Dimensional Rift Lineage 2 — how to get in and what to level
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The Rift, or the Dimensional Rift
Well, we've finally reached the Rift. This is the only part of the 7 Signs event I haven't mentioned. If you've read various descriptions of the rift, you already know that the rift is located "outside the world of Aden". It's a special separate zone with its own rules and nuances that differ from other places. Unlike the Festival of Darkness, you can level quite well in the rift. Here you won't have to fight hostile clans, and the chance of suffering from a PK is very small, unless one turns up in your own party. It has practically one of the best spoils in the game and increased drop rates for all kinds of useful things, including gear.
The main thing you'll need if you want to get into the rift is Dimensional Fragments. You get them from the quest "Dimensional Fragments" at the "Rift Keeper" statue, found in any necropolis or catacomb. It's inside, immediately to the right after you teleport in. The quest fragments drop right there — i.e. in the dungeons; they don't drop anywhere except the dungeons. You can also buy them from players who trade them in towns and often in the rift itself.
There are several ways to get into the rift. First: go to a Priest in town and say you want to take part in the Festival of Darkness. After he moves you to your Oracle, go to any npc and choose "Move to the Dimensional Rift". Second: you can go to the rift from any of the dungeon statues where the Fragments quest is taken. Talk to it and choose "I want to fight for world peace". Just keep in mind that you must have at least one fragment in your inventory. Third: from the Ziggurat Gatekeeper, who stands outside the dungeons and teleports into them. His teleport costs adena, and you also need at least one fragment in your inventory. And fourth: any character with this skill can summon you into the rift.
All characters can visit the rift regardless of the event period, whether you're on the losing or winning side, or didn't register at all. The only restriction is that you must be above level 30. There are also small restrictions on the ways to enter the rift. Unregistered players can only enter via the third and fourth methods regardless of the event state; registered players — by any method during the Competition Period; during the Seal Validation Period, the winning side by any method except the first, and the losing side only by the third or fourth.
After any of the methods above, you end up in the rift's waiting room. It's a peaceful zone with everyone who wants to get into the rift or who recently came out of it. There you can freely fill up a party, regroup, change the leader, etc. You can stay in the waiting room as long as you like — you can even live there. Ordinary teleport scrolls don't work there, only ones that teleport to a castle/fortress/clan hall. You can leave for the outside world by talking to any npc. If you read an ordinary teleport scroll or use a teleport skill (if your class has one) inside the rift, it moves you to the waiting room, and since it's the rift, soon the whole party too, automatically.
The rift is a party-only zone. Although you can get into the waiting room solo without any problem, you'll only be let into the rift itself in a party. There's no limit on the number of party members, i.e. from 2 to 9 characters inclusive. In principle, if you're confident in your abilities, you can enter the rift alone — the other party members just must not be near you, and you must be the party leader. Then you go in alone, and the others stay where they were.
To get inside the rift, you need to meet several conditions, and they must be met by every single party member going into the rift. Even if you're going in alone, Dimensional Fragments are taken from all party members regardless of where they are, and all the points below are checked. So you need:
- each party member must have 21 to 33 Dimensional Fragments (depending on the rift level) or more;
- no overweight, i.e. no load above 50%;
- 20% or more inventory slots must be free;
- the number of quests taken must not be the maximum possible.
You can get inside the rift through several npc; the difference between them is that they lead to monsters of different levels. You can teleport in from any of them, there's no restriction on your level, but I don't think it's wise, for example, to go to 70+ monsters at level 43. Below are the names of the npc and which levels they send you to:
- Rift Keeper Recruit - levels 30+
- Rift Keeper Soldier - levels 40+
- Rift Keeper Officer - levels 50+
- Rift Keeper Captain - levels 60+
- Rift Keeper Commander - levels 70+
- Rift Keeper Hero - levels ~80
After moving inside the rift, you'll have 40 minutes. Inside you'll find yourself in a room with monsters, large or small. Every 10 minutes the room changes at random; you'll learn about it a few seconds in advance — I won't say how, but you won't miss it :) The rooms are different, and there are more than 4 of them, so you won't visit them all in one run. They hold completely different monsters: some with 0,5 normal HP, some with x6 normal HP; there are mass attacks, some explode, and so on — so there's plenty of variety. 90% of the monsters are aggressive, 100% are social. After 40 minutes you're thrown back to the rift's waiting room. If you like, you can go in again (if there are free rooms) or go wherever you please.
In the middle of each room stands a Guardian of Border; only the party leader can talk to him. If desired, he can either change the room, i.e. leave the current one for another random one, or exit to the waiting room even if time hasn't run out yet. In principle, the Eva's Seer also has the latter ability, with her party teleport skill. :) And keep in mind that a room change is available only 1 time(s) per run.
Once inside the rift, you need to be very careful with your party. While you can change the party leader without fear, any change to the party — adding or removing someone — sends you to the waiting room. The only exception: if someone leaves and you manage to take them back within 5 seconds, you stay in the rift.
While jumping around inside the rift, you may end up in a room with an RB. The RB is alone, without an escort. Not aggressive. Unlike other rooms, the RB room has no time limit; you can fight it for an hour. However, if you haven't touched it for 2 minutes, the RB disappears, and you go to the rift's waiting room or the next room. Compared to its counterparts in the normal world, the RB is weaker, so don't be too afraid of it. After you kill it, if your time in the rift hasn't run out, you move to the next room. If it has, you end up in the waiting room. The RB has no respawn time; it "comes out of the shadows" as soon as someone appears in its room.
At all rift levels the RBs are of the same type and match the rift level. With one exception. In the Hero's Room, the local RB has one perk — you can level SA (Soul Crystals) on it from level 12 to 13. The chance isn't very high - 5%, but it levels for the whole party. For it to level, several conditions must be met:
- the quest "Enhance Your Weapon" must be taken;
- there must be a level 12 SA in your inventory;
- your inventory must contain only 1 SA.
It only levels from 12 to 13; no other levels are leveled. There's no need to activate it on the RB in any way, as when leveling from 0 to 10 on monsters. As I said, the chance is 5% for the whole party — it levels either for everyone or for no one. Soul Crystals don't level on the other rift RBs at all, and in general this is the only case involving SA in the rift.
And a few useful points:
- The main tactic in big rooms: as soon as you appear, run to the nearest right-hand corner; as a rule, the monsters don't have time to aggro. From there clear from the edge, then the whole room.
- Only the small rooms have mages with mass attacks, so be careful. Some pose as samurai and hit everyone very hard.
- The number of rooms in the rift isn't infinite, and sometimes they're all occupied. In that case you just have to wait. But no more than 40 minutes ;)
- 100% of all monsters in the rift are weak to holy attacks, even if they aren't undead themselves.
- Dimensional Invaders are exactly the rift monsters.
- When you level up inside the rift, your HP and MP won't be restored, although you'll get the animation.
- If someone drops out of the party in the rift, the party will be thrown to the waiting room fairly quickly, and the "flying squirrel" will show up there too.
- A party can include people registered for different sides, as well as unregistered ones.
- The level spread in the party doesn't affect the ability to get into the rift.
The theory of leveling in a confined space, or everyone to the Rift.
What is the Rift?
Figuratively speaking, a place outside space, outside the world of Aden.
How to get in?
- If you are signed up for the 7 Signs quest:
- From town: teleport from Priest of Dawn/Dusk to Oracle of Dawn/Dusk, and there, from any NPC, into the rift.
- From the catacombs: through the statue in the first room of the catacombs (next to the inner Ziggurat GK).
- If you are not signed up for the 7 Signs quest:
- Get to any catacombs, go down under the water, and teleport into the rift from the outer Ziggurat GK for a certain amount of adena; you must have at least 1 Fragment of Dimension (FoD) in your inventory.
Rift-related quests
- In Search of Fragments of Dimension
- When leveling in the catacombs, the player receives
Dimensional Fragment. In a party they go straight to the inventory regardless of who killed the mob. Taken from the statue at character level 20+.
- When leveling in the catacombs, the player receives
- In the Dimensional Rift
- The rift quest itself. To get into the rift and act inside it, the usual conditions must be met: there must be a free quest "slot", and weight and inventory slot load must be below 80%. Taken from the statue at character level 20+.
How the Rift works
First the player gets to the starting room. It is a peaceful zone. It has 6 NPC, from whom you can return to the ordinary world or go to fight demons of certain levels with the corresponding NPC: 30+, 40+, 50+, 60+, 70+, 80+. Only a party can go into battle, i.e. at least 2 people. On teleport, a certain number of FoD is taken from each party member; if anyone doesn't have enough, the whole party doesn't teleport.
After teleporting, the party ends up in a room with mobs and stays there for 10 minutes. Then the party is teleported to the next room for 10 minutes, and so on. After 40 minutes the party returns to the peaceful zone. The next room may be a room with an RB.
Specifics: party management
The PL. leads the party in the rift. He teleports the party to the first room (via the corresponding NPC), and can skip a room or return the party to the peaceful zone (via the GK in the room). A room can be skipped only 1 time(s) per run.
Freelancing in the rift is highly undesirable; the PL's instructions must be followed. Not following them often forces the PL to abort the run and return the party to the peaceful zone, where the troublemaker is kicked out of the party and leveling continues without him. If you restart/use SoE in a room, the player ends up in the rift's peaceful zone. SoE doesn't work in the peaceful zone (the player stays where they are). If a new member joins the party while it's in a room, the whole party ends up in the peaceful zone.
After the party ends up in the room with the RB, it must attack it within 2 minutes, or the party will end up in the peaceful zone. There is no time limit for killing the RB.
Specifics: mobs and rooms
Almost all mobs in the rift are aggressive (the exception is mages). There are only certain mob levels in an n0+ rift: n0, n3 and n5. By HP, there are x1/4, x1/2, x3 and x6 mobs, plus chests. x3 mobs exist only in small rooms (and only they are there); the rest are in big ones.
All mobs in the rift have sacred attack weakness, so buffs/skills that increase the holy attribute of attacks work against them (the Holy Weapon buff (BP/PP/EE), Dance of Light (BD), the paladin's "potion" Blessing of Sanctity, toggle, and SwS).
Each room has 2 stages:
- Clearing — right after the party appears, the room is full of mobs. To avoid aggroing them all, the whole party runs to a corner right after appearing (the right one, looking at the wall opposite the spawn point in a big room). Some mobs aggro anyway, of course; they're killed, and then the rest are aggroed gradually.
- Leveling — after the initial clearing, normal leveling in the room follows, with mob appearance limited by respawn. But a small party may not keep up with the respawn, and then everyone stays in the corner and levels carefully.
There are 2 kinds of rooms in the rift — small and big. People usually level only in big rooms and go into small ones only for spoil or fun. The reason is that the mobs in small rooms are 3x, which is too little for a big party. And a small party may not cope, because during clearing all the mobs in the room aggro, and the mob sets in these rooms are rather specific:
- "dolls": greetings from Diablo 2 and Mephisto's dungeons. Small, nasty and exploding after death;
- "ninjas" — melee mobs with a set of debuffs: paralysis, -Atk. Spd., -accuracy, etc.;
- ordinary mages. Fire bolts, hydro blasts and so on;
- AoE mages. Fireballs, mass hydro blasts, etc.;
- archers. A very dangerous room for mages because of their crits, and archers aggro on mages first.
Big:
- "crazy b@tches": 4 ordinary x6 n3-level mobs and a bunch of x1/4 n5-level and x1/2 n0-level mobs. The latter are notable for their behavior — they run chaotically around the room and aggro at random. The room is usually skipped. But in the 60+ rift the x6 mobs have good spoil (low A-grade weapon recipes with a high chance);
- room with mages: 4 n3-level mages, 4 n0-level mobs and 4 n5-level mobs, all x6. The mages aren't aggressive but are social with the rest. They should either be killed first or put to sleep.
- rooms with chests, 2 kinds: 4 chests + 4 x6 n3-level mobs, +4 n5-level mobs; and 3 chests + 3 "mimics" (an x1 mob that looks like a chest and attacks the character when you try to open it with a key), +6 x6 n5-level mobs.
Party types and lineups
The 3 main kinds are leveling, farming and RB parties. The first two differ by having a BH. When leveling/farming, the party levels only in suitable rooms; the others are skipped, or the party returns to the peaceful zone and goes on a new run.
The distribution of mobs by level — n0, n3, n5 — imposes limits on levels: players of n6+ get penalties on a third of the mobs, players of n9+ on two thirds.
The RB in the rift is level n0 (n-1)8, i.e. when going for the RB, damage dealers should ideally be no higher than n0 level.
For the 40+, 50+ and 60+ rifts there is a general rule for party composition related to grades. If the characters are at the level and equipment of the previous grade (e.g. in 50+, levels 48-50 in C grade), you need a big party — a couple of healer-buffers, BD, a tank, several DD. Such a party can both level normally in big rooms and take down the RB (which is right at their level).
If we're talking about characters in the next grade at a high level (reminder: up to x6 level in the corresponding rift you level without any penalties), a big party isn't needed; it's excessive and will usually wait for respawn in a cleared room. A mini-party consists of SE and 2-3 DD. In 60+, a BD is highly desirable, because the dance for Aspd gives a very noticeable boost to the party's dps, not to mention the other dances. In a mini-party, spamming potions is mandatory in most cases (see Appendix 2)
In small parties every class must work at full capacity; excuses like "why bother, it's fine as is" are unacceptable. Leveling in a small but skilled party is much more effective than in a big, clueless one. Read Appendix 1 about class roles.
As is well known, attacking a mob in its "rear hemisphere" increases the chance of critical hits. If the party has a tank, i.e. the mob attacks him most of the time, everyone else should attack from behind. If there's no tank and the mob keeps switching aggro, try to attack so that players are spread at equal angles around the mob. I.e. two fighters opposite each other, an angle of 180 degrees. Three — 120 degrees each, and so on. Then no matter whom the mob is attacking at the moment, the maximum possible number of players will be attacking from behind and landing crits.
Field parties
- 40+: duo with SE, in the FP set and with Orcish Poleaxe, without much trouble.
- 50+: 49-52 with a polearm, with SE 48+ and EE/PP.
- 52+ polearm — fine with PP and an off-party VR 3-4. A duo with SE 52+ is possible but rather difficult.
- Another option — with SE and BD, also with a polearm.
Farming
Mobs in the rift have noticeably higher drop/spoil rates than ordinary mobs, so well-organized leveling in the rift is quite profitable. Although the ordinary drop rates still aren't high enough to count on (except for the RB); the main thing is spoil.
Summary
The rift is a great place to level. There are no bots, no PvP, and there are always free rooms. You can earn good money in the rift, from spoil and from RB.
Class roles in the Rift
Tank
The tank must spam hate. That's it. Topping up MP as needed and healing only the tank is far more convenient for the SE than healing everyone, rooting mobs chasing archers and nukers, sitting without MP before a rebuff/new room, and listening to unflattering comments about yourself on top of that.
What you see in practice: "I'll throw one hate per mob; mass hate — what's that? I'll happily drain MP on shield stun left and right, and anyway, I don't teach you how to heal, so don't teach me how to tank."
Dagger
A dagger's place is at the mob's backside (or where it would be). And only there! A dagger's job is to dish out crits and generally live up to the proud title of DD. Spamming abilities is welcome. Don't want to spend MP on them? Turn on accuracy/vicious stance. Having full MP while the whole party's MP is steadily heading to zero is not cool, my dear.
Real life: hit from behind? Crits more often? First time I've heard of it (TH 60+). Berserker? Nooo, I don't need Berserker, my P. Def. drops with it, I'll die.
Hmm. If I had exact info on evasion, I'd calculate it; it's quite possible that the extra damage from Berserker+VR outweighs the loss of P. Def. and evasion. But even if not: you're a DD — squeeze the maximum out of your dps (damage per second). Safety is the job of the tank and healers. And also — throw away the carebear NM and put on DC
Archer
Not specifically about the rift but in general — an archer is a leech in a melee party. With an archer, the overall dps drops because the archer keeps pulling mob aggro with crits and the rest of the party runs after them. Plus extra headaches for the tank and healers. In the rift this is especially relevant because the mobs are beefy, and an archer won't kill one with a couple of crits. In short — if you go to the rift in a melee party, put the bow on the shelf and take a dagger.
Nuker
Elders have too many tasks in the rift to properly recharge nukers. So there's no need to boldly and gleefully drain your MP in the first two minutes in a room and then sit around chatting. Figure out how fast and which skills you need to use to rest together with the whole party. Skills with over-hit, mass sleep, paralysis — use them actively, and the party will be very grateful.
BD
Dance of Light increases P. Atk. against mobs in the rift (by 10% against demons, by 20% against Undead). Since CT1 the DoL effect stacks with Holy Weapon. If you don't have enough mana to keep up all the dances you need, the choice between Dance of Warrior and DoL depends on the rift, or rather on the prevailing mobs. If it's 5x or 6x, the mobs are demons, and DoW gives a slightly bigger effect (+12% Patk) than DoL (+10% PAtk).
In the 7x rift and the hero rift the mobs are already Undead, and DoL is better (+20% PAtk). In a party with c as the recharger, it's often better to use both. It's easier for an Elder to top up the missing MP for the full set of dances once every 2 minutes, which lets the party level properly and clear the whole room, than to spend more mana on healing and crowd control.
Potions aka bottles
The rift is a dangerous place; people come to the rift to level hard, and in the rift it never hurts to drink something before or during a fight.
Antidote
Greater Antidote — must have. Removing poison takes a healer far more time and MP than it takes a player to use an antidote.
Greater Swift Attack Potion (GSAP) — must have. It's all about dps; you need a very serious reason to use
Potion of Alacrity instead of GSAP, and in general there's nothing to do in the rift without an Atk. Spd. buff.
Greater Magic Haste Potion (GMHP) — less critical here whether you use this or a plain
Magic Haste Potion (MHP), because of the small difference — MHP gives a 23% bonus and GMHP 30%, i.e. only 7% more. Besides, nukers in the rift can't "work" at full power, and maximizing dps. isn't essential for them
Greater Healing Potion (GHP) — in a small party playing "on the edge", it's mandatory to take load off the healer. Otherwise — depending on the situation: if, for example, everyone actively uses abilities, it's better for the Elder to spend MP on recharging, and the players will heal themselves. I.e. using GHP also lets you raise dps. - Elixir of Life (EoL) — must have. An elixir is a remedy for critical situations, life-saver; a player should have the reflex: HP<10% — drink the elixir. Don't rely to the last on the healer, the tank, skills and so on. The EoL reuse 5 minutes; the B elixir restores about 1600 HP.
- Elixir of Mental Strength (EoMS). If the HP elixir is a life-saver for the player, then the MP elixir is more of a party-saver. A healer's MP close to zero while clearing a room is a signal to the PL to exit, and using the elixir gives a not-too-quick-witted PL a few more precious seconds. The EoMS reuse 10 minutes; the B elixir restores about 300 MP.



