Rift Dungeon Guide: Realm of the Fae
Stop the Fae folk of Telara from destroying the world in their mad attempt to secede.
The first Dungeon that Guardian players will encounter is a twisted hive of fairy activity known as the Realm of the Fae. Located in the starting zone of Silverwood, this lush area of brightly colored flora and fauna is no ideal spot for a picnic.
In keeping with its status as an intro to dungeons in Rift , Realm of the Fae is fairly forgiving on group composition (you see what I did there?) With this in mind, this is a perfect opportunity for cleric or rogues to take over the tanking duties while a Chloromancer heals the group. With the large amount of trash mobs residing here its best to bring either a heavy AoE group or a highly stealthy one.
Quests:Before running this instance players should make sure to pick up a quest from Shyla in Sanctum. The other two available quests will be provided once inside the zone.
Lords of the Fae RealmStarts: Realm of the Fae
From: Given upon zoning in
Successfully vanquish the four boss encounters of the zone.
The Land of
Realm of the Fae
From: Nuna Hawking
Perform a blessing on the five altars in the zone.
The Crown of
From: Shyla Starhearth - Sanctum
Find the Brazier of Winter's End and destroy the Crown of Seasons
Realm of the Fae follows a windy path that takes you on a journey through all four seasons. Although a good portion of the trash packs can be skipped, it may be more prudent to mow them down as you will be completing this instance during the leveling process.
Following the trail you will encounter one altar before the first boss, and then one right after the encounter..
Trickster Maelow doesnÂt like to fight fair, but once you have dealt with his two lifewards, the fight is a piece of cake. The tank will engage all three mobs and hold their attention while the DPS burns them down. Kill Lifewarden Celoah first, as it gives the boss an increase to damage output and then dispatch Brae to remove a damage shield from Maelow. Maelow lives up to his title as he randomly morphs party members into rabbits, this effect is dispellable. The only other ability employed by the boss is a moderate stun that is easily healed through.
Our next victim is Luggodhan, a bright blue fae-lizard abomination that enjoys sliming its opponents. There are no tricky mechanics or adds to deal with in this fight Â just avoid the slime when its cast. The slime is an AoE ability that does heavy damage and snares anyone caught standing in it, which can be a fatal combination Â but one that is easily avoided. Should the tank get targeted with the slime the best strategy is to run directly through the boss to avoid the effect.
The most menacing part about the Battlemaster Atrophinius encounter is the bossÂs name, who starts out friendly but gets pissed when he learns you smashed up all his booze. There are two abilities to be dealt with here and two adds that arenÂt. Atrophinius has a frontal cleave, so the tank will want to face him away from the group and he also will do a random charge with knockback. Tanking him with your back to a wall will help keep the fight more manageable, but there isnÂt too much to it Â burn the boss and the adds disappear when he falls.
Not happy about the lack of Ale
Not happy about the lack of Ale
Fae Lord Twyl
After the fall we enter into the land of winter and the domain of the final boss mob Â Fae Lord Twyl. Make sure to hit the final altar before you engage the boss, it is found just after the zone transition up a snowy embankment.
Twyl is a multi stage encounter with three mini-bosses encountered before he makes his appearance. There is a brief period of respite between each stage so take that time to eat and drink if needed.
Stage one is where we find the Avatar of Autumn who will randomly stun a party member. This ability can be interrupted but there is no need to worry about getting them all Â save your interrupts until he targets the healer.
Our next foe is the Avatar of Summer, a bright little flame who canÂt seem to hold it together. Throughout this encounter the avatar will split apart as it is damaged. Each split will halve itself as the process continues so AoE effects are highly desirable here. DonÂt let this hot mess worry you too much however, as each split results in a weaker version than the previous one.
After summer has been extinguished the Avatar of Spring will pop up. This meddlesome treant will call forth swarms of bee-like adds throughout the fight to help him. The adds are non-elites and are easily dispatched, expect between two to four waves depending on group DPS.
Once you have weathered the seasonal avatars, the Fae Lord will make his appearance. This is a rather long fight due to the bosses hit point pool but the environment here may be more dangerous than the boss. Throughout this encounter a glowing green ball of light that paths around looking for players to zap. Making this seemingly easy mechanic a bit harder is the bossÂs only ability of note Â a deep freeze that can hold you right in the path of the wandering light. Minimizing this damage, and not falling off the platform that the fight takes place on are the keys to this fight, so take it slow and steady for victory.