The Sorceress class in Diablo 4 has access to different Skills in the Skill Tree with multiple modifier options to enhance build diversity.
For more general information about the class, refer to our Sorceress Guide.
Sorceress OverviewSorceress Basic Skills
Basic Skills are abilities that can be repeatedly used, at no Mana cost, and with relatively low power. They are good to finish off small enemies or as a filler while waiting for more powerful Skills to be available.
Frost Bolt
| Lucky Hit Chance | 40% |
| Damage Type | Cold |
| Description | Throw a bolt of frost at an enemy, dealing {#}% damage and Chilling them for 35%. |
| Enchantment Effect | Direct damage from Skills applies up to {#}% Chill. |
| Modifiers | Description |
|---|---|
| Resource Generation (Group 1) | Frost Bolt generates 2 Mana when it hits the first enemy, or 4 Mana if the target is already Frozen. |
| Barrier (Group 1) | Frost Bolt grants a Barrier for 2% of your Maximum Life up to 6% for 6 seconds when it hits the first enemy. |
| Pierce (Group 2) | Frost Bolt pierces 1 time. |
| Vulnerable (Group 2) | Frost Bolt makes enemies Vulnerable for 4 seconds. |
| Relentless Bolt (Group 3) | Frost Bolt launches an additional projectile after the first hit. Each projectile deals {#}% damage. |
| Shatter (Group 3) | Frost Bolt shatters when it hits a Frozen enemy, exploding for {#}% damage and Chilling for 40%. |
| Static Shock (Group 3) | Frost Bolt becomes a Shock Skill that deals Lightning damage. Frost Bolt arcs 1 to 3 times to additional enemies, dealing {#}% damage with each arc and Weakening them for 4 seconds. |
Fire Bolt
| Lucky Hit Chance | 35% |
| Damage Type | Fire |
| Description | Hurl a flaming bolt, dealing {#}% damage and an additional {#}% Burning damage over 6 seconds. |
| Enchantment Effect | Direct damage from Skills applies up to an additional {#}% Burning damage over 8 seconds. |
| Modifiers | Description |
|---|---|
| Healing (Group 1) | Fire Bolt heals you for 2% of your Maximum Life when it hits the first enemy. |
| Resource Generation (Group 1) | Fire Bolt generates 2 Mana when it hits the first enemy, or 4 Mana if the enemy is already Burning. |
| Damage Bonus (Group 2) | Fire Bolt deals 50%[x] increased Burning damage. |
| Overpower (Group 2) | Fire Bolt grants 1 stack of Overpower. |
| Twin Flame (Group 3) | Fire Bolt launches an additional parallel bolt, dealing {#}% Fire damage. |
| Firefly (Group 3) | Fire Bolt shoots out a firefly that attaches itself to an enemy and explodes 3 times after a delay, dealing {#}% damage with each explosion. |
| Shiver (Group 3) | Fire Bolt becomes a Frost Skill, dealing {#}% Cold damage and {#}% Frostbite damage over 6 seconds. Fire Bolt pierces 1 time and makes enemies Vulnerable for 4 seconds. |
Arc Lash
| Lucky Hit Chance | 14% |
| Damage Type | Lightning |
| Description | Unleash arcing lightning, dealing {#}% damage to enemies in front of you. |
| Enchantment Effect | When you use a Cooldown, enemies around you are Stunned for {#} seconds. |
| Modifiers | Description |
|---|---|
| Ferocity (Group 1) | Arc Lash grants 1 stack of Ferocity. |
| Damage Bonus (Group 1) | Arc Lash deals 50%[x] increased damage to Crowd Controlled enemies. |
| Resource Generation (Group 2) | Arc Lash generates 5 Mana when it hits the first enemy. |
| Stun (Group 2) | Every 8 seconds your next Arc Lash will Stun all enemies hit for 2 seconds. |
| Full Lash (Group 3) | Arc Lash now casts from both sides in a larger arc, hitting enemies caught in the middle twice. |
| Inescapable Reach (Group 3) | Arc Lash launches a swift projectile that unleashes arcing lightning at the first enemy hit, dealing up to 150%[x] increased damage based on how far the projectile travels. Hitting an enemy with Arc Lash’s projectile increases your Movement Speed by 4%[+] for 5 seconds, stacking up to 20%[+]. |
| Icy Thrash(Group 3) | Arc Lash becomes a Frost Skill, deals Cold damage, and Chills for 25%. Arc Lash has a larger range and deals up to 100%[x] increased damage based on how Chilled the enemy is, dealing the maximum damage if they are Frozen. |
Spark
| Lucky Hit Chance | 9% |
| Damage Type | Lightning |
| Description | Launch a bolt of lightning that shocks an enemy 3 times, dealing {#}% damage each hit. |
| Enchantment Effect | Killing an enemy has a {#}% chance to form a Crackling Energy. |
| Modifiers | Description |
|---|---|
| Crackling Energy (Group 1) | Spark forms a Crackling Energy each time it damages a new target. |
| Additional Hits (Group 1) | Spark shocks 1 additional time. |
| Additional Hits (Group 2) | Spark shocks 1 additional time. |
| Critical Strike Chance (Group 2) | Spark gains 15%[+] Critical Strike Chance |
| Overcharged (Group 3) | Spark shocks 4 additional times. Each time a shock does not Critically Strike it gains 10%[+] Critical Strike Chance. |
| Electric Blast (Group 3) | Spark combines all shocks into one blast in an area, dealing 50%[x] increased damage and gaining 25% increased Size per shock. |
| Firework (Group 3) | Spark becomes a Pyromancy Skill that deals Fire damage. Spark shocks now explode, dealing {#}% damage that gains 25%[x] increased Critical Strike Damage. |
Sorceress Core Skills
These are some of the most recognizable Sorcerer skills in any build. However, while Core Skills have no cooldown, their biggest drawback is their Mana cost.
Frozen Orb
| Mana Cost | 40 |
| Lucky Hit Chance | 4% |
| Damage Type | Cold |
| Description | Unleash a whirling orb that deals {#}% Frostbite damage over 3 seconds and Chills for 25%. After 1 second Frozen Orb will explode, dealing {#}% damage. |
| Enchantment Effect | Whenever you cast a Non-Basic Skill, you have a 30% chance to launch a Frozen Orb at a nearby enemy. |
| Modifiers | Description |
|---|---|
| Damage Over Time Bonus (Group 1) | Frozen Orb deals 100%[x] increased Frostbite damage. |
| Barrier (Group 1) | Frozen Orb grants a Barrier for 5% of your Maximum Life for 3 seconds for each enemy hit by its explosion, up to 50%. |
| Duration Bonus (Group 2) | Frozen Orb lasts 1 additional second before exploding. |
| Explosion Damage Bonus (Group 2) | Frozen Orb deals 30%[x] increased explosion damage. |
| Seeking Orb (Group 3) | When Frozen Orb first explodes it remains stationary for 0.5 seconds then seeks another target to explode again, dealing {#}% damage. |
| Shattered Path (Group 3) | Ice Spikes spawn around Frozen Orb, dealing {#}% damage. Frozen Orb makes enemies Vulnerable for 4 seconds. |
| Great Orb of Fire (Group 3) | Frozen Orb becomes a Pyromancy Skill that deals {#}% Burning damage over 2 seconds and explodes for {#}% Fire damage. Frozen Orb will consume 1 stack of Overpower to explode 3 times along its path. |
Ice Shards
| Mana Cost | 15 |
| Lucky Hit Chance | 16% |
| Damage Type | Cold |
| Description | Launch 5 icy shards, dealing {#}% damage each and piercing 1 time. Ice Shards deals x50%[x] increased damage to Frozen enemies. |
| Enchantment Effect | Ice Shards automatically conjure and fly towards Frozen enemies. |
| Modifiers | Description |
|---|---|
| Cost Reduction (Group 1) | Ice Shards’ Mana cost is reduced by 3. |
| Pierce Damage Bonus (Group 1) | Ice Shards deals 20%[x] increased damage after piercing once. |
| Hit Damage Bonus (Group 2) | Ice Shards deals 10%[x] increased damage to an enemy each time it hits them in the same cast. |
| Barrier (Group 2) | Ice Shards launches 1 additional shard while you have a Barrier. |
| Piercing Cold (Group 3) | Ice Shards will pierce 1 additional time. Ice Shards will additionally pierce up to 3 Vulnerable enemies. |
| Glacial Spike (Group 3) | Ice Shards combines all shards into a massive spike, dealing 10%[x] increased damage per shard. The spike explodes on impact and Chills for 50%. |
| Thunderbolt (Group 3) | Ice Shards becomes a Shock Skill that deals Lightning damage. Ice Shards launches a large thunderbolt that explodes on impact into 5 smaller seeking thunderbolt shards, dealing {#}% damage each. |
Fireball
| Mana Cost | 35 |
| Lucky Hit Chance | 33% |
| Damage Type | Fire |
| Description | Hurl an exploding ball of fire, dealing {#}% damage to enemies. |
| Enchantment Effect | When you kill an enemy, they explode in a Fireball for 50% of its damage. |
| Modifiers | Description |
|---|---|
| Damage Over Time (Group 1) | Fireball’s direct damage deals an additional 30% damage over 4 seconds. |
| Critical Strike Damage (Group 1) | Fireball deals 30%[x] increased Critical Strike Damage. |
| Size Bonus (Group 2) | Fireball’s Size is increased by 50%[+]. |
| Damage Bonus (Group 2) | Fireball deals 40%[x] increased damage, but its Mana cost is increased by 15. |
| Instantaneous Destruction (Group 3) | Fireball travels 200% faster and deals 75%[x] increased damage. |
| Illumination (Group 3) | Fireball now bounces as it travels and explodes each time it hits the ground, dealing 75% of normal damage. |
| Frostball (Group 3) | Fireball becomes a Frost Skill that deals Cold damage. When Fireball hits a Frozen enemy it creates 5 Ice Spikes around them, dealing {#}% damage each. |
Incinerate
| Mana Cost | 25 per second |
| Lucky Hit Chance | 16% |
| Damage Type | Fire |
| Description | Channel a beam of fire, dealing {#}% damage and an additional {#}% Burning damage over 4 seconds. Incinerate’s damage increases by 50%[x] every second you channel it, up to 100%[x] |
| Enchantment Effect | Every 14 seconds, a serpent spawns and Incinerates enemies for 8 seconds. |
| Modifiers | Description |
|---|---|
| Healthy Damage Bonus (Group 1) | Incinerate deals 25%[x] increased damage while you are Healthy. |
| Healing (Group 1) | Incinerate heals you for 2% of your Maximum Life per enemy hit. |
| Overpower (Group 2) | Incinerate gains a 20% chance to deal double damage while you have a stack of Overpower. |
| Execute (Group 2) | Incinerate Executes enemies. |
| Focused Flame (Group 3) | Incinerate maximum damage bonus while channeling is increased to 200%[x]. Incinerate’s Size is increased by 200% when you reach the maximum damage bonus. |
| Flamethower (Group 3) | Incinerate gains 2 additional beams and deals its Burning damage 50% faster, but its range is reduced. |
| Disintegration (Group 3) | Incinerate becomes a Shock Skill that deals Lightning damage. Incinerate’s beam no longer penetrates enemies and it now deals {#}% damage to the first enemy hit and an additional {#}% damage distributed among up to 5 enemies around them. |
Charged Bolts
| Mana Cost | 25 |
| Lucky Hit Chance | 20% |
| Damage Type | Lightning |
| Description | Release 3 bolts of piercing lightning that course along the ground, dealing {#}% damage each. |
| Enchantment Effect | When you Stun an enemy, there is a 40% chance to release 3 Charged Bolts from them. |
| Modifiers | Description |
|---|---|
| Weaken (Group 1) | Charged Bolts Weakens enemies for 6 seconds. Charged Bolts releases 1 additional bolt. |
| Damage Bonus (Group 1) | Charged Bolts deals 15%[x] increased damage to Close enemies. Charged Bolts releases 1 additional bolt. |
| Movement Speed (Group 2) | Each time you cast Charged Bolts, it gains 4%[x] bolt speed, and you gain 4% Movement Speed for 4 seconds, up to 20%[x]. Charged Bolts releases 1 additional bolt. |
| Cast Speed (Group 2) | Each time you cast Charged Bolts it gains 5%[+] Cast Speed, up to 15%[+]. Moving removes this effect. Charged Bolts releases 1 additional bolt. |
| Surging Charge (Group 3) | Charged Bolts releases 1 additional bolt, plus 1 additional bolt per stack of Ferocity. |
| Overload (Group 3) | Casting Charged Bolts now also discharges Crackling Energy in an electric wave, dealing its damage to all enemies caught in it. Crackling Energy will no longer automatically pulse its last 3 charges. |
| Burn Through (Group 3) | Charged Bolts becomes a Pyromancy Skill, deals Fire damage, and costs 30 Mana. Each bolt no longer pierces and instead releases 2 to 3 explosions on impact, dealing an additional {#}% damage. |
Chain Lightning
| Mana Cost | 20 |
| Lucky Hit Chance | 25% |
| Damage Type | Lightning |
| Description | Unleash a bolt of lightning that chains up to 5 times, dealing {#}% damage. If Chain Lightning fails to chain, 50%[x] of the remaining chain’s damage is dealt as additional damage to the final target. |
| Enchantment Effect | Chain Lightning forms automatically after spending 100 Mana. This effect has a 1 second Cooldown. |
| Modifiers | Description |
|---|---|
| Additional Chains (Group 1) | Chain Lightning gains 1 additional chain. |
| Damage Bonus (Group 1) | Chain Lightning deals 100%[x] increased damage to the first enemy hit. |
| Cost Reduction (Group 2) | Each time Crackling Energy hits an enemy, the Mana cost of your next Chain Lightning is reduced by 1. |
| Critical Strike Chance (Group 2) | Chain Lightning forms a Crackling Energy whenever it Critically Strikes. Chain Lightning gains 5%[+] Critical Strike Chance. |
| Chain Whipping (Group 3) | Chain Lightning gains 20%[+] Cast Speed and its number of chains is doubled. |
| Power Flux (Group 3) | Chain Lightning alternates between chaining to an enemy and to you. When it chains to you, it gains 45%[x] increased damage, up to 180%[x], and does not use a chain. |
| Chain of Cold (Group 3) | Chain Lightning becomes a Frost Skill that deals Cold damage. Chain Lightning Chills by 25% and deals up to 100%[x] increased damage based on how Chilled the enemy is, dealing the maximum damage if they are Frozen. |
Sorceress Defensive Skills
Defensive Skills help to boost the defensive capabilities of the Sorcerer, whether with a Barrier, through Crowd Control, or to escape incoming melee attacks as fast as possible.
Flame Shield
| Cooldown | 20 seconds (Cooldown begins when Invulnerability ends) |
| Lucky Hit Chance | 35% |
| Damage Type | Fire |
| Description | Engulf yourself in flames for 1 second, becoming Immune and dealing {#}% Burning damage over 4 seconds to surrounding enemies. |
| Enchantment Effect | Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds. |
| Modifiers | Description |
|---|---|
| Cooldown Reduction (Group 1) | Flame Shield’s Cooldown is reduced by 4 seconds. |
| Healing (Group 1) | While Flame Shield is active, you heal for 12% of your Maximum Life per second. |
| Overpower (Group 2) | Flame Shield grants 1 stack of Overpower. |
| Duration Bonus (Group 2) | Flame Shield’s duration is increased to 1.5 seconds. |
| Scorch (Group 3) | Flame Shield instantly scorches close enemies, dealing {#}% damage and Immobilizing them for 3 seconds. |
| Firebird (Group 3) | Flame Shield rains down 5 Meteorites per second that deal {#}% damage. |
| Flash (Group 3) | Flame Shield becomes a Shock Skill, deals Sparking damage, and triggers its Cooldown on Cast. Instead of becoming Immune you embody lightning, generating 5 Crackling Energy per second and gaining 35%[x] Movement Speed and 15.0% Dodge. |
Ice Armor
| Cooldown | 20 seconds |
| Description | A Barrier of ice forms around you for 4 seconds, absorbing {#}% of your Maximum Life in damage. |
| Enchantment Effect | Upon getting hit, you have a 5% chance to apply Ice Armor. |
| Modifiers | Description |
|---|---|
| Cooldown Reduction (Group 1) | Ice Armor’s Cooldown is reduced to 16 seconds. |
| Resource Regeneration (Group 1) | Ice Armor grants 5 Mana Regeneration while active. |
| Duration Bonus and Barrier (Group 2) | Ice Armor’s duration is increased to 5 seconds and its Barrier amount is increased by 20%[x]. |
| Frozen and Chill (Group 2) | Close enemies that attack you while Ice Armor is active will be Frozen or Chilled for 10%. |
| Permafrost (Group 3) | Ice Armor grants Unstoppable for 1 second and increases your Armor by 50% while active. |
| Razor Ice (Group 3) | Ice Armor forms 2 Ice Spikes per second under Close enemies that deal {#}% damage. |
| Blast Chill (Group 3) | Ice Armor also applies to Nearby Allies and increases All Resistances by 10%[x]. |
Frost Nova
| Cooldown | 15 seconds |
| Description | Unleash a torrent of frost, Freezing enemies around you for {#} seconds. |
| Enchantment Effect | Lucky Hit: Your Conjuration Skills have a {#}% chance to unleash a Frost Nova when hitting enemies. |
Shimmering Frost Nova | Frost Nova grants {#}% Dodge Chance per enemy hit, up to {#}%. Hitting a Boss gives the maximum amount. For the next {#} seconds, you keep this effect, and successful Dodges generate {#} Mana. |
| Modifiers | Description |
|---|---|
| Size Bonus (Group 1) | Frost Nova’s Size is increased by 50%. |
| Resource Regeneration (Group 1) | Each enemy Frozen by Frost Nova generates 5 Mana. |
| Vulnerable (Group 2) | Frost Nova makes enemies Vulnerable for 4 seconds. |
| Charge (Group 2) | Frost Nova gains 1 additional Charge, but its Cooldown is increased by 6 seconds. |
| Shatter (Group 3) | Enemies that die while Frozen by Frost Nova have a 100% chance to unleash an additional Frost Nova. |
| Cold Front (Group 3) | Frost Nova is now cast at a target location, and each enemy Frozen by it reduces the cooldowns of your Frost Skills by 0.5 seconds. |
| Freezing Mist (Group 3) | Instead of Freezing, Frost Nova forms an aura of frigid mist around you that deals {#}% Frostbite damage over 4 seconds. |
Teleport
| Cooldown | 10 seconds |
| Lucky Hit Chance | 65% |
| Damage Type | Lightning |
| Description | Transform into lightning and surge to the target location, dealing {#}% damage around you upon arrival. |
| Enchantment Effect | Evade is replaced with a short range Teleport on a {#} second cooldown. |
| Modifiers | Description |
|---|---|
| Weaken (Group 1) | Teleport Weakens enemies for 4 seconds. |
| Movement Speed (Group 1) | Teleport increases your Movement Speed by 10%[+] for 4 seconds. |
| Ferocity (Group 2) | Teleport grants 2 stacks of Ferocity if it hits an enemy. |
| Crackling Energy (Group 2) | Teleport forms 2 Crackling Energy at the ending location. |
| Electrobolt (Group 3) | Teleport pulls in all Close Crackling Energy and reduces the Cooldown of the next Teleport by 0.30 seconds per Crackling Energy gained this way. |
| Wormhole (Group 3) | Teleport Stuns enemies hit for 0.50 seconds, and there is a 2 second window where you can cast Teleport again. |
| Blaze (Group 3) | Teleport becomes a Pyromancy Skill that deals {#}% Fire damage. Teleport now only dashes you forward a short distance and will consume 1 stack of Overpower to refund its Cooldown. |
Sorceress Conjuration Skills
Conjuration Skills include the summoning skills of the Sorcerer. Summoned minions only last for a short time and do not move. However, they will still help with dealing damage while casting other spells or on the move.
Hydra
| Mana Cost | 20 |
| Lucky Hit Chance | 5% |
| Damage Type | Fire |
| Description | Summon a 3-headed hydras for 10 seconds. Each head spits fire enemies, dealing {#}% damage. You may have up to 1 Hydra active at a time. |
| Enchantment Effect | After spending 200 Mana, a 5-headed Hydra spawns for 10 seconds. |
| Modifiers | Description |
|---|---|
| Healing (Group 1) | Hydra heals you for 1% of your Maximum Life each time it deals damage. |
| Overpower (Group 1) | Hydra gains 1 head for every 3 Overpower you have on Cast. |
| Cast Speed (Group 2) | Hydra gains 50% Cast Speed, but its duration is reduced to 8 seconds. |
| Cooldown Reduction (Group 2) | Hydra reduces the Cooldown of a random Skill by 0.3 seconds whenever it attacks. |
| Bathed in Flame (Group 3) | Hydra is bathed in flame, dealing {#}% Burning damage per second to surrounding enemies. Hydra’s attacks now instead deal {#}% Burning damage over 4 seconds. |
| Behemoth (Group 3) | Hydra summons a massive 1-headed Hydra that spits explosive fire and deals 20% increased damage for each extra head it would have hade. Hydra now has a 15 second Cooldown. |
| Frigid Hydra (Group 3) | Hydra becomes a Frost Skill that deals {#}% Cold damage. Hydra’s attacks pierce enemies and Chill for 15%. |
Ice Blades
| Cooldown | 16 seconds |
| Lucky Hit Chance | 15% |
| Damage Type | Cold |
| Description | Conjure blades of ice for {#} seconds that rapidly slash enemies, dealing {#} damage and making them Vulnerable. You may have up to 3 Ice Blades active at a time. |
| Enchantment Effect | For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy. |
| Modifiers | Description |
|---|---|
| Cooldown Reduction (Group 1) | Ice Blades’ Cooldown is reduced by 0.5 seconds each time it attacks an enemy. |
| Area Bonus (Group 1) | Ice Blades now cleave. |
| Cast Speed (Group 2) | Ice Blades gains 50%[+] Cast Speed when attacking Frozen enemies. |
| Duration Bonus (Group 2) | Ice Blade’s duration is increased by 5 seconds. |
| Ice Crack (Group 3) | Every 3rd slash from Ice Blades is an Ice Crack, dealing {#}% damage in a large cone. |
| Frozen Tomb (Group 3) | Ice Blades is now cast at the target location and surrounds it with 3 Ice Blades. Ice Blades Chill enemies for 10%, but their Movement Speed is reduced by 50%. |
| Blazing Blades (Group 3) | Ice Blades becomes a Pyromancy Skill that deals {#}% Fire damage. Ice Blades gain 30% Cast Speed, but drain 5 Mana per attack. |
Lightning Spear
| Cooldown | 20 seconds |
| Lucky Hit Chance | 5% |
| Damage Type | Lightning |
| Description | Summons a spear of lightning that seeks out enemies for 6.0 seconds, dealing {#}% damage per hit. You may have up to 12 Lightning Spears active at a time. |
| Enchantment Effect | Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear. |
| Modifiers | Description |
|---|---|
| Projectile Speed (Group 1) | Lightning Spears move 50% faster. |
| Duration Bonus (Group 1) | When a Lightning Spear Critically Strikes, its duration is increased by 0.1 seconds. |
| Critical Strike (Group 2) | Lightning Spear gains 10% increased Critical Strike Chance. |
| Damage Bonus (Group 2) | Lightning Spear deals 100%[x] increased damage. This bonus is reduced by 10%[x] each time Lightning Spear deals damage to an enemy. |
| Chain Reaction (Group 3) | Lightning Spear arcs to 2 additional surrounding targets dealing {#}% damage. Critical Strikes greatly increase the range of the arcs. |
| Reverse Polarity (Group 3) | Lightning Spear fires 2 spears that deal {#}% damage and Stun enemies for 1.0 second. Enemies can only be Stunned this way once every 5 seconds. |
| Flame Spear (Group 3) | Lightning Spear becomes a Pyromancy Skill, deals {#}% Fire damage, but its Cooldown is increased by 5 seconds. Burning enemies hit by Lightning Spear explode for {#}%. |
Familiar
| Cooldown | 12 seconds |
| Charges | 3 |
| Lucky Hit Chance | 10% |
| Damage Type | Lightning, Cold, Fire |
| Description | Summon a Fire Familiar for 8 seconds. It seeks enemies and periodically explodes, dealing {#}% damage. You may have up to 6 Familiars active at a time. |
| Enchantment Effect | Each time you summon a non-Familiar Conjuration, you have a 25% change to spawn a Familiar of the same element. |
| Modifiers | Description |
|---|---|
| Charge (Group 1) | Familiar gains 1 additional Charge. |
| Size Bonus (Group 1) | Familiar’s explosion radius is increased by 50%. |
| Bonus Effect (Group 2) | Gain a bonus based on the Familiar type when the Familiar explodes: – Fire Familiar: Gain 5%[+] Healing Received for 5 seconds. – Cold Familiar: Gain a Barrier for 5% of your Maximum Life for 5 seconds, up to 30%. – Lightning Familiar: Reduce a random active Cooldown by 0.5 seconds. |
| Duration Bonus (Group 2) | Familiar’s duration is increased by 5 seconds. |
| Healing Flames (Group 3) | Familiar grants 2 stacks of Overpower when summoned and restores 1.0% of your Maximum Life per second while active. |
| Fast As Lightning (Group 3) | Familiar becomes a Shock Skill that deals Lightning damage. Familiar increases your Minimum Ferocity by 1 and grants 2% Cooldown Reduction. |
| Freezing Familiar (Group 3) | Familiar becomes a Frost Skill that deals Cold damage. Familiar Chills for 15% and Weakens enemies for 4 seconds. |
| Prismatic Familiar (Group 3) | Familiar becomes a Pyromancy, Shock, and Frost Skill that summons a stationary Prismatic Familiar. Casting Skill will cause Prismatic Familiar to apply {#}% Frostbite, Sparking, or Burning damage over 4 seconds to surrounding enemies based on the Element Cast. |
Sorceress Mastery Skills
With these skills, the Sorcerer becomes a master of the elements, dealing wide and massive area of effect damage.
Meteor
| Mana Cost | 40 |
| Lucky Hit Chance | 40% |
| Damage Type | Fire |
| Description | Call down a meteor that crashes into enemies, dealing {#}% damage and an additional {#}% Burning damage over 3 seconds. |
| Enchantment Effect | Lucky Hit: Up to an 8% chance for a Meteor to fall on enemies. |
| Modifiers | Description |
|---|---|
| Resource Damage Bonus (Group 1) | Meteor now consumes all your remaining Mana on Cast, dealing 2%[x] increased damage for each point of extra Mana spent. |
| Immobilize (Group 1) | Meteor Immobilizes enemies for 3 seconds on impact. |
| Damage and Size Bonus (Group 2) | Meteor deals 50%[x] increased damage and has a 50%[x] increased Size, but now also has a 15 second Cooldown. |
| Overpower (Group 2) | Meteor’s Impact damage now grants 1 stack of Overpower per enemy hit. |
| Shooting Star (Group 3) | Removes the falling delay of Meteor crashing down. Meteor now deals {#}% impact damage and {#}% Burning damage over 3 seconds. |
| Air Burst (Group 3) | Meteor rains down 6 meteorites before the final impact that each deal {#}% damage, but Meteor no longer deals Burning damage. |
| Comet (Group 3) | Meteor becomes a Frost Skill that deals Cold damage. Meteor calls down an icy Comet that deals {#}% damage and creates an icy mist that inflicts {#}% Frostbite and 50% Chill over 3 seconds. |
Firewall
| Mana Cost | 40 |
| Lucky Hit Chance | 30% |
| Damage Type | Fire |
| Description | Create a wall of fire, dealing {#}% Burning damage over 3.5 seconds. Enemies continue Burning for 1.8 seconds after leaving the wall. |
| Enchantment Effect | Lucky Hit: Up to 25% chance when dealing Burning damage to spawn 2 Firewall for 3 seconds. |
| Modifiers | Description |
|---|---|
| Healing (Group 1) | Firewall heals you for 0.3% of your Maximum Life every second per affected enemy. Every {#} Life healed by Firewall grants you 1 stack of Overpower. |
| Damage Bonus (Group 1) | Firewall deals 75%[x] increased damage, but its duration is reduced by 25%[+]. |
| Cost Reduction (Group 2) | Every 100 Mana spent makes your next Firewall cost no Mana, stacking up to 300 total Mana. |
| Weaken (Group 2) | Firewall Weakens enemies for 2 seconds. |
| Wildfire (Group 3) | Firewall’s Size is increased by 50% and duration increased to 7 seconds. |
| Ring of Fire (Group 3) | Firewall creates a ring of fire that deals {#}% Fire damage over 3.5 seconds, but it now has a 12 second Cooldown. Standing in this ring causes your Direct Damage to inflict this Burning damage to enemies. |
| Grounding (Group 3) | Firewall becomes a Shock Skill, deals {#}% Sparking damage over 3.5 seconds, and costs 30 Mana. Lucky Hit: Up to 25% chance to deal {#}% damage and form a Crackling Energy against enemies affected by Firewall. |
Blizzard
| Mana Cost | 40 |
| Lucky Hit Chance | 33% |
| Damage Type | Cold |
| Description | Call forth a frigid blizzard that deals {#}% Frostbite damage and continually Chills enemies for 100% over 4 seconds. |
| Enchantment Effect | Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds. |
Enhanced Blizzard | Blizzard deals x40% increased damage to Frozen enemies. |
Mage’s Blizzard | Blizzard‘s duration is increased by 4 seconds. |
Wizard’s Blizzard | While you have an active Blizzard, you gain 1 Mana Regeneration for every 20 Maximum Mana. |
| Modifiers | Description |
|---|---|
| Barrier (Group 1) | Blizzard grants you a Barrier that absorbs 0.5% of your Maximum Life for 4 seconds every second for each affected enemy. |
| Damage Bonus (Group 1) | Blizzard deals 30%[x] increased damage to Crowd Controlled enemies. |
| Resource Generation (Group 2) | Blizzard deals 3%[x] increased damage and grants 2 Mana Regeneration for each active Blizzard, up to 10 Mana. |
| Seek and Duration Bonus (Group 2) | Blizzard now seeks enemies and its duration is increased by 50%. |
| Exposure (Group 3) | Blizzard’s duration is increased to 6 seconds and it makes enemies Vulnerable. |
| Hailstorm (Group 3) | Blizzard forms Ice Spikes that explode twice if they hit a Vulnerable enemy, dealing {#}% damage. |
| Static Field (Group 3) | Blizzard becomes a Shock Skill, deals {#}% Sparking damage over 1 second, and costs 15 Mana. Blizzard periodically Stuns enemies for 0.25 seconds. |
Ball Lightning
| Mana Cost | 30 |
| Lucky Hit Chance | 5% |
| Damage Type | Lightning |
| Description | Discharge a ball of lightning that slowly moves forward and continuously zaps enemies, dealing {#}% damage per second. |
| Enchantment Effect | Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning. |
| Modifiers | Description |
|---|---|
| Ferocity (Group 1) | Ball Lightning grants 1 stack of Ferocity. |
| Multiple Projectiles (Group 1) | Ball Lightning has a 20% chance to form a second Ball Lightning. |
| Damage Bonus (Group 2) | Ball Lightning deals 30%[x] increased damage when it hits 3 or fewer enemies. |
| Crackling Energy (Group 2) | Ball Lightning forms 3 Crackling Energy when it dissipates. |
| Attraction (Group 3) | Ball Lightning now deals {#}% damage per second. The ball’s speed is greatly increased while it is not near enemies. |
| Orbital (Group 3) | Ball Lightning orbits you and now deals {#}% damage around you per second. |
| Implosion (Group 3) | Ball Lightning becomes a Pyromancy Skill, deals Fire damage, and has a 12 second Cooldown. Ball Lightning is now cast at the target location and continuously Pull In enemies, dealing {#}% damage over 2 seconds. |
Sorceress Ultimate Skills
Ultimate Skills are powerful skills that have a particularly long cooldown. Ultimate Skills must be built around in order to be effective, and only one Ultimate Skill can be equipped at a time.
Inferno
| Cooldown | 24 seconds |
| Lucky Hit Chance | 10% |
| Damage Type | Fire |
| Description | Summon a fiery serpent that deals {#}% damage and Burns enemies for {#}% damage over 4 seconds, stacking up to 4 times. |
| Modifiers | Description |
|---|---|
| Pull (Group 1) | Inferno continuously pulls enemies towards the center. |
| Overpower (Group 1) | Inferno overfills your Overpower by 2 stacks. |
| Cooldown Reduction (Group 2) | Inferno’s Cooldown is reduced by 12 seconds, but it now also costs 30 Mana. |
| Direct Damage Bonus (Group 2) | Inferno’s Burning damage is now converted to direct Fire damage, allowing it to Critically Strike. Inferno deals 20% increased Critical Strike Damage. |
| Living Bomb (Group 3) | Inferno’s Burning duration is increased to 8 seconds. Enemies killed by Inferno explode, dealing {#}% damage. |
| Meteor Shower (Group 3) | Inferno triggers Meteorites that deal {#}% to enemies and Immobilize them for 1 second. |
| Lifecoil (Group 3) | Inferno now forms around you and follows you, healing you for 50% of your Maximum Life per second. |
Deep Freeze
| Cooldown | 60 seconds |
| Lucky Hit Chance | 5% |
| Damage Type | Cold |
| Description | Encase yourself in ice and become Immune for 4 seconds, Chilling surrounding enemies for 34%, and continuously dealing {#}% damage to them. When Deep Freeze ends, you explode for an additional {#}% damage. Casting Deep Freeze again ends the effect early. |
| Modifiers | Description |
|---|---|
| Duration (Group 1) | Increases the duration to 5 seconds. |
| Vulnerable and Weakened (Group 1) | Damage makes enemies Vulnerable and Weakened for 8 seconds. |
| Cooldown with Barrier (Group 2) | Cooldown speed is increased by 50% while you have a Barrier. |
| Reduce Cooldown (Group 2) | Reduces your Cooldowns by 1 second and generate 8 Mana every second while active. |
| Frigid Ward (Group 3) | Deep Freeze forms a Barrier that absorbs {#} damage very second while active. This Barrier grants 10 Mana Regeneration. |
| Bonechill (Group 3) | Deep Freeze’s continuous and final explosion damage become Frostbite damage that deals {#}% and {#}% damage over 4 seconds respectively. This Frostbite damage Chills for 100% over 4 seconds and will remove Unstoppable from enemies. |
| Glacier (Group 3) | Instead of encasing yourself and becoming Immune, Deep Freeze now forms at the target location dealing {#}% damage continuously and {#}% explosion damage. You remain free to act during the duration and Deep Freeze now has 3 charges. |
Unstable Currents
| Cooldown | 120 seconds |
| Description | Lightning surges within you for 10 seconds. Whenever you Cast, trigger a random Skill: – Ball Lightning – Chain Lightning – Charged Bolts – Lightning Spear |
| Modifiers | Description |
|---|---|
| Ferocity (Group 1) | Unstable Currents increases your Minimum and Maximum Ferocity by 2. |
| Cooldown Reduction (Group 1) | Unstable Currents’ Cooldown is reduced to 100 seconds. |
| Cost Reduction (Group 2) | Unstable Currents reduces your Mana costs by 5. |
| Damage Bonus (Group 2) | Unstable Currents increases your Shock Skill damage by 20%[x]. |
| Ramping Currents (Group 3) | Unstable Currents now has a 25% chance to trigger twice. |
| Boundless (Group 3) | While Unstable Currents is active, gain the following bonuses: – Lucky Hit: Up to 25% chance to form a Crackling Energy. – Increases Shock Skill damage by 2.5%[x] and reduces Unstable Currents’ Cooldown by 0.1 seconds when absorbing Crackling Energy. – Automatically absorb Nearby Crackling Energy. |
| Thunder God (Group 3) | Unstable Currents now triggers equipped Shock Skills that deal 50%[x] increased damage, but the same Skill cannot be triggered more than once every 1 second. |
Sorceress Dismount Skill
While mounted, the Sorcerer has access to a unique Dismount Ability, which causes them to turn into an ice storm that Freezes enemies in their path. Players who are struck by an enemy are automatically dismounted and are unable to use their Dismount Ability until they mount back.
















