Public Island - Hypixel Skyblock Patch Notes 0.21 - Rift Mountaintop Part 1 (2024)

Hello!

Welcome to the long-awaited Rift Mountaintop Update (Part 1/3)! The final part of the Rift is here, but more lore and content await in new areas yet to be discovered.

This update introduces a new huge area in the game, a new magic system in the Rift, and plenty of Skyblock Experience to be collected. Read on to learn more!

Mountaintop Area

The mountaintop, despite being the center of the Rift, has not been explored. Most inhabitants of the Rift stay away from the mountain because of the psychological damage dealt by its inhabitants.

Structure & Attributes of the Mountain

Apart from some changes, the mountain in the Rift itself will be very similar structurally to the normal mountain in the Hub. There are new hidden areas (which I will get into later), and the general theme of the blocks shifts to an ender theme (obsidian, purpur, end stone, even with chorus fruit growing at the top). To get to each part of the mountain (split up into 6 sections), you need a timecharm (or it will kick you out of the rift, taking all your rift time). For example, the first area requires the Supreme Timecharm, while the final area on the mountain (not in the hidden areas) will require the Vampiric Timecharm. However, you cannot perform any activities on the mountain without the Vampiric Timecharm. Other unique attributes are listed below:

  • There is a 3-block tall pillar of end portal blocks (the blocks INSIDE the portal, not the outer ring), which I will call void blocks, located at the top.
  • Throughout the mountain are singular void blocks, which can be banished (I will again cover this later), and random blocks are connected to them in a 3x3 area, where blocks normally are below them (air isn’t replaced). These have set spawn locations, and there can be up to 7 on the mountain at any time, each in a different part of the mountain.
  • At the top of the mountain (in the house) is an NPC named Scipio, who tasks the player with many things about the mountaintop.
  • The mountain has time dilation similar to the Colosseum, costing 10 minutes of rift time to enter. Every new level takes more rift time, the cost in minutes being 1/1/2/2/3 minutes, with the 3-minute cost being the final level (the actual Mountaintop), where Scipio is, and where there is a 3x time dilation instead of 2x.
  • There is a Motes Grubber at the top of the mountain.

New Enigma Souls

There are 3 enigma souls in this first section of the update.

The first of these is on top of the lowest instability, which you need to get rid of to obtain. The next is covered by a wall of hay right after you come out of the cave on the mountain, and the third is given to you by Scipio after you complete his original quest.

Scipio and Farming Chorus Fruit

Upon interacting with Scipio: "Woah! What are you doing up here?"
"I thought I told people to stay away from this place!"
"I guess they didn’t get the memo…"
"Who are you?"
Dialogue options: [I am the Adventurer (1)] [I am the Hero(2)] [I am the Scholar(3)] [I am the Seer(4)] [Why should I tell you who I am?(5)]

1: "Interesting. I think I was once an "Adventurer," but I seem to have become something else entirely."
"In any case, I suggest you turn back now before it is too late. Some adventures simply aren’t worth the cost."
"But you won't listen. You will continue onward like all the others I warned."
Dialogue option: [Yeah, pretty much. (1)]
2: "A Hero? That is a very demanding title, I wonder what you did to call yourself such."
"However, I should not judge, but instead warn. Even the most courageous can fall here, and death in this place is the worst kind."
"But heroes do not listen to warnings. Heroes do not care for such things.
Dialogue options: [...(1)]
3: "This, I feel, is an accurate title. Any person who comes here must be curious. Although seeming unimpressive, a scholar is often what the world needs most.
"Regrettably, I must ask you to turn away. Some knowledge is too terrible to comprehend. Following this path comes with a great cost."
Dialogue options: [I will continue regardless. (1)]
"Of course you will. People never listen."
4: "Oh, you are?"
"Ridiculous. As if anyone, especially you, could even presume to call themselves THAT."
"Why don’t you tell me what’s down there then? Why don’t you tell me of the horrible fate…"
Dialogue options: [Uh…. (1)]
"*sighs*"
"Anyway, I must help you as I would anyone else."
"I don’t suppose you would turn back?"
Dialogue options: [Onward I will go. (1)]
5: "Fair enough."
"But ignoring whatever you are, {playername}, you must turn back, retreat from this place."
"You must not continue."
Dialogue options: [I’m going to go anyway. (1)]
"What else did I even expect…"

"If you must persist, then I guess I have a gift for you."
"A way to escape when you have reached a situation you might not be able to escape."
"Here’s the recipe for the Wand of Harvesting, which will let you collect the chorus fruit that grows here. You can only carry one at a time, but even so, they have saved me more than once."
Dialogue option: [Thank you! (1)]
"Also, if you make any important discoveries, return to me. I am interested in such things."

The above spoiler contains the entirety of Scipio's original dialogue, which will start again from the line that says "If you must persist…" every time you interact with him afterward before reaching certain requirements. When there is a new Scipio dialogue for making some step in progression, it will be shown in the area with the progression or possibly the part of the mountaintop it affects.

The crafting recipe for the Wand of Harvesting includes bunches of every previous crop (Agraricus Cap, Wilted Berberis, and Caducous Stems), as well as some fragments you can get from killing spirits that spawn on the mountain (more information later).

Light Fragment x6Caducous Stem Bunch x4Shadow Fragment x6
Agraricus Cap Bunch x4Wand of FarmingWilted Berberis Bunch x4
Shadow Fragment x6Farming Expertise TokenLight Fragment x6

Farms everything!
Right-click to get haste 2 for 5 seconds. (5 second cooldown.)

You receive a Farming Expertise Token after talking to Shania with a maxed-out rift farming collection.

Chorus fruit farming is like reversed Caducous Stems. If you break the bottom block, then the plant falls down (these farmable chorus fruit stems would have a singular line that doesn’t fork higher up), and you break the next block, repeating until you break the final block. Each block would be pretty fast, you can right-click the Wand of Harvesting to get haste, so it isn’t too slow. For every full plant, you get a chorus piece. 5 of these make a chorus fruit, as shown in the spoiler below.

The first tier requires 50 Chorus Pieces to be farmed and gives the collection for Chorus Fruit.

A fruit that thrives here, but is not native. Something took it from a dimension somewhere else.

Chorus Piece
Chorus PieceChorus PieceChorus Piece
Chorus Piece

Ability: Run Away
Eating this fruit teleports you randomly, and triples your trauma regeneration for 15 seconds, ending if you enter combat. Instantly heals 2+t/5 trauma (where t is trauma, and the result is rounded down) if you have over 10 trauma.

Passive Ability: Life After Traumatization
When you go above 10 trauma, you are teleported to the Wizard Tower in the Rift.

+5 Skyblock Experience

This tier gives +50 rift fortune, (which acts on chorus fruit like farming fortune, but on every other rift plant as halved farming fortune). This means 100 rift fortune would only give a 50% chance to get an extra drop instead of a 100% chance.
Requires 100 Chorus Pieces.
+5 Skyblock Experience

Requires 200 Chorus Pieces, gives +25 rift fortune, and the crafting recipe for a Chorus Rod.

Chorus PieceChorus FruitChorus Piece
Chorus FruitFickle ResponderChorus Fruit
Chorus PieceChorus FruitChorus Piece

*Rift Transferable
The Chorus Rod outside or inside of the rift has no base stats.

+5 Skyblock Experience

Requires 400 Chorus Pieces, gives +25 rift fortune, and unlocks the crafting recipe for the Efficiency Artifact (crafted as shown below).

Agonizing Pearl x6
Mechanical Parts x32Chorus Fruit x6Mechanical Parts x32

Every time you get an extra chorus piece from Rift fortune, this gives you a 10% chance to triple your harvest for the next 10 seconds. Chance is reduced to 2% for every other rift crop.
Makes the Instability Drop Pool roll twice 50% of the time.
EPIC ACCESSORY

+5 Skyblock Experience

Requires 800 Chorus Pieces, gives +15 rift fortune, and the recipe for the Wand of Reaping. (Craft shown below.)

Agonizing Pearl x3Agonizing Pearl x3
Wand of Harvesting
Agonizing Pearl x3

The Wand of Reaping gives haste 3 (instead of 2) for 5 seconds and has a 4-second cooldown instead of a 5-second cooldown. It also gives +25 rift fortune.

+6 Skyblock Experience

Chorus fruit is an extremely valuable resource, as it is one of the best ways to heal trauma damage quickly!

Stabilizing the Rift

The aforementioned void blocks spread throughout the mountain are the key to going deeper into the source of the instability, but it isn’t safe to go further until this level (meaning the entire mountain) is clear of these instabilities.

Once an instability is cleared, a timer starts, and in 2 minutes a new instability will spawn in one of the 3 areas in an unoccupied section of the mountain (of which there are 6, making 18 possible locations). After an instability spawns, you cannot clear it for 2 minutes. There is no timer, but every 15 seconds a block around it will become corrupted, turning into a random solid block. Every instability has exactly 8 corrupted blocks by it (one on each side and corner, with the block below the instability obstructed by it).

If all the Instabilities are cleared at the same time (in a particular server), then, after 150 seconds, they all spawn at once with every requisite corrupted block by them.

Right-clicking these blocks results in a small mini-game to clear the instability.

For every corrupted block, there are 10 clicks either right or left that you have to do as instructed within 4 seconds (like in Vampire Slayer), going in a loop around the void block until you eventually make it to the block itself. Progress is shown by turning blocks that you are completing to yellow concrete, and completed blocks to green concrete.

Then you open a large chest GUI, with a black concrete block moving every 10 ticks a block away. You have 5 seconds to click this block (everything is reset if you fail at any point during this process) which freezes it for 4 seconds. In these 4 seconds, you must click every space around the concrete (if it is on the side, you don’t have to click as many), and these outside spaces become barriers when you click them. Then, a red concrete block moves from the left side (if not against the left wall of the GUI) towards the barrier every 10 ticks, which you have to click when it is next to a barrier but not on top of it, turning it to blue concrete. This repeats for the top, right, and bottom sides until all four side barriers have an adjacent blue concrete block, which ends the minigame and closes the GUI.


Once an instability is cleared, the player who cleared it rolls a loot table, as shown below. (These are all calculated separately, like slayer drops, so they don’t add up to 100%.)

Item(s)ChanceQuantity
Corrupted Terrain90%2-6
Opposing Remnant50%4-10
Inconsistent Fractal8%1
Restoration 1 Ability Shard4%1-3
Fragment of Identity2%1
Unstable Singularity0.3%1

I can’t imagine what this stuff could be useful for unless I am going to be making large unattractive platforms.
Worth 50 motes to motes grubber.

A little piece of the rift that’s still in conflict with the instability. It doesn’t seem to be fizzling out.
Worth 40 motes to motes grubber.

How can a true fractal even be inconsistent? This doesn’t make any sense.
Worth 800 motes to motes grubber

Maybe with enough of these, we can figure out what is causing the instabilities.
Worth 3000 motes to motes grubber

Radiates what feels like an increase not in cognitive power but some other intellectual capability.

Extremely rarely, an instability will be so powerful, that upon being conquered, it is condensed into an infinitesimal point instead of being destroyed completely. Ignore the ramifications of holding this, it will just lead to more confusion.

Scipio also has new dialogue when talking to him with any ability shard (including the Restoration one shown above), which allows you to get an enigma soul.

“I’ve seen one of these before. After my friend obtained one, he left and never came back.”
“You should let me take it off your hands so you don’t run the same risk.”
Dialogue options: [Sure!(1)] [I worked hard to get this though…(2)]

1: “Thank you!”
“I didn’t expect ‘playername’ to give it up, do they know how much this is worth?”
“Here, I’ll even let you use my enigma soul in exchange!”
[Enigma soul appears to his right.]
2: “You don’t want this strange soul?”
[Enigma soul appears but it isn’t collectible and Scipio says “Hey! You haven’t purchased this yet!” when you try to right-click it.]
Dialogue options: [Actually, you can have the shard.(1)] [Still no.(2)]

1: “Oh, for free? Why, thank you very much!”
“Just kidding. Here, take the enigma soul.”
2: “Oh well. Come back when you desire the soul.”

“A group of magic users of the Mage Faction came through here recently. They asked me if I had been able to get any information about what is causing the instabilities here, which are supposedly the source of many problems elsewhere.”
“At one point, they seemed satisfied with their findings and jumped through the pillar at the peak. I have not been able to follow them.”
“I believe the Wizard would have some information concerning ways to follow them.”

This dialogue is meant to point you toward the Rift Guide for the mountaintop, which includes the task "Craft a Warped Pearl". This task unlocks the next Scipio dialogue.

Mobs and the Trauma Damage System

A few new mobs have been added as well, with unique mechanics!

Trauma Damage

A new damage system (for the player, killing mobs remains the same) has been added for this update! Instead of directly reducing the Rift timer, mobs on the mountain have been directed to use some poorly understood sorcery to deal psychological damage to the player, making the passage of time reduce the countdown much quicker.

Trauma damage exponentially increases time lost per second, and also additively increases the time lost every second for the next 5 seconds.
This means that it is in the player's best interest to lower their trauma as soon as possible, but means that it is impossible to completely nullify the impact.

For every trauma you receive, you lose an extra second of rift time for the next 5 seconds (but only stacks up to 5 lost per second from this). Trauma also acts as a multiplier for your natural rift time loss. The amount that it is multiplied by is found by the formula t^2+1, where t is trauma up to 20. This means it is possible to lose an entire hour of time in less than 30 seconds.

At 10 trauma (at default, can be adjusted by shift-left clicking with the chorus fruit), chorus fruit is triggered if it is in your inventory, sending you back to the Wizard Tower (your trauma goes to 0, though).

The rate at which your trauma goes down is decided by how much trauma you have. Trauma decreases naturally at a rate of 1+0.05t/s where t is trauma and s is time in seconds. If you are in combat, however (3s timer), it decreases by 1 less.

Every time you take trauma damage, you have a 1% chance to drop an Agonizing Pearl.

Trauma is shown as hunger, where all hunger bars mean 0 trauma and no hunger bars mean 20.

Shade and Glare Mobs

Shades and Glares are the primary mob on the mountaintop, spawning everywhere. They all have 270 health and move very fast (like a player sprinting at their maximum speed).

  • Every 2 seconds after being engaged, they shoot 2 beams of particles, the first of which does 1 trauma and the second of which does 2 (the attack takes 1 second, which doesn't count for the timer).
  • When you bring a Glare or a Shade to a health level below 150, they float up for a second, invincible (which does not count for their attack timer), then drop down, giving you blindness for 5 seconds if it is a Shade and nausea if it is a Glare.
  • From this point onward, between every attack, the mob will be invisible but have a lot of particles around it, so you can still hit it.

Once you kill a Shade/Glare, you roll from this loot table.

ItemChanceQuantity
Shadow/Light Fragment100%1-4
Shadow/Light Shard10%1-2
Confusion 1 Ability Shard1%1-2
Core of Total Bleakness/Illumination0.1%1

*The cores drop from the opposite mob, so a Shade can only drop a Core of Total Illumination.

A piece of darkness, exactly what you expected from that creature.
Worth 60 motes to motes grubber.

Radiates brilliance, a positive energy you think you have felt before.
Worth 60 motes to motes grubber.

A more condensed and powerful piece of darkness. Holding it makes you sweat involuntarily.
Worth 200 motes to motes grubber.

Although it doesn’t emit any light, staring at it for too long creates a sensation not unlike
looking at the sun.

Worth 200 motes to motes grubber.

Seems to contain the immense power of annoyance which these spirits possess. I wonder if I could put this on an item, it’s not unlike an attribute shard or a scroll, it seems to radiate energy that combines the two.

When you attempt to craft a Confusion Tome for the first time, it turns instead into a “Book of Attributes”, which has the following lore:
A book containing both instructions for creating many creatures and also the spells that imbue their nature into them.

You were not expecting this to come from a creature of such brilliance. It makes sense that even the brightest hide a core of darkness, pressurized until it is impossible to get rid of.

From a creature that covers you in cold, slimy darkness comes a miniature star. Where did the shade hide this, in their body composed of the black void?

Shades and Glares give 250 motes when killed.

Common Anomaly Mob

The second most common mob found on the mountaintop is the Common Anomaly. It spawns around a 6-block radius originating at an instability but wanders to a 12-block maximum radius. It has 260 health and fast, but not as quick as the Glares and Shades.

  • When below 180 health, 80 health, and when dead, it will boost you ~7 blocks back.
  • In addition to this, every 3 hits you place on it, it will reload its maximum hits. The mob can only hit you twice (it also hits pretty slowly, once every second or so when it is within range) until its hit counter is reset (as shown above).
  • Each hit does 1 trauma and knocks you back after each hit.
  • It has a 15% chance to disappear after being hit and summon an explosion with a blast radius of 3 where it was 3 seconds later, dealing a large knockback and 3 trauma. Reappears afterward.

The loot table is shown below.

ItemChanceQuantity
Contained Weirdness100%4-8
Familiar Yet Confusing Shell, Small Inconsistencies Abundant7%1
Protective Blast 1 Ability Shard5%1-2
Explosive Core0.5%1

A little piece of what disturbed you so much about that creature. It’s not going to escape, right?
Worth 20 motes to motes grubber.

Seems like something you have seen before, but the more you look at it, the further away it gets from anything else.
Worth 1000 motes to motes grubber.

The essence of self-preservation. Probably could be concentrated and used.

With this, maybe you could bring glorious explosions to this detonation-less and forsaken dimension.

Common Anomalies give 300 motes when defeated.

Mechanical Assassin Miniboss

This mob is the rarest on the mountaintop. It rarely (5%) spawns when an instability is cleared and extremely rarely (0.2%) spawns when an entire chorus plant is mined. It has a health of 1300, and when one is spawned, the entire lobby is alerted with a message in chat that reads “A Mechanical Assassin has appeared on the mountain!” A large alert (which can be toggled on your Rift guide menu) also appears in the middle of everyone’s screen, which reads “Thwart the Assassin!”

  • The assassin targets the player that spawned it, (if they leave the lobby to something other than losing all their rift time, it targets the closest player other than them).
  • It runs very fast, and melees its victim twice every 3 seconds (if in range), doing 1 trauma and 30 seconds of rift damage each time. It also does a decently large amount of knockback.
  • The boss’s melee attacks also damage anyone within 3 blocks of its victim.
  • For every 200 damage it takes, it stops for 3 seconds in place and creates an explosive blast in a 5-block radius which deals 7 trauma and 5 minutes of rift time.
  • At 300 HP, it spawns 3 silverfish that have 50 health each every twice in two-second intervals, which deal substantial knockback and 20 rift time per hit. These die once the boss is killed.

A boss reward zone like the one for Crimson Isle Minibosses appears after death, and no mobs can spawn in it (6-block radius) for 90 seconds, which is how long it lasts (rewards take 5 minutes to despawn).
Loot table is shown below.

ItemChanceQuantity
Mechanical Parts70%4-20
Fickle Responder30%1
Initiative Theft 1 Ability Shard10%1-2
Command Fragment1%1

Most of the assassin's body is made up of these. It’s hard to collect a lot of information about what they are supposed to do due to the tendency this machine has to implode when it is defeated.
Worth 70 motes to motes grubber.

A powerful mechanical brain. When it does respond to commands, it does the opposite of what you tell it to do.
Worth 1000 motes to motes grubber.

Gives the power to steal actions. When your initiative is voided, you are nothing more than the sum of your parts.

A set of orders from an unknown entity. One more piece of the puzzle.

Gives 6000 motes to the top 3 in damage, 3000 to #4 & #5, and 2000 to everyone else who dealt damage.

Realm Hopper

A new NPC, (the Realm Hopper) has been added to the Rift.
There is a 0.1% chance that he spawns whenever a mob is killed (and the entire server can access him). He stays in that position for 30 seconds, and then leaves, disappearing off to another realm. Only one of the several possible items in his shop is purchasable each visit, and each player can only buy it once per visit. The possible items are listed below.

  • Dash 1 Ability Shard
  • Flight Stabilizer
  • Arcane Thrusters
  • Mana Storage Device
  • Lunge 1 Enchantment
  • Time Preserver
  • Necklace Enhancement Charm

Enchantments have no limit to how many can be bought (in total), the Ability Shard can be bought 8 times, and the Time Preserver and Necklace Enhancement Charm can be bought twice total each, and everything else only once. When you have reached the cap, the Realm Hopper cannot sell it to you.

This shard radiates pure speed but needs some sort of trigger to make it function.
Cost: 10000 motes+2000*times purchased

You'll need this if you ever want to take to the skies.
LEGENDARY FLIGHT COMPONENT
Cost: 160000 motes

They're not pretty, but they will get the job done, through pure power if not anything else.
LEGENDARY FLIGHT COMPONENT
Cost: 200000 motes

The fuel tank for the Arcane Flying Device.
LEGENDARY FLIGHT COMPONENT
Cost: 160000 motes

Give a 5%*level chance (upon a melee attack) to lunge at the attacked enemy upon the next melee attack, doing double damage and huge knockback if it hits. Chance is doubled after a successful hit (rolling for the lunge hit itself), but once a lunge is not rolled, it resets.
Rift Exportable
Cost: 20000 motes

Allows you to keep the remaining time when you warp out of the Rift, but you must have one in both dimensions.
Rift Stats:
+30s Rift Time
+2 Intelligence
+3 Speed
Overworld Stats:
+5 Intelligence
+1 Ability Damage
RARE ACCESSORY
Rift Transferable
Cost: 80000 motes*(times purchased+1)

Apply to the Rift Necklace to grant an extra ability.
Ability: Dimensionally Enhanced Regeneration
Gain +5% passive mana regeneration, and give a 1% chance to not spend mana when an ability is used.

*The effects of the ability are doubled outside of the Rift.
Rift Transferable
Cost: 500000 motes, 800000 the second time

Alchemist's Hideout

The members of the mage faction that came through are not as they seem. They left a base in the side of the mountain that can be accessed as shown below.

When taking to Scipio with a Warped Pearl, he has unique dialogue.

“I’ve seen this before…”
“Those ‘Alchemists’ were using these to get into their hideout.”
“I can show you where it is, but you won’t be able to get in. There’s some sort of doorway that I can’t get through.”
Dialogue Options: [I’m alright. Maybe later.(1)] [Show me.(2)]
1:
“Okay, come back when you’re ready.”
2:
“Follow me.”
*Walks down about a third of the mountain (at max rift speed at this point in progression)*
“Here, use your Warped Pearl to get onto that ledge.”
*Scipio pearls up, the ledge is almost at the ceiling*
Once you get up:
“There’s some kind of sign here written in a language I can’t read or decipher. Good luck!”
*Scipio disappears, reappearing at his house*

Up on the ledge, there is a painting. Walk through it to reach a room with a chest. This chest contains a single book, which is labeled “Journal”, by an unknown author. (Yes, the pages are reversed. It’s the Rift!)

We finally arrived in the Rift. After experimenting with the distortion on the mountaintop, we have a plan to finally figure out transmutation. We made it back up to the instability, but something was wrong. There’s a dark presence here, and we have to figure it out before we can jump through the portal which will hopefully bring us back with different belongings than we came in with. We don’t have a reason to believe things will change what kind of material they are made out of when we leave, except that we know things operate differently in and out of this dimension, and it is possible to transfer some things between them. For right now, we are setting up a little outpost near a man named Scipio. One of our group is very suspicious of him for whatever reason.

We think we may have figured out this dimension, and it’s not looking good. Darkness is corporeal here, and we think we know why. Throughout all of history, the most terrifying monsters and their minions just ‘appeared’. What if the Rift is the gateway between a realm of darkness and a realm of light? This might mean that (because darkness gets stronger the closer you get to the mountaintop) it could be a literal gateway to a realm of monsters, and not back home. Currently, we have finished setting up our base and are searching desperately for a different gateway that might take us back home. On a side note, we discovered that enchantments, attributes, and gemstones don’t exist in the Rift. Instead, abilities are far more prevalent. We have discovered a process to make tomes out of ancient materials, which we think we can infuse with the very powerful and very unstable shards of power we occasionally find when encountering an entity up here.

Scipio is getting more and more suspicious of our activities. We might have a way to make it back through the portal automatically, just so we can see what is on the other side. This would be done with an Inverted Prism, made as shown below.

Chorus Fruit x16Warped PearlChorus Fruit x16
Warped PearlBalanced TesseractWarped Pearl
Chorus Fruit x16Warped PearlChorus Fruit x16

Ability: Geometric Stabilizer
Transcends the 5 dimensions to revert you to where you were 5 seconds ago.
Cooldown: 20 seconds
Cost: 350 mana (if can’t afford, costs all mana & 1 trauma per 25 missing mana)]
These prisms teleport you back to where you were when you used them, five seconds after being used. It’s a more advanced version of a Warped Pearl and is made to be trans-dimension proof, with the side-effect of the Warped Pearl’s ability to be thrown and teleport you by throwing nullified by the materials canceling out the ability and the fact that these are very delicate and will break if we throw them. (Unlike the Warped Pearl which instead teleports you to collect it before it breaks.) Our concern was that if we used a Warped Pearl, it might turn into something else, making its ability not work, and stranding us. The issue is the materials required to make these are… quite a lot to collect. We are on our second as of now, but it’s going to take a long time to get all 5 we need to go through the portal. This is also a convenient way to get around the fact that Warped Pearls have a hugely strong reaction to each other when you use the ability of one while holding the other, which nearly killed one of our group, (the ability didn’t even work!).

We are about to leave. I am writing this 1 hour before our arranged departure, and I am putting this record in a secret room. If we don’t end up coming back, maybe someone will come and discover this, getting into our base and using our materials to save us. I left all the information needed to follow in our footsteps. However, the more likely scenario is that Scipio is the only one who ever sees this, and he does what he will with it. We still haven’t figured out his intentions, and we don’t plan to.

My fellow party members don’t know about this, but there is one last gift I am giving to whoever reads this. It is the incomplete crafting recipe for a powerful weapon I didn’t have the time to make, honestly the reason I am going through the portal in the first place. I am convinced some of the ingredients don’t lie in this dimension. This weapon’s power comes from extremely powerful abilities. It has the power to harness energies that have been previously unheard of, the ability that gives armies of destruction power to move between realms. I talked to Porhtal and he said (very cryptically) that he was also trying to discover the dark magic that led to the beasts with power that seems to transcend realms.

I must now complete these entries, and as every adventurer does, I say goodbye to the past and greet demise with joy. -Alakazam

After guessing the password (alchemy), there is a pit that drops into the void, where the only way to get across is with a Warped Pearl. (Aspect of the Leech is disabled.) However, you have to stand on the pressure plate on the other side for 6 seconds to open it, so it is impossible to get to the other side or even see what’s beyond the mechanical door with just a Warped Pearl. An Inverted Prism is required to stay there (Teleport back with the pearl and then use the prism to get to the other side).

Copied End Ship

Beyond the door is a room with a style similar to an end ship, so much so that it looks like one. There is a button on a diamond block (where the shulker and elytra are in an end ship), with a sign below that reads: “Knowledge yields power.” When the button is pressed, a minigame starts.

The minigame is simple. It expresses three important statements and asks which of three more must also be true.
It starts by showing the message “Wisdom Trial” across the player’s screen.

Then, it shows this text, and every few seconds showing the next line.
“The Rift is not a full dimension, as consistency of time is necessary for one.”
“There is some kind of gateway out of this dimension.”
“All dimensions or realms (like the Rift) also interact with some form of mana.”
“As we get further from our home dimension, things become warped.”
“Like they are between our reality and someone else’s.”

Then, as these messages fade, three statements are shown in chat, and the player either clicks the correct one or fails the minigame. (And has to restart.)

  1. The gateway leads back to our home dimension.
  2. The gateway leads to some other realm or dimension, even further removed in strangeness.
  3. It is not a gateway, but a place where time starts to lose meaning. It leads to an era, not a location.

The second option is true, and when selected, completes the minigame.

When the minigame is completed successfully, a section of the boat breaks through the side of the mountain and heads into the void towards an NPC, Reigor, standing on an obsidian block far away from any land.

“Hello, what are you doing out here?”
Dialogue options: [I could ask you the same thing.(1)] [Just exploring.(2)] [Why do you have a leech on your head?(3)]
1: “I was stranded here by my fellow researchers after discovering a terrible secret, one of infinite power”
Dialogue options: [Can you tell me what it was?(1)] [Do you want me to help you leave?(2)]
“Sure, but it’s a long explanation. Are you ready?”
Dialogue options: [Yes!(1)] [Nope.(2)]
1:
“I have been gathering information about a powerful radiation (which is measurable in the rift, especially in large, open spaces).”
“I first discovered it when we used Warped Pearls for the first time. As you know, their use results in a noticeable effect upon the user.”
“This is part of the reason why we started research on what eventually became the Inverted Prism.”
“The prism does not always have this effect. It is a stronger container, so it is possible to use it to hold in the radiation, sometimes even all of it, making it a LOT more powerful. This was an incredibly efficient fuel, giving it impossible abilities, importantly making it not even required to throw a pearl to use.”
“However, the problem was the ridiculous energy cost to create the initial reaction. Since mana (the overworld form of magical energy) is limited here, we are forced to use a universal substitute. Overflow, which comes from soulflow, from the end. We were incredibly lucky to have stocked some in case of emergencies.”
“Luckily, with the soulflow we had, we figured out how to make a theoretically infinite supply using a machine my dear friend Alakazam designed. My parasitic friend can tell you more.”
“So anyway, this radiation can be amplified and concentrated.”
“After I started making beams with it, I was banished here as my friends were too afraid of me using these new capabilities.”
“Channeling this beam in particular ways makes it effective only against certain creatures. Those either of pure light or pure darkness, and it doesn’t always hurt who it is used against.”
“The only ones here in the rift that it works against that I have seen so far are these Shades and Glares.”
“Alakazam thought that, in the right setting, a laser could be used to transfer attributes and abilities (primarily the power of destruction), concentrating something. A laser that could do this, however, would be way more complex than my models.”
“Due to being between dimensions, magical abilities are extremely malleable here, and so some abilities can work on any of a certain type of equipment.”
“However, this is not the case for my beams (the only type of magical weapon in this dimension), since the laser needs to be channeled. I left some prototypes in our hideout, although I can’t remember where they were.”
“I’ve been able to make lasers that make a variety of incredibly dangerous shapes, they are very fun!”
Dialogue options: [Can I ask you another question?(1)] [Okay, see you.(2)]
1: *restarts discussion to the very beginning*
2: “Goodbye!”

2:
“Oh, I see. Well, if you don’t want my knowledge, you can be on your way.”

2:
“No, I like it here.”

2:
“Ah, a true adventurer. If you continue, you will achieve many great things, I predict.”

3:
“Oh, he’s just a friend.”
“He was banished from his village due to being able to converse in common and found refuge on my leg when I was banished here.”
“Some days, he’s my only company.”

“See, I CAN talk! AMAZING, right!”
“If you want to know how to make a soulflow machine, look no further!”
“Rift-customized Soulflow coming your way. I like to call it Leechflow!”
“With such a catchy name, my brand will become famous!”
“Here it is!”
You gain 1 Leechflow™ Machine Blueprint, which you can right-click to see the recipe for the machine.

Mechanical Parts x4Soulflow x16Mechanical Parts x4
Soulflow x16Fickle ResponderSoulflow x16
Mechanical Parts x4Soulflow x16Mechanical Parts x4

Ultimate Mode: DEACTIVATED
Produces 1 soulflow (which is instantly consumed) for each mob that you kill, and each minute of time you lose. Produces 3 soulflow from clearing an instability and defeating a Mechanical Assassin. Has a 10% chance to produce 1 soulflow when a crop is harvested.
Ultimate Mode: ACTIVATED
You lose rift time 5x faster, but gain 1 soulflow (instantly consumed) every 10 seconds of lost rift time.

You still gain soulflow from other sources and have a 50% chance to get an extra.
UNCOMMON ACCESSORY

*The Leech is a small NPC on Reigor's Head.

Storage Area

There is more to the Hideout than just the ship. To the left of the ship, there is an iron door and pressure plate which leads to another room, full of bookshelves. There is an ability modifier that can be used to apply abilities to items that can receive them from the respective tomes. There are some item displays holding books that players can take out. Each only contains a single page.

There are some curious abilities here in the Rift. To make ability tomes, which store ability information and tiers, you craft an empty tome as shown below, then surround it with its respective shard to give it a directed power.

Chorus Fruit
Caducous StemCaducous Stem
Caducous StemAgraricus Cap

*You can surround an empty tome with 8 tier 1 ability shards to make a tome that contains the ability. Once you have this, you can add a tier 1 ability of that type to any equipment piece which can contain it by combining the tome with the equipment temporarily. Once you reach a requirement that the ability shows (like using it 50 times), you pay a mote cost to upgrade the ability. Some abilities have different max tiers. When you upgrade an ability, the information automatically goes into the respective tome.

Turns out that the way a laser’s beam is configured is entirely modifiable. I have created a room that should allow you to customize what the beam looks like. There is also an upgrade that could be performed that would allow you to fit two different beam types on one laser. This is, however, unnecessary for this experimental item.

Mechanical Parts x16Radiation EmitterMechanical Parts x16
Chorus Fruit x6Warped PearlChorus Fruit x6
Fickle Responder

The beam produces a laser that travels its entire length, dealing damage constantly if a mob is in its line. The mana cost is based on the power emitted, which can be altered and manipulated to change where the beam goes, and for how long (stronger emissions last longer).

1 Beam Module
Ability: Expel Magic RIGHT CLICK
Right-click to emit a beam of energy, which deals _ damage every 20 ticks (hits first after 10 ticks, total of _ hits) for _ seconds and travels _ blocks.
Cooldown: _s
Mana Cost: _
Beam ID: _
*Damage is found by 5(power), mana cost by 5(power*hits*blocks), and cooldown by 0.1(power+duration+blocks), this ability does not scale with intelligence.

2 Beam Modules
Ability: Expel Magic 2
Right-click to emit a beam of energy, which deals _ damage every 16 ticks (hits first after 8 ticks, total of _ hits) for _ seconds and travels _ blocks.
Cooldown: _s
Mana Cost: _
Beam ID: _
*Damage is found by 5(power), mana cost by 5(power*hits*blocks), and cooldown by 0.1(power+duration+blocks), this ability does not scale with intelligence.
Ability: Module Swap SHIFT+LEFT CLICK
Left click to swap between different beams, which can be modified for different purposes.
Cooldowns for modules are separate, so you can

*All lasers do ⅓ damage to all mobs mentioned above, and 1/10 to all in the rift before this update

Since mana is limited to double the natural amount, there must be some other way to get mana. This, we found, was overflow. And while obtaining soulflow is a process I will not go over here as it is obvious (and the easier part of this), that overflow is surprisingly complicated. To get a machine that could transfer between the two, we needed to converse with Sirius and send materials from here back to the overworld to be made into a machine we wanted. First, we needed to send 8 Chorus Rods to the Overworld. We instructed our inter-dimensional counterparts in our faction to apply them (with soulflow) to a book.

Soulflow x8Chorus Rod x2Soulflow x8
Chorus Rod x2BookChorus Rod x2
Soulflow x8Chorus Rod x2Soulflow x8

This created a spellbook that was useless in the Overworld but would be very helpful outside. We brought this back into the Rift and found it possessed the ability to have many offense-targeted (active) abilities, which no other item had. It could also possess our newest creation, the Soul Conversion ability shard, which we obtained by salvaging the drops of Cruxes found everywhere in the Rift. We have also left 8 of these shards with our Modifier in this room.

6 Ability Slots
Ability: Power Swap LEFT CLICK
Change which ability is being used. Goes from left to right.
Ability: Power Swap but Backwards SHIFT+LEFT CLICK
Change what ability is being used. Goes from right to left.
Ability: Shape Energy RIGHT CLICK
Uses mana/overflow to use the selected ability

MYTHIC SPELLCASTER

There are also some chests in the corner of this room which contain some important items.

In 6 chests, players can find:
1 Shadow Orb
1 Light Orb
9 Shadow Fragments
4 Light Fragments
9 Chorus Pieces
2 Chorus Fruit
1 Familiar Yet Confusing Shell, Small Inconsistencies Abundant
34 Contained Weirdness
9 Corrupted Terrain
1 Radiation Emitter (Laser)
8 Soul Conversion 1 Ability Shards
19 Opposing Remnant
41 Mechanical Parts
12 Caducous Stem
4 Agraricus Cap
1 Fickle Responder
18 Raw Soulflow
3 Agonizing Pearls

These chests and books contain valuable resources for progression, especially past the mountaintop!

Radiation Testing Facility

To the right of the copied End Ship is another room, for modifying and testing lasers (the Radiation Emitter). It contains three stations for doing so, the Refinement, Configuration, and Continuation Stations.

The first, on the far left of the room, contains a chamber in which you can place your Radiation Emitter and left-click to toggle the overall power of the beam (which controls mana cost, cooldown, and alters damage). The minimum power is 1, the maximum is 20.

The middle area, which is the largest, determines which blocks relative to the player the beam affects. It is a large room, and you can put your Radiation Emitter again in a chamber, and press a button that teleports you into a 30x30 mostly empty room where you can fly. Your inventory is replaced by red wool temporarily, and you place these to show to alter one of the beam’s modules. The walls are labeled as their relation to the player’s POV, (front, left, right, and back). Fall on the pressure plates on the floor to lock the pattern.

The far right area also has a chamber in which to place the Radiation Emitter. You can left-click to alter the duration of the beam by increments of 0.1s, (you can stack the beam). The minimum duration is 0.3s, the maximum is 10s.

Right-click chambers to receive or deposit the Radiation Emitter, all changes work on the beam module you currently have selected for Emitter types with multiple beams.

Miscellaneous Crafted Items

Several otherwise unmentioned (or, their recipes/descriptions are, at least) items can be crafted with materials from this update. These are listed in the below spoilers.

An upgrade to the Disinfestor Gloves.

Contained Weirdness x8Corrupted Terrain x8Contained Weirdness x8
Corrupted Terrain x8Disinfestor GlovesCorrupted Terrain x8
Contained Weirdness x8Corrupted Terrain x8Contained Weirdness x8

Statistics: +60s Rift Time
+10 Intelligence
5% increased chance to drop Rift RNGs from the mountaintop or Tunnel of Time. (Anything below 3% chance to drop.)
LEGENDARY GLOVES

Light Fragment
Light FragmentChorus PieceLight Fragment
Light Fragment

An even further condensed container of light. I wonder if there is a tier above this.

Light ShardLight ShardLight Shard
Light ShardLight Shard
Light ShardLight ShardLight Shard
Shadow Fragment
Shadow FragmentChorus PieceShadow Fragment
Shadow Fragment

Emits a negative radiation so powerful you become dizzy and your palms burn while holding it.

Shadow ShardShadow ShardShadow Shard
Shadow ShardShadow Shard
Shadow ShardShadow ShardShadow Shard
Light Orb x6Familiar Yet Confusing Shell, Small Inconsistencies AbundantShadow Orb x6
Inconsistent FractalOpposing Remnant x64Inconsistent Fractal
Shadow Orb x6Familiar Yet Confusing Shell, Small Inconsistencies AbundantLight Orb x6

The most powerful concentration of energy you have come across so far. While combining light and darkness is impossible usually, in the Rift it makes perfect sense since darkness is a real force instead of a concept here. Darkness has an overpowering presence, but this four-dimensional shape takes that and replaces it with the warm feeling of light you get while near it here.

A distorted version of the ender pearls of which you have in abundance in another realm. This is the same, but it teleports you back 5 seconds after landing.

Chorus FruitMechanical Parts x16Chorus Fruit
Light Orb x2Inconsistent FractalShadow Orb x2
Chorus FruitMechanical Parts x16Chorus Fruit

Cooldown: 30s
Cost: 3 Trauma
*Is not consumed on throw
When two or more are in your inventory and you use one, the ability does not work and you gain 20 trauma.

Mechanical Parts x16
Light OrbHoly IceLight Orb
Contained Weirdness x32Familiar Yet Confusing Shell, Small Inconsistencies AbundantContained Weirdness x32

Ability: Splash Faces
All enemies within 3 blocks do 80% less trauma for 2 seconds. Every hit they perform does 0.1(your intelligence) damage to themselves.
Cooldown: 6s
Mana Cost: 50
*Does not work on Vampires, trauma damage reduction only applies to you

Shadow Orb
Opposing Remnant x32Reflective IceOpposing Remnant x32
Shadow OrbOpposing Remnant x32Shadow Orb

Ability: Spash ALL the Faces
All enemies within 4 blocks do 80% less trauma for 2.5 seconds. Every hit they perform does 0.15(your intelligence) damage to themselves.
Cooldown: 6s
Mana Cost: 65
*Does not work on Vampires, trauma damage reduction only applies to you

Explosive CoreIntrospective Frozen WaterChorus Fruit x32
Balanced Tesseract

Ability: Soak EVERYTHING
All enemies within 5 blocks do 80% less damage for 3 seconds. Every hit they perform does 0.25(your intelligence) damage to themselves. When the ability runs out, every enemy that hits you during the duration and is still within 5 blocks receives small knockback and is stunned for 1 second after reaching the ground.
Cooldown: 6s
Mana Cost: 80
*Does not work on Vampires, trauma damage reduction only applies to you

New Rift and Skyblock Guide Additions

A new section of the Rift Guide has been added specifically for the mountaintop, which must be completed to get to the next section of this update once it is released.

Talk to Scipio, Talk to Scipio with an Ability Shard
Craft a Warped Pearl, Craft an Inverted Prism
Craft the Disinfestor Gauntlet
Craft the Wand of Harvesting, Craft the Wand of Reaping
Craft Reflective Ice, Craft Introspective Frozen Water (Philosophical Fluid is optional since you need an RNG)
Collect 3 Enigma Souls
Discover the Alchemist’s Hideout
Use the Radiation Emitter, Craft the Radiation Emitter 2
Defeat the Mechanical Assassin
Create a Soul Conversion Tome, Apply the Ability to a Spellbook
Eliminate an Instability

A new section has been added to this particular portion of the Rift Guide, providing more tasks to complete the Mountaintop.
The Rift Proficiency Manual is on the bottom-right of the Rift Guide (Part 1).
It rewards 6 Rift Time when a Mountaintop goal is completed.

Increase the digits of mountaintop mobs killed.
Finish a Scipio dialogue line (only one per dialogue initiation).
Talk to Reigor for the first time.
Craft the Leechflow™ Machine.
Complete a minigame question.
Complete 2 Rift Guide tasks.
Enter the Tunnel of Time.
Increase digit (in base-3) of instabilities cleared. (So one task at 1, 3, 9, 27, etc.)
Increase digit (in base-3) of Mechanical Assassin kills.
Max out a Rift Collection.
Create and level a new ability.

The following tasks have been added to the Skyblock Guide and can be completed for Skyblock Experience.

Clear 150 rift instabilities (150 experience total).
Defeat 50 Mechanical Assassins (150 experience total).
Apply abilities to tomes (60 experience total).
Farm 1000 chorus fruit (30 experience total).
Kill 600 mountaintop mobs (80 experience total).

Ability Compendium

The following reference tool can be found using the command /compendium or /cpdm in the Rift while meeting certain requirements shown below. This contains every Rift ability (that can be applied to the spellbook) up to this point. Every ability contains a quest that must be completed and a cost that must be paid to level the ability up.

I: Right-click to convert 5 soulflow into 200 overflow, up to a maximum of 600 overflow.
Cooldown: 1s
Quest: Use 100 times to level to II
Costs 2000 motes to Level to II
II: Right-click to convert 5 soulflow to 250 overflow, up to a maximum of 700 overflow.
Cooldown: 1s
Quest: Use 200 times to level to III
Costs 4000 motes to Level to III
III: Right-click to convert 5 soulflow to 300 overflow, up at a maximum of 800 overflow.
Cooldown: 1s
Quest: Use 300 times to level to IV
Costs 6000 motes to Level to IV
IV: Right-click to convert 4 soulflow to 300 overflow, up to a maximum of 900 overflow.
Cooldown: 1s
Quest: Use 500 times to level to V
Costs 8000 motes to Level to V
V: Right-click to convert 3 soulflow to 350 overflow, up to a maximum of 1000 overflow.

I: Right-click to restore 50 mana/s and 50 overflow/s for two seconds.
Cooldown: 15s
Mana Cost: 150
Shift-Right Click to restore 100 mana/s and 100 overflow/s for two seconds.
Cooldown: 20s
Cost: 6 trauma
Quest: Restore 1000 mana and overflow to Level to II
Cost: 1500 motes to Level to II
II: Right-click to restore 75 mana/s and 75 overflow/s for two seconds.
Cooldown: 15s
Mana Cost: 150
Shift-Right Click to restore 150 mana/s and 150 overflow/s for two seconds.
Cooldown: 20s
Cost: 6 trauma
Quest: Restore 2000 mana and overflow to Level to III
Cost: 3000 motes to Level to III
III: Right-click to restore 75 mana/s and 75 overflow/s for three seconds.
Cooldown: 15s
Mana Cost: 150
Shift-Right Click to restore 150 mana/s and 150 overflow/s for four seconds.
Cooldown: 20s
Cost: 6 trauma
Quest: Restore 3000 mana and overflow to Level to IV
Cost: 4500 motes to Level to IV
IV: Right-click to restore 75 mana/s and 75 overflow/s for four seconds.
Cooldown: 12s
Mana Cost: 150
Shift-Right Click to restore 150 mana/s and 150 overflow/s for five seconds.
Cooldown: 18s
Cost: 5 trauma
Quest: Restore 5000 mana and overflow to Level to V
Cost: 6000 motes to Level to V
V: Right-click to restore 100 mana/s and 100 overflow/s for four seconds.
Cooldown: 12s
Mana Cost: 200
Shift-Right Click to restore 200 mana/s and 200 overflow/s for five seconds.
Cooldown: 18s
Cost: 5 trauma

I: Blind an enemy, making its movements random and erratic for 2 seconds, the enemy does not attack during this duration.
Cooldown: 15s
Mana Cost: 400
Quest: Confuse 20 enemies to Level to II
Cost: 2000 motes to Level to II
II: Blind an enemy, making its movements random and erratic for 2 seconds, the enemy does not attack during this duration.
Cooldown: 13s
Mana Cost: 350
Quest: Confuse 50 enemies to Level to III
Cost: 4000 motes to Level to III
III: Blind an enemy, making its movements random and erratic for 3 seconds, the enemy does not attack during this duration.
Cooldown: 12s
Mana Cost: 350
Quest: Confuse 80 enemies to Level to IV
Cost: 6000 motes to Level to IV
IV: Blind an enemy, making its movements random and erratic for 3 seconds, the enemy does not attack during this duration.
Cooldown: 10s
Mana Cost: 350
Quest: Confuse 120 enemies to Level to V
Cost: 8000 motes to Level to V
V: Blind an enemy, making its movements random and erratic for 3 seconds, the enemy does not attack during this duration.
Cooldown: 10s
Mana Cost: 300

I: For the next 2 seconds, mobs that hit you will be knocked back and 50 damage will be dealt.
Cooldown: 10s
Mana Cost: 350
Quest: Kill 10 enemies with a blast to Level to II
Cost: 2000 motes to Level to II
II: For the next 3 seconds, mobs that hit you will be knocked back and 100 damage will be dealt.
Cooldown: 10s
Mana Cost: 300
Quest: Deal 10000 damage to enemies with a blast to Level to III
Cost: 4000 motes to Level to III
III: For the next 3 seconds, mobs that hit you will be knocked back and 100 damage will be dealt.
Cooldown: 7s
Mana Cost: 300
Quest: Knock 200 enemies back with a blast to Level to IV
Cost: 6000 motes to Level to IV
IV: For the next 3 seconds, mobs that hit you will be knocked back and 150 damage will be dealt.
Cooldown: 7s
Mana Cost: 275
Quest: Knock 300 enemies back to Level to V
Cost: 8000 motes to Level to V
I: For the next 3 seconds, mobs that hit you will be knocked back far and 200 damage will be dealt.
Cooldown: 7s
Mana Cost: 250

I: The next enemy you deal damage to will be stunned for 2 seconds, and you will receive a small speed boost.
Cooldown: 15s
Mana Cost: 250
Quest: Stun enemies for a minute to Level to II
Cost: 3000 motes to Level to II
II: The next enemy you deal damage to will be stunned for 3 seconds, and you will receive a small speed boost.
Cooldown: 12s
Mana Cost: 225
Quest: Stun 80 enemies to Level to III
Cost: 6000 motes to Level to III
III: The next two enemies you deal damage to will be stunned for 2 seconds, and you will receive a medium speed boost.
Cooldown: 12s
Mana Cost: 225
Quest: Stun 2 enemies in 2 seconds 50 times to Level to IV
Cost: 9000 motes to Level to IV
IV: The next 3 enemies you deal damage to will be stunned for 2 seconds, and you will receive a medium speed boost.
Cooldown: 10s
Mana Cost: 225
Quest: Stun enemies for a minute to Level to V
Cost: 12000 motes to Level to V
V: The next 3 enemies you deal damage to will be stunned for 3 seconds, and you will receive a large speed boost.
Cooldown: 10s
Mana Cost: 200

I: Gain 50 speed for 3 seconds, increasing by 1 second when a unique mob is hit.
Mana Cost: 150
Cooldown: 36s
Quest: Dash 100 times to Level to II
Cost: 5000 motes to Level to II
II: Gain 75 speed for 4 seconds, increasing by 1 second when a unique mob is hit.
Mana Cost: 150
Cooldown: 33s
Quest: Dash 250 times to Level to III
Cost: 10000 motes to Level to III
III: Gain 75 speed for 5 seconds, increasing by 1 second when a unique mob is hit.
Mana Cost: 125
Cooldown: 30s
Quest: Dash across 6000 blocks to Level to IV
Cost: 15000 motes to Level to IV
IV: Gain 100 speed for 5 seconds, increasing by 2 seconds when a unique mob is hit.
Mana Cost: 125
Cooldown: 30s
Quest: Extend your Dash 500 times to Level to V
Cost: 20000 motes to Level to V
V: Double your speed for 6 seconds, increasing by 2 seconds when a unique mob is hit.
Mana Cost: 100
Cooldown: 28s

Designer's Notes

You may have noticed that a few things are missing from this update: most notably the final Porhtal's Eye and the Mountaintop Timecharm.
Turns out the Eye was not where we thought it was, it's probably past the gateway, and as for the Timecharm, you'll just have to wait till the next update to see how to get it.

The biggest missing thing here is a conclusion to the Rift. This will come in the second and third parts of this update, so stay tuned!

Other Changes

  • Soulflow is now rift-transferable, at 1/3 efficiency (if you import 3 stacks, you only get one), and has the Rift Importable property.
  • You only receive rift soulflow if the soulflow was consumed in the rift.
  • There is now an NPC on the bottom floor of the Wizard Tower called the Power Grubber, who you can trade consumed soulflow to.
    • You can trade 1 soulflow for 50 motes, 10 soulflow for 600 motes, 100 soulflow for 7000 motes, and 1000 soulflow for 80000 motes.
  • Attempting to eat a Fang-tastic Chocolate Chip (in the Rift) while having a booster cookie active will ask you if you want to eat it, giving you access to /compendium (or /cpdm), which shows the combined information in your Ability Tomes.
  • When you craft an ability tome, you get another page in your rift ender chest which has the amount of slots of tomes you have obtained, and only tomes can be placed in it.
  • Enchanted Golden Apples obtained from fishing now have the Ocean’s Blessing 1 Enchantment, which allows them to be transferred into the Rift (and makes them soulbound).
  • Mana bank is added
    • The Rift mana bank fills at ⅕ the rate of the mana bar. Its capacity is equal to the amount of intelligence that does not increase mana capacity multiplied by 2. When it is full, casting any ability transfers it to the normal mana bar. Overflow mana (on the bar, not actual overflow) decreases by 10 every second at a constant rate.
  • Mana is capped at 200 (in the Rift), but intelligence has no cap. To get further mana, you must use overflow, which caps depending on your Soul Conversion ability (on your Spellbook). Intelligence that does not increase mana now increases the mana bank’s capacity and still increases mana regeneration.
  • The final Porhtal's Eye location is changed to ??????
Public Island - Hypixel Skyblock Patch Notes 0.21 - Rift Mountaintop Part 1 (2024)

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