Maps

Maps are items that allow access to new endgame areas (which are also referred to as maps) with higher area levels than the vanilla game. For a list of high level areas outside of maps, see Area Levels.
 * Maps are comparable to vanilla endgame areas, making both new and old areas viable for farming.
 * Dungeons (tier 4 maps) are very difficult group-based areas that offer more challenge for those interested.

This page is missing map layouts for the new season 5 maps

General Info
Tier 1 maps can rarely be found in Hell. Maps are more commonly found from within map areas themselves, with each tier having a chance to drop higher tiered maps. Anya also rewards characters with a regular T1 map in Hell.

To open a map, right click it from your inventory in Hell Harrogath with a level 80+ character who has defeated Hell Ancients/Baal. Only 1 map (or uber area) may be opened per game.

When maps are opened, a random selection of enemy types are chosen to populate the map area. Map areas often don't include all of the monsters listed in each map section below.

Map Events
Map areas have a ~20% chance (unconfirmed) for special enemies or objects to appear somewhere randomly within them, each with different effects. A message is displayed upon entering the area if this happens.


 * A Dark Wanderer appears and transforms into a random boss or super unique with increased damage/health, who drops extra Worldstone Shards when killed (up to 3 dark wanderers per map)
 * The Shadow of Mendeln appears and summons waves of undead, with later waves having many champion/elite enemies (doesn't currently appear in T1 maps)
 * Horazon appears, and creates a portal to a new map when he dies (same tier or 1 tier higher up to T3, with same map modifiers) - the new map won't have additional events
 * A Treasure Fallen appears and flees from attacks, but drops items when damaged such as gems, runes (Lem and below), maps, and map orbs (up to 3 treasure fallen per map)
 * A Spire of Darkness appears and plunges the area into darkness when clicked - shadow enemies spawn in the darkness and have a chance to drop uber keys - the spire will appear relatively close to the entrance

Modification
Maps can be modified with several items via the Horadric Cube. Besides the orbs which can be purchased from Anya in Hell, Horadrim Scarab is an uncommon drop from map bosses and Standard of Heroes drops from Uber Tristram. Maps can also be corrupted with Worldstone Shards, which may drop anywhere.


 * Magic maps can be rerolled with the vanilla recipe (3 perfect gems & any magic item)
 * Rare maps/dungeons can be rerolled with the vanilla recipe (6 perfect skulls & any rare item)

Note: the Cartographer's Orb recipe is currently bugged when using three Bastion Keep or Horazon's Memory maps for it

Affixes
Map affixes affect bonus experience, monster density, and magic/gold find.

Most affixes have 3 tiers of attribute ranges, with each tier becoming available at the corresponding map tier - T2 maps can roll the first two ranges and T3 maps can roll any of the three.

Dungeon attribute ranges are the same as T3 ranges, and affixes that add monsters will not spawn for dungeons.


 * In-game attribute ranges for maps are often incorrect since there are so many affixes with the same three attributes and ranges only show the widest range for any given attribute, rather than the range for specific affixes on the item - this is especially apparent when multiple affixes add the same attributes.
 * Many affixes have different names for each tier of attribute ranges, but only the first name is shown here for better legibility.

Individual Maps
For each map, monsters are listed with their resistances, type, and drain effectiveness. Drain effectiveness is the percentage applied to life and mana returned by "% Life Stolen per Hit" and "% Mana Stolen per Hit".

Tier 1
Tier 1 map areas have an area level of 87

Map_Icon_Ruins_of_Viz-Jun.png Ruins of Viz-Jun

 * 8 monster types are chosen from the 11 possibilities during map generation
 * Both Fetishes are generated in addition to the others if Fetish Shaman is chosen
 * Zealots are generated in addition to the others if Heirophant is chosen
 * Returned monsters are generated in addition to the others if Hollow One is chosen
 * Burning Dead & Burning Dead Archer monsters are minions of Karvarousku







Map_Icon_Horazon's_Memory.png Horazon's Memory

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Oblivion Knight and Lightning Spire are always generated



Map_Icon_Bastion_Keep.png Bastion Keep

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Demon Sprites are generated in addition to the others if Demon Steed is chosen







Map_Icon_Sanatorium.png Sanatorium

 * All monster types are used during map generation

Map_Icon_Royal_Crypts.png Royal Crypts

 * All monster types are used during map generation
 * Decaying Guards are minions of King Leoric

Tier 2
Tier 2 map areas have an area level of 88

Map_Icon_Phlegethon.png Phlegethon

 * 8 monster types are chosen from the 10 possibilities during map generation
 * Demon Imps are generated in addition to the others if Siege Beast is chosen







Map_Icon_Torajan_Jungle.png Torajan Jungle

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Blood Maggot Young monsters are minions of The Great Worm







Map_Icon_Arreat_Battlefield.png Arreat Battlefield

 * 6 monster types are chosen from the 8 possibilities during map generation





Map_Icon_Tomb_of_Zoltun_Kulle.png Tomb of Zoltun Kulle

 * 6 monster types are chosen from the 8 possibilities during map generation









Map_Icon_Sewers_of_Harrogath.png Sewers of Harrogath

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Sand Maggot Young monsters are spawned by Sand Maggots if they are chosen







Map_Icon_Shadows_of_Westmarch.png Shadows of Westmarch

 * All monster types are used during map generation

Tier 3
Tier 3 map areas have an area level of 89

Map_Icon_River_of_Blood.png River of Blood

 * 8 monster types are chosen from the 9 possibilities during map generation
 * Flesh Beasts are spawned by Flesh Spawners if they are chosen
 * Blood Golems are minions of Avunaos









Map_Icon_Throne_of_Insanity.pnge of Insanity

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Hell Spawn monsters are generated in addition to the others if Hell Whip is chosen







Map_Icon_Reziarfg's_Lair.png Lost Temple

 * 6 monster types are chosen from the 7 possibilities during map generation







Map_Icon_Ancestral_Trial.png Ancestral Trial

 * 6 monster types are chosen from the 8 possibilities during map generation







Map_Icon_Blood_Moon.png Blood Moon

 * Hell Bovines are the only non-boss monster type unless others are added via affixes







Map_Icon_Fall_of_Caldeum.png Fall of Caldeum

 * 6 monster types are chosen from the 7 possibilities during map generation (Zombies listed twice)







Map_Icon_Pandemonium_Citadel.png Pandemonium Citadel

 * 6 monster types are chosen from the 7 possibilities during map generation







Map_Icon_Canyon_of_Sescheron.png Canyon of Sescheron

 * 6 monster types are chosen from the 8 possibilities during map generation







Map_Icon_Kehjistan_Marketplace.png Kehjistan Marketplace

 * 6 monster types are chosen from the 8 possibilities during map generation
 * Devilkin Slaves are minions of Aerlynn



Tier 4 (Dungeons)
Dungeons have an area level of 90

Dungeon monsters grant 200% more experience and have 75% curse reduction

Dungeons each use the same pool of monster types, of which 7 are chosen from the 8 possibilities during map generation. Common monster types: Gloam, Misshapen, Succubus, Unholy Corpse, Death Lord, Huntress, Night Lord, Blood Bringer

Blood Bringers move slowly and deal "lethal damage" - beware!

Most immunities of dungeon enemies cannot be broken by conventional means since their resistances are so high - breaking 180% resistances requires combining multiple high level skills such as level 38 Conviction (-43%), level 37 Lower Resist (-23%), and level 36 Static Field (-15%)

Dungeon bosses each have a 1/20 chance to drop a Horadrim Scarab and a 1/1000 chance to drop exclusive unique items that otherwise can only be dropped by Diablo-Clone or Rathma (Overlord's Helm, Dark Abyss, Itherael's Path, Hadriel's Hand, Aidan's Scar, The Third Eye, Band of Skulls, Cage of the Unsullied)

Map_Icon_Cathedral_of_Light.png Cathedral of Light

 * Flying Scimitars only appear from terrain objects such as barrels
 * Canight the Corrupted is in a separate area within the dungeon called the Cathedral Basement
 * Madness & Hysteria are minions of Canight and are immune until Canight has been defeated








 * The Cathedral Basement has fewer possible monster types and 3 will be chosen from 5 possibilities (Spear Cat, Succubus, Unholy Corpse, Death Lord, Huntress), but the area is small enough that even the chosen types may not appear

Map_Icon_Plains_of_Torment.png Plains of Torment

 * Specters always spawn in addition to the common dungeon monster types
 * Canight the Corrupted is in a separate area within the dungeon called the Pit of Despair
 * Madness & Hysteria are minions of Canight and are immune until Canight has been defeated









Sanctuary of Sin

 * The Stygian Beast is in a separate area within the dungeon called the Black Abyss
 * Stygian Horde monsters are minions of The Stygian Beast

Source of Information on this Page

See PD2's text files for updated info when game changes are made. Map affixes are in MagicPrefix.txt and MagicSuffix.txt, and map monster info can be determined from Levels.txt and MonStats.txt. The files are best viewed in table format since they are tab-delineated, so they should be opened with Microsoft Excel (or similar programs) or their text should be copy/pasted into a spreadsheet. For convenience, many of the game's text files are also saved on Google Drive: D2 Text File Tables.

If the files in these locations are not updated by others, you can extract them yourself from patch_d2.mpq (found in Diablo II/ProjectD2) using an MPQ editor and D2 listfile - the text files will be in /data/global/excel.