¶ Conflux and Rifts
Some of the information in this article may include “Developer" related wording and information. This is to allow modders to know what to expect as well when interfacing with Path of Terraria
Rifts are optional encounter objects that can appear inside eligible map subworlds. When activated, a rift starts a timed combat event that spawns themed enemies and rewards Conflux based on how much of the encounter you complete.
Conflux is not normal inventory loot. It is a persistent map resource that is automatically absorbed into the world's Map Device resource storage and is later spent to open special portals.
There are currently three standard rift types:
Infernal Rift → rewards Infernal Conflux
Glacial Rift → rewards Glacial Conflux
Celestial Rift → rewards Celestial Conflux
There is also a separate Underwater Rift used by the Fishron quest, which behaves differently from normal combat rifts.
Conflux is a special resource dropped by completed or partially completed rift encounters.
Conflux is represented by floating resource drops in the world.
Those drops cannot be normally picked up into inventory .
Instead, they animate, merge together if nearby, then automatically convert into the global Map Resource storage.
Conflux is saved with the world and synchronized in multiplayer .
Each Conflux type is tracked separately.
Type
Source
Tooltip Summary
Infernal Conflux
Infernal Rift
Flaming energy collected from an infernal rift
Glacial Conflux
Glacial Rift
Freezing energy collected from a glacial rift
Celestial Conflux
Celestial Rift
Electric energy collected from a celestial rift
Each Conflux type can be injected into a Map Device to open a special portal .
Current Behavior:
Each Conflux type has a cost of 100
You can inject Conflux only if:
the Map Device does not already contain a map
the Map Device does not already have another resource injected
the portal is not already open
Injecting Conflux immediately removes that amount from stored resources
Ejecting the resource before use refunds the same amount
The Map Device UI shows Conflux as a canister resource
The Virtual Bag review UI can also show how much Conflux was gained during the domain
Standard Conflux rifts spawn automatically in worlds that satisfy all of the following:
the current subworld is a MappingWorld
the world implements IExplorationWorld
the world is not RavencrestSubworld
at least one active player is alive in the world
Rifts spawn only once per world load/reset for that eligible subworld.
Rifts are spawned automatically after the world updates and detects:
rifts have not already been spawned in that world
at least one non-dead player is present
The system rolls a weighted target count of 1, 2, or 3 rifts .
1 rift is the baseline and always heavily favored
2 and 3 rifts become more likely as Map Tier increases
The actual number created can still be lower if valid spawn positions are not found
Infernal : weight 3
Glacial : weight 2
Celestial : weight 1
A normal rift must spawn in a valid open position using these rules:
inside the map bounds, but not too close to the world edges
at least 40 tiles away from the outer world border
on the ground
with about a 10×10 tile free-space requirement
not in liquids
at least 2048 pixels away from players
at least 2048 pixels away from any other spawned rift
up to 4096 attempts are made to find a valid position
¶ How Players Find and Interact With Rifts
Rifts have map icons
Icons appear once the map area is revealed
Hovering shows:
Infernal Rift
Glacial Rift
Celestial Rift
Activated via right-click
Tooltip shown: Touch Rift (misleading wording)
Can only be activated once
Multiplayer-safe and synchronized
Requires being within interaction range
Rift opens visually
Sound and particle effects play
Encounter begins after a short delay
~60 seconds duration
Short startup delay
Combat arena forms
Activation range: 2048 pixels
4 waves of enemies
Scales with Map Tier
Infernal Rift → Infernal pool (e.g., Fallen variants)
Glacial Rift → Glacial pool (Shambling, Cryo Stalker, Abominable)
Celestial Rift → Mixed Infernal + Glacial
Triggered by completion or timer
Remaining enemies despawn
Conflux drops
Rift disappears
Tracks encounter progress.
Displays for nearest active rift
Shows percentage bar
Tooltip: Rift Stability
Based on encounter score vs total score
Determines reward payout
Progress
Reward
0%–20%
0
>20%–50%
1
>50%–80%
2
>80%–<100%
3
100%
4
+5% per Map Tier
+2% per map modifier weight
Final value is floored
Float in world
Merge with nearby drops
Shrink and convert visually
Fly upward into storage
Added to Map Resource pool
Entity removed
Available to Map Device
The Underwater Rift is not a standard Conflux rift.
Quest-based (Fishron)
Cannot be right-clicked
No Rift Stability UI
No combat encounter
Not part of Conflux farming
Requires Truffle Worm
Pulls entities inward
Sends player to FishronDomain