Sorceress Items
Diablo II Items [e] | |
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Weapons | |
Axes • Bows • Crossbows • Daggers • Javelins • Maces • Polearms • Scepters • Spears • Staves • Swords • Throwing • Wands | |
Armor | |
Belts • Body Armor • Boots • Circlets • Gloves • Helms • Shields | |
Class-specific | |
Assassin Items • Amazon Items • Barbarian Items • Druid Items • Necromancer Items • Paladin Items • Sorceress Items | |
Other | |
Charms • Class Items • Crafted • Horadric Cube • Runes • Set Items • Uniques • Jewels • Sockets | |
Guides and Stats | |
Calculations • Gambling • Item Generation • Modifiers • Runewords • Quest Items • Potions • Ethereal • Gems • Base Item Levels • Misc |
Contents
Introduction
Class-specific items are much like other items. They have a variety of stats and types, can be found magical, Rare, Unique, and sometimes in Sets as well. The real difference is that these items can only be used by one character class, and they can have random bonuses to individual skills, much like the ones you see on wands/staves/scepters in Diablo II. This is in contrast with magic items possessing class-specific Skill Level and Sorceress Skill Tree prefixes, which may be used by classes other than the Sorceress without benefiting from the skill modifiers, and Staves, which can possess inherent bonuses of +1-3 skill points to up to three Sorceress skills from any of her skill trees.
Sorceresses have Orbs in the Expansion. Orbs are basically one-handed staves, so Sorceresses can now get +skills while still using a shield. Of course with blocking so nerfed for non-Dexterity characters, these aren't quite the god-send they would have been in Diablo II. All orbs have an inherent bonus to mana or life, usually +15-25 hit points.
No orbs currently have any sockets, nor can you even add one with the Socketing quest reward. Also all orbs are magical or better now, the inherent bonus always makes the orb count as magical. No normal orbs and no socketed orbs = no RuneWord orbs.
Inherent Bonuses
Sorceress Orbs have a lot of potential inherent bonuses. One (and only one) of the modifiers in the table below should be found on every orb. You will just see the stats, not the actual modifier by name. These are inherent properties; and will usually appear on every type of orb, from non-magical to rare, crafted, and unique. The monster dropping the orb must of course be a high enough level to drop the inherent bonus for it to occur, as with all items and modifiers.
You can get other magical affixes in the same families, so you could get +45 life from "of the mammoth" on a Rare Orb, and get +33 life inherently on the same orb, and it would display as "+88 life", adding them together. On Rare orbs it's not uncommon to get +life and +mana, and you have no way to tell which is from an affix and which from the inherent property. Not that it really matters.
In addition to these inherent +mana/life bonuses, all Orbs can have 1-3 random +1-3 levels to any skill from any of her skill trees.
- Damage Bonus: Extra damage based on the physical damage of a weapon. Each point in strength adds 1% of the orb's total physical damage as a bonus. Not that anyone is using orbs for their melee damage.
- Weapon Speed: A relative comparison to other weapons of the same type. 0 is the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is equivalent to an SIAS item, 20 is IAS, etc.
- Range: Goes from 1 (least) to 5 (most). All Orbs have 1 range, the same as most other one-handed weapons and the least of any items in the game.
- Item Level: Used in many in-game calculations. Monsters must be of this level to drop the item, and it factors in when you get to gamble for this item type as well.
- Clvl Req: Your character must be this level or higher to equip the Orb.
- You can not gamble any Uniques in the Expansion, they must be found.
Normal
Orb Type | Inherent Bonuses (Every Orb will have 1 of these. The odds assume the orb was dropped by a monster of lvl 67 or higher.) |
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Eagle Orb Sacred Globe Smoked-Sphere Clasped Orb Jared's Stone |
17.1% - of the Jackal, +1-5 life, Ilvl 1, Clvl 3. 11.4% - Lizard's, +1-5 mana, Ilvl 3, Clvl 2. |
- No Sorceress Orb can have a socket now, even added with the socketing quest.
Exceptional
Exceptional Orbs can only be found starting in Act 4 or 5 normal, and then more commonly through Nightmare and Hell. No types of orbs can ever be gambled.
Orb Type | Inherent Bonuses (Every Orb will have 1 of these. The odds assume the orb was dropped by a monster of lvl 67 or higher.) |
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Glowing Orb Crystalline-Globe Cloudy Sphere Sparkling Ball Swirling Crystal |
17.1% - of the Jackal, +1-5 hps, Ilvl 1, Clvl 3. 11.4% - Lizard's, +1-5 mana, Ilvl 3, Clvl 2. |
Elite
Elite Orbs can only be found starting in mid-Act 3 Nightmare for the lower quality ones, and then all types of Orbs can be dropped through Acts 4-5/Nightmare, and all of Hell difficulty. They can also be gambled, but only very rarely by high level characters
Item | Inherent Bonuses (Every Orb will have 1 of these. The odds assume the orb was dropped by a monster of lvl 67 or higher.) |
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Heavenly Stone Eldritch Orb Demon Heart Vortex Orb Dimensional-Shard |
17.1% - of the Jackal, +1-5 hps, ilvl 1, Clvl 3. 11.4% - Lizard's, +1-5 mana, ilvl 3, Clvl 2. |
Uniques
1.08 Statistics
- The Oculus: +2 To Sorceress Skill Levels, +0.5 To Mana per Clvl, 3% Chance To Cast lvl 10 Teleport When Struck, Hit Slows Target By 20%, +2 Mana After Each Kill, Adds 10-20 Lightning Damage
Set Items
Item | Item Name | Attributes | Special Properties |
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Tal Rasha's Lidless Eye Swirling Crystal (Exceptional Jared's Stone) |
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Further Reading
Check out the Unique Items Section for all other uniques.