Dungeons

Diablo Immortal has eight endgame dungeons and forty-eight Set Item pieces spread across them, and the two we cover in depth are, as it happens, the two richest: the Forgotten Tower holds eight of the forty-eight and the Tomb of Fahir seven, so between them they carry fifteen pieces, close to a third of the whole collection.

But the useful thing about that collection is not where a piece drops. It is what slot it goes in. Line up all eight sets from our Set Items page and the difficulty each piece needs falls out of its slot with no exceptions at all. Belts and boots come in at Hell 1. Necklaces and gloves want Hell 2. Rings, without a single exception anywhere, need Hell 4. Eight sets, six slots each, forty-eight pieces, and not one row breaks the pattern.

That changes what a dungeon is. You do not finish one, you finish it three times at three tiers, and which tier you need depends entirely on which slot is still empty. This guide is arranged that way: the rule first, then what each of our two dungeons owes you at each tier, then how to actually clear them.

The rule, and what our two dungeons hold

SlotTier neededForgotten TowerTomb of Fahir
WaistHell 1Storm-Tack of Shal'baasIssatar Contained, Open Gut
FeetHell 1Mountebank's Slyness, Torn SoleWind-Trods of Shal'baas
NeckHell 2Wisdom's EdgeShepherd and Architect
HandsHell 2Issatar's Open Hand, Bloody HandHurtling Steel
RingHell 4Shepherd and Father, The PrisonerThe Turkey, Shameless Urge

Two things follow from that table that are worth saying out loud. First, half of what either dungeon owes you is available the moment you reach Hell 1, and a quarter of it is not available until Hell 4, so a dungeon never stops being useful, it just changes which visit is worth making. Second, the rings are the bottleneck everywhere. Four of the fifteen pieces in these two dungeons are rings, and all four are Hell 4, which is why a set you are two pieces from completing is so often two rings away.

One piece here is not exclusive: Bloody Hand drops in both the Forgotten Tower and Mad King's Breach, which makes it the easiest Hell 2 gloves in the game to chase, since two dungeons roll for it. Everything else in the table is one dungeon only.

It is also worth knowing that the final boss of a dungeon does not always drop a Set Item at all. The chance is low, comparable to a legendary, which is why our Set Items page recommends the Recommended Builds menu: pick a build, click the Set Item in its secondary slot, and the How to Get option will name the dungeon and the difficulty rather than leaving you to guess.

Forgotten Tower: the small one with the long tail

The Forgotten Tower unlocks at level 20 once the Dark Wood story is finished, and sits in the Dark Wood just before the zone gives way to the Shassar Sea. It runs to a single level and is about as compact as anything in Diablo Immortal gets, designed for a party of four but soloable on Normal if you are careful. It is what remains of the castle where the Countess was buried alive, and finishing the Dark Wood story is what tells you she holds the third Worldstone shard.

The run has a shape worth knowing before you start it. A mob at the entrance mixes Dark Creepers, Quill Rats, a Direwolf, a Corrupted Mauler, Bloodsworn Spearwomen, a Bloodsworn Oppressor and a Hungry Torso; you can break the vine barrier and run past, though killing the rare enemies is decent experience. Downstairs, the Shaman and the Blood Clan need clearing before the first boss so the arena is not chaotic when the fight starts.

Bloodsworn Priestess Innaloth is that first boss and has no special attacks of her own, only a great many summoned fighters, so area damage handles her. Her one trick is a wall that traps you with a Bloodsworn Oppressor, a shieldbearer that hits hard, which is the argument for killing her quickly rather than clearing around her. After she falls, inspect the Dying Villager and open the left gate.

That gate starts a timed minion event, and the numbers are specific enough to plan around: a hundred enemies across five stages in eighty seconds total, with roughly five bonus chests at the end. Our page's suggested split is thirty-five in each of the first two stages, forty in the third and fourth, and thirty in the last. Watch for the swinging blade, which does heavy damage on contact.

Then the chamber room and the Countess, whose fight is covered in full in our bosses guide. In short: attack from behind to stay off her sword, leave every red circle immediately, kill the nine Bloodsworn she summons at the health break, keep off the red line she draws on the floor because it stays until she dies, and expect a storm of blood bats when she leaps and lands in phase two. Bonus treasure chests spawn in the middle of the room when she dies, and the Set Item is a chance on top of that.

Tomb of Fahir: the complicated one

The Tomb of Fahir comes third in the game's dungeon order and opens at level 28, partway through the Shassar Sea questline, once Tabri's request is settled and Peth has cleared the road toward the Library of Zoltun Kulle. It sits near the Sereth Outpost waypoint. You clear it once as part of the story and everything after that is a difficulty choice.

It is genuinely more complex than the Forgotten Tower, and the layout is the reason. Two mini-bosses sit at opposite ends of the map and both must fall before the middle opens. The Icon of Rebirth is on the far left and summons Lacuni Slashers, Lacuni Huntresses and Hollow Ones. The Icon of Souls is on the right, summons Spiderlings, Toxic Lurkers, a Broodmother and skeletal archers and warriors, and channels a blue laser beam after slamming its staff, which you avoid by moving. Both fights want the same approach: kite the melee summons into the boss and drop area damage on all of it at once.

King Fahir spawns in the inner chamber and is a knockback fight. The counter is unintuitive: stand in front of a pillar to tank the knockback, take moderate damage and deal a lot in return, with heals ready. He also spawns green-glowing mummies that explode after a delay, so keep walking away from them. When he slams his staff repeatedly he is about to throw bombs, and when a large circle appears around him he is about to pull everyone in and knock them back, which is the one attack worth sprinting out of.

The elevator after him is not a cutscene. Small enemies attack on the way down and a Tomb Borer latches on to the platform and starts spawning more, so kill the Borer first or you arrive at the bottom overwhelmed. You will also meet the Colossal Tomb Borer on the descent, which is only dangerous if you stand in front of its face.

Segithis, the Clusterflesh closes the dungeon. Keep moving to avoid the cone of venom orbs, which apply poison over time, and the periodic swipe that knocks you back. When a circle starts forming around you there is about a second before it completes, and being caught means being webbed and dragged in for heavy damage. Attack the back legs until the head lowers, then hit the head.

The other six dungeons

Mad King's Breach, Cavern of Echoes, Pit of Anguish, Destruction's End, Kikuras Rapids and Temple of Namari hold the other thirty-three pieces, and the same slot rule applies to every one of them. We do not have walkthroughs for those six, but our Set Items page lists which piece each of them owns and at what tier, which is enough to plan a farming route. Destruction's End is reached through the Library of Zoltun Kulle.

Two related pages are worth reading beside this one. Difficulty explains what unlocking each Hell tier actually takes, since the whole table above is expressed in tiers. And Enigmatic Crystals matter more here than anywhere, because a Set Item at rank 1 is only the start of it and taking one to rank 10 is what Crystals are for.

Frequently asked questions

Why can I not get any Set Item rings? Because every ring in the game, in all eight sets, needs Hell 4. Nothing you do at Hell 1 or Hell 2 will drop one.

What difficulty do Set Items start dropping at? Hell 1, which needs level 60 and the campaign finished on Normal. Waists and boots are available immediately; amulets and gloves need Hell 2.

Which dungeon should I farm? The one that owns the slot you are missing. Absent a preference, take the Forgotten Tower: nothing else is quicker to clear and no other dungeon holds more, at eight pieces of the forty-eight.

Does the final boss always drop a Set Item? No. The chance is low and comparable to a legendary drop, which is why the endgame involves running the same dungeon repeatedly.

Can I find out where a specific piece drops in game? Yes. Open your inventory, go to Recommended Builds, click the Set Item in a build's secondary slot and choose How to Get, and the game names the dungeon and the difficulty.