WORLD & EXPLORATION

Rift & Colossus

Riftstones, Colossus hunts, medals, reward chests and the Circle from the QuestAway 0.8.0 client.

EntryHero Lv 20
Hunts per BRT day12
Open per hunt1 hour
Colossus types10

Riftstones

Veil Riftstone

Veil Riftstone

Rare

Eligible chest chance
5%
Native gold value
300 Gold

Opens Veil act bosses

Breach Riftstone

Breach Riftstone

Mythic

Eligible chest chance
3%
Native gold value
1,200 Gold

Opens Breach act bosses

Abyss Riftstone

Abyss Riftstone

Eternal

Eligible chest chance
2%
Native gold value
4,800 Gold

Opens Abyss act bosses

Getting and using Riftstones

A stone opens an act-boss fight on its matching map. A victory spends one stone, using the bag first and then the stash, and awards an act-boss chest. If held act-boss chests are at their cap, the fight does not start and the stone is retained.

  • First clear: clearing stage 9 of an act for the first time grants one matching stone if you have none of that map's stones in the bag or stash.
  • Chest replacement: from stage 6 of each act, common and stage-boss chest loot can be replaced by a Riftstone at the map's listed chance. Act chests do not use this replacement.
  • Riftstone pity: the 25th consecutive eligible opening without a stone is converted into one. An awarded stone resets the counter.

Each stone occupies bag space. The listed gold amounts are the client's sell/reclaim values, not live market prices. See Chests & loot for probability details and World & Maps for act bosses.

The Colossus hunt

The installed 0.8.1 client schedules 12 hunts per Brasília day, every 2 hours, each open for 1 hour. Entry requires a hero at level 20. Your party temporarily leaves its stage to join the hunt; up to 6 players share a local fight, including your account.

Hunters contribute damage toward the shared Colossus. Your recorded damage is the score used for ranking. The base combat specification comes from the act boss closest to your best hero's level; the Colossus adds its own affix and attack set. One Colossus type is selected per Brasília day, cycling through the ten types in order.

The schedule below is BRT (UTC−3), UTC and WIB (UTC+7). “+1 day” is relative to the Brasília date. Server availability and online hunt state determine whether you can actually join.

Hunt opening times

BRT · UTC−3UTCWIB · UTC+7
01:0004:0011:00
03:0006:0013:00
05:0008:0015:00
07:0010:0017:00
09:0012:0019:00
11:0014:0021:00
13:0016:0023:00
15:0018:0001:00 (+1 day)
17:0020:0003:00 (+1 day)
19:0022:0005:00 (+1 day)
21:0000:00 (+1 day)07:00 (+1 day)
23:0002:00 (+1 day)09:00 (+1 day)

Fury and returning after a defeat

Colossus Fury advances every 30 seconds after your group arrives or the boss spawns, whichever is later. Damage multiplier = 0.5 × 2^step, with step capped at 40.

6 rows·2 columnsSwipe to view
Time in fightDamage multiplier
0s×0.5
30s×1
60s×2
120s×8
180s×32
300s×512

A defeated group recovers after 40 × clamp(level / 30, 0.1, 1) seconds, rounded to milliseconds: between 4 and 40 seconds. A 2.4-second return animation follows this wait. The recovery timer is separate from the re-entry cooldown; Fury restarts when the group returns. The attack factors listed below are native coefficients before Fury, defenses and live balance; they are not final hit-damage promises.

The ten Colossi

Each type uses its biome's native boss artwork, its own affix and four signature attacks. The Circle stat and maximum bonus below use a full Eternal outer talisman, with or without a full Eternal center.

Tidal ColossusIsles
COLOSSUS 1

Tidal Colossus

Tidal Colossus talisman

Every 15 seconds a wave hits the whole party, harder as his fury grows.

Regen · +15% outer / +20% with center

Tidal JetFocused hero · ×1.5 · 0.9s warning
Downpour3 random heroes · ×0.55 · 1.1s warning
Rolling SurgeOne party · ×0.5 · 1.2s warningKnockdown
Tidal WaveAll players · ×0.3 · 1.4s warningChill 20% · 3s · Knockdown
Devouring ColossusSwamp
COLOSSUS 2

Devouring Colossus

Devouring Colossus talisman

Each hero who falls gives him back 5% of the damage he took.

Health · +15% outer / +20% with center

Acid SpitFocused hero · ×1.5 · 0.9s warning
Toxic Cloud3 random heroes · ×0.55 · 1.1s warningWeaken 25% · 4s
Putrid RoarOne party · ×0.5 · 1.2s warning
Bog BurstAll players · ×0.3 · 1.4s warningKnockdown
Quicksand ColossusForest
COLOSSUS 3

Quicksand Colossus

Quicksand Colossus talisman

In the quicksand, nobody dodges.

Defense · +15% outer / +20% with center

Thorn LanceFocused hero · ×1.5 · 0.9s warning
Grasping Roots3 random heroes · ×0.55 · 1.1s warningChill 30% · 3s
Briar SweepOne party · ×0.5 · 1.2s warning
EarthquakeAll players · ×0.3 · 1.4s warningKnockdown
Ironclad ColossusDesert
COLOSSUS 4

Ironclad Colossus

Ironclad Colossus talisman

His armor halves the physical damage that gets through.

Max Resistance · +3.5% outer / +5% with center (percentage points)

Sun LanceFocused hero · ×1.5 · 0.9s warning
Pharaoh's Curse3 random heroes · ×0.55 · 1.1s warning
SandstormOne party · ×0.5 · 1.2s warningBlind 25% · 4s
Dune CollapseAll players · ×0.3 · 1.4s warningKnockdown
Swooping ColossusCanyon
COLOSSUS 5

Swooping Colossus

Swooping Colossus talisman

He flies over the front line and strikes the heroes behind it.

Move Speed · +15% outer / +20% with center

Dive StrikeFocused hero · ×1.5 · 0.9s warning
Rockfall3 random heroes · ×0.55 · 1.1s warning
Gale BlastOne party · ×0.5 · 1.2s warningBlind 20% · 3s · Knockdown
CycloneAll players · ×0.3 · 1.4s warningKnockdown
Frozen ColossusMountains
COLOSSUS 6

Frozen Colossus

Frozen Colossus talisman

Heroes who strike him attack slower.

Healing Received · +15% outer / +20% with center

Ice LanceFocused hero · ×1.5 · 0.9s warning
Icicle Rain3 random heroes · ×0.55 · 1.1s warning
Glacial BreathOne party · ×0.5 · 1.2s warning
Frost NovaAll players · ×0.3 · 1.4s warningChill 25% · 4s · Knockdown
Mirrored ColossusGlaciers
COLOSSUS 7

Mirrored Colossus

Mirrored Colossus talisman

He blocks every elemental hit, halving it.

Cast Speed · +15% outer / +20% with center

Silver RayFocused hero · ×1.5 · 0.9s warning
Shard Storm3 random heroes · ×0.55 · 1.1s warning
Refracted BeamOne party · ×0.5 · 1.2s warning
Dazzling PulseAll players · ×0.3 · 1.4s warningBlind 25% · 3s · Knockdown
Ember ColossusVolcano
COLOSSUS 8

Ember Colossus

Ember Colossus talisman

Every hero burns 1.5% of max health per second.

Gold Find · +22.5% outer / +30% with center

Flame WhipFocused hero · ×1.5 · 0.9s warning
Meteor Shower3 random heroes · ×0.55 · 1.1s warning
Fire BreathOne party · ×0.5 · 1.2s warning
EruptionAll players · ×0.3 · 1.4s warningKnockdown
Echoing ColossusFloating Isles
COLOSSUS 9

Echoing Colossus

Echoing Colossus talisman

Each skill that hits him echoes back: the caster loses 4% of max health.

Crit Chance · +15% outer / +20% with center

Lightning BoltFocused hero · ×1.5 · 0.9s warning
Sky Strikes3 random heroes · ×0.55 · 1.1s warning
Storm FrontOne party · ×0.5 · 1.2s warning
ThunderclapAll players · ×0.3 · 1.4s warningKnockdown
Riven ColossusDeadlands
COLOSSUS 10

Riven Colossus

Riven Colossus talisman

Each time he arrives, he strikes with the element your party resists least.

Crit Damage · +15% outer / +20% with center

Void BoltFocused hero · ×1.5 · 0.9s warning
Plague Rain3 random heroes · ×0.55 · 1.1s warning
Chaos BeamOne party · ×0.5 · 1.2s warning
Void NovaAll players · ×0.3 · 1.4s warningWeaken 20% · 4s · Knockdown

Medals & reward chests

Medals use fighting time relative to the boss's recorded alive-time, with a ranking override for Diamond. They are not the old fixed 30/60-minute thresholds.

Bronze

Any positive fighting time below the Silver threshold.

Silver

Fight for at least 50% of the Colossus alive-time recorded for that hunt.

Gold

Fight for at least 75% of the recorded alive-time.

Diamond

Deal damage and rank in the top 5% of hunters (at least one place; round the cutoff up). This takes priority over the time medal.

Silver, Gold and Diamond correspond to the reward-chest tiers below. Online reward delivery determines eligibility.

Silver Colossus Chest
Silver Colossus Chest
Gold Colossus Chest
Gold Colossus Chest
Diamond Colossus Chest
Diamond Colossus Chest

How Colossus Chest rewards roll

Each Silver, Gold or Diamond Colossus Chest gives one equipment item, plus independent rolls for a talisman, one or two minor runes, a major rune, and the two Colossus materials. The percentages below are per opened reward chest and are not mutually exclusive: several rewards can arrive together.

Each successful Circle-piece roll has a 10% chance to become a Convergence piece instead of the hunt's own Colossus piece. Then its rarity is rolled separately. Equipment uses the dedicated Colossus rarity weights shown below, not an ordinary act chest's rarity table. Its item bracket comes from the nearest act-boss specification to the best hero level. If the bag is full, the reviewed reward function places equipment in the stash.

The missing-piece guarantee tracks talismans and major runes separately for each Colossus. With the default 20 threshold, after 20 openings without owning the matching piece, the next opening forces that missing piece if its ordinary roll did not already award one. Loose, account-bound or set pieces count as owned. This is separate from Riftstone pity.

Reward chests and additional gold are delivered through the online hunt system. The static tables describe client defaults; the server determines eligibility and the resolved reward.

Reward chances per opened chest

7 rows·4 columnsSwipe to view
Roll per reward chestSilver Colossus ChestGold Colossus ChestDiamond Colossus Chest
Equipment100% · one item100% · one item100% · one item
Talisman6%9%13.5%
Minor rune · first roll30%50%60%
Minor rune · second roll—25%40%
Major rune6%9%13.5%
Colossus Fragment13%20%30%
Colossus Core4%6%9%

For example, Gold has independent minor-rune rolls of 50% and 25%: it can award zero, one or two minor runes. Core and Fragment rolls are additional material rolls. Colossus Core · Colossus Fragment.

Rarity of a successful reward

Each column totals 100% within that reward family. Common and Uncommon have zero weight in these native Colossus pools.

RarityEquipmentTalismanMinor / major rune
Rare87.9435%38%40%
Heroic10%29%30%
Mythic1.5%17%20%
Legendary0.55%7.7%9%
Eternal0.0065%8.3%1%
Talisman

Talisman

Set the talisman before adding its matching runes. The center opens after all ten outer talismans are set.

Minor rune

Minor rune

Each talisman has 10 minor-rune slots. A rune only fits the talisman of its own Colossus or Convergence.

Major rune

Major rune

Requires all minor-rune slots to be filled first.

The Circle: talismans, runes and account bonuses

The Circle has ten outer talismans and Convergence at the center. Set all ten outer talismans to open the center; add 10 matching minor runes before the major rune. Piece rarity affects the bonus in the current client, retaining the 0.8.0 scoring rules.

Piece score = kind weight × rarity multiplier. Add the talisman, its minor runes and its major rune to get that talisman's score.

3 rows·2 columnsSwipe to view
PieceKind weight
Talisman20
Minor rune4
Major rune40
5 rows·2 columnsSwipe to view
RarityScore multiplier
Rare×4
Heroic×5
Mythic×6
Legendary×7
Eternal×8

For each outer talisman's stat: bonus (basis points) = round((outer scale × outer score + center scale × center score) / 800). A full Eternal talisman scores 800; a full Eternal center also scores 800. Center contributions add to each installed outer talisman rather than multiplying the outer score.

The roster below lists each talisman's stat, its maximum outer bonus and the total with a full Eternal center. These are account-wide percentage bonuses; Max Resist values are percentage points. They join the game's corresponding percentage modifier pools.

Setting a piece binds it to your account. In 0.8.1 you can take it out and set it again, or sell it through the game market, but it cannot return to the Steam Community Market. Remove the center before removing an outer talisman, and remove a major rune before removing its minor runes.

Recycle spare Circle pieces for gold

In 0.8.1, surplus loose talismans, minor runes and major runes can be recycled for gold. Remove an installed piece from the Circle before recycling it. Select its stack and quantity in the salvage interface; the operation consumes loose pieces from the bag and/or stash.

The return is based on piece rarity, with the same per-piece rate for each kind. Configured recycling prices take precedence over the fallback amounts below. These are salvage returns, not a purchase price or a Market valuation.

5 rows·2 columnsSwipe to view
RarityGold per piece
Rare2,000 gold
Heroic6,000 gold
Mythic20,000 gold
Legendary60,000 gold
Eternal200,000 gold

Version notes

Verified against the installed QuestAway 0.8.1 client and shipped settings. The current defaults differ from 0.7.3: level-20 entry, twelve one-hour hunts, participation-based medals plus Diamond ranking, independent bonus rewards, and rarity-scaled Circle stats. This page does not display live boss HP, player rankings, market prices or account state.

Update history · Combat rules · Data and version limits.