From what level are they allowed to enter the rift 70. What is the Rift - Rift? Exping theory in a confined space or all in 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 7 seals quest:
From the city: at Priest of Dawn / Dusk, teleport to Oracle of Dawn / Dusk, and there at any NPC in the rift.
From the catacombs: through the statue in the first room of the catacombs (next to the inner main city of Ziggurat).
If you are not signed up for the 7 seals quest:
You get to any catacombs, go down under the water and at the outer main zone of Ziggurat you teleport to a rift for a certain amount in adena, you need to have at least 1 Fragment of Dimension (FoD) in your inventory.
Quests related to the rift.
In searching of Fragments of Dimension.
When exported in katas, the player receives a FoD. In a party, they are given regardless of who killed the mob, immediately into the inventory. Obtained from a statue at character level 20+.
In the Dimension Rift.
The rift quest itself. To get into the rift and actions 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%. Obtained from a statue at character level 20+.

How does a rift work?

First, the player enters the starting room. This is a peaceful area. It contains 6 NPCs, in which you can return to the ordinary world or go to 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 people. During teleportation, each party member is taken away with a certain amount of FoD, if someone lacks them, the teleportation of the entire party does not occur.
After teleportation, the party finds itself in a room with mobs and stays there for 10 minutes. The party then teleports to the next room for 10 minutes, etc. 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. He teleports the party to the first room (at the corresponding NPC), he can skip the room or return the party to the peaceful zone (at the GC in the room). You can skip a room only once per visit.
In the rift, amateur performance is highly undesirable, the instructions of PL must be followed. Failure to comply often leads to the fact that PL is forced to interrupt the campaign, returning the party to a peaceful zone. Where the brawler is thrown out of the party and the expansion continues without him.
If you restart / do SoE in the room, the player will find himself in a peaceful rift zone. SoE does not work in a peaceful zone (the player stays there). If a new party is added to the party when she is in the room, the entire party is in the peaceful zone.
After the party is in the room with RB, it must be attacked within 2 minutes after or the party will be in the peaceful zone. Time to kill RB is unlimited.
Features, mobs and rooms.
Almost all mobs in the rift are aggressive (with the exception of mages). There are only certain levels of mobs in the n0 + rift: n0, n3 and n5. According to the number of HP, there are mobs x1 / 4, x1 / 2, x3 and x6; plus chests. x3 exist only in small rooms (and they only have them), the rest in large ones.
Each room can be divided into 2 stages:
Clearing - immediately after the party spawns, the room is full of mobs. In order not to aggravate everyone, the whole party immediately after spawning runs to the corner (the right one, 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 they gradually aggro the rest.

Exping.

After the initial clearing, there is a normal expiration in the room, the appearance of mobs is limited to respawn. But, with a small party, it may not keep up with the respawn, and then everyone remains in the corner and cautious expiration takes place.
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 spoil or fun. The reason is that there are 3 mobs in small rooms, this is not enough for a large party. And the little one may not cope, because when clearing all the mobs in the room, all mobs in the room are aggroed, and the sets of mobs in these rooms are very specific:
- "dolls": hello Diablo 2 and the Mephisto dungeons. Small, vicious and exploding after death;
- "ninja" - melee mobs with a set of debuffs: paralysis, - Aspd, -akkurasi, etc .;
- ordinary magicians. Firebolts, hydroblasts, etc.
- AoE mages. Fireballs, mass hydroblasts, etc .;
- archers. A very dangerous room for mages because of their crits, and archers are the first to attack mages.
Large:
- "crazy [email protected]": 4 ordinary mobs of x6 n3 levels and a bunch of x1 / 4 n5 levels and x1 / 2 n0 levels. The second are notable for their behavior model - they run randomly around the room and randomly and aggro. The room is usually skipped. But in a 60+ rift with x6 mobs good spoil (recipes for low A veapon with a high chance);
- room with mages: 4 mages of n3 level, 4 mobs of n0 level and 4 mobs of n5 level, all x6. Mages are not aggro, but social towards others. You should either kill them first, or stick them (CE, do 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 the party (rifts 50+ and 60+).
The main 3 types are exping, farming and RB party. The first two types are distinguished by the presence of HD. During exping / farming, the party only swings at suitable rooms, the rest are skipped or the party returns to the peaceful zone and starts a new run.
The distribution of mobs by levels - n0, n3, n5 imposes a limit on the levels, n6 + players will have penalties for one third of the mobs, and 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 the DD should be no more than n0 level.
Approximate party compositions:
Mini-parties 60+: SE 56+, BD 58+, 2 daggers 61+.

Farming.

Rift mobs have noticeably higher drop / spoil rates than regular mobs, so a well-organized rift 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 spoil. Spoil data see Appendix 3.
Summary.
The rift is a great place to swing. There are no bots, no PvP, there are always free rooms.
You can make good money in the rift, on spoilers and on RB.

Annex 1.

Roles of classes in the rift.

Tank.

The tank must spam the hate. Everything. Pouring MP as needed and treating only the CE tank is much more convenient than treating everyone in a row, rutting mobs running after archers and nukers, sitting without MP on the eve of a rebuff / new room and at the same time listening to unpleasant comments addressed to you.
What happens in practice: I will throw one hate per mob, mass hate - and what is it, I will merrily merge MP onto the shield camp 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 dagger's task is to give out crits and, in general, justify his proud title of DD. Spamming abilities is encouraged. If you don't want to spend mp on them, turn on accuracy / vicious stance. To be with a full MP, when all parties have it confidently tends to zero - not cool, dear.
True life: hitting from behind? Are crits more often? The first time I hear about it (TX 60+). Bers? Ahh, I don’t need bers, my Pdef falls with him, I’ll die.
HM. If I had an accurate infa on Eve, I would have counted, it is very possible that the additional damage from Bers + BP exceeds the losses of Pdef and Eva. But even if not. You are DD, make the most of your dps (damage per second). Security = the task of the tank and the healers. And more - throw out the Karebir NM and put on DC)

Archer.

Applied not to the rift, but in general - the archer leecher in the mele-party. With the archer, the total dps falls due to the constant over-aggression of the mobs by the archer with crits and the running of the rest of the party behind 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 mele-party in the rift - 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 to drain the MP in the first two minutes in the room and then sit and flood. Estimate how fast and what skills you need to use in order to fire from the whole party. Skills with overhit, mass slip, paralysis - we actively use it, the party will say a big thank you.

Appendix 2.

Eaten aka bottles.
The rift is a dangerous place, people come to the rift to swing properly and in the rift it is not at all superfluous to have a drink before a fight or in the process).
Antidote is a must have. It costs the healer much more time and MP to remove the poison than to use the antidote for the player.
GSAP - must have (if there is no pro). It's all about dps, you must have a very good reason to use Alacrity instead of GSAP (15% bonus instead of 33%), and in general there is nothing to do without the Aspd buff in the rift.
GMHP - it is less critical here, whether to use it or a simple MHP, due to a small difference - MHP gives a bonus of 23%, and GMHP 30%, i.e. only 7% more. In addition, rift nukers 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 themselves will heal. Those. using GHP will also raise dps.
Elixir of Life is a must have. Elixir - a remedy 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. The close to zero MP of the healer at the moment of clearing the room is a sign for PL to exit, and the use of the elixir gives the not too quick thinking PL) a few more precious seconds. EoMS has 10 minutes reuse, Elixir B recovers about 300 MP.

Rift - The Rift Between Worlds- as the name implies, it does not belong to the territory of any city, but is somewhere between our world and some other, from which invaders constantly climb to us through the rift, whom 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 a rift there is no such thing as "from what level it is allowed to enter 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 level, 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 rift level, and the raidboss will be N -2, which for the 60th rift corresponds to the 58th level.

What is interesting about the rift? There are no monsters in the rift with a unique drop and spoil, that is, everything that we mine there can be knocked out from ordinary mobs, but as a rule, in a rift, the chances are much higher. Just one example: kei na. Usually, we either knock out the kei on the BV gloves, or spoil it, that is. There is a spoil on the farm, but you need to feed the mobs, look for exactly the chicken that these kei will spoil with, in the rift there are as many as two mobs with this spoil, and no unnecessary actions. And you shouldn't even remember about V-grade veapons - a bunch of mobs with their spoil, and the chances are high. There are also several raid bosses, on one of which you can level up the SA from 12 to 13.
Also, you can swing in the rift without fear of vars, more on that below.

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

Rooms are small and large, like in the catacombs. In the center of each room there is an NPC in the form of a teleport, with its help you can skip a room you do not like (once per raid) or go to the peaceful zone of the dressing room.

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 the Dimensional fragments is taken), or from the priest in any city (only on 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 transferred to the festival, there at any NPC you can choose to move to the rift. In order to move you from the catacombs to the rift, you must have at least one dimensional fragment in your inventory. In all these methods there is a link to registration in seven seals, that is, you need to get inside the catacombs or to the festival in order to further deteriorate into the rift. Previously, it was possible for any player to spoil the rift through the external gatekeeper Ziggurat for the usual adena, but now this item in the teleporter's menu has been removed, why I don’t know, I didn’t find any.

In the combat zone of the rift is allowed only in a party, from two enchantments in a party. Each party member must have a certain number of dimensional fragments, this is a fee for entering the combat zone, so make sure that each party member has about 40 fragments. When you gather in a peaceful zone, approach the NPC that passes 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 is filled with mobs, and we can start kicking them.

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

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

Rift mobs:
All mobs, except for the 50th and 60th rift, are undead, so you can use bishes and EEs, better bishes, and EE and SHE will pour mana. Mobs of different xs, from x1 / 2 to x6. Many mobs hang poison, paralysis and other vile things, so keep antidotes, purifi, cur poison, vitalize and other spells that heal abnormal statuses at the ready. A bunch of magicians, a bunch of archers, it can happen that the first time you will not succeed, especially if you want to spoil alone on the windows. But it's still worth trying.

In each room you spend a certain time, after which you will be teleported to another room. You will be able to understand this at the moment when the walls shake, but you will not be able to collect the drop, so someone must collect the drop, the wark is best for this role, since in general there is nothing for him to do between buffs. Do not delay with the rebuff and try to get on the rebuff immediately after you have cleared the room of mobs and you see that the buff is about to subside.
If you came to the rift just to farm RB, after being teleported to a new room, and this is not a room with a raid boss (and RB rooms are all with a red floor, they are easy to guess), immediately stand in a corner and wait for you will be moved to another room. Mobs may or may not aggro, as it goes. After farming, 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 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 come in 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 important, since there are many mobs in the rift with the same names, but with different drop and spoil).

Recrutes Rift- lvl 30-35 (undead)

Privates rift- lvl 40-45 (undead)

Officers Rift- lvl 50-55

Captains Rift- lvl 60-65

→ Rift in Lineage 2

The rift is a special location in Lineage 2. It appeared after the Seven Seals. When a split arose between the worlds, evil began to pass into the world of Lineage 2 through a special place. Dimensional Rift, or simply the Rift, became this very place.

For players, rift la2 comes first. This location differs in many ways from others. For example, you cannot attack other players in it. Because of this feature, the swing there is quite safe, however, in order for the process to occur more efficiently, you need to know some subtleties. The features of the la2 rift will now be discussed.

How to get to the Rift

As a rule, they go to the rift for farming adena la2 and efficient pumping. The mobs there are very difficult, so it is very difficult to deal with them alone. To avoid such problems, the developers have introduced several restrictions:

  • In lineage 2, the rift can only be traversed in groups. You can create a party of two people, and you will be missed. But it's better to go there as a clan.
  • The inventory should be no more than 20% busy.
  • You must complete a special quest.

Now about the quest. To enter the lineage 2 rift, you need to have at least one Fragment of Dimension. You can get it by completing the In searching of Fragment of Dimension quest. It is taken from the statue in the catacombs after level 20.

As soon as you got the Fragment of Dimension, go to the catacombs and go down under the water (near the entrance to the kats themselves). There you will find Ziggurat, who will need to give the Fragment of Dimension and.

You will be sent to the start room. In it you will meet 6 NPCs, each of which can send you to level 30-40, 40-50, 50-60, 60-70 and 80+ mobs. It is in this room that you need to collect a party. You will also need the Fragment of Dimension, and all party members should have them. If someone has few of them, the whole group will not be allowed into the shooting room la2.

After you form a party and complete all the requirements, you will be sent to the first room. You can stay there for 10 minutes, after which you will be thrown into another room. The total rift time for lineage 2 is 40 minutes. But sometimes this time can be significantly increased. The fact is that in some rooms you can meet not mobs, but a raid boss. Within two minutes, you need to start attacking him, otherwise you will be sent to a peaceful zone. But you will be given an unlimited amount of time to kill the boss himself. If you “didn't like” any room, you can skip it. But only one.

Now about the compilation of the party. There are a number of limitations here too. First, you can exclude or accept a new party member at any time. But then you will be sent to the starting room. Secondly, if you don't like the raid boss, just don't attack him for the first 2 minutes. He will not aggro himself, and you will also be sent to the beginning of the rift.

As for the composition of the party, I can offer you the following option: a pair of damage dealers (daggers or daggers la2 are best suited), 1 shilen elder and 1 death dancer. This is the bare minimum. If you are more serious and want to earn not only a lot of money, but also experience - collect a large party. Get a healer, buffer, warcraer / overlord, damage dealers, dancer or singer, and at least one tank. In Lineage 2 with stable healing, you can quickly clear rooms and move on to new ones. And any raid boss will not be a big problem for you.

What we get and what we spend

Most often, mobs drop either recipes for armor / weapons or sharpening. Especially often sharpenings fall from magic mobs. Accordingly, in addition to farming adena, you can also sell sharpenings and earn good money on them. La2 Rift is a very useful and profitable place.

Also in the rooms you can find chests. This is another reason why you should definitely take a dagger with you.

Like

RIFT [eng. rift -, gorge] - linearly elongated for several hundred km (often over 1000 km) slit-like or ditch-like of deep origin. The width of most continental and oceanic rifts is 30-70 km, however, narrower (5-20 km, for example, the Dead Sea R.) and wider (200-400 km, Krasnoe) rifts are known. R. was described by Gregory (1921) on the example of the graben system of V. Africa. R. usually form narrow zones of extension, characterized by volcanism with a predominance of basic types of alkaline rocks (olivine basalts, analcime basalts, picrites) with subordinate values ​​of acidic rocks (phonolites, trachytes). Inside the R., axial grabens are often traced, which correspond to significant gravitational maxima. Differing Rivers: 1) inland, gravitating towards the early weakened zones in the earth's crust (for example, the East African Rift); 2) intercontinental in areas where it is absent (for example, R. of the Red Sea and the Gulf of Aden); 3) intraoceanic rift gorges ocean-type crust (with probable mantle protrusions on the bottom) within the mid-ocean ridges or georiftogenals(Udintsev, 1967). There are several hypotheses for the origin of R.: 1) the differentiated movement of blocks - during the uplift of the edge parts of large blocks along ancient faults, blocks appear that lag behind these blocks in their movement and create zones of R.; 2) sliding - R. are formed during horizontal movement of blocks; 3) two-stage, combining the first two hypotheses - in the initial stage of the formation of R., a vaulted uplift occurs, within which tensile forces lead to the collapse of its center, part, and in the final stage, the blocks move apart in one or two directions from R.

Geological Dictionary: in 2 volumes. - M .: Nedra. Edited by K.N.Paffengolts and others.. 1978 .

(a. rift; n. Rift; f. rift; and. rift), rift zone, is a large strip-like (in plan) horizontal extension of the earth, expressed in its upper part in the form of one or several. contiguous linear grabens and block structures conjugated with them, limited and complicated by preim. longitudinal faults such as oblique faults and openings. The length of P. is many hundreds or more than a thousand kilometers, and its width is usually tens of kilometers. In the relief of P., as a rule, they are expressed by narrow and deep elongated basins or ditches with relatively steep slopes. P. during the periods of their active development (Riftogenesis) are characterized by seismicity (with shallow earthquake foci) and high heat flow. During the development of P., thick strata of sedimentary or volcanic-sedimentary rocks can accumulate in them, which contain large deposits of oil, gas, coal, salts, ores of various metals, etc. Anomalously heated and characterized by low viscosity top. part of the mantle under the developing P. usually experiences uplift (the so-called mantle) and some kind of spreading to the sides, and the overlying crust is a kind of arch-like bulging. These processes are considered by some researchers DOS. the cause of the formation of P., others believe that the local uplift is up. mantle and crust only favors the emergence of P. and predetermines its localization (or even is its consequence), while DOS. the cause of rifting is regional (or even global?) stretching of the crust. With a particularly strong horizontal extension, the ancient continental crust within P. undergoes a complete rupture and between its separated blocks, in this case, due to the incoming from the top. mantle magmatic. material of the basic composition, a new thin oceanic crust is formed. type. This process, characteristic of P. oceans, is called. spreading.
By the nature of the deep structure of the crust in P. and the zones surrounding them, Ch. categories P. - intracontinental, intercontinental, pericontinental and intraoceanic (Fig.).
deposits; 2 - synrift deposits; 3 - synrift volcanics and; 4 - pre-rift volcanics; 5 - continental crust (upper fragile and lower more plastic part); 6 - oceanic crust (upper fragile and lower more plastic part); 7 - suprastenospheric 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 arched-volcanic type; II - the same, slotted non-volcanic type; III - intracontinental postorogenic rift system; IV - intercontinental rift; V - intraoceanic rift (mid-oceanic rift ridge); VI - Percontinental rift system (Mesozoic, buried under the Cenozoic cover). 1 - post-rift deposits; 2 - synrift deposits; 3 - synrift volcanics and intrusions; 4 - pre-rift volcanics; 5 - continental crust (upper fragile and lower more plastic part); 6 - oceanic crust (upper fragile and lower more plastic part); 7 - suprastenospheric 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.
Inland P. have a continental-type crust that is thinner compared to the surrounding areas. Among them, according to the features of tectonic. positions are distinguished P. ancient platforms (epiplatform or intracratic) arched-volcanic. type (eg, Kenyan, Ethiopian, Fig. 1) and weak 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 are transformed 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 Ridges in Cordillera, Fig. 3). The extent of extension in inland P. is the smallest in comparison with other categories (several kilometers - the first tens of kilometers). If the continental crust in the P. zone undergoes a complete rupture, the inland P. turn into intercontinental ones (P. Krasny m., Aden, Californian gulfs; Fig. 4). Intraoceanic P. (the so-called mid-ocean. 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 the limits of more ancient oceanic rocks. areas (eg in Tech approx.). The scale of horizontal expansion in the intraoceanic P. is the largest (up to the first thousand km). These P. are characterized by the presence of transverse fractures (Transform faults) crossing them, as if displacing adjacent segments of these rift zones relative to each other in plan. All modern intraoceanic, intercontinental, and also a significant part of inland P. are directly connected to each other on the Earth's surface and form the Rift world system. Percontinental P. and rift systems characteristic of the outskirts of the Atlantic. and the Indian oceans, have a highly thinned continental crust, the edges are replaced by the oceanic towards the interior. parts of the ocean (Fig. 6). Pericontinental rift zones and systems were formed at the early stages of the evolution of the basins of secondary oceans. Intercontinental and intraoceanic P. appeared at least from the middle of the Mesozoic, and possibly in earlier epochs. Inland P. within the ancient platforms formed from the Proterozoic and subsequently often experienced regeneration (the so-called Aulacogenes). Rift-like linear extension zones, which were later compressed, appeared already in apxee (greenstone belts). Literature: Milanovsky E. E., Rift zones of continents, M., 1976; his, Riftogenesis in the history of the Earth (on ancient platforms), M., 1983; his, Riftogenesis in the history of the Earth. Riftogenesis in mobile belts, M., 1987; Grachev A.F., Rift zones of the Earth, L., 1977. E. E. Milanovsky.


Mining encyclopedia. - M .: Soviet encyclopedia. Edited by E. A. Kozlovsky. 1984-1991 .

Synonyms:

See what "Rift" is in other dictionaries:

    Rift, and ... Russian verbal stress

    rift- rift, and ... Russian spelling dictionary

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

    A; m. [eng. rift] A depression on the earth's surface stretched for hundreds of kilometers, which arose as a result of shifts, stretching of the earth's crust. ◁ Rift, oh, oh. R th zone. * * * rift, linearly elongated (by several hundred and thousand ... ... encyclopedic Dictionary

    Crack, 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. Formed as a result of a powerful horizontal extension of the earth's crust along the axis of a vast arched uplift. Rift structures can ... ... Geographical encyclopedia

This is the only thing I did not mention from the 7 Seals Event. If you have read the various descriptions of the rift, then you already know that the rift is located "outside the world of Aden". This is a special separate area with its own rules and nuances that differ from other places. Unlike Festival of Darkness, the rift is good for swinging. Here you will not have to fight with hostile clans, the probability of suffering from the RC is very small, only if it does not start in your group. Here, in fact, one of the best spoils in the game, increased chances of monsters falling out of all sorts of useful and necessary things, including things.

The main thing you need to get into the rift is Rift Particles. They are taken from the quest "Particles of Rift" near 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 teleportation inside. Particles on the quest fall right there - i.e. in dungeons, and indeed nowhere else except dungeons, they do not fall. You can also purchase them from players who sell them in cities and often in the rift itself.

There are several ways to get into the rift. First - approach the Priest in the city, express a desire to participate in the Festival of Darkness. After he transferred you to the Oracle corresponding to you, go to any npc and select the "Move to the Rift Between Worlds" item. The second way - you can go to 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 that you must have at least one particle in your inventory. The third way is from the Guardian of the Portal Ziggurat, who is outside the dungeons and teleports to them. His teleportation is carried out for adena, and at least one particle must also be present in his inventory. And the fourth way - any character who has this skill can add you to the rift.

All characters can visit the rift, regardless of the event period, you are the losing or winning side, or you have not registered at all. The only limitation is that you must be above level 30. And there will be small restrictions on how to move into the rift. Unregistered can only get into the third and fourth ways, regardless of the state of the event, registered ones - during the Fighting Stage in any of the ways, 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 area of ​​the rift. This is a peaceful zone where everyone who wants to get inside the rift, or those who recently left there are located. There you can freely pick up parties (groups), rebuild, change the leader, etc. You can stay in the reception room as long as you like, even if you live there. Normal teleport scrolls do not work there, only teleporting to the castle / fortress / clan hall. You can get out of there into 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 reception room, and since this is a rift, then soon the whole party, automatically.

The rift is only a party zone. Although you can easily get into the waiting room solo, but inside the rift you will only be launched in a party. There are no restrictions on the number of party members, i.e. from 2 to 9 characters inclusive. Basically, if you are confident in your abilities, you can get into the rift alone - just the rest of the party members should not be near you, you must be the party leader. Then you will go in alone, and the rest will remain where they were.

To enter the rift, several conditions must be met, and these conditions must be met by all members of the party, without exception, who are going to the rift. Even if you are going to go alone, Rift Particles are confiscated from all party members, regardless of location, and a check is made for all the points listed below. So, you are required to:

  • Each party member must have Rift Particles in the amount of 21 to 33 pieces (depending on the level of the rift) or more;
  • there should be no overweight, i.e. downloads over 50%;
  • 20% or more slots in the inventory must be free;
  • 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 the level to which they are sent:

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

After moving inside the rift, you have 40 minutes. Inside you will find yourself in a room with monsters, large or small. Every 10 minutes there will be a random change of room, you will find out about this in a few seconds, how - I will not say, but you will not miss :) The rooms are different, and there are more than 4 of them, so you will not 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, there are massive attacks, some explode, etc. variety is enough for you. 90% of monsters are agra, 100% of monsters are social. After 40 minutes, you will be thrown back to the rift reception area. If you wish, you can go in again (if there are free rooms), or disperse wherever you look.

In each of the rooms in the middle there is a Defender of 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 on a random other, or even go to the reception, even if the time has not yet ended. In principle, the last opportunity is also possessed by the Oracle of Eve, with its own party teleport skill. :) And keep in mind that changing rooms is only available once per visit.

Once inside the rift, you should be very careful about the party. If you can change the party leader fearlessly, then any change in the party in plus or minus will lead to a flight to the reception. The only thing is that if someone came out and you manage to take him back within 5 seconds, then you will remain in the rift.

In the process of jumping inside the rift, you can get into the room with the RB. RB single, without retinue. Not agg. Unlike other rooms, the room with RB has no time limits, you can beat for at least an hour. However, if you did not touch it for 2 minutes, then the RB disappears and your path will lie in the reception room of the rift or into the next room. RB, in comparison with his comrades from the ordinary world, is weaker, so you should not be very 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 has no 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 actual level of the rift. With one exception. In the Room of Heroes, in the local RB, there is one bun - on it you can swing SA (Soul Crystals) from level 12 to 13. The chance is really not very great - 5%, but it sways for the whole party. To swing, you must meet several conditions:

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

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

And a few informative points:

  • The main tactic in large rooms is when you appear, immediately run to the nearest right corner, as a rule, monsters do not have time to aggro. From there, clean the edge, then the whole room.
  • Only in small rooms there are magicians with mass attacks, be careful. Some portray samurai and hit everyone very painfully.
  • The rooms in the rift are not endless, 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 rift monsters.
  • When you get a level inside the rift, you will not recover HP and MP, although the animation will suit you.
  • If in the rift a person flew out of the party, then the party will rather quickly be thrown into the waiting room, the "flying squirrel" will appear there.
  • As part of a party, there 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.

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

Rift related quests

How does a rift work?

First, the player enters the starting room. This is a peaceful area. It contains 6 NPCs, in which you can return to the ordinary world or go to 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 people. During teleportation, each party member is taken away with a certain amount of FoD, if someone lacks them, the teleportation of the entire party does not occur.

After teleportation, the party finds itself in a room with mobs and stays there for 10 minutes. The party then teleports to the next room for 10 minutes, etc. 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. He teleports the party to the first room (at the corresponding NPC), he can skip the room or return the party to the peaceful zone (at the GC in the room). You can skip a room only once per visit.

In the rift, amateur performance is highly undesirable, the instructions of PL must be followed. Failure to comply often leads to the fact that PL is forced to interrupt the campaign, returning the party to a peaceful zone. Where the brawler is thrown out of the party and the expansion continues without him. If you restart / do SoE in the room, the player will find himself in a peaceful rift zone. SoE does not work in a peaceful zone (the player stays there). If a new party is added to the party when she is in the room, the entire party is in the peaceful zone.

After the party is in the room with RB, it must be attacked within 2 minutes after or the party will be in the peaceful zone. Time to kill RB is unlimited.

Features, mobs and rooms

Almost all mobs in the rift are aggressive (with the exception of mages). There are only certain levels of mobs in the n0 + rift: n0, n3 and n5. According to the number of HP, there are mobs x1 / 4, x1 / 2, x3 and x6; 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 that increase the holy attribute of attacks (buff Holy Weapon (BP / PP / EE), Dance of Light (BD), Blessing of Sanctity, toggle paladin and SwS).

Each room can be divided into 2 stages:

  • Stripping- immediately after the party appears, the room is full of mobs. In order not to aggravate everyone, the whole party immediately after spawning runs to the corner (the right one, 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 they gradually aggro the rest.
  • Exping- after the initial clearing, there is a normal exping in the room, the appearance of mobs is limited by respawn. But, with a small party, it may not keep up with the respawn, and then everyone remains in the corner and cautious expiration takes place.

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 spoil or fun. The reason is that there are 3 mobs in small rooms, this is not enough for a large party. And the little one may not cope, because when clearing all the mobs in the room, all mobs in the room are aggroed, and the sets of mobs in these rooms are very specific:

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

Types and compositions of the party

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

The distribution of mobs by levels - n0, n3, n5 imposes a limit on the levels, n6 + players will have penalties for one third of the mobs, for 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 the DD should be no more than n0 level.

For rifts 40+, 50+, 60+, there is a general rule of party selection associated with grades. If the Persians are on the level and equip of the previous grade (i.e., for example, 50+ 48-50 levels in C), then a large party is needed - a pair of healer-buffers, BD, a tank, several DDs. And such a party can both swing normally in large rooms and overwhelm 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 quality without any penalties), then a large party is not needed, it is redundant, and will usually wait for a respawn in a cleared room. The composition of the mini-party is SE (if they give off-party VR, then you can PP) and 2-3 DD. In 60+ BD is very desirable, because dancing on Aspd gives a very noticeable increase to dps of the party, not to mention other dances. In a mini-party, spam is required in most cases (see Appendix 2)

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

As you know, a mob attacking the "back hemisphere" increases the probability of critical hits. If there is a tank in the party, that is, the mob attacks it most of the time, everyone else should attack from the back. If there is no tank and the mob is constantly over-aggregated, you need to strive to attack so that the players are distributed at equal angles around the mob. That is, two fighters are opposite each other, at an angle of 180 degrees. Three - 120 degrees each, and so on. Then, regardless of who the mob is attacking at the moment, the maximum possible number of players will attack from behind and crit.

Party field

  • 40+: duo with SE, FP set and 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 is with SE and BD, also with the field.

Farming

Rift mobs have noticeably higher drop / spoil rates than regular mobs, so a well-organized rift 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 spoil.

Summary

The rift is a great place to swing. 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 must spam the hate. Everything. Pouring MP as needed and treating only the CE tank is much more convenient than treating everyone in a row, rutting mobs running after archers and nukers, sitting without MP on the eve of a rebuff / new room and at the same time listening to unpleasant comments addressed to you.

What happens in practice: I will throw one hate per mob, mass hate - and what is it, I will merrily merge MP onto the shield camp 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 dagger's task is to give out crits and, in general, justify his proud title of DD. Spamming abilities is encouraged. If you don't want to spend mp on them, turn on accuracy / vicious stance. To be with a full MP, when all parties have it confidently tends to zero - not cool, dear.

True life: hitting from behind? Are crits more often? The first time I hear about it (TX 60+). Bers? Ahh, I don’t need bers, my Pdef falls with him, I’ll die.

HM. If I had an accurate infa on Eve, I would have counted, it is very possible that the additional damage from Bers + BP exceeds the losses of Pdef and Eva. But even if not. You are DD, make the most of your dps (damage per second). Safety is the task of the tank and the healers. And also - throw out the Karebir NM and put on DC

Archer

Applied not to the rift, but in general - the archer leecher in the mele-party. With the archer, the total dps falls due to the constant over-aggression of the mobs by the archer with crits and the running of the rest of the party behind 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 mele-party in the rift - 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 to drain the MP in the first two minutes in the room and then sit and flood. Estimate how fast and what skills you need to use in order to fire from the whole party. Skills with overhit, mass slip, paralysis - we actively use it, the party will say a big thank you.

BD

Dance of Light increases physical attack on mobs in the rift (by 10% on demons, by 20% on Undead). With CT1, DoL stacks with 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 is 5x, 6x, then the mobs are demons, and DoW will give a slightly greater effect (+ 12% Patk) than DoL (+ 10% PAtk).

In rift 7x and in heroes, there is already Undead, and DoL is better (+ 20% PAtk). In a party with a recharger, it is often best to use both. It is easier for Elder to fill in the missing MP every 2 minutes for a full set of dances, with which the party will normally work and clear the whole room, than to spend a large amount of mana on healing and crowd control.

Eaten aka bottles

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