Rift Guide: Normal Caduceus Rise

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Caduceus Rise Guide Caduceus Rise Guide Caduceus Rise Guide Caduceus
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Caduceus Rise Guide Caduceus Rise Guide Caduceus Rise Guide Caduceus
Rise Guide Caduceus Rise Guide Caduceus Rise Guide Caduceus Rise Guide
Caduceus Rise Guide Caduceus Rise Guide Caduceus Rise Guide

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Nestled deep in the jungles of Ember Isle, Caduceus Rise is home to a
sect of the Golden Maw that is bent on creating a new body for their
malevolent deity; Laethys, the Dragon of Greed.  This is the
first new dungeon since Rift
launched and it is full of color and sound, with a wide open non-linear

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Group Configuration:

Using the group-finder tool will always net you with a tank, healer, 2
DPS and a support class. If the bulk of the group is closer to 48 than
they are to 50, you may want to keep the support player in that
role.  The dungeon has been tuned down a bit since release so
groups with higher DPS can essentially turn every fight into a tank and
spank, but if DPS is low and healing is doing ok, swap that support
player into a full time damage dealer spec.   


style="text-shadow: none;">Lust of Fire and Gold

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From: Zone

Deafeat the 4 bosses of Caduceus Rise


High Thane Hergen

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Caduceus Rise is non-linear for the most part, so you can do any of the
first three bosses as you would like, but most groups will kill High
Thane Hergen first since he is closest to the door.  
This overstuffed hunk of hate is a pretty straight forward fight that
only uses a couple of abilities. The most crucial aspect of the normal
mode encounter with the High Thane is that players see and react to his
ground based AoE. Failure to move out of this quickly will either cause
the players death or cause the tank to splat because healing is drawn
away for too long.  High Thane Hergen also likes to cleave the
tank and empowers it with three quick spell casts, you can interrupt
these to make life a bit easier, but don’t fret on normal mode as most
tanks will easily survive. 

Faultwalker Alraj

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The next closest boss as you make your way through the zone is
Faultwalker Alraj. While this boss can be rather annoying on expert
mode, it’s a bit of a joke on normal.  The Faultwalker only
employs a single ability here, a ground based AoE with a purple
hue.  Sidestep this effect and continue dealing damage or
healing, it does not appear to ever target the tank.  His
melee damage can be a bit spikey, but with so little to worry about,
your DPS will burn him down quickly.

Hookmaster Palos

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Hookmaster Palos blocks the path to Caduceus and is typically killed
third. The major hurdle to overcome with Palos is his Blood Pact
ability that randomly targets one member of the group and transfers all
damage done to him to that player. Stopping DPS for the duration of the
pact is the easiest way to ensure that everyone stays alive. The only
tricky part about this is that there is no forewarning, and any
abilities enroute to him, such as Rapid Fire Shot, will hit the
effected player. Murphy’s Law states that this will usually happen in
conjunction with a cooldown ability, ensuring that one of your friends
will take a dirt nap.  Nerf Rogues.


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The Final encounter is the zones namesake, Caduceus. As the players
approach our not-so-gracious host they find him deep in conversation
with members of the Golden Maw cult. The cultists are working on
convincing that your party is there to plunder and spoil his tranquil
jungle paradise. Sadly, he can’t be convinced otherwise and has to pay
for the mistake with his life. After the dialogue the cultists
disappear on normal mode and you are left with a very angry fat man.
The tank should spin him so that his back faces the group and the rest
of the party should stack on his backside.  After a few second
of combat you will see smoky trails moving randomly along the floor,
these do a small knockback and can interrupt casting, they can be
dodged – but the butt stack method seems to minimize exposure. Caduceus
will also hit all players with a cleansable fire-based DoT. This does a
minimal amount of damage on normal mode and he is usually dead before
it can be cast again, cleanse it just to be on the safe side. 
This encounter has been altered a few times since testing began on the
PTS, but the current iteration seems fairly easy with every group I
have been in having downed him before he was able to use any other
abilities – it’s possible that these are now the only two he employs on
normal mode.

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Last Updated: Mar 29, 2016