D2R KIMPTON IO

Diablo II: Resurrected — Ladder Tracker

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Uber Diablo walk progress — Softcore Ladder, latest expansion

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TERROR ZONE
NEXT ROTATION IN22:43
✦ ACTIVE NOW

Nihlathak's Temple

A TierACT 5BASE LVL 67

EFFECTIVE DAMAGE

FireLightningPhysicalPoison

NOTABLE MONSTERS

Death LordGloamDark Stalker

Entry to the Halls complex. Dense undead and demon mix.


Halls of Anguish

A TierACT 5BASE LVL 67

EFFECTIVE DAMAGE

FireLightningPhysicalPoison

NOTABLE MONSTERS

Death LordSuccubusDark Stalker

Succubi are cold immune — avoid cold builds. Dense undead and demon mix.


Halls of Pain

A TierACT 5BASE LVL 67

EFFECTIVE DAMAGE

FireLightningPoisonMagic

NOTABLE MONSTERS

Death LordGhostSuccubusFrozen Creeper

Ghosts are physical immune. Succubi are cold immune. Fire and lightning strongly recommended.


Halls of Vaught

A TierACT 5BASE LVL 68

EFFECTIVE DAMAGE

FireLightningPhysicalPoison

NOTABLE MONSTERS

Death LordSuccubusNihlathak

Deepest Hall level. Contains Nihlathak. Succubi are cold immune.

UP NEXT

Spider Forest

A TierACT 3BASE LVL 47

EFFECTIVE DAMAGE

PhysicalFireColdLightning

NOTABLE MONSTERS

Thorned HulkNight ClanDark ShapeJungle Hunter

Dense rogues and spider-type monsters. Mixed immunities allow most build types.


Arachnid Lair

A TierACT 3BASE LVL 47

EFFECTIVE DAMAGE

PhysicalFireColdLightning

NOTABLE MONSTERS

Poison SpinnerSand FleaBlood Diver

Spider dungeon with poison-heavy monsters. Most damage types effective.


Spider Cavern

A TierACT 3BASE LVL 47

EFFECTIVE DAMAGE

PhysicalFireColdLightning

NOTABLE MONSTERS

Poison SpinnerSand FleaBlood Diver

Spider dungeon containing the Khalim's Eye. Good density in a compact layout.

TERROR ZONE TIER LIST

Ranked by experience per hour for level 90+ characters.

·NEXT IN22:43
Fire
Cold
Lightning
Poison
Physical
Magic
S
Optimal — highest XP/hr and item density29 zones
ACT 2S

Canyon of the Magi

Lvl 46

Greater Mummy · Hollow One · Tomb Viper

High density of undead casters with strong champion pack spawns. Leads directly into Tal Rasha's Tombs.

ACT 5S

Worldstone Keep

★ Lvl 85

+ Worldstone Keep Level 2, Worldstone Keep Level 3

Death Lord · Serpent Magus · Ghost

Three connected levels, all at 85 before TZ. One of the most efficient zones in the game. Ghosts are physical immune.

ACT 2S

Tal Rasha's Tombs

Lvl 47

+ True Tomb of Tal Rasha

Greater Mummy · Tomb Viper · Scarab Demon

Seven connected tombs create exceptional champion density. All undead — fire and lightning are highly effective.

ACT 5S

Throne of Destruction

★ Lvl 85

+ Worldstone Chamber

Death Lord · Minion of Destruction · Finger Mage

Already 85 without TZ. Dense demon and undead mix. Direct access to Baal minion waves.

ACT 4S

Chaos Sanctuary

★ Lvl 85

Venom Lord · Doom Knight · Oblivion Knight

Already 85 without TZ. Venom Lords are fire immune; Storm Casters are lightning immune. Cold and physical are most reliable. Exceptional elite density.

ACT 1S

Cathedral

Lvl 39

Skeleton · Zombie · Dark One

Dense undead. Fire and lightning excellent here. Compact layout means fast clears.

ACT 2S

Rocky Waste

Lvl 42

Dried Corpse · Hollow One · Decayed

Open terrain with good undead pack density. Strong caster mobs.

ACT 1S

Inner Cloister

Lvl 40

Corrupted Rogue · Dark Ranger · Skeleton

Compact monastery interior with dense Rogue packs. Very fast runs.

ACT 2S

Stony Tomb

Lvl 43

+ Stony Tomb Level 2

Dried Corpse · Hollow One · Decayed

High density of undead in confined dungeon corridors. Two levels, both efficient.

ACT 1S

Catacombs

Lvl 38

+ Catacombs Level 2, Catacombs Level 3, Catacombs Level 4

Ghoul · Zombie · Vampire

Four levels of progressively denser undead. Fire and lightning excel throughout.

ACT 1S

Black Marsh

Lvl 40

Tainted · Fetish · Dark One

Large open zone with strong mixed pack density. Contains the Forgotten Tower entrance.

ACT 3S

Flayer Jungle

Lvl 47

Flayer · Flayer Shaman · Night Clan

Flayers are fire immune — avoid fire builds entirely. Exceptional density of fast attackers.

ACT 1S

Forgotten Tower

Lvl 38

+ Tower Level 2, Tower Level 3, Tower Level 4, Tower Level 5 (The Countess)

Skeleton · Dark Hunter · Black Archer

Five levels culminating in The Countess. Excellent champion pack density and notable rune drops.

ACT 3S

Flayer Dungeon

Lvl 47

+ Flayer Dungeon Level 2, Flayer Dungeon Level 3

Flayer · Greater Hell Spawn · Blood Witch

Flayers are fire immune. Dense three-level dungeon.

ACT 1S

The Hole

Lvl 40

+ The Hole Level 2

Zombie · Ghoul · Dark One

Short two-level dungeon with excellent density relative to size. Very fast clears.

ACT 3S

Swampy Pit

Lvl 47

+ Swampy Pit Level 2, Swampy Pit Level 3

Flayer · Greater Hell Spawn · Swamp Dweller

Fire immune Flayers throughout all three levels. Similar efficiency to Flayer Dungeon.

ACT 1S

Tamoe Highland

Lvl 41

Corrupted Rogue · Slinger · Dark Ranger

Large outdoor zone with strong mixed packs. Connects to The Pit entrance — efficient dual-zone path.

ACT 3S

Kurast Bazaar

Lvl 49

Council Member · Hierophant · Zealot

Dense Council packs — all fire immune. Cold and lightning are essential. High-value target area.

ACT 1S

The Pit

★ Lvl 85

+ The Pit Level 2

Fallen · Dark Hunter · Black Rogue

Already 85 without TZ — the classic pre-TZ farming zone. Extremely varied monster pool means all damage types work. Two levels of open layouts.

ACT 3S

Disused Fane

Lvl 49

Council Member · Hierophant · Zealot

Council side area off Kurast Bazaar. Fire immune throughout. Concentrated and fast.

ACT 1S

Outer Cloister

Lvl 40

Corrupted Rogue · Dark Ranger · Skeleton

Compact monastery exterior. Short, repeatable runs with reliable Rogue packs.

ACT 3S

Ruined Temple

Lvl 49

Council Member · Hierophant · Zealot

Council side dungeon in the Upper Kurast complex. Fire immune monsters.

ACT 3S

Upper Kurast

Lvl 49

Council Member · Hierophant · Death Mauler

Dense Council area with special chest spawns. Fire immune throughout. One of the best Act 3 zones.

ACT 3S

Kurast Causeway

Lvl 49

Council Member · Hierophant · Zealot

Council area connecting Upper and Lower Kurast. Consistent fire-immune packs.

ACT 3S

Forgotten Temple

Lvl 49

Council Member · Hierophant

Side Council dungeon. Concentrated packs make for fast, efficient runs.

ACT 3S

Disused Reliquary

Lvl 49

Council Member · Hierophant

Council side dungeon. Fire immune. Short and repeatable.

ACT 3S

Forgotten Reliquary

Lvl 49

Council Member · Hierophant

Council side dungeon. Fire immune. Short and repeatable.

ACT 3S

Ruined Fane

Lvl 49

Council Member · Hierophant

Council side dungeon. Fire immune. Short and repeatable.

ACT 3S

Lower Kurast

Lvl 47

Flayer · Flayer Shaman · Fetish

Fire-immune Flayers mixed with Council. Very high density with special chest spawns unique to this zone.

A
Excellent — strong farming options26 zones
ACT 2A

Dry Hills

Lvl 43

Sand Raider · Hollow One · Scarab Demon

Open desert with mixed undead and demon packs. Consistent density across a wide area.

ACT 2A

Act 2 Sewers

Lvl 44

+ Sewers Level 2

Dried Corpse · Hollow One · Mummy Sarcophagus

Dense undead in confined sewer corridors. Fire and lightning are very effective here.

ACT 2A

Halls of the Dead

Lvl 43

+ Halls of the Dead Level 2, Halls of the Dead Level 3

Dried Corpse · Greater Mummy · Hollow One

Three levels of undead with increasing density. Level 3 contains the Horadric Cube chest.

ACT 5A

Crystalline Passage

Lvl 68

Frozen Horror · Yeti · Death Brigadier

Cold immune monsters are common — fire and lightning essential. Avoid cold builds.

ACT 1A

Cold Plains

Lvl 38

Fallen · Carver · Dark One

Open zone with consistent pack density. Contains the entrance to The Cave.

ACT 5A

Frozen River

Lvl 69

Frozen Horror · Frozen Creeper · Death Brigadier

Cold immune monsters throughout. Fire and lightning are the primary effective types.

ACT 1A

The Cave

Lvl 38

+ The Cave Level 2

Zombie · Dark One · Ghoul

Small two-level dungeon. Good density for its size.

ACT 5✦ ACTIVE

Nihlathak's Temple

Lvl 67

Death Lord · Gloam · Dark Stalker

Entry to the Halls complex. Dense undead and demon mix.

ACT 2A

Lost City

Lvl 46

Sand Raider · Greater Mummy · Dark Elder

Large outdoor area with strong undead presence and good pack frequency.

ACT 5✦ ACTIVE

Halls of Anguish

Lvl 67

Death Lord · Succubus · Dark Stalker

Succubi are cold immune — avoid cold builds. Dense undead and demon mix.

ACT 2A

Ancient Tunnels

★ Lvl 85

Greater Mummy · Dark Elder · Preserved Dead

Already 85 without TZ. Entirely undead — no cold immune monsters, making it the best zone for cold builds. Exceptional drop potential.

ACT 5✦ ACTIVE

Halls of Pain

Lvl 67

Death Lord · Ghost · Succubus

Ghosts are physical immune. Succubi are cold immune. Fire and lightning strongly recommended.

ACT 2A

Valley of Snakes

Lvl 47

Salamander · Claw Viper · Bone Warrior

Salamanders and Claw Vipers can be fire immune. Cold and lightning are most reliable choices.

ACT 5✦ ACTIVE

Halls of Vaught

Lvl 68

Death Lord · Succubus · Nihlathak

Deepest Hall level. Contains Nihlathak. Succubi are cold immune.

ACT 2A

Claw Viper Temple

Lvl 46

+ Claw Viper Temple Level 2

Salamander · Claw Viper · Greater Mummy

Fire immune snakes throughout. Cold and lightning are essential here.

ACT 5A

Glacial Trail

Lvl 69

Frozen Horror · Yeti · Death Brigadier

Cold immune monster zone. Fire and lightning are essential.

ACT 1A

Barracks

Lvl 40

Dark Lancer · Goatman · Zombie

Open area with good mixed pack density. Quick travel to Jail staircase.

ACT 5A

Drifter Cavern

Lvl 69

Yeti · Wendigo · Death Brigadier

Act 5 cave with a varied cold/physical resistant monster pool.

ACT 1A

Jail

Lvl 40

+ Jail Level 2, Jail Level 3

Skeleton · Zombie · Dark One

Three-level dungeon with consistent undead density. Fire and lightning particularly effective.

ACT 3UP NEXT

Spider Forest

Lvl 47

Thorned Hulk · Night Clan · Dark Shape

Dense rogues and spider-type monsters. Mixed immunities allow most build types.

ACT 4A

Outer Steppes

Lvl 61

Venom Lord · Doom Knight · Oblivion Knight

Act 4 entry area. Venom Lords are fire immune — cold and lightning recommended.

ACT 3UP NEXT

Arachnid Lair

Lvl 47

Poison Spinner · Sand Flea · Blood Diver

Spider dungeon with poison-heavy monsters. Most damage types effective.

ACT 4A

Plains of Despair

Lvl 61

Venom Lord · Doom Knight · Blood Maggot

Dense outdoor Act 4 demon zone. Venom Lords are fire immune.

ACT 3UP NEXT

Spider Cavern

Lvl 47

Poison Spinner · Sand Flea · Blood Diver

Spider dungeon containing the Khalim's Eye. Good density in a compact layout.

ACT 4A

City of the Damned

Lvl 62

Venom Lord · Doom Knight · Oblivion Knight

Dense Act 4 demons. Oblivion Knights apply Amplify Damage curse. Venom Lords fire immune.

ACT 4A

River of Flame

Lvl 62

Hell Furnace · Venom Lord · Doom Knight

Hell Furnaces are fire immune. Cold is the safest primary damage type here.

B
Solid — viable with the right build8 zones
ACT 5B

Ancient's Way

Lvl 69

Frozen Horror · Yeti · Minion of Destruction

Cold immune monsters. Connects to the Icy Cellar dungeon.

ACT 1B

Underground Passage

Lvl 39

+ Underground Passage Level 2

Zombie · Dark One · Brute

Two-level Act 1 dungeon. Decent undead density but below top-tier zones.

ACT 5B

Icy Cellar

Lvl 69

Frozen Horror · Yeti · Frozen Creeper

Cold immune dungeon. Fire is essential. Compact but limited density.

ACT 1B

Dark Wood

Lvl 39

Tainted · Fallen · Carver

Large outdoor zone with spread-out packs. Contains the Tree of Inifuss. Lower density than comparable zones.

ACT 3B

Great Marsh

Lvl 47

Fetish · Blood Hawk · Tainted

Swamp zone with dispersed packs. Lower density versus other Act 3 options.

ACT 5B

Bloody Foothills

Lvl 65

Siege Beast · Slaveholder · Overseer

Act 5 entry area. Linear layout with spread-out encounters. Lower base area level than deeper Act 5 zones.

ACT 5B

Frigid Highlands

Lvl 67

Horde · Slaveholder · Overseer

Cold immune Horde throughout. Fire and lightning are essential. Reasonable density on a linear map.

ACT 4B

Abaddon

Lvl 60

Venom Lord · Doom Knight · Demon Imp

Optional Act 4 area. Lower base area level limits TZ efficiency.

C
Average — situational or build-dependent11 zones
ACT 1C

Stony Field

Lvl 39

Dark One · Carver · Fallen Shaman

Open outdoor zone. Contains the Cairn Stones and Tristram portal. Sparse packing.

ACT 2C

Harem

Lvl 43

+ Harem Level 2

Dried Corpse · Mummy · Sand Raider

Two indoor palace floors. Limited monster density.

ACT 1C

Tristram

Lvl 40

Ghost · Zombie · Skeleton

Ghosts are physical immune — avoid physical damage here. Small concentrated area.

ACT 2C

Palace Cellar

Lvl 45

+ Palace Cellar Level 2, Palace Cellar Level 3

Dried Corpse · Mummy · Sand Maggot

Three-level dungeon. Adequate undead density but below top-tier options.

ACT 3C

Travincal

Lvl 49

Council Member · Hierophant · Zealot

Council Members are fire immune. Contains Compelling Orb and unique chest spawns. Layout is less efficient than surrounding Kurast zones.

ACT 2C

Arcane Sanctuary

Lvl 46

Specter · Ghost · Ghoul Lord

Spectres and Ghosts are fully physical immune — physical damage does nothing here. Unusual floating platform layout.

ACT 5C

Arreat Plateau

Lvl 67

Horde · Slaveholder · Overseer

Cold immune monsters. Flat terrain with below-average density.

ACT 5C

Frozen Tundra

Lvl 69

Horde · Death Brigadier · Frozen Creeper

Cold immune monsters. Large zone but sparse pack density.

ACT 4C

Pit of Acheron

Lvl 60

Venom Lord · Doom Knight · Demon Imp

Optional Act 4 area. Below-average density for the act.

ACT 4C

Infernal Pit

Lvl 60

Venom Lord · Doom Knight · Demon Imp

Optional Act 4 area. Lowest base area level in Act 4.

ACT 1C

The Secret Cow Level

Lvl 81

Hell Bovine · The Cow King

All damage types fully effective — Hell Bovines have no natural immunities. Extreme density but requires Wirt's Leg and Tome of Town Portal to open.

F
Avoid — negligible returns8 zones
ACT 2F

Far Oasis

Lvl 43

Sand Maggot · Hollow One · Decayed

Large and sparse outdoor zone. Long travel distances between packs significantly reduce efficiency.

ACT 1F

Burial Grounds

Lvl 38

Skeleton · Zombie · Returned

Sparse outdoor area. The Crypt and Mausoleum are nearby but the grounds themselves have low density.

ACT 2F

Maggot Lair

Lvl 43

+ Maggot Lair Level 2, Maggot Lair Level 3

Sand Maggot · Maggot Young · Rock Worm

Extremely narrow winding tunnels make AOE essential and most builds inefficient. One of the most frustrating layouts in the game.

ACT 1F

The Crypt

Lvl 38

Skeleton · Zombie · Returned

Small optional dungeon. Low density rarely justifies its use as a primary farming target.

ACT 3F

Durance of Hate

Lvl 55

+ Durance of Hate Level 2, Durance of Hate Level 3

Council Member · Hierophant · Zakarum Zealot

Council Members are fire immune throughout. Awkward winding layout and lower density versus other Council zones despite three levels.

ACT 1F

Mausoleum

Lvl 38

Skeleton · Zombie · Ghoul

Small dungeon off Burial Grounds. Very limited density.

ACT 1F

Blood Moor

Lvl 36

Zombie · Fallen · Quill Rat

Starter area. Lowest base area level in the game. Negligible density and almost no value even as a TZ.

ACT 1F

Den of Evil

Lvl 36

Zombie · Fallen · Carver

Tiny starter dungeon. Worst possible TZ — negligible density and the smallest zone in the game.