Where a shard has lain in the ground for too long, the earth cracks open and twisted echoes rise from the deep: the ash-grey shades of creatures that perished near the shard. An Ashrift is neither a stone nor a gate – it is a wound in the world that stays open for a few minutes and then seals. The Ashmarked feel it first: the shard in their chest flares whenever one opens.
When and where
- Every hunting ground (every open map) opens an Ashrift every 10–15 minutes, at a random spot on the map.
- At most two rifts can be open on a map at the same time.
- Every player on the map gets a message when one opens: "The earth cracks: an Ashrift has opened nearby!"
- The rift first glows for 30 seconds – your time to get there – and then the first wave begins.
The three waves
| Wave | Name | What comes |
|---|---|---|
| 1 | Echoes of the Ash | 6–8 regular monsters from the map's own roster |
| 2 | The Twisted | 4–6 strong monsters: 2 levels higher, with 30% more health |
| 3 | Lord of the Rift | 1 elite leader and its 2 escorts |
- Each wave has at most 90 seconds. If time runs out, the rift seals with no reward: "The rift sealed before you could defeat it."
- The rift's monsters are ash-echo variants of the map's own monsters: ash-grey, with embers burning in their eyes.
- The Lord of the Rift takes a name to match the map's bosses – for example Ash Echo, Riftwalker, Emberheart or the Unhealed.
Reward
The reward is shared: everyone who dealt at least 5% of the total damage over the three waves – or healed as much – receives it, whether or not they are in a party. The last hit doesn't matter.
| Reward | Details |
|---|---|
| Experience | scaled to your level |
| Materials | the map's own materials |
| Rune fragment | 10% chance |
| Ashmark | 2% chance |
On success: "The Ashrift has closed. The earth slowly cools."
See also
- Monsters and Bosses
- Events
- Runes – what rune fragments are for
- Regions – the hunting grounds