Rift waves
Once you open a rift, enemies start spawning.
Generating waves
All regular enemies are changed to elites so crowd control affects them but they cannot be tamed.
Enemy pool
When spawned, rifts randomly select enemies for each wave from a pool of enemies which consists of all the regular enemies in the zones along with some additional corrupted enemies:
Enemy and wave amount
Each wave has a randomized amount of waves and enemies, their amount depends on
Enemies taken from the current zone also get some spells removed if they have them:
Rift enemies stats
Stats of enemies spawned by the rifts depend on many things
All these multipliers are applied to the base version of enemies - the exact stats with which they can be found in the open world. All modifiers are added additively (E.g. 1.2x and 1.1x counts as 1.3x).
| Base enemy damage | Tier multiplier | Modifiers | Result damage |
|---|---|---|---|
| 50 | 1.2x | 1.1x | 65 |
| 10 | 2x | 1.2x | 22 |
| 25 | 1.5x | 1.1x | 40 |
All stats are first scaled based on rift level using the formula . Stats can be scaled up but also down, albeit the latter is much less common.
Jackpot wave
Every rift has a small chance to generate a jackpot wave. This wave replaces all its enemies with enemies that are far less threatening than other waves. Only one wave per rift can be replaced. The chances are:
- 4% chance to replace a wave with gold slimes - Giving 5 times more
Gold on defeat compared to average enemy - 3% chance to replace a wave with mimics - expander
- 3% chance to replace a wave with shard slimes - rift shard
Starting waves
There are 2 ways to start a new wave
- Kill everything spawned
- After 45 seconds
If you do not kill all enemies spawned in 45 seconds, another wave will start automatically. There's no limit to how many waves can be active so it's possible to fight the entire rift at once. Once you reach the last wave, you have unlimited amount of time to finish it with no other penalties.