Nephalem Rifts

## **D3Reflection's unique Nephalem Rift system**

D3Reflection has a custom made Nephalem Rift system, available in Adventure Mode of the game. A bit like how the retail version of the game was, players are required to collect 5 Rift Key fragment items in order to interact with the Nephalem Obelisk in town and open a Nephalem Rift. Keystone Fragments are special items that drop from Unique type elites (purple name) and are also found in Bounty Cache bags after completing a set of act bounties.

Rifts will be available only once a player reaches level 70 and in Adventure Mode. Rifts are currently solo only and are not available in party. This is planned to change in a future update.

Our version of Nephalem Rift is drastically different than how it was ever implemented. Once entered a rift progression bar will be filled when you kill enemies. Once that bar is filled to 100% a Rift Guardian spawns. Rift Guardians are powerful bosses that once killed, drop loot while also open a portal that leads to a next level of the Rift.

Rifts on D3Reflection are **a combination of the traditional Nephalem Rift, a Greater Rift and an Endless Tower** mechanics. Each level a player can complete by killing the Rift Guardian, the next level will be harder with tougher monsters, and a tougher Rift Guardian that will drop better quality loot. That includes a gradually increasing amount of Blood Shards (description of those are down below on this page).
Rift map layouts are revealed to players upon entering, allowing them to pick which route the prefer to take. Rift minions will drop no loot or gold. Once entering a rift, the player cannot teleport back to town so inventory management is very important upon entering one.

On death, the player will be sent to town and not able to access the same rift again. **For technical reasons - it is highly recommended to restart the game session before opening another rift**

From floor 6th Rift Guardian, players will have a chance to drop Legendary Potions.

Killing Rift guardians have a chance to drop a Shard or a Greater Shard.

### **Elemental Rampage**

As the Nephalem defeats monsters, the spirits of the Nephalem Ancients will flock to them, granting a portion of their powers in order to defeat the forces of Evil.

* - When player starts a **killstreak**, a stacking bonus will accumulate with each kill, adding 1% movement speed bonus per stack.
* - All stacks will be lost unless player makes another kill within the stack's duration.
* - When enough stacks are gathered, a free attack is released, **based on the damage type of player's own attacks**:

**Lesser Rampage, one of these attacks occurs every 12 stacks:**

* -  **Resonance**: Deals 1000% weapon damage as physical in a medium area of effect.
* -  **Planar Binding**: Fire chains link with up to 8 nearby enemies, causing them to take 30% increased fire damage from all sources for 3 sec. After link expires, each linked enemy explodes for 500% weapon damage as fire.
* -  **Hexicle**: Launches 6 ice shards in all directions. Each shard explodes on impact for 500% weapon damage as cold in a small area of effect.
* -  **Gemini**: 2 sparkling orbs spin through enemies, dealing 600% weapon damage as lightning on contact.
* -  **Missile Storm**: Launches 8 magic missiles in all directions, each missile deals 700% weapon damage as arcane on contact.
* -  **Brimstone Rain**: Nearby enemies are randomly struck with Holy fire for 5 seconds, each strike dealing 400% weapon damage as holy in a small area of effect.
* -  **Viperblast**: A great serpent is summoned at the target location, dealing 700% weapon damage as poison in a moderate area of effect.

**Greater Rampage**, one of these attacks occurs **every 30 stacks**:

* - **Shrapnel blast**: Enemies in a large area start bleeding for 300% weapon damage as physical per second until they die.
* - **Archfire**: Enemies in a large area start burning for 300% weapon damage as fire per second until they die.
* - **Frost Supernova**: Enemies in a large area are permanently frozen.
* - **Eternal Tempest**: Enemies in a large area are permanently stunned.
* - **Half-Life**: Enemies in a large area permanently take 100% more Arcane damage from all sources.
* - **Light of Truth**: Enemies in a large area are permanently blinded.
* - **Liquidation**: Enemies in a large area start taking 300% weapon damage as poison per second until they die.

Rampage stacks have a **maximum stack cap of 100.** When stacks reach 100, Unique Boss will spawn, defeating it yields additional loot, as well as the **flat 25% chance of dropping a Legendary item**.

### **Some floor to difficulty references of Monster HP:**

* Floor 1 = Hard equivalent
* Floor 7 = Master equivalent
* Floor 11 = Torment I equivalent
* Floor 16 = Torment II equivalent
* Floor 21 = Torment III equivalent

D3Reflection website is hosting official leaderboards for rift progression, so players are welcomed to engage and compete for the top spot!