This written guide will briefly go over Veteran Scrivener's Hall and its three hardmode mechanics available in veteran mode to players along with the location of the "secret" boss in this Scribes of Fate DLC dungeon.
Hardmode health: 9.2 million.
Ritemaster Naqri is a human arcanist. There are 3 mechanics to keep in mind that will happen throughout the entire fight.
NOTE: In veteran mode there is a blue book in the same room as Naqri. If you interact with it, it will burn and you will make Naqri even harder to defeat. This is completely optional and is only required for a side achievement.
Book Tornadoes: Small hostile ground aoes that spawn from a larger book tornado. Move boss away from the tornado, and avoid the smaller aoes by kiting or roll-dodging them. They move in the same pattern as the tornado in hardmode execute in Coral Aerie.
One shot explosion: Boss will summon 2 green circles somewhere in the middle section of the arena. The tank and healer need to pick one each and stand inside and outheal until they dissappear. Failing to do this will result in all nearby players dying.
The red, white & green books: At 80%, 55% & 35% the boss will spawn one of three books in the center of the room.
The Red book summons an add that attacks all 4 players. You need to interrupt this add before it strikes you.
The White book summons an add that heavy attacks you. Block to lower the damage you take.
The Green book summons an aoe beneath your feet, Simply roll-dodge the attack to survive it.
To destroy the book and end the mechanic, you need to find 2 glowing books in the boss room. Look at the book in the center, and you will see 2 balls of light shoot out from it. Follow those lights to find and destroy the 2 small books by pressing the action button on the bookshelf. It's recommended the damage dealers do this mechanic, and slot a shield or heal to sustain themselves while they run.
The easiest way to do this fight is to complete the first 2 book phases, and then at 35% nuke the boss down and ignore the last book. Keep moving the boss away from the tornado, chain in any adds that spawn, and you will defeat Ritemaster Naqri.
Hardmode health: 13.1 million.
Ozezan is a large daedric Catterpillar with large amounts of adds. There are many mechanics to keep in mind throughout the entirety of the fight:
Lava Pool: Every once in a while the boss will burrow into the ground, leaving a pool of lava behind that never disappears. Make sure to keep the boss as close to the wall as you can, because this fight is similar to that of flame herald Bahsei in Rockgrove in that you need to be smart with where you place hostile AOES. After burrowing, the boss appears in the opposite side of the room.
Lasers: The boss will shoot lasers at all 4 players, make sure to not kite over eachother until the mechanic ends.
Green Bugs: Throughout the fight boss will spawn massive amounts of small green bugs. You can one shot these bugs by simply running over them. If you leave them alive, they eventually grow into an army of flame nixads that will overwhelm you. Have the damage dealers run over them as soon as they spawn, as the healer needs to stay with the tank to outheal the heavy incoming damage from conal & bleed attacks. Flame nixads & Blobs will still spawn even if you kill all the small bugs, so the tank needs to be aware and ready to taunt adds at all times.
Hug the Wall: After a while the boss will burrow down again, but this time appearing in the center of the room. You need to hug the wall of the arena, as the boss will suck all players towards the center, and the only way to survive is to be far away enough so you don't get sucked all the way in before the mechanic is over.
Blood boil: Ozezan jumps up and down, attaching a red line on all players. This applies a heavy dot to everyone. You can avoid this by roll-dodging twice.
Iron Atronachs: At 40% & 20% an Iron Atronach spawns respectively.
The key to this fight is to do all mechanics properly. Have the tank play selfishly and the healer always giving the tank attention and care. Damage dealers need to be independent as they will do most mechanics away from the main boss. It's recommended one damage dealer slots a ranged interrupt like crushing shock, as Flame Nixads will at times burrown down and appear somewhere else in the arena to channel a heavy dot on all players. Prioritize all the adds until you reach 20% in execute where you can ignore the last Iron atronach and nuke down the boss.
Hardmode health: 17.6 million
Two bosses in one fight. Lamikhai the Spider & Valinna the human fire mage. You will take turns fighting one of the two bosses at a time in 3 seperate rooms. Several mechanics to keep in mind here:
Fire AOES: All players will recieve a red icon above their head from time to time. Once it expires, you place a hostile aoe beneath your feet that never goes away. Place these at the edge of the arena to conserve valuable space (Never place it next to the exit!) You can also stack together to make the AOE fall in the same place to preserve even more space.
Lamikhai Enrage: Lamikhai the Spider will enrage, making him turn red. When this happens the tank needs to guide the spider to a green ice AOE on the opposite side of the room. When stepped into, the boss will freeze and calm down.
Lamikhal spider add stun: In the second room Lamikhal will summon a medium sized spider. The medium sized spider will stun the furthest DPS or healer and drag them towards them to die, similar to Ulfnor and Sabina Cedus in Fang Lair. Whoever isn't chained needs to kill the medium spider quickly in order to save your teammate. It's recomended the healer stays far away to make sure they get chained, and then the two dps have plenty of time to save them.
Valinna unbreakable circles: Valinna summons a circle around everyone but the tank. Spread out around the boss,or stack both damage dealers and healer together and don't overlap or leave your own circle(s) until it disappears. Similar to Praxin Douare in Spindleclutch 2, if you leave or enter someone elses circle, you will explode and deal heavy damage to nearby allies, and often die instantly. Always leave room for the tank to move around freely, because Lamikhai will enrage and need to be dragged into the ice circle by the tank simultaneously as the unbreakable circle mechanic happens.
Valinna execute phase: In the last room Valinna summons meteors that explode after a short while. Similar to Flame herald Bahsei in Rockgrove, kill the meteors before they explode or the group will be knocked off the arena by the blast. If you fail to kill the meteor you can block the blast. The last mechanic is 3 orbs that roll straight through the arena and knock you out and kill you if you are in their path.
This fight is very linear. Start by burning the spider boss to 50%, at which point he opens the next area. Place fire aoes on the edge of the room, and quickly move the spider into the ice to survive this first part of the fight.
As you make your way to arena 2, cast ground aoes to quickly kill the small spiders as they will otherwise follow you into the second arena.
As you reach Valinna in the second room, spread out around the boss to avoid crossing circles with eachother. When Valinna reaches 55%, she leaves and the spider boss comes back. Quickly dispatch the medium spider and be ready to spread out for the next unbreakable circle mechanic. As soon as the spiderboss dies, the last arena opens up. Run and be careful not to fall down.
Place aoe's on the edges of the arena, kill meteors and avoid rolling orbs, and Valinna is slain.
Each time you run Scrivener's hall, you can find 2 Cartoklept scamp sidebosses. They are located between 1st & 2nd boss, and 2nd & third boss. They are found inside green & web tunnels. Make sure to kill them as quickly as possible, as they will run away and appear somewhere else if you fail to kill them fast enough. Upon defeat they drop a large or small vault key (Large in veteran, small in normal) Bring these keys back to the start of the dungeon to the location marked on the map below to enter the vault room. Note that Valinna must be slain before you can open the door.
These chests inside the vault will provide you extra loot, and rarely a map to a site where you can dig up a tool to be used in future dungeon runs. You dig it up in Vernim Woods in The Rift. Map location shown below.
This tool will show you and your allies the location of all cartoklepts when activated in the same realm as they are located in (the deadlands & spiral skein).
Cleptoqueen. Health: 6.3 million.
To summon the secret boss of the vault room, the Cleptoqueen you must open ALL Veteran OR Normal chests in the vault in one go. That means you and your allies need to save up enough keys in your inventory to open all chests at once. The boss is not very difficult. It's a scamp with a lot of mechanics from the other fights in the dungeon.
Defeating the Cleptoqueen gives you a guaranteed treasure map for the unique tool for Scrivener's hall.