Rifts
Three floors, laid out fresh every time. No two are the same.
A Rift Stone stands by the Proving Pit in Highmoor and in Wrecker's Camp on Gullwrack Isle. Use it and pick a tier:
| Rift | Levels | Guardian |
|---|---|---|
| Shallow Rift | 10–18 | Varg the Bonelord |
| Deep Rift | 18–26 | The Deep One |
| Abyssal Rift | 26–34 | The Barrow King |
How a run goes
- You arrive on floor 1. The way out is right next to you.
- Every floor has its own look (crypt, cave, jungle or fire) and its own monsters, some of them elites.
- The stairs are sealed until you defeat most of the floor's monsters. The line at the top of the screen counts them down.
- On floor 3, the guardian waits by where the stairs would be. It's always an elite. Beat it and its chest bursts open: GP, a boosted loot roll, and sometimes a piece of gear with a gem already set.
Every run is a new layout. If you save inside a rift, you'll come back to the same floor.
The rules
- Falling costs the usual death penalty and ends the run. You wake at the Rift Stone.
- Leaving through the way out also ends the run. You'll start a new one from floor 1.
- Monsters in rifts drop their usual loot, and elites are more common than outside.
Every tier, theme and monster is listed on the rifts page.