"The pawns exist astride the rift. They speak of a multitude of worlds, each infinite unto itself."[1]

The Rift is an otherworldly place that connects pawns to a multitude of different Arisen.


Enter to the Rift by examining a Riftstone


"This rift serves as a gate. It connects our kind to your world."[2]

Access to the Rift can be gained after the quest Call of the Arisen through Riftstones, and under some circumstances through the Everfall. Touching a Riftstone usually takes the Arisen to a place in the Rift where pawns can be summoned and hired.

The Everfall is also connected to the Rift and pawns. After the defeat of the Dragon, the Everfall is greatly changed, giving access to otherworldly, monster-infested places.

The chambers in the post-Dragon Everfall are within the Rift - and as such accessible to Arisen from all worlds. In the Chamber of Lament, Arisen from a multitude of worlds fight together, but each in their own world, to defeat the ancient and powerful Ur-Dragon.

The misty emptiness beyond the Rift can be seen from cracks in the floor and other holes in the Everfall.

Hiring and summoning


Pawns gathered in the Rift waiting to be summoned by an Arisen

Main articles: Pawns and Hired Pawns

The area of the Rift used to hire pawns is finite in size and contains only a single Riftstone which is used to search and rent pawns, and to exit the Rift.


See also


  • Entering the Rift heals all pawns in the party, clears all Debilitations, and creates a Checkpoint Save.
  • Standing close to, or 'touching' a Riftstone will slowly recover the health of all pawns in the party.


  1. Seneschal (during Final Judgment)
  2. The mysterious voice of the pawn legion during Call of the Arisen