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D2R Terror Zone Tier List & Rotation 2026 (Season 13)

February 12, 2026 Beginner Guide Farming(MF) Guide

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.

TierZoneEffective Damage Types
S Tier Terror Zones
(These zones are exceptional for experience farming due to their layout, density, and excellent drops.)
Tal Rasha's TombsFire, Lightning, Cold, Magic, Physical, Poison
Chaos SanctuaryFire, Lightning, Cold, Physical, Poison
CatacombsFire, Lightning, Cold, Physical, Poison
PitFire, Lightning, Cold, Magic, Physical, Poison
Worldstone KeepFire, Lightning, Cold, Physical, Poison
Throne of DestructionFire, Lightning, Cold, Magic, Physical
Stony TombFire, 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 RiverFire, Lightning, Cold, Poison
Nihlathak's Temple, Halls of Anguish, Halls of Pain, Halls of VaughtFire, Lightning, Cold, Physical
Forgotten TowerFire, Lightning, Physical, Poison
Drifter CavernFire, Lightning, Cold, Poison
River of Flame + City of the DamnedFire, Lightning, Cold, Physical, Poison
Cold Plains + The CaveFire, Lightning, Poison
Kurast Bazaar, Ruined Temple, Disused FaneFire, Lightning, Magic, Physical
Ruined TempleFire, Lightning, Magic, Poison
Ancient TunnelsFire, Lightning, Physical, Poison
Bloody FoothillsFire, Lightning, Physical, Poison
Frigid HighlandsFire, 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 WayFire, Lightning, Physical
Icy CellarFire, Lightning, Poison
Underground PassageFire, Lightning, Poison
Dark WoodFire, Lightning, Poison
Spider ForestFire, Cold, Poison
Spider CavernFire, 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 FieldFire, Lightning
Arreat PlateauFire, Lightning
Pit of AcheronLightning, Physical, Poison
Arcane SanctuaryFire, Physical, Magic
TravincalFire, Cold, Physical, Poison
Secret Cow LevelFire, Lightning, Physical
D Tier
(These areas tend to be sparse or awkward to clear, lowering their experience rates and farming appeal.)
Burial GroundsFire, Lightning, Cold
The CryptFire, Lightning, Cold
MausoleumFire, Lightning, Cold
TristramFire, Lightning, Cold, Poison
Durance of HateFire, Lightning, Cold, Magic
Far OasisFire, Lightning, Poison
F Tier
(Sparse density and low-level mobs put these at the bottom for endgame characters.)
Blood MoorFire, Lightning
Den of EvilFire, Lightning