The Ascended are tasked with the impossible--putting a stop to these rifts and the massive invasions that pour forth from them. If we fail, Telara and its inhabitants could be destroyed forever.
Ascended Power: Planar Lure ability.
Two types of rifts can result from a tear: Major and Minor. A Major tear will open up into either a Major or a Minor rift, while a Minor tear always opens up into a Minor rift. The creatures from a Major rift are mostly group difficulty. The ones encountered from a Minor rift are usually solo difficulty.
Air, Death, Earth, Fire, Life and Water.
Rifts normally occur with 3 regular stages and up to 2 bonus stages; however, a rift can have as many as 10 total stages. The first and second rift stages deal with the lesser creatures from the rift, while the third stage, which is timed, deals with the boss mob or mobs. If players can beat the clock on the third stage, they continue on into the bonus stages.
The first bonus stage is timed and will usually have a decently sized force of lesser creatures. If the clock is beaten, the second bonus stage will have a group difficulty boss mob.
After 90 minutes from a rift opening it will collapse. This can potentially result in a foothold being created. A rift's level will usually scale to the level of the normal zone mobs around it.
Individual rifts are listed and described in Category:Encounters.
There are several types of single-use ground spawn objects that can be interacted with at a rift.
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|Zone||Predominant Rift Types|
|Droughtlands||Air, Earth and Fire|
|Freemarch||Death and Water|
|Gloamwood||Death, Fire and Life|
|Iron Pine Peak||Air, Death and Water|
|Moonshade Highlands||Death, Life and Water|
|Scarlet Gorge||Death, Earth and Fire|
|Scarwood Reach||Death and Life|
|Shimmersand||Air, Earth and Fire|
|Silverwood||Fire and Life|
|Stillmoor||Death and Life|
|Stonefield||Death and Earth|
These are minor tears that are opened by a player using their crafting rift lure. These rifts behave the same as any other rift, except that their rewards are geared toward crafters. Any amount of players can participate in these rifts and all participants will get their own rewards.
Each crafting profession has their own weekly workorder that will create this particular type of lure. Known workorders for each profession can be found in our Crafting Rifts guide.
Expert rifts are level 52 rifts designed for a group of five or more ascended. They have near the same difficulty as a tier one expert level dungeon. As of 1.3 there are six total expert rifts, one for each rift element. Abbess Katia for the Guardians and Raj Tahleed for the Defiants each offer a daily quest to complete one of the six expert rifts. For more information on these please check out our guide: Expert Rifts
|Plane||Planar Faction||Daily Quest||Zone||Expert Rift Lure|
|Air||Zephyrian Collective||The Storm Inquisition||Storm Powered||Storm Powered||Iron Pine Peak||Lure: Storm Legion Elite|
|Death||The Grim Disciples||Order of the Death Serpent||Redeeming Their Names||Redeeming Their Names||Stillmoor||Lure: Redemption of Perdeen|
|Earth||The Shale Collegiate||Mendicant Order||No New Taxes||No New Taxes||Shimmersand||Lure: Auricore Forerunners|
|Fire||Ember Scholars||Order of the Flame||Raexanis Defused||Raexanis Defused||Shimmersand||Lure: Explosive Tendencies|
|Life||Students of the Vale||Order of Life Serene||Origin of Evolution||End of Evolution||Stillmoor||Lure: Primal Evolution|
|Water||Mercurial Savants||Order of Purity||Kapora the Frostbane||Kapora the Frostbane||Iron Pine Peak||Lure: Revenge of the Icewatch|
A Lure is needed for the specific rift targeted. The Lures (or Husks) can be purchased from the Planar Faction Quatermasters in the same room as the quest giver. One Lure per week can also be obtained from Abbess Katia, or Raj Tahleed (Taking the Fight).
|Plane||Rift Encounter||DRR Quest Name||Zone|
|Earth||The Golden King||The Golden King||Shimmersand|
|Air||Winds of Chaos||Silence the Voice||Shimmersand|
|Fire||Drakith Hatchery||Razing the Youth||Iron Pine Peak|
|Water||Hunger of the Deep||Heart of the Tide||Iron Pine Peak|
|Life||Growth of the Aelfwar||Teaching the Lesson||Stillmoor|
|Death||Terror of Undeath||Unstitching the Terror||Stillmoor|
Introduced with path 1.5 and Planar Attunement, each Plane has a Lure at the center of the first sphere of it's Attunement path, such as Death Lure. This will start a Death rift event at any Minor or Major tear. The level of the rift will be set by the zone the tear is in. Very little else is known about these as we lack enough data. More to come...
invasion force (see below) that has taken over a wardstone, replaces it with their own wardstone or idol and patrols it. Some footholds are generated randomly throughout the world without taking over a wardstone--this happens most often in cases where the opposing faction imposes themselves. Additionally, a rift collapsing can result in a foothold.
Each foothold is patrolled by a small amount of lesser planar mobs (usually 4 total). Occasionally there will also be a boss mob with these lesser mobs. After the invaders are cleared, you must also destroy the wardstone or idol to defeat the foothold. Some of these inanimate objects will summon defensive mobs to their side while they are being attacked.
There are three main types of invasions: Faction, Single and Zone. These invasions can result in footholds, which are explained in more detail in the section above.
Faction Invasions are a band of mobs invading the region from the opposing faction. Defiants will encounter several Guardian invaders while Guardians will come across Defiant invaders.
Single Invasions are a small force of planar mobs that pour out during a rift. They consist of a solo difficulty boss mob with a large amount of health and four lesser mobs to accompany it. These forces will travel to a predetermined wardstone in the region, where it will attempt to destroy it, unless stopped by players during its path there or at the stone.
Zone Invasions are massive attacks from a large planar force. They seek to completely destroy the region that they descend upon.
The first part of a zone invasion usually requires a select number of rifts to be closed as well as wardstones to be defended from invaders that pour out of the rifts. Completing the first part will result in the elite boss mob of the invasion to spawn. These elites have a huge amount of health, special attacks and require many players to take down.
It is possible to fail a zone invasion if players cannot defend all of the wardstones from the invaders. It is important to pay attention to the zone shouts of locations that need help warding off the invaders and to help your fellow players in defending it. Players can also use the Ascended Power: Augment Wardstone to upgrade and heal friendly wardstones, giving them more health and a better chance of succeeding the invasion.
When a zone invasion begins a quest is added to the journal of everyone in that zone. Each zone has invasions that are particular to it.
The rewards are scaled to be in-line with the level of the rift. Major rifts will offer better rewards then minor rifts while massive invasions will offer the best rewards. Reaching the bonus stages of a rift will yield better rewards for the players. Some of these rewards are exclusive to rifts and invasions. Cooperation with your fellow Ascended will help everyone involved reach the chance of the best potential reward that these events can offer.
To claim rewards from these events click on your rift bag to open it up and loot what is inside. Click on individual items to loot only select ones (what is not looted will remain in the bag!) or the "Loot All" button to collect everything. There is a limit to how much the rift bag can hold, currently known to be 10 item slots. As the bag nears this limit it will begin flashing yellow and finally red.
There are many achievements that involve defeating the planar forces upon Telara.