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Feb 16 2026 09:14am
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Feb 16 2026 11:04am
Good job, thanks for the write-up!



So how many Herald kills (approximately) should we aim for in each act before terrorizing the next act? Or should we have a "clear the entire act" mind-set every time we want to farm latent sunders?


There is no limit, which I see so far in the data for heralds per act. Therefore I would recommend cleaning all areas with high density of unique/champion/super monsters first. If you weren't succesful you can decide to make a new game and restart the process or keep in the game and also clean areas with lower monster density. Depends on your time and amount of shards.



What torment levels do I need to start getting the drops ?


This depends on the mlvl and not on the player level. qlvl for this item is 69, which means the monster must be lvl 69+, which is nearly every monster in hell. It is the same qlvl as the old sunders had. But the item can only drop from the relevant treasure classes...


ok so just play on non-RotW ladder and farm non-nerfed sunders and transfer to rotw with level 1 mules? (or sell to rotw players if you dont known rotw yourself)

i dont think even blizzard is dumb enough to leave a loophole like this in the game. maybe im wrong though (they charged 25$ for a shit class 4 years after release and you guys all bought it like chuds)

they will either increase the rotw terror zone sunder drop rate or non-rotw ladder chars will eat good lol


Maybe you can transfer the items from ladder expansion to ladder rotw, but you will never be able to add the additional stats on the sunder.



fyi, quotes in the softcode files indicate a comment. that conditional formula you listed is commented out.
proof of fright herald dropping sunder: https://www.reddit.com/r/diablo2/comments/1r524pd/latent_bone_break/

also your noDrop math is a little off. for any charm, 1/238 is expected p1, 1/60 expected p7. math source is pavke


I do not see an uncomment on this in the treasureclassex.txt. See below. The video doesn't show the identify process and heralds can also drop Gheeds for example. This was reported to me yesterday by a mate, who was so excited to see this drop and then hardly disappointed when he realized it was just a Gheeds.

Thank you for the hint with the slightly difference in odds. I will check my maths.

Treasure Class ConditionCalc
Act 1 Terrorize Act Consumable Desecrated cond('Difficulty', hell)
Act 2 Terrorize Act Consumable Desecrated cond('Difficulty', hell)
Act 3 Terrorize Act Consumable Desecrated cond('Difficulty', hell)
Act 4 Terrorize Act Consumable Desecrated cond('Difficulty', hell)
Act 5 Terrorize Act Consumable Desecrated cond('Difficulty', hell)
Sunder Charms cond('MonsterTestElite', herald)*(stat('heraldtier'.accr) >3)
Act 1 (H) Herald Item A - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 1 (H) Herald Item B - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 1 (H) Herald Item C - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 2 (H) Herald Item D - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 2 (H) Herald Item E - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 2 (H) Herald Item F - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 3 (H) Herald Item G - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 3 (H) Herald Item H - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 3 (H) Herald Item I - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 4 (H) Herald Item J - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 4 (H) Herald Item K - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 5 (H) Herald Item L - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 5 (H) Herald Item M - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 5 (H) Herald Item N - 1 Extra (stat('heraldtier'.accr)>1) * (stat('heraldtier'.accr) < 4)
Act 1 (H) Herald Item A - 2 Extra (stat('heraldtier'.accr) >=4)
Act 1 (H) Herald Item B - 2 Extra (stat('heraldtier'.accr) >=4)
Act 1 (H) Herald Item C - 2 Extra (stat('heraldtier'.accr) >=4)
Act 2 (H) Herald Item D - 2 Extra (stat('heraldtier'.accr) >=4)
Act 2 (H) Herald Item E - 2 Extra (stat('heraldtier'.accr) >=4)
Act 2 (H) Herald Item F - 2 Extra (stat('heraldtier'.accr) >=4)
Act 3 (H) Herald Item G - 2 Extra (stat('heraldtier'.accr) >=4)
Act 3 (H) Herald Item H - 2 Extra (stat('heraldtier'.accr) >=4)
Act 3 (H) Herald Item I - 2 Extra (stat('heraldtier'.accr) >=4)
Act 4 (H) Herald Item J - 2 Extra (stat('heraldtier'.accr) >=4)
Act 4 (H) Herald Item K - 2 Extra (stat('heraldtier'.accr) >=4)
Act 5 (H) Herald Item L - 2 Extra (stat('heraldtier'.accr) >=4)
Act 5 (H) Herald Item M - 2 Extra (stat('heraldtier'.accr) >=4)
Act 5 (H) Herald Item N - 2 Extra (stat('heraldtier'.accr) >=4)



Fantastic, thanky so much for sharing.

I would like to add:
You can hold and use as many latent sunder as you want.
Renewed works like torch/anni you can only every have one on your character.


Thank you for bringing this up. I will check the data and add it later to the list.

This post was edited by namhan on Feb 16 2026 11:05am
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Feb 16 2026 11:18am
Thank you for this post, nice information !
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Feb 16 2026 11:26am
Can u drop sunder from treasure goblins ?
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Feb 16 2026 11:32am
fyi, quotes in the softcode files indicate a comment. that conditional formula you listed is commented out.
proof of fright herald dropping sunder: https://www.reddit.com/r/diablo2/comments/1r524pd/latent_bone_break/

also your noDrop math is a little off. for any charm, 1/238 is expected p1, 1/60 expected p7. math source is pavke


Rechecked the calculations. The heralds have a slightly difference in the mechanics.

Example Treasure Class (TC) Act 1 (H) Herald A (-7 picks):

2/8 chance for TC Act 1 (H) Herald Item A
1/8 chance for TC Sunder Charms
1/8 chance for Act 1 (H) Herald Item A - 1 Extra
1/8 chance for Act 1 (H) Herald Item A - 2 Extra
1/8 chance for Act 3 Terrorize Act Consumable Desecrated (Worldstone Shard)
1/8 chance Act 1 (H) Cpot A

There is 1/8 chance of getting the Sunder Charm TC. Within this TC the odds are as calculated by Pavke. 1/238 and 1/60. In this case the -7 picks means that the same calculation will be done 7 times (but not 8). And therefore you have 7 times 1/8 chance of getting the Sunder Charm TC, which has 1/238 and 1/60. As it is only 7 times and not 8 times, the odds are a slightly bit lower then for any other charm.

Sadly the no drop chance for the Sunder Charm TC is 23899/24000 = 99.57917%. Only the Worldstone shards TC have an even worse no-drop chance. But they are hit much more often...

I hope this makes it a bit clearer.

This post was edited by namhan on Feb 16 2026 11:33am
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Feb 16 2026 12:07pm
thx for the info, gonna be great finding sunders now any way :)
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Feb 16 2026 05:17pm
Rechecked the calculations. The heralds have a slightly difference in the mechanics.

Example Treasure Class (TC) Act 1 (H) Herald A (-7 picks):

2/8 chance for TC Act 1 (H) Herald Item A
1/8 chance for TC Sunder Charms
1/8 chance for Act 1 (H) Herald Item A - 1 Extra
1/8 chance for Act 1 (H) Herald Item A - 2 Extra
1/8 chance for Act 3 Terrorize Act Consumable Desecrated (Worldstone Shard)
1/8 chance Act 1 (H) Cpot A

There is 1/8 chance of getting the Sunder Charm TC. Within this TC the odds are as calculated by Pavke. 1/238 and 1/60. In this case the -7 picks means that the same calculation will be done 7 times (but not 8). And therefore you have 7 times 1/8 chance of getting the Sunder Charm TC, which has 1/238 and 1/60. As it is only 7 times and not 8 times, the odds are a slightly bit lower then for any other charm.

Sadly the no drop chance for the Sunder Charm TC is 23899/24000 = 99.57917%. Only the Worldstone shards TC have an even worse no-drop chance. But they are hit much more often...

I hope this makes it a bit clearer.


the sunder TC is always picked though, so only the factor of the noDrop of the sunder TC against the actual items matters.
when it uses the negative picks, it goes through everything left to right. you're right in that there are 7 picks, 8 options to pick from. the second potion pick is NEVER rolled. this can be verified from killing t4+ heralds and seeing you can roll 5 items (sunder and shard both fail) with only 1 potion, despite having room for 1 more item before hitting item limit (which is clearly what they were intending for)
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Feb 16 2026 05:31pm
Rechecked the calculations. The heralds have a slightly difference in the mechanics.

Example Treasure Class (TC) Act 1 (H) Herald A (-7 picks):

2/8 chance for TC Act 1 (H) Herald Item A
1/8 chance for TC Sunder Charms
1/8 chance for Act 1 (H) Herald Item A - 1 Extra
1/8 chance for Act 1 (H) Herald Item A - 2 Extra
1/8 chance for Act 3 Terrorize Act Consumable Desecrated (Worldstone Shard)
1/8 chance Act 1 (H) Cpot A

There is 1/8 chance of getting the Sunder Charm TC. Within this TC the odds are as calculated by Pavke. 1/238 and 1/60. In this case the -7 picks means that the same calculation will be done 7 times (but not 8). And therefore you have 7 times 1/8 chance of getting the Sunder Charm TC, which has 1/238 and 1/60. As it is only 7 times and not 8 times, the odds are a slightly bit lower then for any other charm.

Sadly the no drop chance for the Sunder Charm TC is 23899/24000 = 99.57917%. Only the Worldstone shards TC have an even worse no-drop chance. But they are hit much more often...

I hope this makes it a bit clearer.


Das a Lotta words

How many full act to clears for a Sunder on avg
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Feb 16 2026 06:27pm
I do not see an uncomment on this in the treasureclassex.txt. See below. The video doesn't show the identify process and heralds can also drop Gheeds for example. This was reported to me yesterday by a mate, who was so excited to see this drop and then hardly disappointed when he realized it was just a Gheeds.


i tested it myself and you're right. the conditional works as intended. your suspicions for the guy in the reddit video are probably true.
after testing the mechanics myself, this is very likely how herald spawning works, as long as you're in a TZ:
you have a 2% chance to gain a stack to spawn a herald from killing elites (uniques, champions, likely superuniques and maybe bosses but i didnt test those, just the first 2).
after you have at least one stack, newly spawned elites have a 1% chance of becoming a herald. once the herald spawns, it consumes a stack.

some other interesting info: champion packs will only consume 1 stack but all the champions will become heralds of the same tier. however, killing each herald, despite being the same tier, will increase the herald counter. if you kill a champion pack of size 3 that all spawned as fright, your next herald will be horror, skipping dread and fear. it may be possible that this happens with elites too, as long as they're all spawned in the same routine/at the same time, but i haven't tested yet.

edit: update. actually, if you have multiple tokens, the next elite spawn will consume all tokens and continuously spawn elite packs in that one area. you can go well over the elite limit of an area. in my most recent test, where i have both stack gain and stack consume chances at 100%, i spawned 6 elite packs in blood moor without killing any of them. then i killed them all, stacking myself up to 5 stacsk (which is the max). then, the instant i barely touched unexplored area, i spawned all 5 elites as fright heralds in one area. there was another normal elite next to them, which gave me another stack. i killed all the frights, walked slightly more, and spawned another herald, also fright, because it rolled all the way around, skipping all upgrades and going back to fright again. i got at least 13 elite packs in the blood moor (including heralds), when the limit is 9.

This post was edited by Kabryxis on Feb 16 2026 06:54pm
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Feb 16 2026 07:01pm
Thanks for this! Good info
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