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.

Lay a sigil on the ground that hastens the death of injured enemies in a violent explosion.
Sigil: Death is the Warlock's third sigil (Chaos Skills, level 24, requires Sigil: Rancor, unlocks Apocalypse with Flame Wave). It places a sigil missile on the ground, sigildeathsmall, sigildeathmedium or sigildeathlarge by level, and every enemy inside gets the sigildeath state: when a hit leaves it under a share of its life, it dies and explodes. The numbers that decide it are the thresholds, 13% of life for normal monsters and 10% for champions, uniques and super uniques, at every level.
| Level | Mana | Radius |
|---|---|---|
| 1 | 10 | 4 yards |
| 2 | 10.50 | 4 yards |
| 3 | 11 | 4 yards |
| 4 | 11.50 | 4 yards |
| 5 | 12 | 4 yards |
| 6 | 12.50 | 4 yards |
| 7 | 13 | 4 yards |
| 8 | 13.50 | 4 yards |
| 9 | 14 | 4 yards |
| 10 | 14.50 | 6 yards |
| 11 | 15 | 6 yards |
| 12 | 15.50 | 6 yards |
| 13 | 16 | 6 yards |
| 14 | 16.50 | 6 yards |
| 15 | 17 | 6 yards |
| 16 | 17.50 | 6 yards |
| 17 | 18 | 6 yards |
| 18 | 18.50 | 6 yards |
| 19 | 19 | 6 yards |
| 20 | 19.50 | 8 yards |
| 21 | 20 | 8 yards |
| 22 | 20.50 | 8 yards |
| 23 | 21 | 8 yards |
| 24 | 21.50 | 8 yards |
| 25 | 22 | 8 yards |
| 26 | 22.50 | 8 yards |
| 27 | 23 | 8 yards |
| 28 | 23.50 | 8 yards |
| 29 | 24 | 8 yards |
| 30 | 24.50 | 8 yards |
aurarangecalc, (lvl >= 20) ? 8 : (lvl >= 10) ? 6 : 4: 4 yards at levels 1 to 9, 6 from level 10 and 8 from level 20. prgcalc1 picks the small, medium or large missile by the same brackets. Param5 (7, "Radius") and Param6 (0) are not read by the range calc.ln12, Param1 (13, "HP % to kill normal monsters") plus Param2 (0) a level, and ln34, Param3 (10, "% HP to kill champion, unique, and superunique monsters") plus Param4 (0) a level. Both are flat, 13% and 10%, so they are stated here rather than in the table; the tooltip prints the 13%.sumskill1) at Sigil: Death's own level (sumsk1calc); that row is not among this page's facts, so the explosion's figures are not given here. Its element is fire (EType fire on this row).sigildeathsmall row of missiles.txt (its range), not this skill's row, so this page cannot compute it.The radius reads lvl, so +skills from items count, and the explosion skill is summoned at lvl too. There is no synergy term on the row.
The sigil is a missile on the ground with the sigil aura state; the state it puts on enemies is sigildeath with a length of 12 frames (auralencalc 12, under half a second), so it holds only while the sigil keeps renewing it on an enemy standing inside. The state has four events: damagedinmelee and damagedbymissile (both func 34) check the thresholds when the enemy is hit in melee or by a missile, install (func 34) checks them when the state is first applied, and killed (func 33) fires the explosion, the summoned Sigil Death Explosion, when the enemy dies. The four aurastatcalc values on the row (100, 0, 1, 1) name no stat. The row has no damage, ToHit or SrcDam column of its own: the sigil's hit is the explosion skill's.
The thresholds do not grow: 13% and 10% at level 1 and at level 20. Levels buy radius at 10 and 20 and raise the level of the summoned explosion.
No synergies: the row has no synergy calc and the skilldesc has no dsc3 line. Sigil: Death in turn feeds Hex: Purge, where each hard point adds +1% to the chance that a hit on a warped target erupts (that row's Param10 ÷ 100). +skills count for the radius and for the level the explosion is summoned at; only hard points count for the Hex: Purge line. There is no mastery line on the row.
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 explosion's fire damage is cut the same way. The table's comments describe the 13% and 10% thresholds as monster thresholds and give no player value.
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