Diablo II Resurrected

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Quest Guides:
Act I -Map
Act II -Map
Act III -Map
Act IV -Map
Act V -Map
I primarily play Resurrected, although I do own a complete LoD Battle Chest(stock picture). I've been playing since about 2006, off and on but always coming back. Resurrected's change to inactive character deletions has given me a lot of hope for the future of the game.

I typically play online Softcore Nonladder, so that I can boss with friends or trade things from time to time. I recommend using guides from websites like icy-veins only to help guide you towards a goal, but not to tell you exactly how to play or build your character. Build diversity is important in Diablo 2! Many things can work, and 'meta' setups are very samey.

Below are some of my main builds and opinions on things in the game. Use the sidebar to skip to certain things in the page.

Quest Guide

Waypoints mid-level are noted by a "wp 2" or similar in the "How" section.
Acronym key: wp = Waypoint | tp = Town Portal | n = Normal | nm = Nightmare | h = Hell
clvl = Character level | ilvl = Item level

Act I - The Sightless Eye Link to visual map
I - The Den of Evil
Who:Akara What:Kill everything in Den
Where:Den of Evil Why:1 skill tree point, can get a one-time full respec
How: Town (wp) > Blood Moor > Den of Evil
Notes: This quest is optional. Well greetings stranger, this is not hard on Normal or Nightmare. It serves as the best tutorial you're going to get. If you're a single-element user in Hell, make sure your hireling can dish out the hurt, or enjoys full rejuves. Additionally, this is the earliest area you can get Diablo Clone in Hell - Corpsefire is a valid Super Unique to become Diablo.

II - Sisters' Burial Grounds
Who:Kashya What:Kill Blood Raven
Where:Burial Grounds Why:(n) Free mercenary, (nm, h) absolutely nothing
How: Town (wp) > Blood Moor > Cold Plains (wp) > Burial Grounds
Notes: This quest is optional. Blood Raven is really zippy, and can raise quite a lot of undead. She has a habit of running away from you so it can be kinda easy to corner her. When you kill her, most all of her summons die, so you can ignore them if they are overwhelming you. There's two exp dungeons in this area with a poorly guarded magic chest. The hireling reward is generally the one you didn't want.

III - The Search for Cain
Who:Akara What:Rescue Deckard Cain
Where:Tristram Why:Free item identification (in that difficulty), a magic ring
How: Cold Plains (wp) > Stony Field (wp) > Underground Passage (1, 2) > Dark Wood (wp)
This is a multi-step quest: The Tree of Inifuss is in the Dark Wood. The Cairn Stones are in the Stony Field.
This quest can be failed: If you do not rescue Cain before leaving Act I, he will appear in Act II and beyond, but he will charge you to identify items and the quest will be considered failed.

Notes: This quest is optional. Wirt's Leg is located in the westernmost side of the map. You can use this item when you've finished the difficulty to go somewhere. In Resurrected, the portal to Tristram stays open and you can get a new leg after using the one you have. I recommend just grabbing it after finishing the difficulty. It just takes up space otherwise.

IV - The Forgotten Tower
Who:The Moldy Tome What:Kill The Countess
Where:Tower Cellar Level 5 Why:0-3 Runes, Quest kill: Magic chest loot
How: Dark Wood (wp) > Black Marsh (wp) > Tower Cellar (1, 2, 3, 4, 5)
Notes: This quest is optional. You can begin and end this quest without ever seeing the tome. The fight down the cellar floors takes some time, and in Hell there are a few immunes that get in the way. The Countess drops 0-3 runes on death, quality preference varying by difficulty (n - El-Ral, nm - El-Ko, h - El-Lo), making her valuable to farm if you are running out of runes on your dozen mules. The Countess likes to drop a fire wall in the doorway and cook your brave Act 2 hireling who just wants to give a poke to the minions. In Hell, the Countess drops the Key of Terror.

V - Tools of the Trade
Who:Charsi What:Find Charsi's Horadric Malus
Where:Barracks Why:Can get a one-time imbue (normal item into rare)
How: Black Marsh (wp) > Tamoe Highland > Monastery Gate > Outer Cloister (wp) > Barracks
Notes: This quest is optional. The Smith is Extra Strong, so do your best to get him stuck behind other enemies or parts of the forge. You can also just grab the Malus and run - killing him is optional. The Barracks are a bit of a maze, but you will likely find the exit to the Jail in your search. Holding onto each difficulty's imbue is a strategy you can do in order to take three regular, but high-tier items from Hell to imbue.

VI - Sisters to the Slaughter
Who:Deckard Cain What:Kill Andariel
Where:Catacombs Level 4 Why:Ability to move on to Act II
How: Outer Cloister (wp) > Barracks > Jail (wp 1, 2, 3) > Inner Cloister (wp) > Cathedral > Catacombs (1, wp 2, 3, 4)
Notes: Andariel uses potent poison. Remember that unlike you, your hirelings can die from poison, so stock up on spare antidotes or poison length reduction equipment. It's a good idea to not step too far into the boss room (big wooden doors), as there are some minions you can kill without activating the fight. With this quest completed, you have done every step required to finish The Sightless Eye. Warriv will be eager to leave. I think you're just a free bodyguard for him at this point.

Act II - The Secret of the Vizjerei Link to visual map
I - Radament's Lair
Who:Atma What:Kill Radament
Where:Sewers Level 3 Why:1 skill tree point, discounts in this act's shops
How: Town (wp) > Sewers (1, wp 2, 3)
Notes: Hope you brought antidotes. You can get an Act II hireling as soon as you get to Lut Gholein if you so choose. In other news, Radament is Extra Fast, and can resurrect undead. The trek down the sewers to get to him is what will take the longest. Don't hesitate to go to town and heal your hireling if they appear to be doomed by poison. Make sure to get the Horadric Scroll from the magic chest and show it to Deckard Cain.

II - The Horadric Staff
Who:Deckard Cain What:Assemble the Horadric Staff
Where:Half of entire act (see below) Why:Ability to complete Quest VI
How (cube): Town (wp) > Rocky Waste > Dry Hills (wp) > Halls of the Dead (1, wp 2, 3)
How (staff): Dry Hills (wp) > Far Oasis (wp) > Sand Maggot Lair (1, 2, 3)
How (amulet): Far Oasis (wp) > Lost City (wp) > Valley of the Snakes > Claw Viper Temple (1, 2)
This is a multi-step quest: This quest takes the entire act to complete. It's more of a guide as to what all you need to do.

Notes: Quest III begins partway through this quest. Each Super Unique at the end of the dungeons here has some sort of buff. Keep the Horadric Cube in your inventory - it adds more storage. In Resurrected, Deckard Cain will identify the contents of your cube as well as your main inventory. Remember that charms do not function inside the cube. Transmute the staff and amulet in the cube to get an item you have to hold on to until Quest VI. If you aren't using your weapon swap slot, this is a good place to store the staff.

III - The Tainted Sun
Who:Drognan (after entering Lost City) What:Destroy Claw Viper Altar
Where:Claw Viper Temple 2 Why:Daylight
How: Far Oasis (wp) > Lost City (wp) > Valley of the Snakes > Claw Viper Temple (1, 2)
Notes: This quest is technically optional. If you continue past the Lost City and complete the Claw Viper Temple for the Horadric Amulet, this quest completes along with obtaining it. The only thing that happens during this quest is that it's permanently nighttime. Townsfolk have unique dialogue in their talk options while the eclipse is ongoing.

IV - The Arcane Sanctuary
Who:Jerhyn and Drognan What:Read Horazon's Journal
Where:The Arcane Sanctuary Why:Ability to complete Quest VI
How: Town (wp) > Harem (1, 2) > Palace Cellar (wp 1, 2, 3) > Arcane Sanctuary (wp)
Notes: One in four chance to get it right, and you've got a zero percent chance of getting it right on the first three tries. If you don't have Leap or Teleport, navigating the Arcane Sanctuary can be very annoying. If you are a melee-only character, the flying enemies can be very annoying. Otherwise, this quest is just time consuming, but not particularly difficult.

V - The Summoner
Who:- What:Kill the Summoner
Where:Arcane Sanctuary Why:Nothing
How: Arcane Sanctuary (wp)
Notes: This quest activates once the Summoner is close enough to you that he starts doing things. The quest completes when he dies, which is quickly, because he has a very low life pool even on Hell. There's lore reasons as to why, I swear. Some classes are quite rude to him upon his death. In Hell, the Summoner drops the Key of Hate.

VI - The Seven Tombs
Who:Jerhyn What:Find the True Tomb of Tal Rasha
Where:Tal Rasha's Tomb Why:Ability to move on to Act III
How: Arcane Sanctuary (wp) > Canyon of the Magi (wp) > Tal Rasha's Tomb
Notes: The correct tomb is put into your quest log. The other tombs have a magic chest at the end of them if you want to get some loot and levels. The correct tomb has an Orifice in it that you must put the Horadric Staff into. Be careful when entering, as it immediately drops you into the fight against the act boss, Duriel. If your device is slow, Duriel will attack you while you're still loading. Remember to drop a portal before entering. He uses cold attacks to stop you from running away, and otherwise uses melee - thawing potions will help you here. Duriel is known to be a skill check, so don't be afraid to portal out. If you die, he will camp your corpse. Once he is dead, speak to Jerhyn and he will allow you to get a lift to Act III.

Act III - The Infernal Gate Link to visual map
I - The Golden Bird
Who:- What:Show Deckard Cain the Jade Figurine
Where:Spider Forest Why:Permanent +20 to Life
How: Town (wp) > Spider Forest (wp)
Notes: This quest is optional. The Jade Figurine drops at random off any Unique in the Spider Forest. After finding the figurine, talk to Deckard Cain. Then talk to Meshif. Then talk to Deckard Cain. Then talk to Alkor. After that, leave the area and come back (put Alkor offscreen) to get a potion which grants you a permanent +20 to your Life.

II - Blade of the Old Religion
Who:Hratli What:Find the Gidbinn Blade
Where:Flayer Jungle Why:Rare ring, one free Iron Wolf hireling
How: Spider Forest (wp) > Great Marsh (wp) > Flayer Jungle (wp)
Notes: This quest is optional. It's also easy to miss. Navigating the swamp areas of Kurast are a Nightmare. The Gidbinn appears on your automap with a distinct icon. Yet again, if you have Leap or Teleport, you have an advantage. However, it's easy to accidentally teleport into a pack of fetishes and die before you can cast again. Teleport to places you can see, or just use it to cross gaps.

III - Khalim's Will
Who:Deckard Cain What:Assemble Khalim's Will
Where:Entire act Why:Ability to complete Quest VI
How (eye): Spider Forest (wp) > Spider Cavern (wp)
How (brain): Spider Forest (wp) > Great Marsh (wp) > Flayer Jungle (wp) > Flayer Dungeon (1, 2, 3)
How (heart): Flayer Jungle (wp) > Lower Kurast (wp) > Kurast Bazaar (wp) > Sewers (1, 2)
How (flail): Kurast Bazaar (wp) > Upper Kurast (wp) > Kurast Causeway > Travincal (wp)
This is a multi-step quest: You'll be traveling through the entire act to complete this quest. It's more of a completion tracker than anything else - it won't be complete till you're basically done here.

Notes: Optionally, talk to Deckard Cain after getting the Flail to get a little lore. A lot of cold, fire, and lightning immunes await you at the ends of these dungeons. Travincal contains the Council, five members, three Super Unique, who are eager to tear you apart. The Hydras that they can summon are particularly painful. There is no reward besides the Super Unique loot on completion of this quest.

IV - Lam Esen's Tome
Who:Alkor What:Find Lam Esen's Tome
Where:One of six temples in the Bazaar, Upper Kurast, or Causeway Why:5 attribute points, discounts in this act's shops
How: Kurast Bazaar (wp), Upper Kurast (wp), and Upper Kurast (wp) > Kurast Causeway
Notes: This quest is optional. It's also really easy to miss if you don't talk to Alkor much, and don't do the exp dungeons. Usually, the dungeon you pick fifth is the right one, so just go to the Bazaar's Ruined Temple if you want to skip the extra-optional optional stuff. The exp isn't fantastic in these areas as they're particularly small. The Super Unique awaiting you is Battlemaid Sarina, who can take you by surprise if you are slogging through five other temples before getting to the right one. She is Extra Fast Spectral Hit, meaning damage is applied as various elements.

V - The Blackened Temple
Who:Ormus What:Kill the Council
Where:Travincal Why:Ability to complete Quest VI
How: Upper Kurast (wp) > Kurast Causeway > Travincal (wp)
Notes: You now speak to Ormus. Technically optional if you ignore Ormus, this is a fluff quest. It offers you nothing but the ability to destroy the Compelling Orb, which you already had to kill the Council members for the Flail to do so in the first place. Again, the Council members are pretty rough considering they cast Hydra from offscreen. Keep moving and they will miss. You'll complete this quest right before Quest III, another basically-fluff quest.

VI - The Guardian
Who:Ormus What:Kill Mephisto
Where:Durance of Hate Level 3 Why:Ability to move on to Act IV
How: Travincal (wp) > Durance of Hate (1, wp 2, 3)
Notes: You're too late! Undead Stygian Dolls are here to ruin your day on any difficulty. If you can Teleport or Leap, be hesitant to. The fight with Mephisto can be difficult for people with lower elemental resistances, as he casts Lightning Bolt and has a poison attack. If you hug him, he will generally prefer melee, which hurts a little less. If you have a ranged attack, you can get across the moat where you fight the Super Uniques and range him - he will only use Lightning Bolt. Upon Mephisto's death, a portal opens to Act IV, but if you go back to town first you can get some celebratory dialogue. If you don't pick up Mephisto's Soulstone here, Deckard Cain will give it to you later.

Act IV - The Harrowing Link to visual map
I - The Fallen Angel
Who:Tyrael What:Kill Izual
Where:Plains of Despair Why:2 skill tree points
How: Town (wp) > Outer Steppes > Plains of Despair
Notes: This quest is optional. Izual is roaming around the Plains and you're going to just end up walking up to him. He has a lot of health and funnily, uses cold attacks despite being in Hell. This fight may take a while just to wear him down - kill the minions around him to prevent your hireling from getting too distracted. Keep a portal open to come back, since there's been no waypoints so far, and the next quest is further along.

II - Hell's Forge
Who:Deckard Cain What:Destroy Mephisto's Soulstone
Where:River of Flame Why:Gems (1 normal, 2 flawless, 1 perfect), 1 rune (expansion only)
How: Town (wp) > Outer Steppes > Plains of Despair > City of the Damned (wp) > River of Flames (wp)
This quest can be soft-failed: If multiple players with the quest active are in one game, the quest will be marked failed for all players besides the one who destroyed their Soulstone. This does mean you can make a new game and repeat it for all players, though.

Notes: This quest is optional. Also known as "The Hellforge" in some places. If you didn't pick up the Soulstone, Deckard Cain will comment about such and give you it. Hephaesto the Super Unique guards the Forge. He has a couple buffs, including Spectral Hit, meaning your resistances will be tested if he gets his mitts on you.

Take the hammer he drops along with the Soulstone to the anvil, and watch as your Attack Rating makes you miss an attack on an inanimate object. If you're playing online, be aware the loot drops on the floor. If you're playing Lord of Destruction, you will get a rune from the Forge (n - El-Amn, nm - Sol-Um, h - Hel-Gul).

III - Terror's End
Who:Tyrael What:Kill Diablo
Where:The Chaos Sanctuary Why:Finish difficulty OR ability to move on to Act V (expansion only)
How: River of Flames (wp) > The Chaos Sanctuary
Notes: Diablo wants to be left alone. In order to fight him, you have to open five Seals first. Think of them like dinner bells - every time you open one, a pack of monsters come to eat you. Three of the seals will spawn a Super Unique each - Lord DeSeis, Infector of Souls, and the Grand Vizier of Chaos. They spawn with special attributes, and can mob an unsuspecting party when they end up with Extra Fast on all their minions. Remember that Diablo will cast Bone Prison around any one town portal he can see, so if you're solo, open it far away, otherwise have at least two portals open.

Diablo himself uses all the elements. You'll want to move in an outward-spiral type movement when he reaches back to use his lightning attack - it can kill you in one volley. Additionally, Act bosses deal heavily multiplied damage to hirelings and summons. If you make the mistake of entering through a bone-prisoned portal, Diablo will shoot lightning into it to kill you. If he is being crowded, he will cast a fire nova which deals a moderate amount of damage in one chunk.

If you are playing pre-expansion, this is the end of the game. You will receive your title as well as access to the current difficulty's Cow Level and the ability to basically new game plus into a higher difficulty, unless you're in Hell already.

Act V - Destruction's End Link to visual map
I - Siege on Harrogath
Who:Larzuk What:Kill Shenk the Overseer
Where:Bloody Foothills Why:One-time add sockets to an item
How: Town (wp) > Bloody Foothills
Notes: This quest is optional. You'll complete this quest just by progressing, unless you run from enemies. Shenk the Overseer isn't particularly tough, and the reward is well worth holding on to. The socket reward will grant various amounts of sockets depending on what the item is:
- Normal (white) item: Maximum sockets possible for that item (1-6)
- Magic (blue) item: 1-2 sockets
- Rare (yellow), Set (green), Unique (tan), Crafted (orange) item: 1 socket
- Items with stuff in the existing sockets or certain exempt items: Nothing
Some players will wait until they get a good "base" item to socket, for example to make a runeword for their hireling. One such item is any polearm dropped from the Normal cow level gets 4 sockets.

II - Rescue on Mount Arreat
Who:Qual-Kehk What:Free the Barbarians
Where:Frigid Highlands Why:Barbarian hirelings, 3 runes
How: Town (wp) > Bloody Foothills > Frigid Highlands (wp)
Notes: Further up the way you were going, you'll find an open map full of fire breathing fetishes and mounted calvary. Besides needing fire resistance, you'll also find the imprisoned Barbarians - 15 total, 3 bunches of 5. While you rescue them, covering the entire area, you'll also begin to wonder why they don't just use the portal scroll they have in their pocket from inside the "cage", or Bash (clvl 1 btw) the "door" down, or Leap (clvl 6 btw) over the stick walls.

Completing this quest puts three runes in your inventory - a Ral, Ort, and Tal. These are required to make the runeword "Ancient's Pledge" in a 3 socket shield. This runeword grants you over +40 elemental resists, and is very good when starting out. It can carry you until Hell in some cases.

III - Prison of Ice
Who:Malah What:Find Anya
Where:Frozen River Why:Permanent +10 to all resists, a class-specific rare item
How: Frigid Highlands (wp) > Arreat Plateau (wp) > Crystalline Passage (wp) > Frozen River
Notes: You'll find Anya somewhere in the Frozen River. Once you do, portal back to town and talk to Malah, get a special thawing potion, and free her. She isn't guarded by any specific Super Unique, so getting to her is achievable by just wandering around until you do. Malah will give you a scroll which grants you a permanent +10 to your resistances. Anya will give you a random class-specific item. It's not guaranteed to be for your class. Now that Nihlathak is gone, Anya will serve your gambling addiction.

IV - Betrayal of Harrogath
Who:Anya What:Kill Nihlathak and retrieve the Relic of the Ancients
Where:Halls of Vaught Why:One-use sticker with your name written on it to stick to any item
How: Town (wp) > Halls of Anguish > Halls of Pain (wp) > Halls of Vaught
Notes: This quest is optional. Nihlathak is being accused of making a deal to hand over the get-out-of-fight-free card to Baal. In Resurrected, activating the Halls of Pain waypoint does not close the red portal, so you can kill Pindleskin repeatedly without having to avoid it.

Nihlathak is a Necromancer, and uses Corpse Explosion on his own summons after you kill them. He also has Teleport, which he uses infrequently. Besides that, he's relatively squishy. Once he dies, go back to town and talk to Anya where you will find out that he already performed the deal with Baal. You're right on Baal's tail now though, so she will urge you to hurry to the Arreat summit and catch him before he gets too far. In Hell, Nihlathak drops the Key of Destruction.

V - Rite of Passage
Who:Qual-Kehk What:Defeat the three Ancients
Where:Arreat Summit Why:Ridiculous amount of exp (up to 1 full level's worth.)
How: Crystalline Passage (wp) > Glacial Trail (wp) > Frozen Tundra (wp) > The Ancient's Way (wp) > Arreat Summit
You can NOT leave during this quest's fight: Opening a portal will immediately cancel the fight and force you to restart from the beginning. You can not leave or return through a portal when fighting the Ancients. It must be done without breaks.
You must meet a level requirement to complete this quest: If you are not at least level 20 in Normal, 40 in Nightmare, and 60 in Hell when defeating the Ancients, you will get no reward and the quest will not complete. You must meet the minimum level requirements to get anything.

Notes: This quest is technically optional, if you have someone with the waypoint after this area to open a portal for you. Fighting the three Ancients, you will be exposed to the main abilities of the Barbarian:
- Leap Attack (Korlic the Protector)
- Double Throw (Madawc The Guardian)
- Whirlwind (Talic the Defender)
Their true potency lies in mobbing you. Staying mobile and trying to keep a couple of them behind pillars or otherwise off-screen can do a lot to help. For example, Talic tends to get distracted slowly spinning off in a random direction, so dodging him shouldn't be incredibly hard. Madawc doesn't hit incredibly hard, and he takes frequent pauses. Korlic can be aggravating because he can't be hit mid-leap and will just land on top of you. Prioritizing Korlic by standing nearish to him as the fight is starting can help.

On the defeat of the final Ancient, you are granted 1.4 million exp in Normal, 20 million in Nightmare, and 40 million in Hell - but keep in mind that if you would gain more than one level, the exp is cut off there. If you have someone able to help you skip this quest in Nightmare and Hell, the value of this exp skyrockets, as it becomes exponentially harder to gain exp once you pass level 75 - and the exp given by this quest is not scaled by your exp rate!

VI - Eve of Destruction
Who:Qual-Kehk What:Stop Baal
Where:The Throne of Destruction Why:Finish difficulty, or if in Hell, a title but no new difficulty
How: The Ancient's Way (wp) > Arreat Summit > The Worldstone Keep (1, wp 2, 3) > The Throne of Destruction > The Worldstone Chamber
Notes: There's a lot of text here, but don't get overwhelmed - a lot of it is just descriptions. This quest is a two-parter. First, you get to the Throne of Destruction, and defeat five waves of Super Uniques, before Baal runs off and you finally fight him in the Worldstone Chamber. The Super Uniques you will fight are:

- Colenzo the Annihilator (Minions: Warped Ones) - representative of Act I. Fire element.
- Achmel the Cursed (Minions: Unravelers, Burning Dead) - representative of Act II. Magic element.
- Bartuc the Bloody (Minions: Council Members) - representative of Act III. Lightning element.
- Ventar the Unholy (Minions: Venom Lords) - representative of Act IV. Extra Fast.
- Lister the Tormentor (Minions: Minions of Destruction) - representative of Act V. Spectral Hit.

The first part of the fight gets particularly difficult around Ventar, and especially around Lister, who mobs you with magical melee attacks. Keeping your hireling or keeping summons up to take hits for you will be a must.
Once you've defeated or otherwise removed the Super Uniques from the boss room, Baal will laugh nervously and skedaddle into the portal to the Worldstone Chamber. Baal can be difficult when you're geared at-level. Some of Baal's most troublesome moves are:

- Hoarfrost: A V-shaped frost "nova" which repeatedly applies knockback as well as chills you. This is extremely annoying for melee characters, so wedging yourself near a wall helps mitigate it.
- Incineration Nova: An upgraded version of Diablo's Fire Nova attack. Deals a lot of damage, and hard to dodge. He uses this more often if you are too close to him.
- Mana Rift: Drains your mana and applies Magic damage. If you watched the Act 5 cutscene, this is the ability Baal used on the Barbarian guard to make him explode.
- Teleport: It's Teleport. Have fun chasing him.
- Festering Appendages: If you run away from him, he will summon what are basically headless Hydras to slap you. You can kill these, but they expire after a short time.
- Vile Effigy: Basically, Baal duplicates himself with his current health pool. The clone can use all of Baal's spells except this one. You can tell them apart by the fact that the fake Baal's "Demon" tag is off-center. This is very hard to see in Resurrected, so you should switch to Classic view if you lose track of who is who.

After Baal finishes his death theatrics, you will be visited by Tyrael - who politely did not help at all during the fight but so conveniently shows up right as you finish it. He will open a portal called "Destruction's End" after telling you a story. This ends the game, awards you another cutscene and a title for your character, and if you're not on Hell, access to a harder difficulty. Congratulations!

Locale Information

Act I - The Sightless Eye
Rogue Encampment
Crypt Blood Moor Den of Evil
Burial Grounds Cold Plains
Mausoleum Stony Field Tristram
Underground Passage 1 Underground Passage 2
Dark Wood
Hole (2 levels) Black Marsh The Forgotten Tower
Pit (2 levels) Tamoe Highland Tower Cellar 1
Monastery Gate Tower Cellar 2
Outer Cloister Tower Cellar 3
Barracks Tower Cellar 4
Jail 1 Tower Cellar 5
Jail 2
Jail 3
Inner Cloister
Cathedral
Catacombs 1
Catacombs 2
Catacombs 3
Catacombs 4

Act II - The Secret of the Vizjerei
Claw Viper Temple 2
Claw Viper Temple 1
Valley of Snakes
Halls of the Dead 3 Lost City Ancient Tunnels
Halls of the Dead 2 Far Oasis Maggot Lair 1
Halls of the Dead 1 Dry Hills Maggot Lair 2
Stony Tomb (2 levels) Rocky Waste Maggot Lair 3
Lut Gholein Sewers 1
Harem 1 Sewers 2
Harem 2 Sewers 3
Palace Cellar 1
Palace Cellar 2
Palace Cellar 3
The Arcane Sanctuary
Canyon of the Magi
Tal Rasha's Tomb
Tal Rasha's Chamber

Act III - The Infernal Gate
Kurast Docks
Arachnid Lair
 ⊢ Spider Forest Flayer Dungeon 3
Spider Cavern
Great Marsh Flayer Dungeon 2
Swampy Pit (3 levels) Flayer Jungle Flayer Dungeon 1
Lower Kurast Kurast Sewers 2
Ruined Temple
 ⊢ Kurast Bazaar Kurast Sewers 1
Disused Fane
Forgotten Temple Upper Kurast Forgotten Reliquary
Disused Reliquary Kurast Causeway Ruined Fane
Travincal
Durance of Hate 1
Durance of Hate 2
Durance of Hate 3

Act IV - The Harrowing
Pandemonium Fortress
Outer Steppes
Plains of Despair
City of the Damned
River of Flames
Chaos Sanctuary

Act V - Destruction's End
Nihlathak's Temple Harrogath
Halls of Anguish Bloody Foothills
Halls of Pain Frigid Highlands Abaddon
Halls of Vaught Arreat Plateau Pit of Acheron
Crystalline Passage Frozen River
Glacial Trail Drifter Cavern
Frozen Tundra Infernal Pit
The Ancient's Way Icy Cellar
Arreat Summit
Worldstone Keep 1
Worldstone Keep 2
Worldstone Keep 3
Throne of Destruction
Worldstone Chamber



Builds

Current main builds:
Blizzard Sorceress
Zoo Druid (Resurrected only)
Bow Amazon

Lesser played builds:
Martial Assassin
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Page last edited 03 Dec 2025 (assuming I remembered to update this) (i remembered)
Game info:
Release dates:
- Diablo II: 2000
- Diablo II Resurrected: 2021

Diablo II is an action roleplaying game set in the dark world of Sanctuary. The events of this game take place shortly after Diablo I, and you play a new set of adventurers unrelated to the previous cast.

The Lord of Destruction expansion pack adds a fifth act to the game, up from four in the base game. An "act" is basically a chapter in the story - the fifth adds a true ending to the plot.