Diablo 2 Resurrected continues to stay fresh with its ongoing seasonal updates and now, the highly anticipated Reign of the Warlock expansion. With a history of classic gameplay and memorable loot hunts, this new DLC brings meaningful changes to endgame progression. In Season 13, farming experience and valuable drops have become even more dynamic, especially with new endgame features and updates to Terror Zones.
This guide examines all the major changes to Terror Zones in Reign of the Warlock, explains the latest rotation updates, and presents the definitive D2R Terror Zone Tier List 2026 for efficient farming in Season 13.
Diablo 2 Resurrected 3.0 Expansion Terror Zones
The expansion kicks off an exciting era for Diablo 2 Resurrected with the arrival of Uber Ancients, upgrades to Terror Zones, and a host of features designed to keep even the most seasoned players engaged. Not only does Reign of the Warlock introduce powerful new enemies known as Heralds, but it also unveils new ways to control and farm terrorized areas.
Other additions include Terror Zone shards, letting you manually terrorize entire acts, and Statues that can be combined to summon a challenging Uber Ancients encounter. With new content enriching the gameplay loop, players now have more agency and opportunities to target farm for rare loot, sunder charms, and other valuable items.
Terror Zone Changes in Reign of the Warlock
Numerous adjustments have been made to the Terror Zone system to create a more engaging and rewarding experience:
Zones now rotate every 30 minutes, reducing the annoyance of enduring long stretches of less desirable areas.
Terror Zones come with random affixes in each game, from Extra Strong to Cursed to Cold Enchanted. Every monster within an active zone gets the same randomly-rolled affix, increasing challenge and requiring new strategies each session.
Worldstone Shards can now drop from random Unique and Champion monsters. Using these allows you to terrorize all areas in a single act for the duration, granting more flexibility and control over your farming route.
Herald Enemies make their debut as special, harder monsters that appear after defeating Uniques or Champions in a Terror Zone. With each Herald spawned in the same game, difficulty and loot drop quality ramps up, and they have the chance to drop new Latent Sunder Charms.
Statues that occasionally drop from act bosses can be combined, unlocking access to the Uber Ancients—an endgame battle that yields some of the best rewards.
These changes give players greater control, open up opportunities for grouped play, and infuse farming with unpredictability and challenge.
D2R 3.0 Terror Zone Rotation Updates for Season 13
With the update, Terror Zones now rotate every half hour, as opposed to once per hour. Each act features multiple grouped zones that may be terrorized together. These are the current rotation groups:
Act 1
Cold Plains & The Cave
Burial Grounds, The Crypt, Mausoleum
Stony Field / Tristram
Dark Wood / Underground Passage
Black Marsh / The Hole / The Forgotten Tower
Jail / Barracks
The Pit / Tamoe Highland / Outer Cloister
Inner Cloister / Cathedral and Catacombs
Moo Moo Farm
Act 2
Sewers
Rocky Waste & Stony Tomb
Dry Hills & Halls of the Dead
Far Oasis & The Maggot Lair
Lost City, Valley of Snakes, Claw Viper Temple, Ancient Tunnels
Harem, Palace & Arcane Sanctuary
Canyon of the Magi & Tal Rasha's Tombs
Act 3
Spider Forest & Spider Cavern / Arachnid Lair
Great Marsh
Flayer Jungle & Flayer Dungeon / Swampy Pit
Kurast Bazaar, Ruined Temple, Disused Fane, Lower Kurast, Upper Kurast, Forgotten Temple, Forgotten Reliquary, Disused Reliquary, Ruined Fane
Travincal
Durance of Hate
Act 4
Outer Steppes & Plains of Despair
River of Flame / City of the Damned
Chaos Sanctuary
Act 5
Bloody Foothills / Frigid Highlands / Abbadon
Glacial Trail / Drifter Cavern
Crystalline Passage & Frozen River
Frozen Tundra + Infernal Pit
Arreat Plateau / Pit of Acheron
Nihlathak's Temple, Halls of Anguish, Halls of Pain, Halls of Vaught
Ancient's Way & Icy Cellar
Worldstone Keep, Throne of Destruction, Worldstone Chamber
This split offers more variety across all acts and gives players additional options for farming and progressing together with friends.
D2R Terror Zone Tier List 2026 for Season 13
This tier list assesses each Terror Zone based on experience per hour, mobility, monster density, and ease of access for high-level characters. Consideration is given to how effective different damage types perform against the content in each zone as well.
| Tier | Zone | Effective Damage Types |
|---|---|---|
| S Tier Terror Zones (These zones are exceptional for experience farming due to their layout, density, and excellent drops.) | Tal Rasha's Tombs | Fire, Lightning, Cold, Magic, Physical, Poison |
| Chaos Sanctuary | Fire, Lightning, Cold, Physical, Poison | |
| Catacombs | Fire, Lightning, Cold, Physical, Poison | |
| Pit | Fire, Lightning, Cold, Magic, Physical, Poison | |
| Worldstone Keep | Fire, Lightning, Cold, Physical, Poison | |
| Throne of Destruction | Fire, Lightning, Cold, Magic, Physical | |
| Stony Tomb | Fire, Lightning, Cold, Poison | |
| A Tier Terror Zones (These terror zones are strong choices, with solid density and loot potential, but slightly less efficient or convenient than S Tier zones.) | Crystalline Passage + Frozen River | Fire, Lightning, Cold, Poison |
| Nihlathak's Temple, Halls of Anguish, Halls of Pain, Halls of Vaught | Fire, Lightning, Cold, Physical | |
| Forgotten Tower | Fire, Lightning, Physical, Poison | |
| Drifter Cavern | Fire, Lightning, Cold, Poison | |
| River of Flame + City of the Damned | Fire, Lightning, Cold, Physical, Poison | |
| Cold Plains + The Cave | Fire, Lightning, Poison | |
| Kurast Bazaar, Ruined Temple, Disused Fane | Fire, Lightning, Magic, Physical | |
| Ruined Temple | Fire, Lightning, Magic, Poison | |
| Ancient Tunnels | Fire, Lightning, Physical, Poison | |
| Bloody Foothills | Fire, Lightning, Physical, Poison | |
| Frigid Highlands | Fire, Lightning, Cold, Poison | |
| B Tier Terror Zones Reliable terror zones for leveling and drops, though limited by spread or mob types in some cases. | Ancient's Way | Fire, Lightning, Physical |
| Icy Cellar | Fire, Lightning, Poison | |
| Underground Passage | Fire, Lightning, Poison | |
| Dark Wood | Fire, Lightning, Poison | |
| Spider Forest | Fire, Cold, Poison | |
| Spider Cavern | Fire, Cold, Poison | |
| Ancient Tunnels (duplicate listing) | Fire, Lightning, Physical, Poison | |
| C Tier Terror Zones (Usually more cumbersome or less rewarding than higher tiers, these can still have moments of value.) | Stony Field | Fire, Lightning |
| Arreat Plateau | Fire, Lightning | |
| Pit of Acheron | Lightning, Physical, Poison | |
| Arcane Sanctuary | Fire, Physical, Magic | |
| Travincal | Fire, Cold, Physical, Poison | |
| Secret Cow Level | Fire, Lightning, Physical | |
| D Tier (These areas tend to be sparse or awkward to clear, lowering their experience rates and farming appeal.) | Burial Grounds | Fire, Lightning, Cold |
| The Crypt | Fire, Lightning, Cold | |
| Mausoleum | Fire, Lightning, Cold | |
| Tristram | Fire, Lightning, Cold, Poison | |
| Durance of Hate | Fire, Lightning, Cold, Magic | |
| Far Oasis | Fire, Lightning, Poison | |
| F Tier (Sparse density and low-level mobs put these at the bottom for endgame characters.) | Blood Moor | Fire, Lightning |
| Den of Evil | Fire, Lightning |