Riftwake Incursion

A Riftwake is an alien puncture of local space, and it drains the galaxy until someone silences it. Riftwake Incursion is the weekly end-game event of Per Regna: alliances fight through alien defenses, then fight each other, for the right to rule the galaxy as Realmwarden.

It plays out in the same shared universe as everything else in Per Regna. There are no separate servers and no resets, so the alliances you face at the Wakeheart are the ones you will meet again next time.

Warships firing on a planet whose city burns under a blue shield dome

Who can take part

  • Realm IV only. Riftwake runs in Realm IV galaxies, where alliances are large enough to fight over it.
  • Alliances only. There is no path to Realmwarden without an alliance.
  • Your alliance must hold territory. An alliance needs at least one controlled star system before it can attack any Riftwake target.
  • You launch from nearby. Attacks must start from a colony or station within range of the Rift Contagion around the active Scar, or from your alliance’s Warp Gate exit in range.

The cycle

The Scar flares

Five Riftwake Scars sit on a ring across the galaxy, and one of them flares at a time. The stars around it fall under Rift Contagion, and nobody can claim them. Around six hours before a combat window opens, the Scar lights up on the galaxy map and Riftwake Command, the event hub, shows a countdown. That is your time to move fleets into range.

Each Scar has a mode. On an Alliance only Scar, every alliance takes the Wakeheart with its own fleets. On an Ally collaboration Scar, allied alliances can join each other’s rallies and help hold the Wakeheart, though only one alliance can win.

Phase 1: break the Siphon Spines

Four Siphon Spines shield the Wakeheart. They are heavy alien garrisons that only a coordinated alliance attack (FCS rally) can break, and while any of them stands, the Wakeheart cannot be touched. Every Spine you help clear:

  • gives your alliance Wakeheart entry for this window, the right to fight for the heart,
  • makes your alliance’s hold time count faster, and
  • weakens the Astral Siphon, the drain the Riftwake puts on production across the galaxy.

Alliances that skip the hard work cannot walk in at the end. Cleared Spines come back after a while, so a late alliance can still earn its entry by clearing one again.

Phase 2: hold the Wakeheart

Once every Spine has fallen, the fight turns into alliance against alliance. Before attacking the Wakeheart, an alliance’s Leader or Deputy pays the War Guild levy from the alliance Vault. Its size follows your alliance’s power, and one payment covers the whole Incursion.

Take the Wakeheart and your hold clock starts. If a rival knocks you off, your clock pauses rather than resets, so your banked time is safe, but they start banking instead. When the window closes, the alliance with the most hold time becomes Realmwarden. If no alliance qualifies, the window reopens at the same hour the next day, up to three times.

Realmwarden and the Mandate of Regna

The Realmwarden holds the Mandate of Regna until the next Incursion, and its leaders decide how to share the spoils.

Rewards

  • Mandate Caches. The winning alliance’s leaders gift these to members and allies. They hold resources, monument and relic pieces, Nano and Tech Boosts, and boost boxes.
  • Production bonus. Members of the Realmwarden alliance produce more resources while the Mandate lasts.
  • Regnal Honors. The Realmwarden can grant up to eight Honors to any commander in the galaxy, ally or not. Each Honor is a title with a real bonus, such as stronger fleets, faster construction or more production. Honors are buffs only: no one can be handed a penalty.
  • Spinebreaker Caches. When a window crowns a Realmwarden, commanders who helped clear Siphon Spines get caches in their mail, whatever alliance they are in.
  • Participation rewards. Fighters from the second- and third-placed alliances, and every commander who helped clear a Spine, receive reward packs automatically.
  • A quieter galaxy. Silencing the Riftwake ends the Astral Siphon, so every commander’s production recovers.

To stop one alliance from ruling forever, a repeat winner fights later Incursions with a small combat penalty, called Mandate fatigue. Holding the throne gets harder each time, and rival coalitions get their chance.

How alliances prepare

Riftwake rewards alliances that plan ahead:

  • Hold territory. Without a controlled system there is no Riftwake. A territory near the active Scar, or a Warp Gate that can reach it, gives you a launch point.
  • Build Alliance Power. Alliance buildings and research raise your Alliance Power and fleet title, which set the War Guild levy. Keep the Vault stocked before the crown fight.
  • Practice your rallies. Every Riftwake attack is an FCS rally. Officers open the rally, members attach their fleets, and all of them strike together. Rallies against Pirate Bosses are good training.
  • Scout first. Probes can scout the Spines and the Wakeheart from anywhere, so you know the garrison before you commit.
  • Line up your diplomacy. On Ally collaboration Scars, allies can join your rallies and help hold the heart. On any Scar, allies can pressure your rivals elsewhere.
Time to take off for a boss with your alliance

Full rules, including spine respawns, the levy table and every Regnal Honor, are on the wiki.

Getting there

Riftwake is the top of the ladder. Join an alliance from Realm I, learn rallies in Realm II, take on Pirate Bosses in Realm III, and reach Realm IV, where your alliance can claim territory and contest the Scar.

Infographic of the four Realms of Per Regna, from the first planet to the end game

Learn more: Alliances, Alliance Territory, Alliance Power, Fleet Coordination System, Pirate Bosses.

Scroll to Top