What about if I encounter bugs or need to contact Player Support for something?
If you encounter bugs, account issues, or exploits, you can check out the Player Support site at support-wildrift.riotgames.com.
In a Forest World, Rifts will begin to spawn if the player gives an Enlightened Crown Shard to Wagstaff after he appears when defeating the Celestial Champion. They are currently the primary source for Pure Brilliance as well as the only source for Deadly Brightshades and their Brightshade Husks. (Brightshade Husks cannot be obtained from the rift itself, but rather from the Brightshades that spawn in the world after the rift has appeared.)
Lunar Rifts can appear in any Biome of the mainland. To spawn they require a circular area with a 12-Tile diameter, entirely covered by ground tiles, excluding Docks. The area must be clear of movement-blocking objects such as Ponds, Structures and transplanted Plants. However, naturally occurring plants, spider dens, rocks, boulders, and trees don't prevent rift spawning. A rift can not appear within 15 Tiles of another rift. Once it spawns, the Turf around the Rift slowly gets covered by its own, and is inhabited by Grazers. Ryftstals also frequently appear around the Rift. When a character is on the Rift's Turf, their Sanity is replaced with Enlightenment.
The Rift has three stages in total. Every 4-5 days after its initial appearance it advances to the next stage. The transition is accompanied by an explosion that deals 60 damage to all creatures in the area and destroys Structures. The stage determines the distance in which the Turf will spread, as well as the number of Grazers and Ryftstals that appear:
Every day, the Rift tries to increase its to the maximum possible at the current stage. If possible, after the timer expires, the area is covered with crystalline growths that break and form new cells of the lunar biome. Additionally, every 0.75-1.25 game days the Rift creates Ryftstals, unless the maximum amount of Ryftstals have been reached for the current stage.
As soon as the Rift reaches its final stage, it first chooses a number between 4 and 6 to determine how many Deadly Brightshade waves will be spawned before it closes. Afterwards it immediately sends the first wave to attack groups of plants it considers "gardens" and launches the remaining waves 2 days apart, after which it will close.
In a Cave World, Rifts will begin to spawn if the player gives 5 Dreadstone to the Beckoning Hand after it appears when defeating the Ancient Fuelweaver. They are currently the primary source for Pure Horror as well as the only source for Dark Tatters in Don't Starve Together. (Dark Tatters cannot be obtained from the rift itself, but rather from the Ink Blights that spawn from a Dreadstone Outcrop after the rift has appeared.)
Shadow Rifts are exclusive to the following Biomes: Tall Stalagmite Terrain, Mushtree Forests, Rocky Plains, Stalagmite Terrain and the Wilds. To spawn they require a circular area with a 12-Tile diameter, entirely covered by ground tiles, and clear of movement-blocking objects such as Ponds, Structures and transplanted Plants. However, naturally occurring plants, spider dens, rocks, boulders, Stalagmites and trees don't prevent rift spawning. A rift can not appear within 15 Tiles of another rift. Once it spawns, it creates Miasma around it.
The Rift has three stages in total. Every 4-5 days after its initial appearance it advances to the next stage. The transition is accompanied by an explosion that deals 60 damage to all creatures in the area and destroys Structures. The stage determines the distance in which the Miasma will spread, as well as the number of Fused Shadeling that appear:
59fb9ae87f