How maps work
A map is an item. Put one map in the Horadric Cube in Harrogath on Hell difficulty and press Transmute: a red portal opens to the map's zone. Clear it, pick up the loot, and use the next map.
- Find or buy a map
- →
- Cube it in Harrogath (Hell)
- →
- Red portal to the zone
- →
- Upgrade three maps to the next tier
3 maps per game: a red portal stays open until the game ends. Once a game has opened 3 maps, the next map stays in the cube and the chat tells you to make a new game for it.
Quieter portals: only one portal hums at a time, and much more quietly, so several open portals in town no longer drown out the game's sound.
Map tiers
Higher tiers mean stronger monsters, more unique packs and better loot.
4-6 unique packs · item level 70 · character level 75+
5-7 unique packs · item level 78 · character level 80+
6-8 unique packs · item level 84 · character level 85+
Tier 1 and 2 maps open existing Act 5 areas with that area's own Hell monsters, so their monster level is the area's. Tier 3 maps and every map-only zone use the tier's numbers above.
Every map
Some maps open an existing Act 5 area; inside, the game still shows that area's name. Map-only zones are new levels built for maps. The ones marked Not in the game yet don't drop or open in your game yet.
| Map | Tier | Area | Status | |
|---|---|---|---|---|
| Rimefang Hollow | Tier 1 | Crystalline Passage | In the game | |
| Whitewind Trail | Tier 1 | Glacial Trail | In the game | |
| Sleetbound Grotto | Tier 1 | Drifter Cavern | In the game | |
| Hall of Broken Oaths | Tier 2 | Halls of Anguish | In the game | |
| Weeping Galleries | Tier 2 | Halls of Pain | In the game | |
| Ashspire Keep | Tier 2 | Worldstone Keep | In the game | |
| Cinderwound Rift | Tier 3 | Abaddon (tuned to the tier) | In the game | |
| Smolder Basin | Tier 3 | Pit of Acheron (tuned to the tier) | In the game | |
| Emberdeep Pit | Tier 3 | Infernal Pit (tuned to the tier) | In the game | |
| Bastion of Giants | Tier 3 | Its own map-only zone | In the game | |
| Seat of Ruin | Tier 3 | Its own map-only zone | In the game | |
| Vault of the Fallen Oath | Tier 3 | Its own map-only zone | In the game | |
| Heartstone Sanctum | Tier 3 | Its own map-only zone | In the game | |
| Shifting Keep | Tier 3 | Its own map-only zone | In the game | |
| Frostvein Passage | Tier 3 | Its own map-only zone | In the game | |
| Frozen Expanse | Tier 3 | Its own map-only zone | In the game | |
| Hollowed Hamlet | Tier 3 | Its own map-only zone | Not in the game yet | |
| Glacier Depths | Tier 2 | Its own map-only zone | Not in the game yet | |
| The Endless Rime | Tier 3 | Its own map-only zone | Not in the game yet | |
| Shiverwind Corridor | Tier 1 | Its own map-only zone | Not in the game yet | |
| Hoarfrost Warren | Tier 2 | Its own map-only zone | Not in the game yet | |
| Bleakmarrow Vault | Tier 3 | Its own map-only zone | Not in the game yet |
The new map set
Not in the game yet All nine Tier 1-3 maps get zones of their own with their own layouts: every map has 3 layouts and you get one of them at random each game. Like the other map-only zones they can be rolled with the map orbs right away, get a Map Sigil, a guardian, a terrorized and corrupted version. Maps you already have turn into the new ones with the same name.
| Tier | Maps | Layout |
|---|---|---|
| Tier 1 | Rimefang Hollow, Whitewind Trail, Sleetbound Grotto | the Ice Caves' rooms, 4x4 rooms per map |
| Tier 2 | Hall of Broken Oaths, Weeping Galleries, Ashspire Keep | the Worldstone Keep's rooms, 5x5 rooms per map |
| Tier 3 | Cinderwound Rift, Smolder Basin, Emberdeep Pit | Act 4's lava rooms, 6x6 rooms per map |
The older Tier 3 maps that copy one area stop dropping. Ones you already have still work and open the new map of their tier instead, keeping their mods: Bastion of Giants becomes Cinderwound Rift, Hollowed Hamlet becomes Smolder Basin, Seat of Ruin becomes Smolder Basin, Vault of the Fallen Oath becomes Emberdeep Pit, Heartstone Sanctum becomes Cinderwound Rift, Frostvein Passage becomes Emberdeep Pit, Frozen Expanse becomes Emberdeep Pit, Shifting Keep becomes Smolder Basin.
Unique maps and bosses
Every map with its own layout ends with a boss in the far corner room: regular maps have a guardian named "Warden of <map name>" (Frostvein Passage and Frozen Expanse), unique maps a named boss. Every map boss always drops one map on top of its loot (which tier: Map drop rates), and one in 7 kills also drops a Map Worldstone.
Vaelith's Frozen Throne
Unique map · Tier 3 · 3x3 rooms
Boss: Vaelith the Rime Warden
Modifiers: Stone Skin, Cold Enchanted, Aura Enchanted
Unique maps don't drop yet; until they do, they are only in the test build.
Morvane's Ossuary
Unique map · Tier 3 · 3x4 rooms
Boss: Morvane the Bonebinder
Modifiers: Cursed, Mana Burn, Extra Strong
Unique maps don't drop yet; until they do, they are only in the test build.
Hrothgar's Last Stand
Unique map · Tier 3 · 4x3 rooms
Boss: Hrothgar the Unbowed
Modifiers: Extra Fast, Fire Enchanted, Spectral Hit
Unique maps don't drop yet; until they do, they are only in the test build.
The Sundered Crown
Pinnacle map · Tier 3 · 5x5 rooms
Boss: Kharos the Unending
Modifiers: Extra Strong, Extra Fast, Stone Skin
Made in the cube from Vaelith's Frozen Throne, Morvane's Ossuary, Hrothgar's Last Stand.
Upgrading maps
Put the maps in the Horadric Cube and press Transmute.
| Cube | Gives | Status |
|---|---|---|
| 3 × Tier 1 map | 1 random Tier 2 map | In the game |
| 3 × Tier 2 map | 1 random Tier 3 map | In the game |
| Vaelith's Frozen Throne + Morvane's Ossuary + Hrothgar's Last Stand | The Sundered Crown | Not in the game yet |
Map drop rates
Any monster that can drop a Mal rune drops a map just as often: maps sit right next to the Mal rune in the drop tables, with its weight.
Map tiers are tied to areas: monsters anywhere in Hell drop Tier 1 maps only. Higher tiers come from upgrading maps in the cube and from map bosses: a Tier 3 map's boss drops a Tier 3 map. Only Tier 3 maps have a boss so far, so Tier 2 maps come from the cube.
Akara, Lysander, Alkor, Jamella, Malah sell Tier 1 maps on Hell (Malah on her Armor tab).
Map orbs join the same drop with a weight of 25 against the maps' 100, so about 20% of these drops become a map orb. The Map Worldstone drops on its own, as often as a Gul rune, from every monster in Hell.
Monster rules
Maps with their own zone follow fixed rules, so you can pick maps your build can clear.
immunities per map, the same every time you run it
highest resistance a monster can have without being immune (115 = immune)
stronger monster type: other resistances +30, at least 60
weaker monster types: other resistances -30, not below -25
Champions and uniques can still roll extra immunities with their modifiers.
A map's name shows its two immunities in colour: Cold in blue, Fire in red, Lightning in yellow, Poison in green, Physical in brown, Magic in white.
| Map | Immunities |
|---|---|
| Cinderwound Rift | Fire + Lightning |
| Smolder Basin | Fire + Poison |
| Emberdeep Pit | Fire + Physical |
| Bastion of Giants | Cold + Physical |
| Hollowed Hamlet Not in the game yet | Fire + Magic |
| Seat of Ruin | Lightning + Poison |
| Vault of the Fallen Oath | Cold + Lightning |
| Heartstone Sanctum | Fire + Cold |
| Frostvein Passage | Cold + Poison |
| Frozen Expanse | Cold + Lightning |
| Vaelith's Frozen Throne | Cold + Fire |
| Morvane's Ossuary | Poison + Magic |
| Hrothgar's Last Stand | Physical + Lightning |
| The Sundered Crown | Fire + Cold |
| Glacier Depths Not in the game yet | Cold + Poison |
| The Endless Rime Not in the game yet | Lightning + Fire |
| Shiverwind Corridor Not in the game yet | Fire + Cold |
| Hoarfrost Warren Not in the game yet | Lightning + Physical |
| Bleakmarrow Vault Not in the game yet | Poison + Cold |
Rolled maps
Map orbs turn a plain map into a magic or rare map with real item mods, shown on the map like on any magic or rare item. A magic map gets one or two mods from the 20 magic mods, a rare map three to six from the 20 rare mods. Every mod pairs a danger with a reward.
While you are inside a rolled map, a hidden Map Sigil sits in your charm drawer and gives you the map's mods. It is gone as soon as you leave (town portal, waypoint, death) and comes back when you go in through the portal again. Only the player who opened the map gets it for now.
- Magic map: +5% experience inside
- Rare map: +10% experience and +20% magic find inside
Mods change you, not the monsters: they lower your resistances, damage or speed and raise your magic find, gold find or experience. Each mod has fixed numbers.
| Mod | Kind | Inside the map |
|---|---|---|
| Scorched | Magic prefix | -25% fire resistance, +10% magic find |
| Frostbitten | Magic prefix | -25% cold resistance, +10% magic find |
| Stormstruck | Magic prefix | -25% lightning resistance, +10% magic find |
| Festering | Magic prefix | -25% poison resistance, +25% gold find |
| Brittleboned | Magic prefix | -10% damage reduction, +3% experience |
| Enfeebling | Magic prefix | -15% damage, +3% experience |
| Mired | Magic prefix | -10% run and walk speed, +25% gold find |
| Hazy | Magic prefix | -15% attack rating, +10% magic find |
| Unguarded | Magic prefix | -25% defense, +25% gold find |
| Dusky | Magic prefix | -2 light radius, +10% magic find |
| of Frailty | Magic suffix | -5% maximum life, +3% experience |
| of Drought | Magic suffix | -10% maximum mana, +10% magic find |
| of Seeping Wounds | Magic suffix | -3 life regeneration, +25% gold find |
| of Leaden Arms | Magic suffix | -10% attack speed, +3% experience |
| of Stammering | Magic suffix | -10% cast speed, +3% experience |
| of Tremors | Magic suffix | -10% hit recovery, +25% gold find |
| of Exposure | Magic suffix | -10% all resistances, +15% magic find |
| of Blunting | Magic suffix | -10% damage, +30% gold find |
| of Lingering Venom | Magic suffix | -50% poison length reduction, +25% gold find |
| of Dimming | Magic suffix | -3 light radius, +15% magic find |
| Hellscorched | Rare prefix | -40% fire resistance, -5% maximum fire resistance, +25% magic find |
| Rimebound | Rare prefix | -40% cold resistance, -5% maximum cold resistance, +25% magic find |
| Thunderwracked | Rare prefix | -40% lightning resistance, -5% maximum lightning resistance, +25% magic find |
| Plaguebound | Rare prefix | -40% poison resistance, -75% poison length reduction, +50% gold find |
| Bonebreaking | Rare prefix | -20% damage reduction, +6% experience |
| Lifedraining | Rare prefix | -10 life regeneration, +6% experience |
| Crippling | Rare prefix | -20% run and walk speed, -15% attack speed, +50% gold find |
| Blindfolded | Rare prefix | -30% attack rating, -4 light radius, +25% magic find |
| Armorsplit | Rare prefix | -50% defense, +6% experience |
| Lifewithering | Rare prefix | -15% maximum life, +30% magic find |
| of Utter Ruin | Rare suffix | -20% all resistances, +30% magic find |
| of the Deep Abyss | Rare suffix | -5% maximum fire resistance, -5% maximum lightning resistance, +8% experience |
| of Endless Agony | Rare suffix | -30% damage, +8% experience |
| of Torment | Rare suffix | -15% damage reduction, -10% maximum life, +75% gold find |
| of Famine | Rare suffix | -25% maximum mana, -5 life regeneration, +25% magic find |
| of Sloth | Rare suffix | -20% cast speed, -20% hit recovery, +6% experience |
| of Despair | Rare suffix | -20% damage, -20% attack rating, +30% magic find |
| of the Open Grave | Rare suffix | -20% maximum life, +10% experience |
| of Many Hexes | Rare suffix | -15% all resistances, -50% poison length reduction, +60% gold find |
| of Endless Night | Rare suffix | -5 light radius, -30% defense, +25% magic find |
Not in the game yet Some mods also make the monsters inside tougher: they raise the resistances of every monster in the map. A raise never goes past 95% and never makes a monster immune, and your mercenary and summons keep their own. The map's tooltip lists them.
| Mod | Monsters inside the map |
|---|---|
| Scorched | +10% fire resistance |
| Frostbitten | +10% cold resistance |
| Stormstruck | +10% lightning resistance |
| Festering | +10% poison resistance |
| Brittleboned | +5% physical resistance |
| of Exposure | +5% fire resistance, +5% cold resistance, +5% lightning resistance, +5% poison resistance |
| Hellscorched | +20% fire resistance |
| Rimebound | +20% cold resistance |
| Thunderwracked | +20% lightning resistance |
| Plaguebound | +20% poison resistance |
| Bonebreaking | +10% physical resistance |
| of Utter Ruin | +10% fire resistance, +10% cold resistance, +10% lightning resistance, +10% poison resistance |
Not in the game yet More map mods make the monsters stronger (more life, damage, critical hits, elemental damage, monster level) or the map fuller (more monsters, more champion and unique packs), and give more magic find, gold or experience in return. Critical hits double the damage of that hit. Life only changes on maps with their own monsters.
| Mod | Kind | Inside the map | Monsters inside the map |
|---|---|---|---|
| Teeming | Magic prefix | +10% magic find | Monster density: +25% |
| Bloodthirsting | Magic prefix | +10% magic find | +20% damage |
| Deathdealing | Magic prefix | +3% experience | +5% chance of a critical hit |
| Kindled | Magic prefix | +10% magic find | +20% fire damage |
| Swollen | Magic prefix | +3% experience | +20% life |
| of Hordes | Magic suffix | +25% gold find, +5% magic find | Champion and unique packs: +1 |
| of Rime Fangs | Magic suffix | +10% magic find | +20% cold damage |
| of Crackling Static | Magic suffix | +10% magic find | +20% lightning damage |
| of Elder Blood | Magic suffix | +4% experience | Monster level: +1 |
| Swarming | Rare prefix | +25% magic find | Monster density: +50% |
| Bloodmaddened | Rare prefix | +25% magic find | +40% damage, +5% chance of a critical hit |
| Pyrebranded | Rare prefix | +25% magic find | +40% fire damage |
| Colossal | Rare prefix | +8% experience | +40% life |
| of the Endless Legion | Rare suffix | +30% magic find, +30% gold find | Champion and unique packs: +2 |
| of the Howling Tempest | Rare suffix | +30% magic find | +40% lightning damage |
| of Black Ice | Rare suffix | +30% magic find | +40% cold damage |
| of Red Slaughter | Rare suffix | +30% magic find | +10% chance of a critical hit, +20% fire, cold and lightning damage |
| of Ancient Blood | Rare suffix | +10% experience, +20% magic find | Monster level: +2 |
Map orbs
Map orbs go in the Horadric Cube with one map. They drop with the maps (see Map drop rates).
Map orbs work on maps with a zone of their own: Bastion of Giants, Seat of Ruin, Vault of the Fallen Oath, Heartstone Sanctum, Shifting Keep, Frostvein Passage, Frozen Expanse. Maps that open an existing Act 5 area can't be rolled until the new map set reaches your game.
Malah in Harrogath sells every map orb for 15,000 gold each, always in stock on her Misc tab in Hell, where maps are.
| Orb | What it does | Drop share | |
|---|---|---|---|
| Cartographer's Ink | Cube with a plain map: makes it magic (1-2 mods) | 38.5% of map orb drops | |
| Surveyor's Seal | Cube with a plain or magic map: makes it rare (3-6 mods) | 15.4% of map orb drops | |
| Wayfinder's Compass | Cube with a magic or rare map: rerolls its mods | 23.1% of map orb drops | |
| Blank Vellum | Cube with a magic or rare map: makes it plain again | 23.1% of map orb drops | |
| Map Worldstone | Cube with a plain, magic or rare map: terrorizes it (monster level +5, 25% more monsters, +50% experience) and keeps its mods | Drops on its own (see above) |
Terrorized maps and Terror Zones
The Map Worldstone turns a plain, magic or rare map into its terrorized version and keeps its mods: monster level +5, 25% more monsters and 50% more experience. Terrorized maps can't be rolled, cleared or terrorized again.
In the gameNot in the game yet Each Terror Zone event terrorizes 3 maps instead of the old areas.
Corrupted maps
The Corruption Orb works on maps too (plain, magic, rare or terrorized): 10% it becomes a random rare map one tier lower, 20% a random rare map of its tier, and 70% it is corrupted: it keeps its mods and gets one of the 15 corruptions below. Corrupted maps can't be changed again.
| Corruption | Inside the map |
|---|---|
| Bloodrage | -25% damage reduction, +10% experience |
| Unbroken | -40% damage, +10% experience |
| Hexward | -30% all resistances, +50% magic find |
| Abyssal | -10% maximum fire resistance, -10% maximum cold resistance, -10% maximum lightning resistance, +50% magic find |
| Deadeye | -75% defense, +100% gold find |
| Obsidian | -50% attack rating, +40% magic find |
| Swiftblight | -25% run and walk speed, +8% experience |
| Bountiful | -15% all resistances, +60% magic find, +100% gold find |
| Overrun | -15 life regeneration, +12% experience |
| Warhost | -20% attack speed, -20% cast speed, +10% experience |
| Gloom | -6 light radius, +40% magic find |
| Venomtide | -50% poison resistance, -100% poison length reduction, +100% gold find |
| Starved | -40% maximum mana, +40% magic find |
| Glassbone | -25% maximum life, +12% experience |
| Accursed | -20% all resistances, -20% damage, +60% magic find, +8% experience |
Not in the game yet Some corruptions also make the monsters inside tougher:
| Mod | Monsters inside the map |
|---|---|
| Bloodrage | +15% physical resistance |
| Hexward | +15% fire resistance, +15% cold resistance, +15% lightning resistance, +15% poison resistance |
| Abyssal | +15% fire resistance, +15% cold resistance, +15% lightning resistance |
| Venomtide | +25% poison resistance |
The Maggot Lair
Every room of the Maggot Lair in Act 2 is twice its old size, so its tunnels are twice as wide. The rocks, eggs and corpses look bigger too; the monsters don't. The layout is still random, and Fangskin and the Staff of Kings chest are where they always were. Its three levels have about half as many rooms as before (9, 7, 5), so going through takes about as long as it used to.
Not in the game yetMap layouts
Overhead layouts of the map-only zones, drawn from the map editor (click to enlarge).










