage reduction, but cannot equip Stormshield.
     8.4.3. Weapon
    -- CASTER --
    Crescent Moon (runeword:  Shael Um Tir -- axe, sword, polearm)
    STR:  32+ (Axe)
    LEVEL:  47+
      10% Chance to cast level 17 Chain Lightning on striking
      7% Chance to cast level 13 Static Field on striking
      +20% Increased Attack Speed
      +160-220% Enhanced Damage
      Ignore Target's Defense
      -35% to Enemy Lightning Resistance
      25% Chance of Open Wounds
      +7-11 Magic Absorb
      +2 to Mana after each Kill
      Level 18 Summon Spirit Wolf (30 Charges)
    For the PvM lightning sorceress without Griffon's Eye, this weapon is
    MUST-HAVE despite the lack of other useful caster mods.  The lightning
    pierce gives lightning skills a fighting chance against monsters highly
    resistant to lightning, especially Uber Diablo or lightning immune monsters
    whose immunity was removed by Conviction or Lower Resist.  In addition, the
    Spirit Wolves are handy to cut off and delay approaching monsters for a few
    Death's Fathom (unique Dimensional Shard)  *LADDER ONLY*
    LEVEL:  73
      +3 to Sorceress Skill Levels
      +20% Faster Cast Rate
      +15-30% to Cold Skill Damage
      Lightning Resist +25-40%
      Fire Resist +25-40%
    This increases cold damage from sorceress skills more than any other weapon.
    Enough said.
    Eschuta's Temper (unique Eldritch Orb)
    LEVEL:  72
      +1-3 to Sorceress Skill Levels
      +40% Faster Cast Rate
      +10-20% to Fire Skill Damage
      +10-20% to Lightning Skill Damage
      +30-40 to Energy
    A +3 skills Eschuta's will boost fire and lightning damage more than any
    other one-handed caster weapon.  However, anything less than +3 skills makes
    this a glorified rare that is weaker than other uniques.
    Heart of the Oak (runeword:  Ko Vex Pul Thul -- mace, staff)
    DEX:  35+
    STR:  41+
    LEVEL:  55
      +3 to All Skills
      +40% Faster Cast Rate
      +75% Damage to Demons
      +100 to Attack Rating against Demons
      Adds 3-43 cold damage
      7% Mana stolen per hit
      +10 to Dexterity
      Life Replenish +20
      Increase Maximum Mana 15%
      All Resistances +30-40
      Level 4 Oak Sage (25 Charges)
      Level 14 Raven (60 Charges)
    This combines some of the best features from The Oculus (skills) and
    Wizardspike (faster cast, mana, resistances) and then some, making Heart of
    the Oak the ultimate all-around caster weapon.  Assemble the runeword in a
    flail so the sorceress can still hold a shield.
    Infinity (runeword:  Ber Mal Ber Ist -- polearm)  *REALM ONLY*
    * Two-handed only *
    DEX:  ??
    STR:  ??
    LEVEL:  63
      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
      0-49 to Vitality (Based on Character Level)
      30% Better Chance of Getting Magic Items
      Level 21 Cyclone Armor (30 Charges)
    Useful for Conviction, which at level 12 subtracts fire, cold, and lightning
    resistances by 85% (or 17% from immune monsters).  This would be the best
    PvM weapon for a fire or lightning sorceress, except an Act 2 merc can equip
    it instead so the sorceress doesn't need to.
    Level 12 Conviction:
      Radius:  13.3 yards
      Enemy Defense:  -83%
      Enemy Resistances:  -85%
    In addition to Conviction, Infinity features Cyclone Armor charges which,
    at level 21, absorbs 280 elemental damage.  Elemental damage in this case
    is fire, lightning, or cold.
    Wizardspike (unique Bone Knife)
    DEX:  75
    STR:  38
    LEVEL:  61
      +50% Faster Cast Rate
      Increase Maximum Mana 15%
      +2-198 to Mana (Based On Character Level)
      Regenerate Mana 15%
      All Resistances +75
    Although it lacks skills, Wizardspike is popular for the combination of high
    faster cast, high mana, and high resistances.  It is a powerful defensive
    weapon, and somewhat common for an elite item.  Yes, 75 DEX is steep for
    non-block builds, but for the sorceress who does not have anything better,
    the dexterity investment is worth it.  In a game where the Spirit runeword
    is unavailable, sorceresses who want 200% faster cast must use Spectral
    Shard, Suicide Branch, or Wizardspike.
    -- ENCHANTRESS:  Melee --
    This assumes the sorceress is fighting while in normal, human form.
    In other words, no Werebear from Beast.
    Doom (runeword:  Hel Ohm Um Lo Cham -- axe, hammer, polearm)
    DEX:  ??
    STR:  ??
    LEVEL:  67
      5% Chance to cast level 18 Volcano on striking
      Level 12 Holy Freeze Aura When Equipped
      +2 to All Skills
      +45% Increased Attack Speed
      +330-370% Enhanced Damage
      -40-60% to Enemy Cold Resistance
      20% Deadly Strike
      25% Chance of Open Wounds
      Prevent Monster Heal
      Freezes target +3
      Requirements -20%
    This powerful melee weapon features Holy Freeze, which slows enemies to a
    crawl.  Assemble this in a Berserker Axe for damage and range from a
    one-handed weapon.
    Level 12 Holy Freeze:
      Radius:  11.3 yards
      Cold Damage:  85-90 to your Attack
      Cold Damage:  17-18 (aura pulse)
      Enemies slowed 50 percent
    Eternity (runeword:  Amn Ber Ist Sol Sur -- melee)
    DEX:  ??
    STR:  ??
    LEVEL:  63+
      +260-310% Enhanced Damage
      +9 to Minimum Damage
      7% Life stolen per hit
      20% Chance of Crushing Blow
      Hit Blinds Target
      Slows Target by 33%
      Replenish Life +16
      Regenerate Mana 16%
      Cannot Be Frozen
      30% Better Chance of Getting Magic Items
      Level 8 Revive (88 Charges)
    This may not be the quickest or most damaging weapon, but it is perhaps one
    of the safest.  The Revive charges lets the sorceress raise some beefy
    monsters to act as meat shields.  Often, the sorceress can attack enemies
    without getting attacked back because the enemies are busy pounding on the
    revives.  Thanks to the extra safety revives can provide, Eternity is the
    best bet for an Enchantress who is dead set on wielding a big, nasty-looking
    two-handed melee weapon.
    Since Eternity has no IAS, fast weapons should be used as a base.  For
    one-handed weapons, nothing beats the speedy Phase Blade.  For two-handed
    weapons, you want not only speed, but also range.  For the sorceress, that
    means polearms, and the best choices out of those are Great Poleaxe or
    Giant Thresher.  Great Poleaxe has more damage and less requirements.
    Giant Thresher is faster and has the fashionable scythe appearance.  In any
    case, use only a normal, non-ethereal weapon to build Eternity.  Although
    Eternity is indestructible, recharging is possible only on non-ethereal
    items, and the Revive charges are the only reason to use this weapon
    instead of something faster and more damaging like Grief.  Recharging
    Eternity can get expensive, but it is cheaper than recharging Harmony.
    The one complication Eternity has is if you remove it, all revives the
    sorceress has perish instantly.  This makes refreshing buffs, especially
    those from CtA, painful.  What tends to happen is that pre-buffing is done,
    monsters are revived, then when the revives are ready to perish, switch
    equipment to restore buffs before the next batch of monsters are revived.
    Grief (runeword:  Eth Tir Lo Mal Ral -- axe, sword)  *REALM ONLY*
    DEX:  136 /  55 (Phase Blade/Berserker Axe)
    STR:   25 / 138 (ditto)
    LEVEL:  59 / 64
      35% Chance to cast level 15 Venom on striking
      +30-40% Increased Attack Speed
      Damage +300-400
      Ignore Target's Defense
      -25% Target Defense
      +1-185% Damage to Demons (Based on Character Level)
      Adds 5-30 fire damage
      -20-25% to Enemy Poison Resistance
      20% Deadly Strike
      Prevent Monster Heal
      +2 to Mana after each Kill
      +11 Life after each Kill
    Do not let the damage display from the Lying Character Screen fool you, the
    Grief runeword is (usually) the most damaging one-handed weapon available.
    The damage from this can rival even the best two-handed weapons.  Assemble
    in a phase blade for the fastest swing speed, or in a berserker axe for
    slightly greater reach.
    Kingslayer (runeword:  Mal Um Gul Fal -- axe, sword)
    DEX:  ??
    STR:  ??
    LEVEL:  53+
      +30% Increased Attack Speed
      +230-270% Enhanced Damage
      -25% Target Defense
      20% Bonus to Attack Rating
      33% Chance of Crushing Blow
      50% Chance of Open Wounds
      +1 to Vengeance
      Prevent Monster Heal
      +10 to Strength
      40% Extra Gold from Monsters
    The best all-around offensive weapon for the melee Enchantress to use if
    Grief is not available.  What makes this weapon so good is the Vengeance
    oskill.  Vengeance not only provides attack rating, but also elemental
    damage which can be multiplied by the sorceress's elemental masteries.
    Thanks to Vengeance, this weapon, in the sorceress's hands, can inflict
    more damage than even the almighty Breath of the Dying runeword.  The other
    special effect mods such as open wounds, crushing blow, and prevent monster
    heal are just icing on the cake.  Recommended weapon choices to assemble
    this runeword include the following:  Phase Blade, Cryptic Sword, or
    Berserker Axe.
    Passion (runeword:  Dol Ort Eld Lem)
    DEX:  ??
    STR:  ??
    LEVEL:  49+
      +25% Increased Attack Speed
      +160-210% Enhanced Damage
      50-80% Bonus to Attack Rating
      +75% Damage to Undead
      +50 to Attack Rating against Undead
      Adds 1-50 lightning damage
      +1 to Berserk
      +1 to Zeal
      Hit Blinds Target +10
      Hit Causes Monster to Flee 25%
      75% Extra Gold from Monsters
      Level 3 Heart of Wolverine (12 Charges)
    This affordable weapon is used by the melee sorceress for the Zeal oskill.
    In a Phase Blade, only 40% more IAS (not including the +25% from Passion)
    is needed to reach the max sorceress Zeal speed of 7 fps.
    -- ENCHANTRESS:  Ranged --
    Demon Machine (unique Chu-Ko-Nu -> Demon Crossbow)
    * Two-handed only *
    DEX:  95 ->  98
    STR:  80 -> 141
    LEVEL:  49 -> 70
      Fires Explosive Arrows or Bolts (level 6)
      Piercing Attack (66%)
      123% Enhanced Damage
      +66 to Maximum Damage
      +632 to Attack Rating
      +321 Defense
      +36 to Mana
    Demon Machine has everything a bow enchantress needs -- exploding and
    piercing shots, speed, and huge attack rating bonus.  The sorceress only
    needs 8% more IAS to reach the final breakpoint with crossbow of 11 fps.
    Harmony (runeword:  Tir Ith Sol Ko -- missile)  *REALM ONLY*
    * Two-handed only *
    DEX:  ??
    STR:  ??
    LEVEL:  39+
      Level 10 Vigor Aura When Equipped
      +200-275% Enhanced Damage
      +9 to Minimum Damage
      +9 to Maximum Damage
      Adds 55-160 fire damage
      Adds 55-160 lightning damage
      Adds 55-160 cold damage
      +2-6 to Valkyrie
      +10 to Dexterity
      Regenerate Mana 20%
      +2 to Mana after each kill
      +2 to Light Radius
      Level 20 Revive (25 charges)
    Harmony may not have the exploding arrows and pierce of Kuko Shakaku and
    Demon Machine, but it provides the sorceress the means to create an army
    to enchant, tank, and kill.  This is a very good choice for safety-minded
    players that Hardcore players tend to be.  The only major weakness with
    Harmony is recharging Revive is expensive, 13742.12 gold per charge
    (with decimals raised to the next integer).  Better have Edge and maybe
    Gheed's Fortune to lower the cost of repairs, or have a ready supply of
    Ort runes and chipped gems for the repair-and-recharge cube recipe.
    Without any IAS, Harmony should be assembled in a fast bow.
    Widowmaker (unique Ward Bow)  *LADDER ONLY*
    * Two-handed only *
    DEX:  146
    STR:  72
    LEVEL:  65
      Fires Magic Arrows (level 11)
      +150-200% Enhanced Damage
      Ignore Target's Defense
      33% Deadly Strike
      +3-5 to Guided Arrow
    Used for Guided Arrow, which always hits (but can be blocked).
    -- ENCHANTRESS:  Werebear --
    The sorceress werebear needs speed above all else in a weapon.  As such,
    the desired weapons are radically different from the standard fare of other
    melee classes.
    5 Shael, 1 Eth Phase Blade
    DEX:  136
    STR:  25
    LEVEL:  59
      +100% Increased Attack Speed
      -25% Target Defense
    This is the easiest speed weapon to obtain, and it is reasonably effective.
    A phase blade with at least +93% WIAS provides a 5 fps attack to a sorceress
    werebear.  The Eth rune in the sixth socket is a cheap but easy way to make
    enemies easier to hit.  Better but more expensive substitutions for the
    sockets are possible, as long as the total WIAS is at least 93%.
    6 Shael War Scythe/Grim Scythe/Giant Thresher
    DEX:  70 / 140 / 140
    STR:  70 / 140 / 188
    LEVEL:  29 / 29 / 66
      +120% Increased Attack Speed
    This weapon has range 5 and provides a 4 fps attack.  With +117% WIAS
    required for 4 fps attack, all six sockets must be filled with Shael runes,
    with no substitutions possible.  Of course, dual Dream is not possible with
    a two handed weapon, but the extra range, faster swing speed, and the lack
    of blocking makes up for that.
    Griswold's Redemption (set Caduceus)
    DEX:  56
    STR:  78
    LEVEL:  66
      +40% Increased Attack Speed
      +200-240% Enhanced Damage
      +250% Damage to Undead
      Requirements -20%
      Socketed (3-4)
      (2 items) +2 to Combat Skills (Paladin only)
      (3 items) Adds 10-20 damage
      (4 items) Adds 10-20 damage
    This is the most damaging one-handed speed weapon for a wereform.  With a
    -10 speed weapon, the sorceress needs a total of +113 WIAS to get a 5 fps
    attack.  With +40% from the weapon, the sorceress needs +73% more, which is
    possible only if the weapon has four sockets.  Three Shael runes are
    mandatory.  The fourth socket can be filled with another Shael, or better
    yet, a jewel of Fervor with a good prefix.
    Jeweler's Scourge of Quickness (magic)
    DEX:  77
    STR:  125
    LEVEL:  57
      +40% Increased Attack Speed
      Socketed (4)
    This may not have the damage or reduced requirements of Griswold's
    Redemption, but it has more range (3 instead of 2) than other one-handed
    weapons.  The required socketing options are the same as Griswold's caddy.
    Tomb Reaver (unique Cryptic Axe)
    DEX:  103
    STR:  165
    LEVEL:  84
      +60% Increased Attack Speed
      +200-280% Enhanced Damage
      +150-230% Damage to Undead
      +250-350 to Attack Rating against Undead
      All Resistances +30-50
      10% Reanimate as: Returned
      +10-14 Life after each Kill
      50-80% Better Chance of Getting Magic Items
      +4 to Light Radius
      Socketed (1-3)
    This weapon can reach an attack speed of 6 fps, which is good considering
    the damage and resistances the sorceress gets from this weapon.  To get that
    speed, you will need a total of 111% WIAS, which is possible only with three
    sockets, filled with Shael runes.
    -- SWITCH:  Prebuffing --
    The following weapons are used not for killing things, but for
    powering up the sorceress with buffs.
    Call to Arms (runeword:  Amn Ral Mal Ist Ohm)
    DEX:  ??
    STR:  ??
    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 to Battle Command
      +1-6 to Battle Orders
      +1-4 to Battle Cry
      Prevent Monster Heal
      Life Replenish +12
      30% Better Chance of Getting Magic Items
    If you have plenty of 'All Skills' boosters, you can greatly boost the
    sorceress's life and mana with the Battle Orders oskill granted by this
    runeword.  If you need Lower Resist charges on the switch, CtA should be the
    primary weapon.  If you do not need Lower Resist, CtA should be the switch
    weapon.  The extra life and mana are too good to pass up.
    Memory (runeword:  Lum Io Sol Eth -- staff)
    * Two-handed only *
    DEX:  ??
    STR:  ??
    LEVEL:  37+
      +3 to Sorceress Skill Levels
      +33% Faster Cast Rate
      Increase Maximum Mana 20%
      +3 to Energy Shield (Sorceress Only)
      +2 to Static Field (Sorceress Only)
      +10 to Energy
      +10 to Vitality
      +9 to Minimum Damage
      -25% Target Defense
      Magic Damage Reduced by 7
      +50% Enhanced Defense
    This item can get up to +9 to Energy Shield (+6 from runeword, +3 inherit),
    the highest boost possible, making it the best for prebuffing that skill.
    Memory also adds to Static Field, which is useful for the PvP sorceress who
    did not learn it and needs it only when leveling up in experience or quest
    -- SWITCH:  Miscellaneous --
    The following weapons are used not for killing things, but for the various
    utility functions.
    Beast (runeword:  Ber Tir Um Mal Lum -- axe, scepter, hammer)
    DEX:  ??
    STR:  ??
    LEVEL:  63+
      Level 9 Fanaticism Aura when equipped
      +40% Increased Attack Speed
      +240-270% Enhanced Damage
      20% Chance of Crushing Blow
      25% Chance of Open Wounds
      +3 to Werebear
      +3 to Lycanthropy
      Prevent Monster Heal
      +25-40 to Strength
      +10 to Energy
      +2 to Mana after each Kill
      Level 13 Summon Grizzly (5 Charges)
    Despite the impressive stats on this weapon, the only one that matters to
    the sorceress is the Werebear oskill.  Once in bear form, the sorceress
    should switch out Beast for a weapon with extremely high IAS.  With a fast
    enough weapon, the sorceress in werebear form can attack at a much faster
    rate than in human form.
    Edge (runeword:  Tir Tal Amn -- missile)  *REALM ONLY*
    * Two-handed only *
    DEX:  ??
    STR:  ??
    LEVEL:  25+
      Level 15 Thorns Aura When Equipped
      +35% Increased Attack Speed
      +320-380% Damage to Demons
      +280% Damage to Undead
      +75 poison damage over 5 seconds
      7% Life stolen per hit
      Prevent Monster Heal
      +5-10 to all Attributes
      +2 to Mana after each Kill
      Reduces all Vendor Prices 15%
    This is your shopping discount card in town.  Very useful when gambling or
    repairing items.  Equip it when you shop, then put it away in the stash
    before you leave town.
    Ondal's Wisdom (unique Elder Staff)
    * Two-handed only *
    DEX:  37
    STR:  44
    LEVEL:  66
      +2-4 to All Skills
      +45% Faster Cast Rate
      +450-550 Defense
      +40-50 to Energy
      Magic Damage Reduced by 5-8
      +5% to Experience Gained
    While not the strongest weapon out there, this is the only item aside from
    the Annihilus that increases the experience points your sorceress gains.
    This is useful mostly in Hell Worldstone/Baal runs with a high player count,
    where the sorceress can hide behind other players and cast spells safely
    from a distance.  If you play solo, do not bother with this item.
    <knife or wand> of Life Tap (magic or rare)
    DEX:  ??
    STR:  ??
    LEVEL:  24+
      Level 1-6 Life Tap (67-105 charges)
    This gives your merc 50% leech against any target cursed with Life Tap,
    including those that are normally unleechable, such as skeletons.  This
    is great for helping your merc live through really tough battles.
    <knife or wand> of Lower Resist (magic or rare)
    DEX:  ??
    STR:  ??
    LEVEL:  36+
      Level 1-3 Lower Resist (67-82 charges)
    You may want this to remove immunity from many monsters and/or increase the
    damage to non-immune monsters.  Although level 3 charges are ideal, they are
    hard to obtain (only Hell Baal can drop, or level 94+ characters can buy
    one).  Level 2 charges are much easier to find and will get the job done
    nearly as well.  For more details, see below under 'Immunity Breaking'.
     slvl  Charges  Cost  Radius  Duration  Resist
       1      67    2640    4.6      20      -31%
       2      75    2478    5.3      22      -37%
       3      82    2375    6.0      24      -41%
     8.4.4. Shield
    -- CASTER --
    Lidless Wall (unique Grim Shield)
    STR:  58
    LEVEL:  41
    Chance to Block:  40%
      +1 to All Skills
      +20% Faster Cast Rate
      +80-130% Enhanced Defense
      +10 to Energy
      Increase Maximum Mana 10%
      +3-5 to Mana after each Kill
      +1 to Light Radius
    This is the best caster shield to use if Spirit is unavailable.  Has poor
    blocking and no resists though.  You will definitely want to add a socket
    to this and fill it with an Um rune or perfect diamond to add much needed
    resistance.  Unlike some other  shields, there is almost no benefit for
    upgrading this shield to a Troll Nest.  Upgrading will greatly increase the
    requirements needed, while only increasing defense by a few points, and
    blocking remains the same.
    Spirit (runeword:  Tal Thul Ort Amn)  *REALM ONLY*
    STR:  156
    LEVEL:  54
    Chance to Block:  42%
      +2 to All Skills
      +25-35% Faster Cast Rate
      +55% Faster Hit Recovery
      +250 Defense vs. Missile
      +22 Vitality
      +89-112 to Mana
      Cold Resist +35%
      Lightning Resist +35%
      Poison Resist +35%
      +3-8 Magic Absorb
      Attacker Takes Damage of 14
    The ultimate caster shield, which boosts skills and faster cast more than
    any other shield.  As if that was not enough, Spirit boosts life, mana,
    resistances, and faster hit recovery.  Its only weakness is the STR required
    to equip a Monarch, the lightest shield with four sockets available.
    However, that weakness is offset by the substantial VIT and mana bonuses.
    Tip:  If you use want to use Spirit only for prebuffing purposes, namely
    Enchant or CtA warcries, look for an ethereal monarch and use it as a base
    for Spirit.  An ethereal monarch requires only 146 STR.
    -- DEFENSE --
    Sanctuary (runeword:  Ko Ko Mal)
    STR:  47+
    LEVEL:  51+
    Chance to Block:  48-64%
      +20% Faster Hit Recovery
      +20% Faster Block Rate
      20% Increased Chance of Blocking
      +130-160% Enhanced Defense
      +250 Defense vs. Missile
      +20 to Dexterity
      All Resistances +50-70
      Magic Damage Reduced by 7
      Level 12 Slow Missile (60 charges)
    This has a variety of powerful defensive mods:  high block rate, high
    resistances, faster hit recovery, and Slow Missile charges.  With Slow
    Missiles, dangerous ranged attackers such as archers, succubi, and even
    the Ancient Madawc become much less dangerous to fight against once their
    missiles are slowed down.
    Stormshield (unique Monarch)
    STR:  156
    LEVEL:  73
    Chance to Block:  67%
      +35% Faster Block Rate
      25% Increased Chance of Blocking
      +3-371 Defense (Based on Character Level)
      +30 to Strength
      Cold Resist +60%
      Lightning Resist +25%
      Damage Reduced by 35%
      Attacker Takes Lightning Damage of 10
    Due to its high strength requirement and its lack of some elemental
    resistances, this shield is not for everyone.  However, it boasts the
    highest dr% of any item in the game.  If you can get enough resistance
    and faster hit recovery from other equipment, this shield is great as it
    provides the best protection against physical damage.
    Viscerataunt (unique Defender -> Heater)
    STR:  38 -> 77
    LEVEL:  28 -> 50
    Chance to Block:  60% -> 72%
      +1 to Sorceress Skill Levels
      +30% Faster Block Rate
      30% Increased Chance of Blocking
      +100-150% Enhanced Defense
      Attacker Takes Lightning Damage of 10
    Nothing remarkable as a Defender, but as a Heater, this shield has excellent
    blocking in addition to the +1 sorc skills.  Great for Energy Shield
    sorceresses who need block more and resistances less.
    Whinstan's Guard (set Round Shield)
    STR:  53
    LEVEL:  29
    Chance to Block:  87% (Displayed as 75% in the game.)
      +40% Faster Block Rate
      55% Increased Chance of Blocking
      +175% Enhanced Defense
      Half Freeze Duration
      +5 to Light Radius
    This shield has the highest blocking percentage in the game.  This means the
    sorceress needs less dexterity to reach maximum block rate with this shield
    than with any other.  Aside from blocking, this shield has nothing else to
    offer.  However, it is still good for an Energy Shield sorceress, who does
    not benefit very much from resistances.
    Dream (runeword:  Io Jah Pul)  *REALM ONLY*
    STR:  47+
    LEVEL:  65
    Chance to Block:  28-44%
      10% Chance to cast level 15 Confuse when struck
      Level 15 Holy Shock Aura When Equipped
      +30% Faster Hit Recovery
      +30% Enhanced Defense
      +150-220 Defense
      +10 to Vitality
      +50 to Life
      +0-61 to Mana (Based on Character Level)
      All Resistances +5-20
      15-25% Better Chance of Getting Magic Items
    The lightning damage Holy Shock adds to attacks is multiplied by Lightning
    Mastery in a manner similar to Enchant and Fire Mastery.  That is, melee
    attacks get mastery squared while missile attacks only get mastery bonus
    multiplied once.  With level 15 Holy Shock, melee attacks cause over 4,500
    average damage with level 20 Lightning Mastery, and over 12K average damage
    with level 40 Lightning Mastery.  If the character wears both a Dream helm
    and a Dream shield, the auras from both items will stack, adding up to level
    30 Holy Shock.  Level 30 Holy Shock that is double multiplied by high level
    Lightning Mastery is extremely powerful, with damage in the tens of
    thousands.  To compare the damage difference of Holy Shock levels 15 and 30,
    multiply level 15 damage by 2.574 to get level 30 damage.
     8.4.5. Gloves
    -- CASTER --
    Frostburn (unique Gauntlets)
    STR:  60
    LEVEL:  29
      +5% Enhanced Damage
      Adds 1-6 cold damage
      +10-20% Enhanced Defense
      +30 Defense
      Increase Maximum Mana 40%
    The best gloves for an Energy Shield sorceress.  +40% adds a HUGE chunk of
    mana, which is too good to pass up.  Remember, mana is life for an energy
    shield sorceress.
    Magefist (unique Light Gauntlets -> Battle Gauntlets)
    STR:  45 -> 88
    LEVEL:  24 -> 30
      +1 to Fire Skills
      +20% Faster Cast Rate
      Adds 1-6 fire damage
      +20-30% Enhanced Defense
      +10 Defense
      Regenerate Mana 25%
    Best gloves for the non-ES, fire sorceress hands down, though the faster
    cast and mana regeneration bonus is nice too for other builds.
    Trang-Oul's Claws (set Heavy Bracers)
    STR:  58
    LEVEL:  45
      +2 to Curses (Necromancer Only)
      +20% Faster Cast Rate
      +25% to Poison Skill Damage
      +30 Defense
      Cold Resist +30%
      (4 items) +25% to Poison Skill Damage
    The only other gloves besides Magefist that quickens cast rate.  For
    non-fire builds, this offers higher defense and cold resistance instead of
    faster mana regeneration from Magefist.
    -- DEFENSE --
    Bloodfist (unique Heavy Gloves -> Sharkskin Gloves)
    STR:  None -> 20
    LEVEL:  9 -> 30
      +10% Increased Attack Speed
      +30% Faster Hit Recovery
      +5 to Minimum Damage
      +10-20% Enhanced Defense
      +10 Defense
      +40 to Life
    For non-fire or non-ES builds, if your sorceress does not need faster cast
    from gloves, these gloves are the best thanks to life and huge faster hit
    recovery boost.  You can upgrade these all the way to Vampirebone Gloves,
    but that is a waste of runes just for a small defense boost.
    Death's Hand (set Leather Gloves)
    STR:  None
    LEVEL:  6
      Poison Resist +50%
      Poison Length Reduced by 75%
      (2 items) +30% Increased Attack Speed
    Useful if you need to reduce poison duration during a duel.
    Dracul's Grasp (unique Vampirebone Gloves)
    STR:  50
    LEVEL:  76
      5% Chance to cast level 10 Life Tap on striking
      7-10% Life stolen per hit
      25% Chance of Open Wounds
      +90-120% Enhanced Defense
      +10-15 to Strength
      +5-10 Life after each Kill
    Used for leech and open wounds.  Nice when more IAS will do the sorceress
    no good.
    Laying of Hands (set Bramble Mitts)
    STR:  50
    LEVEL:  63
      10% Chance to cast level 3 Holy Bolt on striking
      +20% Increased Attack Speed
      +350% Damage to Demons
      +25 Defense
      Fire Resist +50%
    Nice gloves to use when the sorceress has a high damage weapon and are
    fighting demons.  Also features high fire resistance.
    Magnus' Skin (set Sharkskin Gloves)
    STR:  20
    LEVEL:  37
      +20% Increased Attack Speed
      +100 to Attack Rating
      +50% Enhanced Defense
      Fire Resist +15%
      +3 to Light Radius
    If your sorceress needs IAS, these are very good gloves for the job, with
    attack rating and some fire resistance.
    crafted blood gloves
    STR:  None / 20 / 50
    LEVEL:  ??
      -- Preset Properties --
      CUBE (Blood):  magic heavy gloves + jewel + Nef rune + perfect ruby
        1-3% Life stolen per hit
        5-10% Chance of Crushing Blow
        +10-20 to Life
      -- Up to four random affixes. --
      Ideal Prefixes:
        Dragon's ..... +31-40 to Mana
        Cobalt ....... Cold Resist +21-30%
        Garnet ....... Fire Resist +21-30%
        Coral ........ Lightning Resist +21-30%
        Jade ......... Poison Resist +21-30%
      Ideal Suffixes:
        of Alacrity .. +20% Increased Attack Speed
        of Precision . +10-15 to Dexterity
        of Remedy .... Poison Length Reduced by 25%
        of the Giant . +10-15 to Strength
    These can blow the other set and unique gloves out of the water if you
    happen to roll IAS and other choice mods.
     8.4.6. Belt
    -- CASTER --
    Arachnid Mesh (unique Spiderweb Sash)
    STR:  50
    LEVEL:  80
      +1 to All Skills
      +20% Faster Cast Rate
      Slows Target by 10%
      +90-120% Enhanced Defense
      Increase Maximum Mana 5%
      Level 3 Venom (11 Charges)
    The ultimate caster belt, nothing else even comes close.
    Snowclash (unique Battle Belt)
    STR:  88
    LEVEL:  42
      5% Chance to cast Level 10-20 Blizzard when struck
      Adds 13-21 cold damage
      +2 to Chilling Armor (Sorceress Only)
      +2 to Blizzard (Sorceress Only)
      +3 to Glacial Spike (Sorceress Only)
      +130-170% Enhanced Defense
      +15% to Maximum Cold Resist
      +15 Cold Absorb
    Powerful caster belt for a Blizzard/Glacial Spike sorceress.  Not much use
    to other builds.
    -- DEFENSE --
    Thundergods Vigor (unique War Belt)
    STR:  110
    LEVEL:  47
      5% Chance to cast Level 7 Fist of the Heavens when struck
      Adds 1-50 lightning damage
      +3 to Lightning Fury (Amazon Only)
      +3 to Lightning Strike (Amazon Only)
      +160-200% Enhanced Defense
      +20 to Strength
      +20 to Vitality
      +10% to Maximum Lightning Resist
      +20 Lightning Absorb
    Useful mainly for the lightning maximum resist and absorb, which is a real
    life-saver when combating souls or bad mannered trap assassin PKs.  The
    stat bonuses are just icing on the cake.
    Verdungo's Hearty Cord (unique Mithril Cord)
    STR:  106
    LEVEL:  63
      +10% Faster Hit Recovery
      +90-140% Enhanced Defense
      +30-40 to Vitality
      Replenish Life +10-13
      +100-120 Maximum Stamina
      Damage Reduced by 10-15%
    Offers several powerful defensive mods.  Handy if you need them more than
    Arachnid's offensive power.
    Razortail (unique Sharkskin Belt)
    LEVEL:  32
      Piercing Attack (33%)
      +10 to Maximum Damage
      +120-150% Enhanced Defense
      +15 Defense
      +15 to Dexterity
      Attacker Takes Damage of 1-99 (Based on Character Level)
    This is the best belt for the bow Enchantress if she is armed with a Kuko
    Shakaku or Demon Machine.  The pierce from Razortail stacks with the pierce
    from missile weapons.  For Kuko Shakaku and Demon Machine, the combined
    pierce is 83% and 99% respectively, which turns those weapons into killing
     8.4.7. Boots
    None of the boots have significant caster properties such as skills or
    faster cast, so they should be used to provide resistances or stats.
    Aldur's Advance (set Battle Boots)
    STR:  95
    LEVEL:  45
      +40% Faster Run/Walk
      +50 to Life
      +180 Maximum Stamina
      Heal Stamina Plus 32%
      Fire Resist +40-50%
      10% Damage Taken Goes To Mana
      (2 items) +15 to Dexterity
      (3 items) +15 to Dexterity
    Good alternate to Waterwalk if fire resistance is less than max.
    Hotspur (unique Boots -> Demonhide Boots)
    STR:  None -> 20
    LEVEL:  5 -> 29
      Adds 3-6 fire damage
      +10-20% Enhanced Defense
      +6 Defense
      +15 to Life
      +15% to Maximum Fire Resist
      Fire Resist +45%
    The increase in maximum fire resist makes it useful against fire-using
    opponents, especially in duels.  Since the sorceress can teleport, lack of
    faster run/walk is not a problem.
    Sandstorm Trek (unique Scarabshell Boots)
    STR:  91
    LEVEL:  64
      +20% Faster Run/Walk
      +20% Faster Hit Recovery
      +140-170% Enhanced Defense
      +10-15 to Strength
      +10-15 to Vitality
      +1-99 Maximum Stamina (Based on Character Level)
      50% Slower Stamina Drain
      Poison Resist +40-70%
      Repairs 1 durability in 20 seconds
    One of the best options in the game thanks to the massive poison resistance,
    faster hit recovery, and stats.  It is the faster hit recovery that gives
    Sandstorm Trek the edge over Waterwalk.  Keep in mind that it takes four
    small charms of Balance to get +20 FHR, while four charms of Vita give up
    to +80 life.  From a numbers standpoint, Sandstorm Trek beats Waterwalk.
    Waterwalk (unique Sharkskin Boots)
    STR:  20
    LEVEL:  32
      +20% Faster Run/Walk
      +180-210% Enhanced Defense
      +100 Defense vs. Missile
      +15 to Dexterity
      +45-65 to Life
      +40 Maximum Stamina
      Heal Stamina Plus 50%
      +5% to Maximum Fire Resist
    Provides the most life of any boots and the extra DEX is nice.
    rare or crafted boots
    STR:  ??
    LEVEL:  ??
      -- Preset Properties --
      CUBE (Blood):  magic light plated boots + jewel + Eth rune + perfect ruby
        1-3% Life stolen per hit
        +10-20 to Life
        Replenish Life +5-10
      CUBE (Caster):  magic boots + jewel + Thul rune + perfect amethyst
        +10-20 to Mana
        Increase Maximum Mana 2-5%
        Regenerate Mana 4-10%
      CUBE (Safety):  magic greaves + jewel + Ort rune + perfect emerald
        +10-30% Enchaned Defense
        Fire Resist +5-10%
        Damage Reduced by 1-4
        Magic Damage Reduced by 1-2
      -- Up to four (crafted) or six (rare) random affixes. --
      Ideal Prefixes:
        Dragon's .... +31-40 to Mana
        Sapphire .... Cold Resist +31-40%
        Ruby ........ Fire Resist +31-40%
        Amber ....... Lightning Resist +31-40%
        Emerald ..... Poison Resist +31-40%
        Godly ....... +101-200% Enhanced Defense
      Ideal Suffixes:
        of Accuracy . +6-9 to Dexterity
        of Balance .. +10% Faster Hit Recovery
        of Remedy ... Poison Length Reduced by 25%
        of Speed .... +30% Faster Run/Walk
    Rare and crafted boots can get three resistances up to 40% each, which is
    more combined resistance than any set or unique boots can offer.
    Gore Rider (unique War Boots)
    STR:  94
    LEVEL:  47
      +30% Faster Run/Walk
      15% Chance of Crushing Blow
      15% Deadly Strike
      10% Chance of Open Wounds
      +160-200% Enhanced Defense
      +20 Maximum Stamina
      Requirements -25%
    The crushing blow and open wounds are good for weakening bosses.
     8.4.8. Amulet
    Mara's Kaleidoscope (unique)
    LEVEL:  67
      +2 to All Skills
      +5 to all Attributes
      All Resistances +20-30
    Good if you need to patch up resistances or if you rely on oskills such as
    warcries from Call to Arms, Valkyrie from Harmony, etc.
    Tal Rasha's Adjudication (set)
    LEVEL:  67
      +2 to Sorceress Skill Levels
      Adds 3-32 lightning damage
      +50 to Life
      +42 to Mana
      Lightning Resist +33%
      (4 items) +10% Faster Cast Rate
    Probably the best all-around sorceress amulet.  It has skills, large life
    and mana boost, and lightning resistance that will help protect against
    burning souls in Worldstone Keep.
    Volcanic/Powered/Glacial Amulet (magic)
    LEVEL:  45
      +3 to Fire/Lightning/Cold Skills (Sorceress only)
      -- Ideal Suffixes (only one) --
        of Life Everlasting . Damage Reduced by 10-25
        of the Apprentice ... +10% Faster Cast Rate
        of the Whale ........ +81-100 to Life
        of Atlas ............ +21-30 to Strength
    Good choice for the one-tree sorceress going all out on skill boosts.
    rare or crafted caster amulet
    LEVEL:  ??
      -- Preset Properties --
      CUBE:  magic amulet + jewel + Ral rune + perfect amethyst
        +5-10% Faster Cast Rate
        +10-20 to Mana
        Regenerate Mana 4-10%
      -- Up to four (crafted) or six (rare) random affixes. --
      Ideal prefixes:
        Great Wyrm's ...... +61-90 to Mana
      ! Prismatic ......... All Resistances +16-20
        Sapphire .......... Cold Resist +31-40%
        Ruby .............. Fire Resist +31-40%
        Amber ............. Lightning Resist +31-40%
        Emerald ........... Poison Resist +31-40%
      ! Arch-Angel's ...... +2 to Sorceress Skill Levels
      Ideal suffixes:
      ! of the Apprentice . +10% Faster Cast Rate
        of Regrowth ....... Replenish Life +6-10
        of the Colossus ... +41-60 to Life
        of Defiance ....... Poison Length Reduced by 75%
        of Atlas .......... +21-30 to Strength
    The best rare or crafted amulets can exceed Tal's or Mara's, but those with
    such perfect stats are very rare.  Anyone who wants the sorceress to cast at
    7 fps must use an amulet with faster cast.  The crafted caster amulet can
    get up to 20% faster cast.
    Angelic Wings (set)
    LEVEL:  12
      20% Damage Taken Goes To Mana
      +3 to Light Radius
      (2 items) +75 to Life
      (3 items) +1 to All Skills
    Useless by itself.  However, you need to equip this to activate the attack
    rating bonus from the Angelic Halo rings.
    Highlord's Wrath (unique)
    LEVEL:  65
      +1 to All Skills
      +20% Increased Attack Speed
      Adds 1-30 lightning damage
      +0-37% Deadly Strike (Based on Character Level)
      Lightning Resist +35%
      Attacker Takes Lightning Damage of 15
    The only amulet that provides both IAS and +skills.  Great for any
    Enchantress who needs the IAS to reach the next breakpoint for her selected
    weapon.  This is also handy for any sorceress who lacks any +2 sorceress
    skills amulet.
    Metalgrid (unique)
    LEVEL:  81
      +400-450 to Attack Rating
      +300-350 Defense
      All Resistances +25-35
      Level 22 Iron Golem (11 Charges)
      Level 12 Iron Maiden (20 Charges)
    Good for the enchantress if she needs attack rating and resistances in one
    handy package.  The Iron Golem does not have the life to tank enemies in
    Hell and the charges are expensive to replenish (25,618 gold per charge) so
    ignore the charges.
     8.4.9. Rings
    -- CASTER --
    Bul-Kathos' Wedding Band (unique)
    LEVEL:  58
      +1 to All Skills
      3-5% Life stolen per hit
      +0-49 to Life (Based on Character Level)
      +50 Maximum Stamina
    This ring and the SoJ are the only rings that increase skill levels, and
    both are very rare and difficult to find.  While the SoJ boosts mana, BK
    boosts life instead.
    The Stone of Jordan (unique)
    LEVEL:  29
      +1 to All Skills
      Adds 1-12 lightning damage
      +20 to Mana
      Increase Maximum Mana 25%
    The ultimate caster ring.  It is extremely difficult to find.
    rare or crafted ring
    LEVEL:  ??
      -- Preset Properties --
      CUBE (Blood):  magic ring + jewel + Sol rune + perfect ruby
        1-3% Life stolen per hit
        +1-5 to Strength
        +10-20 to Life
      CUBE (Caster):  magic ring + jewel + Amn rune + perfect amethyst
        +1-5 to Energy
        +10-20 to Mana
        Regenerate Mana 4-10%
      -- Up to four (crafted) or six (rare) random affixes. --
      Ideal Prefixes:
      ! Great Wyrm's ...... +61-90 to Mana
        Rainbow ........... All Resistances +8-11
        Cobalt ............ Cold Resist +21-30%
        Garnet ............ Fire Resist +21-30%
        Coral ............. Lightning Resist +21-30%
        Jade .............. Poison Resist +21-30%
      Ideal Suffixes:
      ! of the Apprentice . +10% Faster Cast Rate
        of Regrowth ....... Replenish Life +6-9
        of the Mammoth .... +31-40 to Life
        of Remedy ......... Poison Length Reduced by 25%
        of the Titan ...... +16-20 to Strength
    Although rare and crafted rings cannot boost skill levels, they can get a
    variety of useful properties, including faster cast.  Sorceresses who want
    +200% FCR for 7 frame cast speed must use at least one ring with faster
    -- DEFENSE --
    Dwarf Star (unique)
    LEVEL:  45
      +40 to Life
      +40 Maximum Stamina
      Heal Stamina Plus 15%
      Fire Absorb 15%
      Magic Damage Reduced by 12-15
      100% Extra Gold from Monsters
    The fire absorb and mdr will greatly reduce the damage the sorceress takes
    from fire.  Great when fighting Council Members or Diablo.  Aside from that,
    the life and mdr will help keep your sorceress alive.
    Nature's Peace (unique)  *LADDER ONLY*
    LEVEL:  69
      Slain Monsters Rest in Peace
      Prevent Monster Heal
      Poison Resist +20-30%
      Damage Reduced by 7-11
      Level 5 Oak Sage (11 Charges)
    One out of the few items with the R.I.P. property, this is your secret
    weapon against Hell Nihlathak.  With R.I.P, any monster the sorceress kills
    cannot be targeted by corpse skills, such as reviving or corpse exploding.
    Without corpses to explode, Nihlathak is a sitting duck.  Contrary to what
    Arreat Summit says, this WILL WORK on monsters killed by spell attacks.
    Aside from this ring, the only other items with R.I.P are the extremely rare
    armor Tyreal's Might and the realm-only runeword Lawbringer.
    Raven Frost (unique)
    LEVEL:  45
      +150-250 to Attack Rating
      Adds 15-45 cold damage
      +15-20 to Dexterity
      +40 to Mana
      Cold Absorb 20%
      Cannot Be Frozen
    For the blaster, this is not a bad ring, and it has a variety of useful
    properties such as cold absorb and more dexterity.  However, the blaster
    benefits more from the likes of SoJ or Wisp.  For the Enchantress, this ring
    is almost must-have because of the "Cannot Be Frozen" property.  In addition
    to that, the ring also provides attack rating, which is always useful to an
    archer or melee attacker.
    Wisp Projector (unique)
    LEVEL:  76
      10% Chance to cast Level 16 Lightning on striking
      Lightning Absorb 10-20%
      10-20% Better Chance of Getting Magic Items
      Level 7 Spirit of Barbs (11 Charges)
      Level 5 Heart of Wolverine (13 Charges)
      Level 2 Oak Sage (15 Charges)
    Nice defensive ring.  The absorb will help protect the sorceress further
    from souls and horror magi in Worldstone Keep.  Spirit of the Barbs makes a
    nice emergency decoy/tank, and Heart of the Wolverine is useful to boost
    merc damage output when a dangerous immune rears its ugly head.  On top of
    the powerful mods, the ring also has some magic-find.
    Angelic Halo (set)
    LEVEL:  12
      +20 to Life
      Replenish Life +6
      (2 items) +12-1188 to Attack Rating (Based on Character Level)
      (3 items) 50% Better Chance of Getting Magic Items
    This is most useful for the extremely high attack rating bonus it provides.
    The boost from one ring should be more than enough to let the sorceress hit
    enemies easily, but if it isn't, wearing a second Halo ring should do the
    trick.  To activate the rings' attack rating bonus, the sorceress must equip
    one other item from the Angelic Raiment set, which is usually the amulet.
     8.4.10. Charms
    Annihilus (unique small charm)  *REALM ONLY*
    LEVEL:  70
      +1 to All Skills
      +10-20 to all Attributes
      All Resistances +10-20
      +5-10% to Experience Gained
    Extremely powerful charm, but you can hold only one on your character.
    Only Uber Diablo can drop this.
    Hellfire Torch (unique large charm)  *REALM ONLY*
    LEVEL:  75
      25% Chance to cast Level 10 Firestorm on striking
      +3 to <random class> Skill Levels
      +10-20 to all Attributes
      All Resistances +10-20
      +8 to Light Radius
      Level 30 Hydra (10 Charges)
    (NOTE:  The Firestorm from this charm is Diablo's version.)
    Extremely powerful charm if you can find one with +3 to sorceress skills.
    This can be found only in Uber Tristram, after the final prime evil super
    boss is slain.  As with other unique charms, you can hold only one torch on
    your character.
    Stats for Diablo's Firestorm at level 10:
      Missiles:  10
      Average Damage:  51-70 per second
      Average Fire Damage:  133-164 per second
    Yes, Diablo's firestorm causes physical and fire damage.
    Unfortunately, Fire Mastery does not increase its fire damage.
    Gheed's Fortune (unique grand charm)  *LADDER ONLY*
    LEVEL:  62
      80-160% Extra Gold from Monsters
      20-40% Better Chance of Getting Magic Items
      Reduces all Vendor Prices 10-15%
    While magic find sorceresses will appreciate the magic find, the most
    important stat is the vendor discount.  Lower prices means cheaper gambling
    and repairs.
    Burning/Sparking/Chilling Grand Charm (magic prefix)
    LEVEL:  42+
      +1 to Fire/Lightning/Cold skills (Sorceress only)
      -- Ideal Suffixes (only one) --
        of Balance .............. 12% Faster Hit Recovery
        of Dexterity ............ +3-6 to Dexterity
        of Life/Sustenance/Vita . +5-45 to Life
    Several of these in the sorceress's inventory will greatly increase the
    damage of her attacks.  In addition, fire sorceresses will have faster mana
    regeneration, lightning sorceresses will have a larger static field radius
    and cheap teleport, and cold sorceresses will have higher defense; all that
    from the charms boosting the one-point wonder skills.
    Small Charm of Vita (magic suffix)
    LEVEL:  39+
      +16-20 Life
      -- Ideal Suffixes (only one) --
        Shimmering .................. All Resistances +3-5
        Lizard's/Snake's/Serpent's .. +1-17 to Mana
        Crimson/Russet/Garnet/Ruby .. Fire Resist +3-11%
        Azure/Lapis/Cobalt/Sapphire . Cold Resist +3-11%
        Tangerine/Ocher/Coral/Amber . Lightning Resist +3-11%
        Beryl/Viridian/Jade/Emerald . Poison Resist +3-11%
    Stacking a lot of these will boost your life by a few hundred points, which
    will make the sorceress much more robust.  The life boost from the charms
    can be boosted further by effects such as Battle Orders or Oak Sage.
     8.5. Tal Rasha's Wrappings
    One option that is useful and popular for magic finding and all-around
    monster killing is Tal Rasha's set.  In its ugly purple glory, the full set
    provides a balanced combination of caster power, defenses, and magic find.
    Even if you do not want the full set, the three piece combo consisting of
    the amulet, armor, and belt is useful for stacking magic find and some
    resistances.  The full set consists of the following five items:
    Tal Rasha's Horadric Crest (set Death Mask)
    STR:  55
    LEVEL:  66
      10% Mana stolen per hit
      10% Life stolen per hit
      +45 Defense
      +60 to Life
      +30 to Mana
      All Resistances +15
    With properties like these, you wonder what was Blizzard thinking when
    they made this helm for the sorceress, as it is more appropriate for a
    weapon-based, physical damage build such as a barbarian or your merc.
    By itself, the helm leaves much to be desired as it offers no skill boosts
    but instead... life, mana, and some resistance.  Even the lowly Lore
    runeword is a more useful caster helm than this.  Tal Rasha's helm is useful
    only because you need the helm to complete the set and gain all those juicy
    full set bonuses.
    Tal Rasha's Guardianship (set Lacquered Plate)
    STR:  84
    LEVEL:  71
      +400 Defense
      Cold Resist +40%
      Lightning Resist +40%
      Fire Resist +40%
      Magic Damage Reduced by 15
      88% Better Chance of Getting Magic Items
      Requirements -60%
      (2 items) +10% Faster Cast Rate
    While it does not have the caster-friendly bonuses of Vipermagi or the other
    usual suspects, this armor not only has some powerful defensive properties,
    but also has high magic-find.  The resistance and magic-find combo, in
    addition to the set bonuses, makes this a very popular choice for magic find
    Tal Rasha's Lidless Eye (set Swirling Crystal)
    LEVEL:  65
      +20% Faster Cast Rate
      +1-2 to Cold Mastery (Sorceress Only)
      +1-2 to Lightning Mastery (Sorceress Only)
      +1-2 to Fire Mastery (Sorceress Only)
      +10 to Energy
      +57 to Life
      +77 to Mana
      (2 items) +1 to Sorceress Skill Levels
      (3 items) -15% to Enemy Fire Resistance
      (4 items) -15% to Enemy Lightning Resistance
      (5 items) +15% to Cold Skill Damage
    By itself, this orb is weak, though it gets better as you don more pieces
    of the set.  For the fire sorceress, this is the easiest way to get fire
    resistance drain.
    Tal Rasha's Adjudication (set Amulet)
    LEVEL:  67
      +2 to Sorceress Skill Levels
      Adds 3-32 lightning damage
      +50 to Life
      +42 to Mana
      Lightning Resist +33%
      (4 items) +10% Faster Cast Rate
    Probably the best all-around sorceress amulet.  It has skills, large life
    and mana boost, and lightning resistance that will help against burning
    souls in Worldstone Keep.
    Tal Rasha's Fine Spun Cloth (set Mesh Belt)
    STR:  53
    LEVEL:  53
      +20 to Dexterity
      +30 to Mana
      37% Damage Taken Goes To Mana
      10-15% Better Chance of Getting Magic Items
      Requirements -20%
      (2 items) +60 Defense
      (3 items) +10% Faster Cast Rate
    As a stand-alone item, this belt has some excellent mods, and one of the few
    quality belts with magic-find.
    Set Bonuses
    (2 items) Replenish Life +10
    (3 items) 65% Better Chance of Getting Magic Items
    (4 items) +25% Faster Hit Recovery
    (5 items) +3 to Sorceress Skill Levels
              +150 Defense
              +50 Defense vs. Missile
              +150 to Life
              All Resistances +50
    The bonuses are cumulative.  For example, if the sorceress wears three
    items, she gets the life replenish in addition to the magic-find.  Also,
    if the sorceress wears the complete set, a shiny aura will glow around the
    sorceress.  This aura does nothing aside from letting others know your
    sorceress is wearing full Tal Rasha set.
      9. Mercenaries
    Mercs are great companions for the sorceress.  The sorceresses is a
    relatively fragile character that usually relies on powerful ranged attacks.
    Without any true summoning skills that create minions to distract the enemy,
    the sorceress can benefit greatly from a tough merc that can absorb hits
    and/or keep the enemy at bay.  This lets the sorceress spend less time
    running and more time casting spells and killing things.
     9.1. Merc Behavior
    Each merc has one of two behavior patterns:  melee or ranged.
    -- MELEE --
    This merc runs mindlessly toward the nearest target to hack at it until the
    merc or his target dies.  When the target goes down, the merc runs to the
    next target to kill it if there are anymore left.  The merc fights to the
    death against any opposition, and his aggressiveness makes him the perfect
    tank for the sorceress.  However, the sorceress must be prepared to run or
    teleport a few screens away if you do not want your merc to fight a monster
    for whatever reason.  (For example, Iron Maiden was placed on merc.)
    Act II Town Guards and Act V Barbarians are melee mercs.
    -- RANGED --
    This merc will stand still and shoot projectiles at the enemy.  If an enemy
    moves too close to the merc (or the sorceress teleports too close to an
    enemy), the merc will try to walk away to a safer spot away from trouble
    before attacking again.  A ranged merc does not tank well against melee
    attackers, and such a merc is not recommended to sorceresses who want to
    reliable tank to keep enemies at bay.  Against ranged attackers, a ranged
    merc will stand his ground to trade shots with the enemy.  Because of this,
    the sorceress can use the merc as cover from enemy fire until the merc dies
    or retreats.  Ranged mercs are not as sturdy as melee mercs, but they still
    have significantly more life than the average sorceress.  Act I Rogues and
    Act III Iron Wolves are ranged mercs.
    Regardless of attacking behavior, a merc will retreat to follow you if you
    and your merc are separated by a little more than a screen away.
     9.2. Act I Rogue
    All rogues use the skill Inner Sight, which lights up enemies and lowers
    their defense.  Since 1.10, Inner Sight is effective enough such that
    monsters really do become easier to hit even in Hell, but that is irrelevent
    to the typical blaster sorceress.  Rogues may also use either Fire or Cold
    arrows.  Both types of arrows inflict similar damage, and a portion of the
    damage is converted to elemental damage based on its type.  The Cold Arrow
    may appear to be a no-brainer choice, but it is not.  Cold Arrows have half
    the range of normal or Fire arrows.
    Compared to melee mercs, Rogues have no extra damage skills (like Bash) and
    get less damaging weapons.  Even the strongest bows are weaker than an
    ethereal elite melee weapon with +400% or more Enhanced Damage.  As a
    result, the rogues' damage potential is less than a well armed melee merc.
    If a merc is needed to kill immune monsters, look elsewhere.
    However, Rogues are the better of the two ranged merc types.  With a good
    bow and/or help from the sorceress's Enchant, she can inflict more damage
    than an Iron Wolf is capable of.  For sorceresses who do not need a tank,
    a Rogue can provide good artillery support.  With the right equipment,
    Rogues are the best at picking off tough foes trapped at a distance.
    -- EQUIPMENT --
    The rogue is an archer and a ranged attacker.  For a weapon, the rogue may
    only use bows that are not labeled Amazon-only; she cannot use crossbows or
    Amazon-only bows.
    Since the rogue gets pummeled by melee much less often than melee mercs,
    she does not need much damage reduction, defense, or leech.  What she needs
    is resistance because she is much more likely to take damage from ranged
    attackers, who more often than not pack elemental damage.
    As for offense, there are two main equipment options depending on the role
    the player wants the rogue to take:  damage or support.  For those who
    really want to use a rogue, the support setup is recommended.
    * Damage
    The player wants the rogue to inflict the most damage possible with her bow.
    While this can be handy to pick off an immune from a distance, she cannot
    take it down as quickly as a melee merc, and if the monster is a fast melee
    bruiser, the sorceress will either need to tank for the rogue or teleport
    often to keep the both of them a safe distance away.  Getting Knockback on
    an item will be useful for the rogue since it will push her target away.
    * Support
    While high damage is useful, the emphasis is the stacking the special
    abilities that cripple monsters.  Examples include hit causes monster to
    flee, hit blinds target, freezes target, and slows target.  The most useful
    is slows target.  This effect is irresistable and works on anything, even
    act bosses.  With enough slow, fast bruisers such as Duriel become much
    easier to avoid and much less dangerous.  The application of weapon-based
    special effects from a distance is the one true advantage rogue has over
    other mercs.
    Blackhorn's Face (unique Death Mask)
      The slows target is enough to make it one of the best for the rogue.
      The lightning resist and absorb on top of slow help her survive deadly
      electrical attacks from souls in Worldstone.
    Giant Skull (unique Bone Visage)
      Nice if you want to give the rogue knockback without adding Nef rune to
      the bow.  Also has sockets.
    Howltusk (unique Great Helm)
      The only other helm with knockback.  Also has hit causes monster to flee,
      which is bad if you rely on Lower Resist to kill immunes.  Howltusk isn't
      as powerful as Giant Skull, but it is much easier to find.
    Kira's Guardian (unique Tiara)  *LADDER ONLY*
      Has high resists and cannot be frozen.
    Tal Rasha's Horadric Crest (set Death Mask)
      Has high leech, life, and resistances.  Great all-around helm, and it is
      not too hard to find.
    Chains of Honor (runeword:  Dol Um Ber Ist)
      Has leech, resists, and damage boost to demons and undead.  This was the
      best before the advent of Duress and Fortitude.
    Duriel's Shell (unique Cuirass -> Great Hauberk)
      Nice for the life, resists, and cannot be frozen.
    Duress (runeword: Shael Um Thul)
      The perfect armor for the support rogue, with open wounds, resists, and
      extra physical and cold damage.
    Fortitude (runeword:  El Sol Dol Lo)  *REALM ONLY*
      The ultimate merc armor, with extra damage (+300%!), high defense, life,
      and resistances.
    Lionheart (runeword:  Hel Lum Fal)
      Boosts damage, life, and resistance.
    Skin of the Vipermagi (unique Serpentskin Armor -> Wyrmhide)
      Resistance and mdr will help protect the rogue from getting fried by
      elemental attacks.  Armor should be upgraded to Wyrmhide for the defense
    Smoke (runeword:  Nef Lum)
      Easier to assemble than Lionheart, and offers more defense and resistance.
      Doesn't have Lionheart's extra life and damage.
    Faith (runeword:  Ohm Jah Lem Eld)  *REALM ONLY*
      Fanaticism aura turns this otherwise highly damaging and accurate bow into
      a fast, ungodly monster of a weapon with killing power that can exceed
    Harmony (runeword:  Tir Ith Sol Ko)  *REALM ONLY*
      A fairly high damage bow that is easy to make.  Since it lacks increased
      attack speed, assemble the runeword in a fast (-10 speed) bow, with
      Blade Bow being the ideal choice for the merc.
    Ice (runeword:  Amn Shael Jah Lo)  *REALM ONLY*
      Gives the rogue high level Holy Freeze to slow nearby enemies.
    Riphook (unique Razor Bow -> Blade Bow)
      Though low on damage, the speed, slow, and open wounds are a deadly combo.
      Best weapon for the support role rogue.  Riphook can be upgraded to a
      Blade Bow, and doing so will greatly boost its damage.
    Windforce (unique Hydra Bow)
      This legendary bow is famous for its extremely high damage.  Only Faith
      can match it.
     9.3. Act II Town Guard
    With his auras, long reach, access to powerful weapons, and aggressive
    behavior, he is the best merc for the sorceress.  He will intercept monsters
    and take them down or die trying.  His only major weakness is oblivion
    knights.  As soon as they cast Iron Maiden on him, he dies the instant he
    reaches out and touch someone.  The main uses of the Act II merc is for
    tanking and immune killing.
    For skills, the Town Guard attacks with Jab, and he can use an aura like a
    paladin or aura enchanted monster.  The aura he uses depends on the type of
    merc and difficulty he was hired in.
      Normal/Hell auras:
        Combat    = Prayer (slowly regenerates life)
        Defensive = Defiance (increases defense)
        Offensive = Blessed Aim (increases attack rating)
      Nightmare auras:
        Combat    = Thorns (reflects damage taken)
        Defensive = Holy Freeze (chills and slows enemy)
        Offensive = Might (increases damage)
    Out of all the auras, only three are useful:  Defiance, Holy Freeze, and
    Defiance:  Causes defense ratings of merc and everyone around him to
      skyrocket.  He can tank the best against physical attackers.  Not so great
      against spellcasters and other elemental attackers.
    Holy Freeze:   Most monsters near the merc are slowed down to a crawl,
      even cold immunes.  Act bosses and their clones, plus a few other select
      monsters are immune to the slow effect of the aura.  In addition to the
      slow, the aura adds cold damage to the merc's attacks.  Easiest merc to
      use, and recommended for multi-tree sorceress.
    Might:  Boosts merc's damage to obscene levels, and he can kill immune
      monsters the fastest.  Best merc for one-tree sorceress and Enchantress.
    -- EQUIPMENT --
    These desert mercenaries are spear fighters and melee attackers.  They
    may use any polearm or spear (including javelins) except those that are
    Since the mercenary's primary job is to tank for the sorceress, items that
    help the merc stay alive are most important.  For offense, the merc needs a
    powerful high damage weapon to not only kill enemies quickly, but also to
    leech as much life back as possible.  Of course, the merc will need an item
    with life stealing to provide leech in the first place.  For defense, high
    defense is good for reducing the chances the merc gets hit.  However, damage
    reduction is better at resisting physical damage.  Against poison and
    elemental attacks, the merc needs max resistances to protect him from
    getting fried, especially against bosses.
    Andariel's Visage (unique Demonhead)  *LADDER ONLY*
      Strength, attack speed, and high leech.  Only problem with this helm is
      the fire resistance penalty, so the armor will need to pick up the slack.
    Crown of Ages (unique Corona)
      Rockstopper's big brother, with damage reduction, resistance, high
      defense, and faster hit recovery in one handy package.  Also comes with a
      socket or two.
    Delirium (runeword:  Lem Ist Io)
      If you do not care about overriding useful curses cast from other items,
      this helm can cause absolute chaos against packs of monsters by turning
      them against each other once Confuse activates.  The delirium change turns
      your merc into a undead stygian doll for about a minute.  While in doll
      form, the merc is even more vicious.
    Rockstopper (unique Sallet)
      Doesn't have leech, but has resists and dr%.
    Tal Rasha's Horadric Crest (set Death Mask)
      Has high leech, life, and resistances.  Great all-around helm, and it is
      not too hard to find.
    Stealskull (unique Casque)
      Does not have as much leech as Tal Rasha's mask or Vampire Gaze, but has
      speed properties and magic find.
    Vampire Gaze (unique Grim Helm)
      Not as much leech as Tal Rasha's Mask, but offers dr% and mdr.  Also adds
      minor cold damage to the merc's attacks.
    Chains of Honor (runeword:  Dol Um Ber Ist)
      Though the defense is not as high some of the other armors, it provides
      resists, leech, and a damage boost against many monsters.
    Duriel's Shell (unique Cuirass -> Great Hauberk)
      Has cannot be frozen, and it boosts strength, life, and resists.  Can be
      upgraded to Great Hauberk for more defense.
    Duress (runeword: Shael Um Thul)
      One of the few armors with crushing blow or open wounds, and the only
      armor with both.  In addition to these properties, Duress has high
      defense, resists, and extra damage.
    Fortitude (runeword:  El Sol Dol Lo)  *REALM ONLY*
      The ultimate merc armor, with extra damage (+300%!), high defense, life,
      and resistances.
    Griswold's Heart (set Ornate Plate)
      Good defense, boosts strength, and has open sockets you can fill with gems
      to pump strength even higher or runes to boost resistance.
    Leviathan (unique Kraken Shell)  *LADDER ONLY*
      High defense, damage reduction, and huge strength boost.
    Shaftstop (unique Mesh Armor -> Boneweave)
      Nice defensive armor thanks to high dr% and life.  You will want to
      upgrade this to Boneweave for even higher defense.
    Stone (runeword:  Shael Pul Um Lum)
      Useful for the extremely high defense potential, especially if it is
      assembled in an ethereal, elite armor.
    Smoke (runeword:  Nef Lum)
      Has high resists and moderate defense.
    Bonehew (unique Ogre Axe)
      High damage and relatively common for an elite unique.  If your merc is
      not very high in level though, you will need to boost the merc's strength
      and/or lower the weapon requirements so the merc can equip it.
    Breath of the Dying (runeword:  Vex Hel El Eld Zod Eth)
      Barring the near-zero chance of a super rare, this is the ultimate weapon
      in terms of damage.  Also comes with high leech.
    Doom (runeword:  Hel Ohm Um Lo Cham)
      Bestows Holy Freeze aura on the wielder.  Useless to a Holy Freeze merc,
      but godly on the other types.  Give this to a Defiance merc and you will
      have the ultimate tank.  Rivals Breath of the Dying if you assemble this
      in an ethereal weapon.
    Honi Sundan (unique Yari -> Ghost Spear)
      Cheap but effective mid-level weapon for merc.  Crushing blow helps raise
      the damage, and you can fill the sockets with Amn runes for high leech.
    Honor (runeword:  Amn El Ith Tir Sol)
      Easy runeword to complete, yet effective if assembled in an elite ethereal
      weapon.  Use only if Insight and Obedience are not available.
    Infinity (runeword:  Ber Mal Ber Ist)  *REALM ONLY*
      The most important feature of this high damage weapon is the built-in
      level 12 Conviction aura, which subtracts 85% from enemy fire, lightning,
      and cold resistances; and reduces enemy (base) defense by 83%.  The severe
      resistance drain will greatly increase the sorceress's killing power
      (except cold-only sorceresses with high Cold Mastery).  Infinity is,
      without a doubt, the most powerful offensive weapon for a sorceress's
    Insight (runeword:  Ral Tir Tal Sol)  *REALM ONLY*
      This runeword stronger than Honor, and no harder to complete.  What
      really makes this weapon useful is the high level Meditation aura.  With
      Meditation, the sorceress will recovery mana very quickly, cutting down
      the consumption of mana potions.  If the merc has Prayer, Meditation will
      also heal life, which doubles the life a Prayer merc can heal.
    Kelpie Snare (unique Fuscina -> Stygian Pike)
      Low damage, but this will slow any monster down to a crawl.  Very handy in
      boss battles.
    Obedience (runeword:  Hel Ko Thul Eth Fal)  *REALM ONLY*
      This features extremely high damage, moderately high chance of crushing
      blow, elemental damage thanks to the Enchant proc, and some resistance.
      The only things missing are speed and leech.  What sets Obedience apart
      from all the other heavyweights is the ease this weapon can be obtained.
      With no high runes required, the hardest item to find is a ethereal elite
    The Reaper's Toll (unique Thresher)  *LADDER ONLY*
      Best defensive weapon for the merc.  Decrepify casts all the time, which
      slows down and weakens his target.  However, it can cause grief if you
      rely on Lower Resist to break immunity since Decrepify will override
      Lower Resist and restore immune status.
     9.4. Act III Iron Wolf
    Iron Wolves come in one of three elemental flavors:  Fire, Lightning, or
    Cold.  The only element worth considering is cold.  The cold merc is highly
    effective in Normal and Nightmare, where he can spam endless Ice Blasts and
    Glacial Spikes to freeze then vaporize the enemy.  However, the immunities
    in Hell can leave him totally powerless in some areas of the game.  Overall,
    the damage all the Iron Wolves' skills can do is too low for Hell games.
    Fire and lightning mercs' attacks will have little or no effect on the
    monsters.  At least cold can be used to freeze or slow down monsters, that
    is until cold immunes show up.  In any event, any other merc with at least
    a decent weapon will outdamage the Iron Wolf.
    -- EQUIPMENT --
    These are sorcerers equipped with a sword and shield.  Despite their
    equipment, Iron Wolves are ranged mercs and almost always attack with
    spells.  If cornered by an enemy, an Iron Wolf might poke at it with his
    sword once in a blue moon.  As a spellcaster, he will need items with
    spellcaster bonuses, just like the sorceress, since his main source of
    damage are spells.  He will need skill boosters and faster cast to boost
    his damage output.  If such items cannot be found, then defensive items
    that boost resistances or life will help the merc survive more easily.
    Finding good weapons for an Act III merc is a hassle since the majority of
    swords do not have spellcaster-friendly bonuses.  If available, Spirit is
    the only sensible choice, as only one other sword has +2 skills (Silence)
    and no other sword has faster cast.  If Spirit is not an option, then you
    want swords that increase +skills or reduce enemy resistances.  Failing
    that, give the merc something that will boost his resistances or life.
    Surprisingly enough, the Iron Wolf is incapable of blocking, even if he
    truly has a shield equipped.  Therefore, increased blocking on a shield
    is useless.  You will want shields with caster bonuses or those with
    resistances and/or life.
    Lore (runeword:  Ort Sol)
      Easiest helm with (+1) all skills to obtain.
    Griffon's Eye (unique Diadem)  *LADDER ONLY*
      The only unique with faster cast.  Also provides +1 skills and lightning
      damage boost.
    Harlequin Crest (unique Shako)
      Has +2 skills, huge life, and damage reduced by 10%.
    Nightwing's Veil (unique Spired Helm)
      Adds extra damage to cold skills, +2 to all skills, and dexterity.
    Stealth (runeword:  Tal Eth)
      The easiest and cheapest way to get faster cast on the armor.
    Duriel's Shell (unique Cuirass -> Great Hauberk)
      Boosts strength, life, and resists.
    Skin of the Vipermagi (unique Serpentskin Armor -> Wyrmhide)
      One of the best sorceress armors is one of the best for the merc too.
      The combination of +1 skills, faster cast, and resistance make this armor
      almost unbeatable.
    Ormus' Robes (unique Dusk Shroud)
      Since the Iron Wolves lack the elemental mastery skills, the extra damage
      the armor provides can really help.
    6 Rainbow Facet sword (unique Jewel x6)
      Jam as many 5/5 facets (of the damage type corresponding to your merc)
      into a Crystal Sword for increased elemental damage and pierce.  Probably
      the strongest skill damage boosting weapon the merc can use, and the most
      difficult to obtain.
    Azurewrath (unique Phase Blade)  *LADDER ONLY*
      Aside from the +1 to All Skills, the Sanctuary aura will repel undead away
      from merc.  Difficult to find, but not too expensive to trade for.
    Culwen's Point (unique War Sword)
      In a game without Spirit, this is the easiest to obtain sword with
      'All Skills'.
    Honor (runeword:  Amn El Ith Tir Sol)
      A bit harder to obtain than Culwen's thanks to the fact no one-handed
      sword will get five sockets if you use the Larzuk quest reward on it.
      However, once you find a five socket sword, the runeword is easy to
      complete, and it has few extra bonuses (namely +10 STR and life replenish)
      beyond the '+1 to All Skills' that makes it superior to Culwen's.
    Lawbringer (runeword:  Amn Lem Ko)  *REALM ONLY*
      Sanctuary repels undead away from merc.  It is easier to obtain this
      instead of Azurewrath.  It also has R.I.P., but that is of little use
      to a cold merc, who freezes most things to death.
    Silence (runeword:  Dol Eld Hel Ist Tir Vex -- any weapon)
      Offers +2 to All Skills and massive resistance bonus (+75).
    Spirit (runeword:  Tal Thul Ort Amn)  *REALM ONLY*
      The one and only choice.  It has faster cast and +2 to all skills.  Best
      of all, it is easy to make.  A Broad Sword or Long Sword found in Act 5
      Normal or beyond will yield four sockets from Larzuk's socket reward.
    3 perfect diamond shield
    Ancients' Pledge (runeword:  Ral Ort Tal)
      Cheap and effective way to max out the merc's elemental resistances.
      Lack of blocking is not a factor since the merc cannot block.
    Blackoak (unique Luna)
      Provides huge life and some dexterity.  Handy if your merc needs the
      dexterity to equip a phase blade.
    Lidless Wall (unique Grim Shield)
      Has +1 skills and +20% fast cast.  Best caster shield to use if Spirit is
    Stormshield (unique Monarch)
      Provides damage reduced by 35% and some other resistances.  You will need
      to boost the merc's STR and/or lower Stormshield's requirements.
    Spirit (runeword:  Tal Thul Ort Amn)  *REALM ONLY*
      The ultimate caster shield.  However, the merc will never have the base
      STR to equip a Monarch even at level 98.  He will need a STR boost from
      the armor and/or helm slots (since weapon slot will likely be Spirit as
      well) in order to reach 156 STR and equip a Spirit Monarch.  (Note:  an
      ethereal monarch needs only 146 STR.)
     9.5. Act V Barbarian
    A barbarian can use the skills Bash and Stun.  With them, he can stunlock
    single enemies rather easily until death.  In addition to skills, the
    barbarian's normal attack is a brutal two-hit similar to the town guards'
    The barbarian is a decent tank.  He has high life, and when hurt, he
    regenerates it back 2.5 times faster than other mercs.  However, aside from
    stunning, the barbarian does not have any other tricks that can help defend
    him or the sorceress from monsters.  Offensively, with weapons of similar
    damage, the barbarian can slightly outdamage the town guard (except ones
    with the Might aura) thanks to higher strength and somewhat stronger moves.
    However, the town guards have superior range and equipment choices,
    especially with weapon runewords.  Overall, the Barbarian is somewhat
    inferior to the Town Guard.
    -- EQUIPMENT --
    The big, beefy barbarians whom you can hire favor swords and will wade
    into combat like any other melee attacker.  As barbarians, they can wear
    Barbarian-only helms (such as Arreat's Face).  Although these barbarians
    cannot dual-wield two swords, they may use any one-handed or two-handed
    sword.  With few exceptions, two-handed swords should be used for greater
    The barbarian needs the same kind of properties the Act II merc needs.
    That is high damage, leech, defense, and resistances.  He can get by with
    somewhat less leech since he regenerates quickly if not poisoned.
    Arreat's Face (unique Slayer Guard)
      The only barbarian helm that can compete with the other great unique
      helms.  Provides life leech, high STR and DEX boosts, and enough
      resistance to reach the maximum.
    Other useful helms available are the same as those listed for the Act II
    merc -- see above for list.
    Same as Act II merc -- see above for list.
    Azurewrath (unique Phase Blade)  *LADDER ONLY*
      One of the most powerful one-handed weapons thanks to its very fast speed,
      high magic and cold damage, and the Sanctuary aura.  The Sanctuary aura
      will not only repel undead, but also allow the merc to ignore physical
      resistance or immunity on undead.  Only bad thing about this weapon is
      the merc will have to wait until at least level 85 to equip it.
    Breath of the Dying (runeword:  Vex Hel El Eld Zod Eth)
      Extreme damage, leech, and speed in one lethal package.  This is the most
      damaging sword the barbarian can use if none of the realm only runewords
      are available and if assembled in an ethereal Colossus Blade.  Its only
      weakness is the merc cannot scratch physical immunes with it.
    Crainte Vomir (unique Espandon -> Legend Sword)
      Aside from the Eternity runeword, this is the only sword with Slows
      Target.  This speedy sword also has some interesting properties such as
      faster run/walk speed and damage reduction.  Damage is relatively low
    Honor (runeword:  Amn El Ith Tir Sol)
      Easy runeword to complete, yet effective if assembled in an ethereal
      Colossus Sword.  However, without any increased attack speed, this weapon
      is slow for the merc.
    Grief (runeword:  Eth Tir Lo Mal Ral)  *REALM ONLY*
      Brutal damage even in a one-handed weapon.  Use in a Phase Blade for the
      fastest speed.  Also adds poison damage thanks to the high level Venom
    Last Wish (runeword:  Jah Mal Jah Sur Jah Ber)  *REALM ONLY*
      With its Might aura and crushing blow factored in, this is the most
      damaging weapon the barbarian can use.  It is not without its drawbacks
      however.  Without IAS, a Last Wish colossus blade swings slowly.  It also
      has no leech, although the Life Tap proc sometimes takes care of that.
    Lawbringer (runeword:  Amn Lem Ko)  *REALM ONLY*
      While low on damage, this weapon has three things going for it.  One, the
      Decrepify proc will slow monsters down to a crawl.  Two, any monster the
      merc kills stays dead due to 'slain monsters rest in peace'.  Three, high
      level Sanctuary will repel undead, and let the merc chop them up quickly
      regardless of damage reduction.
    Oath (runeword:  Shael Pul Mal Lum)  *REALM ONLY*
      While not as powerful as BotD, this comes close for a mere fraction of
      the cost, as Mal is MUCH easier to acquire than Vex and Zod.  Only thing
      missing is leech.  Best assembled in an ethereal Balrog Blade or Colossus
      10. Tips
     10.1. Basics
    Like any other hack-and-slash game, gameplay in Diablo 2 can be summed up in
    five basic steps:
    1. Prepare for battle.
    2. Kill monsters.
    3. Grab loot.
    4. Go to town to rest.
    5. Go to step 1.
    #1. Prepare For Battle
    This can be divided into two extra sub-steps:
    1. Grab your items.
    2. Cast your buffs.
    * Grab your items:
    The sorceress should carry at least one town portal scroll at all times.
    Several scrolls, at least enough to fill up a belt slot are recommended.
    The town portal scroll is the sorceress's lifeline; without it, she may
    have a long walk back.  Never leave town without one.  The rest of the
    belt should be filled with potions.  The sorceress will take hits and lose
    life or burn up her mana pool as she cast spells.  Drinking potions will
    replenish whatever life or mana the sorceress loses.  For equipment, the
    sorceress wears the best she has available.  It is as simple as that.
    * Cast your buffs:
    Before the sorceress leaves town to hunt some monsters, she should cast
    every buff skill she has.  Some can be cast in town, others must be cast out
    of town.  If she has Call to Arms, you definitely want to use the warcry
    oskills that can only be cast out of town.  cast Battle Command twice, then
    Battle Orders, then the rest of her buffs, which may include any of the
    following:  Enchant, Thunder Storm, Energy Shield, and any of the three cold
    armors.  Once the sorceress is buffed up, she can go and seek out prey.
    After a few minutes of running and fighting, her buffs will time out; find
    a safe place to recast them.
    #2. Kill Monsters
    The sorceress must kill monsters to gain experience, take their loot, and
    possibly complete some quests requiring their extermination.  It does not
    matter if the character is a noble paladin fighting for the cause of good
    or an insidious necromancer bent on world domination.  In games like these,
    all characters are bloodthirsty killers.
    The life of a typical blaster sorceress is that of a scared little girl
    holding a really big, big gun in her trembling hands.  As a sorceress, your
    basic strategy is to force the merc out in front of sorceress to take hits
    from monsters, then while she hides behind the the merc like a scared little
    girl, you click on the monsters to launch the sorceress's killer artillery
    of doom until they die.  At this point, gameplay is like that of a video
    game shooter.
    Okay, maybe at very early levels, the sorceress neither has a merc nor
    enough firepower to kill monsters.  At the very beginning of the game,
    monsters inflict very little damage and are weak enough to die from the
    sorceress's bare hands, but you will want her to use a weapon anyway to
    speed things up.  The beginning of the game should be very easy and a
    no-brainer.  Enjoy it while it lasts.
    One thing the player must be prepared for is that the sorceress may
    encounter some fights she cannot win by force.  If the sorceress encounters
    monsters immune to her attacks, and her merc dies fighting them, the
    sorceress had better run away!
    #3. Grab Loot
    While you may find some stray junk out in the open, most of the good stuff
    is found in the clutches of vile monsters, who you need to kill in order to
    force them to drop the goods.  Regardless where the loot is, the sorceress
    will eventually grab it all with her greedy paws.  In Diablo 2, you simply
    click on the shiny piles of gold and items.
    While gold is handy to buy common services, what everyone really wants are
    the potent magical items, the stuff that turns mortals into gods.  In D&D,
    Mr. Fighter will want that Vorpal sword +5 so he can force heads to
    rock-and-roll.  In Diablo 2, such items include powerful uniques such as
    Arachnid Mesh, Harlequin Crest, Stormshield just to name a few, or rare
    runes that allow the player to construct extremely powerful runewords such
    as Breath of the Dying or Enigma.  Hack-and-slash games tend to be item
    driven.  That is, you are what you wear, and items that seem like the toys
    of gods become basic equipment needed to survive the dangers of high level
    #4. Go to Town to Rest
    The sorceress will eventually need to return to town to recover life and
    mana, sell items for gold, repair equipment, revive her merc, and deposit
    gold and new items you found clogging her inventory into the stash.  If the
    sorceress has leveled up, this is also a good time to allocate her stat and
    skill points where they are needed.  Once done, you will...
    #5. Go to Step 1
    ...prepare for battle yet again.  The sorceress will be stronger, either by
    gaining levels and/or stronger items from her last adventure.  However, the
    sorceress will seek out more powerful monsters, where the danger and rewards
    are greater.  Thus, the level of power escalates.
     10.2. Common Newbie Mistakes
    Below are some mistakes that a beginning sorceress player may unwittingly
    fall prey to.
    Sorceress is dying all the time.
    * Resistances are not maxed.
    Untwinked characters who rush too far ahead before collecting enough
    resistances from items, or players obsessed with maximum killing power or
    magic-find to the point of sacrificing defensive power will experience this
    problem.  Many elemental based attacks are very damaging without maximum
    resistance to protect the sorceress, and some attacks hurt badly even with
    75% resistance.  Keep her resistances as high as possible at all times.
    * Too little life.
    The combination of low Vitality and no or few life boosting items give these
    sorceresses about 400 to 500 life, which is clearly not enough.  Even with
    maximum resistances, some attacks are strong enough to kill these wimpy
    characters in one or two hits.
    * Too much Energy.
    Perhaps inspired by other games (including the first Diablo game), newbie
    players may see the Energy stat as the equivalent to Intelligence or
    whatever name the "Magic" stat is, and they crank Energy up to 200+ by high
    levels, thinking they will gain super strong spells.  This is a no-no for
    the sorceress!  All Energy does in Diablo 2 is increase a character's mana
    pool and the chance of getting double mana from potions.  In 1.10, the
    sorceress relies on equipment to boost her mana to sufficient levels.
    If somehow you cannot find the necessary equipment, one welcomed feature
    introduced in 1.10 is the sorceress can buy all the mana potions she needs
    to refill mana on demand.  The only exception to the "too much Energy"
    mistake is the Energy Shield sorceress, who needs high Energy in order to
    maximize her mana pool and use Energy Shield effectively.
    Skills are too weak/not killing fast enough.
    * Spreading points in every skill.
    Doing this will ensure weak attacks that will kill very slowly, if at all.
    The sorceress needs to maximize few skills so she can inflict enough damage
    to dispatch enemies quickly.
    * Investing too many points in non-combat skills.
    Investing twenty points in Warmth may sound like a good idea, but unless
    the sorceress is an Enchantress, doing so will cripple her killing power by
    denying her the points she needs to maximize her attack skills and their
    * Investing points in weak skills.
    Some may not like this, but the harsh truth is some skills are weaker
    (or better) than others.  An example of a weak skill since 1.10 is Inferno.
    Inferno may look cool, but it deals less damage and is more dangerous to use
    than the Fire Ball/Meteor combo.  Players who wish to play underpowered
    characters might want to play the Inferno sorceress -- more power to them.
    However, if you are trying to build a powerful sorceress, and you are
    wondering why you are struggling with something like the above mentioned
    Inferno sorceress, even with every skill needed maxed, the answer may be
    the skill is flat-out weak, pure and simple.
     10.3. Survival Tips
    * When planning your character's stats, consider items with strength and/or
      dexterity bonuses.  With such items, the sorceress needs less base
      strength and/or dexterity to meet requirements for the rest of her
      equipment, and the saved points can be spent in vitality or energy
      instead.  Items with a dexterity bonus can also be used to improve
      blocking percentage.  Be careful you do not get burned by the Strength
    * All the sorceress's elemental resistance should be as high as possible.
      If you expect her to die, such as in dueling games, stack some extra to
      compensate for the Anya bug.
    * If you know the sorceress will fight tough monsters known for their
      powerful poison and cold attacks, namely Andariel and Duriel, buy and
      drink antidote or thawing potions.  Antidote adds 10% to maximum poison
      resistance and 50% to poison resistance.  Thawing potions add the same
      amount to cold resistances.  The resistance granted by each potion lasts
      thirty seconds.  If the sorceress drinks multiple potions in quick
      succession, the durations stack.  In other words, the sorceress can drink
      a beltful of these potions at once and the effect will last for several
    * Consider using Telekinesis to use objects from a distance if you suspect
      (idle) monsters nearby the desired objects.  For example, Cain can be
      freed without even seeing and alerting the champion monsters that loiter
      around the middle in Tristram.
    * Use charged items to the sorceress's benefit.  Some examples include the
      following:  Lower resists can cause skills to inflict more damage; Weaken
      can help reduce damage from bruisers such as Duriel.
    * When using single-target attacks, concentrate your attacks on one target
      at a time.  Since damaging a monster does not impair its offensive power,
      it is better to kill one enemy than to damage many.
    * When attacking a very tough group of monsters (e.g., Council), divide the
      group and attack each monster one at a time.
    * The sorceress should hide behind cover when fighting ranged attackers.
      Pop out briefly to attack, then run back for cover before their missiles
      hit her.  Repeat when the missiles clear.
    * If the sorceress gets cursed (with Amplify Damage), kill the monster that
      is causing it as soon as possible, then go to town and visit the healer to
      remove it.  Taking double damage (or more if she had damage reduction)
      from physical attackers is bad news.
    * Hire and use mercs.  They are great for absorbing hits meant for the
      sorceress.  In addition, they are immune to the explosions of Frenzied
      Enslaved and their ilk.
    * When the sorceress Teleports, her merc teleports with her.  If the merc is
      losing a battle against monsters, teleport away from them to save the merc
      from death.  Also, if the sorceress has a melee merc, she can teleport
      close to a monster so the merc can attack it.
    * Keep your merc alive at all times.  If he falls, go back to town to revive
      him.  (PvM only.)
     10.4. The "Bullfighter" Tactic
    Below is a strategy to help defeat a fast-moving, melee attacker when the
    sorceress is alone or has only a ranged merc to help, and there is nowhere
    to hide (e.g., Duriel in Tal Rasha's Chamber).  Examples of such attackers
    include gargantuan beasts, scarabs, blunderbores, stygian dolls, blood lords
    (minotaurs), and even some quest bosses such as The Countess and Duriel.
    This will also work against a few aggressive monsters with short-ranged
    missile attacks, namely balrogs and their ilk.  The concept is similar to
    what you expect of a bullfight,  The sorceress is the bullfighter with the
    red cape, and the enemy is the bull.
    This assumes the sorceress has the skill Teleport and enough mana to sustain
    Teleport and some attacks for more than a few seconds.  Thus, this will not
    help much in early Normal.  Then again, monsters are not very dangerous so
    early in the game.
    When an enemy approaches, wait until he is nearly close enough to attempt an
    attack.  Cast Teleport and aim far away from the enemy as possible.  Time
    the cast so that when he takes a swing, he will miss, and the sorceress will
    be some distance away.  Timing is everything; depending on when you cast
    Teleport, one of three events will happen.
    * You cast Teleport at the right time:
    The enemy will attack, but your sorceress will have teleported to a new
    location before the attack can connect.  While the enemy is stuck swinging
    at air, blast the enemy with your attacks.  You will have time to cast two
    or more attacks before the enemy recovers and runs after the sorceress.
    * You cast Teleport too early:
    The enemy will not attack.  Instead, it continues after the sorceress toward
    her new location.  If the enemy is fast, you will not have enough time to
    cast an attack before the enemy reaches the sorceress and attacks.  Instead,
    you will need to try again and cast Teleport when the enemy is close.
    * You cast Teleport too late:
    The enemy will have a chance to hit the sorceress.  If she takes a hit, but
    does not go into hit recovery, proceed as if you teleported at the right
    time.  If the sorceress takes a hit and is forced into hit recovery, the
    Teleport attempt will fail.  After hit recovery, the sorceress will need to
    escape before you can attempt another Teleport.
    When the enemy recovers and approaches again, your sorceress Teleports then
    blasts the enemy while it stikes at air.  Repeat until the enemy dies.
    Keep your eye on your mana and drink potions when it gets low.
    This strategy works best against a single target.  It is very difficult to
    pull this off against a crowd, with a few whiffing while the rest continue
    straight after the sorceress.  Divide the crowd first, then attack a lone
    monster separated from the crowd.
    Caveat:  If you play online, and you experience some lag, the Bullfighter
    tactic may be difficult to impossible to execute reliably.
     10.5. Killer Monsters
    Some monsters are feared and hated by many because they are often
    responsible for the deaths of many hapless characters.  Once the
    sorceress meets the following monsters, you will find out why.
    -- DOLLS (a.k.a. Undead Soul Killers, Undead Stygian Dolls) --
    These little boneheads are fast and usually found in packs.  What makes
    dolls deadly is their explosive demise.  When killed, a doll explodes and
    inflicts damage equal to their maximum life to anyone standing next to the
    explosion.  Be especially wary of champion or boss dolls; explosions from
    them can be a one-hit kill if the sorceress is hit.  In Hell, dolls cannot
    be frozen.
    -- SOULS (a.k.a. Gloams, Burning Souls, Black Souls) --
    These ghostlike entities fire lightning bolts.  The lightning is very
    damaging in Hell even with 75% lightning resistance.  Most of the unique
    mods from a boss mob can stack with the lightning, so even if the sorceress
    can withstand normal souls' lightning, she can still get fried by lightning
    modified by mods.  Spectral hit and/or elemental enchantments result in
    lightning that can inflict fire, cold, and/or poison damage in addition to
    lightning.  Mana burn will cause their lightning to drain mana on contact.
    Extra strong will magnify the base damage the lightning can do.  In Hell,
    souls cannot be frozen.
    Since your sorceress will likely employ a melee merc, the one curse you need
    to absolutely watch out for is Iron Maiden.  While the blaster sorceress
    herself is likely unaffected, the merc, if he wields any useful weapon, will
    die after striking a monster in one or two hits if he gets afflicted with
    Iron Maiden.  Lower Resist can also be deadly if there are souls nearby.
    Last but not least, Oblivion Knights always have a large following of angry
    Doom Knights ready to swarm the sorceress.  In Hell, Oblivion Knights are
    immune to cold, and resistance is so high (180) that Lower Resist and
    Conviction combined cannot break immunity.  However, Holy Freeze will slow
    these guys down.
    By themselves, they are not very dangerous.  What makes them terrifying
    (or annoying more accurately) is they can revive all the above undead;
    i.e., dolls, souls, and knights.  If the sorceress does not have the means
    to dispose of corpses, she should kill the mummies first!
    -- MINOTAURS (Moon Lords, Blood Lords, Hell Lords, Death Lords) --
    Even the average of these guys can take a beating and cause a lot of damage
    with their attacks.  If you let them Frenzy up, they can run and attack
    very fast, and be nearly impossible to shake off.  They get really scary
    if enhanced by boss mobs such as Extra Strong, Extra Fast, Cursed, and/or
    any damage boosting aura.  Also, the death lord version in any difficulty
    cannot be frozen.
    -- SUCCUBI (a.k.a. Hell Temptress, Siren, Hell Witch) --
    Here is a monster that can have feathered or batlike wings, and they
    have several abilities that make them dangerous in more ways than one.
    Regardless of appearance, they have two abilities in common.  One, they
    can launch blood stars that can cause massive amounts of physical damage
    rivaling that of souls.  As with souls, mods from a boss can stack.  One
    with Extra Strong, Cursed, and maybe an elemental enchantment or two, can
    launch modified blood stars that can kill many characters after one or two
    hits easily.  Also, since their shots cause physical damage, Fanaticism and
    Might auras will increase the damage -- not good.  Two, succubi can cast
    Blood Mana if the sorceress has more mana than life.  Blood Mana really
    hurts if the sorceress relies on spamming mana intensive attacks (e.g.,
    Blizzard plus Glacial Spike between delays.)  If the sorceress has more life
    than mana, they will cast Defense Curse instead, which will greatly lower
    her defense, but that can be easily ignored most of the time.  The above
    two abilites is the most the feathered-winged versions can do, but the
    bat-winged versions have two extra curses they can hex the sorceress with:
    Amplify Damage and Weaken.  They are fond of Amplify Damage, and once the
    sorceress is cursed, they will spam blood stars.  (Note to pre-1.10
    veterans:  succubi are much stronger than they were in 1.09.  In fact,
    they are about as dangerous as the succubi from the first Diablo game.)
    -- TOMB VIPERS --
    These green snakes are sometimes found in the Halls of Vaught, same level as
    Nihlathak, in Nightmare and Hell.  Their signature attack is a poison shot
    that emulates the amazon's Poison Javelin.  What make the attack so deadly
    is the victim takes full damage, mostly physical, for *EVERY* frame the
    character moves through a cloud.  This is true even if the character is
    shoved through the cloud by a viper charge.  The best defense against these
    clouds (other than avoiding them entirely) is to stockpile damage reduction.
      11. Sample Progression for Meteorb Sorceress
    Below is a sample progression of an untwinked, Meteorb sorceress who uses
    Frozen Orb, Meteor, and Fire Ball as her primary attacks.  This is not a
    straitjacket on how to play a sorceress, since there are several other
    viable builds.  However, the Meteorb sorceress is the easiest to use.
    If you are playing Single Player, use the '/players x' command.  On Normal
    and Nightmare, set the game to '/players 8'.  Although the monsters take
    longer to kill, the experience and drops are much better.  You may lower
    /players down to 1 just before engaging difficult boss fights such as
    Duriel, Nihlathak, or The Ancients.  Don't forget to raise /players back up
    to 8 after such boss fights.  When you reach Hell, '/players 8' monsters
    take far too long to kill without the very best items.  It is recommended
    you set /players to 1 or 2.
    Below are the range of levels you can expect the sorceress to be at while
    playing through the game.
      Act I   =  1 - 17
      Act II  = 18 - 24
      Act III = 25 - 28
      Act IV  = 29 - 31
      Act V   = 32 - 45
    Nightmare = 45 - 75
    Hell      = 75 - 85
     11.1. Normal
    LEVELS 1-5
    In the beginning, the sorceress neither has the mana nor the money to buy
    mana potions to be able to cast spells continuously.  Therefore, she will
    need to rely on weapons.  Don't worry, all the monsters near town are wimps.
    Just kill things in Blood Moor, Den of Evil, and Cold Plains for experience.
    Soon the sorceress will reach level 6, and when that happens, send her out
    to Burial Grounds or Stony Field.
      -- STATS --
      Strength and vitality are most important now.  The sorceress needs STR to
      wear even the lightest of armor, and she needs VIT to run longer and take
      some hits without dying.  For the 20 points the sorceress receives between
      levels 2 and 5, increase STR until it is at 22 (for long bow requirements)
      first.  Place the remaining points into VIT.
      -- SKILLS --
      Spend the first point skill in Frozen Armor.  While Frozen Armor is
      active, it will slow down enemies that hit the sorceress as she fights
      enemies in hand-to-hand combat.  Spend the next three points in Fire Bolt,
      Warmth, and Ice Bolt.  If the sorceress has an extra point left after she
      learns all four of the above skills, save it until she reaches level 6.
      -- EQUIPMENT --
      Weapon:  Buy a long bow (from Gheed) as soon as the sorceress has the
      strength to use one.  This will serve as a viable weapon until level 12
      when Fire Ball and Lightning become available.  Until the sorceress buys
      her bow, just hit things with her staff.
      Belt:   Find or buy a sash as soon as possible.  You want the sorceress to
      carry more potions in her belt, not her inventory.
      Other Equipment:  Don't waste money on the remaining equipment -- the
      sorceress will find some soon enough.
      Scrolls are expensive now; hold off on buying them if possible.  Try to
      wait until after Cain is rescued, when Act I vendors will offer a 10%
      discount.  However, keep at least one Town Portal scroll in the
      sorceress's inventory at all times.
      The sorceress should pick up everything she finds and sell everything she
      doesn't need to raise the cash she needs for later.  Stacks of throwing
      items are the most profitable items to sell early in the game.  Later in
      the game, armor and any item with skill bonuses will sell for the most
      The sorceress should save every gem and rune she finds.  They will be used
      for the various stats they bestow on socketed items or as ingredients for
      cube recipes.
    LEVELS 6-11
    During these levels, the sorceress will progress through much of Act I,
    from Blood Raven to somewhere in the Rogue Monastery.  Although she has the
    skills Static Field and Ice Blast to help, weapons remain to be her main
    source of damage.  By now, she should have a Rogue merc, who will be relied
    on to help kill things from time to time.
      -- STATS --
      For every 5 points per level up, spend 3 to STR, and 2 to VIT.  Strength
      will be needed for bigger and better items, and vitality to withstand some
      -- SKILLS --
      At level 6, spend a point into Static Field.  Static Field will let the
      sorceress weaken tough monsters like Blood Raven or Griswold quickly.
      When the sorceress earns more skill points, use them to learn Ice Blast,
      Telekinesis, Frost Nova, and Inferno.  Save any leftover skill points for
      -- EQUIPMENT --
      Belt:  Get a "Belt" as soon as possible; twelve slots will be handy.
      Charsi may carry one once the sorceress reaches level 7.  If Charsi won't
      cooperate, gamble one from Gheed.
      Buying better armor is an option, just don't spend all the gold for
      magical armor.  Pay just enough for normal, non-magical items.  Better
      yet, save the money now.  The sorceress will need to buy lots of mana
      potions once she reaches level 12.
      Save amulets or rings with resistances.  The sorceress will need them when
      she encounters elemental attackers later in the game.
      If the sorceress finds small or large charms that add elemental damage or
      resistance, keep them in her inventory for now; the extra damage provided
      by charms will help her kill things faster with weapons, and resistance
      charms will lower the damage the sorceress takes from elemental attacks
      later in the game.
    LEVELS 12-17
    By now, the sorceress is dungeon-crawling around the monastery, looking for
    Andariel.  At any rate, she has reached a turning point.  Fire Ball and
    Lightning are available, and the sorceress probably has accumulated enough
    gold to buy many mana potions.  You will begin to rely on her skills instead
    of weapons to kill.
      -- STATS --
      Continue the 3:2 ratio for strength and vitality.
      -- SKILLS --
      Place one point each into Blaze and Fire Ball.  Blaze will be useful for
      killing Andariel in Normal, and you need Blaze anyway to learn Meteor.
      Fire Ball will be the main attack skill for some time to come.  Shiver
      Armor is useful, but not necessary if you need to save a skill point for
      something else later.  After these skills are learned, save three skill
      points for level 18.  If you have extra points to spare (i.e., more than
      three), boost Fire Ball for more power.
      -- EQUIPMENT --
      Since the sorceress uses skills as the main source of damage, look for
      weapons that boost spellcasting or resistances.  In any case, your
      sorceress will start guzzling mana potions like water or Kool-Aid on a
      hot summer day.  Keep a health supply of them, and portal back to town to
      refill when needed.
    LEVELS 18-23
    The sorceress will progress from the start of Act II to the Arcane Sanctuary
    or beyond.  In Act II, you will have the chance to hire a Town Guard merc
    for the sorceress.  Do so -- he can tank and do much of the fighting.  If
    the sorceress makes it to Canyon of the Magi before she reaches level 24,
    clear Arcane Sanctuary or all of Tal Rasha's Tombs repeatedly for more
      -- STATS --
      The 3:2 ratio ends.  Increase strength to 60, but no higher.  With 60 STR,
      the sorceress can equip Plated Belt as well as many of the best unique
      items later on if you are lucky enough to find some.  Spend the rest of
      her stat points in vitality; your sorceress will need the life.
      -- SKILLS --
      Add one point each into Teleport, Glacial Spike, and Fire Wall as soon as
      the sorceress reaches level 18.  Teleport is a MUST-HAVE skill as it gives
      the sorceress mobility.  Glacial Spike and Fire Wall are prerequisites
      needed for Frozen Orb and Meteor respectively.  Spend any excess points
      into Fire Ball.  At level 23, save the skill point for level 24.
      -- EQUIPMENT --
      As you shop or kill monsters, keep an eye out for socketed items.  Save
      any three socket Kite Shield you find; you will need it to make Ancient's
      Pledge later.  Save a normal two socket Breast Plate (or better armor) you
      find for possible Stealth.  Save a two socket helm for Lore.  Normal items
      are usually preferable to superior items due to inflated repair cost for
      superior items.
      One weapon you may find useful now is the Leaf Staff.  The sorceress can
      farm the Countess for Tir and Ral runes, then buy a non-magical two socket
      staff from Akara or Drognan.  If possible, try to get one with +2 or +3 to
      Fire Ball.
      Find and use items with cold and/or lightning resistance.  Scarabs are
      common in the open desert, and you want lightning resistance to lessen the
      damage the sorceress takes from their electric bolts.  You will want cold
      resistance to protect the sorceress from the Summoner and Duriel.
    LEVELS 24-29
    The sorceress will go from the start of Act III to somewhere in Act IV.
    In later parts of Act III, the sorceress will face many enemy spellcasters,
    and their elemental attacks can hurt her badly if she is caught unprotected,
    so try to build up her resistances.
      -- STATS --
      You can spend points wherever you want for now.  If in doubt, spend them
      in vitality; the extra life will help.  Before long, the sorceress will be
      able to wear some exceptional items.  Plan ahead for their requirements.
      -- SKILLS --
      Add one point each into Blizzard and Meteor as soon as the sorceress
      reaches level 24.  Both are potent skills now.  You need Blizzard to learn
      Frozen Orb, and Meteor will become one of your primary skills later.
      Ignore Chilling Armor; it is not useful enough to deserve a point.  As the
      sorceress approaches level 30, save three skill points for Fire Mastery,
      Frozen Orb, and Cold Mastery.  If the sorceress has extra points, boost
      Meteor for more damage.
      -- EQUIPMENT --
      Buy a Plated Belt as soon as possible -- you want the 16 slots!
      If possible, buy one with a resistance mod.
      The sorceress needs items with resistances.  When shopping, if you find an
      item with better resistances than what the sorceress has, and she meets
      the item's requirements, buy it.  If the sorceress has excess cash, gamble
      for circlets.  Some very nice properties can spawn on them.
      One note:  if the sorceress kills Hephasto and picks up the Hell Forge
      Hammer, consider skipping the quest for now and hold the hammer if the
      sorceress needs fire resistance.  (Hammer provides Fire Resist +40%.)
      The Infernos from Venom Lords are deadly, and big bad Diablo likes to
      spray fire everywhere.  Once she kills Diablo, go back to the Hellforge
      and complete the quest.  The hammer disappears when the Hellforge quest
      is complete.
      If you want Energy Shield, buy a staff (or find an orb) with the skill.
      Spending four points just to get Energy Shield and its other prerequisites
      hurt.  Energy Shield is relatively long-lasting, so the sorceress can cast
      it even in town, then put the item away in the stash.
    LEVELS 30-45
    At last, Frozen Orb and Masteries are available.  Things start to get much
    easier in Normal thanks to those skills.  Even a low level Frozen Orb will
    slay everything with ease in Act V Normal.  Just finish off the rest of
    Normal.  If the sorceress is under level 45 when she defeats Baal for the
    first time, stay in Normal and clear Worldstone and Baal repeatedly game
    after game for experience.  As the sorceress gains levels, add more points
    to Frozen Orb.
      -- STATS --
      Try to boost vitality to at least 100; the sorceress will need the life to
      survive the rigors of Nightmare.  Also, start adding points into strength
      and/or dexterity to meet future item requirements.
      -- SKILLS --
      Place one point into Fire Mastery, Frozen Orb, and Cold Mastery as soon as
      the sorceress reaches level 30.  As she gains more levels, add more points
      to Frozen Orb.  Max out Frozen Orb as soon as possible; a high level
      Frozen Orb will obliterate nearly everything in Normal and Nightmare.
      -- EQUIPMENT --
      If the sorceress does not have a three perfect diamond shield or the
      unique gothic shield The Ward, make Ancient's Pledge for a resistance
      boost -- the sorceress will need it.  Qual-Kehk will give the runes you
      need to make it.
      Soon, monsters will have the potential to drop charms with good
      properties.  Pick them up and keep them if they turn out to be good.
      Charms that boost resistances or life are keepers.
      If you are playing on the realms, look for a four socket non-magical
      Crystal Sword, Broad sword, or Long Sword.  Such a sword will be used to
      make Spirit, a powerful caster weapon runeword.
     11.2. Nightmare
    LEVELS 45-75
    Nightmare is rather uneventful, and the sorceress can vaporize most monsters
    with a high level/maxed Frozen Orb.  Just play through all the acts while
    killing every monster your sorceress meets.  She will steadily gain levels,
    about five levels per act if you do all the quests and kill everything the
    sorceress meets along the way.  Try to level the sorceress up to 75 before
    you send her to Hell difficulty.  If the sorceress does not level up to 75
    by the time she reaches Baal, clear Worldstone Keep repeatedly for the
    When the sorceress reaches Act II, hire a Defensive (Holy Freeze) Town
    Guard.  He is the best bodyguard for the Meteorb sorceress, and given a
    powerful weapon, he can take down monsters immune to her attacks.
      -- STATS --
      Increase vitality to 150 -- the life will be needed in Nightmare.  Then
      consider the strength and dexterity requirements for all your planned
      items, and boost your scores to match.  All leftover stat points should
      be added to vitality to increase life even higher to help prepare the
      sorceress for Hell.
      -- SKILLS --
      During the thirty levels spent in Nightmare, the sorceress will earn
      enough skill points to max her three primary attacks which are already
      partially developed.  Frozen Orb should be the first skill to max, which
      will happen at level 49 if you added points to Frozen Orb at every level.
      The second skill to max is Meteor.  When Meteor is done, the third skill
      to max is Fire Ball.  Once Fire Ball is done, add points to Fire Mastery.
      -- EQUIPMENT --
      Unless your sorceress has found or gambled a nice rare (or better) helm,
      use the Lore runeword.  Sol rune isn't too hard to find, especially from
      the Countess.
      If the sorceress has not found a great set or unique belt, craft a caster
      belt.  Use a sharkskin belt as a base for the 16 slots.  It will give the
      sorceress some much needed mana and, if you are lucky, some resistance
      and/or life.  The recipe for the crafted caster belt is a magic
      light/sharkskin/vampirefang belt, Ith rune, jewel, and perfect amethyst.
      Nightmare is a good difficulty to farm bosses because the rewards are
      good, and the monsters are not too powerful.  The Countress can yield
      runes as high as Ko (though her special drop peaks at Io).  Andariel and
      Mephisto are excellent targets for set and unique items.  Contrary to what
      Arreat Summit says, magic-find works even on act bosses, and you will find
      set and unique items after some runs.  Upgrade to better items when you
      get the chance.
     11.3. Hell
    LEVELS 75+
    Playtime is over!  Hell lives up to its namesake as nearly every monster can
    take a lickin' and keep on tickin' thanks to high life, resistances, and
    regeneration.  Experience gains will slow down as you are forced to play at
    lower player counts (that or get bored out of your mind spending a minute or
    longer to kill each monster).
    You need to be patient and play smart.  If your sorceress runs around in the
    open like an idiot, wakes up hordes of monsters, then tries to nuke them all
    at once with whatever attack skill of choice; the monsters will take some
    damage, but they will survive then swarm around the sorceress, and she will
    die.  A sorceress twinked with the best equipment might be able to steamroll
    through monsters with ease, but an untwinked sorceress with common junk
    As the sorceress enters unknown territory, she will need to walk, not run,
    WALK as she explores the area.  Once monsters are encountered, stop and kill
    them all.  Be prepared to retreat some distance as the sorceress and her
    merc slowly kill off the monsters one at a time.  Only when the group is
    eradicated (or parked if unbeatable) can the sorceress safely advance
    forward until she meets the next group of monsters.  Progress in Hell feels
    like two steps forward, one step back.
    You will need to take advantage of the terrain to protect your sorceress
    from bloodthristy monsters.  Hide behind small fences, rivers, or similar
    gaps of terrain; and blast monsters from there.  Against ranged attackers,
    hide behind whatever cover is available when missile fire comes her way.
    Keep her merc alive and handy at all times.  He will be used as a tank.
    Some fights, such as The Ancients, are very hard for the untwinked.
    Good luck!
    At this stage of your character's life, you will play out your endgame
    goals, whether it is to farm the Countess repeatedly for runes, kill
    Mephisto for items, or clear Worldstone Keep and Baal repeatedly for
    experience and the occasional item.
      -- STATS --
      If you have not fulfilled the strength and dexterity requirements for all
      your items by now, do so until all requirements are met.  If the sorceress
      uses a shield to block, invest just enough dexterity to maintain 75% block
      rate.  Spend all the remaining points into vitality.
      -- SKILLS --
      Add points to Fire Mastery until it is maxed.  When that happens, spend
      the rest of the skill points into either Fire Bolt or Cold Mastery,
      depending on which element you want to power up.
      -- EQUIPMENT --
      Resistances are paramount.  If your sorceress only has common junk, do
      something to boost those resistances:  prismatic amulet, 3 perfect diamond
      or Ancient's Pledge shield, safety crafts, charms, anything!  Failing
      that, consider going back to Nightmare, farm some bosses, and pray
      something good drops.
      If armor is lackluster, make Smoke as soon as possible.  Farm the Countess
      repeatedly for runes until Nef and Lum are found.  Find a two socket Dusk
      Shroud or Wyrmhide as a base for Smoke.  Hell Countess runs also yield
      good experience until level 80.
      If the sorceress raises excess gold, gamble on jewelry.
      12. Boss Strategies
    Below are strategies for defeating the various bosses that stand in your way
    toward Matriarch (or Guardian) status.
    Caveat #1:  Much of this is based on my experience playing with the 1.10
    betas, and when my test sorceress was untwinked.  If you have a fully
    optimized sorceress, you will mostly likely sweep away the boss and its
    minions in a few seconds.
    Caveat #2:  I have not yet played through the game with the melee
    Enchantress build.  Obviously, tips that involve shooting at the enemy
    do not apply, but I do not have an alternative strategy for the Enchantress
    yet (and most likely never will).
     12.1. Act I
    You can skip the quest and come back later when the sorceress is much higher
    in level and can kill Blood Raven in one hit.  If you decide not to skip the
    quest, the sorceress should be at least level 6 and have learned Static
    Field.  If she does not have Static Field, Blood Raven may take a long time
    to kill depending on how high the players setting is.
    Blood Raven is a corrupt rogue archer.  As an archer, she shoots arrows at
    the sorceress.  She can also shoot flaming arrows, and those hurt low level
    characters badly.  In addition to arrows, she can create zombies at will.
    When she is doing neither, she runs at fast speeds trying to keep her
    distance away from the sorceress, but close enough so she can snipe at her.
    When the sorceress enters Burial Grounds, kill every monster you find
    outside the graveyard (gates).  This area will be your sanctuary;
    Blood Raven will not follow characters outside the graveyard.  Her minions
    will though, and this is where you kill them if you need to lure some away
    from Blood Raven.
    Once the parimeter is clear, slowly enter the graveyard until you find some
    monsters.  Draw them out and kill them.  Repeat until there are few enough
    that the sorceress can attack Blood Raven without interference from them.
    As for Blood Raven, close in on her while avoiding stray zombies and cast
    Static Field.  Once her life is low, finish her off with weapons or other
    spells.  The sorceress will almost certainly take hits from her arrows
    and/or run out of mana after casting spells.  Drink potions to keep her
    life and mana up.  If either drop too low, run away past the graveyard and
    recover.  If Blood Raven creates enough zombies such that they get in the
    way, run away from Blood Raven and lure the zombies outside the graveyard,
    then kill them.  Just make sure Blood Raven is out of sight or she will
    snipe at the sorceress or create more undead for her to play with.  Once
    the sorceress has recovered and/or eliminated obstructing minions, go back
    to Blood Raven and resume the fight.
    All the undead have immunity to lightning, and Blood Raven gains knockback.
    Otherwise, the basic strategy is the same.  Lightning sorceresses may have
    to dodge the undead, but with Lightning and/or Chain Lightning, they have
    no problems hitting Blood Raven.  Fire and/or Cold sorceress can simply
    vaporize any undead that get in the way.
    The Countess and her minions are nearly the same as yet another random boss
    pack, and may be treated as such.  They are all melee attackers, and can be
    taken out with hit-and-run tactics.  The Countess can create Firewalls to
    block the doors to her chamber, but they are weak and not much of a threat
    as long as the sorceress does not stand in them for long.
    The Countess is always Fire AND Cold immune.  If the sorceress does not have
    viable lightning attacks, she will need to cast Static Field to weaken the
    Countess, then let the merc finish the job (or use weapons yourself).
    Fortunately for you, the Countess has low life, and any good merc should
    have no problem pasting her.  In 1.11, the Countess has a small chance to
    drop the Key of Terror.
         |      |
         | ANDY |           
         |      |           Clear the first two rooms before you let the
         |      |           sorceress proceed through the big doors to the
     +---+      +---+       north.  In the middle of the second room is a large
     |              |       pit.  You may find it useful as an obstacle to slow
     |              |       down Andariel.
     +---+      +---+
         |      |           Before the sorceress enters the final chamber, send
       +-+--  --+-+-3-+     her to town to buy some antidote.  Use them to boost
       |          |   |     poison resistances of the sorceress and her merc.
       |    []        |     Have some extra handy to reboost resistances or to
       |          |   |     remove poison if the sorceress takes a hit from
       +----------+---+     Andariel's venomous attacks.
    Open the doors and slowly move forward.  If you find monsters, stop and kill
    them immediately; you do not want interference from other monsters once you
    start fighting Andariel.  Eventually, the sorceress will gain Andariel's
    attention, and she will head straight for the sorceress or her merc.
    If Andariel is distracted by your merc, the sorceress can approach Andariel
    once she starts an attack then cast Static Field to weaken her.  Run away
    once Andariel recovers.  If your merc dies, you may want to resurrect her
    (only Rogue is available in Normal).  Do not let the sorceress try to use
    Static up close if Andariel has not committed to an attack -- she can turn
    on the sorceress in a blink and kill her quickly.
    Once Static is no longer useful, use other attacks to finish Andariel off.
    If the sorceress has Blaze, cast it, run or walk away from Andariel, and let
    Andariel follow the sorceress.  Soon, Andariel will fall easily.  Just watch
    out for the occasional poison spray and try to dodge it. 
    In higher difficulty levels, a low level Blaze is too weak to kill.  Just
    blast her with your primary skills.  Hide behind the pit of blood in the
    second room to slow down Andariel's pursuit.
     12.2. Act II
    Radament is an unraveler with a unique look.  As an unraveler, his attacks
    include powerful magic missiles against distant foes, or poison gas or
    brutal arm swipes against nearby foes.  He can also heal and revive lesser
    As soon as you see his skeleton minions, stop and lure them away, few at a
    time.  Lead the skeletons far away from Radament as possible so he cannot
    revive his minions when the sorceress kills them.  Repeat until most or all
    the minions are gone.  Cold can be used to freeze and shatter the minions,
    but some are immune to cold in Hell.
    Use Static Field to weaken Radament.  If the sorceress needs to get close to
    Radament, bring some antidote to remove any poison she may take.  Otherwise,
    blast Radament from a distance.  His missiles are powerful, so either dodge
    them or hide behind the merc.
    Beware if Radament has Fire Enchanted.  He has so much hit points for his
    level that the sorceress, if she is around level 40-50, has low enough life
    that his explosion on death will likely one-hit kill the sorceress if she
    gets caught by the explosion.  (I have even seen barbarians die to this in
    large games.)
    If you are lucky, you will find Coldworm alone, and the sorceress can reach
    the chest before more adult maggots appear out of nowhere.  She can simply
    open the chest, grab the Staff of Kings, then leave.  Coldworm does not need
    to be killed in order to progress.  However, more often than not, chances
    are that the room will be filled with a combination of beetles, swarms,
    and/or maggots that spawned randomly near Coldworm; and the sorceress will
    have to blast a way through to the chest.  
    If the sorceress needs to kill some bugs, stay inside the narrow hall
    before the chamber so that monsters that come after her are forced into a
    single-file line, and only one monster can attack the sorceress at a time.
    Go after the chest once the coast is clear.
    The sorceress should be at least level 18 and have learned Teleport.
    If not,  She is probably too weak to continue on anyway without some
    leveling up first.
    At the very least, Fangskin and his minions inhabit the level, and can spawn
    anywhere except near the stairs.  Often, other random monsters can spawn
    here, and these can include unravelers, zombies, skeletons, or more claw
    vipers.  More random boss packs are possible.
    At the center of this level is an altar surrounded by a circle of stone.
    This circle has a narrow break at the bottom, which is the only way by
    foot to the altar.  The break is too small for the claw vipers to cross.
    However, any random undead that have spawned are thin enough to walk across
    the break in the circle.
    Usually, the space inside the circle is clear (or maybe occupied by one or
    two weak undead the sorceress can pushover).  If this is the case, all the
    sorceress needs to do is teleport to the altar, kick it, grab the amulet,
    then portal back to town.  If you want her to stick around and kill
    monsters, just stay inside the circle and blast away.
    In the event Fangskin spawns inside the circle, he and any minions with him
    are trapped and helpless, and all you need to do attack them from a distance
    until they die.  Dodging the sparks from Fangskin should be easy enough.  If
    possible, stay near the entrance so the sorceress does not get overwhelmed
    by possible random monsters out in the open.  Once the altar is clear,
    teleport over there and smash it.
    This sorcerer can cast a variety of spells, which include the following:
    Fire Ball, Fire Wall, Frost Nova, Glacial Spike, and Weaken.  However,
    he favors Frost Nova against targets close to him or Glacial Spike against
    targets at a distance.  Both of them can hurt the sorceress badly if her
    cold resistance is low.
    Before you try to fight the summoner, lure away any monsters that get in the
    way, then kill them.  Once the way is clear, make sure cold resistance is
    high before the sorceress goes after the Summoner; if it isn't, drink a
    thawing potion for a quick boost.  When ready to fight the summoner, attack
    him from a distance with powerful long-range skills while avoiding his.
    The Summoner has low life, so he should fall quickly.
    (Note to pre-1.10 veterans:  his Fire Wall is much weaker than it used to
    be, so it is not much of a threat anymore.  However, his Glacial Spikes seem
    to have improved, and he can kill with a few shots if you get careless.
    Overall, he is no longer the cheap, killer boss he used to be.)
    In 1.11, The Summoner has a small chance to drop the Key of Hate.
    "Looking for Baal?" -- Duriel
    Although he has no ranged attacks aside from his Holy Freeze aura, his melee
    attacks are brutal and will tear the sorceress apart.  There is no way she
    can tank him, especially if Duriel decides to Jab or Smite.  Mercs will fare
    a little better, but they will die quickly without support, and sometimes
    they will die anyway.
    The sorceress will fight Duriel in a very small room with nowhere to hide.
    Before you enter Tal Rasha's Chamber, use thawing potions to boost cold
    resistances of the sorceress and her merc.  Bring some extra potions to
    refresh resistance when needed.  As soon as the sorceress enters the
    chamber, open a town portal.  Duriel will greet the sorceress by quickly
    closing in then grinding her or the merc to a pulp.  Once the fighting
    starts, the sorceress will spend nearly every moment on the run.
    Once Duriel targets the merc, approach Duriel and cast Static Field to
    weaken him.  If possible, feed potions to your merc to help keep him alive.
    If the merc dies, go to town immediately and resurrect him, then resume the
    fight.  Before reentering your portal, drink some more thawing potions.
    Reopen the portal as soon as the sorceress reenters the chamber with Duriel.
    (It is a good idea to put a TP scroll in a belt slot.)  Once Duriel's life
    is down to a sliver, blast him with other attacks.
    This is one long, hard fight.  Once Static Field becomes ineffective,
    the sorceress will need to use the Bullfighter tactic to fight Duriel.
    Be careful though, he can use the skill Charge to ram the sorceress to
    her death.  If you see multiple transparent images trailing Duriel, he is
    Charging.  Fortunately, Duriel does not seem to charge very often, if at
    all.  Duriel is content on running after the sorceress before taking a
    normal swing at her.  In any case, keep the sorceress's mana up at all
    times.  If mana runs low, go back to town and refill on potions.
     12.3. Act III
    The place can literally be a death trap.  It is possible for monsters to
    spawn right next to the entrance then ambush the sorceress.  Your best bet
    is to clear the entrance if possible.  If the sorceress is overwhelmed, you
    may want her to teleport to a dead-end room and pray that it is clear.  If
    it is, open a town portal, then blast monsters few at a time.  If the place
    is too hot to handle, you may need to start a new game and hope for a less
    dangerous spawn.
    The tome is guarded by the extra fast Sarina the Battlemaid and her minions.
    If you can, try to separate some of her minions and kill them one or few at
    a time.
    You will want to split up the council and kill each of them one by one.
    To do this, you need some place to lure them to.  Before the sorceress even
    tries to face the council, Travical should be cleared first.  As for the
    council, attack the minions first; they are weaker and can be frozen.
    Save the uniques for last.  One change for the better since 1.10 is that a
    council member cannot target himself with healing spells.  However, multiple
    council members can still heal each other.  All the more reason to pick off
    the council one by one.
    Against a minion, if the sorceress has Ice Blast, freeze him.  Alternate
    between power skills and Ice Blast.  Against unique council (or any council
    if the sorceress lacks cold attacks), just blast them from a distance.  If
    you see Hydra cast against the sorceress, move her away from it, though try
    to keep your target on the screen so the sorceress can continue attacking.
             | $$$ |              Mephisto himself is not too hard, but the
          +--+ - - +--+           sorceress should face him without interference
          |    MEPH   |           from his lackeys.  When entering Durance 3,
    +-----+  +     +  +-----+     stay near the bottom and go left.  If you find
    |      - -     - -      |     any blood lords (vampires) or undead stygian
    +- - -+--+-___-+--+- - -+     dolls, wipe them all out.
    |     |~~~~~~~~~~~|     |
    |     +--+~~X~~+--+     |     Once the bottom is clear. Slowly move north.
    |  C     |~+-+~|     C  |     You will eventually wake up Bremm Sparkfist
    |     |  |~| |~|  |     |     (Aura Enchanted, Lightning Enchanted).  This
    +---+-+ ++~| |~++ +-+---+     guy can be very dangerous to fight.  If his
        |   +--+ +--+   |         aura is really nasty (e.g., Might, Conviction)
        |       C       |         or your sorceress's lightning resistance is
        +-+----+ +------+         too low, just park him at the lower left
        | +----+ +------+         corner of the level.  Once Sparky is out of
        |    - - - -    2         the way, progress to the middle and kill any
        +----+     +----+         stray undead or council minions before you go
             +-----+              further.
    The path ahead splits, and the sorceress can go either left or right.
    Either way has a council member unique -- Maffer Dragonhand (Extra Strong,
    Extra Fast) on the left, and Wyand Voidfinger (Mana Burn, Teleportation) on
    the right.  The sorceress should fight Voidfinger because he is weaker and
    slower, making him the easier of the two council members.  His mana burn is
    just an inconvenience (unless you are playing an Energy Shield sorceress).
    After Voidfinger is gone, destroy any more undead you find before you send
    the sorceress to Mephisto.
    Now to Mephisto himself.  He has a variety of nasty attacks that can make
    short work of the sorceress and her merc.  She may or may not be able to
    approach Mephisto safely to cast Static Field on him.  However, Mephisto
    has one fatal weakness:  he is nearsighted. Mephisto cannot target much more
    than a screen away, but you can!  Therefore, if you can keep Mephisto away
    from the sorceress within this magic distance, the sorceress can attack
    Mephisto without resistance, and this is all possible thanks to the
    Moat Trick.
    The "Moat Trick":
    Use the bloody moat to separate your sorceress from Mephisto.  Lure Mephisto
    to the top end of the moat, and teleport the sorceress to some distance
    away from the bottom of the moat.  Mephisto will try in vain to approach
    the sorceress, and remain stuck at the north end of the moat.  Move the
    sorceress far enough away so that Mephisto is barely visible at the upper
    left corner of your screen.  If done correctly, Mephisto cannot target the
    sorceress, and he is at your mercy.  From here, get a namelock on him and
    blast away with long range skills.  It may take a while, but he will die
    If the sorceress has a melee merc, kill him off (let Mephisto kill the merc
    before you try the moat trick if necessary).  Otherwise, the merc will also
    try in vain to reach Mephisto, and he will stand directly between the
    sorceress and Mephisto.  Mephisto will target the merc, but with the merc
    dancing back-and-forth like a moron, any shots that miss him will very
    likely hit the sorceress instead!
    If the sorceress has a ranged merc, you only have to worry if the merc
    starts to wander ahead of the sorceress towards Mephisto, trying to find a
    good spot to shoot from.  If that happens, cast Teleport in place to recall
    the merc.  Eventually, the merc will find a safe spot to shoot from and be
    of some help.
     12.4. Act IV
    Izual is always found within or near a large pack of monsters.  Destroy all
    other active monsters before you fight Izual.  Do not run the sorceress into
    unknown territory.  She might wake up even more monsters and make the fight
    As for Izual himself, he can cast Frost Nova or take a swing at the
    sorceress with his sword, which adds cold damage if it hits.  His attacks
    are strong, but are not excessively so (i.e., no one-hit kills).  Thawing
    potions will help if the sorceress needs cold resistance.
    Use Static Field to weaken Izual.  Otherwise, if the sorceress has a tank to
    hide behind, let her do so and blast Izual from a distance.  If there are no
    tanks to hide behind, use the Bullfighter tactic.
    "Your soul shall fuel my Hellforge!" -- Hepashto
    The sorceress must kill Hepashto to get the Hell Forge Hammer.  He hits very
    hard, and if he gains something like Fanaticism or Conviction for an aura,
    you are looking at a likely one-hit kill if he touches the sorceress.
    If the sorceress's Static Field level is low, don't even try to use it.
    To make matters worse, Hepashto speeds up as he takes damage.  By the time
    his health is low, he can outrun the sorceress.
    The key to killing Hepashto is to find a spot where he cannot reach the
    sorceress (easily) and from there, blast him non-stop from a distance.  The
    pathways between the River of Flame waypoint and Chaos Sanctuary are ideal
    for separating the sorceress from Hepashto.  Hepashto may be dumb, but he
    is smart enough to back off the screen beyond the reach of the sorceress's
    attacks when he cannot reach her after several seconds.  If this happens,
    your sorceress will need to teleport closer to him and lure him back to the
    sorceress.  When Hepashto follows the sorceress again, send her back to the
    safe spot and resume blasting.  Repeat until Hepashto is dead.
    As an alternate strategy, the sorceress can go to Chaos Sanctuary, open four
    of the five seals and kill all of the seal boss monsters.  Lure Hepashto
    close to the fifth seal, then activate it.  Hepashto will die instantly.
    GRAND VISIER OF CHAOS (left seal boss)
    This is easy.  The storm casters like to stay in one place and shoot a bunch
    of weak shots at the sorceress that are easy to shrug off.  Just blast them.
    If they approach, just back off until they cannot resist the urge to shoot.
    LORD DE SEIS (middle seal boss)
    Lord De Seis is an Oblivion Knight, but his minions are Doom Knights.
    De Seis' aura always spawns as Fanaticism, but it can change if the
    sorceress leaves the area then returns.  Although the Doom Knights will
    chase after the sorceress, they are bound to De Seis via the teather effect,
    and will turn back to De Seis if separated by more than a screen away,
    which is conveniently about the same distance as Lord De Seis' aura range.
    Avoid De Seis and attack his minions first.  Lure the Doom Knights away from
    De Seis.  The sorceress should stay far enough away so that the Doom Knights
    will lose the aura when they go after the sorceress.  Once the Doom Knights
    turn away, blast them in the back.  Once all the Doom Knights are gone,
    attack Lord De Seis.  De Seis himself is not much of a threat; just blast
    him and dodge his shots when necessary.
    INFECTOR OF SOULS (right seal boss)
    Infector and his minions are the hardest of the three seal bosses.  As Venom
    Lords, their overpowered Infernos can burn the sorceress to a crisp almost
    instantly.  To make matters worse, Infector has the Extra Fast mod, making
    him and his minions very fast and hard to break up.  As with Lord De Seis,
    the balrog minions are bound to Infector of Souls via the Teather Effect,
    but because of their speed, it is hard to separate minions from Infector.
    Be VERY careful if you see a lone minion run after the sorceress; Infector
    and the rest of his pack may rush in to join the fun a second later, and if
    they catch the sorceress while she tries to blast that one stray minion,
    she may die.
    The best way to beat Infector's group is to separate and kill each minion
    one at a time, despite the difficulty of doing so.  Slowly approach
    Infector's group.  If you see a minion give chase, try to lure it away
    (and pray that the teather breaks).  Usually, if the sorceress moves too
    far away, the minion will turn back toward Infector and you will need to
    try again.  Sometimes, you will get lucky and the minion will chase the
    sorceress relentlessly.  This is your chance to kill the lone minion.  You
    can use the Bullfighter tactic out in the open, or you can play it safe by
    treating the minion like Hepashto and lure it to the River of Flame where
    you can easily find a safe place for the sorceress to blast the monster.
    Once Infector himself starts chasing the sorceress, treat him like Hepashto,
    and lure him and any minions following him to the River of Flame, where you
    can find a safe place for the sorceress to blast them all.
    "Not even death can save you from me!" -- Diablo
    Diablo has powerful attacks, but he telegraphs them and his recovery is
    relatively slow.  You can tell which attack Diablo will use if you pay
    attention to his body movement.  Below are the three attacks you need to
    watch out for:
    FLAME NOVA:  Diablo curls up a little before thrusting his body forward and
    his arms back.  Just take the hit.  It is nearly impossible to avoid, but
    it is weak if the sorceress's fire resistance is high.  If you want the
    sorceress to approach and use Static Field against Diablo, this is the
    perfect time to do that.
    LIGHTNING INFERNO:  Diablo quickly thrusts his hands up and out.  Run to the
    side and around Diablo to avoid it.  The sorceress should not try to stand
    her ground -- it is too strong.  If the sorceress needs to approach Diablo,
    run toward him at a spiral inward.
    FIRESTORM:  Diablo lowers his hands to the ground then raises them up high
    as if scooping up dirt.  Run to the side to avoid it.  In Nightmare and
    Hell, this is even stronger than his Lightning Inferno and it can kill
    instantly if the sorceress is caught by multiple streams at point-blank
    range.  Note, he uses the same animation to cast Fire Wall and his evil
    prisons, but since those are insignificant and he seldomly uses them, always
    assume he will cast Firestorm.
    The sorceress should not stand close to Diablo when he is standing or
    walking around doing nothing.  However, this is not because of his melee
    attacks; in fact, they are rather weak.  It is because Diablo can unload a
    Firestorm to fry the sorceress in an instant.  Sometimes, Diablo can run on
    all fours and chase after the sorceress.  Just run away so the sorceress is
    not standing close to Diablo when he stops.  Keep Diablo clearly visible on
    your screen at all times so you can see what he will do and you can react
    accordingly.  All this fight boils down to is a matter of dodging Diablo's
    attacks, and blasting him between them.
    If you have town portals near Diablo, he will cast a special bone prison,
    labeled "an evil force", to block town portals.  This is of no concern since
    the sorceress can teleport in and out at will.  If your sorceress uses Chain
    Lightning, she can even shoot the prison and have the lightning bounce
    between it and Diablo.
     12.5. Act V
    Shenk is surrounded by Enslaved.  Kill the Enslaved and any other random
    monsters nearby.  Once Shenk is alone, just blast him from a distance.
    Be careful though, his whip gives him very long reach, and he can tag the
    sorceress from several yards away.  Use the terrain to your advantage and
    make it hard for Shenk to get the sorceress.  When Shenk dies, every monster
    near him will die also, except for Uber Diablo should he spawn in your game.
    Note about Uber Diablo here:  At the start of the first 1.10 ladder season,
    the fireworks resulting from Shenk's death could indeed slay Uber Diablo
    instantly.  That exploit has been patched on the realm servers and it no
    longer works there.  The auto-kill will still work on 1.10 mods that feature
    Uber Diablo however.  In 1.11, the auto-kill exploit does not work anymore
    Shenk and minions are immune to Cold.  A Blizzard or Frozen Orb sorceress
    will need to rely on a merc or find another way to overcome Shenk.
    Nihlathak has the skills Teleport, Arctic Blast, and the feared Corpse
    Explosion.  He can create minions and turn them into suicide minions at
    If the sorceress has an item with the mod 'Slain Monsters Rest In Peace',
    wear it!  That will make corpses from the monsters the sorceress kills
    unusable, and Nihlathak cannot blow up those corpses with his Corpse
    Explosion.  Without Corpse Explosion, Nihlathak is a wimp.  Likely, you will
    not have a R.I.P. item, and the sorceress must kill Nihlathak the hard way.
    First, lets talk about some Corpse Explosion basics.  The damage caused by
    Corpse Explosion is 60%-100% of the monster's base life.  The higher life
    the corpse had, the more damage Corpse Explosion will cause.  The type of
    damage caused by Corpse Explosion is half physical and half fire.
    Therefore, the sorceress should have at least maximum fire resistance.
    Damage reduction and fire absorb will lower the damage even more, but since
    those items are uncommon, they may not always be an option.
    Nihlathak's Corpse Explosion is a bit different than the Necromancer's.
    The good news is Nihlathak has a damage penalty to his Corpse Explosion.
    The bad news is his Corpse Explosion can critical hit for double damage, and
    it can inherit some unique boss mods such as Cursed if Nihlathak has them.
    (Before 1.10, Nihlathak had no damage penalty.  Combined with a huge
    explosion radius, Nihlathak could easily kill a sorceress without max damage
    reduction and fire resistance in one blast in Nightmare and Hell.)
    Now on to beating Nihlathak...
    If you are playing solo, turn /players down to 1 before the sorceress enters
    the Halls of Vaught.  Also, you may want to kill off the merc if you do not
    want him creating corpses.  If the sorceress has Thunder Storm active, wait
    for it to time out and do not recast it.  If the sorceress has Energy
    Shield, turn it on.
    Once you find Nihlathak, lure as many monsters away from Nihlathak as
    possible.  Lure them a few screens away to about half way between the
    stairs and Nihlathak's pentagram so Nihlathak cannot target the corpses for
    explosion.  Once Nihlathak is as alone as he can be, get him on your screen
    and blast him from as far away as possible.  If he creates some minions,
    ignore them and teleport to another suitable spot to attack Nihlathak from
    and continue the attack.  The sorceress will probably need to teleport
    around or back-and-forth frequently to avoid getting caught.  If Nihlathak
    creates too many minions and they get in the way, lure them away for the
    kill then come back for Nihlathak.
    Keep the sorceress's life full at all times; she needs all the life she can
    get to withstand a corpse explosion in case a corpse is accidently made.
    If her life drops, drink a potion immediately.  If you need time for the
    potion to take effect, teleport away to safety.
    Whatever you do, do not move the sorceress too close to Nihlathak.  His
    Arctic Blast can hurt, but worst of all, he may Teleport away... possibly
    to your corpse pile where he can have a field day blowing up corpses when
    the sorceress catches up to him again.
    Nihlathak spawns with random mods.  Watch out if he is Cursed.  If the
    sorceress receives Amplify Damage, teleport away from him and go to town
    immediately to get rid of the curse.
    In Hell, his minions are cold immune, but Nihlathak sometimes isn't.
    If your sorceress has a strong Blizzard or Frozen Orb, and he is vulnerable
    to cold, use it against him.
    Some comfort to pre-1.10 veterans:  Since 1.10, the radius of Nihlathak's
    Corpse Explosion in Hell is only several yards, comparable to the radius of
    the sorceress's Nova.  Before 1.10, the radius was much larger -- about two
    screens at least!  With greatly reduced range, it should be much easier for
    the sorceress to stay away and avoid getting blown up by an exploding
    In 1.11, Hell Nihlathak has a small chance to drop the Key of Destruction.
    Three barbarians make up The Ancients.  They include Talic, Korlic, and
    Madawc, and each barbarian uses different skills.  Talic carries a sword and
    shield, and uses the skill Whirlwind.  Korlic carries a big polearm, and
    uses the skill Leap Attack.  Madawc carries two axes, and uses the skill
    Shout and a normal attack that emulates Double Throw.  Once the Ancients
    wake up, the sorceress must defeat all three without leaving Arreat Summit.
    If you open a town portal during battle, the Ancients will revert to statue
    form, and the sorceress will need to use the altar again to restart the
    battle. (In single-player, if the sorceress dies, the Ancients will reset
    Because the sorceress cannot go to town during the fight (without losing),
    she should bring an excess of life and mana potions.  Before she wakes up
    the Ancients, fill the belt and free inventory space full of potions.  In
    addition, drop a belt full or two of potions on the ground, preferably at
    or near a corner, then return to town briefly to refill the belt before
    returning to the summit.  Once done, the sorceress has about two minutes(?)
    to act and fight the Ancients before the potions on the ground disappear.
    If the sorceress drinks potions, pick the potions off the ground to replace
    them as soon as possible.  In addition to potions, get an item with life
    replenish.  If you can park the Ancients (difficult but possible), the
    sorceress will need the item to slowly regenerate life.  Thankfully, the
    Ancients themselves cannot regenerate.
    After the sorceress activates the altar, she has a second or two to act
    before the Ancients hunt her down.  During this time, cast Static Field
    against them.  If its range is short, pick an Ancient.  Korlic is a good
    choice because he is the least dangerous up close, but perhaps the most
    dangerous if left alone due to his Leap Attack.  After that, the basic
    strategy is hit-and-run: attack the Ancients from a distance, then run or
    teleport away when they get close.  Often, Talic and Korlic will be in the
    lead after the sorceress with Madawc trailing behind them.
    Basic Ancient AI:
    TALIC: will follow the sorceress mindlessly.  Once he gets close, he may use
    Whirlwind.  Never let him get close to the sorceress.
    KORLIC: will follow the sorceress like Talic.  Sometimes, he will use Leap
    Attack from a distance.  If you see Korlic leap after the sorceress,
    teleport away.
    MADAWC: will follow the sorceress until he gets a few yards away from her.
    Then he will pause or back off a little, then throw axes at her.  If the
    sorceress tries to approach him, he may run away until backed into a corner,
    then he will throw axes like a maniac.
    Other Tips:
    * Do NOT try to use the Bullfighter tactic against any of the Ancients.
      Talic can Whirlwind as he nears striking distance and mow the sorceress
      down.  Korlic can suddenly Leap Attack from even a short distance and nail
      the sorceress.  Madawc simply throws axes at the sorceress.
    * If you need to park one of the Ancients, lure an Ancient either to the
      bottom of the level near the sealed Ancient's Way passage, or to one of
      the top corners flanking the Worldstone Keep entrance.  Once you lure the
      Ancient to one of those spots, quickly teleport the sorceress away, from
      the bottom end to the top end or vice-versa.  There is a chance that
      Ancient will not follow and will stand idle until the sorceress approaches
      him again.  If he follows her anyway, try again.
    * Madawc has a stupid weakness.  If a pillar is between him and the
      sorceress, Madawc may throw axes at the sorceress, but the axes will hit
      the pillar.  If the sorceress stands still, he will continue to throw axes
      at the pillar.  If the sorceress has a ranged merc or a skill that can hit
      him while he is stuck (Hydra is great for this), you can beat him without
      any risk.
    * It is a good idea to park Madawc first, then attack Talic and Korlic.
      Once Talic and Korlic are defeated, go after Madawc.  Take advantage of
      Madawc's pillar weakness.
    Each of the Ancients gain boss mods just like random unique bosses, and
    depending what they get, the fight can become much harder.  Fortunately, you
    can use the "reset" feature to your advantage. If their random mods make the
    Ancients unbeatable, open a town portal to reset The Ancients, then reuse
    the altar.  The Ancients will respawn at full strength, with mods selected
    randomly again.
    You should reset the Ancients if any the following apply:
    * If any Ancient spawns with Aura Enchanted, and the aura is anything except
      Blessed Aim.
    * If more than one Ancient spawns immune to all of the sorceress's attack
    * If Talic or more than one Ancient spawns with Extra Fast.
    * If Talic or Korlic spawn with Lightning Enchanted.
    In addition to random mods, each Ancient has a default immunity to one of
    the sorceress's elemental trees.  Talic is Fire Immune, Korlic is Cold
    Immune, and Madawc is Lightning Immune.  This is the toughest fight in the
    game hands down!  If the sorceress is untwinked, this fight is long and very
    hard at best, impossible at worst.  Good luck!
             | <B> |
             | . . |
    +---+    | . . |    +---+
    |   |    | . . |    |   |     The sorceress should clear the bottom and
    |   |    | . . |    |   |     sides of the entire level before she visits
    +-+ |    +-+ +-+    | +-+     Baal at the top center of the level.  Doing
      | |      | |      | |       so will give the sorceress plenty of space to
      | +-+  +-+ +-+  +-+ |       park Baal's minions in case some of them prove
      |   |  | . . |  |   |       too difficult to fight.
      +- -+--+ . . +--+- -+
      |                   |       When entering the top center room, you will
      +- -+--+ +-+ +--+- -+       find Baal blocking the way to the Worldstone
      |   |  | | | |  |   |       Chamber.  You cannot attack Baal here.
      +- -+--+ +-+ +--+- -+       However, If the sorceress strays too close to
      |                   |       him, he will cast Decrepify on her.  When the
      +- -+--+ +-+ +--+- -+       room is clear, Baal will laugh then conjure a
      |   |  | | | |  |   |       wave of minions for the sorceress to fight.
      | +-+ ++ +-+ ++ +-+ |       When the first wave of minions is defeated,
      | |   |       |   | |       Baal will laugh again then launch the second
      | |   | +---+ |   | |       wave.  The sorceress will fight five waves of
      | +-+ | |   | | +-+ |       minions.  After the fifth wave is gone, Baal
      |   | | +-3-+ | |   |       will laugh then walk through the portal to the
      |   | |       | |   |       Worldstone Chamber.  The sorceress will enter
      +---+ +-------+ +---+       the portal to fight Baal.
    General tips on the waves:
    * Before each wave, if the sorceress has attacks with a duration (e.g.,
      Meteor, Blizzard), cast them repeatedly where the wave will appear.
      The monsters will take some damage as soon as they spawn.
    * Stay away from Baal if possible.  Decrepify is murder to mercs, and taking
      extra damage is not good for the sorceress.  The exception to this is if a
      wave leader is Cursed.  Amplify Damage is even worse than Decrepify.
    * If the sorceress gets cursed (Amplify Damage) by one of the wave leaders,
      approach Baal so that he will cast Decrepify on the sorceress and/or her
      merc.  Taking +50% damage is better than taking +100% damage.  In
      addition, Decrepify from Baal will wear off sooner than Amplify Damage
      from a cursed boss.
    * If the sorceress needs to stay near Baal so that his Decrepify will
      override Amplify Damage from a cursed boss, a good place to stand is where
      Baal is standing.  Have the merc block the stairs so that monsters cannot
      reach the sorceress without killing the merc first.
    * The teather effect applies to the forth and fifth waves.  They are led by
      Ventar and Lister respectively.
    (Baal's minions #1)
    COLENZO THE ANNIHILATOR: can raise any of his minions the sorceress kills.
    However, the group is rather weak.  The sorceress can either lure the
    minions away and kill them, then go after Colenzo; or she can try to kill
    Colenzo immediately then the minions.
    (Baal's minions #2)
    ACHMEL THE CURSED: leads a mixed group of unravelers and skeletons.  Try
    to lure the skeletons away from the unravelers then kill them.  Once the
    skeletons are gone, go after the unravelers.  Baal's unravelers are
    especially nasty; in addition to their usual abilities, these unravelers can
    poison the sorceress just by being within a screen distance away.  If you do
    not want to mess with their poison, blast them from as far away as possible.
    (Baal's minions #3)
    BARTUC THE BLOODY: and his group can be treated like the Council in
    Travical.  Seperate minions from Bartuc and kill them one by one.
    (Baal's minions #4)
    VENTAR THE UNHOLY: leads a group of extra fast Venom Lords that are just
    as nasty as Infector of Souls from Chaos Sanctuary, only this time the
    sorceress has no River of Flame to stop them from reaching her.  Break
    up the group and attack them few at a time.  You may need to use the
    Bullfighter tactic to kill at least some of the minions.  If Ventar is
    too much for the sorceress, park him.
    (Baal's minions #5)
    LISTER THE TORMENTOR: and his minions are a unique species of monsters found
    nowhere else.  Although they have no ranged attacks, their melee attacks are
    extremely damaging.  They can also Smite, which has knockback and hits
    automatically, bypassing defense and blocking.  Unless Lister spawns with
    Extra Fast, the Minions of Destruction are rather slow, and all the
    sorceress needs to do is blast them from a distance, run or teleport away
    if they get close, repeat.  If Lister spawns with Extra Fast, he and his
    minions can reach the sorceress quickly, and it is best to park them.  They
    represent the last wave of minions from Baal.  If you can clear the throne
    room, Baal will leave to the Worldstone Chamber, and the sorceress can
    follow him there.  With this in mind, you need not kill all the minions; you
    can simply lure them away then teleport the sorceress back to the throne.
    +--+ $ |//^^^//|  -+--+
    |$ |   |/+---+/|      |
    |$     |/|   |/| X    |
    |  |   |/++ ++/|      |     Baal is more annoying than dangerous, but he
    +--+   |//|B|//|  -+--+     does have some nasty tricks that can kill the
       |   |//|A|//|   |        sorceress if you get too careless.  None of
       |   |//|A|//|   |        Baal's elemental attacks are very strong if the
       +-  +--+L+--+  -+        sorceress's resistances are high, although the
       |               |        constant knockback from his Hoarfrost
       |   |       |   |        (a.k.a. cold wedge) can get very annoying if the
       +---++ . . ++---+        sorceress gets caught and dragged along by it.
            | . . |             However, Baal has some attacks you need to watch
            +-----+             out for:
    BLOOD MANA:  Just like succubi, Baal can place this vile curse on the
    sorceress if she has more mana than life.  The easiest defense is to have
    more max life than max mana, but if that is not an option, bring some extra
    life potions and drink them when needed to keep the sorceress's life up.
    (If the sorceress has more life than mana, Baal will cast Defense Curse
    instead, which can be ignored easily.)
    FESTERING APPENDANGES:  These vine-like creations will lash out at the
    sorceress and can inflict heavy damage if she is hit.  In Hell, these are
    Cold Immune.  Just teleport away from them.  If you must get rid of them,
    blast them from a safe distance.
    MANA RIFT:  This is a huge yellow flaming stream similar to Inferno in
    appearance.  If the sorceress gets caught in it, she will take little
    damage, but her mana will be drained down to nothing or close to it.
    (Note to pre-1.10 veterans:  Before 1.10, this used to be a helix-shaped
    bolt similar to lightning, except it did irresistable magic damage, and
    a lot of it, enough to kill in two hits, plus the huge mana burn.  This
    inferno-like replacement since 1.10 is much weaker than the original
    helix-shaped attack.)
    VILE EFFIGY:  Baal makes a copy of himself, much like the assassin Shadow
    Master.  His copy has less life, but has all of Baal's firepower.  You can
    tell the fake from the real Baal by looking at Baal's life bar.  If the word
    Demon is perfectly centered below Baal, you are highlighting the real Baal.
    If the 'D' in Demon is lined up with the 'B' in Baal, you are highlighting
    the fake Baal.  If you are playing solo, you can get rid of the copy by
    going to town, wait a few seconds (do some shopping while you are waiting),
    then come back.  The copy will be gone, though Baal can easily conjure up
    another at any time.  Of course, you can kill the copy by damage if you
    The first thing the sorceress should do when she gets to Baal is to cast
    Static Field on him.  If the level of Static is low, Teleport her on top of
    Baal then cast Static.  Baal's melee attack will hurt quite a bit, but it is
    not overwhelmingly strong.  Be prepared to Teleport away if the sorceress's
    life gets too low.  Once Static loses its effectiveness, attack Baal from as
    far away as possible, at least beyond the range of his Mana Rift.  If the
    sorceress has long range killers such as Hydra or Lightning, Baal should be
    easy.  If the sorceress has medium to short range attacks such as Frozen Orb
    or Nova, treat him like a ranged attacker; that is hide behind cover, take a
    shot, then duck back.  While the sorceress attacks, be prepared to teleport
    to a safer spot in case Baal teleports next to the sorceress, or if Baal's
    double or numerous appendages appear to whack the sorceress.
    If you are playing solo, don't be afraid to send the sorceress back to town
    when Baal creates too many appendages and/or his double.  As stated earlier,
    if the sorceress stays in town for a few seconds before returning to Baal,
    they usually disappear when the sorceress reenters the battle.
    (Note to pre-1.10 veterans:  Although Baal is weaker than before
    offensively, he has 50% blocking and much higher life now.  Prior to 1.10,
    Baal was a pushover and leech-bait for melee but was a nightmare for some
    caster builds.  Now, Baal is just a punching bag that is a chore to kill for
    less-than-optimized characters.)
     12.6. World Event
    The World Event is only available on BattleNet realms, and can be triggered
    only in games of Hell difficulty.  When triggered, the message "Diablo Walks
    the Earth" will appear, and the screen will go dark and quake.  That means
    the special boss monster "Uber Diablo" has arrived, and he will replace the
    first superunique the game tries to spawn since his arrival.
    Uber Diablo is faster and far stronger than Act IV boss Diablo. He has all
    of Diablo's attacks, except they are more damaging.  Even his melee attacks
    hurt, and can kill the sorceress in one or two hits.  In addition, Uber
    Diablo can cast Armageddon.
    ARMAGEDDON:  Much like the druid version, except Uber Diablo's version
    actually hurts the sorceress.  Small meteors rain down randomly on a small
    area centered on Uber Diablo.  The animation used to cast this is the same
    scoop animation used to cast Firestorm.  If not active, Uber Diablo's first
    move will usually be to cast Armageddon before he uses other attacks.
    Uber Diablo has extremely high life, magic and physical resistances of 50,
    and all elemental resistances at 95!  As if that was not enough, Uber Diablo
    can regenerate -- quickly.  His blocking percentage is 50%, which would seem
    useless against the sorceress, except the sorceress must use weapons to
    transmit prevent monster heal and stop Uber Diablo's regeneration, should
    you find that necessary.  If chilled by cold, Uber Diablo is slowed only
    by 15%.
    To prepare for and defeat Uber Diablo, the sorceress will need the
    * Weapon with Prevent Monster Heal, preferably ranged
    * Maximum fire and lightning resistances
    * Some way to lower enemy resistance
    * Rest of inventory filled with potions, to minimize town visits
    If the sorceress is an Enchantress (fighter) she will also need the
    * High attack rating
    * Fast attack speed
    * High (90% or higher) chance of crushing blow
    * Life Tap (either Dracul's or knife/wand with Life Tap charges)
    * Cannot Be Frozen
    Defeating Uber Diablo is a four step process:
    #1. Select the Battlefield
    First of all, pick a place where you want Uber Diablo to spawn.  The ideal
    place is Arreat Summit.  If the sorceress wakes up the Ancients, Uber Diablo
    will spawn along with the Ancients behind Madawc.  Opening a town portal
    after the spawn will reset the Ancients, leaving Uber Diablo alone with the
    sorceress.  At Arreat Summit, Uber Diablo has the same "kill the pillar"
    flaw Madawc has, allowing the sorceress to attack and hide from Uber Diablo
    at the same time.
    If the sorceress cannot reach Arreat Summit, the next best place to fight
    Uber Diablo is one of the early areas in Act 1, where the area is wide open
    with few obstacles, easily accessable via waypoint, and the monsters are
    relatively easy to kill.  You want a wide open field so the sorceress has
    plenty of room to maneuver and dodge Uber Diablo's attacks.  Pick Bishibob
    in Cold Plains or Rakanishu in Stony Field as the spawner for Uber Diablo.
    Kill all monsters in the way BEFORE your sorceress attacks Uber Diablo.
    #2. Stop the Healing
    If the sorceress cannot damage Uber Diablo faster than he can regenerate,
    the first thing the sorceress must do is hit Uber Diablo with her weapon
    with Prevent Monster Heal to nullify his regeneration. For the blaster
    sorceress, it will not be easy due to the combination of her poor attack
    rating and Uber Diablo's stats, but it can be done.  Be cautious though, the
    sorceress is a slow attacker, especially with throwing weapons, and she will
    likely take damage as she tries to hit Uber Diablo.  Once Uber Diablo is
    hit, the sorceress can attack him with spells.  The sorceress must stay
    close to (or within two screens of) Uber Diablo at all times to maintain the
    vileness effect.  If the sorceress is forced to go to town (or run far away
    from Uber Diablo) for whatever reason (e.g., killed, need to refill potions,
    etc.), and no other players are nearby, the sorceress will need to hit Uber
    Diablo with Prevent Monster Heal again or he will resume regeneration as
    soon as he takes damage.
    #3. Crush the Resistance
    With all of Uber Diablo's elemental resistances at 95, the sorceress needs a
    way to lower them so her spells can inflict any meaningful damage.
    If your sorceress specializes and uses Cold and has high Cold Mastery, you
    are in luck.  High level Cold Mastery can lower Uber Diablo's mighty cold
    resistance of 95 down to sub-zero cold resistance.  With Cold Mastery, the
    sorceress does not need resistance lowering items for cold attacks to be
    If your sorceress specializes and uses fire or lightning attacks, she needs
    Lower Resist charges, Infinity, and/or items with enemy resistance drain to
    reduce Uber Diablo's resistances of 95 down to more reasonable numbers.
    Unless the sorceress has a merc equipped with Infinity, she will need a
    knife or wand with Lower Resist charges on the weapon switch.  The sorceress
    will use the weapon to cast Lower Resist on Uber Diablo.
    #4. Fire at Will
    Once Uber Diablo loses his regeneration and, if necessary, suffers from the
    Lower Resist curse, it is time for the sorceress to blast Uber Diablo with
    her best attacks.  Cast Static Field until it reduces Uber Diablo's life
    below half, then cast your sorceress's strongest attacks to wipe out the
    rest of Uber Diablo's life.  Be warned that it may take a long time if the
    sorceress is not fully twinked out.  If the sorceress needs Lower Resist
    charges to lower Uber Diablo's resistances, keep the curse on him at all
    times; if Lower Resist wears off, use another charge to renew it.
    Tactics for fighting Uber Diablo are much the same as Act IV boss Diablo.
    Recommended times for the sorceress to attack Uber Diablo:
    * When Uber Diablo is casting a Flame Nova.  The Nova is still weak if the
      sorceress has high fire resistance.
    * When Uber Diablo is walking around.
    * When Uber Diablo is nearly finished with a Lightning Inferno attack.
      The sorceress can eat a frame or two without much trouble.
    If your sorceress manages to slay Uber Diablo, he will drop one of the most
    powerful items in the game, the Annihilus.  Uber Diablo drops only one
    charm, regardless how many players are in the game.  Good luck!
     12.7. Pandemonium
    Pandemonium is a special quest available only on BattleNet realms, and can
    be accessed only in games of Hell difficulty.  To get started, the player
    must find the following three items:  the Key of Terror from The Countess,
    the Key of Hate from The Summoner, and the Key of Destruction from
    Nihlathak.  Keys are not guaranteed to drop after you slay one of the key
    bosses.  In fact, assuming a full drop of five items, the chance for one key
    to appear out of the whole pile is approximately 10% (exact odds vary with
    each boss).
    Once you have all three keys, go to Harrogath in Act 5, place the three keys
    in the cube, then hit transmute to open a portal to one of following three
    places:  Matron's Den, Forgotten Sands, or Furnace of Pain.
    The level chosen is random.  However, the portal to the chosen level can be
    spawned only once per game.  Cubing a second set of keys in the same game
    will select one of the two remaining levels randomly.  Cubing a third set of
    keys will open the last level.  Therefore, it is a good idea to bring three
    sets of keys and open all the portals in the same game.  Otherwise, you may
    waste keys opening a portal to a level you have been to before.
    In each of the three levels lurks a super boss.  These bosses include the
    following:  Lilith in Matron's Den, Duriel in Forgotten Sands, and Izual in
    Furnace of Pain.  You must slay these bosses to gather relics from the prime
    evils, which include the following:  Diablo's Horn, Baal's Eye, and
    Mephisto's Brain.
    Once you have gathered all three relics, go to Harrogath in Act 5, place the
    relics in the cube, then hit transmute to open a portal to Tristram.  This
    Tristram is not the same level where you have found Deckard Cain, zombified
    Griswold, and Wirt's Leg.  Instead, this is the home of very angry,
    beefed-up versions of Diablo, Baal, and Mephisto, all three in the same
    level -- welcome to Uber Tristram.  If you manage to defeat all three
    bosses, which is easier said the done, the last one to fall will drop the
    Hellfire Torch and Standard of Heroes.
    Notes about all the Pandemonium bosses:
    * All the Pandemonium bosses are immune to Prevent Monster Heal.
    * All the Pandemonium bosses are immune to at least one type of elemental
      damage.  These immunities are NOT displayed.
    * The bosses have predefined special boss attributes much like superunique
      monsters, but they are hidden like their immunities.  Every boss has the
      boss attribute Extra Fast, and most have extra attributes.
     Boss     | Immunities        | Properties (all have Extra Fast)
     Lilith   | Poison            | Multiple Shots, Extra Strong(?)
     Duriel   | Cold              | Cold Enchanted
     Izual    | Cold              | Cold Enchanted
     Mephisto | Lightning, Poison | Lightning Enchanted, Aura Enchanted**
     Diablo   | Fire              | --
     Baal     | Fire, Cold        | Cold Enchanted, Magic Resistant(?)
    ** Uber Mephisto's aura is Conviction, level 20.
     12.7.1. Resources Required to Win
    Okay, you are crazy enough to send a sorceress instead of a paladin to take
    care of the uber pest problem.  Whatever the reason, what can the sorceress
    do to win and nab the Hellfire Torch, all by herself in a one-player game?
    Attack spells alone cannot defeat all the bosses.  The sorceress needs top
    gear for her spells to barely overcome the bosses' regeneration, and some
    bosses are immune.  Only weapon attacks can stop regeneration and cause
    enough damage to defeat all the bosses.
    Although it is possible to build and equip the sorceress such that she can
    kill the bosses herself, the sacrifices required to do so are too much; the
    sorceress will lack either the offense or defense to do the job.  What can
    be done instead is to equip a melee merc for the job.  The merc can hit
    faster and more reliably, not to mention it is much safer for the sorceress.
    However, no matter how buff the merc can be, the bosses are so powerful that
    they can crush your puny merc in a blink.  As if that wasn't enough, any
    other monsters in the area might distract your merc, leaving the boss free
    to regenerate.
    So what can you do to protect your merc?  The best protection is not let
    your merc get hit.  How you may ask?  You find an item with Revive charges,
    raise some powerful monsters, then go say hello to the big boss with your
    army.  Once the boss starts attacking your revives, the merc can literally
    administer crushing blows to slay the big, bad boss.
    While your army is busy with the boss, your job as the sorceress is support.
    If more monsters appear, the sorceress should destroy them if possible.  If
    no other monsters are around and it is just your army against one boss, your
    sorceress, assuming she is using Harmony, can shoot at the boss to help
    suppress regeneration.
    The resources the sorceress and her mercenary need to conquer Pandemonium
    are listed below.
    Item Properties
    * Crushing Blow
    You need this close to or at 100% to damage bosses quickly.  In a one-player
    game, Crushing Blow from a melee attack removes 1/4th current life from
    normal monsters or 1/8th current life from bosses.  The Pandemonium bosses
    have over a half a million life, and 1/8th from a five or six-digit number
    is huge.
    * Open Wounds
    Since all the Pandemonium bosses are immune to "Prevent Monster Heal", you
    need another way to stop their crazy fast regeneration.  Poison can stop
    regeneration, but two out of the six bosses are immune to it.  The one
    irresistable and reliable method to stop the bosses' regeneration is open
    wounds.  Open wounds causes the monster to bleed uncontrollably for eight
    seconds.  During that time, the monster loses health instead of regenerating
    it back.
    * Revives
    You need tough summons to help protect the sorceress and her merc.  It is
    they who will absorb the damage the bosses will dish out, and they can tank
    better than the merc.
    Other classes, such as the paladin, use life tap.  However, the sorceress
    doesn't have the attack speed or skills like Smite to make it work, and
    Life Tap alone isn't going to save the merc from a quick one-two killing
    blow from the likes of Lilith or Uber Mephisto.
    Hire an Act 2 merc only; he has reach and the best weapon options.
    The Act 5 barbarian can do the job, but his weapon options are neither
    as effective nor as cheap as the Act 2 merc.  The ranged mercs are not
    powerful enough to take down the Pandemonium bosses by themselves.
    As for the merc's aura, choose either Might or Blessed Aim.  Might is ideal
    for the extra damage, but if you notice that your merc cannot hit reliably
    enough, Blessed Aim might help.  Also, if you want the sorceress to use a
    bow to shoot at bosses (to keep them poisoned or bleeding), but cannot hit
    reliably, Blessed Aim may help her too.
    Act 2 Merc Equipment
    You will load as much crushing blow and open wounds as possible on to the
    merc, with crushing blow taking top priority.  Given the options available,
    the merc will not be able to amass damage reduction to protect him from
    heavy hits.
    Helm:  Guillaume's Face
      Features 35% chance of crushing blow, and there is no substitute for this.
      If you want to socket this with something, add a perfect ruby for more
      life or Jewel of Fervor for more attack speed.  (Actually, Cham rune is
      ideal for cannot be frozen, but most legitimate players will never obtain
      a Cham rune.)
    Armor:  Duress
      Features crushing blow, open wounds, resists, and high defense.  Again,
      there is no substitute for this.  Rattlecage may have more crushing blow,
      but you need the open wounds from Duress if you want the merc to do all
      the work.
    With the above two items, your merc will have 50% crushing blow and 33% open
    wounds.  For crushing blow to be effective, your merc needs at least 90%
    total.  This means at least 40% more crushing blow must from the weapon.
    Weapon option #1:  Infinity
      The ideal weapon, with crushing blow and Conviction, the latter of which
      destroys the bosses' defense and resistance.  Conviction will not only let
      the merc and revives hit the bosses' (except Uber Mephisto) easily, but
      also let the sorceress damage bosses easily with spells, barring immunity.
      However, most will not be able to afford or find the two Ber runes needed
      for this powerful weapon.
    Weapon option #2:  Ber'd The Reaper's Toll
      The Decrepify proc is perfect for slowing and weakening the bosses.
      Decrepify is also the perfect Uber Baal killer because it slows him enough
      to short curcuit many of his attack attempts, causing them to fail.  With
      only 50% chance of crushing blow from the helm and armor, socketing a Ber
      rune into The Reaper's Toll is necessary to increase the percentage to
      70%, which will be enough once Decrepify activates.  The damage resistance
      penalty from Decrepify increases the damage from crushing blow, so the
      killing speed evens out more or less.  The Ber rune needed for
      The Reaper's Toll also makes this an expensive option.
    Weapon Option #3:  Obedience
      This affordable weapon features high damage, crushing blow, and an Enchant
      proc.  Just take the merc to Act I, and have him kill some wimps until
      Enchant activates.
    Weapon Option #4:  Hone Sundan
      Not as powerful as Obedience, but viable nonetheless thanks to the
      all-important crushing blow.  Three sockets give you some options.  Three
      Um runes will add enough open wounds for it to bleed bosses constantly.
      If Um runes are not an option, place a perfect emerald in one of the
      sockets for 7 seconds of poison damage and either Eth runes to reduce
      target defense or Shael runes to speed up attacks.  Alternatively, you
      can just socket this with whatever and let the sorceress or revives take
      care of the poisoning.
    Sorceress Equipment
    If the merc is going to do all the work killing Pandemonium bosses, then
    Revive charges are absolutely REQUIRED.  Revives are needed to protect the
    merc from the bosses' attacks.  Only two weapons provide this capability for
    the sorceress.
    Weapon Option #1:  Harmony
      Easy to make, can create more minions than any other item, and lets the
      sorceress launch arrows at bosses.  However, the sorceress must lose the
      shield to equip Harmony, and the Revive charges are expensive to
      replenish.  For a blaster sorceress, only the Valkyrie oskill, Revive
      charges, and weapon speed matter, so Harmony can be assembled in a
      Hunter's Bow rather than in an elite bow to avoid requirements.
    Weapon Option #2:  Eternity
      The only other weapon with Revive, and the only option if Harmony is not
      available.  With Sur and Ber runes required, Eternity is difficult to
      obtain.  Availability issues aside, Eternity can only create eight revives
      at a time, which is barely enough.  However, the charges are much less
      expensive to replenish, and the sorceress can still use a shield.
    The one thing you must keep it mind is that once you have revived monsters,
    you do not want to remove or switch weapons.  Doing so kills all revives
    instantly.  Therefore, if you want to prebuff, do so before you raise an
    You do not need to switch other equipment except possibly to reclaim the
    resistance the sorceress lost as a result of removing the shield.  For
    instance, you may want to swap out Harlequin Crest or Nightwing's Veil for
    Kira's Guardian.  However, if you want the sorceress to hit bosses, there
    are some other equipment options that can help.  Everything below is purely
    Switch Weapon Option #1:  Demon Limb
      This is for the blaster sorceresses who did not learn Enchant.  Before
      you start raising an army and killing monsters, you want to buff your
      sorceress with Enchant if you want her to hit bosses with weapons.  While
      you are at it, buff your merc too.  Enchant from this is used solely for
      the attack rating boost.
    Switch Weapon Option #2:  Call to Arms
      This will raise the life of your sorceress and, more importantly, your
      merc.  Once you have Revives, you will not be able to switch back to this
      without killing them.  Use the warcries right before reviving the first
      monster.  If you plan to use Demon Limb, use that first, then remove it
      for CtA.
    Gloves Option #1:  Cleglaws's Pincers
      Adds slows target by 25%.  This combined with Arachnid Mesh may disrupt
      some of Uber Baal's attacks.
    Gloves Option #2:  Dracul's Grasp
      Adds 25% chance of open wounds.
    Boots:  Gore Rider
      Adds 10% chance of open wounds.  Wear this only if the sorceress is
      wearing Dracul's.
    Charms:  any poison damage charm.
      Place one charm with poison damage in the inventory, the longer the
      duration the better.  This will be used to stop regeneration.
    Yes, gold!  If you use Harmony, recharging Revive is expensive.  Without
    vendor discounts from items (e.g., Edge), you need anywhere from one to two
    million gold to replenish all the revive charges you need to defeat all six
    Pandemonium bosses a single time.
     12.7.2. Basic Pandemonium Boss Strategy
    The strategies below assumes the above equipment configurations for crushing
    blow merc and Revive charges.
    1) Use any prebuffs the sorceress has before you revive the first monster.
    2) Kill and revive several monsters.  Eight revives, the limit from
       Eternity, is barely enough.  Twelve to fifteen is ideal and plenty.
       For the relic bosses, you can simply revive monsters killed along the
       way.  For Tristram bosses, you may need to search various areas to find
       suitable monsters to revive.  Don't forget that revives last for three
       minutes tops, so be quick.
    3) Once a boss is found, let your army swarm the boss.
    4) Cast Static Field to lower boss health to half.  Exception:  If the boss
       is Uber Mephisto, who is immune to lightning, skip this step.
    5) If the sorceress uses Harmony, shoot the boss to poison it, provided it
       is not immune to poison.
    6) If monsters appear out of nowhere or from offscreen, the sorceress should
       destroy them while her army concentrates on the boss.
    7) Keep an eye on the merc's health.  If the boss wises up and targets the
       merc, teleport to recall the merc and let your army swarm the boss again.
       If you are lucky, the boss will target the revives instead of your merc.
       If the boss manages to kill your merc, go back to town immediately, raise
       the merc, then return to the fight.
     12.7.3. Pandemonium Levels
    The design of this level resembles the Crypt and Mausoleum levels in Burial
    Grounds.  The red portal the sorceress steps out of appears near a staircase
    leading up, but she cannot climb them.  This immediate area is clear and
    relatively safe, but once the sorceress starts exploring, you will encounter
    corrupted rogues and/or succubi.  Hiding in one of the many hallways is your
    target Lilith.
    LILITH: is perhaps the strongest of the three relic bosses.  She has the
    boss attributes of Multiple Shots and possibly Extra Strong.  Her melee
    attacks are very powerful, dealing hundreds of points of damage plus poison
    per hit.  Thanks to Multiple Shots, she can spray more poison than Andariel
    could ever dream of.  Between freaky high damage and mass poison, Lilith can
    shred even well equipped mercs in less than a second.  If defeated, Lilith
    will drop Diablo's Horn.
    Recommended Revives:
    Any of the melee rogues in Matron's Den will tank well enough if you raise
    several.  Otherwise, revive monsters immune to physical damage.
    This level is similar to one the open desert levels in Act 2.  The waypoint
    near the red portal is non-functional.  Do not let these landmarks fool you,
    this is not a mirror image of the Canyon of the Magi.  In fact, the layout
    of the level is somewhat random.  Roaming around this dark desert are
    numerous insect monsters and Uber Duriel.
    UBER DURIEL: has the boss attribute Cold Enchanted, which increases his cold
    resistance of 75 to 150, making him immune to cold, and gives his attacks
    cold damage with cold duration.  If defeated, Uber Duriel drops Baal's Eye.
    Warning:  Uber Duriel has a threat level of zero.  This means unless Uber
    Duriel is the only enemy nearby, your merc and your army will chase after
    other enemies, ignoring Uber Duriel.  All other Pandemonium bosses have a
    threat level of 14, the highest of all monsters.
    Tip:  Duriel's Holy Freeze will slow down your merc.  As a result, 33%
    chance of open wounds may not activate frequently enough to stop Uber
    Duriel's regeneration.  Therefore, you want constant poison damage to
    suppress regeneration.  Revives that cause poison damage are ideal.  As a
    alternative, the sorceress can shoot arrows at Uber Duriel to deliver the
    poison damage herself.
    Recommended Revives:
    With Duriel's Holy Freeze and cold attacks, you want some monsters that can
    deal poison damage in case your merc cannot hit quickly enough to maintain
    open wounds.  Otherwise, use physical immune monsters as tanks.  The Hell
    Swarms that can spawn here are ideal for tanking Duriel.  Scarabs can also
    tank decently if you raise enough of them.
    If not for the level's name and inhabitants, this level would appear no
    different than Abaddon or the other Hell dungeons in Act 5.  This is the
    hardest of the three Pandemonium key levels because of two out of the four
    possible monsters that can spawn here:  Pit Lords and Oblivion Knights.
    The Pit Lords found here (and in Uber Tristram) are immune to everything
    except physical damage.  This means attack spells of ANY kind are useless.
    Sorceresses who are not built to fight with weapons must let the merc do all
    the killing.  This would not be so bad, unless Oblivion Knights have spawned
    here too.  If that is the case, Iron Maiden will be a problem.  Fortunately
    for you, this is the smallest of the three relic levels.  It should not take
    long before you find Uber Izual.
    UBER IZUAL: has the same skills as regular Izual plus two new skills:
    Teleport and Chilling Armor.  When not in melee, Uber Izual will activate
    Chilling Armor, then teleport on top of your sorceress for a quick, decisive
    strike.  Uber Izual has the boss attribute Cold Enchanted, which just makes
    his inherit cold immunity unbreakable.  Izual is the only Pandemonium boss
    without blocking, making him the easiest boss to destroy, as long as your
    merc is alive.  Any aggressive melee monster found in this level is suitable
    as a revive.  If you encounter Izual just beyond the entrance portal and
    need to find an army to revive, use the minions from Eldritch and Shenk.
    If defeated, Uber Izual will drop Mephisto's Brain.
    * If you see knights, remove your merc's weapon, then destroy the leading
      oblivion knights immediately.  Give the weapon back once the knights are
    * If you find Izual amidst packs of other monsters, lure him away to a clear
      spot, with Izual's speed and Teleport, that should be easy.
    Caveat:  I used the PlugY mod (v 7.01b) to access Pandemonium in
    single player.  The Uber Tristram bosses in the PlugY mod are unable to
    summon monsters like they can in BattleNet realms.
    Notes about Uber Tristram:
    * You cannot use town portal scrolls in Uber Tristram.
    * The red portal is the only way in and out.  Keep it clear and safe.
      Do not let monsters swarm the portal, or it may be impossible to return
      if the sorceress dies.
    * Attack each boss one at a time.  If the bosses spawn next to each other,
      do whatever you can to lure the bosses away from each other.  Diablo is
      the easiest to lure away.  Baal will sometimes teleport after the
      sorceress.  Mephisto usually stays put to launch attacks nonstop.
    * No sorceress can defeat all three bosses with spells alone.  No matter
      what attack skills the sorceress uses, at least of one of the bosses will
      be immune.
    * All three bosses can spawn monsters at will.  Pandemonium Diablo can
      spawn the elemental-immune Pit Lords.  Uber Baal can spawn vampires and
      specters.  Uber Mephisto can spawn a variety of skeletons.  (The PlugY mod
      does not feature this.)
    PANDEMONIUM DIABLO: has nearly the same stats as World Event's Uber Diablo,
    with immunity to fire, slightly lower resistance to other elements, slightly
    higher life and damage, and faster regeneration as minor differences.
    The greatest difference between Pandemonium Diablo and all his other
    incarnations is his behavior.  Instead of erratic movements and frequent
    casting of Firestorm or Lightning Inferno, Pandemonium Diablo tends to chase
    an enemy then beat it down with melee attacks, pausing occasionally to cast
    a Flame Nova.  Pandemonium Diablo rarely uses his other attacks.  This
    behavior is remarkably similar to Izual.  Perhaps the greatest threat from
    him are the elemental immune Pit Lords he can summon.
    UBER BAAL: is much like his Act 5 boss incarnation except he is faster,
    and he likes to teleport on top of the sorceress often. He has the boss
    properties Cold Enchanted and Magic Resistant, making him immune to both
    fire and cold.  Uber Baal has few tricks that makes him the most obnoxious
    and difficult boss for your army to destroy.  His Hoarfrost will shove your
    army away from him and severely damage revives not immune to cold.  His
    penchant for teleporting on the sorceress forces everyone on your side to
    move, and the possible appearance of festering appendages and a vile effigy
    can distract your army from your true target, Uber Baal.
    Tips against Uber Baal:
    * Hoarfrost will demolish anything not immune to cold.  Use revives immune
      to cold.  Fortunately for you, the minions from Eldritch and Shenk are
      excellent choices and are close to the Frigid Highlands waypoint.
    * The Baal clone does not share Uber Baal's immunities.  The sorceress
      should blast it away while her army attacks the real Baal.
    UBER MEPHISTO: is the most feared of the three, and with good reason.
    Out of all the Pandemonium bosses, he has the nastiest combination of boss
    attributes:  Lightning Enchanted and Aura Enchanted, and the aura is level
    20 Conviction.  This means elemental resistances are reduced by -125%.
    Uber Mephisto has the same attacks as his Act 3 boss incarnation, except the
    level of his Charged Bolt has been increased to 29.  High level charged bolt
    combined with low resistances as a result from Conviction can instantly kill
    players and mercs, reminding veteran players of patches prior to 1.10 the
    horror that was known as a MSLE (Multiple Shots, Lightning Enchanted) boss.
    You will need revives immune to Lightning (pre-Conviction), lancers or
    scarabs being the ideal candidates, to absorb all the charged bolts Uber
    Mephisto will be sweating out.  Otherwise, the sorceress and merc will die
    for sure.
      13. Dueling
    This assumes high level dueling, where players are level 80+ and can wear
    all the equipment they intend their character to use.
     13.1. Tips
    When coming over from PvM...
    * Most duels take place in Blood Moor, Act I.
    * Fill your character's entire inventory with charms.  If you are used to
      having the Horadric Cube and tomes in the inventory, stash the cube and
      dump the tomes to make room for charms.
    * Buy some wands that you can sell back for 35k gold.  About four or five
      will do.  Put them in the stash.  During your duels, you will lose gold
      to rude gold stealers after your character dies.  When you tire of dueling
      and need some quick cash, sell the wands.
    What to expect in a duel.
    * No matter how good you think you are, expect your sorceress to
      die -- often.
    * Your damage will be reduced to 17% against other players.
    * Most good duelists have at least 75% resistance to your skills.  Some have
      even higher, and may wear absorb equipment.  However, many generally limit
      themselves to one absorb item per element.
    * Some players have no qualms stacking resistances and absorb to nullify
      your sorceress's attacks.  There is nothing you can do about this no-win
      situation other than switch to another character that does not depend on
      elemental damage to win.
    * Expect to duel against filthy rich players who have all of the
      top-of-the-line equipment.  If your character is not equipped similarly,
      you will lose easily against better equipped opponents.
    Helpful Hints:
    * Maximize your sorceress's resistances.  It does not hurt to stack extra
      beyond the maximum since elemental attackers may use resistance draining
      items and/or skills.  Do not forget about the resistance loss from the
      Anya bug.
    * Beware of magic damage, there is only one item in the game that gives
      magic resistance, and that is a crafted safety shield, which boosts
      resistance by up to 10%.  However, nearly every rare/crafted item is
      grossly underpowered compared to other uniques and runewords, and the
      safety shield is no exception.  The item property 'magic damage reduced
      by x' reduces magic damage, but they are in such small amounts as to be
      insignificant against the standard attacks encountered in duels.  In other
      words, magic damage is irresistable for the most part.  Beware the bone
      necromancer and Enigma hammerdin.
    * Always have at least +63% faster cast for 9 fps Teleport.  If your build
      is a lightning sorceress, then at least +78% faster cast for 13 fps
      Lightning.  Faster breakpoints are even better, but the 9/13 breakpoints
      will suffice.
    * When your sorceress is not casting attacks, she should be casting Teleport
      to move.
    * Be unpredictable in your movements.  If your opponent can read your
      patterns, he can run or lead his shots ahead of your path to intercept
      the sorceress.  In particular, the circle pattern is easy to spot.
    * If your ping is consistently high (about 200+) because your connection is
      56k dialup, consider a blocking sorceress.  A blocking sorceress can tank
      bowazons and some melee builds effectively enough for you to win a
     13.2. Commonly Accepted Rules
    Below are some unwritten rules that respectable players will observe.
    A player who breaks the rules for whatever twisted reason can expect the
    injured players at best, to avoid dueling the offending player, or at worst
    gang up on the offending player and try to kill his character by any means
    necessary, then guard the corpse until the player is driven out of the game.
    -- NO CAMPING --
    Do not guard the town entrance in an attempt to get cheap kills on players
    trying to leave town.  Players get annoyed at campers.
    Nobody likes getting killed while trying to recover his character's body,
    and it is very annoying when it happens.  Sometimes, stray shots can and do
    hit people trying to recover body.  It is unfortunate, but do not get angry
    if that happens to you.  If you die repeatedly (three or more times) while
    naked and/or you see other naked players die by the same player, you have a
    naked killer on your hands.  Feel free to administer retribution should you
    turn the tables.
    Many people frown on gold stealing.  Do not take the pile of gold that drops
    after you kill an opponent.  However, if the opponent recovers his body, but
    does not take his gold some time after recovering body, feel free to take
    the gold.
    -- NO MAPHACK --
    Maphack has features such as scrolling which allow the cheater to target
    players off the screen, before the target arrives within screen distance.
    (Note:  Using Maphack breaks BattleNet's Terms of Service agreement, not to
    mention the malware risks involved with downloading and using Maphack.)
    -- NO MERCS --
    Dueling is supposed to be between players (and minions) only, without
    interference from mercs.  This is usually not a problem because mercs tend
    to drop like flies and constant resurrection, along with your character's
    deaths, will quickly drain gold down to zero.
    -- NO POTIONS --
    Potion drinking is considered cheating, and people may refuse to duel you if
    you get caught.  However, mana potion usage is undetectable.  (On the other
    hand, if you win a duel and see several mana potions pop out of the slain
    character, that may serve as a clue.)
    -- NO SHRINES --
    Also considered cheating.
    If your character runs away to town just because you are on the losing end
    and did not want your character to die, it is often considered an automatic
    loss.  However, it is okay to go to town AFTER you win a duel in order to
    refill your life and/or mana, then go back out to begin another duel.
     13.3. Which Skills
    Only few attack skills are powerful enough to be useful in a duel.
    They include the following:
    Primary Skills
    * Fire Bolt / Fire Ball -- Both are direct fire attacks that can become so
      strong they can dispatch many opponents in one or two hits.
    * Lightning -- This is a direct lightning attack with killing power and
      effectiveness similar to Fire Bolt/Ball.
    * Blizzard -- This is a deadly carpet bomber that can one-hit kill players
      who cannot stack enough resistance to overcome Cold Mastery.
    * Frozen Orb -- Despite relatively low damage, this fills the screen with
      hard-to-dodge shots, making it great for defensive oriented builds.
    Secondary Skills
    * Meteor -- Handy if you want to stack flames in an area, or to nail
      opponents who teleport on top of the sorceress.
    * Chain Lightning -- Decent against opponents with minions.  Shoot the
      minion for some interesting results.
    * Thunder Storm -- Handy for the extra damage.  Can put amazons into evade
      lock for a brief moment, weaken the druid's Cyclone Armor, and drain the
      mana from a sorceress with Energy Shield up.
    * Ice Blast / Glacial Spike -- They can severely hurt those who fail to
      stack enough cold resistance to overcome Cold Mastery.  (Rather hard to
      do in Hell.)
     13.4. Basic Tactics
    While dueling, your sorceress will employ one of the following basic tactics
    against her opponent.
    * Tanking
    Your sorceress stands her ground, allowing her opponent to close in so she
    cannot miss.  The sorceress relies on blocking and possible damage reduction
    to protect her long enough for her to shoot down her opponent.
    * Shootout
    Your sorceress and her opponent simply stand still and trade shots with each
    other.  Useful if think you can outdamage the opponent and your opponent is
    spamming attacks that may be difficult or impossible to dodge.  (e.g.,
    against Guided Arrow bowazon, Teeth necro, FoH paladin.)
    * Hit-and-run
    Against opponents that can absorb multiple hits from the sorceress's attacks
    and/or can kill the sorceress in one or two hits, the sorceress teleports
    away from her opponent, then fires a shot at the opponent when she has an
    opportunity to do so.  Try to be be unpredictable with your Teleport
    destinations.  If you fall into a pattern that your opponent can read,
    he will move to cut you off (if melee) or lead shots to intercept you
    (if ranged).
    * Dogfight
    This will happen when your opponent is constantly on the move, pausing only
    briefly to fire a shot before moving again, and you must respond in a like
    manner lest the sorceress will get hit.  In effect, both sides are trying
    to employ hit-and-run against each other.  This frequently happens in a
    sorc vs. sorc duel.
     13.5. Opponents
    Below are details on what to expect from your opponents and, if possible,
    some basic tips on how to defeat them.
    Caveat:  The only sorceress build I have used for dueling is a pure
    lightning sorceress with high blocking, so the comments may be biased
    toward blasting the opponent with high damage attacks for a quick kill.
     13.5.1. Amazon
    There are two main types:  bowazon and javazon.  Effective hybrids combining
    the two styles are possible.  Regardless of the build, the amazon can dodge
    spells with her passive skills, and she may have a Valkyrie out.
    -- BOWAZON --
    Amazon equipped with a bow, usually Windforce (or Faith), and uses the skill
    Guided Arrow to kill.  If the opponent is a pure bowazon, she may use high
    level Multishot to fill the screen full of arrows.  If the opponent is a
    hybrid, she may switch to javazon mode at a moments notice.
    * Expect the amazon to use knockback.  Windforce has it built-in.  Even if
       the amazon uses Faith instead of Windforce, she can still use crafted
       hitpower gloves to provide knockback.
    * Blocking can stop Guided Arrow.  Since 1.10, the sorceress cannot get
       block-locked like she could in 1.09.
    * Try to teleport close to the amazon, while avoiding the guided arrows.
       Once the sorceress is close, you can try to overpower the amazon in a
    -- JAVAZON --
    Amazon equipped with Titan's Revenge (usually) or Thunderstroke.  They can
    be melee or ranged depending on the skills chosen.
    Melee:  Will simply run up and try to stab the sorceress to death with Jab
     or Charged Strike.
    Poison Javelin:  Will try to poison the sorceress with Poison Javelin.  If
     successful, the amazon will play defensively.  The poison is long-lasting,
     and the sorceress's life will eventually drain down to one.
    Lightning Fury:  Will throw javelins at the sorceress.  Since the sorceress
     does not have minions, this is weak compared to other attacks.
    * Several bolts from a high level Charged Strike together can rival the
       damage of Lightning from a lightning sorceress.  Stay away and use
    * Avoid getting hit by poison javelins or the clouds they leave behind.
       If the sorceress gets poisoned, her life will drain steadily toward one,
       and you may be forced to chase the amazon.
    * Consider equipping Death's Hand against a poison javazon.
    * You can attempt a shootout against a Lightning Fury javazon.
     13.5.2. Assassin
    There are two main types:  melee and trapper.  Effective hybrids are
    possible.  Some assassins use a powerful Shadow Master to help pin the
    soceress down while the assassin attacks.  Also, assassins that duel-wield
    claws can use Weapon Block to block spells.
    -- MELEE --
    These often use Dragon Flight (or Enigma/Teleport) to get close to
    sorceress, then they will they to slash her to death.  Many use the
    Whirlwind oskill from the Chaos runeword.
    * A well built Whirlwind assassin can shred sorceresses quickly.
       Stay away and use hit-and-run.
    -- TRAPPER --
    These try to stun the sorceress with Mind Blast, then finish her off with
    traps, usually Lightning Sentry as the trap of choice, and/or Shadow Master.
    Pure trappers tend to have high trap damage, and they may use caster weapons
    other than claws.  Hybrids have lower trap damage, but they are often
    equipped like melee (e.g., dual-claw, with Chaos as one of them) and can
    close in for the kill while your sorceress is stunned.
    * Try to catch the assassin while she is laying traps.
    * If your sorceress gets hit and stunned, run away from the traps before
       trying to cast Teleport.
    * If the assassin hides behind her traps and refuses to come after the
       sorceress, just leave her alone and avoid the traps.
     13.5.3. Barbarian
    The only dueling build I encountered so far in 1.10 is the Whirlwind
    The barbarian will simply run after the sorceress (or Teleport if he has
    Enigma).  Once he gets close, he will either try to Whirlwind through the
    sorceress or whack her with Berserk.
    * The barbarian is a FAST runner, thanks to Increased Speed.  He can reach
       the sorceress quickly.  (On the other hand, some barbarian builds I have
       read do not use Increased Speed.)
    * The barbarian has the same base cast rate as the sorceress.  With Enigma
       and some faster cast, he can teleport quickly.
    * If the barbarian is weak and uses Whirlwind mindlessly, the sorceress can
       try to tank.  However, most can take several hits before falling, so you
       will likely need to use hit-and-run.
    * If you see the barbarian use Leap Attack, quickly Teleport out of the way,
       and aim at his landing destination.  (Note:  I have not dueled anyone
       smart enough to use high level Leap to take advantage of its huge
       irresistable knockback radius.)
    * If do not mind some risk, you can let the barbarian get close then try to
       dodge Whirlwind.  If successful, you have a moment to blast him while he
       is helpless.
    * Never try to tank against Berserk.  Berserk causes magic damage.  It can
       be blocked, but Berserk really hurts if it connects.
     13.5.4. Druid
    The only dueling build I have encountered is the windy druid.  I have read
    about fire druids, shapeshifters, and other builds, but I have not dueled
    against them.
    The likely druid build you will find in a dueling game is the windy variety,
    specializing in Cyclone Armor, Tornado, and Hurricane.  With strong Cyclone
    Armor, a windy druid can absorb thousands of damage from your sorceress's
    attacks, making him hard to kill.  Hurricane is not very damaging.  What
    really hurts is Tornado.  Without damage reduction, two tornados are usually
    enough to kill the sorceress.  Tornadoes are slow and difficult to hit with
    unless the druid is right on top of you.  That should not happen unless the
    druid can teleport.
    * Never let the druid get close.  This should not be a problem if the druid
       cannot Teleport.  If he can teleport (Enigma), anticipate when he will
       teleport, then teleport away before he can strike.  (Note:  Hard to do
       with high ping.)
    * Your sorceress will probably need to launch multiple attacks in quick
       succession to weaken the druid.  Her first shot will probably get
       absorbed by Cyclone Armor, while successive shots might actually hurt
       the druid.
    * If you ever stun the druid, finish him off before he can recast
       Cyclone Armor.
     13.5.5. Necromancer
    The most common dueling necromancer build is the bonemancer, but you may
    find summoners and the occasional poisonmancer.  Regardless of build, many
    necromancers have a clay golem as a companion and a distraction to slow down
    the enemy or to absorb Thunder Storm.  The golem's slow effect is of no
    concern to our teleporting sorceress.
    -- BONEMANCER --
    Specializes in Teeth, Bone Spear, and Bone Spirit.  Bonemancer also has Bone
    Armor and Bone Wall, but since those are useless against a sorceress, you
    will not see the bonemancer use them while he is fighting your sorceress.
    For his main skills, he can spray the area with Teeth, try to aim at your
    sorceress with Bone Spear, or simply fire Bone Spirit and forget about them.
    All of the above mentioned attacks cause irresistable magic damage.
    * If the necro spams Teeth, you may attempt a shootout.  Teeth are tough to
       avoid, but cause relatively low damage.  Teeth will still hurt because it
       is irresistable (magic).
    * Bone Spear can cause damage similar to Fire Ball or Lightning.  Standing
       still to blast a Bone Spear using necro in a shootout, while winnable,
       is not recommended.  Treat him like a sorceress and use hit-and-run.
    * Avoid Bone Spirits at all costs.  Fortunately, they are slow.
    -- SUMMONER --
    This necromancer joins the game, spends a few minutes elsewhere looking for
    monsters to kill and raise, then returns with a huge army.
    * Stay away from his army!
    * Lightning sorceress can try Chain Lightning against the army.
       Do not expect it to nuke the army though, the minions are tough.
    * If the necro can teleport, and you have lag problems, do not duel him!
       Just leave the game.  If you stay and let him teleport on your sorceress,
       his army of monsters will hit her almost simultaneously, which is likely
       instant death.
    * If you insist on dueling a teleporting, summon necromancer, be aware that
       some projectile attacks can hit only so many targets on the same square,
       and the necro can avoid them totally if he can stack enough minions over
       himself, which he can do easily with Teleport.  For example, Nova,
       Lightning, and Blizzard are all absorbed by minions.  The only attacks
       that will hit everything, including the necro, are splash effects such as
       Fire Ball or Glacial Spike.  The Lightning sorceress is out of luck here.
    This guy casts Lower Resist on you, then spams Poison Nova.  The nova
    is difficult to avoid.
    * Blitz him while he is busy casting Lower Resist/Poison Nova.  Yes, your
       sorceress will trade hits and lose life, but if her attacks are strong,
       he should die before your life drains to one.
     13.5.6. Paladin
    -- MELEE --
    The paladin will use Charge to catch the sorceress.  If the paladin
    connects, and your sorceress is knocked back far away enough, he may attempt
    another Charge.  Once the paladin gets too close to use Charge, he may use
    Smite, Zeal, and/or Vengeance to finish your sorceress off.
    * Charge is extremely fast and hard to avoid.
    * If you find obstacles, hide your sorceress behind them to impair the
       paladin's charge.  If the obstacle is merely a gap, your sorceress can
       shoot over the gap to hit the paladin.
    * Paladin cannot use Charge if your sorceress stands next to him.
    * If the paladin uses Smite, never fight near walls.  If he Smites your
       sorceress into a wall, you will lose since the sorceress cannot escape
       perpetual knockback and stun once pinned to the wall.
    * If your sorceress has high blocking and high damage attacks, tanking and
       trading hits is effective.
    * If your opponent likes to use Vengeance up close with a slow weapon
       (such as a BotD Thunder Maul), quickly back off from melee range
       then blast him when he tries to attack.
    -- HAMMERDIN --
    Specializes in Blessed Hammer and uses Concentration for an aura.  Blessed
    Hammers travel in a clockwise path, spiraling outward; and they inflict
    magic damage.  Concentration boosts hammer damage, and if the paladin's
    skill levels are high, his hammers will kill in one hit.  If the hammerdin
    lacks Enigma, he will cast a hammer or two, run a step or two away, cast
    another hammer or two, repeat.  If the hammerdin has Enigma, he will try to
    teleport on top of your sorceress and cast a hammer.  If he succeeds, it is
    usually instant death to the sorceress.
    * Blessed Hammers are irresistable and unblockable.  One hit from a very
       high level hammer is fatal.
    * Never chase the hammerdin directly.  You will blunder into hammers if you
       try.  Teleport around his hammers and catch the hammerdin from another
    * If the hammerdin can teleport, never let him teleport on top of your
       sorceress.  Treat him like a windy druid.
    -- TEMPLAR --
    Specializes in Fist of Heavens and uses Conviction for an aura.  Once your
    sorceress enters the paladin's screen, he can easily target and hit the
    sorceress with FoH.  With maxed resistances, FoH is weak.  What makes this
    build deadly is if your sorceress is hit with Conviction and you fail to
    stack enough lightning resistance, then FoH will really hurt, and one or two
    FoHs while your sorceress is Convicted can kill her.
    * Your sorceress WILL get hit by Fist of Heavens.
    * Stack as much lightning resistance as you can.  If you stack enough to
       have max even after Conviction, the two of you can have a shootout,
       and the sorceress will outdamage the paladin.
    * If your sorceress is unable to stack enough resistance to offset
       Conviction, attack the paladin from outside his Conviction radius.
       If Conviction sticks, Teleport away immediately.  Resume the fight
       once the aura disappears.
     13.5.7. Sorceress
    Every sorceress I have encountered in a dueling game specializes in a single
    tree.  This is done the maximize damage, which is necessary to win a duel.
    Some may use Energy Shield to lower the damage taken.  Regardless of type,
    the sorceress is the master of teleportation.  The combination of mobility,
    high damage attacks, and relatively low life ensures that nearly every sorc
    vs. sorc duel is a dogfight, since the both of you will employ similar
    -- FIRE --
    Uses Fire Bolt or Fire Ball to blast opponents.  Either one at very high
    levels can kill in one or two hits.  Meteor may also be used to create
    patches of fire and clutter the screen.  (Lamers often use Meteor to set
    fires in front of the town entrance to kill others trying to leave town.)
    * The fire sorceress is capable of spamming fiery shots, about three per
    * Fire Bolt/Fire Ball is as strong as dynamite.  Do not try to tank it or
       let it hit your sorceress.
    * Never try to walk through patches of fire created by Meteor.
    -- LIGHTNING --
    Uses Lightning as a primary attack and Thunder Storm to chip away at your
    sorceress's life.  Thunder Storm is not very strong, but a lucky hit with
    lightning at maximum damage can kill your sorceress in one hit.  Also has
    Chain Lightning to take care of minions.
    * Lightning packs a huge wallop, do not try to tank it or let it hit your
    * Be wary of using charges that make minions.  The Sorceress can aim
       Chain Lightning at the minion and hit everyone.
    * Stay outside of Thunder Storm's radius.
    -- COLD --
    Can be divided into two sub-types:  Blizzard or Frozen Orb.
    Blizzard:  This build seeks maximum cold damage.  Also has the option to use
     Ice Blast and/or Glacial Spike to attack between casting delays.
    Frozen Orb:  This build trades damage for defense.  Since Frozen Orb only
     needs 60 points plus prerequisites to max, the sorceress has extra points
     to develop a powerful Energy Shield.  Also, Frozen Orb is easier to aim and
     hit opponents with, despite much lower damage.
    * Stack cold resistance high enough to overcome Cold Mastery if possible.
    * If your sorceress cannot stack enough resistance, avoid Blizzard at all
       costs.  One hit may kill your sorceress.
    * Do NOT chase the Blizzard sorceress.  She may cast Blizzard ahead of her
       path, much like a non-teleporting hammerdin, and your sorceress may
       teleport into a Blizzard if you pursue.
    * Frozen Orb may look weak, but it can hurt if your sorceress's resistance
       after enemy Cold Mastery is less than maximum.  Never let the sorceress
       hit your sorceress with a full orb explosion.
      14. Miscellaneous
    This section contains content that either does not fit well in any other
    section, or are too large to place in a section that might have been
    appropriate for it.
     14.1. Immunity Breaking
    One tactic against immunes you may have considered is the use of
    Lower Resist charges and/or the Conviction aura from the Infinity runeword.
    When used against an immune monster, Lower Resist and Conviction work at
    20% effectiveness.  For example, level 3 Lower Resist, which normally lowers
    resistance by -41%, only lowers resistance by -8.2%.  This removes immunity
    from monsters with up to 107% resistance.  Against monsters with more than
    that, they retain immunity.  If immunity is removed, the sorceress can hurt
    the monster while it is convicted and/or cursed.  However, the monster
    remains be highly resistant.  This is when resistance drain from Cold
    Mastery and items such as Griffon's Eye and Crescent Moon come in handy.
    Once immunity is broken, elemental piercing works at full effectiveness,
    and the sorceress can easily blast the monsters dead.  When it works,
    Conviction and/or Lower Resist is the most effective anti-immunity tactic.
    Immunity breaking will work on any non-boss monster in Nightmare.  But in
    Hell, some monsters have resistances so high it is impossible to break
    immunity with Conviction and Lower Resist combined.
    -- Resistance Breaker Chart --
                                         | Resist | Resist | Break
     Resistance Lowering Effect          | < 100  | >= 100 | Limit
     Lower Resist charges (level 3)      |   -41  |    -8  |  105
     Infinity (level 12 Conviction)      |   -85  |   -17  |  115
     Infinity AND Lower Resist charges   |  -126  |   -25  |  120
     Maximum Lower Resist (level 60)     |   -70  |   -14  |  110
     Maximum Conviction (level 25)       |  -150  |   -30  |  125
     Maximum Conviction AND Lower Resist |  -220  |   -44  |  140
    The top three effects listed are what the sorceress can do with the items
    available.  The bottom three effects listed are what an optimized paladin
    and/or necromancer can do.  It is impossible to break immunity on a monster
    with resistance at 145 or higher.
    -- Hell Monster Immunity Chart --
     Monster         Resist | Monster       Resist | Monster         Resist
     -- ACT 1 --            | -- ACT 1 --          | -- ACT 1 --
     Blood Clan         100 | Dark Spearwoman  100 | Dark Hunter        100
     Fallen             100 | Skeleton         100 | Gargantuan Beast   100
     Fallen Shaman      100 | Afflicted        100 | Moon Clan          100
     Ghoul              100 | Tainted          105 | Bone Warrior       110
     Rat Man            100 | Dark Archer      110 | Zombie             120
     Returned Mage      100 | Dark Lancer      110 | Vile Hunter        120
     Bone Mage          105 | Hungry Dead      110 | Brute              120
     Carver Shaman      105 | Misshapen        110 | Dark Stalker       130
     Arach              110 | Night Clan       110 | Black Rogue        140
     Devilkin Shaman    110 | Black Archer     115 | Banished           150
     Vile Archer        110 | Disfigured       115 | Gargoyle Trap     1000
     Vile Lancer        110 | -- ACT 2 --          | -- ACT 2 --
     Dark One Shaman    115 | Dung Soldier     100 | Huntress           100
     Carver             120 | Flying Scimitar  100 | Marauder           100
     Devilkin           120 | Hollow One       100 | Cave Leaper        100
     Dark One           125 | Night Tiger      100 | Unraveler          100
     -- ACT 2 --            | Lightning Spire  100 | Bone Warrior       110
     Burning Dead       100 | Undead Scavenger 100 | Ghoul Lord         110
     Desert Wing        100 | Death Beetle     105 | Salamander         110
     Flying Scimitar    100 | Scarab           110 | Claw Viper         120
     Guardian           100 | Horror Mage      115 | Crusher            120
     Saber Cat          100 | Steel Scarab     115 | Hell Cat           120
     Sand Leaper        100 | -- ACT 3 --          | Slinger            120
     Sand Raider        100 | Cantor           100 | Gorebelly          140
     Hell Slinger       105 | Cloud Stalker    100 | Spear Cat          140
     Tomb Creeper       105 | Council Member   100 | Sarcophagus        150
     Burning Dead Mage  110 | Fetish           100 | Horror Mage        170
     Hell Clan          110 | Fetish (b)       100 | -- ACT 3 --
     Invader            110 | Gloam            100 | Flayer             100
     Blunderbore        115 | Mauler           100 | Gloombat           100
     Horror Mage        115 | Tree Lurker      100 | Infidel            110
     -- ACT 3 --            | Winged Nightmare 100 | Bog Creature       120
     Hell Buzzard       100 | Zealot           100 | Night Lord         120
     Swamp Dweller      100 | Jungle Hunter    105 | Serpent Magus      120
     Zakarumite         100 | Fiend            110 | Thorned Hulk       120
     Blood Diver        105 | Soul Killer      110 | Bramble Hulk       130
     Drowned Carcass    110 | Temple Guard     110 | Dark Lord          130
     Fetish Shaman      110 | Bone Scarab      120 | Flesh Archer       130
     Flame Spider       115 | Horror           120 | Blood Lord         140
     Flayer Shaman      115 | -- ACT 4 --          | Faithful           140
     Council Member     120 | Abyss Knight     100 | Flayer (b)         140
     Soul Killer Shaman 120 | Cliff Lurker     100 | Sexton             140
     Spider Magus       120 | Doom Caster      100 | Thrasher           140
     -- ACT 4 --            | Strangler        100 | Flesh Hunter       150
     Doom Knight        110 | Storm Caster     100 | Heirophant         160
     Pit Lord           120 | Burning Soul     110 | -- ACT 4 --
     Venom Lord         130 | Damned           120 | Flesh Spawner      140
     -- ACT 5 --            | Dark Familiar    120 | Flesh Beast        140
     Demon Imp          100 | -- ACT 5 --          | Stygian Hag        150
     Quill Rat          100 | Afflicted        100 | Stygian Dog        150
     Demon Rascal       105 | Black Lancer     100 | Trapped Soul       150
     Fetish             105 | Black Soul       100 | Grotesque          160
     Fetish (b)         105 | Blood Maggot     100 | Grotesque Wyrm     160
     Slayer             105 | Bone Warrior     100 | Oblivion Knight    180
     Fire Boar          110 | Burning Soul     100 | -- ACT 5 --
     Barricaded Tower   110 | Dark Lancer      100 | Cave Leaper        100
     Moon Lord          110 | Death Brawler    100 | Spike Fiend        100
     Slinger            110 | Death Mauler     100 | Blood Bringer      120
     Demon Gremlin      115 | Fiend            100 | Foul Crow          120
     Hell Spawn         115 | Gloam            100 | Overseer           120
     Soul Killer        115 | Gloombat         100 | Tomb Creeper       120
     Soul Killer (b)    115 | Hell Lord        100 | Siren              125
     Vile Archer        115 | Night Lord       100 | Enslaved           130
     Arach              120 | Razor Spine      100 | Ghoul Lord         130
     Crush Beast        120 | Returned         100 | Lasher             130
     Death Lord         120 | Scarab           100 | Rot Walker         130
     Demon Sprite       120 | Steel Scarab     100 | Slayer             130
     Fetish Shaman      120 | Storm Caster     100 | Dark Lord          135
     M. of Destruction  120 | Temple Guard     100 | Death Slasher      135
     Succubus           120 | Thorned Hulk     100 | Greater Hell Spawn 135
     Returned Mage      125 | Tomb Viper       100 | Night Clan         135
     Soul Killer Shaman 130 | Vile Lancer      100 | Dark Archer        140
     Assailant          130 | Zealot           100 | Grotesque          140
     Doom Knight        140 | Returned Mage    120 | Grotesque Wyrm     140
     Pit Lord           145 | Horror Mage      130 | Ice Boar           140
                            | Pit Lord         145 | Death Brigader     145
                            |                      | Flesh Beast        145
                            |                      | Flesh Spawner      145
                            |                      | Oblivion Knight    145
                            |                      | Pit Lord           145
                            |                      | Pit Viper          145
                            |                      | Blood Boss         150
                            |                      | Flesh Hunter       150
                            |                      | Frozen Creeper     150
                            |                      | Ice Spawn          150
                            |                      | Infidel            150
                            |                      | Reanimated Horde   150
                            |                      | Slinger            150
                            |                      | Snow Drifter       150
                            |                      | Vile Witch         155
                            |                      | Bone Mage          160
                            |                      | Death Mage         160
                            |                      | Frozen Terror      160
                            |                      | Hell Witch         160
                            |                      | Hell Whip          160
                            |                      | Invader            160
                            |                      | Death Clan         165
                            |                      | Abominable         170
                            |                      | Prowling Dead      170
                            |                      | Frozen Abyss       210
    The monsters listed above haunt areas either the sorceress needs to travel
    through to complete quests, or wants to clear because of their high level
    (85+) and potential to drop any item in the game.
    Notes on Monsters
    SKELETON MAGI:  All species of the Skeleton Mage have an immunity keyed to
    the element of the missiles they cast.  For example, magi who cast fire
    bolts are immune to fire, and those who cast ice bolts are immune to cold.
    COUNCIL MEMBERS:  There are three different versions of Council Members in
    Act 3.  Some versions are slower and weaker than others.  Also, one version
    has fire immunity while the other two versions have lightning immunity.
    FLYING SCIMITARS:  They are immune to both fire and lightning.
    LIGHTNING SPIRES:  Spires are immune to Lower Resist.  Conviction is
    required to remove immunity from them.
    PIT LORDS:  Those found in Throne of Destruction are immune to fire only.
    Pit Lords found in Furnace of Pain and Uber Tristram are immune to
    everything except physical damage.
    SLINGERS:  In Act 5, the slingers in Bloody Foothills are immune to fire.
    The slingers in Frigid Highlands are immune to cold.  Those found in
    Arreat Plateau are immune to poison.
    * FIRE:  Infinity plus Lower Resist charges removes many immunities.
      Infinity is required to break many immunities.  In act 5, both Infinity
      and Lower Resist are required to break immunity.
    * LIGHTNING:  Infinity plus Lower Resist charges removes immunity from
      nearly everything in Hell.  In fact, Infinity alone removes immunity from
      most monsters.  Excluding bosses, only two monster species have resistance
      too high to break, the Horror Magi in Worldstone Keep 3, and the elemental
      immune Pit Lords in Furnace of Pain and Uber Tristram.
    * COLD:  The majority of the monsters have resistance greater than 120,
      so immunity breaking items are often ineffective.
     14.2. Weapon IAS Breakpoints
    Below is a list of tables of weapon IAS breakpoints for the sorceress when
    she attacks with a weapon.  'WSM' stands for weapon speed modifier, or the
    weapon's base speed.  Obviously, this is only useful to a fighter sorceress
    since the blaster will rarely, if ever, wield weapons to hit things with.
    (daggers, javelins)
         |  Frames per Second
     WSM |  21  20  19  18  17  16  15  14  13  12  11  10   9
      20 |   0   2   6  10  16  24  35  48  65  89 129 200 377
      10 |  --  --  --   0   5  11  20  30  44  63  92 142 250
       0 |  --  --  --  --  --   0   8  16  27  42  65 102 174
     -10 |  --  --  --  --  --  --   0   5  14  26  44  72 125
     -20 |  --  --  --  --  --  --  --   0   3  13  27  50  89
      Weapons with speed [20]:
        Glaive *            Spiculum *          Ghost Glaive *
      Weapons with speed [10]:
        Short Spear *       Simbilan *          Balrog Spear *
      Weapons with speed [0]:
        Dirk                Rondel              Mithril Point
        Throwing Knife *    Battle Dart *       Flying Knife *
        Pilum *             Great Pilum *       Stygian Pilum *
      Weapons with speed [-10]:
        Blade               Stilleto            Legend Spike
        Javelin *           War Javelin *       Hyperion Javelin *
        Throwing Spear *    Harpoon *           Winged Harpoon *
      Weapons with speed [-20]:
        Dagger              Poignard            Bone Knife
        Kris                Cinquedeas          Fanged Knife
        Balanced Knife *    War Dart *          Winged Knife *
      * = melee, not thrown
    (orbs, wands, 1h axes, 1h maces, 1h swords)
         |  Frames per Second
     WSM |  22  21  20  19  18  17  16  15  14  13  12  11  10
      20 |   0   3   6  11  16  24  35  46  63  83 117 168 280
      10 |  --  --  --   0   5  11  20  29  42  58  83 120 194
       0 |  --  --  --  --  --   0   8  15  26  39  58  86 138
     -10 |  --  --  --  --  --  --   0   4  13  23  39  60  99
     -20 |  --  --  --  --  --  --  --   0   2  10  23  40  70
     -30 |  --  --  --  --  --  --  --  --  --   0  10  24  48
      Weapons with speed [20]:
        War Hammer          Battle Hammer       Legendary Mallet
        Falchion            Tulwar              --
      Weapons with speed [10]:
        Axe                 Cleaver             Small Crescent
        Double Axe          Twin Axe            Ettin Axe
        Yew Wand            Petrified Wand      Ghost Wand
        Grand Scepter       Holy Scepter        Seraph Rod
        Morning Star        Jagged Star         Devil Star
        --                  --                  Hydra Edge
        Throwing Axe *      Francisca *         Flying Axe *
        Jared's Stone       Swirling Crystal    Dimensional Shard
      Weapons with speed [0]:
        Hand Axe            Hatchet             Tomahawk
        War Axe             Naga                Berserker Axe
        Wand                Burnt Wand          Polished Wand
        Grim Wand           Grave Wand          Unearthed Wand
        Scepter             Rune Scepter        Mighty Scepter
        Spiked Club         Barbed Club         Tyrant Club
        Mace                Flanged Mace        Reinforced Mace
        Short Sword         Gladius             Falcata
        Crystal Sword       Dimensional Blade   --
        Broad Sword         Battle Sword        Conquest Sword
        War Sword           Ancient Sword       Mythical Sword
        Smoked Sphere       Cloudy Sphere       Demon Heart
        Clasped Orb         Sparkling Ball      Vortex Orb
      Weapons with speed [-10]:
        Military Pick       Crowbill            War Spike
        Club                Cudgel              Truncheon
        War Scepter         Divine Scepter      Caduceus
        Flail               Knout               Scourge
        Saber               Shamshir            Elegant Blade
        Long Sword          Rune Sword          Cryptic Sword
        Balanced Axe *      Hurlbat *           Winged Axe *
        Eagle Orb           Glowing Orb         Heavenly Stone
        Sacred Globe        Crystalline Globe   Eldritch Orb
      Weapons with speed [-20]:
        Bone Wand           Tomb Wand           Lich Wand
        Scimitar            --                  Ataghan
      Weapons with speed [-30]:
        --                  Cutlass             --
        --                  --                  Phase Blade
      * = melee, not thrown
         |  Frames per Second
     WSM |  25  24  23  22  21  20  19  18  17  16  15  14  13  12  11
      20 |   0   5   8  13  18  24  34  42  54  70  92 125 168 259 456
       0 |  --  --  --  --  --   0   7  13  20  30  44  63  86 129 200
     -10 |  --  --  --  --  --  --   0   2   8  16  27  42  60  92 142
     -20 |  --  --  --  --  --  --  --  --   0   5  14  26  40  65 102
      Weapons with speed [20]:
        Pike                Lance               War Pike
      Weapons with speed [0]:
        Trident             Fuscina             Stygian Pike
        Spetum              Yari                Ghost Spear
      Weapons with speed [-10]:
        Spear               War Spear           Hyperion Spear
      Weapons with speed [-20]:
        Brandistock         War Fork            Mancatcher
         |  Frames per Second
     WSM |  24  23  22  21  20  19  18  17  16  15  14  13  12
      10 |   0   2   6  11  19  26  35  46  60  80 109 157 240
       5 |  --  --   0   6  13  19  27  37  50  68  92 133 200
       0 |  --  --  --   0   7  13  20  29  40  56  78 113 168
      -5 |  --  --  --   0   2   7  14  22  32  46  65  95 142
     -10 |  --  --  --  --   0   2   8  15  24  37  54  80 120
     -15 |  --  --  --  --  --   0   3   9  18  29  44  68 102
      Weapons with speed [10]:
        Claymore            Dacian Falx         --
        Bastard Sword       Gothic Sword        --
        --                  --                  Colossus Sword
        Great Sword         Executioner Sword   --
      Weapons with speed [5]:
        --                  --                  Colossus Blade
      Weapons with speed [0]:
        Two-Handed Sword    Espandon             --
        Giant Sword         Tusk Sword          Balrog Blade
      Weapons with speed [-5]:
        --                  --                  Highland Blade
      Weapons with speed [-10]:
        --                  --                  Champion Sword
        Flamberge           Zweihander          --
      Weapons with speed [-15]:
        --                  --                  Legend Sword
    (2h axes, mauls, polearms, and staves)
         |  Frames per Second
     WSM |  19  18  17  16  15  14  13  12  11  10   9
      20 |   0   5  10  16  24  37  50  70  99 147 250
      10 |  --  --   0   5  11  22  32  48  70 105 174
       0 |  --  --  --  --   0   9  18  30  48  75 125
     -10 |  --  --  --  --  --   0   6  16  30  52  89
     -15 |  --  --  --  --  --  --   0  10  23  42  75
      Weapons with speed [20]:
        Great Maul          Martel de Fer       Thunder Maul
        War Staff           Rune Staff          --
      Weapons with speed [10]:
        Battle Axe          Tabar               Decapitator
        Giant Axe           Ancient Axe         Glorious Axe
        Maul                War Club            Ogre Maul
        Bardiche            Lochaber Axe        --
        --                  --                  Colossus Voulge
        Poleaxe             Partizan            Cryptic Axe
        --                  --                  Stalagmite
        Gnarled Staff       Cedar Staff         --
        --                  --                  Archon Staff
      Weapons with speed [0]:
        Broad Axe           Bearded Axe         Silver Edged Axe
        --                  --                  Ogre Axe
        Voulge              Bill                --
        Halberd             Bec-de-Corbin       Great Poleaxe
        Long Staff          Quarterstaff        --
        --                  --                  Elder Staff
        Battle Staff        Gothic Staff        Shillelah
      Weapons with speed [-10]:
        Large Axe           Military Axe        --
        Great Axe           Gothic Axe          Champion Axe
        Scythe              Battle Scythe       Thresher
        War Scythe          Grim Scythe         Giant Thresher
        Short Staff         Jo Staff            Walking Stick
      Weapons with speed [-15]:
        --                  --                  Feral Axe
    -- BOWS --
         |  Frames per Second
     WSM |  18  17  16  15  14  13  12  11  10   9
      10 |   0   5  11  20  30  44  63  92 142 250
       5 |  --   0   6  14  23  35  52  78 120 208
       0 |  --  --   0   8  16  27  42  65 102 174
     -10 |  --  --  --   0   5  14  26  44  72 125
      Weapons with speed [10]:
        Long Battle Bow     Long Siege Bow      Crusader Bow
        Long War Bow        Gothic Bow          Hydra Bow
      Weapons with speed [5]:
        Short Bow           Edge Bow            Spider Bow
      Weapons with speed [0]:
        Long Bow            Cedar Bow           Shadow Bow
        Short Battle Bow    Short Siege Bow     Diamond Bow
        Short War Bow       Rune Bow            Ward Bow
      Weapons with speed [-10]:
        Hunter's Bow        Razor Bow           Blade Bow
        Composite Bow       Double Bow          Great Bow
    -- CROSSBOWS --
         |  Frames per Second
     WSM |  22  21  20  19  18  17  16  15  14  13  12  11
      10 |   0   2   6  11  19  27  37  50  70  95 138 215
       0 |  --  --  --   0   7  14  22  32  48  68  99 152
     -10 |  --  --  --  --   0   3   9  18  30  46  70 109
     -40 |  --  --  --  --  --  --  --  --   0   4  16  35
     -60 |  --  --  --  --  --  --  --  --  --  --   0   8
      Weapons with speed [10]:
        Heavy Crossbow      Ballista            Colossus Crossbow
      Weapons with speed [0]:
        Crossbow            Siege Crossbow      Gorgon Crossbow
      Weapons with speed [-10]:
        Light Crossbow      Arbalest            Pellet Bow
      Weapons with speed [-40]:
        Repeating Crossbow  --                  --
      Weapons with speed [-60]:
        --                  Chu-Ko-Nu           Demon Crossbow
         |  Frames per Second
     WSM |  24  23  22  21  20  19  18  17  16  15  14  13  12  11
      20 |   0   4   8  13  18  24  34  44  56  77  99 133 194 317
      10 |  --  --   0   2   6  11  19  27  37  50  70  95 138 215
       0 |  --  --  --  --  --   0   7  14  22  32  48  68  99 152
     -10 |  --  --  --  --  --  --   0   3   9  18  30  46  70 109
     -20 |  --  --  --  --  --  --  --  --   0   6  16  29  48  78
      Weapons with speed [20]:
        Glaive              Spiculum            Ghost Glaive
      Weapons with speed [10]:
        Throwing Axe        Francisca           Flying Axe
        Short Spear         Simbilan            Balrog Spear
      Weapons with speed [0]:
        Throwing Knife      Battle Dart         Flying Knife
        Pilum               Great Pilum         Stygian Pilum
        (all throwing potions)
      Weapons with speed [-10]:
        Balanced Axe        Hurlbat             Winged Axe
        Javelin             War Javelin         Hyperion Javelin
        Throwing Spear      Harpoon             Winged Harpoon
      Weapons with speed [-20]:
        Balanced Knife      War Dart            Winged Knife
     14.3. Sorceress Quotes
    Listed below are the quest-related quotes from the sorceress.  The quotes
    come from the .wav and .tbl files found in the various .mpqs, and some of
    them are not used at all in the game.  Quotes such as those from the number
    pad are not listed.
     Act 1
    Quest:  Den of Evil
      Leaving Rogue Encampment
        "Evil beware!"
      Entering Den of Evil
        "This place is trouble."
      Completing Den of Evil
        "This cave has been purged of evil."
    Quest:  Sisters' Burial Grounds
      Entering Burial Grounds
        "There is dark magic at work here."
      Defeating Blood Raven
        "Rest now, Blood Raven."
    Quest:  The Search for Cain
      Finding Cairn Stones
        "These stones radiate powerful magic."
      Finding Tree of Inifuss
        "This ancient tree has an aura of magic about it."
      Entering Tristram
        "Tristram was no match for Diablo's fury."
      Rescue Cain
        "Deckard Cain, get to the Rogue camp!"
    Quest:  The Forgotten Tower
      Entering Forgotten Tower
        "This place holds many secrets."
      Completing Forgotten Tower
        "I hope to find other such treasures!"
    Quest:  Tools of the Trade
      Entering Monastery
        "Ah, the Monastery... Andariel's stronghold!"
      Finding Horadric Malus
        "I hope the Sisters appreciate this thing..."
    Quest:  Sisters to the Slaughter
      Entering Jail
        "If there was magic here, it's long gone now."
      Entering Catacombs
        "This place chills me to the bone."
      Defeating Andariel
        "The evil queen has fallen."
     Act 2
    Quest:  Radament's Lair
      Defeating Radament
        "What a misguided monster."
    Quest:  The Horadric Staff
    Quest:  Tainted Sun
      Entering Claw Viper Temple
        "I sense strong magic within this place."
      Completing Tainted Sun
        "Who would have thought that such primitive beings could cause so much
    Quest:  Arcane Sanctuary
      Entering Arcane Sanctuary
        "This place actually... distorts reality.  Fascinating."
    Quest:  The Summoner
      Defeating The Summoner
        "That couldn't have been Horazon.  Poor wretch."
    Quest:  The Seven Tombs
      Completing Tomb (after talking to Tyreal)
        "Diablo and Baal have escaped me!  Next time... vengeance!"
      (Entering Sewers/Finding Radament)
        "I sense strange magic here."
      (Finding Maggot Lair)
        "What a strange outcropping."
      (Completing Maggot Lair)
        "I'm glad to win something from my troubles."
      (Begin Tainted Sun)
        "Only powerful magic can conjure an eclipse."
      (Finding The Summoner)
        "Is this truly Horazon?"
      (Finding False Tomb)
        "This tomb has Horadric markings.  I wonder if this is Tal Rasha's
      (Finding True Tomb)
        "This must be the true Tomb of Tal Rasha!"
      (Unknown -- Trigger Field)
        "There's an invisible barrier here.  Very strange."
     Act 3
    Quest:  The Golden Bird
      Finding Jade Figurine
        "I don't sense any magic about this item.  Very strange."
    Quest:  Blade of the Old Religion
      Finding The Gidbinn
        "I must take this to Ormus."
    Quest:  Khalim's Will
    Quest:  Lam Esen's Tome
      Completing Lam Esen's Tome
        "May the Black Book bring a black day to hell!"
    Quest:  The Blackened Temple
      Completing Travincal
        "The Temple's power is annulled."
    Quest:  The Guardian
      Defeating Mephisto
        "Mephisto shall no longer darken our souls with hatred."
      (Completing Golden Bird)
        "Ah... the receptacle of Ku Y'leh's ashes!"
      (Entering Kurast Sewers)
        "It smells worse than rotting reagents down here."
      (Finding Drain Lever)
        "This looks promising."
      (Completing Kurast Sewers)
        "I hope these items can aid me against the demons."
      (Finding Lam Esen's Tome)
        "This tome has the weight of knowledge about it."
      (Entering Travincal)
        "I sense tremendous evil within this place."
      (Entering Durance of Hate)
        "Ah... Mephisto's prison."
     Act 4
    Quest:  The Fallen Angel
      Defeating and talking to Izual
        "He was corrupted to the core.  I pity him."
    Quest:  Hell's Forge
    Quest:  Terror's End
      Defeating Diablo
        "Terror stalks Hell no more."
     Act 5
    Quest:  Siege on Harrogath
      Leaving Harrogath
        "My magic will break the siege."
      Defeating Shenk the Overseer
        "Harrogath can rest easier now."
    Quest:  Rescue on Mount Arreat
      Rescue last five prisoners
        "Follow me."
    Quest:  Prison of Ice
    Quest:  Betrayal of Harrogath
      Entering Nihlathak's Temple
        "Could this be a trap?"
      Defeating Nihlathak
        "Your power was no match for mine."
    Quest:  Rite of Passage
      Entering Arreat Summit
        "The Ancients must be close."
    Quest:  Eve of Destruction
      Entering the Worldstone Chamber
        "The power of the Worldstone washes over me."
      Defeating Baal
        "The last of the Three has fallen."
      15. Credits
    Thanks to the following:
    * Blizzard for the Diablo games.
    * PhrozenHeart for the DiabloII mod site Phrozen Keep.
    * ChippyDip for his DiabloII skill calculator.
    * The Dragoon for (the now dead) Wereform Central.
    * Yohann Nicolas for the mod "PlugY, The Survival Kit".
    DiabloII Links:
    * http://www.battle.net/diablo2exp
    A.k.a. Arreat Summit, this is the official site for D2: LoD.
    * http://phrozenkeep.it-point.com
    The Phrozen Keep is the place to go if you want to learn how mods work in
    * http://www.d2items.com/skills.php
    This site has Chippydip's excellent skill calculator.
    Below are more links to DiabloII sites worth browsing:
    * http://diablo2.ingame.de
    * http://www.diabloii.net
    * http://www.lurkerlounge.com/diablo2
    * http://www.theamazonbasin.com/d2
    Copyright 2002-2006 Patrick Martin

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