Marko Sohrakoff • Game Design

RIFT — Systems & Encounters

Systems + encounter design across raids, dungeons, and zones.

RIFT

Highlights

Encounters

P.U.M.P.K.I.N

P.U.M.P.K.I.N

Raid - Tyrant's Forge

  • Environmentally driven encounter.
  • Positional mechanics leading toward an accordian like movement pattern
  • DPS check final phase
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Fauxmire

Fauxmire

Raid - Mind of Madness

  • On a timer, the fight alternates between day and night.
  • Each phase flips raid responsibilities and survival tools.
  • Atmosphericly driven encounter.
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Dark Genesis

Dark Genesis

Raid - Mind of Madness

  • Multi-phase raid test with constant shifting demands.
  • Mix of add control, healing checks, and interrupts.
  • Climaxes in a brutal all-in burn.
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Hericius

Hericius

Raid - Comet of Ahnket

  • interrupt checks, mid-fight add waves, ends with movement puzzle.
  • Communication checks as players relay information only some can see.
  • Mistakes can cascade if poisitional requirements missed.
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Glacieus

Glacieus

Dungeon - Citadel of Insanity

  • Environmental geysers break the boss’s shield.
  • Shield removal increases incoming raid damage.
  • Frozen cores and Froststrike define tank mechanics.
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Cosmologist Mann

Cosmologist Mann

Dungeon - Glacial Maw

  • Dual-boss encounter with target swapping.
  • Raid-wide hazards require constant movement.
  • Interruptible casts add raid pressure.
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King Krilladu

King Krilladu

Dungeon - Rhazade Canyons

  • AoE power fantasy parse fight
  • AoE down waeaker adds to strip a debuff from the main boss
  • Positional mechanics for a dps bonus.
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Mithe Tethson

Mithe Tethson

Dungeon - Rhazade Canyons

  • Random add spawns at health thresholds.
  • Each add introduces unique mechanics.
  • High-stake interrupts.
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Allajax

Allajax

Dungeon - Enclave of Ahnket

  • Parasite portals send players into side fights.
  • Boss gains stacking self-buffs.
  • Spread mechanics punish poor positioning.
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Frezhak

Frezhak

Dungeon - Enclave of Ahnket

  • Environmental debuff shapes the encounter.
  • Boss shields broken by terrain interaction.
  • Reactive abilities allows players to get past the arena's environmental debuffs
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Alu'Mar

Alu'Mar

Dungeon - Enclave of Ahnket

  • Portals spawn waves of adds throughout.
  • Boss shields force target swapping at mid-fight.
  • Encounter mixes add control with heavy casting pressure.
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Mallaven

Mallaven

Raid - Bindings of Blood

  • Add-heavy control mechanics in the opening.
  • Shrinking arena acts as a soft enrange.
  • Tank swaps and interrupts keep constant pressure.
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Magcillian

Magcillian

Raid - Bindings of Blood

  • Two-phase fight with arena transition.
  • Purge and spread mechanics dominate early.
  • Mobility and bomb effects define the second phase.
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Irauga

Irauga

Raid - Bindings of Blood

  • Simple fight centered on interrupts.
  • Constant raid-wide AoE damage.
  • Tank mechanics create periodic threat spikes.
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Jinoscoth

Jinoscoth

Raid - Mount Sharax

  • Interrupt-heavy fight with lethal casts.
  • Stacking debuffs demand positional resets.
  • Crystal and ice spawns add movement pressure.
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