The Rift/saved posts
Koar's Shrine/Cavern of Ages
Topic: Pinefar Hunting Areas
Message #: 3069
Author: GS4-WARDEN
Date: 12/30/2007 9:40:58 PM
Subject: Koar's Shrine/Cavern of Ages
Koar's Shrine and the Cavern of Ages have been changed to be in the same realm as Pinefar.
Among other things, this means ESP, Symbol of Thought, Symbol of Need, etc. will reach from Pinefar to the Cavern of Ages, and Pinefar is now within reach for teleporting out of the Cavern of Ages via gold rings, Familiar Gate, and Traveler's Song.
Warden
Strategies
Topic: Pinefar Hunting Areas
Message #: 3192
Author: RAFFELS2
Date: 7/24/2008 3:51:49 PM
Subject: Re: To rift or not?
- North inside of the sphere is Plane 1, West is 2, East is 3. Keep going until you feel nothing, then wait.
- If you're hunting 1, don't go into the maw.
- Mirrors and doors get you back to the cavern.
- Threads take you up a plane and stairs take you down a plane. So if you get rifted to 2, find the stairs.
- Use PEER to keep away from voids. Might want to highlight 'swirling black void' in some sort of danger color. There are 2 each on planes 1-3. Don't fight next to them.
- Don't wave, dance, jump, sneeze...or just generally thrash around...in the cavern.
- Lunatics have a fast (~3 sec.) round, but are squishy. Naisircs are noncorp undead. Csetairi cast a lot of stuff.
- Don't try to leave the rift with more than 10k coins unless you want to appease Koar.
- Gems to be careful of: urglaes fang (cursed), doomstone (cursed-ish), oblivion quartz. And don't look at aster opals, though you can touch them.
- Don't lick the sphere...
Missoni.
Topic: Pinefar Hunting Areas
Message #: 3193
Author: GRYPES
Date: 7/24/2008 4:17:01 PM
Subject: Re: To rift or not?
So.. Since I'm fairly bored with the Stronghold and Minos, should I go do some dying in the Rift?
I've been there exactly once, on another character when it opened, but other than that, haven't paid attention to it.
What do I need to know not to embarrass myself?
-farmer
I don't remember your spec right off, I'm thinking polearms?
Plane 1. - death will come from swarms - don't bite off more than you can chew
Naisics die in 1 hit, use feint (non-crittable but low health). They've spells, but nothing I ever noticed that mattered much - they never lasted long enough - actually I think they may cast call wind which is dangerous in a swarm
Cset's die in 1-2 hits (crittable but one of the most annoying plane 1 things). They cast empathic dispel and will rip all of your spells off. They also generally have WoF up, so you may swing and miss a few times. They also mstrike, bind, and I think they may cast a vine of some sort.
Lunatics are zombies with 3x as much AS/DS. They're only dangerous when they run across a flaring weapon and get swing happy. 1602/1615 them, highly crittable so they die fast.
Plane 2. - death will come from RT, boil earth, and warding spells Skip it, it's annoying as crap. Witches will ward and boil earth you - really deadly
Caedra are pretty standard but hard to crit and have an "ewave-like" manuever you get to experience everytime they enter your room. They swing slow. - most annoying thing on plane 2
S-thingsIcan'trememberthenameof are bards, they love to lullabye, eblast, some spell that makes you lose your grip of your weapon and suffer RT and swing at you - really annoying
Plane 3. death will come from RT, swarms, and occasionally an unlucky DC Warlocks can ward you, they cast curse, Torment, and DC. They come spelled up with WoF occasionally and sometimes have nearly a 600 DS. Most of the time a 1619 + feint will make them harmless + dead. Aivians(sp?) - Start out flying so you can't do much but wait for them to land, swoop and put you into RT (20-45 seconds) that can stack, attack and move fast, and do a puncture attack that tears up plate, they're also really good at dodging N'cares(sp) - Flare up and gain a large AS, tackle (sometimes knocks me on my butt at nearly 2x CM and above their level), disease on hits, crittable but they wear heavy armor, really good at blocking attacks
Dgry
2009 Expansion and Updates
Level Changes
Topic: Pinefar Hunting Areas
Message #: 3727
Author: GS4-MESTYS
Date: 10/3/2009 2:02:08 PM
Subject: Re: Rift Expansion Preview.
>Meanwhile, lost souls and n'ecares have been pushed off of plane 4 entirely and onto plane 5. Vaesp hunters be warned -- a n'ecare tackle followed by an implosion will ruin your day quickly. On the other hands, lost souls could already ewave, so it might not be much worse than before. Seems odd to have a level 83 and 93 critter cohabiting the same small area though. -Grendeg
N'ecares have a base level of 87. Vaespilons are indeed 93. Those two haven't been modified, but a couple of the others have: Vvrael witches are now 80 (down from 82), and csetairi are now 81 (up from 76). I'll update the bestiary when I can catch some time.
-M.
10/05/09 Updates
Topic: Pinefar Hunting Areas
Message #: 3795
Author: GS4-MESTYS
Date: 10/5/2009 12:19:51 AM
Subject: Recent Updates.
- Crawler burrow spawning will occur less often.
- Generation rates have been down tweaked, and will be monitored as we continue.
- The Scatter dispel mechanics will behave as the rest of the Rift until I can get to the bottom of its issues.
- Access to the Scatter should be more restrictive until the event progresses.
-M.
Hiding Updates
Topic: Pinefar Hunting Areas
Message #: 3947
Author: GS4-MESTYS
Date: 10/9/2009 9:36:45 PM
Subject: Rift Hiding Mechanics.
Previously, rooms of the Rift hunting area had a chance of periodically preventing hiding attempts. Now, they will no longer prevent hiding outright, but will instead provide a penalty to hiding. This penalty is accompanied by messaging indicating the hindrance.
-M.
Announcement
Topic: Pinefar Hunting Areas
Message #: 4072
Author: GS4-MESTYS
Date: 10/15/2009 12:20:55 AM
Subject: Haukragg Recovered as Rift Expands!
After a mission of research and salvage turned to one of rescue, Master Hierophant Haukragg of Icemule's Cleric guild was recovered from deep within the scattered reaches of the Rift. Adventurers gathered by Quiggan took to the task of delving into the Scatter, where a final moment of instability revealed a heretofore unseen area, as well as a number of terrible liches. Blade and magic won the day, and the visibly shaken and distraught Haukragg was brought home to Icemule.
The new area of the Rift (The Scatter) is now live. With its release arrives seven new creatures, between 97 and 110. Many of the existing denizens of the Rift have also shifted from their previous generation ranges, in order to better accomodate the new entrants and the makeup of each plane.
With this release, the Adventurer's Guild will now also be assigning tasks for these new creatures, though the highest-leveled creature tasks can only be attained by asking for tougher assignments. Note that the level 110 liches will only generate in the southern 'half' of the Scatter, so those looking to avoid them can do so.
-M.