Begin Your Adventure Today!

Rift Guide for Beginners

This is a giant work in progress. We will continue adding a lot to this throughout the Betas and once the game is live. The goal of this guide is to help you answer the many common questions new players have - as well as veterans answer the obscure questions about the game that they didn't know. Everyone should be able to benefit from this guide. That is our goal.

Please do not steal our work. We work very hard on these guides. We would never think about stealing your work, so please don't steal ours. Thank you.

Please also check out our other Rift Guides:
Defiant Leveling Guide
Guardian Leveling Guide
Dungeons Guide
Warfronts Guide
Puzzles Guide

Table of Contents
(Many other subjects will be added)

(When following a link, you can use your back button to return.
It shouldn't change the page.)

-Creating Your Character
-Classes and Soul Trees
-Cleric Soul Trees
-Mage Soul Trees
-Rogue Soul Trees
-Warrior Soul Trees
-Class Ascended System
-Combat Systems
-Leveling Your Character
-Death System
-Completing Quests
-Rift Events
-Dungeons (Instances)
-Warfronts (PVP)


Creating Your Character
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Once you've logged into the game and are ready to create your character, you must first choose a shard (or server). You can choose between a (PVE), (PVP), (RPPVE) or (RPPVP) server.

PVE: Player vs. Environment. Players can freely run around the world without being PvP flagged. Meaning, players on the opposing faction cannot automatically attack you unless you have recently left a Warfront or PvP flagged yourself.

PvP: Player vs. Player. Once you leave the beginning zones for your faction, you will be automaticaly PvP flagged. Meaning, players on the opposing faction can freely attack you in the higher level zones (Levels 20+ zones).

RP: Role Playing. These offer the same rulesets as PVE or PVP, however they are intended for role players.

Once you have chosen your shard, you can now create your character. Hit the 'Create' button.

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You must first choose between which faction you wish to play. In game, opposing factions cannot communicate with each other, are considered enemies, and have different cities and leveling areas - for the most part.

The two factions in the game are the Defiant and the Guardians. At this time, there really isn't any noticable difference between the two factions other than the races you can be. Defiant can be Bahmi, Eth, and Kelari. Guardians can be Dwarves, High Elves, and Mathosians. Races will be covered in the section below.

To make a long story short, the Guardians are basically chosen by the Gods to save the world of Telara. Whereas the Defiant are learned how to technologically create Ascended. The end result; both factions have Ascended. When you begin playing, you are an Ascended. How you came about being Ascended depends on the faction you chose to play.

Other than a different history, access to different cities, and different quest chains while leveling up - there is no real difference between the two factions. As stated previously, the biggest difference is the access to the Races.


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Once you have chosen your faction, it is now time to choose your Race. This is now the first difficult decision you have to make! In Rift, each Race begins with certain statistics and Racial-only abilities. Some of these Racial-only abilities (or simply called Racials) are very powerful, especially when playing certain Classes. Below, each Race's perks are listed:


Mighty Leap
Cast Time: Instant
Cooldown: ??
Leaps at the selected area. Cannot be used in combat.

Sefir of Strength
Passive (Always Active)
Increases Strength by 10.


Cast Time: Instant
Cooldown: ??
Increases movement speed by 70% for 15 seconds. Cannot be used in combat.

Suns's Fortune
Passive (Always Active)
Increases Intelligence by 10.


Cast Time: Instant
Cooldown: ??
The Kelari transforms into a ghostly fox for up to 30 seconds, giving them a wider radius to avoid aggro with, and despawning any pets the Kelari may have. Cannot be used in combat.

Flame's Ferocity
Passive (Always Active)
Increases Dexterity by 10.


Passive (Always Active)
Dwarves can now fall twice the distance of other races safely.

Bahralt's Mettle
Passive (Always Active)
Increases Strength by 10.

High Elves

Angelic Flight
Cast Time: Instant
Cooldown: ??
Flies toward the selected area. Cannot be used in combat.

Tavril's Grace
Passive (Always Active)
Increases Wisdom by 10.


Motivational Roar
Cast Time: Instant
Cooldown: 5 minutes
Increases the movement speed of the Mathosian and nearby group members by 30% for 10 seconds. Cannot be used in combat.

Thedeor's Will

Passive (Always Active)
Increases Dexterity by 10.


Classes and Soul Trees
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Once you have chosen your Race, it is now time to choose your Class. In Rift, there are 4 Classes: Cleric, Mage, Rogue, and Warrior. The actual Classes don't really have much meaning. For example, you don't get any abilities as a Cleric, Mage, Rogue, or Warrior. You choose a Class solely because of the Souls they can use. Each Class can use 8 different Souls (technically 9, but 1 Soul for each Class is solely a PvP Soul and is not available at the beginning of the game). The Souls are what determines your character's Abilities. Below are a list of all 32 Souls currently available:

Cleric Soul Tree
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Style: Ranged, Melee
Armor: Chain
Energy Source: Mana
Combat System: Convictions ( Justicar only)
Important Statistics: Wisdom, Intelligence
Roles: Healing, Offensive, Defensive
Pet Souls: Druid

Style: Ranged
Role: Offensive
Cabilist Soul Pairings: Inquisitor, Purifier

The Cabilist is an offensive cleric who draws on power that others fear. Using ritual and sigil to call forth seeping death and suffocating water, they devastate the battlefield with powerful attacks that catch all of their enemies in a sinking grip.

Style: Melee, Ranged
Role: Offensive
Druid Soul Pairings: Justicar, Shaman
Pet: Yes

A Druid is a powerful offensive melee combatant who exists in harmony with the forces of nature. They are able to call forth uncorrupted fae spirits from the plane of life to harry their foes, heal their allies, and even manifest as a companion creature.

Style: Ranged
Role: Offensive
Inquisitor Soul Pairings: Cabilist, Purifier

Inquisitors are offensive clerics who specialize in the ministering of pain. They channel their divine wrath into individuals they deem worthy of punishment, corrupting the blood in their veins and slowing the beat of their very hearts.

Style: Melee
Role: Defensive
Justicar Soul Pairings: Druid, Shaman

Justicars are healing clerics who excelt at fighting shoulder to shoulder with their allies in close combat. Their conviction builds with each swing of their weapon, bolstering nearby allies and powering their potent healing magic.

Style: Ranged
Role: Healing
Purifier Soul Pairings:  Sentinel, Warden

Purifiers are healing specialists who draw from a synthesis of life and fire spirits allowing them to focus incredible healing energies on a single individual. Their spiritual power can also be focused outwards smiting down those who oppose them.

Style: Ranged
Role: Healing
Sentinel Soul Pairings: Purifier, Warden

The Sentinel is a healer who brings the blessings of light and healing to all that would do the will of the gods. Capable of healing large groups of those in need, Sentinels bolster their allies with the life of the gods, and protect themselves with the wrath of the divine.

Style: Melee
Role: Offensive
Shaman Soul Pairings: Druid, Justicar

The Shaman is an offensive cleric who servers as a conduit for the elemental forces that comprise the world. This power augments the Shaman's every attack, making them powerful melee combatants as well as shielding them from harm.

Style: Ranged
Role: Healing
Warden Soul Pairings: Purifier, Sentinel

The Warden is a healer who calls upon the soothing power of water. They specialize in slow healing that escalates over time, making them ideal at aiding allies over prolonged fights that would leave most exhausted and unable to continue.


Mage Soul Trees
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Style: Ranged
Armor: Cloth
Energy Source: Mana
Combat System: Charge
Important Statistics: Intelligence, Wisdom
Roles: Offensive, Supportive, Healing
Pet Souls: Elementalist, Necromancer

Style: Ranged
Role: Supportive
Archon Soul Pairings: Chloromancer, Warlock

Archons are support specialists who have mastered the art of stealing an opponent's strength and converting that raw energy into beneficial magic. This allows them to bolster their allies, instantly turning the tide of battle when things seem bleakest.

Style: Ranged
Role: Healing
Chloromancer Soul Pairings: Archon, Warlock

The Chloromancer is a healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. This allows them to harness energies into a devastating force, or recycle destructive magic to heal their allies.

Style: Ranged
Role: Supportive
Dominator Soul Pairings: Necromancer, Stormcaller

The Dominator is a support specialist who excels at terrorizing their opponents leaving them unable or unwilling to act. Those who are capable of mustering the courage to assault a Dominator will find themselves at the mercy of arcane shields that return the fury of their blows tenfold.

Style: Ranged
Role: Offensive
Elementalist Soul Pairings: Pyromancer, Stormcaller
Pet: Yes

Elementalists are offensive mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, they have learned to master the primal forces of the elements and bind them into physical form to serve their will.

Style: Ranged
Role: Offensive
Necromancer Soul Pairings: Dominator, Warlock
Pet: Yes

Necromancers are offensive mages who have mastered the forbidden art of reanimating the dead and binding them to their will. Their twisted magics allow them to siphon off the vital essence of their opponents leaving them frail and unable to defend themselves from their undead minions.

Style: Ranged
Role: Offensive
Pyromancer Soul Pairings: Archon, Elementalist

Pyromancers are offensive mages whose sole focus in the mastery of fire. They are capable of harnessing this power for a multitude of uses, from massively destructive fireballs to more subtle manipulations that trap their opponents behind a blazing wall of fire.

Style: Ranged
Role: Offensive
Stormcaller Soul Pairings: Dominator, Elementalist

A Stormcaller is an offensive specialist who has learned to harness the power of the weather. They can devastate a large area by drawing on the power of wind and water, chilling their opponents with freezing rain or stopping their hearts with a bolt of lightning.

Style: Ranged
Role: Offensive
Warlock Soul Pairings: Chloromancer, Necromancer

Warlocks are offensive specialists who embrace the darker forces of entropy and death. From within a cloak of protective shadow, these mages direct deathly energies inexorably consuming their enemies' lives, and feeding the Warlock on their stolen health.


Rogue Soul Trees
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Style: Melee, Ranged
Armor: Leather
Energy Source: Energy
Combat System: Combo Points
Important Statistics: Dexterity, Strength
Roles: Offensive, Supportive, Defensive
Pet Souls: Ranger

Style: Melee
Role: Offensive
Assassin Soul Pairings: Bladedancer, Riftstalker

Assassins are offensive rogues who have mastered the art of subtlety and subterfuge, they stalk the shadows bypassing obstacles to launch devastating surprise attacks. Those who survive the intitial assault will rapidly find themselves falling prey to their virulent poisons.

Style: Ranged
Role: Supportive
Bard Soul Pairings: Nightblade, Ranger

Bards are support specialists who use their songs to inspire their allies and dishearten their foes, and are most effective as part of a group of adventurers, where their musical codas, fanfares, and anthems are most effective.

Style: Melee
Role: Offensive
Bladedancer Soul Pairings: Assassin, Riftstalker

The Bladedancer is an offensive specialist who overcomes opponents with precision strikes and graceful agility. Their deadly dance is so fluid as to be mesmerizing, enabling a talented Bladedancer to easily avoid or deflect incoming attacks, while simultaneously launching lethal attacks of their own.

Style: Ranged
Role: Offensive
Marksman Soul Pairings: Ranger, Saboteur

Marksmen are offensive sharpshooters who are trained to thin the enemy ranks with ruthless efficiency. They combine swift hit and run attacks with devastating volleys, endlessly harassing their opponents, leaving behind a field of dead and crippled foes in their wake.

Style: Melee
Role: Offensive
Nightblade Soul Pairings: Ranged, Riftstalker

The Nightblade is an offensive rogue who mixes arcane powers with cold steel for deadly efficiency. Cloaked in shadow they rely on precise strikes of the blade and the cold fires of death to leave naught but ash in their wake.

Style: Ranged
Role: Offensive
Ranger Soul Pairings: Marksman, Saboteur
Pet: Yes

Rangers are flexible rogues with an uncanny way with the wild beasts of Telara. These masters of bow and blade develop a bond with their pets that lets them move as one in battle, each knowing what the other is thinking and reacting accordingly.

Style: Melee
Role: Defensive
Riftstalker Soul Pairings: Bard, Bladedancer

The Riftstalker is a defensive specialist who has learned to bend the magic of the planes to aid them in battle. They use this knowledge to shift themselves in and out of the planes granting them unprecedented mobility and the ability to shrug off the most lethal of blows.

Style: Ranged
Role: Offensive
Saboteur Soul Pairings: Ranger, Riftstalker

The Saboteur is an offensive based rogue who employs all manner of explosives and other incendiaries to cripple their opponents and control their battlefield. With proper preparation a Saboteur can destroy a group of opponents without ever engaging them directly.


Warrior Soul Trees
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Style: Melee
Armor: Plate
Energy Source: Power
Combat System: Attack Points, Pact ( Void Knight only)
Important Statistics: Strength, Dexterity
Roles: Defensive, Offensive
Pet Souls:  Beastmaster

Style: Melee
Role: Offensive
Beastmaster Soul Pairings: Champion, Warlord
Pet: Yes

The Beastmaster is an offensive warrior whose strength comes from a deep bond with his spirit companion. This companion both manifests as an ally in battle and also emboldens the Beastmaster, granting its virtues to its master.

Style: Melee
Role: Offensive
Champion Soul Pairings: Beastmaster, Riftblade

The Champion is an offensive powerhouse that specializes in the use of two-handed weapons. They wade into battle, quickly closing on the strongest opponent they can find with a single goal in mind: to seek glory by defeating all those who stand in their way.

Style: Melee
Role: Defensive
Paladin Soul Pairings: Void Knight, Warlord

A Paladin is a defensive warrior specializing in the use of shields to deflect incoming damage and set up powerful counter attacks. In addition they call upon divine powers to bolster their own defenses as well as those of nearby allies.

Style: Melee
Role: Offensive
Paragon Soul Pairings: Champion, Riftblade

The Paragon is an offensive fighter who does not pause long enough to give his enemy time to attack him. A master of dual-wielding blades, he builds up powerful attacks using parries and disciplined forms to both propel his attacks and keep him out of danger.

Style: Melee
Role: Defensive
Reaver Soul Pairings: Paladin, Void Knight

Reavers are defensive specialists who combine the art of combat with the entropic energies of death. The slightest touch of their weapon can spread disease and incite madness, leaving enemies incapable of mounting as assault against the Reaver and their allies.

Style: Melee
Role: Offensive
Riftblade Soul Pairings: Champion, Paragon

A Riftblade is an offensive Warrior who uses both blade and elemental forces to attack his enemies. Versatile in their attacks they are able to attack at range with spears of elemental energy or in close combat by enhancing their weapon with raw elemental power.

Void Knight
Style: Melee
Role: Defensive
Void Knight Soul Pairings: Paladin, Reaver

The Void Knight is a defensive specialist who has trained in eldritch techniques to fight those who wield magic. Spells that would bring another warrior low are shaken off by a Void Knight, reflected back at the caster, or stored in magical pacts they can unleash with devastating effect.

Style: Melee
Role: Defensive
Warlord Soul Pairings: Paladin, Reaver

A veteran and survivor of many battlefields, the Warlord is a support specialist who has lived his life in conflict and understands it at an instinctual level. With powerful command auras, he controls the field of battle, emboldening allies and weakening opponents.


Class Ascended System
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Currently, as you level through the first zone (Terminus for Defiant, Mathosia for Guardians), you will be ge given access to 3 Soul Trees. At any time, you are able to use up to 3 Souls at once. For each level you gain, you gain points that you can spend on each Soul. Sometimes you will gain one point when you level, sometimes you will gain two points. In total, you are expected to have 66 points at Level 50. In order to get more of an idea of the Soul Ascension system, please check out Zam's Soul Tree Calculator. This allows you to choose mock builds and spend points.

Zam's Soul Tree Calculator

To explain more how this system works, refer to the screenshot below.

1. This is what you would see after just a few minutes of playing the game. You've picked your Class, but are currently Level 1. The top of the Soul Tree is considered the Branches. This is where you spend your points. As you spend points, the Roots of the Soul Tree go deeper, unlocking even more Abilities. Currently, you only have two Abilities unlocked in the Roots. You must spend more points to unlock more.

2. This is what you would see after a few levels and spending some points. You now have spent 4 points into your Soul Tree. This has unlocked two more Abilities in the Roots.

3. You have now gained some more levels and have been given access to a second Soul Tree. You have spent all of your points into your Justicar Soul Tree and have unlocked 7 Root Abilities. You have yet to spend any points in your Shaman Soul Tree and only have the initial 2 Root Abilities available.

4. You have now gained quite a bit of levels and have all three Soul Trees active. You have now spent 10 points in your Shaman Soul Tree, unlocking a total of 7 Root Abilities. In addition, you have also spent 5 points in your Druid Soul Tree, unlocking 5 Root Abilties.

The above chart hopefully gives you some insight into how the Soul Ascension system works. Keep in mind that you cannot have more points in a single Soul Tree than what your current level is. For example, at Level 10, you may have 13 total points to spend, but the most a Soul Tree can have is 10 points because you are only Level 10. This forces you to spend points in other Soul Trees as you level up.

You will spend a ton of time thinking about which Souls to use, how many points to spend in each, and when to spend them. And to me, that's what makes this system so great. For example, if you were playing World of Warcraft, you would figure out which specialization you want, look it up on some forum, and pick your talents after about 5 minutes of thinking. At some point along the line, you might change a point or two.

Rift's system allows so much thinking and customization compared to that and many other games. Your playstyle is directly affected by the Souls you pick. Yes, some set-ups will probably result in the same builds - such as tanking as a Warrior. But overall, just about every player will have a different build than everyone else.


Changing Your Soul Trees

In Rift, there is an easy way change your Soul Trees at any time. You can simply visit your Class Trainer, which are found all over the place, and ask to reset your souls. You must pay a small fee, which increases as you level up, not as you reset your souls. When you reset your souls, you will simply be able to change Soul Trees to others you own and respend your points.

You can also purchase new roles from your Class Trainer. You can purchase up to a total of 4 roles and switch between them at any time. You must be out of combat to switch roles.

2nd Role: 30g
3rd Role: 3p 95g
4th Role: 24p 95g

In addition to changing your Soul Trees, you can also obtain more Souls. You begin the game by obtaining 3 Souls only. However, once you make your way to your faction's major city (Meridian or Sanctum), you can find NPC's of the Souls you want. Accept and complete their quest to earn that Soul. For instance, as a Cleric, you can find an NPC with <Purifier> under their name. Accept and complete their quest to earn the Purifier Soul.


Combat Systems
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Combat in Rift is fairly reactive. Each Class has their own style of combat which makes the game dynamic to play if you're playing multiple characters. In addition to classes, even some Souls have varying styles of combat. For example, if you are a Cleric, you will use Mana as your main Energy Source for using Abilities. However, if you are a Justicar, you will also use Convictions. Certain Abilties grant charges of Convictions while others consume them.

Besides varying playstyles by Class, the combat system is similar to most other MMO's. You can view the video below of a typical fight:

Coming Soon!

Energy Source: Mana
Classes: Cleric, Mage

Clerics and Mages both use Mana as their Energy Source. Mana is directly influenced by a character's Intelligence and Wisdom Stats. Intelligence increases the maximum amount of Mana a character has. Wisdom increases the rate at which a character's Mana regenerates.

Abilities consume a certain amount of Mana to be used. If a character runs out of Mana, they will be unable to use their Abilities and will be rendered nearly useless. Thus, it is very important for Clerics and Mages to have as much Intelligence and Wisdom as possible.


Energy Source: Energy/Power
Classes: Rogue, Warrior

Rogue Warrior

Rogues and Warriors use Energy as their Energy Source. Although labeled differently, a Rogue's Energy functions exactly the same as a Warrior's. Energy caps at 100 and regenerates at a steady rate. There is currently no way of increasing a character's maximum Energy or the rate at which their Energy regenerates.

Abilities consume a certain amount of Energy. The more powerful the Ability, the more Energy it costs. Players must find a balance between using Efficient Abilities and Powerful Abilities. During combat, a player should avoid fighting at 100 Energy or 0 Energy. If at 100 Energy, the player is not using enough Abilities. At 0 Energy, the player is over using their Abilities and relying on Auto Attack more than they should.


Conviction Combat System
Class: Cleric ( Justicar only)

Conviction Charges

Once a Justicar has spent at least 2 points into their Soul Tree, they will have access to the ability, Cavalier. Cavalier is a buff that lasts for 60 minutes. If active, any Life-based damaging ability the Justicar uses will grant 1 Conviction. A Justicar can stack as many as 4 Convictions at a time. Currently, Convictions show up as a buff with a small number on the buff to indicate the amount of charges available.

The purpose of Convictions is that many Justicar abilities require a Conviction to be used. Meaning, without having a Conviction charge available, the Justicar would be unable to use those abilities. Learning how to utilize Convictions is vital to playing a Justicar.

Pact Combat System
Class: Warrior ( Void Knight only)

Innately, Void Knights are able to earn Pacts. Although there are multiple ways of eventually earning Pacts, the basic is through the Void Ability. With Void, Void Knights absorb a percentage of incoming non physical damage and each time they absorb they gain a Pact. A Void Knight can only have a maximum of 10 Pacts at a time. Pacts show up as a buff with a small number on the buff to indicate the amount of charges available.

The purpose of Pacts is that many Void Knight abilities require a Pact to be used. Meaning, without having a Pact charge available, the Void Knight would be unable to use those abilities. Learning how to utilize Pacts is vital to playing a Void Knight.


Charge Combat System
Class: Mage

Charge Bar

Mages are the only ones who use the Charge Combat System. All Mages use this system. As a Mage, your Abilities generate Charge as you use them. Charge continues to stack up to a maximum of 100. Once at 100, you can no longer gain Charge. Charge is then used to fuel other Abilities. Certain Abilities are only useful if you have a lot of Charge built up. If you were to use them with 0 Charge, those Abilities would have no use.

It is vital to learn how to adaquately use Charge when playing a Mage. Many powerful Abilities are only powerful if you are able to manage your Charge. An example is the Chloromancer's Entropic Veil Ability, which is available after spending 4 points in the Soul Tree. While active, Entropic Veil increases a Chlormancer's damage by 10%. When I say that it's important to manage your Charge, this is what I mean:

Please Note, these scenarios are entirely hypothetical and are just to prove a point!
Scenario One: You engage a mob. You build your Charge to 100, which takes 10 seconds. Then, you use Entropic Veil. You kill the mob 5 seconds later. Entropic Veil continues to consume your Charge for another 10 seconds. This is wasteful.

Scenario Two: You engage a mob. You build your Charge to 50, which takes 5 seconds. Then, you use Entropic Veil. You kill the mob 7 seconds later at the same time Entropic Veil ends. This is efficient. This is much more efficient and the mob died in a short period of time.

The goal is to spend the least amount of time building Charge to make Charge-consuming Abilities last up until the exact moment the mob dies. This allows you a longer amount of time while engaged with the mob to be using the Charge-consuming Abilities. It is very important to master this skill as a Mage.


Combo Point Combat System
Class: Rogue

Combo Points on Target's Frame

Rogues are the only class that uses a Combo Point system. All Rogues use this system. As a Rogue, you have Abilities that award Combo Points on your target as you use those Abilities. You can stack up to a maximum of 5 Combo Points on one target at a time. Please note, putting a Combo Point on a second target will erase all Combo Points on your previous target. However, you can freely switch targets and retain Combo Points if you re-target the original mob.

Once you've stacked Combo Points on a target, Rogues can then use Finishers that consume all Combo Points on that target and do some sort of effect that increases in correlation to the amount of Combo Points you had on the target. For example, if a Marksman uses Swift Shot and stacks 3 Combo Points on their target and then uses Rapid Fire Shot, they would deal 63 damage to the target and grant them the Rapid Fire Buff for 36 seconds.

As a Rogue, it is very important to figure out the balance of awarding Combo Points and using them. For instance, it would be inefficient to just simply add 1 Combo Point, use a finisher, add 1 Combo Point, use a Finisher, etc. You would do much more DPS if you added 5 Combo Points and then used a Finisher compared to adding 3 Combo Points and using 3 Finishers with 1 Combo Point each. Simple math:

Scenario 1
Attack 1: Swift Shot, 7 dmg
Attack 2: Hasted Shot, 14 dmg
Attack 3: Swift Shot, 7 dmg
Attack 4: Hasted Shot, 14 dmg
Attack 5: Swift Shot, 7 dmg
Attack 6: Hasted Shot, 14 dmg
Total Damage: 72 damage
Energy Used: 210 energy
Scenario 2
Attack 1: Swift Shot, 7 dmg
Attack 2: Swift Shot, 7 dmg
Attack 3: Swift Shot, 7 dmg
Attack 4: Swift Shot, 7 dmg
Attack 5: Swift Shot, 7 dmg
Attack 6: Hasted Shot, 46 dmg
Total Damage: 81 damage
Energy Used: 190 energy

Scenario 2 might always be better for DPS, but it may not always be the best option. For instance, a mob might be at 10% health and you only have 3 Combo Points. It is better to use a Finisher and kill the mob than it is to keep adding more Combo Points which will just disappear when the mob dies and before you can use a Finisher. Another example is if you only have 2 Combo Points but need to run faster and can't wait to add another 3 Combo Points. Thus, you use the Finisher now.

As a Rogue, it is very important to understand your Combo Points and become as efficient as possible with them. Failing to do so could greatly hinder your ability to perform.


Attack Point Combat System
Class: Warrior

Attack Points

Warriors are the only class that uses Attack Points. All Warriors use the Attack Point system. Some Warrior Abilities will grant Attack Points, which are saved to the Warrior. A Warrior can have no more than 3 Attack Points at a time. Attack Points also do not expire or are cleared if the Warrior changes target during a fight. Warriors can use Finishers that consume all Attack Points and do some sort of effect that increases in correlation to the amount of Attack Points they had.

For example, a Champion can use Debilitating Strike to grant Attack Points. Once they have Attack Points stacked, they can then use Deathblow to deal heavy damage to their target. It's a fairly straightforward system.

Similar to Rogue's Combo Points, it is usually more DPS if you stack 3 Attack Points and then use a Finisher compared to adding 1 Attack Point, using a Finisher, adding 1 Attack Point, and using a Finisher. However, the player must find a balance between using Finishers with 1 Attack Point and using Finishers with 3 Attack Points. Finding this balance depends on the situation the player is in, if the mob is about to die, etc. Since Attack Points stay with the Warrior from mob to mob unlike Rogues, there is no need to waste a Finisher on a mob that has a fraction of its life left. It is better to save those Attack Points for the next mob.


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In Rift, Stats are the most important aspect of your character. Without proper Stats or high Stats, your character can be very lackluster! Stats directly determine your character's ability to function as their role. Below is a screenshot of the character Stat page.

Health: Your character's maximum amount of Health. When taking damage, your Health is reduced by the damage you take. At 0 Health, you die.
Mana/Power/Energy: Your character's maximum amount of its Energy Source. Abilities consume this Energy. At 0 Energy, you cannot use Energy requiring Abilities
Armor: Your character's Armor. Armor reduces Physical Damage taken by a certain percentage.
Strength: Your character's Strength. Strength increases your Attack Power and Block Rating.
Dexterity: Your character's Dexterity. Dexterity increases your Physical Crit, Dodge, and Parry Ratings.
Intelligence: Your character's Intelligence. Intelligence increases your Spell Crit and Mana. Also slightly increases Spell Power.
Wisdom: Your character's Wisdom. Wisdom increases your Spell Power and Mana Regeneration.
Endurance: Your character's Endurance. Endurance increases your Health.
Valor: Your character's Valor. Valor reduces the damage from enemy players.
Toughness: Your character's Toughness. Toughness reduces the damage from NPC critical hits.

Your magical Resistances. There are 6 schools of magic, Life, Death, Fire, Water, Earth, and Air. Each magical ability is from a specific school. Increases Resistance in that school reduces damage taken from magic ability in that school.

Attack Power: Your character's Attack Power. Attack Power directly increases the damage you deal with physical attacks.
Physical Crit: Your character's Physical Crit. Physical Crit increases the chance of landing Critical Hits with physical attacks.
Hit: Your character's Hit. Hit increases the chance of not missing with physical attacks.
Dodge: Your character's Dodge. Dodge increases the chance of avoiding incoming physical attacks. A Dodge avoids 100% of incoming damage.
Parry: Your character's Parry. Parry increases the chance of avoiding incoming physical attacks. A Parry avoids 100% of incoming damage.
Block: Your character's Block. Block increases the chance of mitigating incoming physical attacks. Block Rating determines your chance of Blocking and the amount of physical damage mitigated by a Block.

Spell Power: Your character's Spell Power. Spell Power directly increases the damage you deal with magical attacks.
Spell Crit: Your character's Spell Crit. Spell Crit increases the chance of landing Critical Hits with magical attacks.
Focus: Your character's Focus. Focus increases the chance of not missing with magical attacks.


Leveling Your Character
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There are multiple ways to level your character in Rift. The most basic method is simply completing quests. You can pretty much level all the way up just solely doing quests. You may run into some areas where you run out of quests, but it will probably be pretty hard to do that. However, an easy way to avoid this is to also take part in Rift Evens, Dungeons, and Warfronts. Not only does taking part in all of these make the game much more fun to play, but it's also a great way to level. Below, all methods of leveling are described to help you better understand what they are and how to do them.

Death System
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Unfortunately, there will be times while playing Rift where your character will die. The good news is that Rift's death system is very forgiving compared to some other MMORPGs! In Rift, when you die, the first thing you will notice is that there are two options:

Fuzzy picture :(

Soul Walk: Soul Walk is on a one hour cooldown. Using it will allow you to reincarnate yourself exactly where you died. Upon choosing Soul Walk, you will be able to walk around for 10 seconds and get to a safe location. Once Soul Walk wears off, you will come back to life. This is great when avoiding a run back in a Dungeon, or a run back period!

Respawn: This is your basic option. Respawn will teleport you to your nearest Graveyard as a spirit. You then must travel back to your corpse. Once you are close enough, you will have the option to Resurrect yourself and come back to life. While a spirit, you do travel faster.

In addition to the above options, you can also be Resurrected by a player. Many classes and souls get the ability to Resurrect. Being Resurrected functions the same as Respawning, only you don't have to run back to your corpse!

In addition to the run backs, you will also lose Soul Vitality. Each death incurs a -10% Soul Vitality. A fully healed Soul has 100% Soul Vitality. The penalty for having a low Soul Vitality is a very nasty debuff in which all of your Stats are cut in half!

The Skull Icon indicates your Soul Vitality is below 100%. If it turns red, visit a Soul Healer soon!

In order to keep this from happening, you must find a Healer NPC and have them heal your Soul. Doing so will cost you money, but will keep you a strong adventurer. Healer NPC's can be found at just about every ally stronghold.

A Soul Healer in Terminus.


Completing Quests
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This is simply just following the basic quest chains in the game. When you first make your character, you begin by completing a quest to choose your first Soul. As you turn quests in, you typically are granted access to more quests. This is quite simply just following the quest chains. Quests typically earn you a decent amount of XP, currency, and item rewards. There are quests to complete by yourself, quests to complete for Rift Events, Dungeons, and Warfronts, and quests to complete for many other aspects of the game - such as for Artifacts.

Above are the 5 main quest symbols. These appear above NPCs or objects involved with quests. Below are descriptions of what they mean:

(1) Accept a Quest - This icon is visible when the NPC or object has a quest you can accept. If this icon is greyed out (like (2)), then the quest has a required level and you are too low to accept it. For example, if a quest requires you to be level 18 and you are only level 17, then it will be greyed out.
(2) Incomplete Quest - This icon is visible on an NPC or object if you currently are on a quest, but have not yet completed the requirements. For example, if NPC1 gave you a quest to kill 10 Rabbits but you have only killed 8, this icon would appear above NPC1.
(3) Turn in a Quest - This icon is visible when you can turn in a completed quest to an NPC or object.
(4) Daily Quest - This icon is visible when an NPC or object has a daily quest you can accept. Daily Quests are quests that can be repeated an infinite amount of times, but only once a day. Daily quest cooldowns reset at 3am server time every day.
(5) Talk to - This icon is visible when talking to the NPC or object is required for completing a quest you have.

Please note that these icons will also appear on your Mini-Map. Even if you cannot physical see an NPC, you can sometimes see them on your Mini-Map and know that they are there. This is very useful when trying to find an NPC or object that gives you a quest.

For incredibly detailed Leveling Guides, you can view the links below. These Leveling Guides will guide you step-by-step through each Quest Chain as well as guiding you through hidden quests you didn't even know existed!

Defiant Leveling Guides
Guardian Leveling Guides


Rift Events
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Rift Events are perhaps the biggest attraction to playing Rift. You are first introduced to Rifts when completing the last quest for the newbie zone (Terminus or Mathosia). You will be able to actually start partaking in real Rift Events once you begin questing in the first zones for your factions.

To get started, please watch this video below of a typical Rift Event:


How Rifts Work

Rift Events always have, at most, 5 waves. An entire wave must be defeated in order for the next wave to begin. Below is a general breakdown of all 5 waves.

Wave One: A large wave of mobs. No time limit.
Wave Two: A large wave of mobs. No time limit.
Wave Three: A boss mob. Small time limit.
Wave Four: A large wave of mobs. Time limit.
Wave Five: Final boss mob. No time limit.

Every Rift, no matter what, will have at least 3 waves. If Wave 3 is defeated before the time limit expires, there will be a Wave 4. If Wave 4 is defeated before the time limit expires, there will be a Wave 5. If Wave 3 or Wave 4 times out and is not defeated in time, players can still complete that Wave, but the Rift will close after that.

There are also four types of Rifts: Minor Rifts, Major Rifts, Expert Rifts, and Raid Rifts.

Minor Rift: A Minor Rift is much easier and except for the Wave 5 boss, all mobs are normal mobs. Rewards for a Minor Rift are significantly less than they are for a Major Rift. Appropriately, the time limits to defeat Wave 3 and Wave 4 are much less.

Major Rift: A Major Rift is a very difficult rift as all mobs are elite mobs. For non tanks, just a single mob can easily kill a player. Even for tanks, two or more mobs can be too much damage to handle. Thus, it is very important to cautiously pull during the large waves. And on the bosses, it's very important to keep a tank alive. Rewards for Major Rifts can be very rewarding, especially if Wave 5 is defeated. Appropriately, the limits to defeat Wave 3 and Wave 4 are longer.

Expert Rift: An Expert Rift is available at Level 50. Expert Rifts are more difficult than Major Rifts and are intended to be for groups of expert players (both skillwise and gearwise).

Raid Rift: A Raid Rift is available at Level 50. Large groups of people (at least 10) will have the opportunity to spawn their own Raid Rifts of their choice; choosing Rifts that spawn the bosses they want to defeat. Raid Rifts are considered the 10-man Raid Content in the game.


Rift Rewards

There are many rewards for taking part in Rifts. For just simply taking part in a Rift Event, you can receive many various direct rewards. Below is a list of the basic types of rewards:

Planarite: You will always receive Planarite. The amount of Planarite you receive depends on your contribution.
Sourceshards: Typically, these are only rewarded by being a top contributor in Major Rifts or by being a contributor in a boss kill of a Zone-Wide Invasion (discussed later).
Planar Essences: You will earn these quite frequently by being a contributor in any Rift. You can earn both Lesser and Greater Essences.
Crafting Enhancements: You will earn these quite frequently by being a contributor in any Rift. These can be used while crafting to enhance your crafts.
Item Rewards: You will earn these from pretty much every Rift Event. You will earn an item that, when opened, will give you random item rewards. The level of the items depend on the level of the item opened which depends on the level of the Rift.

In addition to earning the above rewards when closing Rifts and completing Zone-Wide Invasions, you can also use Planarite and Sourceshards (or Sourcestones) to purchase very good gear from Planar Goods Vendors. Planar Goods Vendors can be found all over. There are Planar Goods Vendors in each major City (Meridian and Sanctum), as well as in major towns in each zone. For example, King's Retreat in Freemarch, Granite Falls in Stonefield, etc. Locations of all Planar Goods Vendors can be found below:

Coming Soon


How Rift Contribution Works

Rift Contribution is determined by damaging or healing abilties used during the Rift Event. For example, every ability a player uses that damages a mob from the Rift credits towards Contribution. The same goes for every ability a player uses that heals a player. The more contribution a player earns, the better chance they have at receiving more rewards and higher quality rewards.

In addition to Contribution earned, the top 3 players earn bonus Contribution at the end of each wave. The person who ranked 1st earns the biggest bonus and the other two earn less of a bonus. At the end of the Rift Event, players earn their rewards.

Typically, the best method of earning rare and epic rewards is by partaking in Rift Events that last a long time. Taking part in Major Rifts from Wave 1 to 5 are great ways to earn rare rewards. Taking part in killing bosses of Zone-Wide Invasions are also great ways of earning rare and epic rewards.

Basically, the longer you are actively contributing to a Rift Event, the more rewards you will earn and the better they will be. Major Rifts and Zone-Wide Invasion bosses are typically the only situations to last long enough to earn rare and epic rewards.


Rift Invasions

If you've played Rift for any length of time past Level 6, you know what an Invasion is as it's probably killed you quite a few times already! Invasions are the Waves of mobs that are spawnd by Rifts or Footholds. Most of the time, Invasions stay at the Rift. In this case, you only deal with them if you are trying to close the Rift. However, sometimes Invasions will spawn and charge towards an ally controled point, such as a town or camp. In this case, especially during Zone-Wide Invasions, your zone can be infested with dozens of Invasions running rampant.

Map of Freemarch showing many Invasions. Hovering your mouse over an Invasion will reveal all Invasion destinations, informing you of where you need to help defend. Hovering over the Invasion (or a Rift) will display the name of the NPC in charge of the Invasion and its level.

The most important reason for defeating Invasions isn't their rewards, although you do earn Contribution and do earn rewards (but they are small due to Invasions only being one wave of mobs and you can't earn a lot of Contribution), is to protect your ally strongholds. Especially during Zone-Wide Invasions, losing your strongholds can be very detrimental. During Zone-Wide Invasions, there are always specific strongholds you must defend. Letting the enemy destroy them and take over causes your faction to fail the Zone-Wide Invasion - causing you to miss out on valuable rewards! Outside of Zone-Wide Invasions, it can be quite a hinderance to trying to quest when your quest NPCs are dead and the town you're trying to get to is crawling with dozens of angry elite mobs! Thus, it's very important to work together as a faction and defeat Invasions. They may not be a great source of item rewards, but they can be a great source of XP. If enough Invasions come in succession, it is very easy to earn an entire level at lower levels from clearing them out.

A Wardstone. Enemy Invasions will attemp to destroy the Wardstone at ally strongholds and replace them with their own footholds. Wardstones can be of varying power and eventually you will learn abilities to make them more powerful. When defending your stronghold from Invasions, protect the Wardstones!


Dungeons (Instances)
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In Rift, Dungeons are an important method of not only leveling your character, but also obtaining very powerful gear. There are dozens of dungeons to clear in Rift. While leveling, the only Dungeons you will have access to are 5-man dungeons. This means that the content of the Dungeon is intended for a full group of 5 people.

Dungeons are also instanced. This means that there is a zoneline somewhere to be found. Crossing the zoneline will allow you and your group to enter your own zone; by yourselves. Other players cannot enter the instance you are in without being in your group. Instances also allow you to reset them and run the same Dungeons over and over again. This is a great way of leveling if you have a solid group capable of quickly clearing challenging Dungeons; let alone a great way of getting gear.

Below is a list of all known Dungeons for both Defiant and Guardians. You can click a link to view a thorough guide for completing that Dungeon. The guide includes the location of the zone-in, a quest guide, a list of bosses, strategies to complete the entire instance, and a video of a full clear. You will also be able to view all possible loot from the dungeon.

Please note that Defiant or Guardian does not mean they are Defiant or Guardian only. It simply means that those Dungeons are located in Defiant or Guardian zones. Shared simply means that those Dungeons are located in contested zones. The Expert dungeons are only available at Level 50. They are more difficult versions of their earlier versions with new encounters and new unlocked areas. Quite simply, Tier 2's are more difficult than Tier 1's.

Iron Tombs (Levels 17-20)
Deepstrike Mines (Levels 24-27)
Fall of Lantern Hook (Levels 43-44)
Charmer's Caldera (Levels 49-50)
Realm of the Fae (Levels 17-20)
Darkening Deeps (Levels 24-27)
Runic Descent (Levels 39-40)
Abyssal Precipice (Levels 49-50)
Foul Cascade (Levels 27-30)
King's Breach (Levels 34-37)

Expert - Tier One
Expert - Tier Two
Realm of the Fae (Level 50)
Iron Tombs (Level 50)
The Foul Cascade (Level 50)
King's Breach (Level 50)
Fall of Lantern Hook (Level 50)
Darkening Deeps (Level 50)
Deepstrike Mines (Level 50)
Runic Descent (Level 50)
Abyssal Precipice (Level 50)
Charmer's Caldera (Level 50)

In general, Dungeons are a fantastic method of leveling. Unfortunately, Rift Dungeons are far from being a piece of cake. This means that you must have a competent group to complete them efficiently. The most important piece for any Dungeon group is a strong tank that meets the level requirements for the instance. The second more important piece is having a very alert healer. The last piece, although still important, is having 3 solid DPS'ers. It is not a bad idea to have 1 of the 3 DPS have some crowd-control abilities (such as a Dominator).

I strongly recommend completing every Dungeon at least once while you are within it's level range. Even if it's a sluggish run, you can still complete the many quests available for big XP boosts and great item rewards.


Warfronts (PVP)
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Warfronts, or battlegrounds as some may call them, are the major instanced PvP aspect of Rift. Players can play in their first Warfront once they reach Level 10. In total, there will be 5 PvP brackets, or level groups. They are as follows:

(Click a Warfront to view a guide on it)
Levels 10-19:
Black Gardens unlocked
Levels 20-29: The Codex unlocked
Levels 30-39: Whitefall Steppes unlocked
Levels 40-49: Sunbreaker Cliffs unlocked
Levels 50: The Battle for Port Scion unlocked

As you level up, getting to a new bracket will unlock a new Warfront that you can play in. When you first unlock a Warfront, there will be rewarding quests available from your major faction's city. The Warfront master will also offer you a Daily PvP quest to win a random Warfront you are eligible for. Although I don't suggest using Warfronts to level, I do suggest completing these quests. It's a great way to get a boost to Favor, Notoriety, and earn nice item rewards.

Doing Warfronts can be a method of leveling, but it is not the fastest. You do earn XP for participating in Warfronts, but the majority of the XP comes from winning; and usually you don't win every game. You can sometimes spend 15-20 minutes in a single Warfront and only get a few thousand XP. But XP is not the main purpose for participating in Warfronts. The main purpose is obviously to PvP and eventually earn powerful gear.

In order to earn the PvP gear, you must collect Favor. Favor is awarded by killing opposing players, competing in Warfronts, and completing PvP quests. You can view your current Favor on your currencies tab of your character sheet. Refer to the Warfront Guides above to view specific item rewards purchaseable with Favor from the PvP vendors.

In addition to Favor, you also earn Notoriety. For example, participating in a Black Gardens Warfront will earn you Notoriety with The Moribund. Obtaining new ranks of Notoriety with The Moribund will unlock item rewards for you to purchase with Favor. Thus, if you have a lot of Favor and recently unlocked a new Warfront, you will be unable to purchase any item rewards from that Warfront's Vendor until you earn sufficient Notoriety to do so.


PvP Soul Trees

Each Class is given the opportunity to purchase a PvP Soul Tree for 2500 Favor. You can purchase this Soul Tree at any level, although it won't offer you very much until you are Level 50 and begin gaining Prestiege. You can view all 4 Classes' PvP Soul Trees below:

Cleric: Templar
Mage: Archmage
Rogue: Infiltrator
Warrior: Vindicator

As you can see, you must be Prestiege Rank 2 in order to spend more than 5 points into the Soul Tree. This only grants you two abilities until Level 50. The Break Free is quite useful, but it's on a 5 minute cooldown. It may be best to save these PvP Souls until you being earning Prestiege Ranks at Level 50. However, as my Soul set-up, I most likely will use the Templar Soul when PvP'ing. As a healer, breaking out of a crowd control ability, even if it's once every 5 minutes, can be the difference between winning or losing a battle.

These PvP Soul Trees are out there and available. It is up to the individual player to decide if it is useful or not from levels 1-49.


Level 50 PvP

At Level 50, PvP changes quite significantly. Unfortunately, I have not reached Level 50 yet! Thus, I cannot really give much detail at the moment.

Basically, there are Prestiege ranks to be obtained once you are Level 50. You must PvP through them to reach the next Prestiege. In total, I believe there are 6 Prestiege Ranks. Earning a rank of Prestiege unlocks powerful gear and your Class's PvP Soul's abilities. It also gives your character prestiege; earning you unique titles and other perks.


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