Regions
Diablo Immortal's campaign walks you through its zones once and never asks you to come back, which makes the interesting question about any of them not what happens in the story but what is still there afterwards. The four zones we cover in depth answer that very differently, and they answer it in a clear order: the later the zone, the more reason there is to return to it.
That is unusual, and it is worth stating plainly because it changes how you plan an evening. Wortham is finished the moment you leave it. The Dark Wood keeps a dungeon. The Library of Zoltun Kulle keeps a daily event. And Mount Zavain, the last of the four, holds a boss that respawns every half hour, the game's best monster essence farm, and one of only two scheduled world bosses in the game. A max-level character has no reason to visit the first zone and several to visit the last.
The four zones, and what stays behind
| Zone | Levels | What it teaches | What it still pays at 60 |
|---|---|---|---|
| Wortham | 1 to 12 | Movement, skills, inventory, the map | Nothing |
| Dark Wood | Around 20 | Dungeons and zone events | The Forgotten Tower, and Blood Rose |
| Library of Zoltun Kulle | 35 to 40 | Codex objectives, Challenge Rifts | Kulle's chamber event, Hidden Lairs |
| Mount Zavain | 45 to 50 | Level scaling and world bosses | Soul Crucible, Martanos, the Nightmare |
Wortham: the only zone you finish for good
Wortham is the riverside town your character is dropped at by boat on the first login, and it runs from level 1 to about 12. Its job is teaching, and the questline is really a sequence of unlocks: movement and attacks in the opening tutorial, then skill buttons one at a time, then the Skills panel, the minimap and the inventory as you clear the first few missions.
The story here is Damned Cultists raising the Risen and a Putrid Desecrator summoned by Eskara, with experience globes carrying you up the early levels and skill ranks unlocking as you go. Korrin the blacksmith, the Shackled Villager, is the first vendor you meet and the reason you learn what a blacksmith is for before salvaging starts to matter.
It has one lasting consequence that is not a farming route: clearing Wortham is what opens multiplayer. Friends, parties, clans and Warbands are all behind this zone, which makes it the only region on this list whose value is entirely in what it unlocks elsewhere.
Dark Wood: the zone that keeps a dungeon
The Dark Wood is where the campaign turns into the game proper. You arrive hunting the Countess and her Bloodsworn with the Sisterhood of the Sightless Eye alongside you, chasing a Worldstone shard, and the questline runs long: Lucian's Hope, the Bloodsworn Den, the Horadric Bestiary, Gather the Reagents, Between Two Evils, the Tree of Inifuss, Blood Resurrection, Delivering the Shards, Shardbearer, Obtain a Crest, Tools of the Trade, Answers in the East, A Captain's Need and To the Docks.
Get the waypoint unlocked on your left as you enter, and pick up the Opening the Way bounty in Westmarch before you go, since it wants sixty Bloodsworn killed and you will be killing them anyway.
What remains afterwards is two things. Purify the Corruption is the zone's repeatable event: kill elites around the zone to raise a corruption meter and cleanse yourself once it fills. It is also where Blood Rose turns up as a world boss at Hell 1 and above, and killing her fills roughly thirty percent of that meter in one go, which is the fastest way through the event by some distance. And the zone owns the Forgotten Tower, which our own page calls an ideal farming location precisely because it is so short, with only two bosses in it and five bonus treasure chests after the Countess falls. The zone's codex adds seven one-time experience awards on top, including equipping a level 20 rare item and unlocking the Horadric Bestiary.
Library of Zoltun Kulle: the zone that keeps an event
The Library of Zoltun Kulle wants level 35 or above and finishes with you standing next to the Curator waiting to hit level 40, which tells you what kind of zone it is: the one where the campaign's pace changes and levels stop arriving on their own. The questline runs from Library Beneath the Sand and Unseen Guardian through Restoring Order, Lost Runes, At Its Core, Source of Knowledge, The Eternal Guardian, Reforging the Soul, Recalling the Past, The Dark Exile and Heart of the Unknown.
Its codex unlocks at 35 but needs the Shassar Sea story finished first as well as the Library questline, and the awards are worth the detour: a little over ten thousand experience each for equipping a level 35 rare item and clearing a Challenge Rift level, and 10,657 for reaching level 40.
What stays behind is Kulle's Secret Chamber, and it is a daily rather than a one-off. You search the library for lost pages, and five pages open a portal into one of the chambers, where a random challenge pays out a chest. You can run it ten times a day, there is a chance of summoning a Kulle's or Sandstone Golem, and you have three minutes to reach the portal once it opens, which makes it one of the few events where watching the public chat channels is genuinely useful. The zone also holds Hidden Lairs, elite quests and the Destruction's End dungeon, which owns six of the game's forty-eight Set Item pieces.
Mount Zavain: the zone you are still farming at 60
Mount Zavain asks for level 45 and the Bilefen storyline behind you, and its enemies are built for 45 to 50, though level scaling means the zone stays dangerous well above that. That scaling is the reason it is the only one of these four that a max-level character has any business in, and it has three separate reasons to go.
The Soul Crucible is the first and the most useful. It is full of cultists who die easily, the spawned bosses there have small health pools, and the chance of dying is close to nothing, which makes it a place you can farm at speed rather than at care. Cycling through enemies quickly raises the rate of rare encounters, and our page's recommendation is specific: max-level players farming Monster Essence should camp here. Since Monster Essence is what feeds the Bestiary, and the Bestiary only accepts three pages a day, this is the zone that supplies one of the game's daily caps.
The second is Lord Martanos, who respawns every thirty minutes and drops Zakarum Sigils. Those sigils are not optional decoration, they are the only way to activate the altars during the Ancient Nightmare event, and without them the Ancient Nightmare cannot be damaged at all. So the half-hourly boss is the supply line for the twice-weekly one.
The third is the Ancient Nightmare itself, which begins with a notification and takes place in the Misty Valley part of the zone. The zone's own questline finishes with the duel of Oza and Dravec, a solo story dungeon up to the Peak, and Dravec fleeing to the Frozen Tundra, at which point you need level 51 to follow. The Mount Zavain codex unlocks at 45 and is worth close to a hundred thousand experience for tasks as light as equipping a level 45 rare item and reaching level 50.
The zones we do not have pages for
Diablo Immortal has more zones than the four here, and several of them turn up throughout our other guides: Ashwold Cemetery hosts the Haunted Carriage, the Shassar Sea runs Lost Artifacts and holds the Tomb of Fahir, the Realm of Damnation runs Demon Gates, and Bilefen is the gate on the Helliquary. Westmarch is not a zone in this sense at all but the hub every vendor stands in. Our levelling walkthrough covers the full route zone by zone, and Hidden Lairs lists the lair spawn points in all eight.
Frequently asked questions
Which zone is the best place to farm at max level? Mount Zavain's Soul Crucible, for Monster Essence in particular, because the enemies are numerous and weak and the boss units there have limited health.
How often does Lord Martanos respawn? Every thirty minutes in Mount Zavain. His Zakarum Sigils are what let you damage the Ancient Nightmare later in the week.
Why can I not see zone events? They only appear at Hell 1 and above, which needs level 60 and the campaign cleared on Normal.
How many times can I run Kulle's Secret Chamber? Ten times a day, and you have three minutes to reach the portal once five lost pages open it.
What does Wortham unlock? Multiplayer. Clearing it is the prerequisite for friends, parties, clans and Warbands.