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.
| Tier | Monster level | Boss level | Affixes | Magic Find | Experience | Gold |
|---|---|---|---|---|---|---|
| 1 | 86 | 89 | 1 | +25% | +10% | +25% |
| 2 | 87 | 90 | 1 | +25% | +10% | +25% |
| 3 | 88 | 91 | 2 | +50% | +20% | +50% |
| 4 | 89 | 92 | 2 | +50% | +20% | +50% |
| 5 | 90 | 93 | 3 | +75% | +30% | +75% |
| 6 | 91 | 94 | 3 | +75% | +30% | +75% |
| 7 | 92 | 95 | 3 | +75% | +30% | +75% |
| 8 | 93 | 96 | 4 | +100% | +40% | +100% |
| 9 | 94 | 97 | 4 | +100% | +40% | +100% |
| 10 | 95 | 98 | 4 | +100% | +40% | +100% |
| 11 | 96 | 99 | 4 | +100% | +40% | +100% |
| 12 | 97 | 99 | 5 | +125% | +50% | +125% |
| 13 | 98 | 99 | 5 | +125% | +50% | +125% |
| 14 | 99 | 99 | 5 | +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.














