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.

Increased accuracy and damage at the cost of life.
Sacrifice is the Paladin's level 1 Combat skill, with no prerequisite, and the road to Zeal. It is a single melee attack that trades a share of the physical damage it deals for your own life. Two numbers decide it: the damage bonus, +180% at level 1 and +465% at level 20, and the self-damage, 8% of the physical damage you deal at level 1, shrinking to 2% at level 20.
| Level | Damage: + | Attack Rating: + | #% damage to Self |
|---|---|---|---|
| 1 | 180% | 20% | 8% damage to Self |
| 2 | 195% | 27% | 8% damage to Self |
| 3 | 210% | 34% | 7% damage to Self |
| 4 | 225% | 41% | 7% damage to Self |
| 5 | 240% | 48% | 7% damage to Self |
| 6 | 255% | 55% | 6% damage to Self |
| 7 | 270% | 62% | 6% damage to Self |
| 8 | 285% | 69% | 6% damage to Self |
| 9 | 300% | 76% | 5% damage to Self |
| 10 | 315% | 83% | 5% damage to Self |
| 11 | 330% | 90% | 5% damage to Self |
| 12 | 345% | 97% | 4% damage to Self |
| 13 | 360% | 104% | 4% damage to Self |
| 14 | 375% | 111% | 4% damage to Self |
| 15 | 390% | 118% | 3% damage to Self |
| 16 | 405% | 125% | 3% damage to Self |
| 17 | 420% | 132% | 3% damage to Self |
| 18 | 435% | 139% | 2% damage to Self |
| 19 | 450% | 146% | 2% damage to Self |
| 20 | 465% | 153% | 2% damage to Self |
| 21 | 480% | 160% | 1% damage to Self |
| 22 | 495% | 167% | 1% damage to Self |
| 23 | 510% | 174% | 1% damage to Self |
| 24 | 525% | 181% | 1% damage to Self |
| 25 | 540% | 188% | 1% damage to Self |
| 26 | 555% | 195% | 1% damage to Self |
| 27 | 570% | 202% | 1% damage to Self |
| 28 | 585% | 209% | 1% damage to Self |
| 29 | 600% | 216% | 1% damage to Self |
| 30 | 615% | 223% | 1% damage to Self |
Damage: + is read at 0 points in Redemption and Fanaticism.
The damage bonus is Param1 180 as the baseline and Param2 +15 a level, so level 20 reaches 465% and a level 30 Sacrifice from +skills 615%. The attack-rating bonus is ToHit 20 plus LevToHit 7 a level: +153% at level 20. Both lines read lvl, so +skills on gear count. The mana column is 0 at every level; Sacrifice costs nothing.
The self-damage is the table's max(par6, par5 − lvl ÷ par3): Param5 8 as the baseline, minus one point for every three levels (Param3, integer division), never below Param6 1. That gives 8% at level 1, 5% at level 10, 2% at level 20 and 1% from level 22 on. This line also reads lvl, so +skills lower it. The Basin's page, from the older game, prints a flat 8% at every level; the current table is what the game uses.
Sacrifice is an ordinary melee attack: it needs a hit check against the target's defense (Chance to Hit), it uses the weapon's damage with the bonus applied as skill damage (Dealing Physical Damage), and it has no elemental part. What makes it different is the blood price, and the Basin's page spells out what the price is based on:
Life Stolen and Life Tap are applied after the self-damage. If the self-damage takes your life below zero you die before the leech heals you.
The Basin's advice follows from the rule: treat your maximum life as reduced by the self-damage share of your maximum physical damage, and keep the range between minimum and maximum damage narrow.
Two skills feed Sacrifice, both read as hard points (blvl, so +skills do not help them):
Twenty hard points in Redemption add +300% and twenty in Fanaticism add +100%, so a maxed Sacrifice with both reads +865%. Sacrifice in turn gives Zeal +12% damage a hard point. The Paladin has no masteries; the self-damage has no synergy.
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 self-damage is a share of the physical damage actually dealt, so it shrinks with the hit. 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