Note: Your character must be level 66 or higher to enter the rift.
|Plane One||Plane Two||Plane Three||Plane Four||Plane Five|
|The Scatter (North Side)||The Scatter (South Side)|
Landmarks and other information
Entering the Rift is done through the sphere at the south end of the Cavern of Ages. A drain of 1 to 2 spirit can occur upon entry for each group member, but no longer occurs while moving within the maze. To enter Plane 1, continually go north. To enter Plane 2, continually go west. To enter Plane 3, continually go east. If a character has a movement style set, destinations from the sphere may be unpredictable. Some players will choose to rest inside the sphere area while their spirit recovers.
Navigating within and exiting the Rift involves various moving objects. There are doors and mirrors on Planes 1, 2, and 3 that will exit the Rift. There are threads on Planes 1-4 that can be climbed to bring you to the next higher Plane. Plane 4 is accessed by climbing the thread from 3. Plane 5 is entered either by the maw on Plane 1 or by climbing the thread on Plane 4. The thread on plane 5 leads back to plane 1.
Exiting the Rift through a door or mirror while holding 10,000 silvers or more will result in all silvers being taken. In exchange, your head will be filled with mana.
You feel the presence of the Great Drake folding you into himself. Pleased that you have brought a tithe, the Great Drake restores your power unto you.
There are travelling voids on Planes 1 to 3 that will cause damaging wounds that can give lengthy stuns if a person or critter is in the room with it or in an adjacent room.
The air begins to thin rapidly. Air is sucked away from you! ... 1 point of damage! Fingernail explodes!
All spells (except Arcane circle) that cannot be learned by the player will be dispelled at random while inside the Rift. Mana drains or gains also occur at random.
Dead bodies on Plane 5 can be removed by putting them in the box, and turning the crank. This turns all their wounds into scars and sends them directly to the Cavern of Ages. Bodies on Plane 4 can be dragged through the chute, which takes them to Plane 2. Bodies on Planes 1-3 can be dragged out through the doors. Bodies in The Scatter must be dragged through the fissure, which will deposit them in a random location in the rift. The person doing the dragging may or may not land at the same location.
The air inside the Scatter is very cold and has a chance to injure occupants and leave an ice patch:
The temperature plummets precipitously, until every breath sits in your lungs like a block of ice. The chill wind ravages 's flesh! ... 10 points of damage! Person looks as if a hot foot would feel good about now! The chill wind ravages 's flesh! ... 10 points of damage! Ouch! What a stiff neck. He is stunned! A sudden wave of intense cold gnaws at your flesh! ... 5 points of damage! Chilly blast to the head. Where is that cap Mom knitted for you!? A frigid mist gathers around you and quickly spreads to cover much of the surrounding room. When the mist dissipates, you notice the floor has become an uninterrupted slick surface stretching in all directions. > The ice patch melts away.
- Bards can anchor Traveler's Song (1020) to the Cavern of Ages.
- Clerics' nexus gems can be set to the Cavern of Ages and used to return there from within the Rift and the Scatter.
- Most teleport spells used within the rift will return casters to the Cavern of Ages instead of other random Rift areas.
The following gems have special properties: shadowglass orbs, firemote orbs, urglaes fangs, faceted black diamonds, black doomstones, oblivion quartz, aster opals, faceted midnight blue riftstones and Eye-of-Koar emeralds.
Eye-of-Koar emeralds are notable for their use as an exit from the Rift; when a character raises the emerald anywhere within the Rift, the emerald will be consumed and the character's group will be transported to Icemule Trace.
All foragables are found outside, except for slime. Rooms will change outside/inside designation regularly. There is ambient messaging for when the rooms change from outside/inside, but the easiest way is to look for the obvious exits. If you see "exits", you are in an inside room. If you see "paths", you are in an outside room.
- discolored fleshbinder bud (cursed)
- oozing fleshsore bulb (cursed)
- mass of congealed slime (foraged in inside rooms)
- rotting bile green fleshbulb (cursed)
- slime-covered grave blossom
- twisted black mawflower
- withered deathblossom
Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell. A haze of shadow descends, cloaking the area in a twilight that obscures sight. A burst of ethereal light above your head brightens the area considerably. You feel a gentle breath of fresh air brush across your face. A blast of wind whips through the area! The air undulates with a dizzying intensity! A swirling breeze blows through the area! The air crackles with potent energy! A flurry of air blows by you! A strong gust of wind blows by you! The air ripples in sickening waves, distorting the surroundings! A spectral fog rolls through the area. Spectral bursts of energy erupt in the air! The ground shudders and shakes, jostling everything furiously! The atmosphere crackles and sparks of energy snap across the area! Black tendrils of anti-mana climb over you as you sense your mana being drained away! The ground roils tumultuously beneath your feet, jolting everything wildly! A fine red mist rolls through the area covering everything with a sticky red goo. Waves of black anti-mana wash through the area.
- The Rift, on Play.net