Archive for the ‘Ember Isle’ Category


Soloing Caduceus Rise normal mode! (first 3 bosses)

December 9, 2011

Hey everyone, Bluedots soloed the first 3 bosses in Caduceus Rise as a mage, so I thought I would do the same as a cleric just for fun and the challenge.

Overall, the first 3 bosses and the trash are very easy to solo. Caduceus, the last boss, was very hard to solo as I didn’t have enough DPS to kill him in my spec and the orbs that spawned accumulated overtime and killed me eventually. I think my best record was 70% on Caduceus.

All the boss fights took 3-4 minutes at the maximum. High Thane Hergen was probably the hardest out of the three and Hookmaster was probably the easiest. Trash mobs are also very easy except the pack of 4 right before Hookmaster as they hit extremely hard for some reason but can be skipped. Each trash mob awards between 1.5 k to 3 k xp per kill and about 15 Farhall rep (also Defiant equivalent I would assume). The entire run to the Hookmaster would probably take you 20-25 minutes and award about 1/4 – 1/3 of a PA level and a decent amount of notoriety with Farhall/Defiant equivalent.


The build I used is a modified 34 Shaman/32 Justicar/0 Sentinel. See this post for more info such as macros and stuff. Interrupt is only for the first boss but it doesn’t do much harm if you don’t have an interrupt.


My guild is 5/11 for quite a while so I had time to accumulate some HK gear. I actually put on two pieces of  tanking gear (the T1 raid mark tanking gear) for this for the extra endurance but in hindsight it wasn’t really necessary. I also have two pieces of HK mark gear, one of them a relic upgrade (shoulders). My weapon is a 2hander from Soulrender Zlias in HK.

I would imagine people that are R7/R8 PVP gear would probably have an easier time due to the extra endurance.

I also have the Justicar synergy crystal for the extra endurance and 50% more heals via Salvation.

My sigil/sourcemachine is simply filled with all crit lessers for soloing. No tanking/high endurance lessers were used. My trinket is Sacred Heirloom of Eth.

For consumables I just used Thick Armor Plating and Burning Powerstone and some +40 endurance/dex/int/wis scrolls but you can get away without using them.


Videos (Inc soon)

Each video duration is 3-4 minutes. There is no music.

High Thane Hergen

Faultwalker Alraj

Hookmaster Palos

ACT parses and stuff

High Thane Hergen


HPS (not going to bother listing the HPS for the other two as it is the same)

Faultwalker Alraj


Hookmaster Palos



Walkthrough: Upper Caduceus Rise

November 21, 2011

This guide is co-owned and first released on


Hello everyone, here is a walkthrough for Upper Caduceus Rise, one of the new T2 dungeons introduced with Patch 1.6

Zugthak – Difficulty – 5/10


  • Stomp ability -  Melees & tanks must get out or they take massive damage and knockback.
  • Trog adds, untankable, they are non elite. 3 of them can be up at a time. Kill it.
  • Water spirit pops up during the fight, these have a blue circle around them and whoever steps into it gain 3 abilities. Protect the Water Spirit and use the remove Thick Hide ability (leftmost).

Zugthak is the first boss in this T2 expert dungeon. You will see him right away after entering Upper Caduceus.

He comes with three adds called Trogs, these are not tankable but are non elite and do not hit for much. They must be killed by your DPS as they can deal damage to the friendly Water Spirit that pops during the fight. They will respawn throughout the fight.

He gets a Thick Hide ability that reduces the damage he takes from players. This must be removed via an ability gain from the friendly Water Sprit that pops during the fight.

Periodically throughout the fight, Zugthak emotes – Zugthak prepares to grind you under his heel! This is the warning that Zugthak will cast his Stomp ability. Melee and tanks must get away from the named or take on quite a lot of damage and be knocked back.

Also, a friendly Water Spirit will pop during the fight. This Water Spirit has a blue circle around him. Standing in that circle will grant the player 3 abilities – Remove Thick Hide, Kill Trog, and Immune to Stomp. These share a cooldown (1 minute and 5 seconds)  so we found it was best to remove Thick Hide and focus on burning down the Trogs and then named. Melee dps  might find it helpful to utilize the Stomp immunity after you strip Zugthak of his Thick Hide.


(From the left)

  • Lash Wave – Removes Zugthak’s Thick Hide
  • Trog Stomp – kill the targeted Trog.
  • Water’s Grace – You become immune to Zugthak’s Stomp and your melee attacks do more damage

Healing – Fairly simple this fight. You may need to top off the tank and melee dps if they do not get out when Zugthak does the Stomp ability. Tanks do not take a lot of damage on this fight otherwise.

Snuggles – Miniboss – Difficulty – 3/10


Snuggles is actually a spider! (Trion has a great sense of humor!). He comes with a bunch of adds that can be pulled separately away from him and killed. He is mostly a tank and spank fight except he has a cleave ability called Venom Spray if you are standing in front of him that will one shot anyone  other than a tank.

He drops a chicken pet!!

Rodiafel – Difficulty – 7/10


  • Chomp – puts a red circle on the ground where it will lits up and hurt anyone standing in it.
  • Molten spray – fire looking DoT on the tank, can be cleansed.
  • Lava Torrent – nasty DoT placed on two players in the party, do nasty damage if not cleansed.
  • Unstable Temperature – Rodiafel goes underground and puts a pulsing yellow circle on all party members. Do not stack on each other and avoid the fire red circles.

This boss is hidden underground when you first meet him. Once you engage him, he will come out of the ground. There are two phases – aboveground and underground.

Aboveground is where all the action takes place. He will start off with  Chomp – which will place a fire circle on the ground that you must avoid. He will follow this with Molten Spray, a DoT he puts on the tank that can be cleansed. Then he will cast Lava Torrent, a nasty DoT that is placed on two party members that must be cleansed ASAP. Finally, he casts Unstable Temperature and goes underground for the underground phase.

During the underground phase, players will gain a yellow circle around them. Try not to overlap each other with the circles and avoid the red circles he put on the ground. This stage is very AoE heal intensive.


Rodiafel will come aboveground shortly and the fight repeats until he is dead.

Healing – This fight is AoE heal intensive with a big cleanse component to it. AoE cleanse comes in handy here. You also have ground AoEs to avoid while trying to keep the rest of the group alive. Yikes!

Captain Black Spit – Difficulty – 5/10


  • Puts AoE on the ground that you must avoid.
  • Bile Breath – Frontal spray that will kill anyone in front of him. Make sure to turn him away from the party and never let him turn away from you.
  • Boss from summon adds from time to time.

This boss is called Black spit because he drinks and spit black stuff that will kill anyone but the tank! Make sure he is never facing the rest of the party.

He will emote something like “Scrape yerselves off the deck you mangy dogs and fight!”. This will summon an add to him. Tank can pick it up and just AoE it down along with the boss.

When the emote Captain Black Spit flies into a grog induced rage! appears, be prepared! Shortly after that emote, he will cast Bile Breath, a channeled spell that will kill anyone in front of him but the tank. Tank will also take large chunks of damage during this time.

bile breath

Next, the boss will say Drink up, me hearties!, this is the cue for the 2nd add.  

After 2 rounds of adds and 1 round of Bile Breath, you will get another emote – Player is getting sloshed! This is accompanied by the boss saying Bottoms up, Ascended. This is an effect on the tank that will prevent him/her from doing anything. This effect cannot be cleansed but only last for a couple seconds.

The rest of the fight is a repeat of the above.

Headhunter Kulir and Disciple Varash – Difficulty 6/10


  • Headhunter will cast Magma Tempest – a fire aoe on himself that can be interrupted. Failure to interrupt will cause him to gain stacks that increase his damage output.
  • Dance of Ashes and Prey on the Weak are two abilities from Headhunter where he randomly port to a group member and whack them.
  • Incendiary Artillery is an ability from Disciple that will put a red AoE on the ground.

Tank need to have aggro on both mobs at the start. Headhunter cast an ability called Magma Tempest that can be interrupted. Failure to do so will cause a knockback to everyone around the Headhunter and he will gain stacks that increase his damage output during the duration of the Magma Tempest (boss lits himself on fire).

Throughout the fight, Headhunter will randomly port to someone in the group and whack them. He has two abilities that does this. One of them. called Prey of the Weak, will be preceded by an emote called Player’s Blood will stain the leaves.

Disciple is fairly annoying as he will cast Incendiary Artillery that will put ground AOEs that you need to avoid. Tank need to have aggro with him at the start as he is a ranged mob and will whack other group members with his autoattack called Slingshot.

The strategy we used was having an interrupter on the Headhunter to prevent the Magma Tempest from going off. Rest of the DPS burned down the Disciple first and then finished off the Headhunter.

Healing: Tank damage is minimal. AoE heals is a must here as party members could get damaged from Disciple’s AoE or Headhunter’s whack a mole.

Cinderstorm – Diffculty – 8/10

This boss can be activated by talking to a NPC near the Captain Black Spit area.


  • Cinder Storm – Must LOS it or you will die
  • Mote of Flame – Orbs that slowly turn around in the circle – getting hit by it won’t kill you but will cause you to take some damage and will slow you.
  • DPS race – he will cast two Cinder Storm and then you need to move into the storm and kill him before the lasers kill you.

Cinderstorm is a DPS check fight that requires to LOS one of his abilities. When the fight beings, Motes of Flame will spawn that will turn around the room in a counter-clockwise fashion. Getting hit by it will damage you and slow you down, potentially killing you for his next ability.


Cinderstorm’s ability that you must LOS is called Cinder Storm. Whne he casts this, the ground will pulse and you have a few seconds to run to a pillar and get out of LOS. A good spot is shown below.


After two Cinder Storms, the boss will change to his next phase. You must move from your LOS position and move into the room as lasers will come up all around the room and slowly move into middle. Touching the laser will kill you. It is a DPS race from this point on.


Caduceus – Difficulty – 10/10


  • Magma Blast – A dot placed on three players, must be cleansed asap.
  • Earth Rumbles – Spikes appear on the ground. Just eat it.
  • Tectonic Distrubance – Everyone must stack behind boss or he will port around to people in the group and whack them.

Caduceus is the last boss in the dungeon. If you have good dps, you can ignore most of the mechanics and this boss just become a straight burn with cleansing.

Everyone should stack behind the boss on this fight as this will make certain mechanics a lot easier.

He will cast Magma Blast from time to time on three players that must be cleansed asap (stacking will make AoE cleanse work here). In between Magma Blast, there will be also an emote called The earth rumbles. Spiky things appear on the ground but they don’t really hurt so can be ignored.

After about two magma blast and an earth rumbles emote, he will cast Tectonic Disturbance. Bascially, he will port to whoever that is far away from him and smack them. He will turn jump into the air and land a distance away and do a knockback to all party members.

Erupted Core and Erupted Ember will also spawn this phase. Tanks will need to pick up the Erupted Core. If you have good dps, you can choose to just DPS down the boss and ignore the Erupted Core and Erupted Ember. If not, the you might need to AOE down the Core and then target the Erupted Embers and kill them.

Healing: Lots of AoE heals on this fight. Must be quick with cleanse to remove Magma Blast. The part with Erupted Core/Erupted Ember can be nasty to heal through as everyone is taking damage.


Onslaught, Sourcewell and YOU!

November 18, 2011

This guide is co-owned and first released on


Hello everyone, Ember Isle brought a new style of gameplay into Rift! This is called Onslaught, a series of daily quests that are geographically specific and have you defend certain areas called sourcewells against invasions.

What you need to do to participate

If you havn’t already, you need to head to Ember Watch (13042, 3488) on your map and talk to a NPC called Darius (he is in the back, near the Quartermaster). He will give you a short quest that enable you to pick up an ability called Nexus Infusion

Next, make sure you have as much Planar Charges as possible! All of us start off with 3 planar charges but one can get more from the planar attunements! Each type Planar Attunement give you 1 extra Planar Charge so if you invest in all 6 types, you could have a maximum of 9 Planar Charges! The more Planar Charges you have, the easier it is for you to complete these onslaught quests!

Why do them?

First of all, Onslaught is just plain fun! Instead of running all over the map hunting down invasions, you can actually stand in one spot and make a difference! You can watch as you upgrade a sourcewell location to maximum defense and rejoice as you and your Keeper friends defeat waves after waves of invasions.

The other big reason to do these Onslaught quests is that they give 250 Keeper notoriety per quest as well as about 15 k xp and 33 gold. Also, you gain additional Keeper notoriety when you upgrade defenses and defeating invasions. This is probably one of the quickest way to gain Keeper notoriety and be able to buy all the goodies that they offer.

Where can I do them?

Currently, Ember Isle offer 13 Sourcewells where Onslaught quests can be obtained. They are spread all over the map but one of the sure signs that you are near one of them is all the crystals called Planar Anomaly that you can see littered on the ground.

Here is a map showing where these sourcewells can be found.


If you like using the coordinate system, here is a list of Sourcewells and their locations. Remember that you get an achievement for locating all the Sourcewells as well!

Sourcewell Location
Forlon Fen

12870, 2673

Wellspring Flats

12954, 3082

Nykantor Ruins

12888, 3897

Splintered Shallows

13819, 2750

Glided Strand

14063, 3097

Obsidian Shore

13868, 4032

Temple of Marakris

14178, 4279

Tidewell Inlet

13301, 2422

The Stranglewood

12421, 3557

Abundant Wilds

12936, 4265

Fractured Plain

13426, 3203

Fell Fields

13288, 3786

Kheramos Village

13600, 4452

Near each Sourcewell is a Keeper Ghost NPC where you can pick up the daily Onslaught quest. Each quest will have you defeat 20 invasions.

Upgrading the Defenses

In each Sourcewell camp, there are 4 Turrets, 4 Lifespring and one Defense Arch. There are 4 levels of these things: Debris (level 0), Normal, Superior, Advanced and Exceptional. Upgrading them from one level to the next requires a cast of Nexus Infusion. The exception is upgrading the Defense arch from Debris to Normal, that takes 3 casts of Nexus Infusion (upgrading the rest of Defense Arch levels only takes 1 cast).

Each cast of Nexus Infusion requires 1 Planar Charge, so be prepared!

Turrets – they shoot things. There are 4 levels of them, each level requiring 1 cast of Nexus Infusion. Each level increase the number of mobs it can shoot at. Mobs target by the turret will have a blue circle underneath them.


Defense arch – Improve your DPS against invasion mobs once upgraded to the final level


Lifespring– Heals you for a maximum of 300 hp per tick at Exceptional Level.


Turrets and Lifespring, when upgraded to the max level (Exceptional), will also summon 2 Keeper Sentry NPCs per Turret/Lifespring. These NPCs will help you defeat invasion mobs. Fully upgraded Sourcewell defense will have 16 NPCs. If they die, they will respawn in combat.

You can also heal any of the defense structures by using Nexus Infusion, each tick of Nexus Infusion will heal them for 2165 hp and there are 7 ticks per cast.

One last important thing to mention is that the more upgrades you have, the more frequent the invasions are to that Sourcewell. So be sure you can handle the invasions or you might get overwhelmed if you are out there solo!

Getting more planar charges!

As you can see, upgrading these defenses take Planar Charges. Planar Charges used to be a rare commodity you gain from closing rifts. This is no longer the case!

Near each Sourcewell are crystals called Planar Anomaly that you can attack and kill. Killing these crystals will cause a pulsing circle to appear. Stand in that circle and you will regain your charges very quickly.


So upgrade your defenses, when you are out of low on Planar charges, whack one of these crystals and get your entire charge back!

Defeating Invasions

If you are having issues defeating any of the invasions, make sure to hit the mob and run back to all the turrets and lifesprings! Between the turrets and the Keeper sentries, they will make short work of these invasion mobs.

You must hit the invasion mobs at least once or you will not get credit if the turrets/NPCs kill them for you. Try to hit the invasion boss if you can.

Watch out for elite invasions! These can be tough but they are rare thankfully.


Completing each Onslaught quest will grant you 250 Keeper notoriety. Additionally, each invasion will place a Sourcewell fragment in your rift lootbags that grant you 2 Keeper notoriety. These items will be consumed as soon as you take them out of the rift lootbags so don’t panic if you don’t see them in your bags!

Upgrading defense will also give you Keeper notoriety. Each tick of Nexus infusion when upgrading structures (not when healing a max level structure) will give you +1 Keeper notoriety for a total of 7 Keeper notoriety per cast/planar charge.

Additionally, upgrading structures to the Exceptional level will grant you 11 Keeper notoriety as a bonus.


Ember Isle Orientation

November 16, 2011

This guide is co-owned and first released on


Hello everyone! The release of Ember Isle with patch 1.6 is just around the corner! This will probably the biggest content patch ever with the release of an entire outdoor zone,  Caduceus Rise (5 man dungeon), Rise of the Phoenix (10 man raid dungeon), and much much more! If you have not being to the PTS or kept up with the reading, you will probably be abit lost! Don’t worry, we got you covered!

1. Preparing for the journey

Ember Isle is no joke! Mobs there are tougher and stronger. You are going to need to either team up with friends or get on you best solo spec!

For clerics, check out this build, I have tested it on the general mob population of Ember Isle and found it quite effective!

I hope you have inscribed sourcestones and planarite saved up! Ember Isle is released with a new batch of powerful Lesser Essences, which can be brought from the usual merchant in your home city! There are at least 3 different Lesser Essences per element type and each Lesser costs 100 inscribed and 5000 planarite. So you will need 600 inscribed and 30 k planarite to fill out an entire sigil! If you don’t, do not panic! Ember Isle also comes out with two new DRRs (Daily Raid Rifts) so you might try your lucky there rolling against other people. For a list of all the Lesser Essences, check out this link!

If you are not entirely geared out in uber armor, Ember Isle also came out with a new set of armor targeted towards soloers/casuals. This armor set is called Planar Conqueror’s. It is a slightly worse than the T1 raid (also called T3) armor set stat wise. Check out this link to get an idea what they look like. 3 of the pieces can be obtained from your home city Epic Planar Equipment merchant. The rest can be obtained from Ember Isle itself in various camps.

2. Getting to Ember Isle 

Guardian: Head out from the bridge in Sanctum , it is below the bridge and to your right if you are facing away from Sanctum. See those pillars? There is a NPC there you need to talk to for teleport to Ember Isle. If you are a Dwarf, you can simply run to the end of the bridge and jump off to the right. Other races may need to run to the end of the bridge and turn left for a longer path to the teleportation spires.


Defiant: Go to the main gates of Meridian and turn to the right and follow the city wall, you will see a blue crystal tower. Talk to the NPC inside it.



3. Porticulums!

Ember Isle is huge! To get around the isle quickly and efficiently, you will need to unlock all of them! There is a quest you can pick up at the landing camp that ask you to discover these ports! Be sure to pick that quest up! (For Guardians this is Henrich Ignard at 12568, 4039)

Guardian Specific Port

Fort Zarnost – 12432, 4052

Defiant Specific Port

Talos Landing – 12335, 3034


Wellspring Flats – 12898, 2842

Farhall – 13393, 2878

Splintered Shallows – 13736, 2959

Ember Watch – 13048, 3481

Obsidian Shore – 13980, 4206

Abundant Wilds – 13002, 4105


4. Faction Camps!

Each side has a landing and a main city.

Guardians – Landing city is Fort Zarnost, Main city is Farhall. Near Port Farhall

Defiants – Landing city is Talos Landing, Main city is Atia. Near Port Obsidian Shore

There are two very important notoriety in Ember Isle, one of them is the Keepers (which I will cover below) and the other is notoriety with your main city.  There are quests in the landing place that will lead you to Ember Watch where the keepers are and to your faction main city.

It is very important to gain notoriety with both camps as that allow you access items to the Quartermaster. You can do these via completing quests in the landing camp & main city as well doing dailies.

Guardians – Nyla Grilden – 13457, 2771 in Farhall. Sells Planar Conqueor’s pieces (helmet and legs), crafting recipes, costumes, and food that give you 20 SP/AP for 30 minutes.

Defiants- Agren Thestio – 13418 4192 in Atia.

Make sure to pick up new drinks in the general good vendor. These new drinks are called Isle Embrosia and restore 5.8 k hp and 6.5 k mana over 10 seconds.

5. Ember Watch – The Keepers

Ember Watch is the quest hub shared by both factions. It is held by the Keepers.

The Keeper Quartermaster is Helera Ruesen at 13035, 3448 and she sells recipes, costume pieces and Planar Conqueror’s pieces (gloves and belt), armored Ash Strider mount and more importantly, new DRR lures.

Upon arrival, you will find a whole bunch of daily quests that will give you notoriety with The Keepers.

You can skip them if you wish, but the one quest giver you must see is Darius. He will give you the quest that will give you Nexus Infusion, an ability that you need to upgrade defenses for the Onslaught quests which I will cover below.

6. Quests in Ember Isle

As mentioned previously, there are quests for Keepers and each faction camp. There are also additional quests at each “scene” in the zone. A scene is an area of the map organized under a single name. You can find a very comprehensive list of quests at Zam’s website.

However, what is new to Ember Isle is the Onslaught quests – daily quests from the Keeper at any of the sourcewells located in the zone. A sourcewell can be found at each scene. Basically, the objectives of these Onslaught quests is to defeat 65 invasions at the sourcewells and upgrade the defenses to increase the difficulty and reward of the invasions.

ZAM has a very comprehensive write up on the sourcewells/onslaught quests that you should definitely check out and bookmark (just like this page :p)

7. Dungeons – Caduceus Rise

Caduceus Rise is the new 5 man dungeon introduced with Ember Isle. Its on the far right side of Ember Isle. There are 4 versions of Caduceus Rise. These dungeons are already out on the LFG tool and can be access right away!

In terms of diffculty, the group I run with is a bit overgeared (we have cleared all T1 raid content and currently raiding HK). It took us about 2 hrs the first time we went there to clear the T2 version of these dugneons. These dungeons are a bit diffcult than your standard T2 experts.

Standard – Caduceus Rise – Level 48-50 – 4 bosses

T2 Expert – Lower Caduceus Rise – 6 bosses

T2 Expert – Upper Caduceus Rise – 7 bosses

Mastermode – Caduceus Rise – 11 bosses, not released right away with patch 1.6.


  • Zam has some prelimary strats but it is not very comprehensive (you will need to click on each boss to see strats)
  • Ciderhelm and Riftjunkies will probably release a guide as well.
  • I will probably release a guide to these dungeons very soon. I have run both T2 versions once already and just need to go back a 2nd time to verify some of the strats as the group I went in with was overgeared and ignored a lot of the fight mechanics.

8. Raid content – 10 mans

The new 10 man dungeon is called Rise of the Phoenix. Like other 10 man raid dungeons, it requires someone in your raid with Omen sight or Quantum sight. Fire resist sigils are ideal for this raid.

The location for this 10 man dungeon is not in Ember Isle! It is located in Stonefield at the following location (image courtesy of Puremallace)


Defiants have access to Stonefield and can get to Rise of the Phoenix (RP for short) easily. Guardians however, have a little trouble. If they have the tier 2 teleportation ability, it is not too much of an issue. Without it, Guardians might be forced to take the port at Kain’s Command in Scarwood Reach and run to Stonefield via Scarlet Gorge.

The difficulty of this dungeon is geared towards raiders who have completed tier 1 raid and are currently progressing in HK. There are 4 bosses and they reward Greater Marks of Ascension.


  • ZAM has a good write up of each bosses’s abilities (need to click on boss name to see them).
  • Riftstrats might be release a guide for RP soon.

9. Tier 2 Planar Attunement (PA)

Tier 2 PA is here! You will need to completely Tier 1 PA before you can unlock Tier 2 PA of the same type (i.e. Fire, Water etc..)

Riftjunkies has a good coverage on the Tier 2 abilities.

For Cleric Tier 2 PA abilities – look here!

Magelo has released a PA calculator that includes Tier 2 abilities – check them out!

10. Crafting!

With the release of Ember Isle, there are two new places where you can get new crafitng recipes. One of them is at your faction main city quartermaster and the other is the Keeper faction quartermaster.

Each recipe costs 2 crafter plaques and requires notoriety with the appropriate faction. Some of them also use the 20 hr cooldown mats so save them up!

For a list of all the crafting recipes – look here!

Note that for foragers and miners, ores/diamonds will now drop from appropriate mobs as well. This should lower the price on some of the pots/burning powerstones on AH with the influx of mats with easier access.

* You can now mine Earth Elemental, Oreling, and Golem corpses.
* You can now forage Treant and Bogling corpses.

11. Puzzles!

There is a new puzzle on Ember Isle and it rewards a lesser Essence as well as a companion pet!

This puzzle at Nykantor Ruins. Find the Mysterious Plaque on a ground-level outer wall at (12823, 3857)

There is a very good writeup on ZAM, check it out!

12. New Black Garden alternative mode

If you are a PVPer, don’t be left out with 1.6! There is an alternative mode of Black Garden, one of my favourite maps.

The basic idea behind Black Garden is nicely summarized by Trion.

You and your team must race to cleanse corrupted planar resources – control of the battlefield could mean control of the game, but you’ll have to work together if you want to succeed!

  • Orbs continue to spawn in the center of the map, each player can pick up as many as three orbs – but watch out! Each orb you carry encumbers you and reduces your run speed.
  • When carrying orbs – take them to an activated cleansing point, but be warned: Each cleansing point can only be used a limited number of times before it’s deactivated and you need to find a new one to deliver the orbs to!
  • The first team to 500 points wins!

13. One bag addons!

The API for one bag addon has being released and addon authors are hard at work! Within a few days of 1.6 release we will definitely see some form of this so keep checking!

For those curious what one bag addon does – it merges all of your bags into one and it might enable you to view the inventory/bank of any of your characters from anywhere.. in the future. Here is a link to the WoW version

14. Achievement Whoring (oops I meant Hunting!)

What Rift would be without achivements? Riftjunkies has a pretty good coverage on the achievement that matters. You can check out their guide here

15. Fluff items!

Who doesn’t want to look good while adventuring? Trion has released some amazing looking armor for Ember Isle! Check out my guide here for a rough list of the fluff items you can expect to see with 1.6


New Crafting Recipes for 1.6

November 13, 2011

Ember Watch Vendor

Tempered Orichalcum Chain Boots – Armorsmith – 2 plaques – Honored


Glowing Tempered Orichalcum Amulet – Artificer – 2 plaques – Honored


Radiant Witchweave Gloves – Outfitter – 2 plaques – Honored


Enchanted Shadethorn Bow – Weaponsmith – 2 plaques – Honored


Incandescent Adamant Rune – Runecrafter – 2 plaques – Honored


Incandescent Tenacious Rune – Runecrafter –2 plaques – Honored


Farhall/Atia Vendor (Guardian/Defiant)

Glorified Healing Potion – Apothecary – 2 plaques – Honored


Glorified Mana Potion – Apothecary – 2 plaques – Honored


Tempered Orichalcum Gaunlets – Armorsmith – 2 plaques – Honored


Reinforced Tempered Orichalcum Band – Artificer – 2 plaques – Honored


Steel-Stitched Leather Boots – Outfitter – 2 plaques – Honored


Tempered Orichalcum Mace – Weaponsmith – 2 plaques – Honored