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Falcon Rifts (Oberon)

"Feather-light, and still heavy enough to hold a gate shut."

Story. The Falcon Bastion is a castle sealed off from the world. The Rot tears breaches in its wards, and Falcon knights pour out. A breach opens, spawns a horde, and closes.

The site. A rift seal hangs on the wall of a side room. Touch it to start the rift: a circle that grows around the seal, with a visible counter. Falcon monsters arrive in waves every few seconds, up to a limit of alive monsters at once. Each kill extends the timer a little. When the timer ends, the rift collapses: living monsters retreat, loot appears, and, from a Grand rift, a Falcon Lord (a mini boss) steps out.

RiftTimeMonstersRewards
Minorshortup to 20A glyph roll, runes, currency, Falcon Feather
Greaterlongerup to 40More of each
Grandlongestup to 70Several glyph rolls and a high-tier glyph at higher tiers; a Falcon Lord at the end

Reward identity: glyphs and runes, the knowledge of the Library. A focused hour adds a lot of glyphs on top of what maps drop (Glyphs, Runes).

Strategy. Big packs are good loot and good experience, but flasks do not refill inside the map, so keep charges (The flask belt). Kill fast to extend the timer.

Escalation. The Falcon Lord uses Wingbeat, a knockback every ten seconds; Champions add Dive, which charges a marked player. At Stage III you reach the Falcon Bastion hold, a three-wave rift fight in the courtyard ending with the Warden (Faction Holds). The pinnacle is Grand Master Oberon at area level 85. Rifts open around his arena, and Falcon monsters heal him while they live. Your party closes rifts to cut the healing, in three timed phases. He drops the Falcon Seal (Pinnacles and Writs).

Token. Falcon Feathers (Standing and Tokens).

Related: The four factions, Atlas Focus.