The scoring model, and how to argue with itopenclose
Every zone, per difficulty, scored for the selected damage type. Click a row to open its monster table with all six resistances.
| Zone | alvl | Density | Packs | Immune | Resistance | Flips | Max rune | Est. run | Score |
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Which damage type is the most walled off, measured from the game's own monster table across every farmable zone at the rail's difficulty. The rail's search box and filters are dimmed: the measure needs every zone.
| Damage type | Share of pool immune | Spread | Zones affected | Blocking zones | Avg. resistance | What breaks the immunity |
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Is the current Terror Zone rotation worth your time? Each group is ranked whole on the item tier terror adds, the immunities facing your damage type and the game's rolled affix. The rail's search and filters are dimmed here.
What terrorizing actually buys you
Monster level becomes max(alvl, game creator's level) + 2, capped at 96 in Hell. In Hell, a zone already at 85 gains almost nothing in loot; a zone at 70 jumps several item tiers. In Normal the capped level stays under the lowest step of this page's item-tier estimate, so every group reads ×1.00: the estimate does not tell zones this low apart.
| Rotation group | alvl | Terrorized mlvl | Tier gain | Best zone in group | Immune | Max density |
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Game affix risk
Since Reign of the Warlock, every game rolls one affix for all Terror Zone monsters. Three of the nine add elemental resistance and one physical, so the odds of a hostile game depend on your damage type.
Roll table
What it costs you
Heralds and Sunder Charms
Worldstone Shards
Right-clicking a Shard terrorizes its act for the rest of the game, free of the 30-minute rotation. Five exist, one per act, dropped by unique packs in Hell only; which one drops does not depend on the act you farm.
Which act to drop a Worldstone Shard in for your damage type, and which Shard it takes, ranked on the zones you would return to rather than one lucky outlier. The rail's filters are dimmed: every act is scored whole.
| Rank | Act | Score | Shard needed | Where that Shard drops | Immune | Best zones terrorized |
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Why the mean of three, not the best zone
A Worldstone Shard terrorizes its whole act for the rest of the game, not for thirty minutes. You will not run the single best zone forever — you will rotate the act's handful of good ones. The act score above is the mean of the three highest-scoring terrorized zones in that act, normalised so the best act reads 100. A lone spectacular zone in an otherwise thin act scores lower here than three solid ones spread across a deep act, which is the point: depth beats a single outlier once the horizon is the rest of the game. A zone's own column can still read above 100 — the normalisation is against the best act, not the best zone.
The terror assumption
Every score on this tab assumes a character level of 94 or higher, which is what pushes monster level to the Hell regular cap of 96 once the act is terrorized — min(96, max(alvl, clvl) + 2), the same maths the TZ Zones tab works through for the 30-minute rotation. Below level 94 the upgrade is smaller, and a low-alvl zone gains comparatively more from being terrorized than an alvl 85 zone that was already near the ceiling.
Every loot figure here comes from the same treasure-class resolver as the rest of the page — nothing about density, packs, resistances or immunities changes, only the monster level a kill resolves its treasure class against.
Act bosses and super uniques with all six resistances, their fixed modifiers applied: Hell's Countess shows 33 % fire resistance in her base row, but she is always Fire Enchanted, which makes her fire immune at 108 %.
| Target | Zone | alvl | Phys | Fire | Cold | Light | Magic | Poison | HP | Items/kill | Rune value |
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Type a unique or set item, its base or its set: every zone and named target that drops it, ranked. Odds marked † rest on a documented reconstruction. The rail's search box is dimmed; its filters still apply.
Zones
| Zone | mlvl | Who can drop it | 1 in … per kill † | Runs for 50 % | Hours † | Terrorized † |
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Named targets
| Target | Zone | mlvl | 1 in … per kill † | Kills for 50 % |
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Runeword bases: their trade value, the runewords they fit and where to farm a white one. Search a base or a runeword; odds marked † rest on a documented reconstruction. The rail's filters and search box narrow the zone tables.
- Click Copy Farm filter or Copy Early-season filter above.
- In the game: Esc → Loot Filter → Import from Clipboard.
- Confirm, then pick the new profile from the dropdown.
Ctrl+Alt turns the active filter on and off in game; holding Alt shows everything on the ground regardless of it.
| Base | Value | Tier | Type | Max sockets | Larzuk-exact | Runewords | Best zone for a white one | Hours † |
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Runewords it fits
| Runeword | Runes | Sockets needed | Ladder | Effective level | Larzuk-exact |
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Best bases
| Value | Base | Family | Larzuk gives | Larzuk-exact |
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| Value | Base | Family | Larzuk gives | Larzuk-exact |
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Where to farm a white one
| Zone | alvl | 1 in … per kill † | Per run † | Runs | Runs for 50 % | Hours † |
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Which blue item is worth farming? Search a nickname, an item type or an affix: its affixes, item level and every zone ranked by hours to a first drop, following the rail's magic find.
Magic market
| Nickname | Value | Prefix / Suffix | Min item level | Best zone | Hours |
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Combinations examined and left offopenclose
Where to farm one
| Zone | alvl | 1 in … per kill † | Per run † | Runs | Runs for 50 % | Hours † |
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Named targets
| Target | Zone | mlvl | 1 in … per kill † | Kills for 50 % |
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Which rare or crafted item is worth keeping, and why: belts, jewellery, headgear, body armour, gloves, boots, class off-hands and weapons from daggers to polearms. Search an item or a stat, or click one below. The rail is dimmed here.
Every unique item the game tables hold, one card each: an ethereal copy and a Patch 3.4 version are cards of their own. Search a name, a base or a stat, or click one below. The rail is dimmed here.
Every set and its pieces as the game tables hold them, each piece its own card with its set's bonus table last. Search a set, a piece or a stat, or click one below. The rail is dimmed here.
Odds of each rune per white monster killed, from the game's drop tables followed to the end. Zones rank by rune trade value per kill (Pul = 1.0), so fewer runes can still rank higher. Magic find does not affect runes.
| Zone | alvl | Max rune | 1 rune every… | High runes (1 in N) |
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Count the runes you hold, in one of five profiles, and see every runeword you can make now and the ones one or two runes short. Each runeword is read alone against the whole profile. The rail is dimmed here.
Every magic prefix and suffix, in the game's own words, with the exact range it rolls: one line per entry, since a word is not worth the same on every item. Search with this tab's own box.
| Affix | What it gives | Where it can land | From level | Needs level |
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How many frames your attack, cast, hit recovery and block take once gear, skills and slows are folded in, read off EIAS, gear IAS, a skill's level or weapon IAS. The rail is dimmed here.
Type each item's poison line as the game shows it and see what your poison does together, and what every item brings. Poison Dagger, a javelin's hit or Venom joins it below the bonuses. The rail is dimmed here.
| # | Item | Poison damage | Over | Its rate | What it brings: damage/s | What it brings: one hit |
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