What is a Rift? Alphabetical index Rifts in l2 levels where 40

RIFT rift -, gorge] - linearly elongated for several hundred kilometers (often over 1000 km) slit-like or ravine-like deep origin. The width of most continental and oceanic rifts is 30-70 km, but narrower (5-20 km, for example, the Dead Sea River) and wider (200-400 km, Red) rifts are known. R. was described by Gregory (Gregory, 1921) using the example of the graben system of East Africa. Rivers usually form narrow extension zones, characterized by volcanism with a predominance of the main types of alkaline deposits (olivine basalts, analcime basalts, picrites) with a subordinate value of acid ones (phonolites, trachytes). Inside the R., axial grabens are often traced, which correspond to significant gravitational maxima. R. differ: 1) intracontinental, tending to early weakened zones in the earth's crust (for example, East African rift); 2) intercontinental in areas where it is absent (eg, R. of the Red Sea and the Gulf of Aden); 3) intra-oceanic rift gorges with oceanic-type crust (with probable protrusions on the bottom, composed of mantle matter) within mid-ocean ridges or georiftogenals(Udintsev, 1967). There are several hypotheses about the origin of rock formations: 1) the differentiated movement of blocks—during the uplift of the marginal parts of large boulders along ancient faults, blocks arise that lag behind these boulders in their movement and create rock zones; 2) sliding - R. are formed during the horizontal movement of blocks; 3) two-stage, uniting the first two hypotheses - in the initial stage of the formation of the rock, arched uplift occurs, within which tensile forces lead to the collapse of its center, part, and in the final stage, blocks move apart in one or two directions from the rock.

Geological dictionary: in 2 volumes. - M.: Nedra. Edited by K. N. Paffengolts et al.. 1978 .

(a. rift; n. Rift; f. rift; and. rift), rift zone, - a large strip-like (in terms of) horizontal extension of the earth, expressed in its upper part in the form of one or several. close linear grabens and block structures associated with them, limited and complicated by predominance. longitudinal faults such as inclined normal faults and expansions. P. is many hundreds or more than a thousand kilometers long, and usually tens of kilometers wide. In the relief, P., as a rule, are expressed as narrow and deep elongated basins or ditches with relatively steep slopes. P. during periods of their active development (Riftogenesis) are characterized by seismicity (with shallow sources of earthquakes) and high heat flow. During the development of P., thick strata of sedimentary or volcanic-sedimentary rocks can accumulate in them, in which large deposits of oil, gas, coal, salts, ores of various metals, etc. are enclosed. part of the mantle under the developing P. usually experiences uplift (the so-called mantle) and some spreading to the sides, and the overlying crust - some arch-like bulging. These processes, some researchers consider DOS. the cause of the formation of P., others believe that the local uplift is the top. mantle and crust only favors the emergence of P. and predetermines its localization (or even is its consequence), while the main. rifting is caused by regional (or even global?) stretching of the crust. Under particularly strong horizontal extension, the ancient continental crust within P. undergoes complete rupture and between its pulled apart blocks in this case due to the incoming from the top. magmatic mantle. material of the main composition, a new thin oceanic crust is formed. type. This process, characteristic of P. oceans, is called. spreading.
Ch. categories P. - intracontinental, intercontinental, pericontinental and intraoceanic (Fig.).
deposits; 2 - syn-rift deposits; 3 - syn-rift volcanics and; 4 - pre-rift volcanics; 5 - continental crust (upper brittle and lower more plastic part); 6 - oceanic crust (upper brittle and lower more plastic part); 7 - suprasthenospheric part of the upper mantle; 8 - atenosphere and mantle diapirs; 9 - deep; 10 - directions of stretching in the cortex; 11 - directions of movement of matter in the asthenosphere">
Schematic sections of the deep structure of different types of rifts: 1 - intracontinental epiplatform (intracratonic) rift of the arch-volcanic type; II - the same, non-volcanic fissured type; III - intracontinental postorogenic rift system; IV - intercontinental rift; V - intraoceanic rift (mid-ocean rift ridge); VI - pericontinental rift system (Mesozoic, buried under the Cenozoic cover). 1 - post-rift deposits; 2 - syn-rift deposits; 3 - syn-rift volcanics and intrusions; 4 - pre-rift volcanics; 5 - continental crust (upper brittle and lower more plastic part); 6 - oceanic crust (upper brittle and lower more plastic part); 7 - suprasthenospheric part of the upper mantle; 8 - atenosphere and mantle diapirs; 9 - deep faults; 10 - directions of stretching in the cortex; 11 - directions of movement of matter in the asthenosphere.
Intracontinental P. have a continental-type crust that is thinner compared to the framing areas. Among them, according to the features of tectonic. positions are distinguished by P. ancient platforms (epiplatform or intracratonic) vault-volcanic. type (eg, Kenyan, Ethiopian, Fig. 1) and slightly or non-volcanic. slot type (eg, Baikal, Tanganyik) (Fig. 2), as well as P. and rift systems of mobile belts, which periodically arise and then transform in the course of their geosynclinal development and Ch. arr. are formed at the postgeosynclinal stages of their evolution (eg, the rift system of the Basins and Ranges in the Cordilleras, Fig. 3). The scale of extension in intracontinental P. is the smallest in comparison with their other categories (several km - a few tens of km). If the continental crust in the P. zone undergoes complete rupture, intracontinental P. turn into intercontinental (P. Red Sea, Gulf of Aden, California; Fig. 4). Intraoceanic P. (the so-called mid-oceanic ridges) have an oceanic crust. type both in their axial zones (zones of modern spreading) and on their flanks (Fig. 5). Such rift ridges can arise either as a result of the further development of intercontinental P., or within more ancient oceanic. areas (e.g. in the Technical Approx.). Scale of horizontal expansion in intraoceanic. P. - the largest (up to the first thousand km). These P. are characterized by the presence of transverse ruptures (Transform faults) that cross them, as if shifting the neighboring segments of these rift zones relative to each other in plan. All modern intraoceanic, intercontinental, and also a significant part of intracontinental P. are directly interconnected on the surface of the Earth and form the Rift world system. Pericontinental P. and rift systems characteristic of the margins of the Atlantic. and the Indian Oceans, have a strongly thinned continental crust, which replaces the oceanic one towards the inner. parts of the ocean (Fig. 6). Pericontinental rift zones and systems were formed at the early stages of the evolution of secondary ocean basins. Intercontinental and intra-oceanic P. arose at least from the middle of the Mesozoic, and possibly even earlier. Intracontinental P. within ancient platforms formed starting from the Proterozoic and subsequently often experienced regeneration (the so-called Aulacogens). Rift-like linear extension zones, later subjected to compression, appeared already in the apxee (greenstone belts). Literature: Milanovsky E. E., Rift zones of the continents, M., 1976; his, Riftogenesis in the history of the Earth (on ancient platforms), M., 1983; his own, Riftogenesis in the history of the Earth. Rifting in mobile belts, M., 1987; Grachev A.F., Rift zones of the Earth, Leningrad, 1977. E. E. Milanovsky.


Mountain Encyclopedia. - M.: Soviet Encyclopedia. Edited by E. A. Kozlovsky. 1984-1991 .

Synonyms:

See what "Rift" is in other dictionaries:

    Rift and... Russian word stress

    rift- rift, and ... Russian spelling dictionary

    Rift- Rift. Deep structure of different types of rift: I, II, III, intracontinental rifts; IV intercontinental rift; V intraoceanic rift; VI pericontinental rift; 1, 2 deposits of the upper part of the earth's crust; 3, 4 volcanic and magmatic ... Illustrated Encyclopedic Dictionary

    BUT; m. rift] An elongated depression on the earth's surface for hundreds of kilometers, resulting from shifts, stretching of the earth's crust. ◁ Rift, oh, oh. Ray zone. * * * rift (English rift), linearly elongated (several hundreds and thousands ... ... encyclopedic Dictionary

    Slit, break Dictionary of Russian synonyms. rift n., number of synonyms: 2 fault (11) gap ... Synonym dictionary

    A large linear tectonic structure of the earth's crust with a length of hundreds and even thousands of kilometers. It was formed as a result of powerful horizontal stretching of the earth's crust along the axis of a vast arched uplift. Rift structures can ... ... Geographic Encyclopedia

Figuratively speaking, a place outside of space, outside the world of Aden.

How to get into it?

If you are signed up for the quest 7 seals:
From the city: at the Priest of Dawn/Dusk, teleport to the Oracle of Dawn/Dusk, and there any NPC in the rift.
From the catacombs: through the statue in the first room of the catacombs (next to the inner GC Ziggurat).
If you are not signed up for the quest 7 seals:
You get to any catacombs, go down under the water and teleport to the rift at the outer Ziggurat for a certain amount in adena, you need to have at least 1 Fragment of Dimension (FoD) in your inventory.
Rift-related quests.
In searching of Fragments of Dimension.
When exposing in cuts, the player receives FoD. In the party, they are given regardless of who killed the mob, immediately into the inventory. Taken from a statue at character level 20+.
In the Dimension Rift.
Actually rift quest. To get into the rift and act inside it, the usual conditions must be met - there must be a free quest "slot", the load by weight and the number of slots in the inventory must be less than 80%. Taken from a statue at character level 20+.

How is the rift?

First, the player enters the starting room. This is a peaceful zone. There are 6 NPCs in it, who can return to the ordinary world or go into battle with demons of certain levels for the corresponding NPCs: 30+, 40+, 50+, 60+, 70+, 80+. Only a party can go into battle, i.e. minimum 2 persons. During teleportation, a certain amount of FoD is taken away from each participant in the party, if someone does not have enough of them, the teleport of the entire party does not occur.
After teleporting, the party ends up in a room with mobs and stays there for 10 minutes. The party is then teleported to the next room for 10 minutes, and so on. After 40 minutes, the party returns to the peaceful zone. The next room can be a room with RB.
Features, party management.
Party in the rift is led by PL. It teleports the party to the first room (at the corresponding NPC), it can skip the room or return the party to the peaceful zone (at the GC in the room). You can only skip a room once per entry.
Self-activity is highly undesirable in the rift, the instructions of PL must be followed. Failure to do so will often result in the PL being forced to abort the campaign, returning the party to a peaceful zone. Where the brawler is kicked out of the party and the expiring continues without him.
If you do a restart / do SoE in the room, then the player will be in a peaceful zone of the rift. SoE in a peaceful zone does not work (the player remains in the same place). If a new member is added to the party while she is in the room, the whole party ends up in a peaceful zone.
After the party is in the room with the RB, it must be attacked within 2 minutes after the party or the party will be in a peaceful zone. Time to kill RB is not limited.
Features, mobs and rooms.
Almost all mobs in the rift are aggressive (mages are an exception). There are only certain levels of mobs in the n0+ rift: n0, n3 and n5. There are x1/4, x1/2, x3 and x6 mobs in terms of HP; plus chests. x3 exist only in small rooms (and they only have them), the rest in large ones.
In each room, 2 stages can be distinguished:
Cleanup - immediately after the appearance of the party, the room is full of mobs. In order not to aggro everyone, the whole party immediately after the appearance runs into the corner (right, if you look at the wall of the large room opposite from the appearance). Some of the mobs, of course, still aggro, they are killed, then the rest are gradually aggroed.

Exping.

After the initial clearing, there is a normal exposure in the room, the appearance of mobs is limited by respawn. But, with a small party, she may not be able to keep up with the respawn and then everyone stays in the corner and there is a careful exping.
There are 2 types of rooms in the rift - small and large. Usually they swing only in large rooms, they go to small ones only for the sake of spoils or fun. The reason is that there are 3x mobs in small rooms, this is not enough for a big party. And the small one may not be able to cope, because when clearing, all the mobs in the room will aggro, and the sets of mobs in these rooms are very specific:
- "dolls": hello to Diablo 2 and Mephisto's dungeons. Small, vicious and exploding upon death;
- "ninja" - melee mobs with a set of debuffs: paralyze, - Aspd, -accuracy, etc .;
- Ordinary mages. Firebolts, hydroblasts and more;
- AoE mages. Fireballs, mass hydroblasts, etc.;
- archers. A very dangerous room for mages due to their crits, and archers are the first to aggro on mages.
Large:
— "crazy [email protected]": 4 regular mobs x6 n3 level and a bunch x1/4 n5 level and x1/2 n0 level. The latter are notable for their behavior model - they randomly run around the room and randomly aggro. The room is usually skipped. But in a 60+ rift with x6 mobs good spoiler (recipes on low A veapon with a high chance);
— a room with mages: 4 level n3 mages, 4 level n0 mobs and 4 level n5 mobs, all x6. Mages are not aggro, but social to others. They should either be killed in the first place, or stick together (CE should not forget that they also have a slip)).
- rooms with chests, 2 types: 4 chests + 4 mobs x6 n3 level +4 mobs n5 level and 6 chests + 6 mobs x6 n5 level.
Types and compositions of parties (rifts 50+ and 60+).
The main 3 types are exping, farm and RB party. The first two species are distinguished by the presence of HD. When exping / farming, the party swings only at suitable rooms, the rest are skipped or the party returns to the peaceful zone and goes to a new run.
The distribution of mobs by levels - n0, n3, n5 imposes a limit on the levels, n6+ players will have penalties for a third of the mobs, n9+ players for two thirds of the mobs.
RB in rift n0 of level (n-1)8, i.e. when going to RB, it is desirable that DD should be no more than level n0.
Approximate compositions of the party:
Mini-party 60+: SE 56+, BD 58+, 2 daggers 61+.

Farming.

Mobs in a rift have noticeably higher drop/spoil chances than regular mobs, so a well organized rift level is quite beneficial. Although the chances of a regular drop are still not high enough to be guided by (excluding RB), the main thing is a spoiler. See Appendix 3 for spoiler data.
Summary.
The Rift is a great place to level up. There are no bots, no PvP, there are always free rooms.
You can make good money in the rift, on spoilers and on RB.

Attachment 1.

The roles of classes in the rift.

Tank.

The tank should spam the hate. All. Pour MP as needed and heal only the CE tank is much more convenient than treating everyone in a row, rooting mobs running after archers and nukers, sitting without MP on the eve of a rebuff / new room and, at the same time, listening to unflattering comments addressed to you.
What happens in practice: I will throw one hate per mob, mass hate - and what is it, I will have fun draining mp on the shield stun to the right and left, and in general, I don’t teach you how to heal, and you don’t teach me to tank .

Dagger.

The dagger's place is at the mob's ass (or wherever it could be). The task of the dagger is to distribute crits and generally justify his proud title of damage dealer. Spam abilities are welcome. If you don't want to spend MP on them, turn on accuracy/vicious stance. To be at full MP, when all the parties have it confidently tending to zero - not cool, dear.
Truth of life: to beat from behind? Crits more often? I hear about it for the first time (TX 60+). Bers? Ahh, I don’t need bers, my Pdef falls with him, I’ll die.
Hm. If I had accurate info on Eva, I would consider it very possible that the additional damage from Bers + VR exceeds the losses of Pdef and Eva. But even if not. You are a DD, get the most out of your dps (damage per second). Security = the task of the tank and healers. And one more thing - throw away the Karebir NM and dress in DC)

Archer.

In relation not to the rift, but in general - an archer leecher in a melee party. With the archer, the total dps drops due to the constant overaggression of mobs by the archer with crits and the rest of the party running after them. Plus an extra headache for the tank and healers. In the rift, this is especially true because the mobs are thick, and the archer will not kill him with a couple of crits.
In general - you go to the melee party in the rift - the bow on the shelf, take the dagger.

Nuker.

Elders have too many tasks in the rift to properly recharge nukers. Therefore, it is not necessary to boldly and with a whoop merge mp in the first two minutes in the room and then sit and flood. Estimate at what speed and what skills you need to use in order to rest from the whole party. Skills with overhit, mass slip, paralysis - we actively use them, the party will thank you very much.

Appendix 2

Poushenny aka bottles.
The rift is a dangerous place, people come to the rift to swing properly, and in the rift it is absolutely not superfluous to drink before a fight or in the process).
Antidote is a must have. It costs a healer much more time and mp to remove a poison than a player to use an antidote.
GSAP - must have (if there is no prophet). It's all about dps, you should have a very good reason to use Alacrity instead of GSAP (15% bonus instead of 33%), and without a buff on Aspd, there is nothing to do in the rift.
GMHP - it's less critical here whether to use this or plain MHP, because of the small difference - MHP gives a 23% bonus, and GMHP 30%, i.e. only 7% more. In addition, nukers in the rift cannot "work" at full strength, and it is not important for them to maximize dps.
GHP - in a small party playing "on the edge", the use is mandatory to relieve the healer. And so - according to the situation, if, for example, everyone is actively using abilities, then it would be preferable for the Elder to spend MP on recharging, and the players will heal themselves. Those. using GHP will also increase dps.
Elixir of Life is a must have. Elixir - a means for critical situations, life-saver, the player must have a reflex - HP<10% — пьем эликсир. Не надо до последнего надеяться на хилера, танка, скиллы и прочее. У EoL reuse 5 минут, B эликсир восстанавливает около 1600 HP.
Elixir of Mental Strength. If HP elixir is a life-saver for the player, then MP elixir is more of a party-saver. A healer's MP close to zero at the time of clearing the room is a sign for the PL to exit, and using the elixir gives the slow-thinking PL a few more precious seconds. EoMS reuse has 10 minutes, B elixir restores about 300 MP.

Rift - Rift between worlds- as you can understand from the name, it does not belong to the territory of any city, but is located somewhere between our world and some other, from which invaders constantly climb to us through the rift, which we will successfully stop.

Well, if without lyrics, the rift is really not tied to any location, if you open the map in it, you will see that you are somewhere in the sea-ocean in the upper left corner. In the rift, there is no such thing as "from what level it lets you into this or that rift." You can enter the 80th rift at least at level 20, so choose a rift according to your level. In each rift, mobs are strictly ranked by levels, that is, in the 60th rift, mobs will only be 60, 63 and 65 lvl, that is, N + 0, N + 3 and N + 5, where N is the level of the rift, and the raid boss will be N -2, which for the 60th rift corresponds to the 58th level.

What is interesting about the rift? There are no monsters with unique drops and spoils in the rift, that is, everything that we get there can be knocked out from ordinary mobs, but as a rule, the chances are much higher in the rift. Just one example: kei on . Usually, we either knock out kei on BV gloves or spoil them, that is, . There is a spoiler on the farm, but you need to feed the mobs, look for exactly the chicken with which these kei will be spoiled, there are already two mobs with this spoiler in the rift, and no extra actions. And you shouldn’t remember about Y-grade veapons at all - a bunch of mobs with their spoils, and the chances are on top. There are also several raid bosses, on one of which - you can download SA from level 12 to 13.
You can also swing in the rift without fear of wars, more on that below.

What is a rift? The central room is a peaceful zone. It has 6 NPCs through which you can go to 6 zones that differ from each other by the level of mobs. You can choose any zone, even highlevel the mobs of the 30th level, but this, of course, will be uninteresting and unproductive. Therefore, we choose a zone for ourselves according to the level. The zones are: 30-35, 40-45, 50-55, 60-65, 70-75, and finally 80 lvl. Each zone is divided into several large and small rooms, only one party can be in the same room, so wars in the rift never meet together and can swing without any obstacles.

The rooms are small and large, like in the catacombs. In the center of each room there is an NPC in the form of a teleporter, with its help you can skip the room you didn’t like (once per raid) or go to the peaceful dressing room area.

You can get into the rift either from the statue, which is located inside at the entrance of all the catacombs and necropolises (this is the statue from which the quest for Dimensional fragments is taken), or from the priest in any city (only in the week of the struggle), you need to select the item from the priest, that you want to visit the festival of darkness, and when you are moved to the festival, there any NPC can choose to move to the rift. In order to be moved from the catacombs to the rift, you must have at least one dimensional fragment in your inventory. In all of these methods, there is a binding to registration in seven seals, that is, you need to get inside the catacombs or to the festival in order to further spoil yourself in the rift. Previously, it was possible for any player to go into the rift through an external gatekeeper Ziggurat for an ordinary adena, but now this item has been removed from the menu of the teleporter, why I don’t know, I didn’t find any.

Only a party is allowed into the combat zone of the rift, from two spells per party. Each party member must have a certain number of dimensional fragments, this is the entrance fee to the battle zone, so make sure that each party member has about 40 fragments. When you gather in a peaceful zone, approach the NPC that provides a pass to the rift you need, buff, then the party leader talks to the NPC and teleports you all to an empty room in the combat zone. After a few seconds the room fills up with mobs and we can start kicking them.

If someone from a party in the combat zone crashes, disconnects, or simply leaves the party, the entire party will be moved to a peaceful zone, and everything will have to start over. When using COE and BSOE, it also moves to a peaceful rift zone. In order to get from a peaceful zone to the mainland, you need to use either SOE in kx or a castle, or targeted SOEs to cities, or from the NPC, first return to the catacombs, and then use SOEs.

You can enter the combat zone of the rift with one spell, for this you need to not bring all the other members of the party to the NPC in the rift, but put them in a far corner.

Mobs in the rift:
All mobs, except for the 50th and 60th rift, are undead, so you can expiring bish and EEshk, better bish, and EE and SH will pour mana. Mobs of different xness, from x1/2 to x6. Lots of mobs drop poison, paralyze and other nasty things, so have antidotes, purifi, cure poison, vitalize and other spells that cure abnormal statuses ready. A bunch of magicians, a bunch of archers, it may happen that the first time you don’t succeed, especially if you want to spoil it alone on the windows. But it's still worth trying.

You spend a certain amount of time in each room, after which you will be teleported to another room. You will be able to understand this at the moment when the walls are shaking, but you will not be able to collect the drop, so someone alone must collect the drop, wark is best suited for this role, since he has nothing to do between buffs. With the rebuff, do not delay and try to get on the rebuff immediately after you have cleared the room from the mobs and you see that the buff is about to subside.
If you came to the rift only to farm RB, after you are teleported to a new room, and this is not a room with a raid boss (and RB rooms are all red floors, it’s easy to guess), immediately stand in a corner and wait for you will be moved to another room. Mobs may or may not be aggroed, as it turns out. After farming, the RB does not teleport to the room with the raid boss for the next 9 minutes, so if you see that time is running out, and you just failed the RB, you can safely return to the peaceful zone. The time to farm the raid boss is not limited until you fill up the RB, it will not teleport you to another room, but the RB must start hitting within 2 minutes, if you enter and just stand, you will be thrown out.


I will tell you about each rift separately - which mobs are the most interesting in terms of drop and spoil, and how to distinguish them from each other (this is relevant, since there are many mobs in the rift with the same name, but with different drops and spoils).

Recruiters Rift- lvl 30-35 (undead)

Private Rift- lvl 40-45 (undead)

Officers Rift- lvl 50-55

Captain Rift- lvl 60-65

What is a Rift?

Simply put, Rift, he is Fault, is a location outside the world of Aden.

There are three ways to get into it.

The first is if you are registered in the catacombs, to fight the seven seals. Fit to anyone Priest of Dawn or Sunset (Priest of Dusk/Down) and teleport to Oracle of Dawn/Dusk, and there from any NPC actually to the Rift itself.

The second is from the catacombs themselves, talk to the statue at the entrance, near the inner Gatekeeper Ziggurat.

The third is if you are not registered for the struggle of seals. Get to any catacombs, go down and talk to the outside Gatekeeper. He can teleport you to the Rift for adena and special items - Fragment of Dimension (FoD).

Quests associated with the Rift:

When rolling in the catacombs , you fall Fragment of Dimension required to enter the Rift. The quest is taken from the same article, the required level is 20+. Stones fall in the party for everyone, regardless of whether you killed the mob, or another party member.

Quest for passage to the rift itself. As in other quests, the inventory must not be loaded more than 80%, and 1 quest slot must be free. The quest can be taken from the statue, level 20+.

How is the Rift itself arranged?

First, all players enter the peaceful zone, the first room. There are 6 NPCs there. They can either teleport back to the world of Aden, or send them on an "exciting" journey through the rooms of the Rift itself. Each NPC sends to rooms with mobs of different levels 30+, 40+, 50, 60, 70, 80+. Only parties, at least 2 people, can get into rooms with mobs. Everyone, when entering these rooms, takes a certain amount of Fragment of Dimension, if someone does not have enough of them - the whole party remains in the first room, the teleport does not occur. If the teleport was successful, the party gets into a room with mobs (sometimes RBs can also come across), and there it fights off them for 10 minutes. After 4 rooms (40 minutes) - the party will return to the starting, peaceful, room.

The party in the rift is fully controlled by the Party Leader. It is he who speaks with the NPC in order to teleport to the first room with mobs, he can return the party to a peaceful room or skip one (!) room with mobs. The Rift is a very dangerous place, and there is absolutely no need for amateur performance - all party members must listen to the SP's rooms.

If during pumping in rooms with mobs you use Scroll of Escape or use a similar skill - then the character will be in the first, peaceful, room. However, scrolls and teleportation skills do not work from there - the only way out is through the NPC. If you accept a new member in the party at the moment when the party is in rooms with mobs, the party will be teleported to a peaceful room. If a party enters a room with a Raid Boss, he must be hit within two minutes, or the party will be teleported to a peaceful room. The time to kill the RB is not limited to 10 minutes.

The mobs in the rooms are almost all aggressive. As for health, mobs here are 1/4 (a quarter of the usual HP), 1/2, x3 (the amount of HP is tripled) and x6. Also, there are chests. The tactics of killing mobs is simple - after the appearance of the party in the room, it is full of mobs. Pati runs back to one corner, and from there begins to aggro the mobs, so you don’t collect the whole room at once.

The download process in the Rift.

After clearing the room, a simple level begins. Mobs appear again, with the usual respawn time. There are two types of rooms in the Rift - large and small. The best quality in large rooms - in small ones it makes sense except to spoil on certain mobs. The reason is simple - mobs in small rooms are only x3, and this is clearly not enough for a normal, full party.

A set of mobs in the Rift:

  • "dolls" - small, aggressive, explode after death;
  • "ninja" - small mobs with debuffs - decrease in a.spd, accuracy, etc.;
  • "simple magical mobs
  • archers - rooms with archers are dangerous for mages, as they often crit, and attack mages in the first place

In large rooms:

  • 4 normal mobs x6 and lots of 1/4 and 1/2.
  • room with magicians - 4 magicians, 8 simple mobs, all have x6 health. Mages are not aggressive - but social to simple mobs. They must either be killed immediately, or throw a slip on them.
  • a room with chests, there are 2 types of them - 4 chests + 8 mobs, or 6 chests + 6 mobs with x6 health.

The drop/spoil chance in the rift is much higher than in simple locations, which makes it a great place to level up and get recipes, pieces, resources. There are no bots in the Rift, no wars, there are always free locations.

This is the only thing I didn't mention from the 7 Seals Event. If you have read various descriptions of the rift, then you already know that the rift is located "outside the world of Aden". This is a special separate zone with its own rules and nuances that differ from other places. Unlike the Festival of Darkness, you can swing quite well in the rift. Here you don't have to fight with clans hostile to you, the probability of being hit by RK is very small, only if it doesn't start in your group. Here, in fact, one of the best spoilers in the game, increased chances of falling out of monsters of all sorts of useful and necessary things, including things.

The main thing you need if you want to get into the rift is the Rift Pieces. They are taken on the quest "Pieces of the Rift" from the statue "Keeper of the Rift", which can be found in any of the necropolises or catacombs. It is located inside, immediately to the right after teleporting inside. Particles for the quest fall right there - i.e. in dungeons, and in general, they do not fall anywhere except dungeons. You can also buy them from players who sell them in cities and often in the rift itself.

There are several ways to get into the rift. First - go to the Priest in the city, express your desire to participate in the Festival of Darkness. After he transferred you to the Oracle corresponding to you, approach any npc and select the item "Move to the Rift Between Worlds". The second way - you can go into the rift from any of the statues in the dungeons, from which the quest for Particles is taken. Talk to her, select the item "I want to fight for world peace." Just keep in mind, you must have at least one particle in your inventory. The third way is from the Guardian of the Portal Ziggurat, who is located outside the dungeons and teleports into them. His teleport is carried out for adena, and at least one particle must also be present in the inventory. And the fourth way - any character who has this skill can summon you to the rift.

All characters can visit the rift, regardless of the period of the event, whether you are the losing or winning side, or you have not registered at all. The only restriction is that you must be above level 30. And there will be small restrictions on how to move to the rift. Unregistered players can only enter in the third and fourth ways, regardless of the state of the event, registered - during the Fight Stage by any of the methods, during the Victory Stage - the winning side by any other than the first, the loser - only by the third or fourth.

After any of the above methods, you will find yourself in the reception room of the rift. This is a peaceful zone where everyone who wants to get inside the rift, or those who recently got out of there, are located. There you can freely pick up parties (groups), re-assemble, change the leader, etc. You can stay in the reception as long as you like, even if you live there. Ordinary teleport scrolls do not work there, only teleporting to the castle / fortress / clan hall. You can exit from there to the outside world by talking to any npc. If you read a regular teleport scroll, or use the teleportation skill (if your class has it) inside the rift, it will take you to the waiting room, and since it is a rift, it will soon take the whole party automatically.

The rift is just a party zone. Although you can easily get into the reception room solo, you will only be allowed inside the rift in a party. There are no restrictions on the number of party members, i.е. from 2 to 9 characters inclusive. In principle, if you are confident in your abilities, you can get into the rift alone - just the rest of the party members should not be close to you, you should be the leader of the party. Then you will enter alone, and the rest will remain where they were.

In order to go inside the rift, several conditions must be met, and these conditions must be met by all members of the party, without exception, going to the rift. Even if you are going to go alone, Rift Pieces are taken from all party members regardless of location, and there is a reconciliation for all the items listed below. So, you are required to:

  • each party member must have 21 to 33 Rift Pieces (depending on the level of the rift) or more;
  • there should not be an overweight, i.e. downloads over 50%;
  • must be free 20% or more slots in the inventory;
  • the number of quests taken should not be the maximum possible.

You can get inside the rift through several npc, the differences between them - they lead to monsters of different levels. You can teleport inside from any of them, there is no limit on your level, but I don’t think it would be reasonable, for example, at level 43 to go to 70+ monsters. Below I will give the correspondence of the npc names and what levels they are sent to:

  • Rift Keeper Recruit - 30+ levels
  • Rift Keeper Private - 40+ levels
  • Rift Keeper Officer - 50+ levels
  • Rift Keeper Commander - 60+ levels
  • Rift Keeper Warlord - Level 70+
  • Rift Keeper Hero - ~80 levels

After moving inside the rift, you will have 40 minutes. Inside, you will enter a room with monsters, large or small. Every 10 minutes there will be a random change of room, you will know about it in a few seconds, I won’t tell you how, but you won’t miss it :) The rooms are different, and there are more than 4 of them, so you won’t visit all of them during the call. They contain completely different monsters, some have 0.5 of normal HP, some have x6 of normal HP, have massive attacks, some explode, etc., i.e. Enough variety. 90% of monsters are aggro, 100% of monsters are social. After 40 minutes, you will be thrown back to the rift reception. If you wish, you can go in again (if there are free rooms), or disperse wherever your eyes look.

In each of the rooms in the middle there is a Defender of the Borders, only the leader of the party can communicate with him. If desired, he can either change the room, i.e. leave the one in which you are now for a random other, or even go to the reception room even if the time has not yet ended. In principle, the Oracle of Eve also has the last opportunity, with its ability to teleport the party. :) And keep in mind that a room change is available only 1 time per visit.

Once inside the rift, you have to be very careful about partying. If you can change the leader of the party without fear, then any change in the party in plus or minus leads to a flight to the reception. The only thing is if someone came out and you manage to take him back within 5 seconds, then you will stay in the rift.

In the process of jumping inside the rift, you can get into a room with RB. RB is single, without retinue. Not agr. Unlike other rooms, there are no time limits in the RB room, you can beat at least an hour. However, if you have not touched it for 2 minutes, then the RB disappears and your path will lie in the rift reception room or in the next room. RB, compared to his comrades from the ordinary world, is weaker, so you shouldn't be too afraid of him. After killing him, if your time in the rift has not passed, you will move to the next room. If it is over - you will find yourself in the waiting room. RB does not have a respawn time, he "comes out of the dusk" as soon as someone appears in his room.

In all levels of the rift, RBs are of the same type and correspond to the level of the rift proper. With one exception. In the Room of Heroes, at the local RB, there is one bun - on it you can download SA (Soul Crystals) from level 12 to level 13. The chance is really not very great - 5%, but it swings at the whole party. To swing, you must meet several conditions:

  • must have taken the quest "Soul Enhancement";
  • must have a level 12 CA in inventory;
  • there should only be 1 CA in the inventory.

It swings only from level 12 to 13, no more levels swing. There is no need to activate it in any way on RB, as for example when leveling from level 0 to 10 on monsters. As already said - a 5% chance for the whole party, or it will swing for everyone, or for no one. On the rest of the rift RBs, SAs do not swing, none at all, and in general this is the only case in the rift regarding SAs.

And some interesting points:

  • The main tactic in large rooms - when you appear, immediately run to the nearest right corner, as a rule, monsters do not have time to aggro. From there, clean from the edge, then the whole room.
  • Only in small rooms there are magicians with mass attacks, be careful. Some pretend to be samurai and hit everyone very hard.
  • There are not an infinite number of rooms in the rift, and sometimes they are all occupied. In this case, you just have to wait. But no more than 40 minutes;)
  • 100% of all monsters in the rift are vulnerable to holy attacks, even if they are not undead themselves.
  • Dimension Invaders are just rift monsters.
  • Upon gaining a level inside the rift, you will not recover HP and MP, although you will be satisfied with the animation.
  • If a person flew out of the party in the rift, then the party will quickly throw it into the reception room, the "flying squirrel" will appear there.
  • As part of the party can be registered for different parties, and generally unregistered.
  • The spread of levels in the party does not affect the ability to get inside the rift.

The theory of exping in a closed space or everything in a rift.

What is a rift?

Figuratively speaking, a place outside of space, outside the world of Aden.

How to get into it?

  • If you are signed up for the quest 7 seals:
    • From the city: at the Priest of Dawn/Dusk, teleport to the Oracle of Dawn/Dusk, and there any NPC in the rift.
    • From the catacombs: through the statue in the first room of the catacombs (next to the inner GC Ziggurat).
  • If you are not signed up for the quest 7 seals:
    • You get to any catacombs, go down under the water and teleport to the rift at the outer Ziggurat for a certain amount in adena, you need to have at least 1 Fragment of Dimension (FoD) in your inventory.

Rift related quests

How is the rift?

First, the player enters the starting room. This is a peaceful zone. There are 6 NPCs in it, who can return to the ordinary world or go into battle with demons of certain levels for the corresponding NPCs: 30+, 40+, 50+, 60+, 70+, 80+. Only a party can go into battle, i.e. minimum 2 persons. During teleportation, a certain amount of FoD is taken away from each participant in the party, if someone does not have enough of them, the teleport of the entire party does not occur.

After teleporting, the party ends up in a room with mobs and stays there for 10 minutes. The party is then teleported to the next room for 10 minutes, and so on. After 40 minutes, the party returns to the peaceful zone. The next room can be a room with RB.

Features, party management

Party in the rift is led by PL. It teleports the party to the first room (at the corresponding NPC), it can skip the room or return the party to the peaceful zone (at the GC in the room). You can only skip a room once per entry.

Self-activity is highly undesirable in the rift, the instructions of PL must be followed. Failure to do so will often result in the PL being forced to abort the campaign, returning the party to a peaceful zone. Where the brawler is kicked out of the party and the expiring continues without him. If you do a restart / do SoE in the room, then the player will be in a peaceful zone of the rift. SoE in a peaceful zone does not work (the player remains in the same place). If a new member is added to the party while she is in the room, the whole party ends up in a peaceful zone.

After the party is in the room with the RB, it must be attacked within 2 minutes after the party or the party will be in a peaceful zone. Time to kill RB is not limited.

Features, mobs and rooms

Almost all mobs in the rift are aggressive (mages are an exception). There are only certain levels of mobs in the n0+ rift: n0, n3 and n5. There are x1/4, x1/2, x3 and x6 mobs in terms of HP; plus chests. x3 exist only in small rooms (and they only have them), the rest in large ones.

All mobs in the rift have a sacred attack weakness and therefore buffs / skills work against them, increasing the holy attribute of attacks (Holy Weapon buff (BP / PP / EE), Dance of Light (BD), Blessing of Sanctity, toggle paladin and SwS).

In each room, 2 stages can be distinguished:

  • Cleanup- immediately after the appearance of the party, the room is full of mobs. In order not to aggro everyone, the whole party immediately after the appearance runs into the corner (right, if you look at the wall of the large room opposite from the appearance). Some of the mobs, of course, still aggro, they are killed, then the rest are gradually aggroed.
  • Exping- after the initial clearing, there is a normal exposure in the room, the appearance of mobs is limited by respawn. But, with a small party, she may not be able to keep up with the respawn and then everyone stays in the corner and there is a careful exping.

There are 2 types of rooms in the rift - small and large. Usually they swing only in large rooms, they go to small ones only for the sake of spoils or fun. The reason is that there are 3 mobs in small rooms, which is not enough for a big party. And the small one may not be able to cope, because when clearing, all the mobs in the room will aggro, and the sets of mobs in these rooms are very specific:

  • "dolls": hello Diablo 2 and Mephisto's dungeons. Small, vicious and exploding upon death;
  • "ninja" - melee mobs with a set of debuffs: paralyz, -Aspd, -accuracy, etc.;
  • ordinary mages. Firebolts, hydroblasts and more;
  • AoE mages. Fireballs, mass hydroblasts, etc.;
  • archers. A very dangerous room for mages due to their crits, and archers are the first to aggro on mages.
  • "crazy [email protected]": 4 regular mobs x6 n3 level and a bunch x1/4 n5 level and x1/2 n0 level. The second ones are notable for their behavior model - they randomly run around the room and randomly aggro. The room is usually skipped. But in a 60+ rift with x6 mobs good spoiler (recipes on low A veapon with a high chance);
  • room with mages: 4 level n3 mages, 4 level n0 mobs and 4 level n5 mobs, all x6. Mages are not aggro, but social to others. They should either be killed in the first place, or stick together.
  • rooms with chests, 2 types: 4 chests + 4 mobs x6 n3 level +4 mobs n5 level and 3 chests + 3 "mimics" (a x1 mob that looks like a chest attacks a Persian when you try to open it with a key) +6 mobs x6 n5 level .

Types and compositions of the party

The main 3 types are exp, farm and RB party. The first two species are distinguished by the presence of HD. When exping / farming, the party swings only at suitable rooms, the rest are skipped or the party returns to the peaceful zone and goes to a new run.

The distribution of mobs by levels - n0, n3, n5 imposes a limit on levels, n6+ players will have penalties for a third of the mobs, n9+ players for two thirds of the mobs.

RB in rift n0 of level (n-1)8, i.e. when going to RB, it is desirable that DD should be no more than level n0.

For rifts 40+, 50+, 60+ there is a general rule for selecting a party associated with grades. If the Persians go on the level and equip of the previous grade (i.e., for example, 50+ 48-50 levels in C), then the party needs a big one - a couple of healer-buffers, BD, a tank, a few DDs. And such a party can both swing normally in large rooms, and fill up the RB (which is just their level).

If we are talking about Persians in the next grade, high level (I remind you, up to x6 level in the corresponding rift without any penalties), then a large party is not needed, it is redundant, and will usually wait for respawn in a cleared room. The composition of the mini-party is SE (if they give off-party VR, then PP can be) and 2-3 DD. At 60+ BD is very desirable, because dancing on Aspd gives a very tangible increase in party dps, not to mention the rest of the dances. In mini-parties, spamming pushes is mandatory in most cases (see Appendix 2)

In small parties, each class should work to the maximum, excuses like "why do this, it will do" are not allowed. Exping in a small but competent party is much more effective than in a large and stupid one. Read Appendix 1 about class roles.

As you know, attacking a mob in the "rear hemisphere" increases the likelihood of critical hits. If there is a tank in the party, i.e. the mob attacks him most of the time, everyone else should attack from the back. If there is no tank and the mob is constantly over-aggroing, you should aim to attack in such a way that the players are distributed in equal angles around the mob. That is, two fighters - opposite each other, an angle of 180 degrees. Three - 120 degrees, etc. Then, no matter who the mob is attacking at the moment, the maximum possible number of players will attack from behind and crit.

Field party

  • 40+: duo with SE, in FP set and with Orcish Poleaxe (SA is not important), no problem.
  • 50+: 49-52 field with SE 48+ and EE/PP.
  • 52+ field - ok with PP and taken off-party VR 3-4. Duo with SE 52+ is possible, but rather difficult.
  • Another option - with SE and BD, also with the field.

Farming

Mobs in a rift have noticeably higher drop/spoil chances than regular mobs, so a well organized rift level is quite beneficial. Although the chances of a regular drop are still not high enough to be guided by (excluding RB), the main thing is a spoiler.

Summary

The Rift is a great place to level up. There are no bots, no PvP, there are always free rooms. You can make good money in the rift, on spoilers and on RB.

Roles of classes in the rift

Tank

The tank should spam the hate. All. Pour MP as needed and heal only the CE tank is much more convenient than treating everyone in a row, rooting mobs running after archers and nukers, sitting without MP on the eve of a rebuff / new room and, at the same time, listening to unflattering comments addressed to you.

What happens in practice: I will throw one hate per mob, mass hate - what is it, I will have fun draining mp on the shield stun to the right and left, and in general, I don’t teach you how to heal, and you don’t teach me to tank .

Dagger

The dagger's place is at the mob's ass (or wherever it could be). And only there! The task of the dagger is to distribute crits and generally justify his proud title of DD. Spam abilities are welcome. If you don't want to spend MP on them, turn on accuracy/vicious stance. To be at full MP, when all the parties have it confidently tending to zero - not cool, dear.

Truth of life: to beat from behind? Crits more often? I hear about it for the first time (TX 60+). Bers? Ahh, I don’t need bers, my Pdef falls with him, I’ll die.

Hm. If I had accurate info on Eva, I would consider it very possible that the additional damage from Bers + VR exceeds the losses of Pdef and Eva. But even if not. You are a DD, get the most out of your dps (damage per second). Security is the task of the tank and healers. And one more thing - throw away the Karebir NM and dress in DC

Archer

In relation not to the rift, but in general - an archer leecher in a melee party. With the archer, the total dps drops due to the constant overaggression of mobs by the archer with crits and the rest of the party running after them. Plus an extra headache for the tank and healers. In the rift, this is especially true because the mobs are thick, and the archer will not kill him with a couple of crits. In general - you go to a melee party in the rift - a bow on the shelf, take a dagger.

nuker

Elders have too many tasks in the rift to properly recharge nukers. Therefore, it is not necessary to boldly and with a whoop merge mp in the first two minutes in the room and then sit and flood. Estimate at what speed and what skills you need to use in order to rest from the whole party. Skills with overhit, mass slip, paralysis - we actively use them, the party will thank you very much.

BD

Dance of Light increases physical attack against mobs in the rift (by 10% against demons, by 20% against Undead). At CT1, the DoL effect stacks with the Holy Weapon. If there is not enough mana to keep all the necessary dances, then the choice between Dance of Warrior and DoL depends on the rift, or rather on the prevailing mobs. If it's 5x, 6x, then the mobs are demons, and DoW will give a slightly larger effect (+12% Patk) than DoL (+10% PAtk).

In rift 7x and in hero mobs are already Undead, and DoL is better (+20% PAtk). In a party with a recharger, it's often better to use both. It’s easier for Elder to fill in the missing MP once every 2 minutes for a full set of dances, with which the party will normally experience and clear the entire room, than to spend more mana on healing and crowd control.

Poushenny aka bottles

The rift is a dangerous place, people come to the rift to swing properly, and in the rift it is absolutely not superfluous to drink before the fight or in the process.