Phase Two of Rift's Ashes of History world event popped up unexpectedly last night. Unexpected by me, anyway. I've been playing a mix of Allods, Rift and EQ2 this week and I didn't log into Rift yesterday until quite late in the evening. Pretty much the first thing I noticed was that one of my Ashes quests had auto-completed. It's a handy Trion trick, where any obsolete World Event quests that remain unfinished in your journal are neatly finished off for you when the next phase begins.
Some of the Phase One quests are still active and several new ones have been added. The trend I commented on earlier continues and my Guardians had to travel significantly further, through significantly more dangerous territory to complete the same quest as my Defiants. Never mind. Purity is forged in the fire of sacrifice and all that jazz.
|Travel stones? Nah, mate. Never 'eard of 'em.|
|My brother is much tastier than I am...hang on, that's goats.|
Then it was off to try the Travel Stones out for myself. Not to go anywhere, not yet at least. That comes after the event ends, when we get to use the Travel Stones to visit Ember Isle, the upcoming high-level zone . For now we just have to prod the stone and see what jumps out.
|You can't kill me. I got my claws up!|
The fourth time was far and away the most spectacular It actually made me go "Whoooaah" out loud as my eyebrows crisped.
|I see why they put these stones out of town now|
Back in town, the new repeatable quest involved combining a variety of colored stones to make a resonating inscribed travel stone. Catchy name. First time I did this I spent ages fiddling about with all kinds of color combinations on the assumption that there was some meaning to be construed. Turns out it's just the bottom one on the list, then the top one. I do like simplicity.
Overall, another good portion of lore with some fun special effects. I'm enjoying this event a lot.