Guardians of the Rift/Strategies
Although the Guardians of the Rift minigame can be completed with varying levels and equipment, the general strategy remains consistent. Those without access to the larger essence pouches may have to convert more guardian essence and make more frequent trips through the runic altars.
General tips[edit | edit source]
- If a barrier breaks, the Great Guardian's power will rapidly drop, especially at later stages. Repair them as soon as possible, requiring 10 guardian essence per barrier. Prioritize using essence to repair the tile over crafting runes.
- If a round ends (enters its grace period) more than 95 seconds after the last portal spawned, an additional portal will spawn during the grace period. This 'grace portal' allows mining essence as soon as the next round begins, increasing efficiency significantly.
- To maximize the likelihood of this, wait to redeem your final set of guardian stones until 95 seconds. Without a timer, simply redeem during the grace period.
- 2-4 guardians are recommended at the start of each round. Having an inadequate number of guardians will allow the abyssal creatures to quickly overwhelm and destroy the barriers.
- Avoid contributing weaker cells to the guardian cap after the first phase, as this will severely limit the damage output of the guardians on the battlefield. Weaker cells are generally best spent healing barriers as barrier contributions stack, whereas guardian constructions do not.
- When building a barrier at the start of a game, stand on the barrier side of the cell tile. This will knock your character through the barrier after it's built, giving you a head start at running to a mining spot.
- Points and experience are based on the amount of essence crafted - not the tier of the altar. It's not efficient to wait for desired altars to become active.
- Lower level players can spend the time between rounds crafting guardians for additional experience.
Combination rune tips[edit | edit source]
Crafting combination runes produces polyelemental guardian stones, giving an additional point per. With magic imbue and binding necklaces this can result in up to 50% more elemental points, at the cost of some inventory space, more attention, and the preceding requirements.
For optimal points, one should bring a stack of air runes, and cast magic imbue before using them on another elemental altar, while crafting catalytic runes when the air portal is active, as air produces the weakest cell. Use care or bank fillers when depositing runes to retain this stack. If using a rune pouch, filling it with cosmic, astral, and steam runes allows for casting both magic imbue and NPC contact without requiring additional inventory space, and can store crafted steam runes. Each binding necklace should last 2 rounds, and some may wish to bring a spare in the event it breaks mid-round, or simply craft runes normally until obtaining a fresh one.
Crafting combination runes from water runes alternatively produces significantly more valuable runes on average, at the cost of marginal cell points. By replacing steam runes inside a rune pouch with smoke runes, no additional inventory space is required. When crafting only at the earth and fire altars, and crafting catalytic when water or air are active, the average cells are no weaker, and it is easier to achieve an even point distribution per round.
Recommended equipment[edit | edit source]
- ^ 1.0 1.1 1.2 1.3 1.4 1.5 Graceful is only useful at low Agility levels or with a small team.
- ^ Only if making combination runes
- ^ 5% chance of mining 2 Guardian fragments or Guardian essence
- ^ 10% chance of mining 2 Guardian fragments or Guardian essence
- ^ A Crystal pickaxe is fastest, but will rapidly drain charges.
- ^ Without 99 Runecrafting.
- ^ For maximum points.
- ^ 10% increase to runes crafted.
- ^ 20% increase to blood runes crafted.
- ^ If using Crystal pickaxe.
Inventory[edit | edit source]
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Chisel if assembling rune guardians.
- Optional on mass worlds where guardians are ample.
- Essence pouches up to your available Runecraft level.
- Upgrade to the
Colossal pouch after acquiring the abyssal needle with 85 Runecraft and 56 Crafting.
- Upgrade to the
Rune pouch to repair pouches using NPC Contact (requires access to the Lunar spellbook and 67 Magic.)
- Can also be used to store runes or omitted if players have a means to stop pouch decay, such as an abyssal lantern (redwood logs) or a runecraft cape.
Making combination runes efficiently requires 82 Magic, completion of Lunar Diplomacy and an equipped binding necklace.
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Chisel if assembling rune guardians.
- Optional on mass worlds where guardians are ample.
- Since the pouches can store 2 times 15, omitting the chisel in masses can help with inventory management. Alternatively, dropping received runes whenever a talisman is received can have the same effect.
- Essence pouches up to your available Runecraft level.
- Upgrade to the
Colossal pouch after acquiring the abyssal needle with 85 Runecraft and 56 Crafting.
- Upgrade to the
- (Optional) an extra
Binding necklace to save on trips to the bank.
- Each equipped binding necklace lasts about 2 games when pursuing even points.
- Low-charge necklaces can be destroyed to save inventory space.
Rune pouch to repair pouches using NPC Contact (requires access to the Lunar spellbook and 67 Magic) and cast Magic Imbue.
- When using an abyssal lantern (redwood logs) or runecraft cape store fire, water and astral runes.
- If using water runes on the altar, a third type of rune can be stored to save space.
- When using an abyssal lantern (redwood logs) or runecraft cape store fire, water and astral runes.
Air runes, with steam runes in the rune pouch, or
Water runes, with smoke runes, to make combination runes.
- They must be used on the altar so cannot be stored in the rune pouch.
- To prevent these being deposited when depositing runes, consider using bank fillers.
Rune Choice[edit | edit source]
Crafting steam and mud runes, with water in the inventory and smoke/fire in the pouch, produces the most profit. Crafting smoke and dust runes, with air in the inventory and steam in the pouch, is slightly less profitable, but allows crafting at the water altar.
Players who craft their own combination runes can alternate as needed (only about 30-60 smoke or steam runes are needed to start).
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Chisel if assembling rune guardians.
- Optional on mass worlds where guardians are ample.
Rune pouch to repair pouches using NPC Contact (requires access to the Lunar spellbook and 67 Magic.)
- Can also be used to store runes or omitted if players have a means to stop pouch decay, such as an abyssal lantern (redwood logs) or a runecraft cape.
Requires a Colossal pouch, 82 Magic, Lunar spellbook access, and binding necklaces.
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Chisel if assembling rune guardians.
- Optional on mass worlds where guardians are ample.
- (Optional) an extra
Binding necklace to save on trips to the bank.
- Each equipped binding necklace lasts about 2 games when pursuing even points.
Rune pouch to repair pouches using NPC Contact (requires access to the Lunar spellbook and 67 Magic) and cast Magic Imbue.
- If NPC Contact is not required, cosmic runes can be omitted and smoke runes replaced with fire runes, with the free slot used for storage.
Methodology[edit | edit source]
For even points, prioritize crafting at the blood and death altars, followed by fire and earth. When none of these are active, craft at whichever type you have the fewest points for.
General Strategy[edit | edit source]
This strategy allows upwards of 8 points, split between elemental and catalytic, with a colossal pouch and slightly less for other set-ups.
Time | Phase | |
---|---|---|
-30 | ![]() |
Take a weak cell and several uncharged cells |
0 | ![]() |
Round begins; create barrier/guardian |
15 | ![]() |
Reach remains, begin mining |
85 | ![]() |
Stop mining, begin crafting essence (~120 frags) |
135 | ![]() |
Second altar rotation; use altar |
160 | ![]() |
First portal spawns; mine until full |
190 | ![]() |
Redeem stones/cell, then use altar |
220 | ![]() |
Deposit runes, craft essence |
270 | ![]() |
Redeem stones/cell, then use altar |
300 | ![]() |
Second portal spawns |
350 | ![]() |
Redeem stones/cell, then use altar |
380 | ![]() |
Deposit runes, craft essence |
420 | ![]() |
Redeem stones/cell, then use altar |
440 | ![]() |
Third portal spawns[1] |
etc | Repeat as necessary until round end. |
Step-By-Step[edit | edit source]
Before the start of the round, grab a weak cell and 5-10 uncharged cells
- Create barriers if needed, or a guardian if others are at cell tiles
- Run down the east slope to the large remains
- Mine between 140-180 fragments[2]
- Craft essence until the second altar rotation, then use an altar
- Go through the portal and mine your maximum
- Redeem your stones and charged cell[3]
- Use an altar, redeem stones/cell, and deposit runes
- Craft ~40 essence, then use another altar
- Repeat the steps in bold until the round is complete.[1]
Between rounds, take runes from the bank to cast NPC Contact and repair your pouches as needed. Those with a lantern lit with redwood logs, or without any pouches, can remain inside the barrier. A rune pouch with the necessary runes can achieve the same result, at the cost of an inventory slot.
Additional notes[edit | edit source]
- The initial altar timing varies, but portal timing is consistent every 160 seconds.
- The unbolded lines are based on a 50s crafting window and 70s initial mining window
- This is achievable with huge/colossal pouches and rune/dragon pickaxes.
- If you find yourself running out of essence, mine for longer and craft less before the 135 altar.
- In the event of an inter-round portal, first fill with essence, then mine fragments until the first altar rotation. After crafting, the first portal of the round should be immediately accessible.
Solo Strategy[edit | edit source]
This strategy allows upwards of 10 points, split between elemental and catalytic, with a colossal pouch and slightly less for other set-ups. However, there's a small chance of failure due to bad luck.
Time | Phase | |
---|---|---|
-30 | ![]() |
Grab 10 uncharged cells and a weak cell |
0 | ![]() |
Mine 80 guardian fragments at the large guardian remains |
60 | ![]() |
Place a barrier in between the fire and nature portals |
70 | ![]() |
Grab a weak cell and create a weak elemental guardian |
85 | ![]() |
Grab a weak cell and place a barrier in between the fire and blood portals |
95 | ![]() |
Grab a weak cell and place a barrier in between the blood and law portals |
105 | ![]() |
Grab a weak cell and begin crafting guardian essence |
115 | ![]() |
Stop crafting guardian essence and recharge the middle barrier |
120 | ![]() |
Enter the highest level altar and craft guardian stones |
135 | ![]() |
If you have a strong cell or an overcharged cell then create a guardian |
135 | ![]() |
If you have a weak cell or a medium cell then recharge or strengthen a barrier |
140 | ![]() |
Power up the great guardian, enter the highest level altar, and craft guardian stones |
155 | ![]() |
If you don't have two guardians then create another guardian |
160 | ![]() |
Enter the huge guardian remains portal and mine a full pouch and inventory of guardian essence |
190 | ![]() |
Power up the great guardian, optionally strengthen a barrier, enter the highest level altar, and craft guardian stones |
220 | ![]() |
Deposit runes, create a guardian, and craft essence until an overcharged portal opens or we have a full pouch and inventory |
290 | ![]() |
Power up the great guardian, optionally strengthen a barrier, enter the highest level altar, and craft guardian stones |
320 | ![]() |
Enter the huge guardian remains portal and mine a full pouch and inventory of guardian essence |
etc | Repeat steps till victory, and after the great guardian reaches 60% charge prioritize repairing barriers |
Mass Strategy[edit | edit source]
This strategy assumes the usage of a Colossal pouch and should guarantee 8+ points, catalytic and elemental combined, every round depending how fast you are.
Before rift opens:
- Repair pouches with NPC Contact spell[1]
- Grab 10 uncharged cells
- Grab 1 weak cell
- Wait by empty cell tiles or by a guardian if you have a chisel[2]
- ^ If not using an Abyssal lantern (redwood logs) or a Runecrafting cape.
- ^ Can skip steps 3 and 4 if your team is already building all available barriers and creating enough guardians.
Rift opens (game starts):
- Build a barrier or create a guardian with the weak cell
- Run to the Large Guardian Remains on the eastern side of the arena
- Mine 165-170 essence fragments[1]
- Craft 30 essence and go to altar and craft runes -> Exit altar
- Power-up and heal barrier[2] + Deposit Runes if needed
- Go to portal -> Mine full inventory + fill colossal pouch
- Go to altar and craft runes -> Exit altar
- Craft full inventory of essence fragments + fill colossal pouch
- Power-up and heal barrier + Deposit Runes if needed
- Go to altar and craft runes -> Exit altar
- Power-up and heal barrier + Deposit Runes if needed
- Go to portal -> Mine full inventory + fill colossal pouch
- Go to altar and craft runes -> Exit altar
- Power-up and heal barrier + Deposit Runes if needed
- Craft remaining essence fragments until portal pops
- Go to portal -> Mine full inventory + fill colossal pouch
- Go to altar and craft runes -> Exit altar
- Power-up and heal barrier
- Done
If you find yourself in a portal beyond 95% power, you may choose to start the next round inside the portal. The start should follow these steps:
- Start mining the guardian remains. Fill your inventory and pouch.
- Exit the portal and run to the mine on the east side. Make sure to have 1 empty inventory slot for the fragments.
- Mine until the timer reaches 0 or you have more than 125-130 fragments.
- Go to altar and craft runes -> Exit altar
- The rest of the game should have the same sequence as a normal game start.
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