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.

When active, aura damages nearby enemies with heavenly flames adds fire damage to your attack.
Holy Fire is a level 6 Paladin Offensive Aura that requires Might and opens Holy Freeze. It does two things at once: a pulse of fire damage to every enemy in its radius every two seconds, and fire damage added to the caster's attacks. Two numbers decide it: the pulse, 1–6 at level 1 and 32–88 at level 20 at melee range, and the weapon fire, 6–18 at level 1 and 195–264 at level 20, which is six times the pulse.
| Level | Radius | Fire Damage min | Fire Damage max | Fire Damage to your Attack min | Fire Damage to your Attack max |
|---|---|---|---|---|---|
| 1 | 4 yards | 1 | 6 | 6 | 18 |
| 2 | 4.67 yards | 1 | 8 | 9 | 24 |
| 3 | 5.33 yards | 2 | 10 | 12 | 30 |
| 4 | 6 yards | 2 | 12 | 15 | 36 |
| 5 | 6.67 yards | 3 | 14 | 18 | 42 |
| 6 | 7.33 yards | 3 | 16 | 21 | 48 |
| 7 | 8 yards | 4 | 18 | 24 | 54 |
| 8 | 8.67 yards | 4 | 20 | 27 | 60 |
| 9 | 9.33 yards | 6 | 24 | 39 | 75 |
| 10 | 10 yards | 8 | 30 | 51 | 90 |
| 11 | 10.67 yards | 10 | 34 | 63 | 105 |
| 12 | 11.33 yards | 12 | 40 | 75 | 120 |
| 13 | 12 yards | 14 | 44 | 87 | 135 |
| 14 | 12.67 yards | 16 | 50 | 99 | 150 |
| 15 | 13.33 yards | 18 | 54 | 111 | 165 |
| 16 | 14 yards | 20 | 60 | 123 | 180 |
| 17 | 14.67 yards | 23 | 66 | 141 | 201 |
| 18 | 15.33 yards | 26 | 74 | 159 | 222 |
| 19 | 16 yards | 29 | 80 | 177 | 243 |
| 20 | 16.67 yards | 32 | 88 | 195 | 264 |
| 21 | 17.33 yards | 35 | 94 | 213 | 285 |
| 22 | 18 yards | 38 | 102 | 231 | 306 |
| 23 | 18.67 yards | 42 | 110 | 252 | 330 |
| 24 | 19.33 yards | 45 | 118 | 273 | 354 |
| 25 | 20 yards | 49 | 126 | 294 | 378 |
| 26 | 20.67 yards | 52 | 134 | 315 | 402 |
| 27 | 21.33 yards | 56 | 142 | 336 | 426 |
| 28 | 22 yards | 59 | 150 | 357 | 450 |
| 29 | 22.67 yards | 63 | 158 | 381 | 477 |
| 30 | 23.33 yards | 67 | 168 | 405 | 504 |
The pulse comes from the EMin/EMax columns and their five brackets, read at the row's HitShift 7 (half a point a step): the minimum is 2 at level 1, +1 a level to level 8, +4 to 16, +6 to 22, +7 to 28 and +8 past that, all halved; the maximum is 6 at level 1, then +2, +5, +7, +8 and +9 over the same brackets, halved. The tooltip's maximum is then doubled by Param6 (100%): the table calls it "Area Damage % Range Scaling", from 100% at the edge of the radius to 200% at the caster, and the Basin confirms the displayed maximum assumes melee range. The weapon fire is the pulse times Param5 6, before the pulse is rounded (which is why level 20 reads 195, not 192). The radius is Param1 6 plus Param2 1 a level, times two thirds for yards: 4 yards at level 1, 16 2/3 at level 20. An aura costs no mana. Every line reads lvl, so +skills from gear and an Aura When Equipped item count.
Holy Fire is an aura with the row's holyfire state and no hit check. The pulse is applied on the aura's period, perdelay 50 frames: the Basin says every two seconds, to every hostile in the radius, and that a target inside several Holy Fire auras takes all of them. The pulse's damage grows with proximity in the current game, up to double at melee range. The weapon fire is the row's two passive stats, firemindam and firemaxdam, added to the caster's attacks only (the Basin: only the supplier gets it), and the Basin says it is added to both the arrows and the explosions of Exploding Arrow and Immolation Arrow.
Both parts are fire damage, reduced by the target's fire resistance (Resistances and Immunities, Dealing Elemental Damage). The Basin's page gives the order for Fire Skill Damage from items: it is applied to the skill's damage before that is added to the weapon, and then a second time to the attack, melee or ranged in the current game.
The pulse is 32–88 at level 20 only at melee range: at the edge of the 16 2/3-yard radius the same pulse is 32–44.
The Basin's page lists the other suppliers: an Aura Enchanted unique monster carries a Holy Fire of level max(mlvl ÷ 6, 1).
Two skills feed Holy Fire, both read as hard points (blvl), through the row's EDmgSymPerCalc:
Twenty hard points in Resist Fire add +420% to both the pulse and the weapon fire; twenty in Salvation add +200%. The Basin's older page had the rates at 18% and 6%; the current table reads 21 and 10. Holy Fire feeds nothing, and the Paladin has no masteries.
A player's hit on another player is cut to 17% of its value (difficultylevels.txt PlayerDamagePercentVSPlayer) before anything else, see Player versus Player; the pulse and the weapon fire are each cut. The Basin's page adds nothing else about players.
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