Rifts โ€” the endgame race ๐ŸŒ€

v0.32 adds Rifts: procedurally-generated dungeons behind natural portals that open across the new expansion zones. Every portal is a shared overworld race โ€” multiple groups can enter the same rift, but each runs its own private instance, and only the first group to clear takes the full reward. It's the level-20 endgame chase for gear, mounts, and the two legendaries.

๐ŸŒ€ The basics: at level 20, step into an open C / B / A / S portal. Your group gets its own instance of a procedurally-built dungeon. Race every other group to the boss โ€” win the first clear for the full loot, mounts and legendary rolls; lose it and you still finish, but keep only what dropped off the mobs.


Getting in

  • Level 20 required โ€” rifts are pure endgame (RIFT_MIN_LEVEL 20).
  • One portal per eligible zone, cycling hourly. Every expansion zone keeps a single open portal; when it expires (60-minute lifetime) that zone's next one opens a cycle later. Portals are deterministic โ€” every client sees the same one.
  • Solo or party. A solo player or a full party each enter as their own instance; no rift geometry is sent over the wire, only a compact descriptor, so everyone races the identical dungeon.

The four ranks

A portal's rank sets its difficulty and its loot table:

Rank Base level Gear it pays out
C 20 Normal five-man loot (ilvl 23 rares)
B 22 Heroic five-man epics (ilvl 31)
A 25 Heroic five-man epics + better mount odds
S 28 Heroic five-man epics + the two legendary chase rolls

Mob levels are capped at 22 even in S-rank โ€” S is harder through tuning, not raw levels. A differs from B by its mount tier rather than its gear, and S is the only place the two legendary chase items can drop.


The race

This is the twist that makes rifts different from a dungeon:

  • One portal, many instances. Everyone who enters a portal gets a separate, isolated run of the same generated dungeon.
  • First clear wins. The first group to down the final boss claims the race rewards โ€” the gear ladder, the sealed cache, and the first-clear extras.
  • Losers still finish, but empty-handed on completion. Every other instance keeps running and completes as the race loser when its own boss falls: you get an exit but no completion loot โ€” only whatever dropped off the mobs along the way.
  • Instance binding. The moment your group lands its first mob kill, the instance is bound to its members (WoW-raid style). An untouched instance recycles when the party regroups, so a freshly-formed group always shares one clean run.

Speed matters. Because only the first clear pays out, a rift rewards knowing the route and pushing pace, not full-clearing every pull.


Rewards

  • Gear โ€” the rank's loot table (above), from normal-dungeon rares at C up to heroic epics at B/A/S.
  • Mounts โ€” higher ranks improve your mount odds; the two epic mounts (Aether-Jouster Hover-Cycle, Thunderstrut the Grand Gobbler) are rift-only. See [[mounts]].
  • The legendary chase โ€” S-rank only carries the two legendary rolls, the top prize of the whole system.

Tips

  • Match the rank to your group. C is a gearing-up lap; push toward A/S once you're in heroic epics and want mounts or the legendaries.
  • Scout the open portals. With one per zone on an hourly cycle, there's usually a rank you want open somewhere โ€” hop zones to find it.
  • Race, don't dawdle. Only the first clear pays completion loot. Learn the boss and cut the trash you can.
  • Bind deliberately. Your first mob kill locks the instance to your group โ€” form up fully before you start if you want a clean shared run.

See also: [[mounts]] for what rifts award, [[heroic-dungeons]] for the epic loot table rifts draw from, and [[heroic-nythraxis]] for the raid at the top of the PvE ladder.