Finish Hell difficulty and a red portal appears in Harrogath. Beyond it is the Greater Rift — the d2r-mobile project's flagship endgame addition: one hundred levels, each harder than the last, each a race against a fifteen-minute clock. Nothing about the original game's rules changes; this is a new layer built on top of them.
The rules below are the project's own, from its public documentation (accessed 2026-10-15):
| Rule | Effect |
|---|---|
| Every 2 levels cleared | +1 Skill Point and +5 Stat Points |
| Skill level cap | Rises from 20 to 40 |
| Every 10 levels | A first-clear reward |
| Clearing level 10 | Unlocks six new equipment slots for your mercenary |
| Per-level timer | Fill the progress bar and slay the Rift Guardian within 15 minutes |
Read that table twice — the fourth line is the one that changes everything. In the original game a mercenary is a support act; with six equipment slots and the Rift's stat inflation, a well-geared mercenary becomes a second character.
Three consequences follow from the reward math:
Timer reality check: fifteen minutes per level is generous on early levels and tight as monsters scale. If you are consistently clearing with ten minutes to spare, jump levels — the panel lets you pick your level, and skipping ahead is how the reward math accelerates.
The portal opens after completing Hell — it is per-character progression, same as any difficulty gate in the original game.
The level is not cleared and you try again — the project documents the 15-minute clear condition, not a punishment mechanic. Think of it as the bar you must beat, not a bomb.
No — Greater Rift, like Elysium and Boss Rush, is exclusive to the d2r-mobile port. That is why no other guide site covers its build logic.
Mode rules from the d2r-mobile project README (accessed 2026-10-15). Strategy sections marked as editorial judgment are our reasoning, not the project's claims.