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==In-game==
 
==In-game==
 
Rift Guardians appear once the player's progress bar has reached 100%. The Guardian is chosen randomly, regardless of the map's type or enemies encountered during the Rift. Each Guardian has 35% [[life]] above an average [[Act Boss]] for the corresponding difficulty, greatly increased damage, most (if not all) abilities for their normal monster type, as well as few new ones (sometimes including spawning several minions every few seconds, minions often have unusual abilities too). Some Guardians are the empowered versions of actual bosses of the game, also with new abilities added. They all count as Bosses, and therefore most forms of [[Crowd Control]] have no effect on them, especially [[Knockback]] and [[Fear]].
 
Rift Guardians appear once the player's progress bar has reached 100%.<ref>2013-11-23, [http://www.blizzplanet.com/blog/comments/diablo-iii-reaper-of-souls-nephalem-rift-on-crusader-lvl-26 Diablo III: Reaper of Souls – Nephalem Rift on Crusader lvl 26]. ''Blizzplanet'', accessed on 2014-01-01</ref> The Guardian is chosen randomly, regardless of the map's type or enemies encountered during the Rift. Each Guardian has 35% [[life]] above an average [[Act Boss]], greatly increased damage, and all abilities for their normal monster type, as well as few new ones (including spawning several minions every few seconds, minions often have unusual abilities too). Some Guardians are the empowered versions of actual bosses of the game, also with new abilities added.
 
   
 
When killed, Rift Guardians award:
 
When killed, Rift Guardians award:
   
*40-60 [[Blood Shard]]s (increases by 5-10 for each level of difficulty beyond Torment I)
+
*[[Blood Shard]]s (amount increases for each level of difficulty beyond Torment I)
   
*A complete first-kill Act Boss reward (a minimum of 3 Rare items, with a chance of a Legendary)
+
*A complete first-kill Act Boss reward (a minimum of 3 Rare items, with a chance of a Legendary).
  +
  +
*Guaranteed Legendary items (number grows with rift rank) (in Greater Rifts only)
   
 
*A portion of gems
 
*A portion of gems
   
*Crafting materials (including 0-1 [[Forgotten Soul]])
+
*Crafting materials (including 0-2 [[Forgotten Soul]]; guaranteed one at Torment VII and higher)
   
 
*Gold and experience reward from [[Orek]] (receiving it closes the Rift after 30 seconds, so picking up all other loot is advised first)
 
*Gold and experience reward from [[Orek]] (receiving it closes the Rift after 30 seconds, so picking up all other loot is advised first)
   
  +
*A chance for [[Greater Rift Keystone]] (in Nephalem Rifts only)
Note that as soon as a Rift Guardian is spawned, monster density in all unexplored areas of the Rift decreases, so farming the Rift after the Guardian's death is an activity of arguable efficiency.
 
   
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The Guardians also have some limitations: for example, most of their ranged attacks cannot be used in melee range. They always aim their abilities at players as a priority target. None of their abilities have range to fire off-screen, but they will also take no damage if too far (>100 yards) from players. Guardians that can charge target random players (not the closest ones).
In [[Greater Rift]]s, the reward for killing a Rift Guardian is greatly increased with every rank of the Rift itself (so that the amount of [[Legendary]] / [[Set items]] per killing is roughly equal to the amount obtained by clearing the regular Rift on the corresponding difficulty). The amount of Blood Shards scales differently, but the general rule is, on average, 2.5 x Rift Rank per kill. This actually brings the Greater Rifts below the normal ones in turn of Blood Shard farming: for instance, rank 25 rifts (rough equivalent of Torment VI) award on average 65 Shards per run, whereas Torment VI normal rifts award on average 100 per run. 
 
  +
 
In [[Greater Rift]]s, the reward for killing a Rift Guardian is greatly increased with every rank of the Rift itself. The amount of Blood Shards scales differently, and greatly grows above rank 42. This actually brings the Greater Rifts at the slightly higher level above the normal ones in terms of Blood Shard farming. As of 2.6.5, when a boss is killed in a Nephalem Rift, a permanent ping will mark the location of the boss’ death until the Rift is closed.
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As of patch 2.4, if a Rift Guardian is too far away from player (but still in combat), or does not have a direct path to them, they may teleport to their target's vicinity.
   
 
===Known Rift Guardians===
 
===Known Rift Guardians===
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*[[Erethon]] (empowered [[Corrupted Angel]])
 
*[[Erethon]] (empowered [[Corrupted Angel]])
 
*[[Eskandiel]] (empowered [[Corpse Raiser]])
 
*[[Eskandiel]] (empowered [[Corpse Raiser]])
  +
*[[Hamelin]] (empowered [[Rat King]])
 
*[[Infernal Maiden]] (empowered [[Fire Maiden]])
 
*[[Infernal Maiden]] (empowered [[Fire Maiden]])
  +
*[[Josh Mosqueira (monster)|Josh Mosqueira]] (empowered [[Punisher]])
 
*[[Lord of Bells]] (easter egg, a reference to the [[Cow King]], only appears in the end of the rift named Infernal Bovine)
 
*[[Lord of Bells]] (easter egg, a reference to the [[Cow King]], only appears in the end of the rift named Infernal Bovine)
*[[Man Carver]] (empowered [[Butcher]])
+
*[[Man Carver]] (empowered [[The Butcher (Diablo III)|Butcher]])
 
*[[Orlash]] (empowered [[Terror Demon]])
 
*[[Orlash]] (empowered [[Terror Demon]])
 
*[[Perdition]] (empowered [[Rakanoth]])
 
*[[Perdition]] (empowered [[Rakanoth]])
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*[[The Binder]] (empowered [[Cydaea]])
 
*[[The Binder]] (empowered [[Cydaea]])
 
*[[The Choker]] (empowered [[Barbed Lurker]])
 
*[[The Choker]] (empowered [[Barbed Lurker]])
 
*[[The Cow Princess]] (variant of the Lord of Bells)
  +
*[[Vesalius]] (empowered [[Vidian]])
 
*[[Voracity]] (empowered [[Ghom]])
 
*[[Voracity]] (empowered [[Ghom]])
  +
 
===Removed Rift Guardians===
 
===Removed Rift Guardians===
 
*Death Minder
 
*Death Minder
  +
*Trongon
 
*The Cow Princess (replaced by Lord of Bells)
 
 
==Media==
 
<gallery>
 
File:Rift Guardian
 
</gallery>
 
   
 
==References==
 
==References==

Revision as of 16:49, 13 May 2019

Rift Guardians are Boss creatures found in Nephalem Rifts.

In-game

Rift Guardians appear once the player's progress bar has reached 100%. The Guardian is chosen randomly, regardless of the map's type or enemies encountered during the Rift. Each Guardian has 35% life above an average Act Boss for the corresponding difficulty, greatly increased damage, most (if not all) abilities for their normal monster type, as well as few new ones (sometimes including spawning several minions every few seconds, minions often have unusual abilities too). Some Guardians are the empowered versions of actual bosses of the game, also with new abilities added. They all count as Bosses, and therefore most forms of Crowd Control have no effect on them, especially Knockback and Fear.

When killed, Rift Guardians award:

  • Blood Shards (amount increases for each level of difficulty beyond Torment I)
  • A complete first-kill Act Boss reward (a minimum of 3 Rare items, with a chance of a Legendary).
  • Guaranteed Legendary items (number grows with rift rank) (in Greater Rifts only)
  • A portion of gems
  • Crafting materials (including 0-2 Forgotten Soul; guaranteed one at Torment VII and higher)
  • Gold and experience reward from Orek (receiving it closes the Rift after 30 seconds, so picking up all other loot is advised first)

The Guardians also have some limitations: for example, most of their ranged attacks cannot be used in melee range. They always aim their abilities at players as a priority target. None of their abilities have range to fire off-screen, but they will also take no damage if too far (>100 yards) from players. Guardians that can charge target random players (not the closest ones).

In Greater Rifts, the reward for killing a Rift Guardian is greatly increased with every rank of the Rift itself. The amount of Blood Shards scales differently, and greatly grows above rank 42. This actually brings the Greater Rifts at the slightly higher level above the normal ones in terms of Blood Shard farming. As of 2.6.5, when a boss is killed in a Nephalem Rift, a permanent ping will mark the location of the boss’ death until the Rift is closed.

As of patch 2.4, if a Rift Guardian is too far away from player (but still in combat), or does not have a direct path to them, they may teleport to their target's vicinity.

Known Rift Guardians

Removed Rift Guardians

  • Death Minder
  • Trongon

References