Rift Puzzle Maximum Levels

Rift Puzzle Maximum Levels

Greetings Adventurers!

Many of ye have explored the strange world that is Telara, and have found oddities throughout the land.  These strange puzzles have been the discussion in taverns and inns throughout Telara, but alas, we are here to bring some assistance in helping adventurers know when to seek out these challenges to maximize their benefits… (In short, we want to give information that will help, but not give away all the details just yet to these puzzles.)

Silverwood – High in the towers of Overwatch Keep, there lies a series of teleporting plaques that move adventurers through the towers, until they reach the broken tower, where a bright treasure chest lies waiting to be plundered.  (Maximum item level 30).

Freemarch – Down deep, beneath the waves of the Lake of Solace, ghostly lights can be seen that speak of old treasures that await those worthy.  (Maximum item level 30).

Gloamwood – In the darkest recesses of Shadefallen Keep, lies a mystery as dark as the Hag herself.  Only by orienting the symbols on the walls can this treasure be found.  (Maximum item level 35).

Scarlet Gorge – In Riverfell, miners have had their supplies disturbed.  Adventurers must reorganize the supplies to match the miners’ pattern in order to reap the rewards.  (Maximum item level 35).

Stonefields – High in the mountains of the Towering Steppes, several telescopes have fallen out of alignment.  They must be re-aligned, in the correct order, and in a very quickly to divulge their treasures.  (Maximum item level 35).

Scarwood Reach – Far into the hills, west of King’s Breach, torches have been spotted, burning with unnatural flames.  If they can be aligned properly, they will reveal their secret treasure.  (Maximum item level 40).

Moonshade Highlands – Guarded by the fiercest foes of Hammerknell Fortress, a Defiant device lacks power.  If power were to be restored, the reward would be vast and powerful.  (Maximum item level 45).

Droughtlands – Locked away in a cage is a horrible way to die in this desert, but vast treasure awaits those who can solve the puzzle of the cages, found east of Centaur’s Stand.  (Maximum item level 45).

Iron Pine Peaks – In the snowy waste near Mage’s Mark, a rabbit has become separated from his true love.  Reuniting the lost lovers has a reward worthy of a king.  (Maximum item level 50).

Stillmoor – In the crumbling towers of Thalin Tor, in a land infested with all manner of evil, vampire bats are the least of your worries.  (Maximum item level 50).

Shimmersand – High above the Dustwind Hills lies a treasure long buried by bandits.  Solving the puzzle of the sands reveals a chest, lost to time and worthy of an ancient age.  (Maximum item level 50).

For those of you who would like a little extra help, find Flue or Rcane in game (on Estrael), and I will happily help you locate one of the above puzzles.  We hope you have fun solving the Rift Puzzles that are spread through the lands, and benefit from the gear at its maximum levels.

Rift Beta 5 Summary – Group and Destroy!

Rift Beta Summary Five – Group and destroy

Beta Five – 1/25/2011-1/29/2011

Trion has stepped up the Beta testing to prepare for the upcoming release of Rift. Including more zones, more dungeons, more levels, and most importantly a LOT more people. Also up to be tested was the open group system, and how that would impact rift fighting on the world of Telara. I was happy to spend some time in Beta 5 and thought I would share a few observations and quotes from what happened.

First, Trion extended the current Beta play area to include the zone of Scarlet Desert, which, unlike previous zones, includes a very strong presence from both Guardian and Defiant forces. Both are fighting their war against the minions of Regulos, but unable to ally due to past betrayals. Players could also explore the Foul Cascade dungeon, which is the highest dungeon yet to be revealed.

Add to that the increase of level to 30, which allows almost all of the branches of the soul tree system to be acquired (last one requires 31 points). Players can for the first time see how their entire soul tree could mesh and work with builds to take full advantage of that flexibility.

But lastly, and very impressively, are the sheer numbers of participants and how smoothly Trion is trying to integrate and obviously eager crowd of testers. It was announced very early on Tuesday that the total number of servers (including American and European) had hit 42. There appears to be some indication that the number was again raised later in the week. Considering this is a Beta test stage, that is a staggering number of server capabilities to match an even more staggering number of players. According to a Facebook post from Trion, the total number of test hours coming out of Beta 5 hit 2.4 million hours of play.

One of the largest problems I have seen in modern MMOs is how to deal with grouping, whether to make it mandatory, encouraged, or ignored. Trion has taken an interesting approach to Rift in that a lot of the basic game is soloable, however there is a very significant bonus to grouping for anything from dungeons to rifts. To help facilitate the grouping, they even have a simple method for joining an group that is not yet full, simply click a button that appears on the UI in the event that a group is in the area you are. One button, labeled “Join Public Group” appears when conditions are appropriate, and allows you to easily join your allies (Guardians and Defiants will not group mind you) against enemies in the area. This is not restricted to the typical group of 5 either, it quickly transforms into a raid force. I was fighting rifts using the public group mechanic and quickly found myself one of 20 allies beating down the forces of Fire in defense of Silverwood.

Imagine, being able to quickly assemble a group of allies to fight against the dynamic game that is Rift. Fighting off invasions, footholds, and closing rifts, with up to 19 other people who have nothing in common but wanting to bring down their enemy.

The more I play this, and watch the changes, the more excited I am getting for future Beta events, and the pre-launch on 2/24.

If you have not pre-ordered, I recommend it. Get into the last few Beta events, and get started several days in advance of other players at the pre-launch party!

Beta 6 is coming on 2/4/2011-2/7/2011, be there!

In summary, Rift Beta Five showed how determined Trion is to have a great launch, even if they are still putting the finishing touches on the product through the final stages of beta.

Rift Beta Four Summary – A whole new battlefield!

Rift Beta Four Summary, Combat on a new Battlefield!

Rift Beta Four: 1/7/2011-1/10/2011

Rift Beta Four introduced several new key elements of the upcoming game Rift, set to be released on 3/1/2011. Among these new introductions were Warfronts, Soul Quests, increased levels, and two new zones including a dungeon a piece!

Warfronts are an optional PVP element where Guardians and Defiants fight over specific objectives, in an instanced area specific to that Warfront. Apparently, this option is available on both PVE and PVP servers, and therefore offers a usually PVE player some arena to try their build against other players or smash some skulls when the need arises.

Soul Quests allow players to plan out more diverse capabilities. Each player has three different souls by the time they complete the starting area, but until these quests were added, additional souls were very difficult to acquire. With this addition, players can add more souls, and abilities, as options that their character can pursue. A Mage, for example, can start out as an Elementalist/Stormcaller/Archon build and change it to any other soul combination, such as Warlock/Necromancer/Pyromancer, assuming he completes the quests to do so.

Beta Four also increased the player experience by increasing the Beta level from 20 to 27. Adding new levels, and therefore new abilities to the player mix. This was coupled with the introduction of the zones of Stonefield and Gloamwood, with their respective dungeons of Deepstrike Mines and Darkening Deeps.

Rift Beta Five goes live on 1/25/2011! If you do not already have a VIP Beta Key, you can get into Rift Betas by pre-purchasing the game from most sources, including Amazon and GameStop. These keys will allow you access to all Rift Betas and the prelaunch on 2/24/2011!

Rift Beta Five Summary will be available after Rift Beta Five has ended. Until then, we hope you have enjoyed Rift Beta Four Summary, and previous summaries. See you in Telara!

Rift Beta Three Summary – All Out WAR!

Rift Beta Three Summary- The gloves come off!

Beta 3: 12/28/2010-12/31/2010

Rift Beta Three was the first major push for a few different things from Trion in regards to the upcoming title Rift. This was the first beta I personally participated in, and it will not be the last. Remember, Pre-ordering Rift at this point guarantees access to Beta events until the pre-launch party on February 24th.

The first thing my wife and I noticed were the sheer number of servers that Trion was utilizing as part of the Beta process. There were servers geared toward PVP and servers geared toward PVE play. There were also role-playing servers of both varieties.

This was the first time in the Beta process that both Defiant and Guardians existed, and in limited areas. Specifically, Silverwood and Freemarch were available, and Defiants could come invade Silverwood and vice versa. On a PVP server, this would have led to a lot of combat between the two factions, perfect if you like PVP.

On the PVE server where my wife and I played, you could still engage the enemy force, with a quick switch to PVP if you decided to, however if you left your PVP flag off, you were all but immune to the enemy forces.

This meant that each player had the option of whether to participate in PVP combat and to what extent and how frequently. It provides a lot of flexibility to each player choosing their own game. I like and respect that.

Along with the PVP combat options, Trion also had a lot of invasion capabilities to adjust and show off. Early in the Beta, there were swarms of invaders from the other planes attacking Telara en masse. When an invasion is sent forth from one of the planes, such as Fire or Life, they are usually composed of a leader and four followers per invasion force. This “squad” heads directly to a specific objective, which is a foothold either held by the Guardians (in Silverwood) or even a foothold by another plane (if Life had conquered the area, and Fire wanted it). To defeat the invasion, players need to eliminate the leader of the invasion.

Now, imagine, three invasion forces coming, from different planes, toward the same objective. Enemies from differing planes are enemies of each other. For example, my wife and I were at a location called Marsh House, when three invasions attacked. Fortunately, we were not alone in our efforts to defend our beloved Guardian outpost. Standing beside us were about ten other Guardian players, of all callings, ready to defend the outpost as well. Fifteen enemy invaders were defeated by twelve valiant Guardians.

The rifts and invasions, along with the footholds they establish, form a very unique and challenging aspect to the standard MMOs we have all become familiar with. Beta Four summary is coming soon, and Beta Five starts 1/25/2011.

Hopefully, you have enjoyed our Rift Beta Three Summary, and we will see ya in Telara!

Rift Beta Summary, Beta One

Rift Beta Summary, Beta One

With almost exactly six weeks until launch, the crew at Trion are approaching the final details seriously. They are using their weekends wisely as they plan and execute specific things to focus on during each Beta. They take this process very seriously and yet make the Beta process great fun for the players as well. So, to address the players, here is a look at what Trion has done, and has currently announced as doing, starting with Beta One.

Beta 1 – Rise of the Defiant, December 3-6, 2010

Beta 1 focused on the Defiant area of Freemarch, and the city of Meridian. Along with the dungeon Iron Tomb. Interviews after the event explained what Trion was trying to accomplish with this particular Beta, and some of that is quoted here:

“Scott Hartsman the Executive Producer of Rift has posted a Beta 1 Wrap Up!

Quote

Hi, everyone! On behalf of all of us on the RIFT team, and at Trion as a whole, I wanted to say thank you very much for participating in our first beta test.

We’ve been incredibly busy both through the event and in the hours since it ended, poring over all of the feedback and data and making plans for the next one. Between forum posts and in-game reports, you submitted over 20,000 individual pieces of feedback.

We’ve had developers, community, and QA folks looking over it constantly since the event began. Please do realize that your feedback here absolutely does matter.

We learned a lot this weekend. Most notably, we got answers to some critical questions.

What happens when you put the full population of a server on a single side, and effectively keep them in one or two zones for a whole weekend?

Could we patch all of those people? How well would the game hold up technically? How well would it play? How would the rifts and invasions play out?

Patching

The pre-patch that started a few days before the event was immediately extremely loaded. Many people were getting the files just fine, but a good number of you had to restart the patcher a few times to get them all.

You helped us figure out the biggest issues with this, and we updated the patcher a few times during the event. By the time the event began, the vast majority of people were seeing successful updates on the first try.

We still have a couple more improvements to make that should make the update experience even better in time for the next beta.

The Servers

Before the event officially began started, it became obvious that a lot more people took us up on our invitation than we had originally anticipated. Within the first hour of the event, we had to double the available number of servers. Those servers all remained highly active throughout the weekend.

The population of Freemarch never dipped below “more than we’ll need to support in the long term,” and the servers stayed responsive and stable throughout the overload.

Gameplay

The starting area of Terminus held up really well. People started slamming in to the point where we got a solid test of the server queues. (Thanks for putting up with that.)

During the first day, it was obvious that the quest targets in Freemarch weren’t nearly plentiful enough, and we made sure to get an update out for that as soon as we could – Based on people’s comments, it looked to have reduced quest blockages by about 95%.

By Saturday, it became obvious that our “wildly crazy active” tuning numbers for rifts, invasions, footholds and the like weren’t getting the result they were supposed to. For the first half of beta, very little of the dynamic game layer was seen or heard from.

Where we had hoped and expected to see invasions rampaging across the countryside, instead the population density had become far too high, such that invasions weren’t even getting off the ground.

We updated the game with even more insanely active tuning on Saturday night to give the invaders a chance to come out and play too, and the response in chat and submitted feedbacks was overwhelmingly positive once that started.

By the time it worked, it was a hell of a sight — Huge invasions finally freed up, setting up footholds, wiping out the local populace, and eventually being repelled by defenders.

Expect a whole lot more iterations and improvements here in the future, both to rifts and invasions. More types, more activities, and a much better tuned frequency.

We’ve spent a large part of the day today working on our plans to make sure people see obvious improvements to the dynamic layer, both in terms of frequency and diversity in time for the next beta.

From here, we’re going to continue going over everyone’s feedback, and seeing what kinds of adjustments and improvements people really want to see in the game.”

Trion obviously takes the Beta process very seriously and they have shown every intention of keeping to their goal of a clean MMO at launch. Stay Tuned! Beta Two Summary is coming soon!

Beta 5 is coming January 25-28th. Get online and try to get Beta Keys, check out Facebook, Twitter, and riftgame.com to get those keys coming!

More Beta Rift Summary news is in the works, see you soon, and see you in Beta!

Guardian or Defiant, the choice is yours

Defiant vs Guardian… Round One.. FIGHT!

Central to the PVP lore of the upcoming game Rift: Planes of Telara, is the conflict between the Defiants and the Guardians. A conflict that is heavily nestled in the lore of the game, and provides two entirely different philosophies on the problems affecting the realm of Telara.

Guardians

On the Guardian side, the Ascended have been granted their abilities by the Vigil, a collection of Telarian gods that have banded together to save their realm from the evil of the dragons. According to the Guardian trailer from the official website, these Ascended were “chosen by the gods for a chance to atone, to ascend…. not for our virtue, but for our might!”

The Guardians feel it is their divine right and duty to defend Telara from the rifts and the dragons behind them. They view the Defiants as infidels and their machines as abominations, corruptions of what the Vigil has intended and granted to the people of Telara.

Defiants

On the Defiant side, mankind has been betrayed by the gods. They have suffered enough due to the failure of the Vigil to stop the rifts that afflict Telara. Time and time again, the Defiants have seen the failures, and finally they have had enough.

Using machinery, they have found a way to harvest souls much like the Ascended from the Guardians. Using these harvested souls and infusing their own Ascended with the powers has made the Defiants as much a contender for the future of Telara as the Guardians were.

Both sides seek to end the threat of the rifts, but they are torn by their own convictions and “betrayals” of the other side. Will you be a devout follower of the Vigil and their ultimate plan of salvation for the planet against the heathens and their abominations? Will you serve humanity and embrace the technology to succeed where the gods have betrayed and abandoned Telara?

The choice between Defiant and Guardian is yours and the fate of Telara rests in your hands.

The Eth Empire

Originally posted

The sands sing of empire

From the journal of Zevia Rafique, Eth scholar of antiquities

While digging in the ruins of Shimmersand, I unearthed an ornate brass plate of ancient Eth design. Upon exposure to small amounts of refined sourcestone, the plate unfolded into a series of free-floating rings that spun in midair and spoke our people’s history, thus:

In the desert, nothing should live long, and yet we persevered. Ours were the ways of sun and sand, riding by night, cutting water from the cactus and fighting over oases. Always we studied sorcery, a spell to bring the rains or find shelter from the sun, or slay the beasts who struggled with us to thrive amid the dunes.

We wandered in thirteen tribes, settling rarely. Even in this wandering age, our few cities were beautiful: Fortune’s Shore glittering on the coast like a lost diamond on a beach, and Charmed Eboni with its impenetrable walls.

But most Eth roamed the sands, so the dragons fell upon a divided people. The Golden Maw infiltrated Eboni and subverted it from within, and so we called it the Charmed City only with bitter tongues. We fought like desert tigers, slashing with talons and fangs and vanishing back into the sands, but the dragons were too terrible.

It was one of the Mkhai tribe who first drew energy from sourcestone, inspired by the ways the planes warp and change Telara to see the vast magic within the stone of creation. Building upon this breakthrough, we crafted engines of war to turn upon the dragons.

How they roared when our engines burned their armies to lakes of sludge, turned their champions into crystal statues, even singed the scales from the dragons’ mighty shoulders. We pushed the Blood Storm back across the desert, sealed many of them in tombs inescapable, and aided in banishing awesome Regulos.

And then we beat our swords to plowshares, turned the engines of war into machines of prosperity. We made the desert flower, raised roads of glass above the sand, and built towers that scraped the scorching sky.

Kings and colleagues

As our society bloomed, each of the tribes settled in a great city, bound together with oaths of confederacy. Mkhai stood unmatched in harnessing sourcestone. Khaliti was the city of craftsmen, peerless even among the Dwarves. In Arkeen, we Eth worked wonders with life itself, and great Catari shone above all the rest.

A sorcerer-king ruled every city, ally and peer to his fellow kings, each free to explore the reaches of possibility as they saw fit. In polished sandstone towers, amid the thunder of great machines, these geniuses crafted tiny worlds of living diamond, enslaved the paragons of the planes, and built weapons that could slay bloodlines with a flick of the wrist.

Convocation and collapse

At Redoubt we held the Convocation, for—

At this point, the narration on the rings changes subtly. Where her pronunciation is normally consistent with Arkeenian speech patterns, it here seems to fit the Catari dialect. – Zevia Rafique

—for a great evil had infected Eth society. The dragon cults had infiltrated every level of our wonderworks, and drastic measures were needed to keep them from corrupting the science of plenty and peace, bringing all Telara to its knees. The sorcerer-kings voted, and with tears streaking their pleated beards, they cast the Convocation.

Here the speaker returns to her original Arkeenian cadence. Certain inflections are drastically different, as if the piece in Catari dialect was somehow recited by a different speaker. – ZR

A wave of vengeful magic washed over our beloved cities, silencing machines, snuffing every eldritch light. Glass roads cracked and shattered, magical wells went dry, and the cities of the Eth—centers of an empire that stretched across the deserts and beyond—sank below the slithering sands.

Without our glorious magitech, we returned to wandering the deserts. Our former subject peoples reviled us and would not take us in, so we took shelter with our noble allies, the Bahmi.

During our empire’s final days, tribes of unwashed brutes came down from the northern mountains. Loving the gods as fiercely as they hated science, these Mathosians would build an empire of order but no wonder.

And the wonders of the Eth lay dead beneath the sand, waiting to answer the call of any who love progress above superstition.