
Rift Tiers and Rewards
Level to enter, monsters and the chest of each tier.
Tiers
Tiers above 10 reuse the last window: +25 levels to enter and +15% health, damage and +10% rewards per tier.
| Tier | Level to enter | Monster levels |
|---|---|---|
| 100 | 80-180 | |
| 150 | 140-240 | |
| 200 | 200-320 | |
| 300 | 280-420 | |
| 400 | 380-520 | |
| 500 | 480-640 | |
| 600 | 580-740 | |
| 700 | 680-840 | |
| 800 | 780-940 | |
| 900 | 880-1100 |
The run
Every rift is a new generated map: a cave system, an open waste, a ruined complex or a cave with ruined chambers, sometimes on two floors, with the guardian's arena in the far corner. Its size follows the key's tier: tiers 1-5 160 x 160 tiles, 12 minutes; tiers 6-10 200 x 200 tiles, 13 minutes; tiers 11-15 240 x 240 tiles, 15 minutes.
The guardian comes after 75% of the monsters; 3 shared lives + 1 per extra player; up to 5 players.
About 132 monsters solo at tier 1 up to 402 at tier 15 on a map of typical size (+25% per extra player; a bigger map holds more), in packs of 5-7 over the whole map; about 102-166 alive at once, the rest gather ahead of you as you advance. Most monsters are husks: experience only. Magic and better monsters always carry loot, so a run drops about what fewer, tougher packs did.
Each extra player: +100% monster health in total (more packs, tougher monsters), +100% guardian health, +10% damage taken; every finisher's chest +12.5% (at most +50%) and +5% kill loot (at most +20%).
Chest (per player)
Gold: 5000 x tier squared to the bank.
Orb of Upheaval: 0.5 + 0.085 per tier; Orb of Fate: 0 + 0.06 per tier.
Item rolls: 2 + 0.5 per tier from the rift monsters' loot, gear with a rarity; one currency roll and one unique roll.
Gems and spell supports too (Gems and Supports tabs). Gold, orbs and rolls x (1 + quantity bonus).