D2R Terror Zones Act 2 Normal Nightmare Hell

List of D2R Act 2 Terror Zones

  1. Sewers
  2. Rocky Waste and Stony Tomb
  3. Dry Hills and Halls of the Dead
  4. Far Oasis
  5. Lost City, Valley of Snakes, and Claw Viper Temple
  6. Arcane Sanctuary
  7. Tal Rasha's Tombs

Terror Zone Difficulty

Normal

  • Base: +2 levels up to level 45
  • Champion: +4 levels up to level 47
  • Unique: +5 levels up to level 48

Nightmare

  • Base: +2 levels up to level 71
  • Champion: +4 levels up to level 73
  • Unique: +5 levels up to level 74

Hell

  • Base: +2 levels up to level 96
  • Champion: +4 levels up to level 98
  • Unique: +5 levels up to level 99

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D2R Terror Zone Difficulty

The journey to level 99 is a celebrated experience for players and quite the milestone if achieved—a rite of passage, even. We want to offer an alternative to repeatedly farming Baal, Diablo, or Nihlathak. We also want the journey to level 99 to be accessible to a larger population of players, full of variety, and most importantly, challenging—this is where Terror Zones come in. As we get into details, please note that players can choose to opt-out of Terror Zones if desired.

When playing a Terror Zone-enabled game, every hour, the armies of the Burning Hells will focus their demonic might on specific zones, terrorizing them. The monsters in these zones will be at least two levels higher than your current level or their original level, up to a maximum per difficulty. The experience received and the loot dropped by killing a terrorized monster will be based on this new level. In addition, terrorized monsters will also grant additional experience points.

Upon entering a Terror Zone-enabled game, you'll be informed of the current terrorized areas through a message sent to you via the Chat Box. When the time for new terrorized zones draws near, you will be informed of the impending changes via the Chat Box.

In addition, you will be informed that you’re entering a terrorized area by several indicators:

  • Unique iconography next to a terrorized monster's name
  • On-screen text and messaging
  • Special audio cue
  • In-game text on the auto-map

Developer Comments

The dominant driver of these changes was mob density. Fully clearing a zone is more beneficial in a Terrorized zone, but this becomes less efficient if the density of a zone is too low. Rather than adjust mob density, which can have ramifications on melee builds, we opted instead to remove zones with lighter mob density. The removal of Maggot Lair and Harem/Palace Cellar was also to address Terror Zone playability in close quarters zones with doors. While zones with doors have always been a bit quirky, we do not wish to change them, opting instead to maintain their original design feeling. Instead, we have added two new zones that promote our intended benefits to players when terrorized.

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