Rift game wiki
A fire rift causes small volcanoes to emerge from the ground and burns grass and soil to leave ashen bedrock in the areas around the rift. An earth rift turns the surrounding lands arid and barren, and the monsters in the area are transformed, for example to golems. Known monsters include Crumblers and Shambling Zoisites. A Water Rift floods the area around the rift and affects the surrounding monsters with a blue aura.
It spawns fish type humanoids and water elemental monsters. A Death Rift forms dark tentacles in the air and corrupts the surrounding area with death. It gives surrounding monsters a purple aura. It spawns skeletons and other type of dark monsters.
An Air Rift forms a hurricane with giant stones whirling around it in the air and surrounds nearby area with fog. It gives surrounding monsters a white aura. It spawns airborne creatures such as harpies, carnivorous birds. A Raid Rift is one of the end-game options available in Rift. Players require appropriate notoriety with rift factions in order to purchase the lures to open these rifts. Raid Rifts are limited to players only. Players receive rewards directly for combating rifts, so there will be no "random rolling" for rewards.
Players earn contribution via effort for "doing stuff to help win the rift", including healing, buffing, holding aggro, and dealing damage; effort will be adjusted by a player's level so a higher level player will not always contribute more than a lower-level player. The more contribution a player has, the better his rewards will be; the level of rewards are scaled to the level of the rift.
The best rewards are obtained from the unstable stages of a rift, which get players "into higher contribution categories"; more players are needed to "finish all the unstable stages".
Major rifts, which spawn naturally as opposed to being opened by players, offer better rewards. Rewards obtained from rift events include equipment so a player who only plays rift content "won't fall behind"; some equipment are unique to rift events. Sentinels sacrifice offense for a strong defense, and thus struggle to deal massive damage to their opponents. Unable to reconcile the contradictions between the gods, the Elf initiate Niyol Cliffswind made a pilgrimage to Hammerknell.
His days there were a misery: jostled and berated, unable to gain audience with a priest of Bahralt. Then one night, a lynch mob pulled Niyol from his bed. Dragged toward the gibbet, Niyol heard the clamor as fighting raged through Hammerknell. A moment later, the dwarf fell with an arrow in his throat, knocking Niyol off his bench. Rifts are areas of elemental instability that represent the intrusion of elemental planes into the land of Telara. Once opened, these rifts begin to spawn monsters that proceed to march towards important points on the map.
It is then up to players to defeat these monsters and to close the rift. If rifts are left unchecked, the invading monsters will eventually conquer large portions of the map, killing and significantly impairing the players in that area. Entering the area surrounding the rift will trigger a prompt that allows the player to join a public group, rather than forcing the player to manually create a group. Players sealing the rift are rewarded for many things including healing, attacking and buffing.
The severity and locations of the rifts are entirely dynamic. Rifts of six different types earth, fire, air, water, life, and death are possible, and rifts of different types will oppose each other. In addition, Non-player characters hostile to the player may engage rift invaders. Each character chooses between four different callings: Warrior , Cleric , Rogue , or Mage. Each class starts with access to eight different 'souls' from that calling, which have trees to which they can allocate a number of points gained each level.
All races may become all classes. The soul system allows players to customize their characters to a high degree. The player chooses three souls from within their calling, and allocates earned points into talent trees for each soul. A Cleric wishing to tank may select justicar for its defensive properties and ability to heal the group as it deals damage, sentinel to increase his healing capabilities, and shaman to increase his melee damage output thus increasing the amount of damage-based healing and threat generation.
A Cleric may have both justicar and sentinel, but may have more points allocated into sentinel than justicar, and then choose warden as the third soul for its burst damage and heal-over-time spells, to make the character more of a healer than a tank.
Players may also keep up to six different soul configurations called roles , which may be activated whenever the player is not in combat, meaning a player can switch from a healer to a damage dealer as the group needs.
Because the player's abilities come from the points allocated in the soul trees, two roles that share no souls will have no abilities or bonuses in common with each other. Welcome to Telarapedia! The original RIFT wiki anyone can edit. We are currently maintaining , pages 95, articles.
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