Warning: endgame map zones are much more difficult than all
other content they require extremely well defined builds. Endgame map zones can be accessed by transmuting map items by themselves in act 5 hell. There are a total of 18 map items across 5 tiers. Each tier has 4 different map zones, except tier 5 which has only 2 maps with unique and extremely difficult boss encounters. Map items can drop from nihlathak domain superuniques. Each superunique boss has a 5% chance to drop a tier 1 map. Map items can also drop from champions and unique monsters in level 96 terrorized zones. Map items can also be acquired as a rare drop in endgame map zones themselves, which will be your main source if you run map zones regularly Regular monsters in maps can drop a map one tier higher than the map tier they're killed in. You can also upgrade maps at a 3:1 ratio. It is recommended that your build has at least 5k hp, max resistances, some physical resist and other defensive layers in order to survive. Rewards that are expressed in average chance mean that those rewards can be increased by up to 100% at players 8. For example, An ancient has 50% chance to roll a key drop twice, so on average you get one key, but increasing player number to 8 will make him have almost 100% chance to drop 2 keys. Endgame maps can become terrorized and one map of each tier will be terrorized at one time (except tier 5, which are terrorized both at the same time, independent of others). Endgame maps can be terrorized on normal and nightmare difficulties too, but it is not intended. This cannot be fixed due to engine limitations. Terrorized bosses always drop a Worldstone Shard (except tier 5 bosses due to an engine limitation). |
Boss | Description/Rewards |
Lucion's Whisper - Cellar of Pain ![]() |
From the abyssal depths of the Burning Hells, Lucion's Whisper emerges - a spectral harbinger of his master's will. A shadow wreathed in eldritch fire, he is neither fully demon nor shade, but a cursed echo of Lucion's own essence. Eternal Fires - Lucion's Whisper is capable of conjuring fires that last forever and deal insane amount of fire damage. Weakening Curse - Lucion's Whisper has a chance to cast a curse on the ground. If you're caught within the area, you are petrified and your fire resistance is lowered by 150%. Teleport - Lucion's Whisper has a chance to teleport away when hurt, making him unpredictable. Rewards Orb of Anointment (2% chance on average) Tier 2 Map (25% chance on average) Random Pandemonium Key (25% chance on average) Other Generic Items/Materials |
Diablo's Hellhound - Chasm of Horror ![]() |
From the blackened pits of the Burning Hells arises Diablo's personal hellhound. More than mere flesh and fang, it is a living nightmare, a manifestation of the Prime Evil's boundless wrath. Frenzy - Diablo's Hellhound enters a frenzied state and gains increased attack and movement speed with each attack. Spell on Attack - Diablo's Hellhound has a chance to unlesh a deadly spell on attacking its prey. Possible spells include a regular Meteor, a devastating Frozen Orb whose ice bolts seek nearby players, a piercing Bone Spirit and a curse that slows the target and lowers their elemental resistances by 100% and magic resistance by 50%. Rewards Orb of Anointment (2% chance on average) Tier 2 Map (25% chance on average) Random Pandemonium Key (25% chance on average) Other Generic Items/Materials |
Ancient Fallen Angel - Necropolis ![]() |
Once a radiant warrior of the High Heavens, this Ancient Fallen Angel now wanders the void, a forsaken relic of the celestial war. Time has stripped away its luster, its once-glistening armor tarnished with the soot of shattered realms. Where golden wings once carried it upon divine light, now tattered remnants hang in ruin, charred by the fires of damnation. Obliterate Nova - The Ancient Fallen Angel will occasionally cast a devastating nova that deals both physical and magic damage. The nova is slowly expanding and reverberates once upon hitting any surface, so it's highly encouraged to hide in another room while it happens. Ball Lightning Storm - The boss will occasionally cast a storm of lightning balls on attack or upon being hurt that explode into several charged bolts. Enrage - The boss has a 10% chance on average to enrage upon behing hurt, gaining maximum attack speed for a short period. Rewards Orb of Anointment (2% chance on average) Tier 2 Map (25% chance on average) Random Pandemonium Key (25% chance on average) Other Generic Items/Materials |
Terror in the Shadows - Infested Lair ![]() |
Deep beneath the earth, where the air grows thick with decay and unseen things scuttle beyond the veil of darkness, the an ancient horror that has woven its domain from fear itself lurks. Leap Attack - The giant spider will occasionally jump on top of clueless victims, dealing damage in an area of effect. Throw Spiderlings - The boss has a chance to throw a bunch of spiderlings that have a deadly poisonous attack along with the ability to leap attack on their own. Web Spit - The boss will lob a deadly poisonous ball of webs on an interval of 4 seconds. The poisonous ball lowers the affected target's movement speed and poison resistance by 150% and their attack and cast speed by 50%. Rewards Orb of Anointment (5% chance on average) Tier 3 Map (25% chance on average) Random Pandemonium Key (35% chance on average) Other Generic Items/Materials |
Double Bosses - Chaos Rift ![]() |
The chaotic rift is highly unstable, which weakened the fabric of spacetime and allowed two tier 1 map bosses to find themselves together. The bosses are identical to their tier 1 map counterparts and use the same skills. The difficulty is raised by the fact that you need to fight two of them at once in a small space. Rewards (for each boss) Orb of Anointment (2% chance on average) Tier 2 Map (25% chance on average) Random Pandemonium Key (25% chance on average) Other Generic Items/Materials |
Avatar of the Night - Labyrinth of Suffering ![]() |
When the sun fades and the veil of night descends, it awakens. A shadow among shadows, the Avatar of the Night moves with the silence of a hunting panther, its obsidian form blending seamlessly into the abyss. Pounce - The avatar will try to ambush you occasionally, jumping on top of you and weakening you with a madness inducing effect that decreases your physical resistance by 100% and your cold resistance by 150%. However, the effect puts you into a rabid state, increasing your attack, cast and movement speed by 100%. Flurry of Javelins - The boss main attack is a flurry of javelins that deal hybrid physical/cold damage that can bounce to nearby players, even after hitting a wall. Converging Cold Nova - Once he's close to you, the boss will cast a nova of ice bolts that stick to the walls, which will seek nearby players after a short period of time, so make sure to run. He also has a chance to cast this ability when hurt. Passives - The boss has a passive chance of deadly strike and crushing blow on attack. Rewards Orb of Anointment (5% chance on average) Tier 3 Map (25% chance on average) Random Pandemonium Key (35% chance on average) Other Generic Items/Materials |
Herald of Doom - Endless Abyss ![]() |
Long ago, before corruption blackened his soul, he walked among the Horadrim - a scholar of forbidden knowledge, a seeker of truth in the shadows of creation. But wisdom is a double-edged blade, and the one now known as the Herald of Doom saw too much. He gazed into the abyss of elemental power, not as a cautious ward, but as a willing disciple. And in return, the abyss gazed back. Rain of Doom - The corrupted horadrim will occasionally cast a rain of meteors upon its enemies, each meteor dealing devastating physical and fire damage. Thunder Storm - The boss will sometimes conjure a ring of lightning balls that will eventually materialize into deadly bolts of lightning that seek nearby enemies, so it's imperative you run as soon as you see them. Flurry of Ice - The boss can also conjure novas of ice bolts that do not deal direct damage, but rather stick to surfaces and that seek nearby players after a short delay. Meteor Spirtal - When one is foolish enough to approach the sorcerer in close range, he will cast a spiral of devastating meteors. Passives - The horadrim sorcerer pierces the elemental resistances by 100%, so make sure to overcap them before fighting him. Rewards Orb of Anointment (10% chance on average) Tier 4 Map (25% chance on average) Random Pandemonium Key (50% chance on average) Other Generic Items/Materials |
Glacial Behemoth - Frozen Wastes (Northern Descent) ![]() |
Legends speak of a time when the Horadrim sought to imprison a great elemental force, fearing that its raw, unbridled power could challenge even the Prime Evils. But ice does not die. It does not fade. It waits. And when the seals upon its prison shattered, the Glacial Behemoth rose once more, its breath a storm of razor-sharp frost, its every step cracking the earth beneath an avalanche of death. Permafrost - The behemoth will attempt to summon a deadly avalanche of ice in melee range that leaves behind eternal icy fires which deal insane amounts of both cold and physical damage. Perma Freeze - Upon taking damage, he has a chance to cast a petrifying curse that lowers your cold resistance by 150%, movement speed by 500% and cast and attack speed by 200%. Charge - When taking damage, the boss has a chance to charge at the target with insane speed, closing the gap between him and yourself. Disrupt - The boss emits a mysterious aura that prevents your teleport skills from working. Rewards Orb of Anointment (10% chance on average) Tier 4 Map (25% chance on average) Random Pandemonium Key (50% chance on average) Other Generic Items/Materials |
The Taskmaster - Frozen Wastes (Southern Descent) ![]() |
Clad in chains that bind not just flesh but souls, he does not fight alone. With a guttural command, he summons the wicked, tearing open the veil between worlds to unleash legions of fiends, each one bound to his iron will. But he does not simply send them to battle, he drives them, his very presence igniting a madness within his minions, pushing them beyond pain, beyond fear, beyond death itself. Summon Bloodthirsty Slaves - The taskmaster will periodically summon bloodthirsty demons from the depths of hell to aid him in battle. The minions are immune to all damage and their immunities need to be broken by regular means. Bloodrage - The boss will attempt to enrage his minions, either granting them a buff that heals them insanely fast and providing them damage, attack and movement speed for 6 seconds or turning them into suicidal slaves. Suicidal Slaves - The suicidal slaves will chase down players and attempt to explode in their face. If killed directly by a player, they will explode in an extremely devastating fiery rain dealing both physical and fire damage as well as release a homing fiery skull of death that deals lethal fire damage. Disrupt - The boss emits a mysterious aura that prevents your teleport skills from working. Rewards Orb of Anointment (10% chance on average) Tier 4 Map (25% chance on average) Random Pandemonium Key (50% chance on average) Other Generic Items/Materials |
Baal's Disfigured Harbinger of Destruction - Shrine of Destruction ![]() |
Once, it was a loyal and devoted servant of the Lord of Destruction, a chosen harbinger meant to spread ruin in Baal's name. For one fleeting moment, it dared to question, to hesitate before Baal's decree. And for that, it was unmade and remade, not destroyed, but left to suffer, reshaped by its master's boundless wrath. Baal did not grant death, he granted a lesson, an eternal scar, a grotesque reminder of what happens to those who defy the Lord of Destruction. Homing Cold Novas of Destruction - Baal's former servant will most often cast a deadly orb of ice that spread ice bolts. At first, the ice bolts stand suspended in air for a short period, before seeking to pierce nearby players with extremely high speed. Baal Lightning Storm - The harbinger of destruction dabbled into arcane power of the high angels, learning to occasionally cast a devastating storm of lightning balls. The balls stand suspended in the air for a short period before exploding into charged bolts, dealing high lightning damage. Summon Instruments of Destruction - He will rarely attempt to spawn a horde of beasts of destruction. They have a chance to charge at players when injured and heal nearby allies upon death, making them difficult to dispatch quickly and also making it imperative you avoid killing them near the boss. Meteor Spiral - Upon getting close to the harbinger of destruction, he will attempt to defend himself with a spiral of meteors that deal devastating physical and fire damage. Passives - The boss pierces 100% of your elemental resistances, so make sure to overcap them. Rewards Orb of Anointment (25% chance on average) Tier 5 Map (25% chance on average) Random Pandemonium Key (100% chance on average) Other Generic Items/Materials |
Arbiter of Souls - Reliquary of Souls ![]() |
In the endless war between Heaven and Hell, where angels and demons clash for dominion, there exists a force that serves neither side. Once, it may have been an angel, a being of celestial grace charged with guiding the dead to their destined afterlife. But that purpose was twisted, corrupted by the whispers of the Abyss, until it became something else entirely - a cold, impartial executioner, severed from both the light and the darkness. Bone Spirit - The arbiter's main attack is a bone spirit that deals very high amounts of magic damage, capable of hitting a target multiple times. Bone Spear Flurry - The boss will cast a flurry of bone spears on a 4 seconds cooldown that seek out nearby enemies. They deal high amounts of magic damage and pierce their targets, so it's best to try to avoid them. Soulstorm - Rarely, the boss will raise the souls of the dead to seek out nearby players and destroy them with insanely high amounts of magic damage. Weakening Curse - When taking damage, the boss has a chance to conjure a curse of the soul. If affected, the victim will have their movement speed reduced by 150% and their magic resist by 50%. Rewards Orb of Anointment (25% chance on average) Tier 5 Map (25% chance on average) Random Pandemonium Key (100% chance on average) Other Generic Items/Materials |
Mephisto the Invincible - Eye of the Storm ![]() |
Timeless heroes shattered his soulstone upon the Hellforge, watching as the fragments were swallowed by the abyss. They thought they had destroyed him. But hatred is not so easily destroyed. Deep within the smoldering veins of Hell, where the echoes of suffering never fade, the remnants of Mephisto's essence festered. Though his prison was broken, his malice endured, clinging to the very fabric of Hell itself. Every whisper of betrayal, every act of cruelty, every drop of innocent blood spilled upon the earth fed his lingering presence, reforging his spirit in the shadows. From the smoldering abyss, he rose anew. No longer bound to a soulstone, no longer constrained by the laws of the past - Mephisto had returned and is more powerful than ever before. Invincibility - As his name states, Mephisto is completely invincible to any damage and his immunities cannot be broken by regular means. Poison Bomb - Mephisto's attrition spell is lobbing a bomb of poison that explodes upon hitting the ground, applying an incredibly strong poison to everyone in the area. Flurry of Charged Bolts - Roughly every 12 seconds, Mephisto will cast a flurry of charged bolts that seek nearby enemies, dealing very high lightning damage. Flurry of Ice Orbs - When approaching Mephisto, he will attempt to cast on a 12 seconds cooldown a flurry of ice orbs that deal insane amounts of cold and physical damage. The ice orbs don't stop after one hit, but rather attempt to seek and hit their target multiple times, so it is imperative to run away from this spell. Cold Wave Prison - Mephisto will rarely cast 4 waves of cold, converging on top of the unsuspecting players and dealing extremely high cold damage to anyone in their path. Passives - Mephisto pierces 100% of your elemental resistances. Heaven's Light - Not all hope is lost when fighting Mephisto. Very rarely after damaging Mephisto, the lights of heaven will scatter the battlefield. Picking up a orb of light empowers you, making you and any summons affected able to damage Mephisto for a short period of time. Rewards Orb of Anointment (50% chance on average) Mephisto's Demonic Horn Tier 5 Map (25% chance on average) Pandemonium Key Set (50% chance on average) Other Generic Items/Materials |
Diablo the Invincible - Eye of the Storm ![]() |
From the depths of the Abyss, where the very foundations of Hell burn hottest, the Infernal Crucible - an ancient relic, older than the Prime Evils themselves - began to stir. Legends claim it was where the first demons were shaped, where the essence of darkness itself was forged into form. And now, drawn by the echoes of his own shattered being, Diablo's remnants flowed into its flames, reforging the Lord of Terror into something greater, something unbreakable. He emerged not as the Diablo of old, but as something more. No longer bound to soulstones, no longer vulnerable to the rituals of men, he is Diablo the Invincible, terror incarnate, darkness given flesh, a force of pure, undying malevolence. Invincibility - As his name states, Diablo is completely invincible to any damage and his immunities cannot be broken by regular means. Meteor Shower - Diablo's regular ability is summoning meteors in a line that deal insane amounts of physical and fire damage. Fire Nova - Roughly every 12 seconds, with an audio cue, Diablo releases his most devastating fire nova to date. The fire nova expands slowly, leaving lingering fire behind that deal extremely high amounts of fire damage, so it's imperative you run away when you hear the audio cue. Flurry of Destruction - Very rarely, Diablo will start casting a flurry of homing fire balls that call down meteors from the sky for every bounce they do, dealing insanely high amounts of physical and fire damage. Stream of Lightning - His old spell is now powerful than ever before. He casts his stream of lightning every 6 seconds, dealing prohibitively high amounts of physical and lightning damage. Passives - Diablo pierces 100% of your elemental resistances. Doomsday Angels - Not all hope is lost when fighting Diablo. Very rarely after damaging Diablo, angels from the high heavens will appear on the battlefield. After they inevitably get obliterated by Diablo's arsenal, they will empower all nearby players and their minions for a short period of time, allowing you to damage Diablo himself. Rewards Orb of Anointment (50% chance on average) Diablo's Demonic Horn Tier 5 Map (25% chance on average) Pandemonium Key Set (50% chance on average) Other Generic Items/Materials |
Baal the Invincible - Eye of the Storm ![]() |
The world believed him undone. His body crumbled, his essence scattered as the Worldstone shattered, its ancient power unraveled in a cascade of celestial ruin. Baal had not perished, he had been absorbed into the very heart of creation. For years, his essence laid dormant, dispersed across the fragments of the Worldstone. But with every war, every act of destruction upon Sanctuary, his power slowly reformed, feeding off the chaos, the ruin, the unraveling of the world he once sought to corrupt. The cracks in reality deepened, the echoes of his will whispering through the fabric of existence itself. And then, the final fracture came. Baal rose again, no longer bound by a Prime Evil's flesh, no longer merely a demon lord. He was something greater now - something no longer of Hell, nor of Sanctuary, but of the broken foundation of the world itself. He did not simply command Destruction - he is now Destruction incarnate, more powerful than ever before. Invincibility - As his name states, Baal is completely invincible to any damage and his immunities cannot be broken by regular means. Chain Lightning - Baal's primary ability is a chain lightning that deals very high lightning damage, able to bounce from thin air and seek nearby enemies multiple times. Cold Wave - Baal has a low chance to summon his most destructive cold wave yet, dealing high amounts of cold and physical damage. The wave periodically generates reverberations that seek nearby players. Meteor Prison - Roughly every 8 seconds, Baal will cast a devastating circle of meteors converging upon the unsuspecting target, dealing devastating physical and fire damage to anyone affected. Passives - Baal pierces 100% of your elemental resistances. Weakening Tower - Not all hope is lost when fighting Baal. Roughly ever 13 seconds, Baal will summon demonic towers with a devastating meteor attack to aid him into battle. Upon death, towers empower nearby players and their minions, making them able to damage Baal himself. Rewards Orb of Anointment (50% chance on average) Baal's Demonic Horn Tier 5 Map (25% chance on average) Pandemonium Key Set (50% chance on average) Other Generic Items/Materials |
Guardians of Time - The Icecrown Citadel (The Edge of Eternity) ![]() |
Long ago, three warriors stood as the final guardians of Mount Arreat, sworn to keep the Worldstone from the hands of the unworthy. Korlic, Talic, and Madawc, champions of an age long past, stood against all who dared trespass. They were not driven by hatred nor by conquest - they were bound by duty, a sacred oath that transcended even death. But duty is a cruel master. When the Worldstone shattered, the power they once protected was lost, and with it, their purpose. Their bodies crumbled, their spirits dissolved into the void… or so the world believed. What the Nephalem did not realize was that the Ancients were never truly mortal. For centuries that passed in an instant, they drifted outside reality, watching as Sanctuary fell further into corruption. They saw humanity - the very children of the Worldstone - abandon their purpose, wielding their forbidden Nephalem power as if they were gods. They saw the wars, the betrayal, the reckless destruction of the balance once held sacred. And in the void, a new purpose took root. The Ancients did not return as protectors. They returned as executioners. Invincibility - The returned ancients are being of immense power, controlling time itself. You cannot damage them by regular means. Korlic Cataclysm - Korlic will occasionally cast a devastating attack, raining down an avalanche of rocks from the sky, dealing immense physical damage to anyone affected. Converging Axes - He sometimes conjures axes from thin air that converge upon their target. Anyone caught in the middle is sure to meet a quick death. Passives - Upon taking damage, Korlic has a chance to charge at the enemy. Heaven's Light - Upon damaging Korlic, there's a small chance of heaven intervening, summoning balls of pure light. Upon touching them, you and nearby affected allies are empowered. Talic Axe Prison - Talic will sometimes conjure several nova of axes, seeking the unsuspecting target, dealing massive physical damage. Eternal Pendulum - Upon attacking in melee, Talic has a chance to summon Eternal Pendulums. The Pendulums summon the sands of time, which seek nearby enemies, dealing devastating physical damage and stunning the target for a short time. Upon killing the Pendulum, you and nearby allies are empowered. Madawc Magic Axe - Madawc's primary attack is a magic axe that homes into nearby targets, dealing devastating magic and physical damage. Magic Axe Flurry - Occasionally, Madawc will enrage, starting throwing magic axes in a rapid fashion. Magic Axe Nova - Very rarely, Madawc will tap into the power of time itself, summoning a devastating nova of magic axes that remain suspended in walls, seeking nearby players after a short time. Timeless - The returned ancients are enraged by the state of sanctuary, making them absolutely immortal to all damage. Once you have both the empowering effects of the Eternal Pendulum and Heaven's Light, you will be able to damage them. Rewards Orb of Anointment (33% chance on average each) Eternal Hourglass of Timeless Sand (Unique Large Charm) (you need to kill them all to forge it) Tier 5 Map (17% chance on average each) Random Pandemonium Key (100% chance each on average) Other Generic Items/Materials |
The Lich King - The Icecrown Citadel (The Frozen Throne) ![]() |
The boundaries between worlds are not as unbreakable as the scholars of Sanctuary once believed. The Worldstone stood as the anchor of reality, a divine barrier that separated Sanctuary from the influence of both the High Heavens and the Burning Hells. But when Tyrael shattered it, that barrier was forever weakened. And something else took notice. Far beyond the realms of the Eternal Conflict, in a world consumed by war and death, the Lich King ruled in cold silence. His dominion was absolute, his legions endless, yet the hunger for conquest knows no borders. For death is not confined to a single world, and the power of the Worldstone's destruction echoed through the void between realities, calling to something beyond Sanctuary's understanding. The Lich King does not seek to burn the world like the Prime Evils, nor to corrupt it with lies. He seeks to claim it. The Burning Hells revel in chaos; he brings order through death. The Heavens fight for justice; he believes justice is an illusion. To him, all things end in undeath, and even the angels and demons who have warred since time immemorial will bow before the frozen silence of eternity. Will you not put an end to his reign, he will enslave all of sanctuary. This is the end of all things. Converging Cold - Lich King's regular ability is a converging nova of 4 cold waves that deal very high cold and physical damage to anyone hit. Pounce - Roughly every 8 seconds, the Lich King will assault an unsuspecting target, releasing a nova of pure energy, knockbacking nearby enemies, followed shortly by Eternal Winter. Eternal Winter - Roughly every 12 seconds (in addition to Pounce's followup), the Lich King will release a deadly nova of blue fire that siphons the souls of anyone affected, dealing pure, unmitigable damage, reducing cold resistance by 150%, physical resistance by 100% and slowing affected players to a crawl. This spell is announced with an audio cue. Summon Undead - Rarely, the Lich King will summon 4 ghouls and 1 abomination to aid him in battle. Shadow Trap - Upon taking damage, the Lich King has a chance to summon a shadow trap beneath the attacking player. After a short period, the shadow trap becomes active and releases a wave of Eternal Winter fires. Ghouls - Ghouls possess the spirit of the undead, regenerating very rapidly. They also have a chance to charge at their target when hurt. Abomination - The abomination is immune to all damage and its immunity cannot be broken by regular means. Upon taking damage, the abomination has a chance to enrage, increasing either its damage or movement speed. Very rarely upon taking damage, the abomination will cause the heavens to aid the player in battle, sending the Heaven's Light. Upon picking up the light, the player can damage the abomination and kill it. Valkyries - Upon taking damage, the Lich King has a small chance to summon Valkyries to aid him in battle. The Valkyries don't pose such a high threat. Upon killing them, they will empower the players with the Light's Hope . Passives - The Lich King pierces 100% of your elemental resistances. Timeless - Being a being from outside of Sanctuary's space and time, The Lich King is absolutely immortal to this world's damage. In order to be able to damage him, you need to possess both the effects of Light's Hope and Heaven's Light. Rewards Orb of Anointment (100% chance) Special Mythical Unique Tier 5 Map (50% chance on average) Pandemonium Key Set (100% chance) Other Generic Items/Materials |