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

  1. You arrive on floor 1. The way out is right next to you.
  2. Every floor has its own look (crypt, cave, jungle or fire) and its own monsters, some of them elites.
  3. The stairs are sealed until you defeat most of the floor's monsters. The line at the top of the screen counts them down.
  4. 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.