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Terror icon

The Terror tiers

The endgame after Hell's Baal: tier levels, affix counts, and what each tier pays.

Beat Baal on Hell and the Terror tiers open: one act of Hell at a time, at monster level 86 and up, a tier at a time. They are the game's endgame and its score: your best tier cleared is kept for each hero.

Opens
Hell's Baal
Tier 1
Level 86
Offers
3 acts
Death
-10% XP

How a tier works

  • From the campfire, TERROR starts your hero in the Terror tiers, beginning at tier 1. Clear a tier to open the next.
  • Each tier offers three different acts to pick from, each with its own affixes: D2's monster modifiers for the whole act, and from tier 5 penalties on you too. See Terror affixes.
  • Monsters stand at the tier's level, 85 plus the tier, up to 99. The act boss stands three levels above them.
  • From tier 2, every tier is harder than the last: its monsters have one more player's life and damage, as with D2's /players. The boss takes the tier's players as its elites do.
  • A death costs 10% of the level's experience, D2's own Hell penalty, never a level. CONTINUE starts the tier over at your level; leaving any other way counts as a death.
  • When the boss falls he opens a portal: pick up the floor, then walk in. Enter goes on to the next tier, T opens Charsi's wares.

Tiers and their pay

Every affix on an offer pays the same: +25% Magic Find, +10% experience and +25% gold. The penalties on you (less healing, no belt potions) count together as one affix. Tiers pay in better items, not more of them: about Hell's drop count, at a higher item level and with the affixes' Magic Find.

TierMonster levelBoss levelAffixesMagic FindExperienceGold
186891+25%+10%+25%
287901+25%+10%+25%
388912+50%+20%+50%
489922+50%+20%+50%
590933+75%+30%+75%
691943+75%+30%+75%
792953+75%+30%+75%
893964+100%+40%+100%
994974+100%+40%+100%
1095984+100%+40%+100%
1196994+100%+40%+100%
1297995+125%+50%+125%
1398995+125%+50%+125%
1499995+125%+50%+125%

From tier 14 monsters are at level 99, the cap: past it, a tier grows harder only through its extra players and its five affixes.

Choosing an offer

  • Read the affixes before the act: an Enchanted affix adds 75% resistance to its element on every elite, and an aura rides every unique for the whole act.
  • More affixes pay more but don't choose themselves: every offer of a tier has the same count, so pick the set your build shrugs off.
  • Conviction lowers your resistances near every unique, so check your elemental resists first; Holy Freeze slows you, which costs most for builds that have to walk into the pack.