Terrorized Zones

Complete Technical Analysis: Sunderers, Shards & Statues
D2R v3.1.91735 • Extracted from CASC data files

1. What Are Terrorized Zones?

Every 30 minutes, D2R picks a random zone (like "Catacombs" or "Chaos Sanctuary") and "terrorizes" it. Internally the game calls this system "desecrated zones" - you'll see this term in all the data files.

When a Zone Is Terrorized
  • Monster levels are boosted by +2 (so they drop better loot)
  • You gain +25% bonus experience
  • Special drops become available (worldstone shards, sunderer charms)
  • In RoTW Hell difficulty: Heralds can spawn (more on this below)

There are 34 automatic zone groups that rotate on a 30-minute timer with no break between rotations. The rotation uses a seed-based pseudo-random selection and started on 2025-12-05. The full zone list from desecratedzones_hd.json is:

Zone Groups by Act

Act 1 (10 zones)

Burial Grounds, Catacombs, Cold Plains, Dark Wood, Blood Moor, Jail, Moo Moo Farm, Tristram, Tower, Monastery

Act 2 (7 zones)

Sewers, Rocky Waste, Dry Hills, Far Oasis, Lost City, Tal Rasha's Tombs, Arcane Sanctuary

Act 3 (6 zones)

Spider Forest, Great Marsh, Flayer Jungle, Kurast, Travincal, Durance of Hate

Act 4 (3 zones)

Outer Steppes, River of Flame, Chaos Sanctuary

Act 5 (8 zones)

Bloody Foothills, Arreat Plateau, Crystalline Passage, Halls, Glacial Trail, Ancients Way, Frozen Tundra, Worldstone Keep

The game also supports 5 "manual" zone groups (one per act) that you can trigger yourself using Worldstone Shards.

Who Can Use Terror Zones?

What Does "Desecrated" Mean?

In the game files, desecrated = terrorized. They're the same thing. When you see "Desecrated" in a treasure class name like Act 1 (H) Champ A Desecrated, it means "the version of this TC that is used when the zone is terrorized."

When a zone becomes terrorized, monsters in that zone get swapped from their normal treasure class to their "Desecrated" treasure class. For example, a Hell Act 1 Champion normally uses Act 1 (H) Champ A but in a terrorized zone it uses Act 1 (H) Champ A Desecrated instead. The desecrated version includes extra rolls (like worldstone shards).

What Is a "Desecrated Boss"?

A desecrated boss is simply an act boss (Andariel, Duriel, Mephisto, Diablo, or Baal) killed while their zone is terrorized. When you kill Andariel in a terrorized Catacombs, she uses her "Desecrated" treasure class instead of her normal one. This desecrated TC includes an extra pick for an Ancient Statue material.

You cannot force a specific boss's zone to be terrorized through the automatic rotation - you have to wait for it, OR you can use a Worldstone Shard to manually terrorize an entire act (which includes the boss's zone).

2. How Heralds Work (The Token System)

Heralds are super-powered elite monsters that can spawn in terrorized zones. In RoTW, Heralds are the source of PreCrafted Sunderer Grand Charms (the upgradeable version). In base LoD mode, "Latent" sunderer charms can drop from terrorized zones but these CANNOT be upgraded via cube recipes. Understanding how Heralds spawn is critical.

The Token System

The data files define two probability values and two caps:

  1. You kill a monster in a terrorized zone in RoTW Hell difficulty.
  2. The game has a 2% chance (chance_to_gain_herald_token = 2.0) to grant a "herald token."
  3. There is a 1% chance (chance_for_token_to_convert_to_herald = 1.0) for a token to convert into an actual Herald spawn.
  4. A Herald monster appears in the zone with a tier (0-4 internally, displayed as 1-5).

The data files do not specify when the 1% conversion check fires (immediately on token gain, per kill, per tick, etc.), how tier is selected, or what happens to existing tokens when a herald spawns. The max_herald_tokens = 5 cap and max_herald_tiers = 5 count are the only constraints defined in the config.

The Raw Values

Per kill: 2% chance to gain a herald token (chance_to_gain_herald_token = 2.0)

Per token: 1% chance to convert to a herald (chance_for_token_to_convert_to_herald = 1.0)

Maximum tokens: 5 (max_herald_tokens = 5)

Maximum tiers: 5 (max_herald_tiers = 5)

The data files define these values but do NOT explain how they interact at runtime. Whether the 1% conversion is rolled per-token, per-kill, or on some other trigger is not specified in the config - that logic is in the game engine.

Raw Token System Data (from desecratedzones_hd.json)

The data files define these fields and nothing else about the token/herald system. How these values interact at runtime (how tier is determined, what happens to tokens after a herald spawns, whether tokens accumulate or are consumed) is handled by game engine code that is not in the data files.

FieldValueLocation
max_herald_tokens5rotw > hell (difficulty config)
max_herald_tiers5rotw > hell (difficulty config)
chance_to_gain_herald_token2.0rotw > hell > defaults
chance_for_token_to_convert_to_herald1.0rotw > hell > defaults

The data does NOT contain:

  • How herald tier is determined from tokens (or if it even is)
  • Whether tokens are consumed, accumulated, or reset when a herald spawns
  • Whether the "bucket" empties after conversion
  • How tokens persist or reset across zone changes
  • Any field with "reset", "clear", "consume", "empty", "deplete", "spawn", or "accumulate"

The token config is defined at the difficulty level, not per-zone. Individual zone entries contain zero herald-related fields. There are no "reset" or "clear" fields anywhere in the data. More than 5 heralds per game has been confirmed in-game.

heraldtier Stat (from ItemStatCost.txt)

The heraldtier stat (ID 367) is a runtime monster stat:

  • Signed=1, Send Bits=32, fCallback=1
  • Saved = empty (NOT saved to character files - runtime only)
  • No description strings (not displayed to players)
  • Referenced by TC conditions: stat('heraldtier'.accr) > 3 gates sunderer drops
Important - RoTW vs Expansion (LoD) vs Classic

The game's expansion history is: Classic D2 -> Lord of Destruction (LoD expansion) -> Reign of the Warlock (RoTW, the latest expansion/DLC for D2R).

  • Heralds ONLY exist in the "RoTW" (Reign of the Warlock) Hell config
  • "RoTW" = the Reign of the Warlock expansion, which is the latest expansion added on top of Lord of Destruction
  • In the base LoD Expansion config, max_herald_tokens = 0 and max_herald_tiers = 0 - heralds are DISABLED in base LoD
  • Heralds are exclusive to RoTW Hell difficulty. The base Lord of Destruction expansion has them disabled (all herald fields = 0).
  • Normal and Nightmare have heralds disabled in ALL modes.
  • HOWEVER: Terrorized zones themselves DO work in base LoD (same zone rotation, +2 monster levels, +25% XP, shard drops). "Latent" sunderer charms can drop in LoD terrorized zones, but they CANNOT be upgraded via cube recipes. The PreCrafted -> Crafted upgrade path is RoTW-only.
Herald Warning Messages

When a Herald spawns, the game displays in-game text messages such as "You draw the ire of a herald" and "A herald is hunting you in [zone]". These strings are stored in the game's localization/string tables, which are separate from the data files we extracted. The data files only contain the warning tier system (3/2/1/0 minutes before zone rotation) as DesecratedWarning entries - these are the countdown warnings for zone rotation, not the Herald spawn messages.

Which Monsters Can Become Heralds?

Most monsters can, but some are excluded.

Completely Excluded from Terrorization (CannotDesecrate=1)

Can Be Terrorized but Cannot Become Heralds (CannotHerald=1)

Act bosses (Andariel, Duriel, Mephisto, Diablo, Baal) have Herald TC columns that are EMPTY - they cannot become Heralds. They have their own special desecrated boss TCs instead.

3. Herald Tier Scaling

Heralds come in 5 tiers (stored as indices 0-4 in the data). Higher tiers are dramatically more powerful but also drop dramatically better loot. How the game determines which tier a Herald gets is not specified in the data files - only the stats per tier are defined.

Indexherald_health_boost_%herald_damage_boost_%TC Lvl BoostMinionsminion_health_boost_%ModsMinion Chance
0+1000%+50%(none)6+250%31
1+1500%+100%+38+375%32
2+2000%+150%+610+500%43
3+2500%+200%+912+625%45
4+3000%+250%+1214+750%46

Column names match the raw JSON field names. "TC Lvl Boost" = herald_treasure_class_level_boost (absent on tier index 0). "Minion Chance" = the chance field in the minions array. All tiers also have unique_mod_chance_boosts: [{unique_mod: 30, boost: 1, behavior: 1}].

What These Numbers Mean

All tiers also get a boost to "unique_mod 30" (a specific modifier).

Tier-Gated Loot Conditions (from TreasureClassEx.txt)

These are the exact conditions from the treasure class data:

ConditionEffectSource
heraldtier > 1 AND < 41 EXTRA item pickHerald Extra Item TCs
heraldtier >= 42 EXTRA item picksHerald Extra Item TCs
stat('heraldtier'.accr) > 3Sunderer charms can dropSunder Charms TC (line 681)
Tier Indexing Ambiguity

The herald tiers are stored 0-indexed (0-4) in the JSON data. The conditions above reference the runtime heraldtier stat value. Whether this stat is 0-indexed or 1-indexed at runtime is not specified in the data files:

  • If 0-indexed (stat values 0-4): heraldtier > 3 means only index 4 (highest tier) can drop sunderers
  • If 1-indexed (stat values 1-5): heraldtier > 3 means indices 3 and 4 (top two tiers) can drop sunderers

Either way: the lowest tiers cannot drop sunderer charms. The condition gates them behind the highest tier(s).

4. Sunderer Grand Charms

Sunderer charms are unique grand charms that break ("sunder") a specific type of monster immunity. There are 6, one for each damage type.

Important

You CANNOT create sunderer charms from scratch. In RoTW, PreCrafted sunderer charms drop from tier 4+ Heralds and can be upgraded to Crafted via cube recipes. In base LoD, Latent sunderer charms can drop from terrorized zones but CANNOT be upgraded. The cube recipes do not create new sunderers - they only upgrade PreCrafted drops.

What Does "Sunder" Actually Do?

In D2, monsters can be "immune" to a damage type when their resistance to that element is 100% or higher. Normally, resistance-lowering skills (like Lower Resist or Conviction) are divided by 5 against immune monsters, making it nearly impossible to break most immunities.

A Sunderer charm changes the rules: if a monster is immune to the charm's element, the charm reduces that monster's resistance DOWN TO 95%. This doesn't kill the monster for you - it just removes the immunity barrier so your other -resist gear and skills can finish the job.

The Tradeoff

Each sunderer charm also applies a significant NEGATIVE resistance to YOUR character for that same element. You're trading your own survivability for the ability to damage immune monsters.

The 6 Sunderer Charms

Cold Rupture

Element: Cold
Sunder: pierce-immunity-cold (value 300)
Penalty: -90 to -70 Cold Resistance to YOU
Drop Weight: 30 (most common, tied with Flame Rift)
Color: Light Blue

Flame Rift

Element: Fire
Sunder: pierce-immunity-fire (value 300)
Penalty: -90 to -70 Fire Resistance to YOU
Drop Weight: 30 (most common, tied with Cold Rupture)
Color: Light Red

Crack of the Heavens

Element: Lightning
Sunder: pierce-immunity-light (value 300)
Penalty: -90 to -70 Lightning Resistance to YOU
Drop Weight: 20 (uncommon)
Color: Light Yellow

Rotting Fissure

Element: Poison
Sunder: pierce-immunity-poison (value 300)
Penalty: -90 to -70 Poison Resistance to YOU
Drop Weight: 12 (rare)
Color: Light Green
Often misquoted as "Rotting Fist" - the actual name in the data is "Rotting Fissure"

Bone Break

Element: Physical
Sunder: pierce-immunity-damage (value 300)
Penalty: -20% to -10% Damage Reduced (red-dmg%)
Drop Weight: 6 (very rare)
Color: White
Physical immunity sunder. The penalty here is different: instead of a resist penalty, you take MORE physical damage.

Black Cleft

Element: Magic
Sunder: pierce-immunity-magic (value 300)
Penalty: -65 to -45 Magic Resistance to YOU
Drop Weight: 3 (extremely rare - rarest of all 6)
Color: Light Gray
Magic damage immunity is the rarest immunity type in the game, making this charm the least useful AND the hardest to find.

Common Properties (All 6 Base Charms)

PropertyValue
Item Codecm3 (Grand Charm)
Item Level69
Required Level75
Carry Limit1 (only 1 base sunderer in inventory at a time)
Rarity2
SeasonfirstLadderSeason=2, lastLadderSeason=2

Four Forms of Each Charm

1. Latent (The Original LoD-Era Sunderer Charm)
  • The original sunderer charms introduced in Ladder Season 2
  • Available in base LoD mode (non-RoTW) terrorized zones
  • Same sunder effect and penalty range as PreCrafted
  • CANNOT be upgraded via cube recipes - no recipe accepts them
  • firstLadderSeason=2, lastLadderSeason=2 (Season 2 items)
  • disableChronicle=1 (hidden from your holy grail)
  • If you find one, it works the same for breaking immunities, but you're stuck with whatever penalty roll you got - there's no upgrade path
2. Base (Internal Template Definition)
  • Listed in UniqueItems.txt as a reference definition
  • NOT directly obtainable - serves as the template for the other forms
  • Penalty range is variable (e.g., -90 to -70 cold resist)
3. PreCrafted (What Drops from Heralds in RoTW via the Sunder Charms TC)
  • Same stats as Latent
  • Has DropConditionCalc: cond('MonsterTestElite', herald)
  • These are the items listed in the Sunder Charms treasure class
  • Only drop from Heralds in RoTW Hell difficulty
  • CAN be upgraded to Crafted via cube recipes (see below)
4. Crafted (Upgraded via Horadric Cube from a PreCrafted Drop)
  • Uses item code cs2 (Crafted Sunder Charm) instead of cm3
  • Penalty is FIXED at the best possible roll:
    • Cold/Fire/Lightning/Poison: -70 (instead of -90 to -70)
    • Physical: -10% (instead of -20% to -10%)
    • Magic: -45 (instead of -65 to -45)
  • Gains 5-6 additional elemental pierce affixes
  • ONLY PreCrafted charms can be upgraded - Latent charms CANNOT
  • Upgrade recipes require specific Worldstone Shard(s) + Rune + Perfect Gem + the PreCrafted charm (see Section 10 for details):
    • Rotting Fissure: Ko + Perfect Emerald + xa1 (Western Worldstone Shard)
    • Cold Rupture: Lum + Perfect Sapphire + xa2 (Eastern Worldstone Shard)
    • Crack of the Heavens: Fal + Perfect Topaz + xa3 (Southern Worldstone Shard)
    • Flame Rift: Io + Perfect Ruby + xa4 (Deep Worldstone Shard)
    • Bone Break: Pul + Perfect Amethyst + xa5 (Northern Worldstone Shard)
    • Black Cleft: Mal + Perfect Diamond + xa3 + xa4 + xa5

Sunderer Drop Rate (Detailed)

The "Sunder Charms" Treasure Class

Picks: 1 (one roll) • NoDrop: 23,899 • Total item weight: 101 • Total pool: 24,000

Condition: cond('MonsterTestElite', herald)*(stat('heraldtier'.accr) >3)

Translation: Monster must be a Herald AND herald tier must be > 3 (see Section 3 for tier indexing ambiguity notes)

CharmWeight% per Kill~Kills Needed
Cold Rupture300.125%~800
Flame Rift300.125%~800
Crack of the Heavens200.083%~1,200
Rotting Fissure120.050%~2,000
Bone Break60.025%~4,000
Black Cleft30.013%~8,000
ANY sunderer1010.421%~238

These rates are FLAT. NoDrop=23,899 is a fixed number, not a formula. Additional players in the game DO NOT affect this NoDrop or increase the drop rate. Magic Find also has NO EFFECT (the Unique/Set/Rare/Magic quality columns on the Sunder Charms TC are ALL EMPTY - these items bypass the quality system entirely).

To put this in perspective: you need roughly 5,000 kills to spawn ONE Herald, and that Herald has an unknown chance of being tier 4+, and then a 0.42% chance of dropping ANY sunderer. These are genuinely rare items.

5. Worldstone Shards

Worldstone Shards are consumable items that let you manually trigger a terrorized zone in a specific act. There are 5 types, one per act.

The 5 Shards

Western Worldstone Shard (xa1)

Act 1 - Terrorizes all of Act 1

Eastern Worldstone Shard (xa2)

Act 2 - Terrorizes all of Act 2

Southern Worldstone Shard (xa3)

Act 3 - Terrorizes all of Act 3

Deep Worldstone Shard (xa4)

Act 4 - Terrorizes all of Act 4

Northern Worldstone Shard (xa5)

Act 5 - Terrorizes all of Act 5

Common Properties (All 5)

PropertyValue
Level75
TypeQuest item (ques)
StackableYes, up to 15
Inventory1x1
Rarity14
Cost20,000 gold
AdvancedStashStackableYes (can stack in shared stash)
EventItemterrt (terror token)
Usage Condition(cond('IsDesecratedZonesEnabled')?cond('Difficulty',hell):0)

Translation: Can ONLY be used if terror zones are enabled AND you are playing in Hell difficulty. If either condition is false, the shard does nothing.

How Shards Drop

Worldstone Shards drop from the Terrorize Act Consumable Desecrated treasure classes. There are 5 of these TCs (one per act). Each TC has NoDrop=6000 and total item weight=13.

These TCs have a condition of cond('Difficulty', hell). Shards ONLY drop in Hell difficulty.

Who Drops Them?

Monster TypeContext
ChampionsOne roll as part of their desecrated TC
UniquesOne roll as part of their desecrated TC
Super UniquesOne roll as part of their desecrated TC
HeraldsOne of their 7 picks
Desecrated ChampsGet an EXTRA consumable roll on top of base
Desecrated UniquesGet an EXTRA consumable roll on top of base

Regular (white-name) monsters in terrorized zones do NOT drop shards. Only champions, uniques, super uniques, and heralds can.

The Drop Rate - It's the Same Across the Board

Each TC: NoDrop=6000, Item weight=13

Chance of ANY shard per roll: 13/6013 = 0.216%

Chance of the favored shard: 5/6013 = 0.083%

Roughly 1 shard per 462 champion+ kills

This rate does NOT change based on:

The 0.216% rate is flat and identical for every eligible monster. You're looking at roughly 1 shard per 462 champion+ kills.

However: Desecrated Champions and Uniques get TWO rolls on the consumable TC (one from their base TC, one from the desecrated wrapper). So desecrated champs/uniques effectively have double the chance (~0.43% per kill) compared to non-desecrated versions.

The Cross-Act Trick

The game intentionally mismatches which act's consumable TC is assigned to which act's monsters:

You're InMonster Uses TC ForYou Mostly Get
Act 1Act 3Southern Shard (xa3)
Act 2Act 4Deep Shard (xa4)
Act 3Act 5Northern Shard (xa5)
Act 4Act 2Eastern Shard (xa2)
Act 5Act 1Western Shard (xa1)

This is intentional game design. You collect shards for OTHER acts, which encourages you to play across all acts rather than farming one area forever.

Weight Distribution per TC

Each TC does favor one shard (weight 5) but also drops the others:

TCxa1xa2xa3xa4xa5Favors
Act 153221xa1
Act 235212xa2
Act 312532xa3
Act 421253xa4
Act 522125xa5

So if you're farming Act 1, monsters use the Act 3 TC, which means you mostly get Southern Shards (xa3, weight 5) but can get any shard.

6. Ancient Statues (Uber Ancient Summon Materials)

Ancient Statues are crafting materials that drop ONLY from act bosses when those bosses are killed in a terrorized zone. They are used to open the Colossal Summit uber portal. (Sunderer charm upgrades use Worldstone Shards, NOT Ancient Statues - see Section 10.)

The 5 Materials

Andariel's Ancient Statue (ua1)

Primary: Andariel (90%) | Secondary: Duriel (5%)

Only 2 bosses can drop this statue - the most restricted along with ua5.

Duriel's Ancient Statue (ua2)

Primary: Duriel (90%) | Secondary: Andariel (5%), Mephisto (5%)

3 bosses can drop this statue.

Mephisto's Ancient Statue (ua3)

Primary: Mephisto (90%) | Secondary: Andariel (5%), Duriel (5%), Diablo (5%), Baal (5%)

Most available statue - 4 out of 5 bosses can drop it.

Diablo's Ancient Statue (ua4)

Primary: Diablo (90%) | Secondary: Mephisto (5%), Baal (5%)

3 bosses can drop this statue.

Baal's Ancient Statue (ua5)

Primary: Baal (90%) | Secondary: Diablo (5%)

Only 2 bosses can drop this statue - the most restricted along with ua1.

Common Properties

PropertyValue
Level0
Rarity5
SpawnableNO (spawnable=0, cannot randomly drop from anything)
TypeQuest item (ques)
Inventory1x2
Cost20,000 gold
EventItemuberm (uber material)
AdvancedStashStackableYes

How "NoDrop=0" and "90% Primary" Work - Explained

When Andariel dies in a terrorized zone, she uses her desecrated treasure class. This TC makes multiple "picks" - think of picks as separate dice rolls for loot. ONE of those picks is the Ancient Statue TC.

Layer 1 - The Boss's Desecrated TC

Andariel's desecrated TC makes several picks. The Ancient Statue TC is one of those picks, but it's not guaranteed to be selected. Think of it like a bag with many items. The Ancient Statue TC is ONE item in that bag, and the bag has other items too (regular equipment, essences, etc). Each pick draws from the bag.

Approximate chance the Ancient Statue pick is selected per kill:

BossChance per Kill~Kills Needed
Andariel~0.79%~127
Duriel~1.96%~51
Mephisto~1.23%~81
Diablo~1.23%~81
Baal~1.23%~81

Layer 2 - The Ancient Statue TC Itself

IF the Ancient Statue pick is selected (Layer 1 succeeded), THEN the Ancient Statue TC is rolled. This TC has:

  • NoDrop = 0 - once you reach this TC, you are GUARANTEED to get a material. Zero chance of getting nothing.
  • Primary material weight: 18
  • Secondary material 1 weight: 1
  • Secondary material 2 weight: 1
  • Total weight: 20

The 90% comes from: primary weight (18) / total weight (20) = 90%. The remaining 10% is split between two secondary materials at 5% each.

BossPrimary (90%)Secondary 1 (5%)Secondary 2 (5%)
Andarielua1 (Andariel's Ancient Statue)ua2 (Duriel's Ancient Statue)ua3 (Mephisto's Ancient Statue)
Durielua2 (Duriel's Ancient Statue)ua1 (Andariel's Ancient Statue)ua3 (Mephisto's Ancient Statue)
Mephistoua3 (Mephisto's Ancient Statue)ua2 (Duriel's Ancient Statue)ua4 (Diablo's Ancient Statue)
Diabloua4 (Diablo's Ancient Statue)ua3 (Mephisto's Ancient Statue)ua5 (Baal's Ancient Statue)
Baalua5 (Baal's Ancient Statue)ua4 (Diablo's Ancient Statue)ua3 (Mephisto's Ancient Statue)
Combined Probability (Both Layers)

Chance to get ua1 (Andariel's Ancient Statue) from terrorized Andariel: ~0.79% x 90% = ~0.71% per kill

Chance to get ANY material from terrorized Andariel: ~0.79% x 100% (NoDrop=0) = ~0.79% per kill

Duriel is actually the BEST boss to farm for materials: ~1.96% chance per kill (highest of all bosses)

How to Get a Boss's Zone Terrorized

7. The Full Herald Drop Chain

When you kill a Herald, the game processes its drops through a chain of treasure classes. Here's the complete chain, traced from the actual data.

Step 1: The Top-Level Herald TC

Example: Act 1 (H) Herald A (TC level 67)

The 7 picks draw from this pool (total weight = 8):

ItemWeightChance per Pick
Herald Item TC (equipment)225.0%
Sunder Charms TC112.5%
Herald Item - 1 Extra (tier 2-3 only)112.5%
Herald Item - 2 Extra (tier 4+ only)112.5%
Terrorize Act Consumable (shards)112.5%
Champion Potions225.0%

With 7 picks and NoDrop=0, you always get 7 things. But the "1 Extra" and "2 Extra" picks are CONDITIONAL:

  • "1 Extra" activates when: heraldtier > 1 AND heraldtier < 4 (tier 2 and 3 only)
  • "2 Extra" activates when: heraldtier >= 4 (tier 4 and 5 only - same tiers that can drop sunderers)

So a Tier 4+ Herald effectively gets:

Step 2: Herald Item TC (Equipment Drops)

Example: Act 1 (H) Herald Item A

93.5% of the time you get equipment. 6.5% of the time you get "good" drops:

Good TC ItemWeightChance
Jewelry C (rings and amulets)6044.8%
Chipped Gem43.0%
Flawed Gem107.5%
Normal Gem1410.4%
Flawless Gem2820.9%
Runes 13-17 (high runes!)1813.4%

The rune table scales by act:

Higher rune tables = access to higher runes.

Step 3: The Equipment Cascade

The Equip Desecrated Herald TCs use a cascading system. Each TC references weapon/armor tables at specific levels PLUS a link to a lower-tier equip TC (with high weight). This means:

This cascade ensures a spread of item levels while making the highest-tier items rare.

Herald TC Scaling by Act

ActTC Level RangeEquipment TierRune Table
167-69Act 1 tablesRunes 13
270-72Act 2 tablesRunes 14
373-78Act 3 tablesRunes 15
481-87Act 4 tablesRunes 16
590-96Act 5 tablesRunes 17

Act 5 Heralds are by far the best for loot: highest TC level (90-96), highest rune table (17), and with Tier 5's +12 TC boost they can reach TC level 108 - enough to drop every item in the game.

8. Herald vs Champion vs Unique vs Boss Drops

Here's how the four "special" monster types compare in terrorized zones:

Desecrated Champion (group 36)

  • Structure: Picks=-2 wrapper -> calls standard Champ TC (Picks=-3)
  • Total effective picks: ~4 items
  • Equipment quality: No boosted quality ratios (inherits from sub-TCs)
  • Sunder Charms: NO
  • Extra Herald picks: NO
  • Worldstone Shard: YES (double chance - one in base TC, one in wrapper)
  • Good TC (gems/runes/jewelry): NO (standard champion loot only)
  • Rune access: Standard champion rune tables

Desecrated Unique (group 37)

  • Structure: Picks=-2 wrapper -> calls standard Unique TC (Picks=-4)
  • Total effective picks: ~5 items
  • Equipment quality: No boosted quality ratios
  • Sunder Charms: NO
  • Extra Herald picks: NO
  • Worldstone Shard: YES (double chance)
  • Good TC: NO
  • Rune access: Standard unique rune tables

Herald (group 41)

  • Structure: Picks=-7, NoDrop=0
  • Total effective picks: 7 base + up to 2 bonus = 9 items
  • Equipment quality: Unique=989, Set=983, Rare=1024, Magic=1024 (MASSIVE boosts. 989 Unique chance is ~96.6% of max.)
  • Sunder Charms: YES (tier 4+ only, ~0.42% per roll)
  • Extra Herald picks: YES (1 extra at tier 2-3, 2 extra at tier 4-5)
  • Worldstone Shard: YES (one roll)
  • Good TC: YES (dedicated Herald "Good" TC with high runes/gems)
  • Rune access: Runes 13-17 (significantly higher than standard tables)
  • Equipment: Dedicated "Equip Desecrated Herald" cascade tables
  • Quality ratios on equipment: Unique=850, Set=850, Rare=850

Desecrated Act Boss (Andariel/Duriel/Mephisto/Diablo/Baal)

  • Structure: Custom boss TC with multiple picks
  • Equipment quality: Boss-specific (very high for bosses like Mephisto)
  • Sunder Charms: NO (bosses cannot be Heralds)
  • Ancient Statues: YES (the ONLY source - see Section 6)
  • Worldstone Shard: YES (included in desecrated boss TC)
  • Essences: YES (Twisted Essence, Charged Essence, etc.)
  • Unique items: Boss-specific drop tables (e.g., Mephisto's famous TC)

Summary Comparison

ChampionUniqueHeraldBoss
Total item picks~4~57-9varies
Sunderer charms?NONOTIER 4+NO
Ancient Statues?NONONOYES
Worldstone shards?YES(x2)YES(x2)YESYES
Boosted quality ratios?NONOYES(huge)Boss-specific
High rune access?StandardStandardRunes 13-17Boss-specific
Dedicated equipment?StandardStandardHerald TCsBoss TCs

9. Does Magic Find / Player Count Affect These Drops?

Magic Find

Item CategoryMF Effect?Reason
Sunderer CharmsNO EFFECTEmpty Unique/Set/Rare/Magic columns. Pre-defined items bypass quality roll system. Additional MF does absolutely nothing for sunderer drop rates.
Worldstone ShardsNO EFFECTNo quality columns. Shards are fixed items. Additional MF does not help.
Ancient StatuesNO EFFECTNo quality columns. Materials are fixed items. Additional MF does not help.
Herald EquipmentYES!Herald Item TCs have quality ratios (Unique=850, Set=850, Rare=850, Magic=1024). Your MF DOES affect the equipment that Heralds drop. But MF does not help with sunderers, shards, or statues.

Player Count

Item CategoryPlayer Count Effect?Reason
Sunderer CharmsNO EFFECTNoDrop=23,899 is a flat integer, not a formula. Additional players in the game do NOT reduce this NoDrop value. Player count adjustments to NoDrop happen at the PARENT TC level, but the Herald's parent TC already has NoDrop=0. The Sunder Charms TC's own NoDrop is fixed and unaffected by party size.
Worldstone ShardsNO EFFECTNoDrop=6000 is flat. Additional players in the game do NOT increase shard drop rates.
Ancient StatuesMaybe at boss TC levelThe statue TC itself has NoDrop=0 (guaranteed once reached). Whether the boss's main TC selects the statue pick MAY be influenced by player count at the boss TC level, but the statue sub-TC is unaffected. Additional players do NOT affect statue drop rates from the statue TC itself.

Bottom Line

For sunderers, shards, and statues: stack damage and kill speed, not Magic Find. Additional MF does NOT help with any of these three item categories. Additional players in the game also do NOT affect drop rates for sunderers, shards, or statues. The drop rates are what they are.

10. Cube Recipes

Worldstone Shard Crafting (Pierce Items)

Shards are used to craft "pierce" items - equipment with elemental penetration stats. Each shard type corresponds to an element.

Format: Shard + Rune + Perfect Gem + Magic Item = Crafted Pierce Item

Poison Crafting (xa1 = Western Worldstone Shard)

xa1 + Ko Rune + Perfect Emerald + Magic Item
Creates: "Virulent" items with pierce-pois stat

Available slots: Amulet, Ring, Helm, Boots, Gloves, Armor, Weapon, Shield, Small Charm, Large Charm

NOTE: NO Grand Charm recipe for poison (xa1 is missing it)

Cold Crafting (xa2 = Eastern Worldstone Shard)

xa2 + Lum Rune + Perfect Sapphire + Magic Item
Creates: "Gelid" items with pierce-cold stat

Available slots: All 10 above + Grand Charm (11 total)

Lightning Crafting (xa3 = Southern Worldstone Shard)

xa3 + Fal Rune + Perfect Topaz + Magic Item
Creates: "Magnetic" items with pierce-ltng stat

Available slots: All 11 (includes Grand Charm)

Fire Crafting (xa4 = Deep Worldstone Shard)

xa4 + Io Rune + Perfect Ruby + Magic Item
Creates: "Incendiary" items with pierce-fire stat

Available slots: All 11

Physical Crafting (xa5 = Northern Worldstone Shard)

xa5 + Pul Rune + Perfect Amethyst + Magic Item
Creates: "Breaching" items with pierce-dmg stat

Available slots: All 11

Magic Crafting (xa5 = Northern Worldstone Shard, same shard as physical!)

xa5 + Mal Rune + Perfect Diamond + Magic Item
Creates: "Mystical" items with pierce-mag stat

Available slots: All 11

Pierce Values by Slot

SlotPierce Value
Small Charm1
Ring / Large Charm1-2
Amulet / Helm / Boots / Gloves1-3
Weapon / Shield1-4
Armor2-8

Sunderer Charm Upgrade Recipes

These recipes UPGRADE a PreCrafted sunderer charm (which dropped from a Herald) into a Crafted version with better stats. You CANNOT create sunderer charms from scratch - you must have a PreCrafted drop to upgrade.

Important Note

Despite the cubemain descriptions saying "Uber Ancient Summon Material", the actual item codes used are xa1-xa5 (Worldstone Shards), NOT ua1-ua5 (Ancient Statues). The Ancient Statues are only used for the Colossal Summit portal recipe below.

Rotting Fissure Upgrade

Ko Rune + Perfect Emerald + xa1 (Western Worldstone Shard) + PreCrafted Rotting Fissure
= Crafted Rotting Fissure (ilvl 69, poison penalty fixed at -70)

Cold Rupture Upgrade

Lum Rune + Perfect Sapphire + xa2 (Eastern Worldstone Shard) + PreCrafted Cold Rupture
= Crafted Cold Rupture (ilvl 69, cold penalty fixed at -70)

Crack of the Heavens Upgrade

Fal Rune + Perfect Topaz + xa3 (Southern Worldstone Shard) + PreCrafted Crack of the Heavens
= Crafted Crack of the Heavens (ilvl 69, lightning penalty fixed at -70)

Flame Rift Upgrade

Io Rune + Perfect Ruby + xa4 (Deep Worldstone Shard) + PreCrafted Flame Rift
= Crafted Flame Rift (ilvl 69, fire penalty fixed at -70)

Bone Break Upgrade

Pul Rune + Perfect Amethyst + xa5 (Northern Worldstone Shard) + PreCrafted Bone Break
= Crafted Bone Break (ilvl 69, phys penalty fixed at -10%)

Black Cleft Upgrade (Most Expensive!)

Mal Rune + Perfect Diamond + xa3 (Southern Worldstone Shard) + xa4 (Deep Worldstone Shard) + xa5 (Northern Worldstone Shard) + PreCrafted Black Cleft
= Crafted Black Cleft (ilvl 69, magic penalty fixed at -45)

NOTE: Requires 6 inputs! 3 different Worldstone Shards (xa3, xa4, xa5) plus the highest rune of any recipe (Mal).

Colossal Summit Portal Recipe

Open the Colossal Summit

ua1 (Andariel's Ancient Statue) + ua2 (Duriel's Ancient Statue) + ua3 (Mephisto's Ancient Statue) + ua4 (Diablo's Ancient Statue) + ua5 (Baal's Ancient Statue) = Red Portal to Colossal Summit (lvl 137)

Requires Hell difficulty (min diff=2). Uses op=28 (same portal mechanic as Pandemonium Events). Requires one of EACH act's Ancient Statue material. This is the ONLY recipe that uses the ua1-ua5 Ancient Statues.

11. Best Farming Strategies

For Sunderer Charms

Target: Tier 4-5 Heralds in RoTW Hell terrorized zones

Important

In RoTW, PreCrafted sunderer charms only drop from Heralds. In base LoD, Latent sunderers can drop but cannot be upgraded. You cannot craft sunderers from scratch. The cube recipes only upgrade PreCrafted drops into Crafted versions.

Best Zones: Act 5 Terrorized Zones
  • Highest TC levels (90-96), meaning Tier 5 Heralds can reach TC 108
  • Best rune tables (Runes 17)
  • Even if the sunderer doesn't drop, the equipment is top-tier

Strategy:

  1. Farm terrorized zones in RoTW Hell difficulty
  2. Kill everything fast to trigger herald token generation (chance_to_gain_herald_token = 2.0)
  3. Hope for heralds that meet the heraldtier > 3 condition (required for sunderer drops). How the game determines tier is not specified in the data files.
  4. Kill the herald and pray for the 0.42% sunderer drop
  5. Do NOT bother stacking Magic Find for sunderers - MF has no effect
  6. Additional players do NOT help - drop rates are flat

Priority order (if you want a specific charm):

CharmShare If One DropsDifficulty
Cold Rupture or Flame Rift29.7% eachEasiest
Crack of the Heavens19.8%Moderate
Rotting Fissure11.9%Hard
Bone Break5.9%Very Hard
Black Cleft3.0%Near Impossible

For Worldstone Shards

Target: Champion and Unique packs in Hell terrorized zones

Strategy:

  1. Farm dense terrorized zones with lots of champion packs
  2. Remember the cross-act assignment:
    • Need Act 1 shards (xa1)? Farm Act 5 (uses Act 1 TC, favors xa1)
    • Need Act 2 shards (xa2)? Farm Act 4 (uses Act 2 TC, favors xa2)
    • Need Act 3 shards (xa3)? Farm Act 1 (uses Act 3 TC, favors xa3)
    • Need Act 4 shards (xa4)? Farm Act 2 (uses Act 4 TC, favors xa4)
    • Need Act 5 shards (xa5)? Farm Act 3 (uses Act 5 TC, favors xa5)
  3. Desecrated champions/uniques get double rolls on shard TCs
  4. MF and player count do NOT affect shard drops
Best Zones for Shard Farming (High Elite Density)
  • Chaos Sanctuary (Act 4) - for Eastern Shards (xa2)
  • Worldstone Keep (Act 5) - for Western Shards (xa1)
  • Cows / Moo Moo Farm (Act 1) - for Southern Shards (xa3)

For Ancient Statues

Target: Act bosses killed in terrorized zones

Strategy:

  1. Wait for the boss's zone to be terrorized, OR use a Worldstone Shard to manually terrorize the act
  2. Kill the boss repeatedly
  3. Duriel has the best drop rate (~1.96% per kill vs ~0.79-1.23%) but is slower to reach than other bosses
  4. MF and player count do NOT affect statue drops
BossDrop RateNotes
Duriel~1.96%Highest rate, but long entrance
Mephisto~1.23%Fastest boss to farm (short run)
Diablo~1.23%Strong but slower to reach
Baal~1.23%Strong but slowest to reach
Andariel~0.79%Lowest rate - worst for statues
Cross-Act Statue Drops

Each boss has a 90% chance to drop their own statue, but a 10% chance to drop a neighboring act's statue instead. No boss drops all 5:

BossPrimary (90%)Secondary (5% each)
Andarielua1 (Act 1)ua2 (Act 2), ua3 (Act 3)
Durielua2 (Act 2)ua1 (Act 1), ua3 (Act 3)
Mephistoua3 (Act 3)ua2 (Act 2), ua4 (Act 4)
Diabloua4 (Act 4)ua3 (Act 3), ua5 (Act 5)
Baalua5 (Act 5)ua4 (Act 4), ua3 (Act 3)

ua3 (Mephisto's) is the most available - 4 of 5 bosses can drop it. ua1 (Andariel's) and ua5 (Baal's) are the most restricted - only 2 bosses each.

You need ALL 5 materials for the Colossal Summit portal. Since no single boss drops all 5, you must farm at least 3 different bosses. Minimum coverage: Andariel (for ua1) + Mephisto (covers ua2/ua3/ua4) + Baal (for ua5).

12. Do Poppables (Chests, Barrels, etc.) Get Better in Terror Zones?

No. Poppables Are NOT Affected.

Chests, barrels, urns, stashes, and all other "poppable" objects are NOT higher level in terrorized zones. They drop the exact same loot regardless of whether the zone is terrorized or not.

Why?

The terrorize system only modifies monsters:

Poppable objects use a completely separate loot system:

Bottom Line

Don't waste time popping chests in terrorized zones hoping for better loot. The chests don't know (or care) that the zone is terrorized. Focus on killing monsters - they're the ones with boosted drops.

13. ELI5 - Common Questions Explained Simply

This section explains the most confusing mechanics in plain language.

"How do Heralds spawn?"

The data files define two values: a 2% chance per kill to gain a "herald token," and a 1% chance for a token to "convert" into a Herald. There is a cap of 5 tokens (max_herald_tokens = 5) and 5 tiers (max_herald_tiers = 5).

The exact mechanics of how these interact - when the conversion check fires, how tier is chosen, what happens to tokens after a Herald spawns - are handled by the game engine and are not defined in the data files. We only have the raw config values.

"Can I get more than 5 Heralds per game?"

Yes. The "5" in max_herald_tokens is NOT a cap on how many Heralds can spawn. More than 5 Heralds in a single game has been confirmed in-game. The data files contain no field that limits total Herald spawns per game.

"Do my tokens reset when the zone changes?"

The token config is defined at the difficulty level, not per-zone. Individual zone entries contain zero herald-related fields, and there are no "reset" or "clear" fields anywhere in the data. This suggests tokens are not tied to a specific zone, but the exact persistence behavior is not specified in the config files.

"Why didn't I get a sunderer from my Herald?"

Two gates have to pass:

  1. TIER GATE: The TC condition stat('heraldtier'.accr) > 3 must be true. With 0-indexed tiers (0-4), this means only the highest tier(s) can drop sunderers. Lower-tier Heralds CANNOT drop a sunderer no matter what.
  2. DROP GATE: Even when the tier gate passes, the Sunder Charms TC has NoDrop=23,899 vs item weight 101. That's a ~0.42% chance. You'll kill roughly 238 eligible Heralds before getting one on average.

"Do chests drop better stuff in terror zones?"

No. See Section 12. Chests, barrels, and other poppable objects are completely unaffected by terrorization. Only monsters get boosted drops.

"Does Magic Find help with sunderers/shards/statues?"

No. All three of these bypass the Magic Find system entirely. They use flat-weight treasure classes with no Unique/Set/Rare/Magic quality columns. Stacking 500% MF does literally nothing for these drops. Player count also has zero effect.

"What's the difference between LoD and RoTW?"

Lord of Destruction (LoD) was the original expansion for D2. Reign of the Warlock (RoTW) is the latest expansion/DLC added to D2R on top of LoD.

For terrorized zones, both modes get the same base features: zone rotation, +2 monster levels, +25% XP, worldstone shard drops.

Key differences in RoTW Hell:

In base LoD mode:

"What do the in-game messages mean?"

These messages come from the game's localization files (string tables), which are separate from the data files analyzed in this document.

"I got a sunderer from my first Herald! Isn't that impossible?"

Not impossible. The data files do not specify that you need to kill lower-tier Heralds before higher-tier ones can spawn. Your first Herald could have met the heraldtier > 3 condition. If it did and you won the 0.42% sunderer drop, that's very lucky but not ruled out by anything in the data.

14. Glossary of Terms and Abbreviations

If you see a term in this document you don't recognize, check here first.

Game Versions & Modes

TermDefinition
D2RDiablo II Resurrected - the remastered version of Diablo II.
D2Diablo II - the original game (2000).
LoDLord of Destruction - the first expansion pack for Diablo II. Added Act 5, runes, runewords, and the Assassin/Druid classes.
RoTWReign of the Warlock - the latest expansion/DLC for D2R, added on top of LoD. Adds terrorized zones, heralds, sunderer charms, worldstone shards, and the Colossal Summit. This is NOT the same as "Classic" or "non-expansion."
ClassicThe original Diablo II with no expansions installed. No Act 5, no runes, no runewords. The expansion chain is: Classic D2 -> LoD -> RoTW.
LadderSeasonal competitive mode where all characters start fresh. Some items and features are ladder-only initially.
Non-LadderStandard play mode. Not seasonal.
HellThe hardest of the three difficulties (Normal / Nightmare / Hell). Monsters have higher resistances and immunities. Heralds only spawn in RoTW Hell.
DLCDownloadable Content - additional game content sold or patched in separately.

Monster Types

TermDefinition
ChampionA monster spawned as part of a "champion pack" - they glow blue and have boosted stats. Champions always appear in groups of 2-4 with the same random modifier (like "Ghostly" or "Berserker"). They have their own treasure class for drops.
Unique (monster)A monster with a randomly-generated name that spawns with a pack of minions. NOT the same as a "unique item." Unique monsters glow gold/yellow and have 2-3 random modifiers (like "Extra Strong" or "Cursed"). Also called "boss packs" by the community.
Super UniqueA named monster that always appears in the same location with the same name (like "The Countess" or "Pindleskin"). They have fixed modifiers and their own dedicated drop tables.
EliteA general term for Champions, Uniques, and Super Uniques - basically any non-normal monster.
HeraldA super-powered elite monster exclusive to RoTW Hell terrorized zones. Comes in 5 tiers with massive stat boosts. The source of PreCrafted (upgradeable) sunderer charm drops. See Sections 2-3.
MinionsThe regular monsters that spawn alongside a Unique monster or Herald. Herald minions get significant HP/damage boosts.
ImmunityWhen a monster's resistance to a damage type reaches 100% or higher. The monster takes zero damage from that element. Resistance-lowering skills are divided by 5 against immune monsters.

Items & Inventory

TermDefinition
Grand CharmA type of charm. Charms provide passive bonuses just by sitting in your inventory (you don't equip them). Grand charms are the largest (1x3 slots). Sunderer charms are unique grand charms.
Carry LimitHow many of a specific item you can hold. Sunderer charms have a carry limit of 1 - you can only have one of each type in your inventory at a time.
ConsumableAn item that is used up when activated. Worldstone Shards terrorize a zone when used, and Ancient Statues are consumed in cube recipes.
Horadric CubeThe crafting interface in Diablo II. You place items inside and hit "Transmute" to combine them into new items according to specific recipes.
RuneSmall stone items with symbols that can be inserted into socketed equipment to form Runewords, or used as crafting ingredients. Runes have a specific order (El, Eld, Tir... Zod) with higher runes being exponentially rarer.
Perfect GemThe highest quality tier of a gem (Chipped -> Flawed -> Normal -> Flawless -> Perfect). Used as crafting ingredients in sunderer upgrade recipes.
StashYour shared storage across characters. Some items like Worldstone Shards can stack in the stash but not in your personal inventory.
LatentThe original LoD-era sunderer charm from Ladder Season 2. Available in base LoD terrorized zones. Has the same sunder effect and penalty range as PreCrafted, but CANNOT be upgraded via cube recipes. If you're playing base LoD (non-RoTW), this is the version you can find.
PreCraftedThe RoTW version of a sunderer charm that drops from Heralds. Has a random range on its penalty (e.g., -90 to -70 cold res). Can be upgraded to Crafted via cube recipe. RoTW-exclusive.
CraftedThe upgraded version of a sunderer charm created through a cube recipe using a PreCrafted charm. Locks the penalty at its best value and adds bonus affixes. RoTW-exclusive.

Drop Mechanics

TermDefinition
TC (Treasure Class)A loot table that defines what items a monster can drop. Each monster has TCs assigned based on difficulty, act, and whether they're normal/champion/unique. When a monster dies, the game rolls its TC to decide drops.
ilvl (Item Level)A hidden number on every item that determines what affixes can roll on it and what unique/set items it can become. Usually equals the monster level that dropped it.
alvl (Area Level)The level of the zone you're in. Determines monster levels for most monsters and what TCs poppable objects use. Terrorized zones boost monster levels but do NOT change the area level.
mlvl (Monster Level)The level of a specific monster. Affects what TC the monster uses for drops and what ilvl its dropped items get. In terrorized zones, monster levels get +2.
MF (Magic Find)A stat on your gear that increases the chance of dropped items being Magic/Rare/Set/Unique quality. Does NOT affect sunderer, worldstone shard, or ancient statue drops at all.
NoDropA weight value in a treasure class that represents the chance of getting nothing from a roll. Higher NoDrop = lower chance of getting an item. The Sunder Charms TC has NoDrop=23,899 vs item weight 101.
Drop WeightHow much of the total TC weight a specific item takes up. Higher weight = more likely to drop. Cold Rupture has weight 30 out of 101 total = 29.7% if a sunderer drops.
PicksHow many times the game rolls a treasure class. A TC with Picks=41 makes 41 separate loot rolls. Negative picks (like -1 or -2) add extra rolls to the parent TC.
PoppableAny interactable object that can "pop" to give loot - chests, barrels, urns, stashes, dead rogues, etc. These are NOT monsters and are NOT affected by terrorization.

Sunder Mechanics

TermDefinition
SunderBreaking a monster's immunity to a damage type. A sunderer charm reduces an immune monster's resistance down to 95%, removing the immunity so other skills can further lower it.
PierceThe game's internal term for sunder. The property "pierce-immunity-cold" means "break cold immunity." The value 300 is the strength of the pierce effect.
Resistance PenaltyIn Hell difficulty, your character takes a -100 penalty to all resistances. Combined with the sunderer's own penalty (e.g., -70 cold res), this makes survivability challenging.
Resistance FloorThe lowest your resistances can go: -100. Even with multiple penalties stacking, you can't go below -100 resistance.

Terrorized Zone Terms

TermDefinition
DesecratedThe game's internal name for "terrorized." When you see "Desecrated" in data files, treasure class names, or monster properties, it means "terrorized." They are the same thing.
Zone GroupA predefined set of areas that get terrorized together. For example, "Catacombs" includes all 4 Catacombs levels. There are 34 automatic groups and 5 manual (one per act).
RotationThe automatic 30-minute cycle that picks which zone group gets terrorized next. Uses a seed-based pseudo-random selection.
Manual TerrorizeTerrorizing a zone yourself by using a Worldstone Shard from the Horadric Cube. Terrorizes the entire act, not just one zone group.
TokenPart of the Herald spawn system. The data defines chance_to_gain_herald_token = 2.0 (2%), chance_for_token_to_convert_to_herald = 1.0 (1%), and max_herald_tokens = 5. How these values interact at runtime is not specified in the data files.

Common Abbreviations Quick Reference

AbbreviationMeaning
D2RDiablo II Resurrected
LoDLord of Destruction (expansion)
RoTWReign of the Warlock (latest expansion/DLC)
TCTreasure Class (loot table)
MFMagic Find
ilvlItem Level
alvlArea Level
mlvlMonster Level
HPHit Points (health)
DLCDownloadable Content
ELI5"Explain Like I'm 5" - simplified explanations
CASCContent Addressable Storage Container - Blizzard's file format for storing game assets
xa1-xa5Item codes for the 5 Worldstone Shards (one per act)
ua1-ua5Item codes for the 5 Ancient Statues (one per act boss)
cm3Item code for the Grand Charm base type
cs2Item code for the Crafted Sunder Charm type

15. Key Data File References

FileRelevant Content
TreasureClassEx.txtLines 44-53: Terrorize consumable + statue TCs
Line 681: Sunder Charms TC
Lines 1092-1119: Desecrated champ/unique TCs
Lines 1153-1201: Equip/Good Desecrated Herald
Lines 1202-1243: Herald Item + Extra TCs
Lines 1244-1258: Top-level Herald TCs
UniqueItems.txtIDs 401-409: Base sunderer charms
IDs 426-437: PreCrafted + Crafted variants
misc.txtxa1-xa5: Worldstone Shards
ua1-ua5: Ancient Statues (Uber Ancient Summon Materials)
um1-um6: Uber Ancient Upgrade Materials
cm3: Grand Charm base type
cs2: Crafted Sunder Charm base type
monstats.txtCols 100-101: CannotDesecrate/CannotHerald
Cols 247-266: Desecrated/Herald TC assignments
SuperUniques.txtTC Desecrated columns for all super uniques
cubemain.txt66 pierce crafting recipes (shards)
6 sunderer upgrade recipes (use xa1-xa5 Worldstone Shards, NOT ua1-ua5 statues)
1 Colossal Summit portal recipe (uses ua1-ua5 Ancient Statues)
desecratedzones_hd.jsonHerald tier definitions (5 tiers)
Token system (2% gain, 1% convert)
Zone groups (34 automatic, 5 manual)
RoTW vs base LoD config differences
Difficulty scaling
desecrated.json/terrorized (/tz) chat command definition
magicprefix.txtCrafted pierce affixes (Gelid, Incendiary, Magnetic, Virulent, Breaching, Mystical)
difficultylevels.txtResistPenalty: 0//-40//-100 by difficulty
ResistFloor: -100 (all difficulties)