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Diablo II: Resurrected

Season 14 · Patch 3.2

Complete Heralds of Terror guide for D2R — spawn mechanics, Herald tiers 1-5, Latent Sunder Charms, Renewed Sunder Charm crafting recipes, Worldstone Shards, and the best farming strategy for Reign of the Warlock.

RotW Endgame 20 min read

Heralds of Terror & Latent Sunder Charms: The Complete Guide

By the DiabloBytes team · Updated May 22, 2026 · Season 14 / Patch 3.2 (Live)

"Heralds of Terror" is the common shorthand for Reign of the Warlock's escalating Herald encounters, the centerpiece of its endgame loop — though "Herald of Terror" is specifically the Tier 5 Herald. These bosses spawn inside Terror Zones in Hell difficulty. As of Patch 3.2 (Season 14, live May 22, 2026), Latent Sunder Charms drop from any monster with Magic Find — Heralds remain a strong source, with the increased-chance tier now starting at Tier 1 (Herald of Fright). The mechanics below cover the live 3.2 rules; legacy Season 13 references are noted inline.

Patch 3.2 / Season 14 Changes

New Live May 22, 2026 · 5:00 PM PDT

Patch 3.2 ships with Season 14 and rewrites the Herald loop. Spawning is faster and more direct, and Heralds are no longer the gatekeeper for Latent Sunder Charms. The mechanics below in this guide were accurate for Season 13; this section is the 3.2 reality on top.

  • Spawn rate increased: Heralds now spawn and hunt players immediately upon killing any monster in a Terror Zone, with a short lightning telegraph signalling the spawn. The chance for a Herald to hunt you increases with each monster killed within the same Terrorized zone — far more direct than the older, slower spawn cadence.
  • Sunder decoupling: Heralds are no longer the exclusive source of Latent Sunder Charms. Latent Sunders now drop from any monster, Terrorized or not, modified by Magic Find. The Herald loop is still the highest-density source per kill, but it is no longer the only path.
  • Tier 1 is the Sunder tier: The increased chance to drop a Latent Sunder Charm from Heralds now applies from Tier 1 (Herald of Fright), down from Tier 4 (Herald of Horror) in Season 13. You no longer have to push extra Herald kills before the Latent-drop window opens.
  • Player-count decoupling: The increased Latent Sunder drop chance from Heralds is no longer heavily modified by player count. Worldstone Shard drops also no longer scale with player count.
  • Fallback drop: When the Latent Sunder roll fails on a Herald, the engine now has an increased chance of dropping something else desirable instead — a charm or an amulet.

See the Sunder Charms guide for the full 3.2 drop picture from the charm side.

⚡ Mini Farming Guide (TL;DR)

The 60-second version. One game session, one goal: get to Tier 5 and stay there.

  1. Solo offline: type /players 8. Online Battle.net does not support the /players command, so online 8p means actual players. A full group simply produces more total monster kills, which means more Heralds for the team.
  2. Pick the active Terror Zone. Check your map UI for the orange flame icon. Best TZs for Heralds: Chaos Sanctuary, Worldstone Keep, The Pit, Ancient Tunnels — high monster density.
  3. Kill fast and stay in the zone. The more monsters you kill in the same Terrorized zone, the higher the chance a Herald spawns. Dense, fast clears beat slow, selective ones.
  4. Watch for the lightning telegraph. A short lightning effect signals the Herald is about to appear and hunt you. Be ready to fight.
  5. Kill the Herald. Your session tier goes up by 1. Repeat — Fright → Dread → Fear → Horror → Terror.
  6. Tier 5 = farm mode. Stay in the game. Every Herald from now on is Tier 5. Burn Worldstone Shards here for guaranteed elevated farming.
  7. Don't leave. Disconnect = tier resets to 1. Bathroom break? Stay logged in.

Pace and odds:

Exact Herald-per-hour and Latent drop rates are not published by Blizzard. Higher monster density and longer sessions produce more Heralds and more Latent Sunder rolls · plan long sessions, not quick resets.

Understanding the Herald system means understanding three interconnected mechanics: the spawn behavior that triggers Heralds in Terror Zones, the five-tier progression that determines loot quality, and the Sunder Charm pipeline from Latent drop to Renewed craft. This guide covers all three, with official notes separated from community-estimated rates where Blizzard has not published exact values.

What are Heralds of Terror?

Heralds are special super-boss monsters that only appear in Hell difficulty Terror Zones. They were introduced with the Reign of the Warlock expansion and represent the game's primary endgame progression system. Unlike normal bosses that exist at fixed map locations, Heralds are summoned through player action — specifically, by killing monsters inside an active Terror Zone.

Heralds always possess aura enchantments, with two aura effects reported on live Heralds, making them significantly more dangerous than standard Terror Zone elites. They scale across five tiers — Herald of Fright, Herald of Dread, Herald of Fear, Herald of Horror, and Herald of Terror — with each defeated Herald increasing the next spawn's tier by one. This tier progression is tracked per game session and resets when you leave the game.

Under live Patch 3.2, Heralds are a strong but no longer exclusive source of Latent Sunder Charms — Latent Sunders can now drop from any monster, modified by Magic Find. The increased Herald drop chance applies from Tier 1 upward.

How Heralds Spawn

Under live Patch 3.2, Heralds spawn directly from killing monsters inside an active Terror Zone. You do not need to build up or spend any resource — the more monsters you kill within the same Terrorized zone, the higher the chance that a Herald appears and begins hunting you.

A short lightning telegraph signals the spawn just before the Herald materializes, giving you a moment to reposition. Once a Herald is hunting you, track it down in the zone and kill it. Each Herald you defeat advances your session tier by one, up to the Tier 5 Herald of Terror.

Practical spawn tips

  • Kill density matters. High-monster-density Terror Zones produce Heralds faster simply because you are killing more monsters per minute.
  • Watch for the telegraph. The lightning effect is your cue that a Herald is incoming — be ready to fight rather than caught mid-clear.
  • Tier resets on game exit. Herald tier is tracked per game session, so a single long session pushes you to Tier 5 and keeps you there.
  • Stay in the active zone. Heralds only spawn inside the currently Terrorized zone, so keep your kills concentrated there.

Herald Tiers (1-5)

Each Herald you defeat advances your tier counter by one. The first Herald you encounter in a game session is always Tier 1 (Herald of Fright). After killing it, the next Herald spawns as Tier 2, and so on up to Tier 5. Once you reach Tier 5, all subsequent Heralds in that session remain at maximum tier.

1 Herald of Fright Tier 1

The weakest Herald and the first one you encounter in a session. Standard Terror Zone elite-level difficulty. Under live Patch 3.2 the increased Latent Sunder Charm drop chance already applies from this tier.

2 Herald of Dread Tier 2

Slightly stronger with improved stats. Higher tiers tend to drop better and more loot than the tier below them.

3 Herald of Fear Tier 3

Noticeably tougher, with a deeper and more rewarding loot pool than the early tiers.

4 Herald of Horror Tier 4

Dangerous, and squarely inside the higher-value Herald farming range.

5 Herald of Terror Tier 5

Maximum tier. Extremely dangerous, with two aura effects and a larger minion pack, and the best loot of any Herald. Once you reach Tier 5, every subsequent Herald in that game session stays at this tier.

Sunder Charm Drop Rates

Latent Sunder Charm drops are rare, and the exact math has changed across patches. The following table preserves the common Season 13 community estimate for Herald kills, before the Patch 3.2 changes. Blizzard has not published exact live server-side rates; Patch 3.2 introduced more frequent Herald spawns, Magic Find-based Latent drops from any monster, and less player-count dependence, so treat these legacy figures as historical reference only.

Player Count Tier 1 (per kill) Tier 5 (per kill)
p1-2 ~1 in 272 (0.37%) ~1 in 91 (1.1%)
p3-4 ~1 in 137 (0.73%) ~1 in 46 (2.2%)
p5-6 ~1 in 91 (1.1%) ~1 in 31 (3.2%)
p7-8 ~1 in 69 (1.4%) ~1 in 24 (4.2%)

Drop rates are community-sourced Season 13 estimates, not official Blizzard values, and predate the Patch 3.2 Sunder changes now live in Season 14.

Barbarian Horking: The Barbarian's Find Item skill can extract additional drops from Herald corpses, including Latent Sunder Charms when the skill succeeds. This adds another valuable corpse roll, but it is not a guaranteed doubled drop rate. The Whirlwind Barb is the standard build for this role.

Latent Sunder Charms

Latent Sunder Charms are the raw, unrefined versions that drop from Heralds — and, under Patch 3.2, from any monster via Magic Find. They are intentionally designed to be poor combat choices — elemental Latents carry -90% resistance, Black Cleft carries -65% magic resistance, and Bone Break carries +20% physical damage taken.

Latent charms exist primarily as crafting ingredients. Their purpose is to be transformed into Renewed Sunder Charms through the Horadric Cube. Each Latent charm uses the worst penalty for its type, while the Renewed version improves the penalty and adds bonus affixes.

There are six types of Latent Sunder Charms, one for each damage type:

Latent Cold Rupture

Breaks Cold Immunity

Latent: Cold Resist -90% · Renewed: Cold Resist -70%

Latent Flame Rift

Breaks Fire Immunity

Latent: Fire Resist -90% · Renewed: Fire Resist -70%

Latent Crack of the Heavens

Breaks Lightning Immunity

Latent: Lightning Resist -90% · Renewed: Lightning Resist -70%

Latent Rotting Fissure

Breaks Poison Immunity

Latent: Poison Resist -90% · Renewed: Poison Resist -70%

Latent Bone Break

Breaks Physical Immunity

Latent: Physical Damage Taken +20% · Renewed: Physical Damage Taken +10%

Latent Black Cleft

Breaks Magic Immunity

Latent: Magic Resist -65% · Renewed: Magic Resist -45%

Renewed Sunder Charm Crafting

Renewed Sunder Charms are the upgraded, usable versions. They never drop directly from monsters — they must be crafted in the Horadric Cube using a Latent charm plus specific materials. The renewal process improves the penalty to the fixed Renewed value and adds several random bonus modifiers from fixed pools.

Each Renewed Sunder Charm breaks one type of monster immunity (e.g., "Monster Cold Immunity is Sundered") while applying a resistance penalty to your character. The penalty is the trade-off — you can now damage immune monsters, but your own resistance to that element drops significantly.

Renewed Cold Rupture — Sunders Cold Immunity

Penalty: Cold Resist -70%

Cube Recipe

Latent Cold Rupture + Perfect Sapphire + Lum Rune + Eastern Worldstone Shard

Renewed Flame Rift — Sunders Fire Immunity

Penalty: Fire Resist -70%

Cube Recipe

Latent Flame Rift + Perfect Ruby + Io Rune + Deep Worldstone Shard

Renewed Crack of the Heavens — Sunders Lightning Immunity

Penalty: Lightning Resist -70%

Cube Recipe

Latent Crack of the Heavens + Perfect Topaz + Fal Rune + Southern Worldstone Shard

Renewed Rotting Fissure — Sunders Poison Immunity

Penalty: Poison Resist -70%

Cube Recipe

Latent Rotting Fissure + Perfect Emerald + Ko Rune + Western Worldstone Shard

Renewed Bone Break — Sunders Physical Immunity

Penalty: Physical Damage Taken +10%

Cube Recipe

Latent Bone Break + Perfect Amethyst + Pul Rune + Northern Worldstone Shard

Renewed Black Cleft — Sunders Magic Immunity

Penalty: Magic Resist -45%

Cube Recipe

Latent Black Cleft + Perfect Diamond + Mal Rune + Southern + Deep + Northern Worldstone Shards

Renewed Charm Bonus Modifiers

Every Renewed Sunder Charm rolls one option from each bonus pool. These can turn a basic charm into a best-in-slot endgame item and help offset the Sunder penalty. Possible bonuses include:

++14-25% Magic Find

++20-55% Gold Find

++10-65 Life

++10-75 Mana

+Damage Reduced by 5-10

++5-15% Skill Damage

++3-8 All Attributes

+-5-10% Enemy Resistance

Treat crafting as a one-time roll unless you have tested the current patch yourself. Bad luck usually means farming another Latent charm and fresh materials.

Worldstone Shards

Worldstone Shards are consumable items that let you manually terrorize an entire act, overriding the normal 30-minute Terror Zone rotation. When used, every zone, waypoint, and monster in the chosen act becomes terrorized for the duration of your current game session. This is a powerful tool for Herald farming because it gives you control over which zones to farm.

There are five types, each corresponding to one act:

Western Worldstone Shard Terrorizes Act 1
Eastern Worldstone Shard Terrorizes Act 2
Southern Worldstone Shard Terrorizes Act 3
Deep Worldstone Shard Terrorizes Act 4
Northern Worldstone Shard Terrorizes Act 5

Drop rate: Worldstone Shard rates are community-estimated. Most farming guides target elite-heavy Hell routes and quote roughly 1 in 500 elite or boss kills, while wiki references note that shards can drop more broadly from Hell enemies. Magic Find does not help shard drops, and Blizzard's 3.2 PTR notes say player count will no longer modify their drop chance.

Strategy tip: Do not use a Worldstone Shard immediately unless the current Terror Zone is weak. Save shards for long sessions, then terrorize a high-density act and chain multiple zones without waiting for the normal 30-minute rotation.

Farming Strategy: Solo vs Online 8-Player

Herald farming works somewhat differently solo vs. multiplayer because of how monster kills accumulate. Under Patch 3.2, Heralds spawn from killing monsters in the active Terror Zone, so a full party simply generates more total kills and therefore more Heralds — but the spawns and loot are shared ground drops, so coordination still matters. Pick the mode that matches your playstyle and structure your run accordingly.

Note on rates: Blizzard has not published exact Herald spawn chances or Latent Sunder drop rates. What is confirmed is qualitative: under Patch 3.2, Heralds spawn from killing monsters in a Terror Zone, the spawn chance rises with kills in that zone, and Latent Sunders can also drop from any monster via Magic Find. Treat any specific percentage you see elsewhere as an unconfirmed community estimate.

⚔ Solo Strategy (Offline or Online p1)

The most predictable mode for Herald farming. Every Herald that spawns is yours to engage and every drop is yours alone. Slower total kill volume than a full group, but no shared loot and no coordination overhead.

The Solo Loop:

  1. Type /players 8 only in offline single-player. This gives the player-count loot math without online loot competition. Battle.net solo games stay at player count 1 unless real players join.
  2. Pick a high-density Terror Zone. Best solo TZs: Chaos Sanctuary (always 3 Seal bosses + dense champion packs), Worldstone Keep + Throne of Destruction (Baal + 5 minions + dense floors), The Pit (very dense Champions on level 2), Ancient Tunnels (compact, fast clear, gold chest bonus).
  3. Run the whole active zone group, then decide. Online Terror Zones rotate every 30 minutes, not 60. Without a Worldstone Shard there is only one active online rotation at a time, so after you exhaust it you either keep clearing nearby fresh terrorized areas, use a shard, or wait for the next rotation.
  4. Keep your kills concentrated in the active zone. The more monsters you kill in the same Terrorized zone, the higher the Herald spawn chance — so clear densely rather than skipping around.
  5. Save Worldstone Shards for Tier 4-5. Don't burn one at Tier 1. The Shard gives you full-act terrorization for the rest of the game session — combine it with a high-tier Herald counter to keep the best loot flowing.
  6. Plan long sessions. Because tier resets on game exit, longer sessions let you reach Tier 5 and keep farming there. Exact Heralds-per-hour is not published, so judge by your own kill speed and zone density.

Solo notes (Hell, offline /players 8, Tier 5):

Higher monster density means faster Herald spawns and more Latent Sunder rolls. Blizzard does not publish exact Herald or Latent drop rates, so treat any specific per-hour or per-Herald figure as an unconfirmed community estimate.

👥 Online 8-Player Strategy (Coordinated Group)

The advantage of a full group: a party of 8 simply kills far more monsters per minute in the active Terror Zone than one solo player, and since Heralds spawn from those kills, the group produces Heralds much faster. A coordinated team can keep Heralds spawning throughout the session.

The pub-lobby trap: spawns are uncoordinated. A Herald can appear and start hunting a player off in a corner of the map while the rest of the party is elsewhere, the DPS leader misses the kill, and tier progression stalls. The fix is communication, not isolation.

The Coordinated Group Loop:

  1. Form a fixed party of 4-8 with voice chat. Discord, party chat, anything. Staying grouped is the choke point — Heralds spawn near the action, so the team needs to be together when one appears.
  2. Clear densely and stay close. Move through the active TZ as a pack, killing aggressively. The faster the group's combined kill rate, the sooner Heralds spawn. Watch for the lightning telegraph signalling an incoming Herald.
  3. Converge on the Herald. When the telegraph fires, the DPS leader (Hammerdin / Lightning Sorc / Echoing Strike Warlock) anchors and the party converges to kill it together. D2R loot is shared ground loot, so agree on rules before the first Herald dies.
  4. Designate a Barbarian for Horking. Find Item can roll extra loot from Herald corpses when it succeeds. The Barb stays close to the DPS leader and horks every Herald immediately after the kill.
  5. Call out spawns in chat. "Herald spawning, regroup on me." Keeping the team converged on each Herald is more important than any single build choice.
  6. Loot rules upfront. Latent Sunder Charms are tradeable. Decide who gets which element before drops happen — usually each player calls the Sunder matching their build's biggest immunity wall.
  7. Stay in one game for 2-3 hours. Tier resets on game exit. A sustained Tier 5 group keeps Heralds and Latent rolls coming for the whole session.

Coordinated 8p notes (Hell, actual 8-player game, Tier 5):

Far higher combined kill rate means more Heralds than solo · Barbarian Find Item adds extra corpse rolls · returns vary sharply because Latents are rare and loot is shared. Blizzard does not publish exact spawn or drop rates.

Avoid random pub lobbies:

Without comms, Heralds spawn on players scattered across the map and the team misses kills, so tier progression stalls. A coordinated party of 4+ that stays grouped vastly outperforms a random, silent 8p.

Mode Herald rate Drop rate Reliability
Solo SP, /players 1 Slow Low (old S13 est.) Predictable but slow
Solo SP, /players 8 Solid (more kills) Higher loot quantity ★ Best solo option
Online solo (1 in lobby) Slow Low (old S13 est.) No /players boost
Pub 8p (random, no comms) Fast kills, scattered spawns Often missed ✗ Heralds spawn off-team
Coordinated 4-8p (voice chat) ★ Fastest — highest kill rate Most Heralds per session ★ Best overall option

Bottom line: if you're playing offline, use /players 8 if your build can handle it. If you're playing online, a real party generates Heralds faster through sheer kill volume — but the team must stay grouped to actually engage each Herald. Random pubs without communication scatter spawns across the map and miss kills.

Best Builds for Herald Farming

The ideal Herald farmer combines fast movement, high elite kill speed, and survivability against aura-enhanced bosses. Here are the top choices:

Magic damage has almost no immunities in the game, making Blessed Hammer effective against every Herald variant. The build is naturally tanky with high defense, damage reduction from Holy Shield, and strong hit recovery. Teleport via Enigma lets you target elites quickly. 125 FCR breakpoint provides solid elite-targeting mobility.

Key gear: Enigma, Heart of the Oak, Herald of Zakarum, Harlequin Crest, Arachnid Mesh

Fastest teleport in the game — 200 FCR is achievable, making elite targeting blisteringly fast. Lightning damage obliterates packs. Infinity mercenary breaks most Lightning immunities. Requires Energy Shield + high Telekinesis investment to survive Herald hits. Glass cannon that excels with player support.

Key gear: Griffon's Eye, Crescent Moon or Eschuta's, Infinity Merc, Spirit, Chains of Honor

Constant life leech through Whirlwind makes you extremely durable against Herald melee. Grief runeword provides massive physical damage. Critical advantage: Find Item (Hork) can extract additional drops from Herald corpses when it succeeds — including Latent Sunder Charms.

Key gear: Grief Phase Blade, Enigma or Fortitude, Arreat's Face, String of Ears, War Traveler

Army of skeletons and revives tanks Herald damage while you stay safe at range. Amplify Damage curse massively boosts party physical damage. Corpse Explosion provides excellent area clear for fast monster kills, which drive Herald spawns. Slower single-target targeting than teleport builds but extremely safe.

Key gear: Beast, Enigma, Homunculus, Harlequin Crest, Arm of King Leoric

Echoing Strike gives Warlock strong single-target pressure against Heralds while Blade Warp doubles as a teleport-to-target for elite hunting, matching Hammerdin mobility without needing Enigma early. Hex: Bane debuff stacks on the Herald itself for accelerated kills. Gore Rider Crushing Blow on every swing chunks Herald HP fast. Strong both solo and in coordinated groups.

Key gear: Echoing Strike weapon (Lawbringer/Crescent Moon), Gore Rider, Treachery early → Enigma, Spirit shield, Hex: Bane key

Group composition tip: The ideal Herald farming group includes at least one Hammerdin or Lightning Sorc for fast clearing, one Barbarian with Find Item for extra corpse rolls, and fills with high-damage classes. Player count matters, but coordination matters more — 8 players scattering silently miss Heralds that spawn away from the group.

Related: Terror Zone Guide

Heralds spawn exclusively in Terror Zones. Understanding the TZ rotation, zone tiers, and farming routes directly improves your Herald encounter rate.

Terror Zone Guide →

Frequently Asked Questions

What are Heralds of Terror in D2R?

"Heralds" are special boss monsters introduced in the Reign of the Warlock expansion that spawn inside Terror Zones in Hell difficulty. They scale across five tiers — Herald of Fright (T1), Herald of Dread (T2), Herald of Fear (T3), Herald of Horror (T4), and Herald of Terror (T5). "Herald of Terror" is specifically the Tier 5 Herald; "Heralds of Terror" is commonly used as shorthand for the whole mechanic. Each Herald you defeat increases the next Herald's tier, improving loot quality.

How do I spawn a Herald?

Kill monsters inside an active Terror Zone in Hell difficulty. Under live Patch 3.2 a Herald can spawn and begin hunting you after killing any monster in a Terrorized zone, and the chance for one to appear increases the more monsters you kill within the same zone. A short lightning telegraph signals the spawn before the Herald appears.

Does Herald tier affect Sunder Charm drop rates?

Higher-tier Heralds drop more total items, giving you more chances at loot overall. Community sources disagree on whether Tier 5 has a true 3x Sunder roll or whether the gain mainly comes from extra item drops. The safe practical answer is the same either way: push to Tier 5 and farm there.

What is the difference between Latent and Renewed Sunder Charms?

Latent Sunder Charms drop with the worst penalty for their type, such as -90% elemental resistance, -65% magic resistance, or +20% physical damage taken. They exist mainly as crafting ingredients. Renewed Sunder Charms are crafted in the Horadric Cube using a Latent charm plus specific materials; the current fixed penalties are -70% elemental resistance, -45% magic resistance, or +10% physical damage taken, plus random bonus modifiers.

Can I re-roll a Renewed Sunder Charm?

Treat each craft as a one-time RNG roll. The normal recipes use a Latent charm plus materials, and live reports conflict on whether an already Renewed charm can be re-cubed. Do not plan around cheap re-rolls; budget for another Latent charm and fresh materials.

Where do Worldstone Shards drop?

Worldstone Shards are Hell-difficulty consumables. Community sources differ on the exact source pool, but the practical farming target is still high-density Terror Zones and elite-heavy routes. There are five types corresponding to five acts: Western (Act 1), Eastern (Act 2), Southern (Act 3), Deep (Act 4), and Northern (Act 5). Northern is highly valuable because it is used for Bone Break and Black Cleft recipes.

Does player count affect Sunder Charm drops from Heralds?

Under live Patch 3.2 the increased Latent Sunder drop chance from Heralds is no longer heavily modified by player count, and Worldstone Shard drops no longer scale with player count either. Offline single-player can still use /players 8 to boost overall loot quantity; online Battle.net cannot use /players, so you need actual players in the game for higher player-count loot math.

Does leaving the game reset my Herald tier?

Yes. Herald tier progression is tracked per game session. If you leave the game or disconnect, your tier resets to 1. This is why the core farming strategy is to stay in a single long game session — push to Tier 5 and then keep farming at maximum tier for the rest of the session.

Quick Facts

  • Herald Tiers 5 (Fright → Terror)
  • Spawn Trigger Killing monsters in a TZ
  • Spawn Telegraph Lightning effect (3.2)
  • Sunder Tier Tier 1+ (Patch 3.2)
  • Drop @ p1 T1 ~1 in 272 (old S13 est.)
  • Drop @ p8 T5 ~1 in 24 (old S13 est.)
  • Sunder Types 6 (one per element)
  • Tier Reset On game exit
  • Introduced Reign of the Warlock

Sunder Charm Types

  • Cold Rupture (Cold)
  • Flame Rift (Fire)
  • Crack of the Heavens (Lightning)
  • Rotting Fissure (Poison)
  • Bone Break (Physical)
  • Black Cleft (Magic)

Worldstone Shards

  • Western Act 1
  • Eastern Act 2
  • Southern Act 3
  • Deep Act 4
  • Northern Act 5

Drop rate: rare, community-estimated