Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Saturday, May 17, 2014

[Gameplay] IV: Dimensions

      Here's the page on the much-talked about feature of Rift that has all players obsessing over. Dimensions. Everyone in Rift loves dimensions. What are they? Player housing. Very detailed, very customizable, player housing! Dimensions were introduced into the game along with the Storm Legion expansion in November, 2012. That makes it two years ago now. Time flies I guess, when you're having fun!

     When you first create a new character, you start off with a tiny little tutorial dimension with a tiny little house and a few things to build with. You are introduced to this dimension, and all the details that explain how to do things in it, when you reach level 8. Whether Guardian or Defiant, this quest is the same. It is called Introduction: Dimensions, and has you travel to the second quest hub in your respective faction's starting zone, where you will talk about dimensions with an NPC. They will explain to you what a dimension is, how to get to it, and how to place an object down in it. Just pay attention to the step by step process explained by the questgiver, as well as with a bit of trial and error, and you're good to go!

     Think of a dimension as a play house. You buy/obtain/get rewarded with a "Dimension Key". Then you can obtain objects to place inside your house to decorate it and make it your own. You can literally do anything your imagination will dream up. Some people turn their dimension into an RP waystop. Others make puzzles and challenges for other players to enjoy, while still other players just use theirs as a stashing place for all the dimension items they gain as they level, and keep telling themselves they will get back to it later. (PS: this last one is me lol).

Here's a few important features related to dimensions to help you get started!
  1. Getting to your Dimension
    1. When you first gain a dimension, it will show up in your inventory as a little key. You can find it by typing the name in the search box, or if you know which bag it went into. Right click the key to add the dimension to your collection. Once it's part of your collection, you can change the name, change the privacy (who has permission to see and enter(just you, friends, guild, everyone)), and switch out between more than one if you have several. The main dimension that is "active" will be at the top. On the left hand side will be several other options, including dimensions that your other characters own, public dimensions, and your guild dimension, which can also be accessed via the guild tab.
    2. You can also set or modify restrictions on what other players are allowed to do in relations to your dimension. Options include: entering your dimension, being able to move items around in it, being able to put their own items down in it, and being able to pick up the items that are already in it. PS, if you check the last option, that will allow other players to enter your dimension and take your things. If you don't want that, make sure you are not enabling that option!
    3. If you happen to exit the Dimension window and want to get back to it, the default hotkey to gain access to your dimensions again is the "[" key. The right facing bracket by the letter P. You can change this to something different if you want in the key bindings window, but at this point in the game, almost every key on the keyboard is bound up by something so keep track of what you're switching around.
    4. Once you click on the dimension you want to visit, you'll get a brief loading screen before you're whooshed off to that little pocket of Telara. Depending on the dimension, and how customized it is, you can hear music, see star mapping, and view all kinds of really amazing architecture. My personal favorite is the 'Vengeful Sky' Dimension. It's very beautiful, although the constant crash of lightning can get annoying.
  2. Customizing your Dimension
    1. When you first enter your dimension, or any dimension really, you'll have a little window in the bottom right corner. The large center icon is a wrench. If you have permission to edit, as you always will with your own Dim, you can click on the wrench. This will alter the window into "Edit Mode", and allow you to start customizing your dim to your own liking. You'll have four icons beneath the large wrench. These are:
      1. Placing the item-allows you take an item from your bag that is labeled as a Dimension Item and set it down in your dimension. In order to do this, you left click the item and drag it onto the screen. If the spot that you dropped it in is not to your liking, it's very easy to change it! Once the item has been placed in the Dim, it will become visible, and from there you can change it's size, location, exact position, and even axis. The hotkey "1" will also place items.
      2. Rotating the item-once a dimension item has been placed inside the dimension, you'll have the option to rotate it to any degree you wish, in any direction. When clicking on the rotate icon, 3 colored circles will appear around it. By clicking and dragging the circle, you can then tilt the item, moving it upside down, to the side, or down. The hotkey for rotating the item is "2" on the keyboard.
      3. Resizing-if you want your item to be larger or smaller, it's very easy to change that. Just click on this 3rd icon, or use the hotkey "3" to get the resizing bar. There is a limit to how big or how small the item can get, but it's quite within the range of possibility. Just click and drag the green line to resize.
      4. Picking the item up-if you want to remove the item from your dimension, or want to place it somewhere else without moving it within the dimension window, you can click this option, or using the "5" hotkey. The item will appear back in your inventory, reset to its original size and position. Also, if you have more than one of the same item, this allows to for fast and efficient placing of all the items at once. Simply press CTRL+D and click on the item already placed and the exact size, rotation and position will be copied to any duplicate items you have in your inventory for easy placement. To select items in groups and multiples, press and hold down the SHIFT key while clicking on the items in question. If you want to deselect the item, hold down the ALT key and click the item in question.
      5. Your full list of items-if you want to know what exactly you've placed in your dimension so far, you can click on the little icon on the left side of the Edit Mode toolbar that looks like a notepad. This is the "Placed Items" window, and will show you every item that has been placed in your dimension. You can easily edit the items in the list by clicking on them. From this window you can also gain access to the "Moving Crate", where all your items will go if you want to pack them up and move them to a new dimension. Than when that new dimension is activated, you can unpack the items for easy movement.
    2. Visiting Dimensions
      1. There are as many dimensions (or more) as there are players out there, and some are so amazing that they simply MUST be viewed at least once! So go out and check out all the cool dims that other players have created. And don't forget to also visit your guild's dimension, and if you have permission, contribute some of your own items for its use.
        1. Simply open the dimension window with the "[" key and select which dimension you want to explore. For instance, if you want to investigate the guild dimension, click on the guild tab on the left. The name of the dimension and its stats will show up in in the middle of the window and you can enter it by clicking the little icon.
        2. The "public" tabs are dimensions that other players have created and made available for everyone to view and explore. The "all time" tab is all active dimensions, and you can click on the options in the table across the top to choose how you want to view them. For example, if you want the most popular dimension, click on the "+1's" option in the tabs. This let's you know how many players have "liked" that dimension. When you enter a Dim, you have the option in the Edit Mode window to click a "+1" which is then counted toward a grand total of "likes" that a dimension receives. The more likes, the more popular the dimension is going to be. This is tallied by "all time" and "weekly" which is the public tab found below the all time option in the left hand side of the dimension window. In order to enter these dimensions just click the "enter" button on the far right.
        3. When you want to exit the dimension, just click on the little glowing open door icon underneath your mini map, or the same icon located on the Edit Mode window on the bottom right.
      2. Other Icons
        1. In the Edit Mode window while in a dimension there are a few other icons you can make note of. The little icon shaped like a person will allow you to type in names of players to invite them to view your dimension personally. This is handy if say, you want your friends to be able to easily find your dimension, or a random stranger. The other icon is a little blue shopping cart. This will take you to the specific location in the Rift Store where you can purchase more dimension items, for money, credits, or reward currency.
        2. Underneath these sets of icons, on the left hand side, is a number and a column. The number inside the little house is the level of your dimension. You can increase it by clicking the Plus + icon. The more you upgrade your dimension, the more costly it becomes. Upgrading your dimensions to higher levels also increases the amount of items you can place in it. Each dimension comes with a set limit of items allowed in it. Upgrading ups that limit.
        3. To the right of the Dimension Level is the +1's button and the amount of "likes" your dimension has received. Of course, you can also like your own dimension too! :)
  3. Dreamweaving
    1. A bran new crafting profession that involves Dimensions! Dream Weavers can craft all manner of awesome new dimension items, like special lighting, SFX, abilities, and a ton more!
    2. The fuel for crafting dimension items is easy to get, but hard to part with: Artifacts. That's right, all those shinies can now be turned into fun dimension items, if you're willing to make the sacrifice. The rarer the artifact, the more potent the crafted item.
    3. On top of all the dimension items DW's can craft, they can also create new dimension keys that can't be found anywhere else! Be warned, it's an addicting profession, and can become quite costly if you are a dimension whore.
    4. If your not too much of a fan of dimensions, or run out of uses for your items, Dreamweavers can also craft things called Dream Orbs. These are armor enhancing baubles that everyone can use.
  4. Dimension Keys (ranked from highest number of items allowed to least)
    1. 2520 item limit
      1. Castle Fortune, Dormant Core, Edge of Infinity, Endless Eclipse, Everywhere, Greenscale's Crater, Infinity Gate, Izbithu's Demise, Mathosian Cascades, Moonriven Breach, Octus Monastery, Polyp Promenade, Shadow Scion, Shal Korva, The Black Garden, The Spawn Pit
    2. 2000 item limit
      1. Anywhere, Azcu'azg Oasis, Bogling Boggle, Dream Hive, Icewatch Outpost, Malluma Track, Moonshade Pools, Shoreward Island, Stone Flask Tavern, Tempest Island, Three Springs, Tulan, Vengeful Sky
    3. 1520 item limit
      1. Central Necropolis, Peaceful Hills, Edgestone Ridge, Faen's Retreat, Fort Zarnost Breach, Gloamwood Glen, Haunted Terminal, Karthan Ponds, Strozza Estate Villa, Temple of the Abandoned
    4. 1200 item limit
      1. Atia, Auditorium Carnos Plaza, Deepwood Cottage, Hailol, Harrow Crypt, Kestrels Cry Ravine, Pus Swamp, Scarlet Gorge Cliff, Stillmore Vale
    5. 1000 item limit
      1. Breach Chamber, Dolcega Valley, Empyrean Mill, Faering Woods, Fetid Planes, Plaza Aurentine, Stone Grove
    6. 400 item limit
      1. Bahralt's Ascent, Daezez Wastes, Sanguine Shores (beginner Defiant dimension), Tower Meadow, Warden's Point (beginner Guardian dimension)

     Dimensions are a crazy fun feature of Rift that can take hours and hours of your time and you'll still not be done! There's just so much potential for so much fun and the customization is crazy. You are only limited by what you can imagine building. So many talented Dimension creators out there have built truly inspiring things! If there's something you want to add to your dimension, but you can't find the item, or it doesn't exist, then make it yourself! Put items together until you form the item you want! You can craft so many new things simply by putting items together and merging them into the item you want. You can add music boxes, sky projectors to change the stars, the weather, the atmosphere, etc., vendors, pvp options, and a dozen other cool things! You can even add a barkeep! There are even players out there who have entire blogs and websites dedicated to dimensions! They give contests, rewards, challenges, and much more for viewers. If dimensions are something you are interested in, check out many other online resources and don't be afraid to dive in! There's no right or wrong with dimensions and the sky is literally the limit.

Other Links:
      Dimension Guide- This is not mine, but is an amazing resource for dimensions!
      List of Dimension Items- An amazing player has put together this extensive list of dimension items, truly amazing dedication and deserves all the respect he/she gets!
    




References: The above links helped me a lot in making this blog post, as well as spending hours in and out of various dimensions and reading everything I could find on the Rift forums about dimensions. I don't profess to knowing everything there is to know about dimensions at all, and they do not belong to me, but to Trion, who were awesome enough to bring player housing to life. All information contained on this page is a product of Trion's hard work, or based on the two links above. None of it is mine! :)
 

Saturday, May 03, 2014

[Lore] XXVIII: Mages



     It was before the Age of Dragons that the initial magic users among the High Elves began to study and exploit weaknesses in the elemental forces, harnessing and redirecting them against invading forces. This dangerous art had dire consequences, since a loss of concentration by an elementalist (the first mages were elementalists) could end in immediate and painful death. Despite these risks, the elementalists were effective at turning the tide of the Blood Storm War. Their art kept them away from the front lines and their minions inflicted heavy losses on the planar hosts invading Telara. Today this arcane art still flourishes across Telara and remains a key factor in holding at bay the numerous enemies of our world.

     Mages are the purest spellcasters. They do not entreat or bargain, or bow before Spirits and their patron gods to gain power and spells, although they may train and study for many years to learn the ability to summon weak-minded elemental beings from the planes to aid them in battle. They do not evoke or revere the holy light or wield their magic with righteousness as say a Cleric would. The cunning, strength, and agility that warriors and rogues possess hold no interest for Mages. They seek the purity of absolute elemental knowledge. Knowledge untainted by the glory of following an unknowable source, or the primal fury that drives their other magic-wielding brethren such as Clerics and Primalists. Mages don't bargain for their magic, or compel. They don't call upon a mighty spirit or ancestor to bless them in battle. They also spend much of their free time studying and seeking out further magical knowledge, which leaves them vulnerable in a fight that would rely on brute force or skill of a physical weapon. Magic is a tool, or a gift. A mage must never forget its fundamental nature.

     Magic touches and is drawn from the elemental planes that surround Telara and it weakens the barriers that keep the material and the immaterial separate. It weakens the laws of reality, even for a moment, to bend such powerful forces to their will. Of course, all active combatants who study the art of war know some form of magical aid. Clerics use magic to heal and support allies, and even to distract powerful foes unto themselves in order for their allies to safely concentrate on bringing that enemy down. Rogues can call on planar magic to grace their blades with added strength and speed, or to allow them to sift through the pockets between reality, gifting some rogues with the ability to "blink" from place to place, or become invisible to the untrained eye, or to coat their weapons with devastating magical ointments. Warriors can spend years with a master to learn the art of controlling entropy and death magic, becoming what is called a Reaver, or can gain knowledge in the opposite direction and wield the holy power of a patron god or spirit as a Paladin. A primalist can call on the magical potential and fury of the natural world around them, drawing upon the very life and air that we breathe to devastate foes and heal allies. But none can master the elements and the arcane like a Mage can. If you want something blown up, get yourself a Saboteur. If you want a powerful healer to protect you in battle and cure any magical curse or illness, find a Cleric. If you need someone quietly assassinated in the dead of the night, try a Rogue. But if you want wide areas of devestation, powerful earth shattering spellwork and thunderous storms of ice, burning waves of fire, dancing lightning, or the darkest of dark magics performed, best to call a Mage.

     The path of a mage is one which uses knowledge and magical skill to overcome reality itself. Mages learn the rules of reality so they can break them. They touch upon a power that doesn't care either way about morality, factions, good and evil and pays no attention to the laws that govern the univers (Multiverse?). To be a Mage is to impose personal will over the universal laws of nature. The more strong-willed the mage, the powerful their spells.
     Mages cast their spells by using their trained magical knowledge and innate talent as well as experience The more experienced and well trained the mage, the more devastation they bring to the field. Most mages learn new spells by being taught the incantation and instruction by a more skilled master mage, or by reading and copying texts in spellbooks into their own spellbook. A master mage can potentially have the ability to create their own spell if they so desired, as their knowledge and skill of the properties of magic is quite extensive.

     Mages can assemble a broad and versatile arsenal of spells. Many mages see themselves, not only as spellcasters, but as philosophers, inventors, scholars, and scientists. Many of the magitech researchers in Meridian are also accomplished mages and many of the scholars and seekers of ancient history are proficient in elemental magic.

     A mage typically needs to rest and eat healthy food after casting spells. The more advanced the spell and the longer the mage has been casting, the more exhausted the mage will become. An Ascended mage gains more strength of body and mind as well as stamina due to their unique status, and magic drain doesn't affect them as strongly, but an Ascended mage can still exhaust themselves into a stupor if they draw on too much magic at a time. That would require a lot of magic casting though and an Ascended would recover quickly. They would be vulnerable to attack while weakened, however, and would be just as easily overcome as a mortal mage if attacked at this time, with the difference being an Ascended would be able to essentially cheat death and resurrect themselves without the need for a ritual or lengthy and risky resurrection spell. When the need calls for a certain spell to be cast, the mage will allow her thoughts to retreat and will focus completely on that spell and the trigger word(s) needed to cast it, and it might look like the mage is in a trance while casting. When she has the spell she requires in mind, she will say or motion the trigger. All words, ingredients, and motions must be exact and carried through or else the mage could potentially miscast, misfire, or cast an entirely different spell by accident.

     Mages can specialize in one or more of the 11 "schools" of magic:
  1. Pyromancer-Fire Mage
  2. Stormcaller-Weather Mage
  3. Frostkeeper-Healer specialist of Ice and Earth Magics
  4. Necromancer-Reanimating magics, control of the undead, dark magic
  5. Chloromancer-Healer specialist of Nature and Life Magics
  6. Harbinger-Battle Mage
  7. Elementalist-Elemental Summoner/Conjurer
  8. Warlock-Entropy Mage, death magic, life draining magic
  9. Dominator-Mind control, transmutation magics, enchanter
  10. Arbiter- Defensive Mage, uses shields to protect others from damage
  11. Archon-Evocation Mage, steals the strength of others to benefit allies and self
     Some of these schools of magic match better together then others and compliment and boost each other, whereas others are so opposite that a mage might find herself struggling with skill and learning while trying to juggle such contrasting specializations. While it is not easy to switch one's specialization, it is possible to learn a new school of magic, at the loss of the old one. There is only so much arcane knowledge a mage's natural font of magic can hold.

     Often, mages are singled out and trained young, and in some cultures it is considered quite a privilege and honor to the family or household for a child to be chosen as an apprentice in the arcane. Karazhan is one such mage who was gifted to one of the many spirit temples in the illustrious city of Atia on the Ember Isles to study under a master mage. Most of the powerful and renowned mages come from the long lived races, as it takes many years to master and harness the energies of the Rifts and the raw elemental magics swirling throughout Telara, but it is not unheard of for a Mathosian or Eth to rise in the ranks, as their grasp of the arcane and elemental magic is quick and their ability to learn and study knowledge is outmatched.



References: I make no claim to any of this information! Rift mage info like the classes and the Planes all belong to the awesome Trion team! Details on magic, spellcasting, and battle info were taken from a World of Warcraft Roleplay website that I've forgotten the link to. But again, that does not belong to me either!

Tuesday, October 29, 2013

[Gameplay] III: Zone Events

    A Zone Event is when a multitude of Rifts open across an entire zone. Usually, a Zone Event is a specific, self contained mission. All details, information, and rewards for the Zone Event will be found on the right hand side, usually near the top unless you changed the UI. It will give the title of the event, the parameters for its completion, and if applicable, a time limit on completing it successfully. As the event progresses, you will be given new stages or missions to complete, getting progressively harder. A Zone Event is usually something completed by many players, not just one or two, as it requires covering a vast amount of land and defending multiple points from planar attack as well as being able to quickly destroy the threat. Zone Events are usually always announced in the chat channels in your chat window, so make sure you keep an eye on the level bracket chat in order to see which Zone Event is going on where, and on which server/shard. You can easily hop onto that server to participate in the event by right clicking your portrait and clicking on Teleport to Shard at or near the bottom of the list! Clicking on the link of the event name in chat will give you the name of the end boss in the event, and you can match it to your achievement list to see if it's a zone event you want or need to gain all the achievements, if that is your goal.

     Zone Events are usually pretty straightforward unless they are special story events. You need to close X amount of rifts, kill X amount of planar minions, and defend either 2/4 wardstones from attack. Wardstones are located at major quest hubs around the zone, usually those strange rock formations in the center. If an enemy invader is successful at destroying the wardstone, they will then take over the quest hub and park themselves there, killing any and all NPC's that are in the near vicinity. Once they establish their own foothold there, they can be very hard to kill, especially for the solo player. Proceed with caution on these ones.

     After you've completed all the items on the list required to complete the event, there's usually a lot of yelling all across the zone and a big bad appears, usually a lieutenant of one of the dragon gods, or some other prominent follower. They shout and threaten a lot, and than go on a rampage through the countryside, usually until they either encounter a town or an Ascended. Big bads are really challenging, even to higher levels, and have special and unique abilities to watch out for, such as mind control, circles of death that instantly kill you if you step in them. It requires you to be fast and smart about attacking them. This kind of sucks because usually there's a mob of about 20-50 players on top of the boss all trying to get in their kill credit at the same time, which can cause some lag, especially on slower computers. It's a good idea to turn your graphics on low when attacking the boss because of this, if you want to see what he even looks like. The lag can be so bad at times that he just appears invisible on some computers. Usually after you defeat this boss, you will get an achievement, saying you've defeated so and so, of such place. Sometimes you will get a title or something else as a reward for the achievement.

     Depending on the zone you completed the event in, you will get a specific type of sourcestone from killing the big bad, as well as quite possibly all manner of in game items. This could include any of the following: mounts, pets, planar essence, weapons, armor, artifacts, crafting goods, World Event loot, quest items, or quirky trinkets that give effects, like a goblet that turns you into a bat for a time. This makes doing Zone Events a really idea if they are in your area. If you are mainly a solo player and a quester like me, Zone Events can be kind of frustrating because they are impossible alone and they kind of take over the zone if left unchecked, which means you can't quest either. So you're kind of stuck until either some other players come to assist, or the zone event eventually ends, saying that you failed to protect Telara and all is lost...which leaves you with a feeling of disappointment and failure. But I guess you can't win them all.

     You can tell what level and difficulty a Rift is by hovering over it's icon on the map and mini map. It will be a swirly vortex of doom, usually color coded to the plane it's opened into. It will say what type of Rift, what level of difficulty (Minor or Major), and will also state its level. In higher end zones, you will also encounter elite Rifts, so make sure you keep an eye on whether a Rift is elite or not, as it makes all the difference to survival. Although an Elite Rift will of course contain much more loot.

    Now that the boring details are out of the way, I'd like to point out that zone events are actually really cool, really fun, and really intense! Especially the big ones! You can often get snippets of lore and story out of them and you get to fight off epic looking bad guys in a huge zone wide showdown. Often players will group together to take this guy down! I've seen giant dragons that shake the earth, strange demonic elementals, crazed cultists, and even avatars of the Blood Storm. So if a zone event pops up in the zone you're in, make sure you participate! It's pretty cool, and plus, you'll be helping the whole zone out.

     Here's a list of Zone Events I've recorded so far. Since I haven't been to any of the new zones yet, I don't have a list of those, but as soon as my character gets there I'll update this list. The list is in ascending order from lowest level zone to highest, until lvl 50, or old world Rift. Storm Legion and Nightmare Tide zones are not included as of yet because I haven't ventured there yet. For a live event tracker that will track which events are going on right now on the live servers, click here: Rift Event Tracker -Note that this is NOT my tracker. It was created by someone else and I do not claim any association with it!

  • Silverwood
    1. Battle of the Woodlands-Banish Inhibrius
    2. Crusade Against House Aelfwar*-Destroy the Greater Aelfwar Idol
    3. March of the Gedlo-Banish Cinderon*
    4. The Forest Fire-Banish Mar'krul
  • Freemarch
    1. Battle for Freemarch-Banish the Mark of the Tyrant
    2. Gathering of Souls-Banish Grimnir
    3. The Crushing Deep*-Defeat Xan'thaerid
    4. The Ebb of the Tidelord*-Banish Tidelord Idlopuul
    5. The Hand of Death-Banish the Claw of Regulos
    6. Fall of the Hammer-Banish Veras
  • Gloamwood
    1. Descending Night-Banish Moirna
    2. Forged in Rage-Banish Kallisifer
    3. The Purging of Gloamwood Pines*-Defeat the Hag's creations
    4. The Wild Plague-Banish the Werebeast
  • Stonefield
    1. Experiments in Stonefield*-Banish Oacris the Awakened
    2. Field of Screams-Banish Vairen Maelwisp
    3. Sticks and Stones-Crush Bulgantis
    4. The Undead Burden-Banish Overseer Remalkus
    5. The Stone Titan*-Best the Graniteborn Champion
  • Scarlet Gorge
    1. Shambling Hordes-Banish the Murder of Zombies
    2. A Royal Raid-Banish Kayahan
    3. Greed in the Gorge*-Beat the other faction to defeating the Earth Colossus
    4. Fires of Suffering*-Banish General Argonis
    5. Bone Dance-Banish Thangula, the Undead Corruptor
    6. Systematic Deconstruction-Dissasmble Eddie, the VX-27 Dredger
    7. The Crucible-Defeat Deregal and Fenkor
  • Iron Pine Peaks
    1. Army of the Wind*-Banish Stormlords and Storms of Crucia
    2. Revenge of the Icewatch-Defeat Kapora
    3. Chilled to the Bone-Defeat Iktharn Coldsteel
    4. Sky Beasts-Banish Nedavada
    5. The Snow Pack-Defeat Farus
    6. Stone Cold Invaders-Destroy Sither
    7. Frostbitten Spirits-Defeat Aristult
    8. Planar Chill-Destroy Warleader Kaltes
    9. Hunger for the Deeps-Defeat Tideweaver Arkryon
    10. Mountain Flood-Defeat Geygesh
  • Scarwood Reach
    1. Double Danger-Banish the Fleshbound Terror
    2. Explosive Life*-Disable the Enhanced Life Charge
    3. Hard Knocks-Kill Domovinius
    4. Winged Horror-Banish Terrovax
    5. The Witching Hour-Banish Lillian Dunst
  • Moonshade Highlands
    1. Life of a Bog Mother-Banish Mog'thunk
    2. Life and Let Die-Defeat Conchobhar
    3. Where the Death Fae Go-Defeat Agrona
    4. Runebound Technology*-Banish the Runebound Elemental
    5. Bogspawn of Gorodon-Destroy Gorodon
    6. Run to the Hills-Defeat Maren
  • Droughtlands
    1. Fiery Hoofsteps-Kill Kartok
    2. Burning Dragonian-Defeat Silnolr
    3. Terror in the Sky-Banish Pteretorax
    4. Saving Lantern Hook*-Banish Tarthak the Immolator
    5. March of the Stone Army-Banish Gul'tiesh
    6. Sting of the Sand-Defeat Enselithis
  • Shimmersand
    1. Prince of Earth*-Banish the Prince's Gladiators
    2. Wind and Wings-Banish Steetos
    3. Serpent Storm-Banish Aurispus
    4. Sand Worship-Kill Malan Ta'er
    5. Scourge of the Sands-Destroy Derinku
    6. From the Pit-Destroy Valificur
    7. Power of Nightmares-Stop Crucia from draining the Plane of Water
  • Stillmore
    1. Unlikely Alliances-Rid Telara of the Monstrous Motes
    2. Flesh Monstrosity-Defeat Hrolgaroth
    3. Raising Kain*-Banish Kain the Fallen
    4. An Eye for an Eye-Defeat Gogalab, Lord Edraam's Minion
    5. Dreaded Knight-Banish Darian Targeth
    6. Forest King-Kill Barkuth
    7. Witch of the West-Defeat Celeste Bospin
  • Ember Isle
    1. In Golden's Grasp-Banish Ochrin
    2. Fires of Rebirth*- Banish Scerrion
    3. Ikthus's Rise-??
    4. The Seed of Change*-Banish Altha
    5. Island Storm-Banish Vornia
  • Cape Jule
    1. The Battle of Cape Jule-Halt Auram's Assault
  • Pelladane
    1. Operation: Landfall-Push back the Storm Legion Assault
  • City Core
    1. Entangled-Defeat the Invasion
  • Eastern Holdings
    1. March of the Legion-Stop the Ancient Ashorans
    2. On the Hunt-??
  • Seratos
    1. Secret of the Deep-??
    2. Strange Tidings-??
  • Ardent Domain
    1. Feeding Frenzy-??
    2. Lady in the Lake-??
  • Morban
    1. Rotten March-Defeat the Invasion and Stop Thal'Dralak
    2. Terror Above-??
  • Kingsward
    1. Sudden Swarm-??
  • Ashora
    1. The Silver Army-??
    2. Dreams of Blood and Bone-Defeat Volan
    3. Return of the Fallen-??
  • Steppes of Infinity
    1. Craft of Conflict-Overcome Mother Nug's Challenges
    2. Shattered Earth-??
    3. Fortress Defense: Phase One-??
    4. Champions of the Firestorm-Defeat Rabrongar
  • The Dendrome
    1. Far From Freedom
    2. Swarm of the Century
    3. Virtue of Vehemence
    4. Melting Point
    5. Rude Awakening
    6. Arboreal Menace
    7. Under the Table-Help Orgathor with his drinking problem
    8. Thorns Everywhere-Clean up Burnthorn's Mess
    9. Why So Sad?-Cheer up Vryl (VERY RARE)
    10. The Awakening
    11. Boiling Ambition
    12. Scuttling Dreams
    13. Critical Mass-Banish Darvaka
    14. Inner Maelstrom
    15. Macabre Feast
    16. Portents of Terror
    17. Pay No Mind
  • Goboro Reef/Draumheim/Tarken Glacier
    1. Crushing Force-Banish Hivemaster Tch'chkk
    2. Battalion of Flame-Banish Desinara
    3. Tendrils of Renewal-Banish Sharlissa
    4. Terror from the Deep-Banish Lady Lanthe
    5. Horns of Doom-Banish Aroksus
  • Tyrant's Throne
    1. Leviathon-??
  • Planetouched Wilds
    1. Earthen Assault-Banish Teth Geonis 
    2. Fire Storm
    3. Tide of Destruction
  • Scatherran Forest/Gedlo Badlands/Xarth Mire/Ashenfell
    1. Horrific Horticulture
    2. Cometary Ice
    3. Cauterized Calamity
    4. Tectonic Drift-Banish Aftershock
    5. Cosmic Void-Banish She of No Name
    6. Cyclonic Conflict-Banish Gust Front
  • Vostigar Peaks
    1. The Tempest Rises
    2. Tipping the Scale:Ahnket-Defeat Ahnket's advance
    3. Tipping the Scale: Crucia
    4.  Tenebrean Tussle-Defeat Ahnket's Advance (name changed from tipping??)
  • Tenebrean Schism
    • ?
  • World Special Seasonal/Holiday Event Zone Events/Rifts
    1. There Arose Such a Clatter (Fae Yule)
    2. Parade Day! (Carnival of the Ascended)
    3. Bloodfire Behemoth (Air Saga Event)
    4. Power of Nightmares (Air Saga Event)
    5. Jewel of Brevane-Join in the Festivities (Carnival of the Ascended)
    6. Take it Back!-Crash the Storm Legion Celebration-Pelladane (Carnival of the Ascended)
  • Events Over Multiple Zones
    1. Unnatural Speciation-Destroy the Hellbug Army
    2. Bloodfire Army-Banish Xumpothazon
    3. Infernal Awakening-Banish the forces of Fire and Earth
    4. Unstable Zone Event-Collect Unstable Artifacts in the 30 minute time limit
    5. Aggressive Colonization-Destroy the Hellbug Colonies and the Broodqueen
    6. Bloodfire Behemoth-Banish Commander Rogmyre
    7. Waves of Madness-Defeat the Abyssal Invaders
    8. Hammer and Flame-Banish the Forces of Fire and Earth
    9. Golden Embers-
    10. Visions of Future Past (Freemarch and Silverwood)*-Defend against the Endless Court
    11. Night Terrors (Freemarch and Silverwood)-Banish the Sinister Presence
  • Obsolete Events that were a one time thing
    1. Grim Harvest (River of Souls World Event)
    2. Visions of Future Past (River of Souls World Event)
    3. Escape the Ancients-Defend the Shade Beacons in Stonefield against the endless forces of the Harrow (Grim Remembrance World Event)

References: If you play the game and pay attention to the announcements of zone events in each of the zones, you can get a feel for patterns and where an event is specific and what triggers it. As for the entire list of Rifts, this is mainly taken off websites that list events, although there isn't much information on them. I'm working that, as I've started recording data related to each of the Rifts I encounter in the game. As Rift get's older, they add in new zone events to spice things up, and I'll make sure I keep the list as current as I can.

Monday, August 05, 2013

[Chapter Summary]: Silverwood

 Silverwood's Storyline
  
Wow, another chapter down! We're moving right along here, and I'm excited to finally get out in the world. A few things were hard to write in this chapter. The main thing was writing the Realm of the Fae dungeon. I couldn't decide if I wanted to include it into the story, make it into a side story, or just ignore it and then add a lore/gameplay blurb on it later on. Eventually, I went with making it into a special side story. I'll be doing the same for all the cult saga quests, and then giving each one it's own unique lore page after the chapter is finished. For the cult sagas though they are very long and each chapter of the quest list is given at different levels so I don't know exactly how I'm going to swing that one, but the lore and story behind it is just too much to ignore!
     I'm trying to keep Rae consistent as I go along, but she's so hard to write hehe. She seems to have a will of her own when it comes to interacting with others. And she's a bit sarcastic no? It makes her a bit fun to write, but also challenging! As always, below you can find the links to all the lore and story pages that were included under the Silverwood heading. Only those that relate to Rae are listed here. The lore and story pages that involve Kara are going to be on her own chapter summary page. I'm trying to keep as two separate stories with their own backgrounds. It's a pain, but fun too.
     If you'll notice, Rae got an update on what she looks like halfway through this chapter. I really liked the idea of her having green armor and a cloak, it made her look more foresty and elfish. As she get's more experienced (aka gains levels) the armor will change and be upgraded and different, thus the pictures will look different with her in it. :) Also, I'm skipping over most of the fights, since it's mainly just the same thing, slash and stab. Every once in a while, especially on the big fights, I'll give a detailed explanation, but other then that, it's all the same and meh, who wants to just keep reading the same thing over and over?
Chapter Two Archives:                                                        Chapter Two Story List:
 Archive I: The Vigil                                                    2.0: Into the Future!
Archive II: Fall of Port Scion                                        2.1: Battle On the Bridge
Archive III: The Guardians                                           2.2: The Holy Forest
Archive IV: Shyla Starhearth                                       2.3: Carrying the Light
Archive V: Bladedancer Soul                                           2.4: Message Delivery!
Archive VI: Quicksilver College                                      2.5: Investigating Quicksilver
Archive VII: History of the High Elves                            2.6: Spiders and Trip to the March
Archive VIII: Boglings                                                  2.7: Swamp Thing
Archive IX: Assassin Soul                                             2.8: The Aelfwar Problem
Archive X: Tavril                                                           2.9: Ties to Greenscale
Archive XI: UI Setup and Addons                                     2.10: City of Sanctum
Archive XII: Zareph Mathos                                          2.11: Wood of Silverwood
Archive XIII: The Fae                                                   2.12: Visions of Shyla Danced In My Head
Archive XIV: The High Elves                                         2.13: Among the Hedges
Archive XV: Realm of the Fae                                        2.14: The Mirror of Ages
Archive XVI: The Aelfwar                                              2.15: Scotty's Empowerment
Archive XVII: Goblin Titles and Aliases                            2.16: Tokens of a Dragon
Archive XVIII: Greenscale                                             2.17: Assault on Overwatch Keep
Archive XIX: Tactician Soul                                           2.18: Kongeegon
Archive XX: Sanctum                                                    2.19: Be The Hero
Archive XXI: Silverwood                                                                    
Side Stories:
Extras List:
The Story Thus Far:
     Raeslyn ends up 20 years in the future after witnessing the dire warnings of the Vigil. She does what she can to help the folks of Silverwood who are in trouble. She does this mostly because she loves her home and she doesn't want to see the creatures in it suffer more than a sense of duty to the Guardians, who are a relatively new faction of diverse individuals. She has joined these Guardians by default because of her Ascended status, but she sticks to her own beliefs and follows Tavril's view more than the entire Vigil as a whole. Raeslyn encounters many enemies attacking Silverwood, the most disturbing being her beloved Prince Hylas. She also finds out about a troubling invasion by the Fae from the Plane of Life. It seems that both Greenscale and Maelforge have made a move to take Silverwood for their own. She also learns that Silverwood has become the main focal point for the Gaurdians' efforts in repelling the invaders from the Planes and the various cults that seek to destroy Telara. She also has to contend with multiple goblin hoards.
     Raeslyn is successful in stopping the evil that has invaded her wood, but she has experienced death for the first time since her resurrection and is thankful that she doesn't remember it and that it apparently wasn't painful after the initial dying (which was very painful!). She's found several troubling discoveries along the way, including the fact that there seems to be something sinister stirring in the dark forest of Gloamwood through the mountains and that Hylas seems to have gone completely over to the Blood Storm. Was he tricked into it, or did he join happily with no looking back? She will have to find this out, as well as many other alarming things as she continues to travel Telara in her quest to keep it safe and take it back from the creatures of the planes.
For the list of quests I'd like to note that those with 2 **stars at the end of the name are CARNAGE quests. The ones with 1 *star are Cult Saga quests. There are a few quests that I'm not sure the co-ordinates of the objects, or what NPC gave the quest. All quests are given exactly in order of how I received them when I went methodically through the zone. All drop or clickable quests are located in the same area as the other quests listed! If you have questions leave me a message!
Zone Details:
  • Mob Types
    • Humanoid
    • Beast
    • Demihuman
    • Fae
    • Planar
  • Total Time Spent in Zone
    • 5-6 days approximately, I can't remember. There was SOOOO much to explore and check out that I spent so long there just doing that.
  • Level Upon Leaving Zong
    • 24- This was after I'd done the cult saga quests that were available to me as well as one run through of Realm of the Fae.
  • Extensive List of All Quests in Zone (as far as I can tell)
    • The Return- Messenger of the Vigil
    • Wanton Flame-Orin Bancroft
    • Divine Inspiration-Sir Andrin Kahn
    • The Art of Soul Binding- Ethain Melankis
    • The Planar Porticum- Ethain Melankis
    • Guardian of Ways and Means- Berthold Stronn
    • Minions of Maelforge-Flameweaver Totem-drop from Flameweaver Goblins (6259, 3329)
    • Introduction: Dimensions- Automatic quest gained at lvl 8
    • Introduction: Instant Adventure- Automatic quest gained at lvl 10
    • Introduction: Mentoring- Automatic quest gained at lvl 15
    • Ghastly Tinder- Extinguished Wanton Tinder- clickable item
    • Offworld Woes- Guardian Sigil- drop from Wanton Destroyers**
    • Out of the Hands of Evil- Corrupted Reliquary- clickable item
    • Recovered Notes- Scattered Stones- clickable item
    • Carrying the Light- Carwin Mathos
    • Singed Hives- Rudi Tanlop
    • A Tear in Telara- Dame Veira Connal
    • Agitated Wildlife- Flamebound Dust- drop from Vespid Hives**
    • Seek Out Argent Glade- Rudi Tanlop
    • Shrines of Tavril- Colten Feddel
    • Your First Fishing Pole- Molly Graysby
    • How to Catch a Fish- Molly Graysby
    • On the Verge- Goblin Head- drop from Goblin Scouts**
    • Immolation Avenged- Colten Feddel
    • Brougan Grote- Colten Feddel
    • Theoretical Absolution- Brougan Grote
    • Minions of Maelforge- Goblin Torch- drop from fire planar demons
    • Border Town- Bronze Beacon- clickable item
    • Midterm Mayhem- Alan Paton
    • Big Brother Hazer- Murbo Malm
    • Barrel Full of Goblins- Destroyed Barrel- clickable item
    • Required Reading- Misplaced Tome- clickable item
    • Trial of the Elements- Murbo Malm
    • Teacher's Pet- Thelliam Bedstraw
    • March Out to the March- Murbo Malm
    • Bug Off- Thelliam Bedstraw
    • The Perfect Specimen- Nora Glen
    • Anti-Intelligence Report- Furias Talwin
    • Saving the Spirit Guide- Thomas Penthas
    • Stolen Implements- Professor Nora Glen's Journal- clickable item
    • Ritual Reappropriation- Ritual Brazier- clickable item
    • The Altar of Reflection- Thomas Penthas
    • Dirty Stinking Marsh- Kelnin Malm
    • Further Exploration- Thomas Penthas
    • Beast of Burden- Barkeep Davek Anders
    • Thorn in the Side- Isilwyn Alra
    • Shipwrecked Guardians- Blair Rheese
    • The Aelfwar Threat- Faetouched Shard- drop from Aelfwar Scouts
    • The Priestess of Sanctum Watch- Isilwyn Alrai
    • High Priestess of the Vigil- Maris Telluria
    • Twisted Horticulture- Maris Telluria
    • A Secret Pact- Ramis Twistroot
    • A Breath From Beyond (Daily)- Darien Shale
    • The Holy City of Sanctum- Rhamm Dragonbane
    • The Caretakers (PvP)- Rhamm Dragonbane
    • The Abbots of Sanctum- Lila Medows
    • Secrets and Artifacts- Teldre
    • Thontic's Blessing- Cabalist Elsu
    • Source and Knowledge (PvP)- Rhamm Dragonbane
    • Mischief Unmakers- Dead Faerie- clickable item (6895, 2988)
    • Clearing the Forest- Imbued Sliver- clickable item (6801, 3147)
    • Fateful Vision- Maris Telluria (Saga of the Endless starts here)
    • The Mind's Eye- Dalin Erst (Cult Saga Quest Pre Requisite)*
    • Feeding the Mind- Dalin Erst *(Cult Saga Quest Pre Requisite)*
    • Tonic of Meditation- Dalin Erst *(Cult Saga Quest Pre Requisite)*
    • Lost in Solitude- Maris Telluria (Cult Saga Quest Pre Requisite)*
    • Vision of Danger- Spirit Guide (Cult Saga Quest Pre Requisite)*
    • The Prince's Betrayel- Maris Telluria
    • Lord of the Fae- Tristan Alecourt
    • Fae Invaders-kill Fae**
    • Shining Pests- Mila Darina
    • Rescuing Foresters-Forester Body- clickable item (6682, 2764)
    • Black Eyes and Bloody Claws**
    • Scouts on the Ridge**
    • Delivering the Hostage-Eukar Heln<Maddened Forester>
    • Back to Argent Glade- Tristan Alecourt
    • Twisted Truth Revealed- Guardian Skeleton- clickable item (6118, 2795)
    • Top Shelf Retrieval- Wine Crate-clickable item (6176, 2851)
    • Ask the Elders- Cerys Amare
    • Fall of the Aelfwar- Broken Altar- clickable item (5810, 2826)
    • Beckoning of the Blessing- Spirit Guide
    • Hope and Fear- Spirit Guide
    • Researching the Wretched Weeds- Cerys Amare
    • Professor for a Reason- Cerys Amare
    • The Snarebrush Talon- Professor Thellium Bedstraw
    • Skull and Bones- Fiona Lechtum
    • Hazers to Hazees- Murbo Malm
    • Crash Course In Blood Magic- Wanton Ritual Stone-clickable item (5918, 2637)
    • Rusty War Machines- Gutter's Plans- drop from Gutter the goblin
    • Power of the Vigil- Sacred Mark- clickable purple item (6017, 2742)
    • The Power of Life- Professor Thellium Bedstraw
    • Severing the Tether- Jerome Drift
    • The Angered Wood- kill Treants**
    • Unruly Faerfolk- kill Fae at Wayward Thicket**
    • Highlands Research-Remun Smorkor<Archeologist>-sends you to Moonshade Highlands
    • Your First Minion: Tutorial quest- Cheque Gui<Fanatic of the Ascended>
    • Elder of the Grove-kill Aldern (large wandering Treant) **
    • Dailies Given in Quicksilver College (gives you Quicksilver Scholars rep)
      • Ending the Mischief
      • Practical Application
      • Historical Recovery
      • Out in the Field
      • Raw Materials
    • Aelfwar Monstrosities- kill Aelfwar **
    • For Security's Sake**
    • To Understand One's Foe- Faetouched Vine- clickable item (6169, 2615)
    • The Overwatch Beckons- Professor Bedstraw
    • Overwatch Infiltration-Brougan Grote
    • A Violent Peace Offering- Loras Tivan
    • Rememberance of Things Past- Elven Artifact- clickable item (6312, 3138)
    • Kill Marshal Fianna- White Robed Mage target**
    • Marshal Ebur-Male Elf On Balcony**
    • Tete-a-tete- Vigoth Phar
    • The Vigil's Shield- Nialls Adnar
    • Remember the Chosen-Ancient Idol- clickable item (6580, 3104)
    • Clouded Contemplation- Zealot's Ring- drop from Greenscale Zealot (green robes)
    • Servants of Twyl- High Elf Scroll- drop from Defenders of Twyl (satyrs)
    • Kongeegon, the Glory of the Aelfwar- Spirit Guide
    • Dormant Power- Nialls Adnar
    • An Age of Darkness- Brougan Grote
    • The Deepening Threat- Tam Daggerborn (Realm of the Fae Dungeon quest)
    • A Dire Demise - Kill Kelgnaw**
    • The Source of Spiders-talk to Varian Lofte in Silkweb Pass (Gloamwood)
    • Predatory Panfish- Kill 8 Razormaw Fish (7291, 3018)
    • The Saga of The Aelfwar Chain Part 1 (Req. lvl 20):
      • The Meaning of Danger- Cardinal Fiach
      • Profane Priests- Cardinal Fiach
      • The Care and Imprisonment of Changelings- Cardinal Fiach
      • The Changeling Revealed
      • A Snake In Sanctum
        • The Coup- (dungeon quest: RoTF)
        • The Beastmaster- (dungeon quest: RoTF)
        • The Taking of Overwatch Keep
      • The Green Lady
        • The Crown Of Twyl
      • Hylas Aelfwar, Apostate, Outlaw
  • Locations of Note (With co-ordinates):
    • Peculiar Chest (7167, 3181)- holds item <Marauder's Bow of the Merciless> lvl 10
    • Laura <Bogling Merchant> (6618, 2627)- sells random things, plus some armor
    • "Puzzled At The Top Of The World" - Silverwood's Puzzle (6415, 3154)
      • To complete this puzzle, click on the plaque that sparkles on the wall behind Nialls Adnar. Once you've appeared on the rooftop, move to the right and click the first sparkling mark on the wall. Do this consistently until you reach the top spire of the tower. You need to keep moving to the right...this took me a while to figure lol!
    • "Cairn Do" - Cairn of Miron Sternhammer (6344, 2318)
      • This is a hump of stones located waaaaaay up high in the mountains on the border of Moonshade. Climb up there, explore, have fun!
    • "A High Point" - Right beside the Cairn from above (6331, 2311)
      • If you keep going past these two things and follow the mountain spine, you'll come across some interesting Defiant magitech devices and a gigantic weapon that the Guardians are attacking at (6168, 2364)
    • "Spelunking In Silverwood" - locate 4 caves spread around Silverwood
      • TongueChewer's Cave (6353, 3139)
      • Gutter's Cave (5883, 2604)
      • Spider Cave (6182, 3112)
      • Satyr's Cave (6443, 3195)
    • "So Much Fun I Did It Once" - Silverwood's Jump Achievement (7276, 3054)
      • Rewards title "Base Jumper"
      • This is tricky if you are Defiant by the way...
    • Other Titles/Achievements
      • "Meditating in Sanctum"- Explore all of Sanctum
        • Gives title "Of Sanctum"
      • "Silverwood Campaigner"- Complete all 13 achievements listed (including the artifact ones)
        • Gives title "Tavril's Champion"
      • "Unstable Silverwood"- Complete the list of Unstable Silverwood artifact sets
        • Gives title "Silverwood Stabilizer"
      • "Freshman Orientation"
        • Complete all of Scotty's quests leading up to "Hazers to Hazees"
      • "House Aelfwar Shall Fall"
        • Kill 150 Aelfwar in Silverwood (doesn't matter which)
      • "The Felling of Kongeegon"
        • Kill Kongeegon by completing the Overwatch Keep quests
      • "A Silver Lining"
        • Complete 100 quests in the zone of Silverwood
      • "Silverwoodsman"
        • Explore Silverwood
  • List of Rares (You only need 4 for the achievement):
    • Vengeful Spirit- (6350, 2650) - This creature spawns out of a clickable grave marker
    • Marlrog- (6812, 3200)
    • Pandora<Captain of the Anathema>- (7107, 3476) -located on a tiny island NE of Silver Landing. The island next to the one labeled "shipwreck" on the map. 
    • Werewolf- (5790, 2735) - He walks around in a line near here, just look for mist
    • Brod- (6445, 2921)
    • Mok- (7117, 3223)
    • Pentheus- (6585, 2585)
  • Profession Materials In Silverwood:
    • Ashwood log
    • Yew Log
    • Grieveblossom
    • Coastal Glory
    • Creeperbrush
    • Copper Node
    • Burlap Cloth
    • Cotton Cloth
    • Lean Bacon
    • Lean Steak
  • Other:
    • Puzzling Box-lootable chest underwater (7064, 3505)
    • Sanctum has clickable shrines, one for each Vigil god, that boosts your stats for 30 minutes. I can only confirm Thedeor as giving strength and dexterity.
Map of the Zone:
My Opinion of the Zone:
     I really liked Silverwood. It's so breathtakingly beautiful in spots, that you just can't help but stop and pose for a screenshot. There are many great mountain peaks to look out from, lots of trees to sit in or hide amongst, and the lore about the Aelfwar and Hylas is pretty neat too. Hylas and Shyla are two of my favorites in Rift so I liked reading about their past and how they fell apart and there's lots of lore on them and on the High Elves in general. The Rifts aren't as bad here either because there's always plenty of players in and out of the zone. Since they changed up the questing experience and added a few more Porticums into the zone it's been much easier and faster to get from one area to another, and the mobs are also easy enough to handle. There are still a few challenges of course, like the lvl 8 goblin at the beginning for the carnage quest that I can't seem to ever defeat until I'm higher lvl. But I like that they give you challenges or mobs that require teamwork to kill. I give the Silverwood zone a 5/5 as a starting zone for new Guardians fresh out of Mathosia.

Tuesday, June 18, 2013

[Rogue Soul] III: Tactician

The Soul of a Tactician
 
The Tactician Soul plays a part in these purposes:
  • Vortex (Tank)-8pts.
  • Mad Genius (DPS/Support)-61pts.
  • Bladestalker (Melee DPS)-4pts. *Req. lvl 50*
 
External Sites:
 
 
*Bonus Mastery: Each point spent in the Tactician tree increases healing by .75% and damage by .75%.
 
Type of Soul
Support

Description

Tacticians are masters of Empyrean technology. These highly versatile rogues use a variety of tools and gadgets to obliterate their enemies.
40 pt Talent

Curative Torrent       15 energy       AE Heal
3.0 sec. Channel       Requires ranged wpn.
Restores X health to party or raid members in front of you over 3 sec. This effect can heal up to 2 additional party or raid members. Reduces energy by 1 for every second of channel.
61 pt Root Ability

Ablative Coil       10 energy       
Cooldown: 2min.       6.0 sec. channel
Protects all raid members around the rogue from harm, reducing dmg taken by 30% for up to 6 sec.
Main Weapons
Bow or Gun
History

The transit lift was enormous. A deep and armored cage suspended from track by magic and metal, it could carry a dozen Empyrean warriors in heavy plate. Or, in this case, a rogue and his golem.
The former lay sprawled in a corner while the golem prodded at the lift’s controls. The rogue pointed overhead. "Up, Cere." Blood ran from his mouth when he spoke. “To the top.”
The golem keyed in the destination. As the lift spun to life, Ceredwyn looked back to the rogue. "You're a mess,” it creaked.
“Ice mages,” said the man, grinning. He wagged his left arm – frozen solid to the elbow – at the golem. “I think they got me.” At Ceredwyn’s insistence, he conjured a healing core that took root on the floor and thrummed with elemental energy. "But you should have seen them boil," he muttered before passing out.
By the time they arrived at the bunker, the rogue was fully healed. He checked the shelter's provisions: food, water, and ley lines to power an assortment of wards and devices. While Ceredwyn briefed him on the battle raging outside, he reflected on the survivors they'd rescued so far: an ambassador’s family, a dark cleric from Necropolis – some two dozen souls in total.
Not enough, he thought. Gathering an assortment of weapons and powering the engines in his armor, the rogue signaled Ceredwyn to open the bunker’s door.
The girl fell back and called for her beleaguered parents to follow. They alone had survived a wave of invaders pouring from a tear in the sky. Now a monstrous blue dragon led a second group of demons their way.
To her horror, sizzling bolts of energy ripped past from the direction of their retreat, striking her parents in turn – yet neither was felled. Instead, the energy bound their wounds and washed away their fatigue. She turned toward the source of the magic to find a leather-clad human racing toward them.
If she was surprised by the rescue, she was even more amazed to recognize the man as they crossed paths – it was the city's madcap inventor, a rare sight outside his underground tunnels. He flashed her a smile in passing, then unleashed energy beams and pulsing turrets that made quick work of the remaining demons.
While the dragon circled overhead, the rogue directed them to the disguised opening of a massive bunker. It took the girl a moment to realize he hadn’t followed them inside. Instead, as a mechanical attendant creaked through introductions and protocols, she glimpsed the man in the distance, spewing gouts of flame and frost, locked in dazzling battle with the dragon.
“He’ll be back one day, Calliope,” her father said, putting a hand on her shoulder as the portal whirled shut. “T’Scain knows what he’s doing.”
Strengths
A versatile support specialist who can excel at both healing and fighting at the same time.
Weaknesses

Not very effective at AoE dmg. and not a true healing or dps class, more like a hybrid.
 References: The lore information and stats provided are all products of Trion and were either taken directly from the game or from Trion's lovely lore page and do not belong to me in any way! The external links to other sites all belong to their respective authors and I had no hand in them!