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Rifts

Co-op rifts tear open in caves and up in the sky, near wherever players are, and the land decides the kind. Step in and the view turns isometric: a run of floors (caves, halls or islands over the abyss) with the kind’s own Grown and hazards underfoot, and a boss at the end. Everyone inside fights together. A swing hits every Grown in front of you within reach, up to about 70° to either side: the floor shows your reach where you aim, and a gold ring lies under every Grown it would hit.

Wane rifts are different: they open in the world for ten minutes, there are no revives, and anyone may attack anyone. The Crimson Rift has its own seasonal ladder in the journal (J).

A rift's floors have the same effects as the open world (Effects and animation): the arc of a swing, the flash of a hit, drops that arc out and shine by rarity.

Light in the dark

Down here the dark is part of the picture. Light comes from what gives light: your own warm light and the other players', torches and braziers (they flicker), crystals and mushrooms, the stairs and the way out, shots in flight, rare drops, the great one, and the lava itself, which lights the rock round it. Each kind has its own air: cold blue in a Frost Rift, green under the leaves of the Thornwild, warm gold in a Gilded Rift, and the Hollow keeps the deepest dark of all. The Lower Crypt takes the colour of the dungeon above it.

The same moment in the Crimson Rift, as floors were drawn before
The same moment in the Crimson Rift, as floors were drawn before
And as they are drawn now: red torchlight on the walls, stone slabs, a rim of light on every Grown, and the floor's bar at the top
And as they are drawn now: red torchlight on the walls, stone slabs, a rim of light on every Grown, and the floor's bar at the top
The Ember Rift: the lava lights the basalt round it orange
The Ember Rift: the lava lights the basalt round it orange

How much is drawn follows Settings › Effects › Quality (Effects and animation):

QualityThe floors
OffAs they were before: one even darkness with your light and the torches cut into it.
LowThe light, the depth, the shadows and the rims. Phones start here.
NormalLow, and fog drifting through the light, and a soft glow round every light.
HighNormal, and shafts of light from cracks in the ceiling with dust turning in them, motes round you, and a colour grade for each kind.

The game lowers the quality by itself when it runs slowly (unless you turn that off), and the floors step down with it.

In a group the Grown are made for all of you: for each player past the first on the floor, a Grown that wakes has 80% more life and hits a quarter harder, and one time in ten more it wakes as an elite. A group of four meets 3.4 times the life and 1.75 times the blow of a player alone.

Rooms that pay

A rift is a run of rooms on the way to the lair, and each room pays off. A floor stays until its time is up even when nobody is on it, so whoever comes back in finds it as they left it.

A side way still shut: its arch barred, and over it what waits inside, a deep rune; it opens when the room is cleared
A side way still shut: its arch barred, and over it what waits inside, a deep rune; it opens when the room is cleared
Inside an open side way: the vault's chest, and the hint to take the Jewel of Ascent
Inside an open side way: the vault's chest, and the hint to take the Jewel of Ascent
The lair after its great one fell: the stairs down to Deep 2, the way out, and a ring of light back to the stairs; the bar says the lair has fallen
The lair after its great one fell: the stairs down to Deep 2, the way out, and a ring of light back to the stairs; the bar says the lair has fallen

The Lower Crypt under a dungeon has its rooms cleared, its side ways and its rings too, but no stairs down: it is the dungeon's cellar and ends with it.

Every kind its own

Every kind of rift has a signature: something it does to you every 9 to 12 seconds while you fight, telegraphed on the floor with rings (and a warning sound) before it lands. Going in, each kind also has its own low sound under the music.

KindSignatureWhat it does
CrimsonBlood geysersThree rings round you: 12% of your life.
FrostHailFour rings: 9%, and you are chilled (slower for 2 seconds).
EmberEruptionsThe vents near you erupt: 12%, and you burn.
ThornwildRootsRoots race along the floor toward you: 8%, and they hold your feet a moment.
HollowThe dark pullsA wide ring: 14%, it drinks a fifth of your mana, and your light shrinks for 4 seconds.
StormLightningTwo rings with little warning: 15%.
GildedCoin trapsA statue fires a cone of coins at you: 10%.

Hazards underfoot

A rift's hazard cells take a share of your life, whatever your armour, and each kind's has a sting of its own:

HazardShareAnd
Spikes, crystal, crumbling floor10%
Ice6%chilled: you move 30% slower for 2 seconds
Vents10%you burn for 3 seconds
Thorns7%rooted: you cannot move for a moment
Void10%it drinks 15% of your mana
Storm cells12%

Nothing a rift does takes more than a fifth of your life at once on its first floor. Deeper down the signatures bite harder: a quarter more on Deep 2 (never more than a quarter of your life) and half again on Deep 3 (never more than 30%). The great one at the end of a rift fights as the others do, and walks round walls and chasms to reach you: see Great ones and how they fight.

The kinds of rift

The Crimson Rift

A wound in the world. Everyone who enters fights together.

  • Opens anywhere
  • 8 rooms, floors of rooms, caves, hall, islands
  • Underfoot: spikes
  • At the end: Cinderjaw the Red, or The Crimson Maw, or Vessk, Eater of Towns, or The Unmaker

A Frost Rift

The cold pours out of it. Ice underfoot, and something white in the dark.

  • Opens in Rimefields
  • 8 rooms, floors of caves, islands, rooms
  • Underfoot: ice
  • At the end: Hoarfang, the White Hunger, or The Rimeheart, or Skathe of the Long Night

An Ember Rift

The floor is a crust over fire. Mind the vents.

  • Opens in Ashlands
  • 8 rooms, floors of islands, rooms, hall
  • Underfoot: vent
  • At the end: The Cinder King, or Mother of Ash, or Slagmaw

A Thornwild Rift

It grew here overnight, and it is still growing.

  • Opens in Greenwood
  • 8 rooms, floors of caves, rooms
  • Underfoot: thorns
  • At the end: The Rootmother, or Old Briar, or The Green Choir

A Hollow Rift

Light does not travel far in here.

  • Opens in The Unlit Reach
  • 7 rooms, floors of islands, rooms, caves
  • Underfoot: void
  • At the end: The Unlit, or Nothing-With-Teeth, or The Quiet Below

A Storm Rift

Islands of stone over an open sky.

  • Opens in Skyreach
  • 7 rooms, floors of islands
  • Underfoot: storm
  • At the end: Thunderhead, or The Sky Tyrant, or Galewing

A Gilded Rift

Somebody hoarded here. Somebody is still here.

  • Opens anywhere
  • 6 rooms, floors of hall, rooms
  • Underfoot: spikes
  • At the end: The Hoard Keeper, or Midas-that-Was, or The Gilt Warden