"Riven of a Thousand Voices — the last living Ahamkara — sits at the heart of the Dreaming City, Taken and corrupted by the Darkness. She granted a wish that shattered the City. You must venture into her lair and tear the wish from her heart."
Nine plates ring the arena — but only six are active each round. Look at the three pairs of matching symbols orbiting Kalli in the centre to know which six to use. Each plate is divided into thirds: two thirds will be covered in Taken Blight at any time, leaving one third safe to stand on. That safe section shifts as you stand on it, so stay mobile. Once all six plates are held and their knights killed, everyone converges on Kalli for the damage phase. After a damage window, she triggers her song — small alcove doors open in the wall beneath her, and the music swells. Get into a cubby before the doors close. Anyone outside when the song fires dies. Kalli then briefly becomes immune and teleports to a new position. She has three positions total — her start and two more. If she reaches the third without dying, the encounter fully resets.
This encounter has two repeating mechanics: the crystal triangle to break Shuro Chi's shield and trigger a damage phase, and the symbol rooms that appear every two damage phases. The overall flow is: race along the path killing adds → find shielded Shuro Chi → do the triangle → damage her until a gate → follow the path again → repeat. Every two damage phases a symbol room blocks your path upward.
When you reach Shuro Chi she will be shielded, standing in the middle of three plates arranged in a triangle. Players 1–3 each pick up a crystal from a plate, then stand on it. Each player continuously shoots their crystal at the plate player to their right, forming a clockwise triangle of beams. This breaks Shuro Chi's shield. Jump off the plates immediately once the shield drops — standing on them deals constant tick damage.
Once the shield is broken, damage Shuro Chi until she reaches a health gate — roughly one sixth of her total health. The gate is obvious: she becomes immune and teleports away. Follow the path, kill adds, and find her again. The triangle repeats at each damage gate. Every two damage phases, a symbol room blocks the path forward.
Every two damage phases you enter a room with a 3×3 grid of floor plates and three large symbols on the walls — left, back, and right. Each wall symbol is displayed as a 3×3 grid but is missing four of its nine sections. Players 1–4 work through each symbol in order (left → back → right), reading the missing sections and standing on the corresponding floor plates simultaneously.
Plate numbering is always relative to the symbol you're currently facing. When you turn to face a wall symbol, plate 1 is always top-left from your perspective, reading across like a keypad: 1–3 top row, 4–6 middle, 7–9 bottom. This means the physical floor plate that counts as "plate 1" changes each time you rotate to a new wall — the same floor tile might be plate 3 for the left symbol and plate 1 for the back symbol.
Example: symbol on the left wall is missing sections 1, 3, 5, 9 — Player 1 stands on the floor plate that is top-left when facing left, Player 2 on top-right when facing left, and so on. Then everyone turns to face the back wall, and the numbering resets from that new orientation.
The arena is split into left and right sides, three players each. Taken Strength orbs spawn in sets of four around the arena — players must collect all of them without any single player reaching five stacks, which instantly kills them. Once all eight are collected and yellow-bar enemies are cleared, a final tenth orb spawns. The first/last player picks it up, everyone retreats to the back wall, and the team damages Morgeth to close out the encounter.
Three rooms surround the central plate area. Tree is on the left, Rock is on the right, and Stairs is at the bottom (spawn-side). Each room has a plate and a back area where Eyes of Riven spawn.
Each reader stands on their plate and looks up to see three symbols in a ring: one centre and one on each side. The Scribe reads their centre symbol first. Whichever reader has that symbol on their left or right calls out the direction, then reads their own centre symbol. This chain continues until all three centres have been called. As each centre symbol is called out: if it appears on the left of another reader's ring it is Penumbra (PEN) — if on the right it is Antumbra (ANT). The Scribe tracks and records this for all three plates.
This is a long, multi-phase encounter with five distinct stages: two lower-room cycles (split into two teams of three), a top-level group damage phase, a Riven weak-point shooting phase, an Ascendant Plane jumping puzzle, and a final stand. The whole sequence — lower rooms → top level → weak points — repeats until Riven's last chunk of health is gone, at which point you're pulled into the Ascendant Plane regardless of where you were in the cycle.
Both rooms will see Riven appear and an Eye of Riven appear — only the order differs between rooms:
All six players group up in the centre of the room. Clear Goblins and Ogres while damaging Riven as she appears through one of the black gates. Bait her tentacle slam or shoot her mouth to stagger her — each stagger lights up two eyes. This repeats three times for six glowing eyes total.
With all six players back on the plates, the lift descends slowly. This time Riven is crawling around the central crystal as you descend. Shoot her glowing weak points as they appear — each one destroyed removes a large chunk of her total health.
The whole team is teleported to a jumping puzzle around a massive crystal, with Riven's face at the very top. The only goal: reach the beam of light at the top. The moment any one player touches it, the whole team is teleported back to the main room.
Back in the main room, group up. Riven opens her mouth one last time, revealing a Taken orb — burn her down completely. At zero health she explodes and her mouth opens wide. Run down her throat and destroy the Taken Blight inside.
Each round, the game randomly assigns one player as Fate's Chosen — only that player can pick up the Heart of Riven. They carry it through the encounter path. Carrying the Heart projects a large bubble — all other players must stay inside it or they accumulate Creeping Darkness stacks. At 10 stacks they die. Stacks are cleared inside the bubble. The bubble constantly shrinks as the carrier's timer counts down. When the timer hits zero, the carrier is teleported into Riven's Heart. A new player picks up the Heart and continues. Players accumulate inside Riven's Heart over the course of the encounter, keeping the timer alive for the current carrier via Taken Strength orbs. Once the Heart reaches its repository at the end of the path, stepping near it deposits it automatically and ends the encounter.
The Wishing Wall is accessible from the very start of the raid. It has a 4×5 grid of 20 panels (the centre column is the submit activator). Shoot a panel to cycle it forward through the symbol list. Set all panels to the correct symbols for the wish you want, then interact with the submit node at the base. The wish activates immediately and persists for the session.