Voyage beneath the moonlit tide
The currents of fate hasten through Telara, sweeping you toward the Infinity Gate – and the abyssal realm that waits beyond.
From colossal glaciers to cities that curl under ceiling-seas, the Plane of Water is home to the living dreams of sleeping beings. For ages, its creatures, phantoms, and nightmares have been held in balance by a cosmic watcher. But now his slumber, his realm, and the planes beyond are under siege by forces only you have the power to stop.
A NEw adVenTuRE
Journey to the Plane of Water and quest through three vast Zones filled with new dangers, enemies, and Nightmare Rifts. Summon Aquatic Mounts and explore new environments from sunken lairs to spires soaring into impossible skies.
Master Your Calling
Wield new Mastery Abilities amplifying the power of each Calling as you ascend to Level 65. Take your crafting skills to new heights with Expansion Recipes. Power up with new equipment and even new Equipment Slots!
Battles through 6 new Dungeons, plus a Chronicle, Sliver, and Raid that will test even the mightiest Ascended. Wage war against the queen of fire, lord of nightmares, and the malignant avatar of the plane’s sleeping god!
Minions & More
Recruit and command a host of Minions to seek out hidden treasures, quest with friends of any level using our expanded Mentoring system, and so much more!
Leaders of the Ascended gleaned a first look at the Plane of Water (and the nature of its horrors) in a report from the Empyreal Alliance’s Commander Blaith. Her early findings, reprinted below, paint a haunting picture of things to come...
"Fools!” cackled Alsbeth, as a new wave of corpses clawed their way out of the scorched earth. “Did you think my master would let you escape so easily?"
Her shambling horde was disconcerting, thought Kira. It was too large, its zombies, skeletons, and wights bolstered by otherworldly shapers and their hideous creations.
Salblet hated the dry air. The skelf could survive indefinitely out of the sea, but his eyes could not make out fine details, and they itched. Still, Grenk had insisted on his company, and one did not refuse Grenk unless you had a school of the Atragarian Guard at your back.
The fall of Gyel
A Fortune-class dreadnought overtook and scattered the bulk of the invading fleet, plummeting like a bird of prey into the center of the reef. Gyel shuddered under the impact. Its branches wilted and turned to ash, its skeleton blackened and fused into marble, and the soul of the coral tree that had sustained the reef for epochs burst into a living fire.
Picnic in Draumheim
An elaborate tea party was set out among the grassy fields of the Landquarium. Max the bogling carefully poured tea into tiny cups while Oliver the mallard straightened a waterproof blanket....
On the other side of the Infinity Gate lies Goboro Reef, a majestic zone teeming with life from the wells of Atragaria to the spires of Gyel Fortress. It’s an environment full of hidden nooks, stunning surprises, and nightmarish denizens dying to make your acquaintance.
When you first arrive in the domain of water, you’ll find yourself immersed in the mesmerizing beauty of Luminous Passage. This is the plane as you might imagine it: gorgeous plumes of living reef curl and stack one on top of the next, covered in writhing plants and circled by strange creatures out to catch their next meal.
GUARDIANS OF THE TIDE
The mermaids of Atragaria rule the kingdom under the sea, tending to its myriad peoples while holding its enemies at bay. They are cunning, noble, and deeply worried about the future of the reef: A massive, unnatural spout is funneling the surrounding water into the sky above Goboro … back to the cosmic source from whence it came.
The Atragarian Well is an underwater settlement tucked into a vertical sea cavern below the reef. Arethea helps manage the town and its skelf hatchery, though both are threatened by increasing chaos, panic, and untrustworthy guards. Learning to love the skelf will be easier after your visit to the hatchery, where you’ll find a special companion waiting to be rescued from his egg.
Not all skelf are cut out for adventure at your side, and Arethea needs you to take care of one in particular: Grenk. This troublemaker should be guarding the Well with the rest of her pack, but she has attached herself to a dangerous Akvan instead. Now, in the derelict Grotto of Horror, they work to convert even more skelf to a plot that threatens all of Atragaria.
GHAR STATION MEM
Long before the planar wars, the Eth sent colonists to Goboro Reef, and their descendants – known as the Ghar – have lived here ever since. Find their research stations to enlist powerful aid and technology in the fight against the invading Bloodfire Army (that is, if you can pry them away from Manugo, a Ghar game that knows no end).
As the Plane’s water recedes, new threats lay claim to Goboro Reef. First among them are Lady Glasya and her Bloodfire army, invaders from the Plane of Fire who’ve wrecked their dreadnoughts into the heart of the reef. Atragaria needs your help to assault their fortress and defeat Glasya’s hellish guard before they flamescape the entire plane.
Exploring Tarken Glacier – At the Frozen Edge of the Cosmos
Far above the sand and fire of Goboro Reef, beyond the riots in the streets of Draumheim, the ancient bulk of Tarken Glacier reaches dizzyingly into the crown of the planar sky. It is legendary. It is behemoth. And its secrets will take you to the edge of the cosmos itself.
Your summit starts at Tarken Ascent, a famous climb from Draumheim into the great trench that trisects Tarken Glacier. After scaling its wall of ice, you’ll discover an open plateau holding frozen wastes, violent creatures, and two peoples in need: skelf pilgrims in search of their oceans of origin and the panicked researchers of Ghar Station Tau.
Trial by Frost
A band of free skelf pilgrims have made the ascent in search of their ancestors’ fabled sea. Its waters, now frozen inside the glacier, have preserved the coral that grew the Tree of Gyel. With the right leadership, these skelf will prove to be one of the few forces capable of withstanding the vicious Frost Giants who call Tarken home.
Siege of Port Scuddra
Facing annihilation by the Frost Giants and Shaghi, the skelf hope to raise an army in the pirate haven of Port Scuddra. This frozen harbor town is home to the few mercenary fleets still sailing the glacier: The Distant, an alliance of stranded mortals; The Unthralled, skelf whose masters have been lost at sea; and The Tormented, dream-born nightmares who threaten the entire realm.
Ghar Station Tau
Meanwhile, at the Ghar’s deep-ice research station Tau, scientists led by Cyberneticist Frekker and Cosmologist Mann have a different problem: an infection is claiming members of their camp. The lucky are going mad while other, less fortunate researchers are mutating into living horrors. You alone can solve their mysterious plight, but at what cost?
As you battle your way across the glacier, the crusaders of Octus Monastery, the last bastion of the Pelagic Order, look on from their perch overhead. The monks toil from this skybound temple to the wastes below, excavating eldritch words with the power to mend the oceans. Alas, each one that they recover weakens the prisons holding the Akvan at bay.
The gods themselves banished the Akvan to their prisons in the Plane of Water. Now, as Pelagic monks inadvertently weaken the seals keeping them in place, a lunatic mortal races to wake one of their oldest horrors from within. Descend into the frozen maw of Izbithu, consort of Matrodraum, and put an end to his plot before Izbithu wakes ... and folds all of Tarken into the cosmic abyss.
UNDER THE SPIRE
Draumheim is the phantasmagorical home of the Onir, dream-beings born in the collective unconscious of sleeping Telarans. It is a bizarre city, vibrant and sprawling, where every whim is given life and every desire indulged. Some of its residents are well-adjusted souls who have lived happily under Kondraum, the zone’s sovereign leader. Others have been less fortunate.
BUMP IN THE NIGHT
For every happy Onir, there are countless nightmares darting through the skies, streets, and alleys of Draumheim. They are the people, beings, and beasts of darker dreams, the products of hidden thoughts, sordid interests, and murderous intent. Born misshapen and deranged, they have come to loathe their mortal creators and worship Lord Arak.
Arak’s horde of nightmares has started a revolution in Tribulation Square. They have kidnapped Kondraum, taken hold of the city center, and launched invasions into Telara – and all before the Ascended could react. As their victories mount, their ranks swell with creatures born in new nightmares – visions of Arak’s ruinous march across the planes.
FROM EACH DISTRICT, TRIBULATIONS
One at a time, the districts of Draumheim succumb to Arak’s violent forces. Fire demons have routed the inhabitants of Gauntlet Street. The posh have fled from Prosperity Heights and Polyp Promenade. In trendy Zeuxis, a new (and deadly) performance art is all the rage, while Choreburg is just raging with work.
PALACE OF DREAMS
The battle for Draumheim reaches all the way to Margle Palace, where Princess Mala reigns in her father’s stead. Kondraum and Mala have put their trust in a dream-journalist named Fausta and the Mayor of Prop Noun, a knight with a strong incentive to quell the rebellion. Each eagerly awaits your arrival.
WAR WITH ARAK
Complicating matters, Lord Arak himself is raising a host of special nightmares in the wastes south of the city. Drawing directly from the memories of the Ascended, he has stocked a twisted version of Port Scion with a menagerie of monstrous invaders. Some, like Demogos and the dragon gods, will be familiar. Others you must wait to dream!
CITADEL OF INSANITY
On a good day in Draumheim you could do brunch with crooning unicorns, tune the merriment cannons with Zoning Commission bureau-cats, and stroll Polyp Promenade with King Kondraum’s liver, the feisty organ who’s been left in charge of the court. Unfortunately, Lord Arak hates good days. The King of Nightmares has poisoned Draumheim's defenders and unleashed fresh monstrosities to consume the city from within!
Four Souls made landfall in Telara in preparation for Nightmare Tide. Meet them below and master their abilities before the expansion arrives!
Arbiters are mages who have studied spells of invulnerability to perfect the art of magical damage mitigation. They taunt and torment enemies with storms and brush off their attacks with shields of ice. Don’t be fooled by the cloth and wand – these mages stand toe-to-toe with Riftstalkers, Paladins, and Justicars on the front lines of battle.
Liberators plunge into uncharted waters for the Warrior Calling: raid healing! They funnel restorative magic through magnetic fields to allies in need, specializing in high sustained HPS and group/AoE heals. If you see a Warrior gleefully flinging absorption shields to friends while hacking at foes, don’t worry—unless they’re not on your side.
Oracles arrive from a dark future where their mastery-level support skills have forestalled the annihilation of Telara. These versatile casters can lift entire raids to triumph with a repertoire of powerful boons, shields, heals, buffs, and curses. As a group member, they’re indispensable. As an enemy, they’re impossible to ignore.
Physicians hail from an era beyond the gods where Clerics’ prayers lay fallow and Rogues heal armies of Ascended across the planes. Trained as alchemical archers, they use ranged abilities to heal and shield friends in need.
RIFT: Nightmare Tide Named Best in Show at PAX!
It’s not often an expansion receives high honors, but our friends at MMORPG have graced us with Best in Show at PAX!
We’re awfully proud of the work the RIFT team is doing on Nightmare Tide, but when we sat down with the crew at MMORPG to give them an early look at the free expansion they were visibly excited.
Explore Nightmare Tide Collector’s Editions
Three Nightmare Tide Collector’s Editions have surfaced from the depths laden with signature loot paving your way to the Plane of Water!
Prepare for RIFT 3.0 with an Instant Boost to Level 60, new Equipment Slots, an amphibious Shark Mount, and much more – including an exclusive Abyssal Satchel Bag Slot and Companion Pet.
Preview RIFT 3.0
Long ago when I stepped into the world of Telara, I saw a land that was under siege. Strange beings from the elemental planes ripped holes in the very fabric of reality – creating the rifts. Out of the rifts the enemies of the Ascended poured, growing in power and intensity. Great colossi strode across the land, too powerful for any single Ascended to face. As we banded together to push back the invaders, close their rifts and smash their colossi, I remember the sense of being part of something bigger.