Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.
Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.

Curses a group of enemies, increasing the non-magic damage they receive.
Amplify Damage is the Necromancer's level 1 curse (Curses tree, no prerequisite; it unlocks Weaken and Iron Maiden). Everything cursed inside its radius loses 100% of its physical damage resistance for the duration, so physical hits land for double what the monster's own resistance would otherwise leave. The 100% is fixed; levels only buy radius and duration, and the mana cost is a flat 4.
| Level | Mana | Duration | Radius |
|---|---|---|---|
| 1 | 4 | 8 seconds | 2 yards |
| 2 | 4 | 11 seconds | 2.67 yards |
| 3 | 4 | 14 seconds | 3.33 yards |
| 4 | 4 | 17 seconds | 4 yards |
| 5 | 4 | 20 seconds | 4.67 yards |
| 6 | 4 | 23 seconds | 5.33 yards |
| 7 | 4 | 26 seconds | 6 yards |
| 8 | 4 | 29 seconds | 6.67 yards |
| 9 | 4 | 32 seconds | 7.33 yards |
| 10 | 4 | 35 seconds | 8 yards |
| 11 | 4 | 38 seconds | 8.67 yards |
| 12 | 4 | 41 seconds | 9.33 yards |
| 13 | 4 | 44 seconds | 10 yards |
| 14 | 4 | 47 seconds | 10.67 yards |
| 15 | 4 | 50 seconds | 11.33 yards |
| 16 | 4 | 53 seconds | 12 yards |
| 17 | 4 | 56 seconds | 12.67 yards |
| 18 | 4 | 59 seconds | 13.33 yards |
| 19 | 4 | 62 seconds | 14 yards |
| 20 | 4 | 65 seconds | 14.67 yards |
| 21 | 4 | 68 seconds | 15.33 yards |
| 22 | 4 | 71 seconds | 16 yards |
| 23 | 4 | 74 seconds | 16.67 yards |
| 24 | 4 | 77 seconds | 17.33 yards |
| 25 | 4 | 80 seconds | 18 yards |
| 26 | 4 | 83 seconds | 18.67 yards |
| 27 | 4 | 86 seconds | 19.33 yards |
| 28 | 4 | 89 seconds | 20 yards |
| 29 | 4 | 92 seconds | 20.67 yards |
| 30 | 4 | 95 seconds | 21.33 yards |
damageresist set to −par5, and Param5 is 100 (skills.txt, "Damage Resistance %"). No level changes it, so the tooltip's "Damage Taken: +100%" line is the same from level 1 to level 30.Both the duration (ln34) and the radius (ln12) read the skill's full level, so +skills from items count toward them. Nothing on the page reads hard points only.
Amplify Damage is a cast curse: it does not roll against attack rating, it simply applies the amplifydamage state to every eligible monster in the radius around the targeted point. A monster can carry one curse at a time, so a later curse of any kind replaces it. While the state is on, the target's physical damage resistance is read 100 points lower in the defender's chain described at Taking Damage and Dealing Physical Damage: a monster at 0% resistance takes physical damage at 200% of normal, a monster at 50% is pushed to −50% and takes 150%.
Against a monster that is immune to physical the −100% is cut to a fifth, −20%, which is not enough to break a 100% immunity on its own. The Basin notes that this reduction is applied to the undead before Sanctuary's effect. In Diablo II: Resurrected the curse works at its full −100% on a monster whose immunity has been sundered.
The curse only touches physical ("non-magic") damage. Fire, cold, lightning, poison and magic damage are not changed; that is Lower Resist's job. Because the curse works on the monster's resistance, it raises every source of physical damage at once: your own melee, a mercenary's, summons', and Corpse Explosion's physical half.
No synergies: Amplify Damage has no synergy lines in skilldesc.txt and feeds none. Its only scaling is the level itself, and since both lines read lvl, a +1 to all skills or to Curses is worth exactly one hard point: +3 seconds and +0.67 yards. A hard point past 1 buys nothing that an item cannot.
A player's hit on another player is cut to 17% of its value (difficultylevels.txt PlayerDamagePercentVSPlayer) before anything else, and that happens before the cursed player's resistance is read, so the −100% applies to the reduced hit. The Basin's page records no other player-versus-player rule for this curse. See Player versus Player.
Written from the game's tables (build 3.3.93847) and the cited pages; a per-level table is computed from skills.txt and skilldesc.txt by the same evaluator the skill pages use. A “legacy rule” is a published engine rule no table proves; a “game table” is read from the table named. · Report incorrect data