The Players Corner Archive

Young cleric in the rift.

Zentalin is 95 I just wanted to let everyone know that if they are a 90-95 cleric you can hunt rift pretty easily, here's how.

You gesture at a raving lunatic.
CS: +416 - TD: +400 + CvA: +25 + d100: +88 == +129
Warding failed!
A raving lunatic suddenly stops all movement.
Cast Roundtime 3 Seconds.
>stance off
You are now in an offensive stance.
>prep 117
cast
You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>amb luna l l
The lesser spirits binding the lunatic increase your advantage!
You swing a monir-hafted golvern morning star at a raving lunatic!
AS: +467 vs DS: +296 with AvD: +32 + d100 roll: +85 = +288
... and hit for 106 points of damage!
Left hip pulped, severing the leg.
The raving lunatic collapses to the ground in obvious pain, grasping his mangled left leg.
The raving lunatic is stunned!
The guiding force leaves you.
Roundtime: 5 sec.
>
You feel more refreshed.
>prep 117
cas
You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>amb luna head
The lesser spirits binding the lunatic increase your advantage!
You swing a monir-hafted golvern morning star at a raving lunatic!
AS: +467 vs DS: +296 with AvD: +32 + d100 roll: +27 = +230
... and hit for 82 points of damage!
Awesome shot skewers skull! The raving lunatic blinks once and falls quite dead!
The raving lunatic writhes in agony and dies.
The guiding force leaves you.
Roundtime: 5 sec.
>sea luna
stance def
You search the raving lunatic.
It had 159 silvers on it.
You gather the remaining 159 coins.
It had nothing else of value.
The raving lunatic decays into a rotting heap of flesh and bones.
>You are now in a defensive stance.
>e

[The Rift]
The sky boils with dark black clouds. Lightning flashes across the sky, and wind howls across the barren landscape. Within the clouds, you can see the form of a man, standing in the center of the tempest. He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort. You also see some silver coins.
Obvious exits: east, west, southwest.
>e

[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks. You also see some silver coins.
Obvious exits: west, southeast.
>e
You can't go there.
se
>LONG RUN>

[The Rift]
The sound of blades violently whipping through the air fills your ears. As you move a bit further, the fog churning around you parts, and you see an unusual type of cell before you. Scimitars whirl through the air of their own volition, holding a roughly circular pattern. Inside the cell sits an old Krolvin warlord missing a few chunks of flesh, probably from attempted escapes.
Obvious paths: south, east, west.
>
[The Rift]
A white pillar stretches up into the vast reaches of the dark sky here. On either side of the enruned pillar are two full length mirrors, slowly rotating horizontally. One mirror is lined with a white haon frame, the other with a black thanot one. A small pool of blood has coagulated around the white pillar, and while something appears to be written in it, the letters are too messy to make out. You also see a raving lunatic.
Obvious paths: south, east, west.
>
A raving lunatic swings a twisted kris at you!
AS: +564 vs DS: +726 with AvD: +24 + d100 roll: +53 = -85
A clean miss.
>prep 311
cas luna
You concentrate on the Blinding spell...
Your spell is ready.
>You gesture at a raving lunatic.
CS: +444 - TD: +434 + CvA: +25 + d100: +88 == +123
Warding failed!
Its eyes cloud over, becoming a milky blue.
Cast Roundtime 3 Seconds.
>prep 117
You concentrate on the Spirit Strike spell...
Your spell is ready.
>cas
stance off
You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>You are now in an offensive stance.
>amb luna l l
You swing a monir-hafted golvern morning star at a raving lunatic!
AS: +467 vs DS: +392 with AvD: +32 + d100 roll: +98 = +205
... and hit for 64 points of damage!
Strike punctures thigh and shatters femur!
The raving lunatic collapses to the ground in obvious pain, grasping his mangled left leg.
The guiding force leaves you.
Roundtime: 5 sec.
>prep 117
cas
You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>
The lunatic fumbles about aimlessly!
>amb luna head
You swing a monir-hafted golvern morning star at a raving lunatic!
AS: +467 vs DS: +362 with AvD: +32 + d100 roll: +44 = +181
... and hit for 51 points of damage!
Solid strike caves the raving lunatic's skull in, resulting in instant death!
The raving lunatic writhes in agony and dies.
The lunatic regains its sight and focus.
The guiding force leaves you.
Roundtime: 5 sec.
>sea luna
stance def
You search the raving lunatic.
You discard the lunatic's useless equipment.
It didn't carry any silver.
It had nothing of interest.
The raving lunatic decays into a rotting heap of flesh and bones.
>You are now in a defensive stance.
>l
[The Rift]
A white pillar stretches up into the vast reaches of the dark sky here. On either side of the enruned pillar are two full length mirrors, slowly rotating horizontally. One mirror is lined with a white haon frame, the other with a black thanot one. A small pool of blood has coagulated around the white pillar, and while something appears to be written in it, the letters are too messy to make out.
Obvious paths: south, east, west.
>e

[The Rift]
A portrait rests against an immense boulder here. The boulder seems to have a vaguely familiar shape, but exactly what is too difficult to place. Leaning against the base of the boulder is a modwir-framed picture, depicting an incredibly strong man wrestling with a heavy burden. The rock he holds appears to grow heavier, and he looks tired and pained by the weight of it. At the base of the painting before you are two footprints imbedded deeply into the ground. You also see an oaken wand and a violet sapphire.
Obvious exits: south, east, west.
>e

[The Rift]
Mountains rise on either side of you. On the western side of the path stands a skeleton at least thirty feet tall. His bony hands clutch a staff from which hangs a lantern, filled with odd stones that glow in the dim light.
Obvious paths: south, east, west.
>e

[The Rift]
A shoreline stretches before you, the sea dark and thick with salt. Just a small way up the beach, an unusual sight catches your eye. A small child walks the beach, holding hands with a large winged humanoid. One of its reddish wings is wrapped protectively around the child, and her small hand is tightly clutching one of his large fingers. She appears to be talking, although what she is saying is too difficult to understand to any except her unusual companion.
Obvious exits: south, east, west.
>e

[The Rift]
A beached ship lies in the middle of the field here, no clues or explanation as to how it arrived. The once shiny maoral wood has dulled now with age, and the ship's ribs and masts have split and fallen. The only passengers of the vessel are the rats, which number in the thousands. It's almost as if the boat itself writhes with their movements. High above, on the one remaining mast, flies a flag bearing a rat skull and crossbones. You also see a slender silvery thread.
Obvious exits: south, east, west.
>e

[The Rift]
A marble wall stretches for some distance to either side of you. In the center of the wall hangs a golden scale, with a small shelf on either side of it. On each of the shelves lies a shiny razor and a white towel. The bowls of the scales are spotless, although they have a slight coppery odor.
Obvious exits: south, east, west.
>e

[The Rift]
A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets. Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border. His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods. You also see a naisirc.
Obvious exits: south, east, west.
>prep 302
cast at nais
search nai
Sorry, you may only type ahead 1 command.
>You concentrate on the Repel Undead spell...
Your spell is ready.
You gesture at a naisirc.
CS: +444 - TD: +392 + CvA: +25 + d100: +86 == +163
Warding failed!
A naisirc freezes suddenly and begins to shake uncontrollably!
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>search nai
You search the naisirc.
It didn't carry any silver.
It had nothing of interest.
A naisirc seems to lose an aura of confidence.
A naisirc fades into oblivion.
>e

------------------
-Zentalin- reg

I still remember laughing at you the day you rolled Zentalin, your stats were SO screwed.. guess you were the one laughing in the longrun. I still think it's funny that some people think that he is an ICE character when they see his stats.

Naramith reg

Zent...don't forget to mention you have a mid 90's leveled sorcerer hunting with you. Makes quite a difference for Zent.

I'd never recommend anyone hunt Plane 1 that was any younger than level 95. Why do people say that? Because not everyone can one shot things when they have another character to either bind/blind/or web something for them everytime they go hunting.

They'll be feared...and killed in seconds. That's why no one comes to the rift 'till their 94,95,96

reg

I believe that a few people have gone to the rift at 90 and stayed, I was one of them. I died more from 90-95 than I did the other 15 trainings after that, but that's not the point. Plane 1 is doable to certain professions at 90 (albeit still dangerous), you just have to avoid the naisircs for the most part. A level 90 cleric (unless they tripled out the yang) would have a very difficult time there by themselves, but a sorcerer on the other hand can do fine there due to the release of focused implosion a few years back.

Ex-rift hunter, current plat newb reg

Omnirus- the point of that log was to show that I was hunting a solo session, using my own abilities/mana to kill things. The point of the post was just to convey to everyone that under the right training plan, you can swing AND repel in tbe rift on plane 1, even at a young age. This has been a rough stage for clerics because they are used to swinging from the undead gap, but have a CS that may be too low to hit naisircs.

On a side note, I began the rift at level 90 and have hunted there successfully, with under 10 deaths. In the beginning I swung, and then began repelling around 93. It is possible to do this solo, although I team up with Jaeden when I hunt. When I swing, he can quake before I behead the creature and also recieve EXP for the kill.

-Zentalin reg

I too hunted the rift at 90. I was sick of the isle and wanted to leave that hellhole as quickly as possible.

Is the rift practical to hunt at 90? No since fire mages are 10 times easier. Is it possible? You bet.

- Lord Kranar, human Archwizard reg