Information regarding various special items and where they have a chance to drop and information on what designation each type of monster is considered when looking for loot.
Item in parentheses is the orb the boss drops on the quest completion kill or the first kill in every difficulty. The Ancient Statues table lists the possible statue drops for each Hell Terror Zone act boss.
Item in parentheses is the target-farmable key the boss drops.
Key drop rates are 5% at p1 and 6% at p7 per pick(they have 5 picks)
The letter in parentheses corresponds to the bosses rune tier. These bosses do drop more runes on lower player settings.
These are special monsters that guard various bosses throughout the game. They are listed by name followed by the boss they currently guard.
These are super uniques with their own loot tables.
Super uniques are named bosses that always appear in a certain map and/or location, such as A1 Stony Field's Rakanishu or Act 5 Frigid Highlands Rectifier. They have gold names and a set property or two in addition to random properties.
Uniques are randomly generated leaders of a pack of minions that spawn in an area as you explore it. They have gold names and random properties.
A group of three monsters that spawn in an area as you explore it that have blue names.
Heralds in Hell Terror Zones can drop Worldstone Shards and roll for Ancient Statues from the same statue pool as the act boss.
The statue and shard percentages below estimate the chance of at least one drop per kill from the mod's loot tables. The shard estimates assume the Hell completion requirement is met and use standard player-count scaling for the chance of an empty roll.
Hell TZ Act Bosses
p1:
Gem cluster = .91%
Socket Orb = .91%
Corruption Orb = .91%
Shadow orb = .13%
Sunder Charms = .42% (then it picks a random one from the 6)
Ancient Statues = 33.47% (Andariel through Diablo) or 31.46% (Baal)
p7:
Gem cluster = 3.48%
Socket Orb = 3.48%
Corruption Orb = 3.48%
Shadow orb = .50%
Sunder Charms = 1.68% (then it picks a random one from the 6)
Ancient Statues = 34.97% (Andariel through Diablo) or 32.50% (Baal)
Hell TZ everything else with a gold name
p1:
Gem cluster = .91%
Socket Orb = .91%
Corruption Orb = .91%
Pandemonium key = .52%
Shadow orb = .13%
Sunder Charms = .42% (then it picks a random one from the 6)
Worldstone Shards = 0.75–0.82% (generic uniques, super uniques, lieutenants and champions)
p7:
Gem cluster = 3.48%
Socket Orb = 3.48%
Corruption Orb = 3.48%
Pandemonium key = 1.99%
Shadow orb = .50%
Sunder Charms = 1.68% (then it picks a random one from the 6)
Worldstone Shards = 2.98–3.22% (generic uniques, super uniques, lieutenants and champions)
| Drop | p1 | p7 |
|---|---|---|
| Worldstone Shards (all tiers) | 0.38–0.41% | 1.50–1.63% |
| Ancient Statues (tier 1) | 2.01% | 2.01% |
| Ancient Statues (tiers 2–3) | 3.00% | 3.00% |
| Ancient Statues (tiers 4–5) | 3.98% | 3.98% |
This is a legend for the table below:
| Category | Norm | NM | Hell | Norm TZ | NM TZ | Hell TZ |
|---|---|---|---|---|---|---|
| Act Boss | - | S | S | C | S C I | S C E R I A |
| Key Boss & Rune Boss | - | - | - | C | S C I | S C E R I |
| Lieutenant | - | - | W | C | S C I | S C E R I W |
| Special Unique | - | - | - | C | S C I | S C E R K I |
| Super Unique & Unique | - | - | W | - | S C I | S C E R K I W |
| Champion | - | - | W | - | S C I | S C I W |
| Herald | - | - | - | - | - | S C E R K I W A |
> For a recommended list of high density terror zones see here
In Hell, champions, uniques, super uniques and lieutenants that use the generic loot tables can drop Worldstone Shards inside and outside Terror Zones. Hell Terror Zone Heralds also have a shard roll. Shards can drop in both Expansion and Reign of the Warlock games. Outside Terror Zones, the same eligible monster types have a 0.38–0.41% chance at p1 and a 1.50–1.63% chance at p7.
Each shard pool can drop all five types. The weights below show how often each type is selected when a shard drops. Use the act of the monster's loot table to read the row.
| Monster loot table | Western | Eastern | Southern | Deep | Northern |
|---|---|---|---|---|---|
| Act 1 | 1 | 2 | 5 | 3 | 2 |
| Act 2 | 2 | 1 | 2 | 5 | 3 |
| Act 3 | 2 | 2 | 1 | 2 | 5 |
| Act 4 | 3 | 5 | 2 | 1 | 2 |
| Act 5 | 5 | 3 | 2 | 2 | 1 |
Hell Terror Zone act bosses and Heralds can drop Ancient Statues. When a statue drops, there is a 90% chance it is the preferred statue and a 5% chance for each alternative.
| Act | Act boss | Preferred statue | Other possible statues |
|---|---|---|---|
| 1 | Andariel | Talic's Anguish | Korlic's Pain, Madawc's Ire |
| 2 | Duriel | Korlic's Pain | Talic's Anguish, Madawc's Ire |
| 3 | Mephisto | Madawc's Ire | Korlic's Pain, Bul-Kathos' Nightmare |
| 4 | Diablo | Bul-Kathos' Nightmare | Madawc's Ire, Worusk's End |
| 5 | Baal | Worusk's End | Bul-Kathos' Nightmare, Madawc's Ire |
Monsters and bosses in the Forsaken Labyrinth can also drop both materials from their tier's loot pool.
| Tier | Worldstone Shard | Ancient Statue |
|---|---|---|
| 1 | Western | Talic's Anguish |
| 2 | Eastern | Korlic's Pain |
| 3 | Southern | Madawc's Ire |
| 4 | Deep | Bul-Kathos' Nightmare |
| 5 | Northern | Worusk's End |
This table is for the rune bosses listed above and the counts are expected rune drops when the /players count is = 1 though there is a slight variance. In addition to these "guaranteed" runes, they can drop any rune up to the area level or TZ area level off of the generic loot tables.
| Rune Bosses | Max Rune | Count | TZ Count |
|---|---|---|---|
| L Norm | Thul | 2 | 2 |
| L NM | Ko | 2 | 3 |
| L Hell | Vex | 2 | 3 |
| H Norm | Dol | 2 | 2 |
| H NM | Um | 2 | 3 |
| H Hell | Lo | 2 | 3 |
Colossal jewels can be acquired by killing the Uber Ancients. These jewels grant sunder for their element. The final Ancient killed determines which elements can drop
| Boss | Option 1 | Option 2 |
|---|---|---|
| Talic (Left) | Fire | Poison |
| Madawc (Middle) | Lightning | Magic |
| Korlic (Right) | Cold | Physical |