Today is the day the prophecy is fulfilled! The comet burns ominously overhead and the desperate call for brave defenders rings out across Telara… will you answer, Ascended? We also bring you a free gift, with our thanks for your support!
We are thrilled to embark on this new path with all of you! Starfall Prophecy is the culmination of a year’s hard work and encompasses a lot of content and features: four huge new zones, new challenges, features, levels, abilities, items and recipes.
To celebrate, we have a gift for ALL players – the Heroic Prophecy Pack! Just log in to RIFT any time before November 30th to grab all the free goodies, for a taste of all that the Starfall Prophecy expansion offers!
FREE HEROIC PROPHECY PACK:
5x Individual Rewards Charges
Cosmic Earth Core Bundle
Void Drake Lock Box
Large Artifact Bundle
We’re not ready to rest yet – players who invest in the Starfall Prophecy expansion will enjoy many more features coming over the next few months, including: Fortress Sieges, an all-new 10-man raid, the LFR (Looking for Raid) feature, DeadSimon’s devious puzzles and hundreds of new artifacts. Of course, we’re also working on ongoing features, such as Fae Yule! There’s never a dull moment in the RIFT team’s day.
We bring you a second sampling of Legendary Powers for the final three callings. If you're looking for Rogue and Primalist, check out our previous article! Legendary Powers are just a few of the terrific features coming with Starfall Prophecy on November 16th!
CLERIC LEGENDARY POWERS Shaman – Time is everything, and Legendary Deep Freeze makes the best of it – this version no longer stuns targets, but now lasts a full 10 seconds.
Sentinel –Legendary Light of Redemption also applies Redeemed to the target when they are healed, increasing damage resistance by 6% for 16s. When Light of Redemption heals anyone, all targets with Redeemed are also healed. Mana costs are passively reduced by 25%, and Legendary Light of Redemption heals for 50% more.
Runeshaper – Smite your enemies as they justly deserve! With Legendary Rune of Impending Doom, you gain a stack of Smiting Force any time you do damage to the target (in addition to existing effects).
Oracle – Have you been seeking a reliable “get out of death free” card to play? Cast Legendary Defend the Fallen to ensure that allies cannot die for 8 seconds afterwards, in addition to its other effects.
Defiler – Legendary Unstable Transformation also causes Aggressive Avarice and Explosive Rage to consume only a single stack of Rage or Greed while active. Economy leads to victory!
MAGE LEGENDARY POWERS Pyromancer – Legendary Fusillade casts Fireball on the target once every 0.5 seconds. At the end of the channel, if also hurls a satisfying Fulminate on the target.
Necromancer – Choose Legendary Condemn to convert all of the Mage's stacks of Deathly Calling on the enemy into stacks of Condemn, dealing Death damage over time per stack. Make things even worse for your enemy when it adds two stacks of Deathly Calling to the Mage when this ability ends.
Storm Caller – This soul has a simple need – more lightning! RIFT answers with Legendary Lightning Arc; it consumes stacks of Electrified to deal increased damage. Simple. Effective. Deadly.
Elementalist – The Legendary Elemental Burst has a chance to be automatically cast a second and third time after the initial cast.
Archon –Every time Illuminate deals damage, Legendary Illuminate amplifies the damage of your next Pillaging Stone by 10%. Even better, it stacks up to 20 times.
WARRIOR LEGENDARY POWERS Warlord – Legendary Breaking Blow no longer consumes AP. It merely consumes up to 60 Power to deal additional damage.
Void Knight – If you consume 3 pacts, Legendary Ascended Discharge doesn't go on cooldown.
Tempest – Pulses reduce the cooldown of Legendary Wavelength by .5s each time they deal damage.
Reaver – Legendary Shadow of Dread passively causes your reaver dots to tick three times as fast but last 50% less time. It gets you to your goal faster!
Liberator – Legendary Medical Facility no longer reduces the cast time of Deliverance and Fast Relief. It causes Deliverance and Fast Relief to splash 12% of their healing in an AoE around affected targets.
We’re excited to announce that the Starfall Prophecy expansion will go live on November 16. Why wait? Log in to the Beta and experience it now!
Starfall Prophecy is rapidly approaching! Here is your chance to see it all for yourself - test alongside our Devs and help make the next chapter for RIFT absolutely amazing! Simply log on to the Public Test Server (PTS) to experience our expansion AND the technical advancement of true 64-bit support in RIFT!
Once in Starfall Prophecy, our first priorities for testing are:
Dark and dangerous, filled with the most powerful witchery yet seen by any Ascended... that's what you'll find when you enter the Tuath'de Coven. We bring you this preview in two sections. First, the information critical to your mission, and then a longer tale of the Coven and Una. Read on according to your preference...
Ascended, it is your duty to stop the Ritual of Asklepian. This is indeed but one of the many threats carried by the Comet of Ankhet. Shoud Queen Una prevail, we will face the embodiment of the great Green Mother, cruel and harsh as nature itself can be, but under Queen Una's control, devoid of any softness, mercy and nurture common to the*true*spirit of nature.
Our studies have revealed just a little of this Coven's protectors, and at great cost to our ranks. Many of our finest have perished already, and the reports of the survivors are limited in scope. Heed them well, nonetheless. Knowledge is the edge you need as you enter the Coven.
The Tuath'de themselves are fierce adversaries. This you already know. Their allies are worse.
First among these, Hollowood, the gnarled remains of an ancient and powerful treant. The Coven has reanimated it through darkest magic, and has imbued it with an unnatural ability to withstand assaults. Surely there is some way to bypass its defenses, but our dearly departed allies have thus far failed.
Watch also for Mossclaw, a massive alpha bear, the strongest and most valorous of its kind. He is already doomed, a sacrifice to Una's plans. He is guarded by the fungus-witch Marsi'etha, and she will work to keep him alive by means of her well-honed magics. That is to say, by any means possible. If you can, put him out of his misery.
We are also saddened to report that the Coven has captured Lanaria, Queen of all unicorns. That Una plans to sacrifice her is certain, and we must do all we can to save her from this terrible fate. If she falls, one of the greatest beauties of all Telara will be no more, for who among us possesses the skill to bring one of such innate, pure magic back?
We have also seized a few scrolls, a few scraps of parchment, a few dying utterances, all of which detail the aim of Una's great plan. By all the gods, it is horrific: to bring a twisted version of the Green Mother to this very place. It is an affront to all creation, but it would appear that the mad Queen has the knowledge and will to do so.* Should she succeed, we expect the Simulacrum to have power equivalent to the great Dragons, and further, if summoned, she will be under the utter sway of the depraved Queen, Una. Who knows where the madness will stop then?
Let us hope that you can halt the ritual. The alternative does not bear consideration.
Go forth, Ascended. We send our prayers and hopes with you.
The Dwarf rises, a little stiffly, and looks up at the night sky. Battle wounds never fully heal, and they ache a little in the cool night air. She knows that you're up against incredible odds, and it's late; your own wounds will come soon enough. She motions toward you with her cracked drinking horn.
You'll want to rest overnight, no doubt? Certainly; build your strength, you'll need it.
Perhaps you'd like to hear a little more of the history of these twisted Elven-kind, the Tuath'de? Good. Pour mead and draw closer to the fire...
Long ago, the ancestors of Telaran elves were separated from their kin and evolved along a different line in the Plane of Life. They remained more primal, and more corrupt in their desire for power in their domain of Life. Without the influence of other sentient races, such as the Telaran Kelari and High Elves had, they became increasingly insular and xenophobic. Anything not of them was an enemy to be conquered or destroyed.
Over time, the Tuath'de became witches, in the true, deep, wild sense of those steeped in Life forces so redolent of terror and twisted in power that they ensure not life, but death, for all who opposed them. All in the Plane of Life lived in fear, far out of keeping with the beauty surrounding them.
The Tuath'de ruled the Plane of Life uncontested, until the dragon Greenscale appeared. A gigantic, ungainly, toad-like beast, at first engendering mockery and taunts among the Elven-kind. Soon, however, his immense power and unsatiable appetite struck fear into all hearts. As he began his conquest of the Plane, he found the most unlikely of allies amongst all those whom the Tuath'de had so cruelly oppressed.* Once they saw that he was not only immensely powerful, but also resistant to the previously unassailable magics of the Tuath'de, tribes and beasts flooded in to support the great green beast.
The battles that followed were brutal and vicious, but inexorably, Greenscale and his army pushed the Tuath'de back. The fateful day that Greenscale devoured King Dach brought an end to their reign. The Planar inhabitants settled down to a somewhat nervous, but happier life under the giant frog-lizard-dragon, who was largely content to leave them be, aside from his unfortunate habit of snacking on the occasional supplicant. They came to consider it a final tax of sorts, and accepted it in the general way of death and taxes coming hand in hand.
Opposition did not end there, however - it merely went undergound, with the Tuath'de. They were crushed but far from defeated. Loudest among the disposssed was Dach's youngest daughter, Una. She was considered quite mad. Just mad enough, perhaps to seize the throne through the sacrifice of her siblings. Her grasp of witchcraft was unmatched, and she harnessed it to sink the skull of the great beast Xarth into the mire that bore his name. There, she created a refuge for her people, where they plotted and rebuilt their power, dreaming of the day they would emerge and retake the Plane.
For much of Telara's history, the Tuath'de have thus lived in secret, within the mist-shrouded swamps and deep forests of the Plane of Life. The Court of Queen Una held sway over great swaths of the Scatherran Forest and the nearby swamps, and were curiously unmolested. Even the powerful lackeys of Greenscale could not penetrate the cunning, glamor and fear of the collected and growing power of the Court. And so they remained for some time, present but hidden, save for sudden forays to terrorize other beings and seize materials.
It is rumored that the mad Queen dreamt of the Ritual of Asklepian, an unspeakable work that would reanimate the great Green Mother, but under her will. With this Simulacrum, she could encircle an entirely new world with a forever tree, under Una's sharp-clawed control. Such an act requires relics of ancient, sacred power, perhaps found only in the concentrated glens of the forest of Wyredode.
When the Comet of Ankhet tore through their plane, several things happened at once. Una's favorite consort, Prince Fionn, was leading a raiding party in the western marches, against Blackthorn refugees. It is widely assumed that he was killed in the massive impact, but woe be to any fae who so much as whispers it in passing.
The Tuath'de suddenly found themselves ripped from their ancestral homelands, trapped on a celestial object with denizens of the Fire Plane, their sworn enemies. One imagines the screams of rage and frustration as they came to fully grasp their situation. Cut off from the other forests of Aevintyr, her conquest thwarted and her love taken from her, Una's madness threw off its last ties to rationality. Her only comfort is embodied within her sole child and heir, Tristane, and the certainty that all of her sacrifices will soon come to fruition as she realized she had a nearby source of even greater power than the relics of Wyrderode... Ankhet.
The Tuath'de have only ever feared the dragon Greenscale. WIthout his ceaseless hunger to constrain them, they felt strangely liberated. The Tuath'de certainly had no need to hide on the Comet, and were easily the equals to their hated rivals from the Plane of Fire, with whom they shared this strange new land. They worked ceaselessly to increase their skill and magic, bleeding innumerable new thralls on their madstones, creating ever more powerful foci with which to grow their witchcraft.
Most Tuath'de, if you looked beneath the brittle, arrogant surface, were secretly intimidated by Ankhet, in awe of the inherent power of the Tenebrean force that had both freed and continued to held them. Una alone was undaunted by the being, and, whether driven by her madness or fate, soon resolved to seize the Tenebrean as a brilliant tool to achieve her own ends.* Hurtling through space and desperate to seize this new opportunity for freedom and their own dominion, the Tuath'de began to focus upon their Queen's goal with a fanatical and manic devotion. Together, they seek to bend the will of Ankhet herself and bring about the return of the Green Mother.
The Queen, Una, restless and malevolent in power and intent, stalks about her domain, preparing the rituals to bind Ankhet. Everything must be perfect. Everything must be laid forth with care and executed in unmatched order, for the forces of great magic to be brought to bear. Una heard the news of Ascended arriving on the comet with both anger and contempt; she rages at the thought of lesser beings and the ruin they could bring to her plans.
"Leave not one standing. Butcher them with tooth and claw, with rending power and reeking desolation," she ordered, and her followers rushed forth to obey. One tends to grow a little mad and fanatical when inspired by such a leader. Her very insanity had a way of seeping into the surrounding environs.
All of the Tuath'de forces have been summoned, and the beasts of the marsh itself are alert and rage-filled in response to her disturbed state. All are focused on protecting the Coven until the ritual is completed and Ankhet is hers. After that, Una mused in anticipated triumph, nothing else would matter and all would be laid forth beneath her sole command. Once she had the Simulacrum. Yes, the Great Green Mother, glorious in her growth, so close at hand now, ready to wreak revenge and tear life from the very corpses of the enemy. And everyone not a full-blooded Tuath'de was her enemy.
"Soon Fionn," she breathed, "Soon, my love. Our domain is imminent. Our son's birthright is assured." She laughed and nodded coquettishly, as if sharing a private joke, but she was alone in the room, save for the corpses of a few foolhardy Ascended.
An ever-increasing number of flies provided a song of joy to complement her reverie.
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.
Frightful festivities have come to Telara, and will remain until November 3rd!
Portals to the Realm of Autumn Harvest are open! Plunder loot that the Fae have stolen throughout the year – but beware: Seasonal Rifts bring battle to Telara and Monster Mash returns to Black Garden, turning combatants into shambling horrors, werewolves, and worse.
Scraps the Necro Budgie Fear has a new name: Scraps! Well… fearsomely cute might be a better way to describe this undead take on Telara’s favorite riding bird. Found in Limited Edition: Scraps the Necro Budgie Troves, this adorable riding revenant will appeal to Necromancer and Purifier alike!
Ghoulish Attire Just what the doctor ordered! New this year, along with a variety of other costume components, is the Spattered Doctor’s Garb; what mad scientist would be caught dead without their favorite blood spattered surgical scrubs?
Minion Madness Visit some of the most haunted locales throughout Telara this year, with a brand new Autumn Harvest Minion Chain. Purchase Valzor from the store to gain access to 21 new Story Missions, focused on visiting scary sites, and collect 3 new Minions along the way!
Ghastly Weapons Every Ascended understands the value of keeping a sword or bow handy, although with the terrifying armament available this year you won’t want to keep them too close when you sleep! Hands and faces of the damned emerge from these weapons; are they reaching out for help or do they want to drag you into their personal hell?
Molten Ascendance - Truly Wicked Wings While these wings might not be sturdy enough to actually lift an Ascended aloft, they will certainly make your enemies want to fly away! Thick, ropy tendons bind cruelly spiked phalanges into a menacing form to intimidate all your foes!
Log in today and enjoy a few treats; Autumn Harvest only comes once a year!
Your first chance to see Starfall Prophecy is almost upon us; Starfall Prophecy Open Beta starts October 13th!
Strap on your armor and gather your weapons, your first chance to see Starfall Prophecy is nearly here! Journey to the comet of Ahnket and prepare to battle foes intent on destroying all life on Telara!
Prepare yourself to challenge fate:
Explore 5 new Zones, including: , Gedlo Badlands, Xarth Mire, Ashenfell, and the Tenebrian Schism
Battle your way through 2 challenging dungeons: Temple of Ananke and Tuath’de Coven
Grow stronger through the all new Systems, including Legendary Powers and Planar Fragments
Invade the Planes themselves, with Planar Assault Adventures!
Keep a watchful eye here for details on yet more features like Fortress Sieges, Eternal Items, Active Upgrades and Individual Rewards!
We can’t wait to join you in the Starfall Prophecy Open Beta. Find out why MMORPG named RIFT Best of Show!
UPDATE: In order to ensure the best RIFT expansion testing experience, we have decided to delay the start of Starfall Prophacy Beta until the week of October 17th. We will keep you posted, and in the meantime, we are closing access to the PTS shard to allow us to update and polish the Beta build for you! We are all anxious to welcome you to Starfall Prophecy!
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!