What a rift is
A Corrupted Rift is a sealed portal that appears by itself out in the hunting grounds. Open it and it pulls you into an arena, where you hold out against five waves of Tainted and Corrupted monsters. Clear them and a reward chest appears.
Up to 40 rifts exist across the world at once. New ones appear every minute, at least 20 tiles apart. An unopened rift vanishes after 30 minutes and another one appears somewhere else. Rifts never appear in boss rooms, protection zones, no-PvP zones or houses.
The four tiers
You can tell a rift's tier before you open it. Each tier has its own portal colour, and the rift calls out its name every few seconds.
| Tier | How often |
|---|---|
| Common Rift | 31.5% |
| Rare Rift | 31.5% |
| Epic Rift | 27% |
| Legendary Rift | 10% |
Opening a rift
- Stand within 4 tiles of the rift and say hello. If several rifts are in range, the nearest one opens.
- An entrance opens for 15 seconds. Anyone can step through, with no party or level needed. Whoever said hello doesn't have to go in. If nobody steps in, the rift is gone.
- The first wave comes 15 seconds after the first player enters, so bring your group in together.
If every arena is already in use, the rift says so and stays closed. Try again in a moment.
Once you are inside, there is no way out until the fight ends, either with the reward chest or when time runs out.
Biomes
When a rift opens it picks one of six biomes: Ice, Fire, Earth, Energy, Death and Physical. A Common Rift is never Fire or Energy. Each biome has its own monsters for each tier. The higher the tier, the harder the monsters.
Monsters by biome and tier
| Biome | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| Ice | Frost Trolls, Polar Bears, Winter Wolves, Mammoths, Chakoyas, Quara and Deepling scouts | Barbarians, Frost Giants, Frost Dragon Hatchlings, Ice Golems, Deepling Brawlers | Frost Dragons, Sea Serpents, Ice Witches, Crystal Spiders, Quara, Deepling casters, one Warlock | Frost Dragons, Massive Water Elementals, Phantasms, Spectres, Deepling Elites and Tyrants, one Warlock |
| Fire | — | Fire Devils, Fire Elementals, Dragon Hatchlings, Witches, Dark Magicians, Djinns | Dragon Lords, Diabolic Imps, Massive Fire Elementals, Infernal Beetles (always Tainted), Efreets, Marids, one Warlock | Dragon Lords, Draken Elites, Furies, Diabolic Imps, and at most one each of Demon, Hellfire Fighter, Draken Spellweaver, Hellhound and Warlock |
| Earth | Spiders, Tarantulas, Crocodiles, Toads, Slimes, Tortoises | Haunted Treelings, Earth Elementals, Wyverns, Terramites, Dwarf Geomancers | Hydras, Serpent Spawns, Defilers, Devourers, Giant Spiders, Bog Raiders | Hydras, Serpent Spawns, Sons of Verminor, Plaguesmiths, one Medusa, and a Juggernaut that can only come in the last wave |
| Energy | — | Minotaur Mages, Energy Elementals, Bonelords, Necromancers, Djinns | Golems, Wyrms, Elder Wyrms, Elder Bonelords, Souleaters, one Warlock | War Golems, Wyrms, Hands of Cursed Fate, Demons, Phantasms, Spectres, one Warlock |
| Death | Ghouls, Ghosts, Mummies, Dark Monks, Stalkers, Assassins | Vampires, Crypt Shamblers, Necromancers, cultists | Liches, Banshees, Braindeaths, Vampire Viscounts and Brides, one Lizard Chosen | Dark Torturers, Grim Reapers, Blightwalkers, Lost Souls, Draken Abominations, one Undead Dragon, one Ghastly Dragon |
| Physical | Valkyries, Hunters, Gladiators, Minotaur Archers, Dwarf Soldiers, Deepling scouts | Orc Berserkers and Leaders, Cyclopes, Stone Golems, Dwarf Guards | Destroyers, Black Knights, Heroes, Orc Warlords, Nightstalkers, one Behemoth | Destroyers, Behemoths, Plaguesmiths, Deepling Elites, one Falcon Knight, one Falcon Paladin, and a last-wave Juggernaut |
The waves
Every rift monster is a Tainted or Corrupted variant, and each wave has more Corrupted than the last:
| Wave | Monsters | Tainted / Corrupted |
|---|---|---|
| 1 | 1–2 | 80% / 20% |
| 2 | 2 | 65% / 35% |
| 3 | 2–3 | 50% / 50% |
| 4 | 3 | 35% / 65% |
| 5 | 4 | 20% / 80% |
A wave is announced 8 seconds before it arrives: a missile flies from the centre portal to each spawn tile, and the tile pulses. The next wave starts about 8 seconds after the last monster of the previous one dies.
You have 30 minutes from the first player entering. When time runs out, the monsters are removed, an exit opens and the rift pays nothing.
Rift monsters are ordinary variants, so every one of them gives variant experience and drops variant loot on its own.
The reward chest
When the last monster of wave 5 dies, the centre portal becomes a chest. There is one shared chest for the whole group, and only players who came in through the entrance can open it. You have 60 seconds to empty it before everyone is sent back to where the rift stood. An exit portal also appears if you want to leave sooner.
| Tier | Always | Sometimes |
|---|---|---|
| Common | 20–40 platinum coins | Life ring (1 in 4), 1–5 fragments (1 in 5), jewel box (1 in 10) |
| Rare | 30–50 platinum coins | 1–5 fragments (1 in 3), ring of healing (1 in 4), jewel box (1 in 5) |
| Epic | 1–2 crystal coins | Jewel box (1 in 2), ring of healing (1 in 2), 1–5 fragments (1 in 2), amulet of loss (1 in 7), a quiver (1 in 10) |
| Legendary | 2–4 crystal coins, 1–3 jewel boxes, 1–5 fragments | Ring of healing (1 in 2), amulet of loss (1 in 4), a quiver (1 in 7) |
Fragments are all one kind, drawn at random. A quiver is one of the red, plain, jungle or blue quiver. A jewel box opens into one random refine jewel (see Refining).