The Rift follows your reading: it angers as you go down the page.
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01 Dormant
The sleeping Rift
In the game nowA Rift hangs over every farming valley
You always know where the Rifts live. Each farming valley has one: a faint violet scar in the sky, humming low.
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In Emberfold it hangs over the Cinder Basin, a shallow bowl of ember scree and ash ringed by burnt antler-trees, a short walk north-east of Hearthrib's hearth court.
On the Tidecrowned coast, the first Rift hangs over the kelp forest on the flats of Saltglass Reach.
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02 Anger
The anger
In the game nowNo meter. The sky tells you how angry it is.
Kill beneath a Rift and it angers. There is no bar to watch: the world shows each stage, and only the Rift's mark on your map pulses faster.
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A Rift reaches its boss after about ten to fifteen minutes of fighting beneath it, whether you are alone or in a crowd: a crowd angers it faster, but its waves grow to match. Leave it alone and it calms over a few minutes.
You hear it too. In the highlands an angering Rift is a low brass groan under a dry crackle; on the coast, a deep wet rumble with a glassy ring. Both rise with its anger.
Stirring In the game now
Violet crackles run along the scar, and its first creatures drop.
Angry In the game now
Clouds swirl round the tear, lightning strikes where its creatures land, and the music changes.
Furious In the game now
The sky darkens round it, the tear widens, the ground cracks with Rift light, and elites fall.
The boss In the game now
The Rift's boss descends.
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03 Waves
The waves
In the game nowIt drops its own creatures from the sky, again and again
Each stage brings bigger swarms and stronger creatures, and they take the look of the land beneath the Rift. These are the Rift-touched you meet in the two starting lands.
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Cinderhusks In development
Rift-dried husks of the valley's dead, hunched, their cracked hide seamed with ember and their horns broken.
Ember wisps In development
Floating sparks of the Rift in a slow amber flame, trailing over the ridged grass.
Riftgnawers In development
Lean six-legged hounds of violet rift-glass and bone with a long split jaw. They hunt in threes.
Drowned husks In development
The drowned dead, raised by the Rift: tall and stooped, crusted in brine, their fins broken.
Brine wisps In development
Cold sparks in a sheath of mist, drifting over the kelp.
Reefstalkers In development
Spined six-legged hunters of coral and violet rift-glass.
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04 The boss
The boss
In the game nowIts boss descends into the open world
When the Rift is furious enough, its boss comes down. Anyone nearby can join the fight; there is nothing to sign up for.
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Over Emberfold it is the Pyre-Antlered: a tall antlered creature with a ribcage of violet fire, its antlers burning at the tips. Over Saltglass Reach it is the Tidemaw, a vast jawed thing that comes down trailing sea water under a mantle of violet light.
The fight can be lost. If the boss still stands after about ten minutes, or if everyone falls, the Rift swallows it back and calms by a stage. Anger it again and it will return.
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05 The realm
The realm
In the game nowBeat the boss and the Rift pulls you in
Everyone who fought the boss or its waves and is close enough is pulled into the Rift's realm together, as one group, with no invites to send.
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A realm is built from a seed, so no two are alike. It is put together from hand-made pieces, themed to the land it opened over, and carries random modifiers such as creatures that deal extra cold damage, or less healing.
Up to about twenty players share a realm; a bigger crowd is split into several realms of the same seed. You clear it together through packs, events and lesser bosses to its final boss. Fall and you return at a checkpoint: the realm is lost only if everyone is down at once.
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06 The loot
The reward
In the game nowPersonal loot, and it is not equal
Every player in the realm gets their own random reward from the final boss. One may get a unique item, another a handful of crafting currency.
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There is no pile to fight over and nothing to steal. Rifts are the main source of loot in the game, and they can drop anything the game has: the most valuable things are unlikely, but always possible.
Some unique items drop only from Rifts.
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07 The ladder
The endgame
PlannedThe ladder you climb at the endgame
Rifts are the endgame. Riftstones open harder Rifts, and in your own hideout a Riftstone opens a private Rift for you alone.
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How Rifts climb in tiers comes in a later slice, once the base loop is in your hands.