Dimensional Rifts
Rifts tear open far from every player and pay in coins, shards and cases. You find one by its light column, break its anchors, then kill the Warden.
What a rift actually is
A rift is an open-world event. There is no separate world, no arena to build and nothing placed in the ground: a rift is made of particles, entity markers and mobs, and when it ends every one of those is removed. The terrain you fight on is whatever terrain was already there.
The shape of a fight is always the same. Each wave spawns a set of anchors plus the mobs defending them. You neutralise every anchor in the wave, the next wave starts, and the final wave gives way to a mini-boss called The Rift Warden, a scaled Ravager with a boss bar. Killing the Warden seals the rift and pays. Nothing else pays.
Advancement is gated on anchors, never on mob count. You can leave a dozen wave mobs alive and still push to the next wave by clearing the anchors; the mobs simply follow you into it.
| Limit | Value | What it means at the keyboard |
|---|---|---|
| Rifts at once | 2 | Server-wide. The real ceiling is the lower of 2 and 1 plus online players divided by 4, so a quiet server runs one at a time. |
| Mobs per rift | 40 | A hard cap checked at every spawn point. Sub-wave reinforcements refill toward it and never past it. |
| Presence radius | 80 blocks | The first wave only spawns once a player is inside it. An empty rift stays dormant and ticks nothing. |
| Forming time | 15 seconds | Beam and announcement first, waves after. |
| Abandon | 5 minutes | Empty and idle for that long and the rift collapses unpaid. |
| Lifetime | 30 minutes | The outer limit. A rift that outlives it expires without reward. |
While a rift is active, no natural, spawner, patrol or raid mob can appear within 80 blocks of it. At the start of each wave the arena is also pre-cleaned of wild hostiles that were already standing there, on a surface band 24 blocks tall. That sweep spares pets, named mobs, animals, villagers and the rift's own mobs. Slimes, Ghasts and Phantoms are not counted as hostiles by the check, so they can survive it.
Numbers here are the shipped defaults. A server can be tuned away from them, so read the figures as the starting values rather than as fixed law.
Finding one: no coordinates in chat
The server rolls for a rift every 480 seconds with a 20 percent chance, raised by 20 points during a Grand Alignment. That roll is the easy part. The site test is the hard one.
A rift may only form in an already loaded chunk that is at least 256 blocks away in x and z from every non-spectator player in that world. Loaded chunks that far from everyone are the outer edge of someone's view distance, the spawn chunks, force-loaded chunks, or ground a player has just walked off. Most cycles no site qualifies at all, and the rift silently does not form. That distance rule is the real reason rifts are rare, more than the interval is.
Nothing in chat tells you where it is. The opening broadcast names the world and stops there: a rift tears open somewhere in that world. The boss, seal, abandon and wipe messages are generic too. There is no coordinate anywhere in a server-wide rift message, so nobody can triangulate a base out of the chat log.
| Range | What you get |
|---|---|
| Anywhere | The chat line naming the world. |
| 300 blocks | Your personal reveal radius. Step inside it and you are told the exact x and z, once, in chat and as a title. Checked roughly every 1.5 seconds on horizontal distance; spectators are skipped. |
| 128 blocks | The light column and the rift's particles render. Sound cues too. |
| 80 blocks | Presence. Waves run. |
/rift status lists every active rift with its tier, state, current wave, anchor mode, anchors left and player count. /rift info <id> adds the gear level and the anchor progress. Coordinates render in those screens only for players who have already been revealed or who are standing inside their radius right now. For everyone else the location reads as undiscovered, with the world name and a nudge toward the beam.
A Rift Hunter widens the reveal radius and can ping a rift from kilometres away. Everyone else travels on the world hint and looks for the column.
Tiers, anchor modes and waves
There are four tiers: Minor, Moderate, Severe and Cataclysm. The tier decides how many waves you fight, how many anchors hang off each wave, how the anchors are neutralised, and what the clear pays.
Three anchor modes exist, mapped to tiers by default and overridable per tier by the server.
- Break. The anchor marker has health. Hit it until it is gone. Only player damage counts.
- Charge. Stand within 5 blocks and channel. Progress decays the moment nobody is channelling, and leaving or dying interrupts it.
- Guardian. A scaled mob defends the anchor. Kill the guardian and the anchor collapses.
| Tier | Default anchor mode | Break health | Channel time | Guardian health | Sub-waves |
|---|---|---|---|---|---|
| Minor (1) | Break | 60 | 4 s | 80 | 1 |
| Moderate (2) | Break | 90 | 5 s | 120 | 2 |
| Severe (3) | Charge | 130 | 8 s | 180 | 2 |
| Cataclysm (4) | Guardian | 180 | 10 s | 260 | 3 |
Break health gains a further 8 per gear level of the group, so a full-diamond party is chewing through a tougher anchor than a solo player in iron. All three columns are listed for every tier because a server can move any tier onto any mode.
Past the Minor tier a wave's mobs do not all arrive at once. They are split into sub-waves that trickle in at 8 second intervals, each refilling toward the 40 mob cap. That is why a Cataclysm wave keeps producing reinforcements while you work the anchors, and why clearing the anchors quickly is worth more than grinding the mobs.
Wave mobs are named and glowing: Rift Husk, Void Shardling, Rift Wraith, Void Reaver, Abyssal Marauder, Void Walker and others. Anchor markers cannot be killed by anything except a player and never drop an item, so there is nothing to pick up off a broken anchor.
Scaling, and the fairness rules that are hard-wired
A rift reads the group, not the calendar. The first time players engage, the system samples their armour and weapon material and derives a gear level from 1 to 5. That number drives mob health, mob Strength, anchor health and boss health. Mob health scales as the base multiplied by one plus 0.2 for each gear level above the first, plus 0.1 for each wave.
The practical effect: a rift is soloable in modest gear and genuinely harder in full enchanted armour, because the enemies read your kit. Bringing a bigger group does not thin the fight either.
| Warden statistic | Value |
|---|---|
| Base health | 120 |
| Per tier | +40 |
| Per gear level | +30 |
| Per extra player | +90 health and +1 additional mob, still bounded by the 40 cap |
| Attack damage | 8, fixed |
Read that table for what it does not say. More players buy the Warden more health and more adds; they never buy it a bigger hit. The old build applied Strength twice and had no ceiling, which is exactly how a Warden used to delete a geared player in one swing.
On top of that sits the guarantee that matters most:
No rift mob can take more than 35 percent of your maximum health in a single hit. The cap is measured after armour and toughness, applies to every rift mob rather than just the boss, and is clamped in code so no configuration can raise it past 90 percent or drop it below 5. You survive at least three hits at any tier, any gear level and any party size.
Two more rules run continuously. Rift mobs may only ever target a player, and only a valid one: online, in survival, not downed, inside the presence radius. Aggro is handed out round-robin and rebalanced roughly every 1.5 seconds, so a wave spreads across the party instead of dogpiling whoever hit first. And there is no friendly fire: a rift mob cannot damage another mob, an anchor, a pet or a villager, and neither can anything it shoots.
From the Severe tier upward there is a 3 percent chance the Warden arrives as Herobrine: renamed, 1.4 times the health, Speed, a heavier aura and a white boss bar. It is the same boss entity under a different name, with an eerier broadcast. Nothing about it is a second fight or a second reward.
Losing a rift
Only a clear pays. Every other ending closes the rift with nothing.
| Ending | Trigger | Reward | Aftermath |
|---|---|---|---|
| Clear | The Warden dies | Full payout | Rift seals |
| Wiped | The rift is engaged and no participant has been alive and engaged for 15 seconds | None | A 180 second cooldown before any new rift can form |
| Abandoned | Empty and idle for 5 minutes | None | Nothing further |
| Timed out | 30 minutes of lifetime spent | None | Nothing further |
| Closed by staff | Manual | None | Nothing further |
The wipe test is deliberately forgiving. "Alive and engaged" means online, not dead, in survival, in the same world and within 160 blocks. On top of that, recent combat activity counts on its own, so a party kiting the Warden past 160 blocks is not read as a wipe. A genuine wipe collapses within about 15 to 30 seconds of the last player falling. A single straggler running back keeps the rift open.
Whatever the ending, teardown runs through one path: every wave mob, every guardian, every anchor marker, the core marker, the boss and the boss bar are removed. That holds even if the server restarts mid-fight. Nothing from a rift is left standing in the world afterwards.
What a clear pays
Coins are 17,500 per tier. Every participant gets the full amount; the top damage dealers get a small bonus on top and one quality step up on their voting case.
| Tier | Coins | Top dealer bonus | Voting case | Top dealer case |
|---|---|---|---|---|
| Minor | 17,500 | +750 | 1 Common | 1 Uncommon |
| Moderate | 35,000 | +1,500 | 1 Uncommon | 1 Rare |
| Severe | 52,500 | +2,250 | 1 Rare | 1 Epic |
| Cataclysm | 70,000 | +3,000 | 1 Epic | 1 Legendary |
The upgrade goes to the top three damage dealers and is capped at Legendary. The cases are the same voting cases the vote system hands out, through the same mechanism, so they stack with what you already have pending.
Alongside the coins and the case, every clear also pays Rift Shards, Rift Ore Fragments and Relic Coins, all scaled by tier, plus a Rift-Touched consumable for every participant. Top damage dealers additionally receive a Rift Trophy cosmetic and roll for a Rift Core, the rare reagent that gates above-vanilla enchant levels. A share also lands in the top dealer's faction treasury.
Two properties of the payout are worth knowing precisely.
- You are paid before the animation. Coins, items and the case are delivered synchronously, and only then does the cosmetic reward float spawn and glide toward you. The floating items carry nothing. They cannot dupe your reward and cannot lose it.
- You are paid exactly once. The whole payout, case included, is guarded by a paid flag on the rift, so no ending and no reconnection can pay it twice.
Participation is counted generously: anyone who dealt damage, landed a kill, neutralised an anchor, or was simply present in survival when a wave started. The payout runs over the union of participants and damage dealers, so a player who only ever hit anchors is not skipped.
If you log out before the seal, your coins and your voting case still arrive: both are paid by account and the case is delivered at your next login. The physical items are not. Shards, fragments, relic coins, the Rift-Touched, the Trophy and the Core all need you online to receive them.
The Rift Hunter profession
The Rift Hunter is one of the 15 professions, carrying the Toughness and Magic Power traits. Its ability tool is a Rift Shard held in hand: sneak and right-click to cast. At Master you pick one of two masteries, Voidcaller for the sensing and attunement side or Wardenbane for the combat side.
| Ability | Cooldown | Effect |
|---|---|---|
| Rift Sense | 60 s | Pings the nearest active rift within 1,500 blocks plus 250 per rank, with Voidcaller adding 1,000. Returns exact coordinates, distance and compass direction, and permanently marks that rift as revealed to you. At Legend the reach is roughly 2,500 blocks. No rift in range means no cooldown is spent. |
| Anchor Breaker | 90 s | Requires an active rift within 160 blocks, otherwise nothing is spent. Opens a 20 second window, 30 with Wardenbane, in which your anchor damage and your channel rate are doubled. |
| Passive | Per rank | Mastery | Notes |
|---|---|---|---|
| Rift-forged resilience | 4 percent less damage from rift mobs | Wardenbane +10 points | Hard cap 60 percent. Applied after Rift Ward and before the 35 percent per-hit cap, so it stacks under that ceiling rather than around it. |
| Anchor specialist | +10 percent anchor damage | Wardenbane +25 points | Applies to break hits, guardian damage and channel rate alike, and doubles again during Anchor Breaker. |
| Rift Harvester | +1 Rift Shard on a clear payout, and +5 percentage points on the top-dealer Rift Core roll | The shard and core axis belongs to this job alone. No buff in the shop touches it. | |
| Rift Attunement | Rift Shard consume buff lasts 25 percent longer | Voidcaller +50 points | Multiplies the duration of the buff you get from eating a shard. |
| Reveal range | +150 blocks per rank plus one | Voidcaller +300 | Added to the standard 300 block coordinate reveal, so a ranked hunter learns coordinates well before anyone else in the party. |
Income runs through the normal job funnel, which means AFK checks, pattern and diminishing-return modifiers, zone, night, rank, tax and boost all apply exactly as they do for every other job. Rift work pays 4 XP per rift-mob kill, 10 XP per anchor neutralised, 40 XP for the Warden and 30 XP per tier on a clear, each at the matching coin band.
One collision worth knowing before you slot the job. Sneak and right-click with a Rift Shard is both the ability trigger and the gesture that sells the whole shard stack. With Rift Hunter in a slot, the ability wins and you can no longer sneak-sell shards. A plain right-click still consumes one for the buff.
Shards, fragments and cores
Rift loot is the currency of the enchanting economy. It runs as a ladder of three items, common to rare.
| Item | Where it comes from | What it is for |
|---|---|---|
| Rift Ore Fragment | A per-kill drop inside rifts, plus a tier-scaled amount on every clear | Feeds the forge, hires and upgrades village NPCs, and crafts up the ladder |
| Rift Shard | 6 fragments craft 1 shard, shapeless. Also paid directly on a clear | Enchanting currency, a combat buff, and a sellable good at 250 coins each |
| Rift Core | A chance drop for top damage dealers when the Warden falls | The gate on enchant levels beyond the vanilla maximum |
The fragment recipe accepts only a genuine Rift Ore Fragment, not a plain amethyst shard and not a lookalike, and the shard it produces is a fresh canonical shard rather than a copy of the ingredients. Fragments in a crafting grid also block every other recipe they could otherwise satisfy, so you cannot accidentally spend your NPC currency on a ruin key.
A Rift Shard has two gestures. Right-click consumes one for Speed II and Strength I for 60 seconds, with no cooldown. Sneak and right-click sells the whole stack at 250 coins per shard. The Rift Hunter's Rift Attunement extends the buff; the same job's ability binding takes the sneak gesture away.
At the Rift Enchanter, the multiblock station that enchants forged gear, shards and cores are what you spend. A single application costs 2 shards plus 2 more per level of the enchant, 1 XP level plus 1 more per level, and 1 Rift Core for every level beyond that enchant's vanilla maximum. You also supply the actual enchanted book, which is consumed and which sets the level. Levels run to a hard ceiling of 10. The station has its own page.
Two more rift items sit outside that ladder. The Rift-Touched consumable goes to every participant on a clear. The Rift Trophy is a wearable cosmetic head for top damage dealers that confers no protection and no effect. There is also a craftable Rift Prism, which works off the sealed-rift history: it deals in places where rifts have already closed, not in live ones, so it is a record rather than a shortcut to the fight.