Friday, October 07, 2016

ashenfell lore

Ashenfell: an environ of scorched rock and flame, with lakes and rivers of lava flowing hotly through forests of magma spouts. It is your fate to challenge it.

The most dedicated of Ascended will find themselves directed to this fiery region by the Messenger Ambriel, Chalice Bearer of Thontic, the God of Knowledge and Magic. Charged with preventing an unimaginable fate from befalling Telara, this is the task of a lifetime, fraught with challenge.
You must stop Duke Arcarax, Lord of the Lake, Master of Torments, Guardian of the Gate, Master of Ashenfell, and Bearer of the Final Signet of the Apocalypse. He has forged an unholy alliance with Ahnket herself to bring about the Starfall Prophecy, to break fate and destroy all creation!
Visitors to Ashenfell will immediately notice the ember glow of the lava river, Pyregethon, which issues from Mount Pyre, the impenetrable prison of many enslaved Dragons. The searing heat of the Pyregethon’s flow is a mortal danger to all, hot enough to harm even the fiery denizens of this realm. Were a Telaran to venture into its burning embrace, they would be consumed down to their very soul. Travelers who carefully follow its banks will eventually reach the Lake of Fire where souls that are condemned to the the Plane of Fire are tossed, eventually emerging forth to be shaped by the Alaviax Devils into their twisted creations.

Wandering through the Teeth of the Alaviax and the Black Forest, adventurers will find that there are very few intelligent inhabitants to be found. Filled with menacing rock formations, fiery cacti, and towering lava tubes, few living beings call this area a permanent home, other than a herd of flaming Nightmares and a scurry of Fiery Squirrels. Duke Arcarax’s roaming death squads occasionally patrol these bleak landscapes, searching for any who might have accrued his ire. Everything irks the Duke, so their job is simple.
Diligent searchers may locate the Wreckage of Hamatu in these environs. This ancient Eth colony clearly suffered some terrible mishap in the past. Among the debris is a strange console that features a singular button upon it. Scattered reports indicate that it appears to be attached to an ancient vault. Kobolds from nearby Camp Veist are inexorably drawn to the console, and will press the button repeatedly and mildlessly, either in obsession or ritual. What foul scheme has distracted the kobolds from the search for redemption in this infernal realm?

Eventually, you may reach the Gates of Flame, which mark the border of Duke Arcarax’s domain. These ancient walls were carved soon after the devils were cast here by the Vigil, and have been embellished with profane engravings over millennia. The gates themselves are among the most heavily guarded spots in all of Ashenfell; attempting to sneak through would be suicide. In fact, there is no safe way to traverse them.
Beyond the gates, very little that is friendly to the Ascended can be found. From the Arena of Souls, where prisoners are forced to reenact historical battles for the amusement of the Alaviax, to the giant Pain Organ, where you might wish to complete Danye’s Inferno, to the various shrines of the Princes of Flame, every location is more dangerous than the last.
The most malevolent of locales, the Oracle, where Ananke the Pit Fiend resides, holds special appeal to scholars who visit. Intense study of the knowledge contained within can give an assiduous Ascended insight into many of the recent calamities that have befallen Telara.

Even in this harsh land, there is one place where Ascended may safely turn for rest and succor: Thedeor’s Spear. During the Castigation of the Choir, Thedeor, God of War and Sword of the Vigil, cast his spear into the Plane of Fire itself, creating a celestial respite for those visiting this area. It remains the only place in the entire region where green grass can grow, under the gentle, soothing light that pours from the wound the great spear made in the fabric of existence. Souls of the redeemed gather here, and will help worthy Ascended navigate the politics of the Viceroys of Flame. It would be wise to heed their wisdom.
Every road throughout Ashenfell eventually leads to the Fortress of the Apocalypse. This is the seat of Duke Arcarax’s power, and it is here that he builds his forces in preparation for the breaking of the 23rd signet of the apocalypse. The Duke resides in the center of the palace, seated upon a great throne deeply stained with rust from the life-blood of his opponents. Surrounded by courtiers, advisers, and emissaries of the Tower, he will prove a mighty foe for any who oppose him – and oppose him you must!
Prepare yourself Ascended. Duke Arcarax is mighty beyond belief, and his legions are many, but he must be stopped if Telara, and all of creation, are to survive!

Thursday, October 06, 2016

xarth mire lore

Ancestral home of the Tuath’de, and therefore all Telaran elves, the Xarth Mire was inhabited in primeval times, long before the war between the Gods and the Akvan.

During the great battles between Akvan and the Gods, the fell beast Xarth suffered a grievous wound and was driven to ground. Broken and helpless, Xarth’s power was slowly bled by the increasingly bold Tuath’de, who employed dark magics to drain the creature, strengthening their own arcane potential, albeit at terrible cost. This corrupting influence has inexorably transformed the most ancient race of elves from their original role as beneficent keepers of the land to something far more sinister.
The region itself is now known as Xarth Mire. Its stagnant pools of murky water lay in wait, draped between fell hills formed from the bodies of countless sacrificial victims of the Tuath’de. The verdant plants of the Mire have themselves absorbed some of Xarth’s taint, and must be approached with caution, lest an unwary adventurer becomes trapped in their tendrils.
Dauntless visitors to Xarth Mire might be advised to stop first at the Shadow Market. This trading post for the Tuath’de is located on hallowed ground, something that even the corrupt Tuath’de respect. This decrepit slave market is not a place one might want to spend much time in, but valuable information can be gleaned by those seeking to venture deeper into the marsh’s depths.
On the very border of Xarth Mire is Alicorn Isle, so named for the groteque foundation of severed unicorn horns that the island was built upon. Unicorns, and the purity that they represent, have long been the focus for Tuath’de’s special hatred and frequently become victims of their ritual sacrifices.
Explore the isle if you will, then venture over the cascading falls nearby to find deep caverns that extend well beyond the reach of light, and deep into the mountains nearby. Perhaps forgotten treasures can be found within, or perhaps an ignoble end to your adventure. Fate reveals little.
The Tuath’de are not the only residents of Xarth Mire. The fetid swamp is also home to a great number of Boglings, especially at their capital Bailghol. The Boglings of the Mire, trapped from birth in this corrupted land, have assumed a fatalistic attitude, hoping for death as a release from their suffering. An empathetic individual with inspiring words might be able to revitalize these drudges from their torpor, but who knows what the result might be.
The true center of the Mire is Xarth’s Skull. This massive shell of bone has been built into a fortress for the Tuath’de, and from there, Queen Una rules. Decorated with grisly tokens of their victims, this fortress is the center of the corrupted elven domain and is be dangerous to siege if the Tuath’de gather in sufficient number.
Be warned: even the most innocuous details in this capital are more dangerous than they initially appear. The rose gardens, for example, are not a haven for peace but instead the home of carnivorous vegetation capable of snapping an unwary adventurer in two!
Prepare yourself Ascended, Xarth Mire awaits! Will you survive challenge, or will your bones join those already in the innumerable piles within the marsh?

Thursday, September 29, 2016

fortress sieges lore

Epic siege battles are something we’ve all longed for in RIFT. Storming a castle, breaking down its walls, and breaching the gates to face the dread foes inside – with Starfall Prophecy this dream becomes a reality! Solo, group and ten-man raid content awaits!

Throughout the lands of the fateful Comet, evil lords maintain sway over strong fortresses. Long unchallenged, perhaps they tremble just slightly, knowing they must soon face hordes of valorous and driven Ascended, but they are even now preparing to defend their domains. Perhaps they chuckle instead, relishing the thought of fresh meat at the gates.
The first fortress available with Starfall Prophecy is Xarth’s Skull, the seat of Queen Una. Built inside the massive remains of an Akvan struck down in a long-ago war with the gods, the Tuath’de have expended great effort over millennia to build a perfect defense against any who might assail them. Rings of curtain walls and mighty gates surround the inner courtyard and protect the leaders of the Tuath’de.
Ascended who wish to advance their reputations as heroic fighters (and perhaps line their pockets) will be well employed in keeping the Tuath’de in check – it seems that almost as soon as they fall, more arrive from regions unknown to replace them.
A sole warrior may wish to face challenges around the exterior walls of the fortress, picking off less protected foes, a vital task to support those further in.
Further feats of valor are within the grasp of a group of Ascended, as they penetrate deeper into the concentric rings of fortifications, facing lieutenants with their squadrons.
With enough skilled veterans on hand, it may even be possible to wrest control of powerful siege weaponry to blast down the inner gates themselves!
Listen for the call to battle that will sound at times of direst need. This signals a far more intense and challenging fight!
When this challenge begins, we must prevent the forces of Xarth’s Skull from deploying fresh troops across the Planar Anchors, the sub-fortresses scattered throughout the Mire. These strategic locations provide the Tuath’de valuable information and access to resources, enabling them to strengthen the defenders at the main fortress. Prevent our foes from holding these vital defenses; this is key for our long term victory over their aggressions.
In these times of pitched battle, should we be successful in defeating all of the inner defenses, we will finally be able to enter the portal and meet the greater danger of the spider Hexathal – or at least what appears to be a strange melding of spider, metal and treant – It will most assuredly be a fight to the death, but whether ours or hers only the fates know. Ware her Hexalotls as well, for they will quickly overwhelm your raid party if not dispatched rapidly.
Whether for glory, justice or riches, we welcome you to join our ranks as we challenge the dark lords of the Tuath’de.
This represents only the first of such challenges that await us all in Starfall Prophecy.
Draw your weapons and hurl your battle cries!

Sunday, September 11, 2016

planar fragments lore

Do you fill multiple roles in group content? Are you tired of carrying around all that extra gear that clutters up your inventory? Are you frustrated with needing twice as many item drops of everyone else? Well look no further, because RIFT has the answer for you! Starfall Prophecy will take your gear from ordinary to extraordinary… with Planar Fragments!

Collect Planar Fragments throughout your adventures in The Celestial Lands, through questing, PVP, dungeons, Planar Assaults, crafting, and Planar Fortress Sieges. With these fragments, you’ll be able to customize your stats for the role that you wish to play. For example, if you want to bolster your tanking ability, seek out fragments that have Dodge, Block, Guard, and Endurance as their primary attributes. If you want focus on damage or healing, collect fragments with Attack Power/Spell Power, Crit Chance, Crit Power, and the main stat of your calling (such as Wisdom for Clerics).
With Planar Fragments being the only source of tertiary stats, RIFT reduces the burden of obtaining multiple sets of gear and hoarding pieces of gear that might be required at some point in the future if you need to swap roles. Now you can do everything with just ONE set of gear and a few sets of Planar Fragments!
Over the past few updates, we’ve been working hard to reduce/remove the need for different sets of gear based on your role. For instance, in Mind of Madness, we removed the chance for gear to drop as tank specific, and instead provided side-grade paths for all DPS drops to change into tank gear. This certainly helped with dealing with the challenge of players who Tank and DPS in obtaining their desired role gear, but it still wasn’t the complete solution that we were looking for. Planar Fragments are a much bigger step in that direction, and we think you’ll like them!
Whether a Planar Fragment is desirable for your character or not depends on the sum of its parts:
The first is the primary attribute. This is the stat that you will focus on when judging if you want to equip a fragment and invest in it for the long term. For instance, if you’re going for a more PVP focused build, you’d probably value Endurance and base HP forat survivability higher than you would offensive stats such as Attack Power or Crit Rate – those may be preferred by someone aiming for PVE group content.
A fragment can also carry up to four secondary attributes. These can never be the same as the primary attribute, nor can they be the same as each other. Therefore, an Aggressive Fire Planar Fragment with Attack Power as the primary attribute cannot have Attack Power among its secondary attributes. Depending upon the rarity of the fragment, these secondary attributes will either be hidden or revealed. For now, rarity levels start at Common and go up to Relic. For each rarity starting with Uncommon, a secondary attribute is revealed on the fragment. As such, a Rare quality fragment will have two of the possible four revealed, three for Epic quality, and so on.
Once you have some good Fragments to work with, they can be improved through Infusion. By default, Fragments drop at Infusion level 0 and can increase to level 15. Each time an infusion level is completed, the primary attribute is increased, with a extra large increase at level 15! The secondary attributes also have a chance to improve and be revealed as the Infusion level is increased.
The final aspect affecting a fragment is planar affinity. The combination of the affinity and the primary attribute denote how much the fragment gains between infusion levels as well as what the maximum attribute value will be at level 15. For instance, Fire is an offensive-oriented affinity, so stats like Attack Power and Spell Power will more potent on a Fire fragment than on one with a planar affinity of Earth, which is more defensive oriented. However, Guard would be very potent for Earth.
This combination of aspects creates a compelling reward system that will help even the most die-hard of Rift players invest further in their character and advancement. Additionally, fragments are account bound by default, so your main character can find fragments for your alt characters and help gear them up, something that we’ve heard you asking for quite frequently of late.
We are excited about the introduction of Planar Fragments to Telara and can’t wait to see the imaginative ways you’ll put them to use