Lightning Based Spells



Charged Bolt: Level 1
Requirements= None
"Creates multiple, randomly directed bolts of electrical energy". Discharges a cluster of lighting which travels a fair distance off the screen. When a cluster comes into contact with any in its path it will attach itself to them, crackle for a second or two, administering lightning damage. This skill has been effective throughout Act I during beta testing. Add an 'Apprentice' ring to increase casting rate and you can fill an entire room from the doorway with this in a matter of seconds. Lightning Damage: Starts at 2-4 and increases by 1 to min and max Bolts: Starts at 3 and rises by 1 bolt Mana Usage: Starts at 2.9 and increases by 0.3 or 0.4

Static Field: Level 6
Requirements= None
"Reduces life of all nearby enemies by one third". A close proximity charge of static travels up the bodies of your foe. This is a must quite frankly. Each discharge will reduce the hit points of a foe by 1 third but it's fairly costly at 9 mana. An efficient method of use, and perhaps a bit of a cheese, is to fire this one off a few times before entering a room. It will reach behind closed doors, walls or any obstacle so before even entering the fray you have half dead monsters waiting for you. Radius increases at a fair distance also which again adds to the cheese-factor, firing this one off in a corridor can damage foe in rooms either side of you in one go. As you'll see from the second two screenshots illustrating a level 3 Static Field, cast this in one room affecting foe in another room, this skill is just a little too convenient. Could do with some attention as far as balancing is concerned. Weakens: Remains at 33% Radius: Starts at 5.3 yards and increases by 2.0 yards Mana Usages: Remains at 9

Telekinesis: Level 6
Requirements= None
"Use the power of your mind to pick up items, use objects, and shove enemies ". Originally it was said that line of sight would affect this skill but during beta testing we have found that that is not a factor. You can manipulate some objects {such as barrels and chests} in adjacent rooms to which the doors are closed but you can not pick up objects unless they are in your line of sight. During beta testing in Act I, it's only real use was cracking open barrels at a safe distance to ensure exploding ones didn't inflict any damage. Other than that it was of no use. Perhaps in later acts, door opening or lever pulling from a distance may be of tactical advantage and this is when it'll come in useful. Telekinesis does cause some minor damage but there are better skills, causing more damage from a distance. Magic Damage: Starts at 1-2 and increases by 1 to min and max Mana Usage: Starts at 5 and decreases by 0.5

Nova: Level 12
Requirements= Static Field {6}
"Cast a ring of pure electricity & shock all those nearby who oppose you". A solid, rapid ring of lightning radiates, attaching small crackling clusters of electricity to all it passes over. As a ring, this is of most use when foe are approaching from all directions, or when hemmed in a corner. The high mana cost is offset by the high amount of damage it causes to multiple enemies in one burst. Certainly, in Act I, there were no foe that failed to fall to a few bursts of even a level 2 ring of Nova. Lightning Damage: Starts at 1-20 and increases by 7 to min and max Mana Usage: Starts at 15 and increases by 1

Lightning: Level 12
Requirements= Charged Bolt {1}
"Harness, focus, and direct the electrical power of nature to lay waste to your enemies". A beaut of a skill this one. Goes right for the gut and through it onto the next for that matter. A single stream of lightning courses through the air hitting and passing through whoever is in its path. If the foe are lined up, or en masse the chances are the Sorceress can take out multiple enemies for the price of one. As you'll see from the screenshots, it's not a terribly wide vein of energy so there's some skill it ensuring you don't miss, wasting valuable mana on thin air. A single click of the mouse button will issue a short burst and keeping the button pressed will cause repeat bursts, each costing 9 points of mana. Thin tendrils of energy will catch foe not in the main stream, but for more area coverage the Sorceress needs Chain Lightning. Lightning Damage: Starts at 1-40 and increases by 8 to min and max. Mana Usage: Remains at 9

Chain Lightning: Level 18
Requirements= Charged Bolt {1} Lighting {12}
"Cast a retargeting bolt of lightning". Visually very different to regular Lightning. This one curls around its prey, jumping from creature to creature. More points in this skill will create further streams of lightning enabling it to affect more creatures at once.

Teleport: Level 18
Requirements= Telekinesis {6}
"Instantly jump to target". Literally a life-saver in Diablo so it's just as well they have included it here enabling the Sorceress to escape an overpowering mob. As with 'Telekinesis' she will only be able to teleport to destinations within her line of sight, no hopping over walls into someone's lair as a dare:). You can see from the screenshot that the graphic has improved greatly with an electrical charge overhead which travels down her body.

Thunder Storm: Level 24
Requirements= Charged Bolt {1} Static Field {6} Nova {12} Lightning {12} Chain Lightning {18}
"Causes a thunder storm". Will cause a thunder storm that periodically hits a nearby target with a bolt of lightning.

Energy Shield: Level 24
Requirements= Charged Bolt {1} Telekinesis {6} Lightning {12} Chain Lightning {18} Teleport {18}
"A shield of energy protects you". Similar to the Mana Shield from Diablo but slightly modified. Mana will be depleted for all magical attacks and around half of physical damage also.

Lightning: Level 30
Requirements= None
Passive. "Reduces the cost of lightning spells". By "cost" they refer to mana consumption per cast is reduced. The lightning damage inflicted and duration are not improved.



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