Telara is the focal point of the elemental Planes: Air, Fire, Water, Earth, Life, and Death—and one point where every one of these Planes intersect with each other. Each Plane is governed by a dragon-deity, a personification of that elemental force. Through the actions of the Dragon of Extinction, Regulos, the various dragons have united in an alliance known as the Blood Storm, for the purpose of invading Telara and gaining use of the intersection of all of their realms. In the past, the Blood Storm was defeated by the inhabitants of Telara with the help of the Vigil, the most powerful of the native gods.
Regulos was cast out into the elemental Planes, while its five compatriots were trapped within Telara and chained beneath a ward designed to close Telara off from external threats. However, Regulos had recently gained entry to Telara, destroying the ward and causing rifts to open, feeding the strength of the trapped dragons and allowing their minds to enter in a bid to destroy Telara's defenders. Players take on the role of the Ascended, resurrected superhuman warriors tasked to defeat the forces of Regulos and cleanse Telara of the threat of the Storm forever.
Opposing Regulos within Telara are two factions: the Guardians and the Defiant. The Guardians piously follow the religion of the Vigil, the supreme gods of Telara. They include the high elves, the Mathosians (a warlike culture of humans from the north), and dwarves. Ascended Guardians were resurrected by the Vigil after they died at the hands of Regulos, during his return to Telara. Guardians fight and die against one of Regulos' commanders, only to be brought back at the beginning of Rift.
The Defiant are those who, for cultural, historic, or personal reasons, do not follow the religion of the Vigil and have put their trust in science and technology as a way to conquer the forces of Regulos. They include the Eth (a highly advanced human culture from the south), the Bahmi (descendants of interbreeding between Air spirits and humans), and the Kelari (animistic, cabalistic dark elves). Ascended Defiant were resurrected through technology based on the study of the soul-structure of ascended Guardians, in an apocalyptic future in which Telara has nearly been consumed by Regulos. At the beginning of the game, Defiant faction players are sent back in time from this point to the beginning of Rift, allowing them to fight at an opportune moment in Telara's timeline, to overthrow the religion of the Vigil and defeat Regulos.
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 up to players to defeat these monsters and to close the rifts. If rifts are left unchecked, the invading monsters will eventually conquer large portions of the map, inflicting casualties and significantly hampering the operations in that area. Entering the area around a rift triggers a prompt for the player to join a public group, rather than forcing the player to manually create a group. After sealing a rift, players are rewarded based on their contribution to the fight, such as healing, dealing damage, or buffing other players. The severity and locations of 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. With the addition of Storm Legion, Hunt Rifts can be summoned by players creating a "survival" style of combat where players defend conduits from waves of invaders culminating in a boss battle. Hunt Rifts have varying degrees of difficulty and as the difficulty increases the player rewards also increase.
Rift offers several types of dungeons/instances including Dungeons and Raids. Players may team up in groups of 5 to battle through Normal, Expert or Master mode Dungeons. Each level of dungeon challenges players to overcome unique strategies and encounters. Dungeons provide players with a chance to acquire higher level items and currencies to use throughout the game. In addition to Dungeons, players may also choose to enter 10-man or 20-man Raids which require teamwork and good equipment to be successful. Raids are considered end-game content and contain the toughest encounters Rift has to offer.
Each character chooses between five different callings: Warrior, Cleric, Rogue, Mage or Primalist. Each class (with the exception of the Primalist) 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. An additional two souls can be purchased for every calling bar the Primalist which currently only possesses six in total. Rift's soul trees have two levels: branches, which are the specific abilities/bonuses that the player allocates the points to, and roots, which are the soul's base abilities that are unlocked as the player allocates a certain number of points into the branches. 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 twenty 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. This allows players a greater degree of versatility than is normally allowed in MMORPGs. These combinations allow players to play multiple roles in PvE, PvP, party, and raid gameplay. Therefore, a rogue could either do ranged or melee dps, provide support, or tank. Clerics, unlike in other MMOs, allows for damaging and tanking abilities instead of being confined exclusively to healing. Mages provide both ranged and melee damage through direct damage and damage over time abilities. They can provide fantastic support via group or tank healing, as well as debilitating destructive debuffs and crowd control. Warriors can fulfill several roles, either damage, tanking, or support.
Rift's character customization allows players to alter specific aspects of their avatars. Characters may change hairstyles, facial features, height, sex, tattoos, and skin colors during character creation. Originally, these attributes were unable to be changed in game, but patch 1.9 added a barbershop which allowed for re-customization of all aspects but race and sex. Each race has a limited skin color palette and set of race-specific features. For example, the Bahmi's hairstyles for females include numerous bald or almost-bald options while the high elves have hairstyles that contain flowers. The player can also customize the appearance of all armor by applying a coloured dye or by using the appearance of another item. Rift also features an expansive wardrobe system. If a player finds a particular piece of equipment that pleases them visually, they can equip it in a wardrobe slot that overwrites currently equipped items, visual model. For each wardrobe slot, a player can equip alternate gloves, shoulders, boots, pants, and chest pieces. There are various vanity items that players receive for completing dungeons, quests, or rift events in game. All together, the player can purchase up to five wardrobe slots, with the price of each subsequent slot increasing substantially.
At launch, Rift included approximately 12,000 weapons which players could equip to their character. Weapon rarities are common (white), uncommon (green), rare (blue), epic (purple), and relic (orange). Weapons include swords, axes, maces, staves, wands, bows, guns, daggers, and shields. Swords, hammers, axes, and maces, and pole arms may also be two handed.
Welcome to “Making Platinum in Rift” where I look at ways to make platinum in RIFT. I’ve got guides from back in 2013 that have been updated here and there for general information on making platinum, even without the AH.
However, let’s take a look at a specific way of making platinum in RIFT: Old Instance Farming.
What’s Old Instance Farming? It’s just that – running through old instances that are now easy for max level players.
It’s simple – solo farm old raid and dungeon instances such as Greenscale’s Blight and Master Mode Darkening Deeps. You can net 500+ plat per week from this with minimal effort. What’s more? It’s more interesting than clicking on mining nodes, and it’s a lot easier than Level 65 Intrepid Chronicles!
What you want to concentrate on are Level 50 Raids, Expert Dungeons and Master Mode Dungeons.
Let’s see what you can receive in each instance and how long it takes to solo them:
|Instance||Boss Plat||Other Plat||TOTAL||Time|
|Gilded Prophecy||64||20||84||6min 40sec|
|Drowned Halls||67||19||86||7min 20sec|
|Rise of the Phoenix||61||17||78||13min 40sec|
|Instance||Boss Plat||Other Plat||TOTAL||Time|
|Master Mode Darkening Deeps||12||20||32||5min 20sec|
|Expert Darkening Deeps||12||10||22||4min 20sec|
|Master Mode Caduceus Rise||37||20||57||10min|
Spend~1hr 20min (10min for getting to the instances) and you’ll have ~544 plat each week.
It’ll probably take longer than an hour and 20min on your first run through these instances, but as you familiarize yourself with the layout of each instance and know which adds you can skip or run into a boss to kill together; your runs should speed up significantly.
The good weapon wardrobe pieces usually drop from last or second-last boss of each raid.
There’s also various pets and even specific costume drops available. For instance:
Not sure where each instance is located? No problem, here’s a breakdown of locations and some quick advice on each.
Level 50 Raids are all located on the Mathosia map.
*You’ll need to have Omen Sight or Quantum Sight buff up if you want to see the entrance portal for the 10-man raids. You can find these under your Abilities window (default key “p“) -> Ascended Powers -> Utility. Purchased with 12k Sourcestone from: Sanctum or Meridian.
Note: Any tips below are based on you soloing the content at Level 65.
In Stillmoor. /setwaypoint 763 2699
In Scarwood Reach. /setwaypoint 3071 4129
In Shimmersand. /setwaypoint 7106 6911
In Stonefield. /setwaypoint 4231 5228
Although I only show plat and time information for Darkening Deeps and Caduceus Rise, you can probably make around the same amounts from the other Level 50 Experts. As such, I’ve included locations to each below:
All these dungeons are located on the Mathosia map (incl. Ember Isle).
You switch between Expert and Master Mode version of the dungeons by right-clicking your portrait and selecting Dungeon Difficulty. You’ll need to make sure not to be in any instances when you do this.
Only Darkening Deeps and Caduceus Rise have Master Mode versions. They reset every Wednesday and Sunday at daily reset time (4am Server Time). Expert dungeons reset at 4am ST daily.
Only thing to note for the Level 50 dungeons would be Caduceus Rise’s Cinderstorm boss. This boss is summoned either by speaking to Comda who is freed from a cage after you defeat Captain Black Spit. Speaking to Comda will spawn him in front of Pyrestorm’s puzzle and he will autocomplete it for you.
Or, you can complete the puzzle yourself (and get an extra chest reward). A guide to the puzzle can be found here courtesy of Humpy from the Gaiscioch community.
You might be thinking, “Why not…[raid]?” Simple, they’re too hard, annoying or don’t give enough plat for time spent:
Of course nobody is stopping you from doing these raids solo if you wish to and if you don’t mind less plat, you can run them in a group – perhaps for wardrobe items or Conqueror achieves!
Hope you found “Making Plat in Rift: Old Instance Farming” useful! With just one char you’ve almost got half a REX (NA-region)! What if you have 4 Level 65s?
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