Deeper combat: perks, weapon arts and bosses that stagger

Fighting is the heart of Riftfield, so this round gives you more to think about mid-swing.
Grow your own way
At levels 3, 6 and 9, pick one of two perks. Each changes how you play, not just a number.
Rift power and weapon arts
- Landing hits and kills fills rift power (the purple bar under your health). Full, press R for a rift nova.
- With any weapon but the sword, R is that weapon’s art: a rain of arrows, a ring of lightning, an earthquake, a spear sweep, a blast, a shadow step, a triple chakram.
- Hit chains show on screen and every 25 hits gives rift power. Below 25% health you hit harder.
Readable monsters, staggering bosses
Monsters wind up before they strike. Step out of reach and they stumble; dodge in time to counter. Hit a boss hard enough in a row and it staggers for 3 seconds, but fight one too long and it turns red with rage.
New dangers
- Rift moods from day 12: some days monsters are faster, champions are common, hides are thick, or they are glass cannons.
- Rift shades, nearly invisible until they are close.
- The Rift Colossus, a world boss that walks in from far off to smash your gate. Go out and stop it on the way.