Join legions of adventurers in RIFT™, a new fantasy massively multiplayer online role-playing game (MMORPG) set in a world being torn apart.
Rifts violently rip into reality across the land and release powerful forces that threaten the very existence of Telara. Each breach brings with it new characters, events, and treasures, while the world itself changes dynamically around you.
Play with your friends across vast, lavishly detailed environments, or go head-to-head in challenging Player versus Player (PvP) combat as you battle to uncover the secrets of the planes. Build and advance your character using an innovative new class system with limitless possibilities.
The rifts have divided the people and endanger the world. Whether you fight to seal the rifts forever, or harness their power for your own, epic adventures lie ahead for those willing to fight for the future of Telara.
The Rifts of Telara
Mysterious rifts are tearing the world of Telara apart. A powerful magic explosion during the final days of the Shade War has left the veil between Telara and other planar dimensions fractured and torn.
Treacherous and powerful, these rifts occur when another plane of reality intersects with the magical Ward protecting Telara. Rifts create doorways for planar invasion, destroying the lands and people of Telara, but they may also grant otherworldly power to those brave enough to seize it.
Now no part of Telara is truly safe. Invasions can occur anywhere and at any time, and the danger to the world is growing. Two major factions have emerged to save the world of Telara from the rifts: the Guardian and the Defiant. Each faction works in different ways to preserve Telara's future, and both seek to undermine the other.
While little is known about the exact nature of the rifts, Telaran scholars, priests, and historians strive to unlock the mysteries of these massive portals. It is believed that the rifts are being caused by direct attacks on the magical Ward surrounding Telara. Regulos, the dragon god of extinction, seeks to free his imprisoned minions of the Blood Storm trapped deep inside Telara. These attacks weaken the veil and cause planar disruptions that open the destructive rifts across the world.
Often, rifts appear in the world as a tear in the fabric of reality. Powerful magic has been used to study these anomalies, and sometimes they have been opened inadvertently, resulting in great tragedy. But there is still much to learn from these destructive forces. Can riftic power be harnessed by sorcery? Can powerful beings enter the rifts to venture into the deadly planes beyond? How many planes really exist?
With rifts, only one thing is certain — if they are not stopped, the world of Telara will surely end.
Opening a Rift:
RIFT™ provides many playable races to choose from. Each race has its own characteristic look, unique racial ability, and distinctive background story. Races also belong to one of two opposing factions, either Guardian or Defiant. Each race will offer players its own set of advantages and disadvantages during gameplay.
Legend has it that when Bahralt the crafter god had finished forging Telara, he examined his work and was pleased. His assistants in this masterpiece were spirits of creation, and he rewarded their labors with the gift of life. These Dwarves awoke with a desire to build and create, to craft wildest dreams into tangible wonders.
The Elves walked beside the gods in the youth of the world. Favored among Tavril’s creations, they were given long life, wisdom, and an affinity for the land. In return for these many gifts, the gods appointed them stewards of Telara, to watch over the wilds and defend the other races from all threats. The Elves took to this task with natural elegance and focus and guarded Telara with wisdom, magic, faith, and skill for thousands of years.
Honor, faith, and duty are the most sacred tenets of the strong Mathosian humans who once ruled the rocky highlands of the north. Mathosians value strength, hard work, and a man’s oath above all other things except perhaps loyalty. It is their commitment to these virtues that helped turn Mathosia into one of the greatest empires Telara has ever known, and from the humblest of beginnings. Tragically, it was also the very beliefs that eventually tore them apart.
The Bahmi are the curious and reclusive denizens of the Rhaza'de Canyons. Their elemental ancestors, the Shalastiri, arrived on Telara through a rift from the Plane of Air at the time of the first Blood Storm Wars. Led by their prince, Bahmi, they proved invaluable warriors in the fight against the dragon gods.
The Eth are a tribe of humans who adapted to the harsh southern deserts by becoming master survivalists and taming their environment through magic. During the Blood Storm Wars, this inquisitive and fiercely scholarly race discovered a means to harness sourcestone as a fuel for eldritch war machines. After the construction of the Ward and the return of peace to Telara, these proto-technologies saw application in all areas of life. Yet the Vigil soon demanded that sourcestone technology be abandoned. Though it meant being cast from the gods’ sight, the people of Eth refused. In spite of the Vigil, they further conquered their environment and built an empire of conglomerated city-states ruled by brilliant sorcerer kings. The power and influence of the Eth spread throughout Telara, fueled by the wonders of sourcestone.
Within the dense jungles of the Kelari Isles, rebel Elves carved sprawling magical cities from the limestone, bonding powerful spirits to every structure. They built great temples to appease this ever-expanding population of spirits and demigods, and their cities expanded from the temples, mirroring spiritual and natural phenomena. Though Kelari settlements never matched the sophistication of the Eth city-states, they had their own spirit-crafted wonders and luxuries.
Classes & Callings
In the Ascended class system, Soul Attunement is the player’s ability to commune with the souls of Telara’s honored dead and gain their powers and abilities. Souls are the classes in Rift: Planes of Telara, each with a full set of abilities and a class tree. Players choose one soul at character creation, and can eventually take on up to three souls within a particular calling. There are over 1300 possible class combinations.
The soul tree advancement is very similar to that of World of Warcraft's.
Every Calling has access to a special PvP Soul. Each such Soul boasts a suite of skills and abilities specially tailored to enhance the natural PvP advantages of its Calling.
PvP Souls work much like all Souls in RIFT. Include a PvP Soul as part of a build and divide points between the three Souls as normal. The other two Souls determine your play-style, much like in a PvE build, while the PvP Soul has all the goodies you need to help your character dominate those chumps across the battlefield.
PvP Souls are available to any player with a certain amount of Favor, while Prestige Rank determines how many points you can invest in a PvP Soul tree. The more you engage in PvP combat, the more you can hone your character into the perfect engine of victory.
Player versus Player
RIFT™ boasts four Warfronts, instanced battlegrounds with cross-server queuing where players will meet to destroy each other. Each Warfront is fought over a unique resource or advantage and features innovative mechanics to keep the blood flowing – both in your veins and out of the enemy’s. Victory is its own reward, but PvP loot in RIFT is pretty rewarding too. From the moment you first take on the enemy faction, you’ll begin earning currency, loot, and upgrades.
Maximum team size:
Minimum player level:
Collect 500 points (by holding the Fang of Regulos or killing players) within 20 minutes
When Telara’s defenders destroyed Regulos’s body, they sealed his Fang in a shrine at Black Garden to keep it out of the hands of cultists. Both Defiant and Guardians feel they should take exclusive ownership of the Fang, as the other faction is clearly unfit to safeguard such a dire relic.
Both factions must race to seize the Fang of Regulos, but the relic itself has a malign twist: the longer a combatant holds the Fang, the more it erodes his body and soul, dealing damage that increases over time to become nearly unbearable. This makes the carrier easy prey for his enemies, but each side gathers points the longer they hold the Fang. The side with the most points within twenty minutes wins the battle.
Maximum team size:
Minimum player level:
Collect 1,000 points by holding vital positions, OR the most points in 20 minutes
The monks of Thontic have long guarded ruins where the powerful and dangerous mysteries of the Eth are buried. The Defiant were thrilled when one of their archaeological digs uncovered archives that held one of the most powerful of these secrets. Yet before they could extract and utilize the material, the silent monks alerted their Guardian allies, who attacked immediately.
Now, opposing forces struggle to control the dig site by posting the most guards at several important tactical locations. While the central Codex itself is worth the most points, the Vault, the Statue of Thontic near the Guardian camp, and the Translation Scope close to the Defiant position are also worth taking.
Maximum team size:
Minimum player level:
Capture 3 Sourcestone, OR the most enemy Sourcestone within 20 minutes
The Storm Legion overran two neighboring villages, dragging off the townsfolk as slaves of Crucia. In so doing they left behind a handful of Sourcestone idols that could give the owners an edge in the war for Telara. Both the Defiant and Guardians have arrived on the scene and captured some of the Sourcestone, and each seeks to capture the other side’s supply without losing any of their own.
Similar to a game of Capture the Flag, Whitefall Steppes features teams of Ascended defending their cache of Sourcestone while trying to steal the precious mineral from their enemy’s base. Teams can only capture Sourcestone when their own supply is secure, and the first side to capture three idols, or the most idols within the allotted time wins the battle.
Maximum team size:
Minimum player level:
Accrue 1,000 points, OR the most points in 45 minutes, OR slay the enemy commander
Once Port Scion was the pride of the Mathosian Empire, perhaps the richest city in Telaran history. Now it is overrun by the undead, forcing both Ascended factions to fight each other as well as hordes of walking corpses if they hope to capture this grand city for themselves.
This huge Warfront offers Ascended plenty of challenges and many ways to help their team. Heroes might strike at the Endless Court presence, destroy fell idols to the dragons, or wear down the other faction’s guards. Truly bold Ascended can assault the enemy camp and try to assassinate the enemy high commander, whose death signals defeat for his faction.
Telara is a vast world, with diverse landscapes and a rich history, boasting no shortage of deep caves, hidden strongholds, and crumbling ruins where villains make their lair. Goblins, trolls, and worse emerge from fungus-choked caves to drag passersby screaming into darkness. The enemies of Telara have infested ruined cities, built fortresses in forbidding wastelands, and set fearsome monsters to guard their priceless treasures. In ancient, awful places, blasphemies writhe and slither, waiting to rise up and ruin the world. These dread lairs and secret hideouts are far too dangerous for mere mortals. Only the glorious Ascended have the strength and resilience to brave the caverns and keeps where the dragon cults plot devastation. The goblins must be chased from their stinking holes, and surreal faerie haunts must be cleansed of their wicked occupants. Undead miners dig deep, their picks coming within inches of waking ancient sleepers. Elsewhere, the great dragons themselves strain to escape their elemental prisons. Come learn, if you dare, what rift-born perils lurk in the dark and hidden places of Telara.
Realm of the Fae
The Fall of Lantern Hook
Ascended Class System
Nexus of the Planes
Killing an Iron Tomb Boss
Killing a Deepstrikes Mine Boss
FP Name - Server - Faction - Player Name
(Post in the thread giving me your information and I'll put you on this list)
- Laethys - Guardians - Varkore
- Sparkwing - Defiant - Arteus
- Estrael - Defiant - Mutan
- Firesand - Guardian - Alessa
- Faemist - Defiant - Varlok
- Bloodiron - Defiant - Prunoria
- Scarhide - Guardian - Swire
- Whitefall (EU) - Guardian - Merkwoot
- Shivermere - Defiant - Dweia
- Bloodiron - Defiant - Mars
- Greybriar - Defiant - Veoto
- Bloodiron (EU) - Defiant - Hezzy
- Firesand (EU) - Defiant - Aerio
- Bloodiron (EU) - Defiant - WarRage
- Icewatch (EU) - Defiant - Elincia