ESO Scrivener’s Hall Dungeon Tank Guide
This is an Elder Scrolls Online Tank guide for the Scrivener’s Hall dungeon which is located in the The Rift area.
Scrivener’s Hall was released with Scribes of Fate in March 2023.
In this dungeon you’ll encounter 3 main bosses, each with their own hardmode.
Try our ESO Dungeon Tank Build for completing this dungeon.
Riftmaster Naqri – Boss 1
Having the most misspelled boss name on online ESO guides (seriously, it’s neither Ritemaster nor Maqri), this boss is just a copy/paste of Joe Goldberg from You. He loves books and murders people. Maybe this is actually a crossover between You and ESO. We can call it ESOYou. Pretty sure that’s not taken yet.
Attacks to look out for
- Super Slow Heavy Attack: This is really slow and doesn’t hurt that much if you block it. It hits way harder on hard mode, so if you want to practice roll dodging it, regular vet is the place to do it.
- Booknadoes: Like everyone’s favourite movie, Sharknado, a booknado is just a tornado with a twist… wait… But seriously, it’s just a tornado made of books. It places an AOE on the ground and sends out AOEs in an outward spiral. Just stand there and take it like a tank. You’ll be fine.
- Summon Book: Glowing Books are summoned at around 85%, 55%, and 35%. The books send out two orbs to two random places in the library arena (the librarena). As the tank, you don’t need to worry about these, but the DDs in your group (damage dealers, not the busts of sexy librarians) need to track down the books (by following the trajectory of the orbs) and interact with them. This will make the books go away.
- Teleport and Summon Exploding Book: Boss will teleport across the map and place down an AOE circle with a book over the top of it (this guy is seriously a one-trick pony). A high pitched tone will sound, and then BOOM! As the tank, you should stand in the circle (think Dread Cellar final boss) or the explosion will result in many deaths.
Adds/Mini-bosses Notes:
- Battlescribes: They appear throughout the fight. Chain them in and keep aggro if you feel like being useful.
- Glowing People: When a book is summoned, an icon that is the colour of the book will appear above the boss’s head at regular time intervals. This will summon a glowperson of the same colour. If the glowperson is red, you should bash it when it appears to avoid damage. If the glowperson is gold, you hold block (joke’s on you gold glowperson, I’m a tank!) If the gloperson is green, you roll dodge. If you do absolutely none of these things, you’ll be fine. It’s the other people in your group that need to do them, especially since the DDs will be outside of heal range as they are out on their scavenger hunt.
Mechanics tank is responsible for:
- If your DDs and Healer have poor situational awareness, you can pull the boss out of the booknado, and hopefully they won’t stand in the AOEs.
- The adds don’t do much, but they are pesky during the book scavenger hunt. Chain them in so they are taunted and die in cleave.
- Call out what mechanic is occurring (block, roll, or bash) to make it easy on your friends who can’t follow on-screen prompts.
- Jump in the exploding book AOE before it kills people.
Ozezan the Inferno – Boss 2
Attacks to look out for:
- The Floor is Lava: Early in the fight, Ozezan goes underground and summons a giant AOE lava pool. This happens throughout the fight, but it’s one of its first few moves. Therefore, when you taunt initially, get as close to the wall as possible so this is out of the way, as the lava pools stay on the arena for a very long time. Before the lava pool is placed, a growing AOE will appear on the ground. Everyone should jump up on the nearest piece of furniture to avoid the explosion and subsequent lava. Also, the lava shoots out lines of fire throughout the fight, not that it matters that much.
- Beam: After spawning the lava pool, the boss will come up out of the ground on the opposite side of the arena. Shortly thereafter, it’ll put a beam out that targets each player. Everyone should outrun/roll dodge the beam.
- Summon squishy bugs that make you fast: Boss will shoot out some green larvae from their non-binary, asexually reproducing back. A maximum of 2 larvae can spawn into an enemy called “Evolved Broodling.” DDs can go step on these to gain 10% movement speed, stackable many times over, for a few seconds. Stepping on all the larvae will prevent the Evolved Broodlings from hatching, but this is a waste of time. ESPECIALLY ON HARD MODE. Don’t do it.
- Conal Spew: Boss spits on you and anyone near you. Face it away from the group and block.
- Suction, and not the good kind: The second time (if you do a reasonable amount of damage, that is) ole’ Inferno puts out a lava pool, they will spawn in the center of the arena. Everyone should make it to the outside wall, as Ozezan will try to suck you all into their giant wormy mouth. If you are outside enough, the suction will end before you reach the burning center of the room.
Adds/Mini-bosses Notes:
- Evolved Broodlings: They do a lot of light attacks. They also shoot out fireballs at everyone when far away.
Mechanics tank is responsible for:
- Place the first lava pool as close to the wall as possible
- Taunt all the adds
- Turn the boss away from the group when it spews
Lamikhai and Valinna – Boss 3
Room 1: Lamikhai (Giant Spider)
Attacks to look out for:
- Cookies: A red circle that looks like a cookie will appear over someone’s head. After a few seconds, an AOE will spawn under that person. Fire will rain down on that spot for the duration of the fight.
- Enrage: Boss will rear up on hind legs (animation is the same as the heavy attack) and will start glowing red. All its light attacks will hit for major damage through block, and it’s heavy attack will kill you through block. As soon as the enrage is triggered, roll over to the ice circle that the NPC puts out across the room (it’s almost always the furthest corner away from where the boss is positioned) and wait behind it. That’ll cool the boss off.
Adds/Mini-bosses Notes:
- There are small spiders that spawn. You can taunt them or ignore them. They don’t do much.
Special Notes:
- When Lamikhai gets to 50%, it’ll run away. The webs covering the door will burn, and everyone can run through. Pay attention to the boss’s health and walk yourself and your group towards the door to make for an easy escape, because if people don’t get out of the room in time, they die.
Room 2: Valinna followed by Lamikhai
Valinna Phase: She stays out until her health dips a little under 60%
Attacks to look out for:
- Fire Beam: Straight outta FFVI, Valinna will channel her inner MagiTek armor and hit you with a fire beam. Maintain block and either heal yourself or pop some damage shields or both. If you have a good healer, you can probably just stand there and block and be lazy.
- Burning DOT: Valinna will light people on fire after spreading her arms out like an airplane (is Valinna the secret sister of the Shrouded Axeman from Shipwright’s regret? Find out on the next episode of Dragonball Z!) This can be healed through
- Cookies: Just like the first room, 1 person in the group will get cookies. The animation is the same as the burning DOT (spreads her arms out like an airplane) These should be placed on the outsides and corners of the arena or up the hill that led into the room.
- Fire Cages: Valinna will raise her arm up in the air and place big AOE circles around 2 people (it won’t be the tank unless two people are dead). Once the AOE circles settle, the players will need to stay inside their circles. If they leave their circle OR if someone else enters their circle, it’ll blow people up. There is constant damage inside the circle. The circles can be stacked, but the damage increases.
Lamikhai Phase: Appears as Valinna is leaving
All attacks and mechanics are the same as in the first room, except fire cages will spawn when Lamikhai is out, not cookies.
Adds/Mini-bosses Notes:
- Ensnaring Spider: This spider will spawn up against the walls of the room halfway between the entrance and exit. It will wrap the furthest player away in webs and start dragging him or her over (think Fang Lair ghost chain mechanic). If the player reaches the spider, the player dies. The healer should stand a little up the hill (entrance) or near the exit door (staying by the exit is smarter during the end of the fight so make it easier on the person to exit the room before it explodes. The two DDs should always position themselves near the center of the room. Once the ensnaring spider appears, the DDs can burn it down quickly. Tank can debuff the spider to make it even faster.
- Little Spiders: Just like in room 1, they don’t do much.
Additional Notes for the Tank:
- Because there are fire cages that you cannot run through without blowing everyone up, it’s more important to control where the ice circle is placed to end the boss’s enrage mechanic. It will always go to one of four positions (exit, entrance, or side walls where the ensnaring spiders appear. By holding the boss in a certain spot, you can make it so the DDs and healer can easily place their cages without getting in your way.
Room 3: Valinna
Attacks to look out for:
- Everything she did in room 2 is still here in room 3
- Meteor: This is the same visual as the meteors out of the Rockgrove trial. You can approach the meteors in one of two ways. They can be destroyed or ignored. If you ignore them, you should have someone dedicated to giving out a “BLOCK” countdown (3, 2, 1, block). When the meteor explodes, it’ll throw anyone not blocking off the cliff to their death (or if they’re lucky, to a “joining encounter in progress” teleport screen). If you destroy them, you lose time on target on the boss and may have people in your group out of position.
Additional Notes for the Tank:
- It’s best to stay on the outskirts of the arena and always send the fire beam to the same half of the room. This gives your DDs and healer room to maneuver on the opposite side of the room where they will never be in danger of getting hit by the beam.