Rift Matron

Marks three fixed landing circles that burst one after another. Keep moving between the gaps.

Rift Matron

Phase 1

Rift Matron marks three fixed impact positions. The blasts arrive after 1.1, 1.6 and 2.1 seconds. Keep moving toward unmarked ground; dodging the first circle is not the end of the sequence.

Phase 2

At half health, the pattern grows to five marked strikes. Follow the open gaps until the entire sequence ends.

A practical route

  • Keep enemies on one side and move around the outside. Return for experience after your attacks open a path; an untouched pile does not improve your level.
  • Before the first boss, aim for a useful second attack and level 6 rather than a fixed sequence of cards. Upgrade offers are random.
  • Use a charged crest when it opens a safe route or prevents damage. Hold a dash for warnings; a damage-focused build still needs an escape.
  • At full partner slots, replace for a concrete need: recovery when health is falling, control when paths close, or damage when the boss survives too long.

After each of the first two bosses, choose one of two pacts. The next boss countdown restarts after the previous boss is defeated. Defeating the third boss ends the run.

Pacts: read both sides

Each pact lasts for this run. Leaden adds health but makes escapes slower; Glass and Frenzy raise damage pressure at a survival cost. Ember drains health toward 1, so it cannot kill you by itself, but the next enemy hit can. The offer is a choice between two pacts, not a promise that your preferred one will appear.

  • Glass Pact: +32% strike power · −22% maximum vigor
  • Leaden Pact: +35% vigor · −14% move speed
  • Greedy Pact: +30% experience, +28% pickup reach · −16% strike power
  • Frenzy Pact: +22% attack speed · You take 18% more harm
  • Ember Pact: A burning aura around you · Your vigor slowly seeps, but never to zero

Endless

Guardians repeat in order; enemy strength rises to a capped level. Each guardian defeat restores 15% health and 20 Crest charge. Each pact can be chosen once. The run ends when you fall or end it from Pause; records update at settlement.

Game guide