Rift and Colossus
Riftstones open act bosses · 10 colossi, two hunts a day
Every act-boss fight costs a riftstone. The Rift is also where the Colossus rises twice a day: a world boss the whole game fights together, for damage, medals and pieces for the Circle.
Riftstones
Veil Riftstone
- Rarity
- Rare
- Chance
- 5%
- Sells for
- 300 gold
Breach Riftstone
- Rarity
- Mythic
- Chance
- 3%
- Sells for
- 1,200 gold
Abyss Riftstone
- Rarity
- Eternal
- Chance
- 2%
- Sells for
- 4,800 gold
Three ways to get one
- 1 Free stoneClear stage 9 of an act for the first time while holding none of that map's stones.
- 2 Chest drop From stage 6, any common or stage-boss chest can become a riftstone, which replaces its loot.
- 3 PityAfter 25 eligible chests without one, the next is a riftstone.
Using them
- An act-boss fight takes one stone of the current map, from the bag or the stash; only a win spends it and gives an act-boss chest.
- With act-boss chests at their cap the fight will not start, and the stone is kept.
- A Veil Riftstone can be transmuted into a Breach one at the workbench; nothing becomes an Abyss stone.
- On the market, Breach and Abyss stones sell for Crystals only. Each stone takes a bag cell.
The Colossus hunt
Your party leaves its stage and fights until he falls, the hunt ends or you call it back. Every hunter's damage comes off one shared health bar, and your score is the damage you deal. He uses the stats of the act boss nearest your best hero's level.
One colossus per Brasília day, cycling through the ten biomes in order (1 + days since 1 Jan 1970, mod 10).
Fury
"Every 30 seconds its fury doubles, until the party falls and comes back." Fury counts from when your group arrives:
| Time | 0 s | 30 s | 1 min | 2 min | 3 min | 5 min |
|---|---|---|---|---|---|---|
| His damage | ×0.5 | ×1 | ×2 | ×8 | ×32 | ×512 |
His damage is ×0.5 × 2fury, fury capped at 40. A group that falls comes back after 30 s × (level ÷ 30), between 3 and 30 seconds, and his fury starts over.
The 10 colossi
| Colossus | Biome | Affix | Circle stat |
|---|---|---|---|
| Tidal Colossus | Isles | Every 15 seconds a wave hits the whole party, harder as his fury grows. Each wave costs every living hero 7.5% of max health at fury 0, doubling with each fury step. | Block |
| Devouring Colossus | Swamp | Each hero who falls gives him back 5% of the damage he took. Each hero that falls removes 5% of the damage your group has dealt since it arrived. | Health |
| Quicksand Colossus | Forest | In the quicksand, nobody dodges. Heroes’ dodge is set to zero. | Defense |
| Ironclad Colossus | Desert | His armor halves the physical damage that gets through. Physical damage that gets past his armour is halved again. | Penetration |
| Swooping Colossus | Canyon | He flies over the front line and strikes the heroes behind it. Targets the back line. | Haste |
| Frozen Colossus | Mountains | Heroes who strike him attack slower. He carries 3,500 chill. | Ice Resist |
| Mirrored Colossus | Glaciers | He blocks every elemental hit, halving it. Elemental block high enough to block every elemental hit. | Elemental Block |
| Ember Colossus | Volcano | Every hero burns 1.5% of max health per second. Every second, each hero loses 1.5% of max health. | Fire Resist |
| Echoing Colossus | Floating Isles | Each skill that hits him echoes back: the caster loses 4% of max health. Each skill hit on him costs its caster 4% of max health. | Crit Chance |
| Riven Colossus | Deadlands | Each time he arrives, he strikes with the element your party resists least. Picks fire, ice, lightning or chaos, whichever your heroes resist least on average. | Crit Damage |
The affix line is the game's own; the small line is what the fight code does. The Frozen chill and the Mirrored block still need checking in combat.
Medals and chest
What a Colossus Chest gives
- Equipment piece 84%
- Minor rune 10%
- Talisman 5%
- Major rune 1%
Talismans and runes belong to that hunt's colossus, but one in ten is a Convergence piece for the center instead. Equipment follows the act-boss chest rules. Rewards are sent by the server, which decides who gets what.
The Circle
Eleven talismans: one for each colossus, and the Talisman of Convergence in the center. Pieces from the Colossus Chest wait under "Loose pieces" until you set them:
- 1TalismanRaises its colossus's stat for the whole account.
- 2 10 minor runes, then the majorA colossus's runes go only into its own talisman, once that talisman is set.
- 3 The center The Talisman of Convergence opens with all 10 talismans set and strengthens every other one. Its 10 Minor runes of Convergence, then its Major rune, strengthen them more.
× center = (110 + center minor runes + 10 with the center major) ÷ 100, once the center is set
| One talisman | Its stat |
|---|---|
| Talisman alone | +2% |
| Talisman + 10 minor runes | +5% |
| Talisman + 10 minor runes + major rune | +8% |
| The same, with the full center set | +10.4% |
The bonus joins the same percentage pool as Codex runes, pets and the bestiary. Only Eternal pieces exist so far; the client has room for other rarities, but its bonus does not depend on rarity.
Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch. Hunt rewards and who receives them are decided by the game server.