Rifts

Rifts spawn at random times (1 in 240 chance / minute) and at fixed times being at 0, 4, 8, 12, 16 and 20 'o clock.

Rifts contain several bosses and 1 cache for each resource type. There are different rarities for the rifts and the resource caches.
Higher rarity rifts contain more bosses and give more time to clear them.
Higher rarity resource caches give more resources per attempt and therefor more exp.

When fighting bosses you'll gain riftscore. Upon defeating a boss the killer will receive some riftscore and 1 soul shard (see proficiency), they also contribute to a riftscore multiplier. The higher the multiplier the more riftscore you'll get.

The amount of riftscore you receive will affect the quality of the chest you'll receive AFTER the rift closes. These chests can be located under items and contain gold and sp. You also have a chance to get a soul shard, armor fragment and / or a weapon fragment from them. (The chance for finding a Soul Shard is the same as the rarity of the chest, a q20 chest give you a 20% chance for finding a Soul Shard. The chance for finding a Weapon and/or armors fragment is half of the chest level, a q20 chest give you a 10% chance for finding a fragment)

Every boss that get defeated will give you 1 minute of Double Haste (more info about Double Haste can be found here)

You cannot fight a boss below your level. The boss levels are random, however there will always be atleast one boss between lvl 2k and 10k, 10k and 25k, ...
Therefor the level limit on the bosses will be different every rift.


if the boss is killed>>ceil((damagepercentage * 1.55) + (attempts / 5.5))


if the boss isnt killed >>ceil((damagepercentage * 1.4) + (attempts / 7))