The Drowned Scriptorium
A storm spell in the flood shocks everything wading in it.
What it is
A dry library on the deep ocean floor. You enter from below, through a pool in the floor. Its keeper, the Tide Scribe, floods its pit and drains it again, over and over. Water conducts: storm magic in the flood shocks everything wading in it, the Scribe hardest of all.
| Biomes | Deep oceans (deep, deep cold, deep lukewarm, deep frozen) |
| How often | About one in every square 640 blocks across |
| Doors | Frost and Storm, then Life and Wind. The vault’s is Storm and Arcane |
| Boss | The Tide Scribe, 340 health |
| Its own rune | Tidewrit (Tier IV) |
| Trophy | The Drowned Quill |
| Runes found only here | Drowning Word, If Wet |
How to find it
Look for a lantern-lit path of prismarine over the sea floor, with sea-lantern pillars either side and a glass dome behind. Bring a way to breathe: the Tidebreath rune, a Water Breathing potion or a Respiration helmet.
The way in
The lantern-lit way in, and the mouth of the flooded tunnel.
| Room | What’s in it | Door out |
|---|---|---|
| Flooded tunnel | Runs under the building, with two air pockets in its roof | Swim up through the moon pool |
| Antechamber | Dry, ringed with sea lanterns | Frost and Storm seals |
| Hall of Shelves | Shelves with kelp tanks, a chest, and four Runebound | Life and Wind seals |
| The Arena | A balcony round a pit, with six pedestals in the pit and the core in the middle | Side door of Storm and Arcane, off the balcony |
| The Vault | Two chests |
How to open the doors is on the Archive page.
The Hall of Shelves and its drowned keepers.
The hall’s guards: two drowned (Shock Bolt, Frost Wave), a witch (Bubble Bolt) and a drowned Adept (Shock Ring). The witch’s Bubble leaves you soaked, and storm spells hit a soaked target with Conduct. Kill the witch first.
The hall chest holds 2 to 3 Tier II or III storm and frost runes, plus 2 to 3 of: a Torn Page, Blank Runes, lapis, prismarine crystals, a Mana Crystal, ink sacs, nautilus shells, or (rarely) a heart of the sea.
The Tide Scribe
The pit with the tide out. The pedestals and the balcony stay dry when it floods.
It rises over its core the first time a player comes within 14 blocks. It floats, can’t be knocked back, breathes under water and never strays more than 16 blocks from the core. It’s weak to life (+50%) and resists frost (half), though frost still freezes its flood. See Creature Affinities.
| Health | 340 (phases change at about 227 and 113) |
| Armour | 6 |
| Immune to | Falls and other monsters |
| Boss bar | Blue. Between spells it shows the tide: rising, flooded, going out, or stranded in the ice! |
Its trick: the tide
The tide is in.
The pit (within 12 blocks of the core) floods two blocks deep, then drains, over and over:
| Phase 1 | Phase 2 | Phase 3 | |
|---|---|---|---|
| Dry | 12 seconds | 10 seconds | 8 seconds |
| Rising | 2 seconds | 2 seconds | 2 seconds |
| Flooded | 15 seconds | 13 seconds | 11 seconds |
| Draining | 1.5 seconds | 1.5 seconds | 1.5 seconds |
The balcony and the tops of the six pedestals stay dry. Each drain clears all the water and ice from the pit.
While the pit is flooded:
- Storm shocks the flood. A storm spell landing in the water shocks everything in it that your spells can harm, including you if you’re wading (friends and pets are spared). The Scribe takes five times the shock, straight through its water armour, and staggers for 2 seconds: it can’t cast and takes 50% more from other hits.
- Frost freezes the surface into ice you can stand on. If the Scribe is swimming within 3.5 blocks of where it lands, it’s stranded for 3.5 seconds: held still, can’t cast, and takes 50% more damage. It can’t be stranded again for 5 seconds after it breaks free.
- The water wraps it. While swimming it takes half damage from everything except a shock through the water. When the pit is dry, it takes full damage.
- Its own storm spells shock you through the flood too, if you’re in it.
Its moves
It fights two ways as the tide comes and goes. On the dry floor it writes; in the flood it swims. It never makes the same move twice running, and its boss bar names each move. Every move marks where it will land during its tell, and anything aimed stops following you a moment before it strikes.
| Move | When | The tell | What to do |
|---|---|---|---|
| Quills | Dry | Its quill drawn back, a fan of lanes drawn on the floor (3, then 4, then 5 by phase) | A volley flies down each lane. Stand between the lanes, or close in under it. |
| Script | Dry | Bent over its writing, then glowing words appear under everyone and round about | They burst 0.8 seconds later. Step off them. It’s left bowed over its writing for 1.7 seconds. |
| Whirlpool | Flooded | Sinking and turning as a ring closes in | For 2.2 seconds the water drags everyone wading toward it, and the middle hurts. Wade out, freeze the water, or keep more than 9 blocks off. It’s left spun dizzy for 1.8 seconds. |
| Riptide | Flooded | Coiled back, a lane of foam drawn across the water | It races 15 blocks down the lane, sweeping you along. Step out of the lane. |
| Ink | Phase 2 on | Reared back, a cone drawn before it | A cloud of ink: Blindness and Slowness. Get behind it or out to its side. |
| Pages | Dry, phase 2 on | Pages torn out | They wheel round it 3 to 6 blocks out for 2 seconds, cutting four times. Hug it inside 3 blocks or stay beyond 6. |
| Breaker | Phase 2 on | Risen 2 blocks over a marked ring | It slams down and a wave rolls out 13 blocks. Jump it on the dry floor. In the flood, stay on the bottom and let it pass over you. |
| Dive | Flooded, phase 2 on | It sinks, and a trail of bubbles hunts you for 2 seconds | The trail settles on a marked spot and it bursts up there 0.8 seconds later. Get off the mark. A storm spell into the flood still shocks it while it’s under. It’s left surfaced and dazed for 2.2 seconds. |
| Tide Call | Dry, phase 3 | Its scroll raised, the pit’s rim marked | A wave rolls in from the rim and the flood starts early. Jump the wave. |
- Bowed, spun or surfaced, it takes 30% more and the water no longer shields it. Its boss bar shows it.
- The currents only come in the flood and break off when it drains. The writing only comes on the dry floor.
- Phase 2 adds ink, pages, the breaker and the dive. The whirlpool pulls harder, more lanes and words appear, and it rests less between moves.
- Phase 3 adds the tide call, and half the time it follows a move straight on with a fitting second one: a second volley down the gaps the first left, a second wave of words where you then stand, a fling out of the whirlpool (get more than 4 blocks off when its ring flashes), a riptide back the way it came, a wider cone of ink, its pages flying out as a ring to 11 blocks (jump it), a second breaker, and a second dive.
Its spells
Between its moves it still casts. Each spell is named on the boss bar and lands 1.4 seconds after its circle opens. While you’re wading it favours its storm spells.
| Phase | Its spells |
|---|---|
| 1 | Shock Bolt, Frost Wave, Bubble Bolt |
| 2 | Shock Rain, Coldsnap Ring, Jolt Orb, Bubble Bolt › Shock Bolt |
| 3 | Shock Domain, Lightning Bolt, Freeze Wave, Wide Jolt Rain |
If you’re wet (in water, rain, or soaked by a bubble), its storm spells set off Conduct on you for extra damage.
Calling the tide. At each phase change it can’t be hurt for 3 seconds, and if the pit was dry the tide starts rising at once. Two Runebound drowned rise in the pit (Shock Bolt and Frost Touch; Adepts the second time). No single blow skips a phase.
Tips and counterplay
- Get out of the water when the tide comes in. Stand on the balcony or a pedestal. From there, shock the flood freely.
- Shock the flood. Even a plain
Bolt · Shockdoes big damage to it through the water. Pile other damage into the 2-second stagger. - Freeze it where it swims to strand it, then hit hard. The ice also makes a floor, until the next drain.
- Never cast storm while wading. The shock hits you too.
- Use life magic while it’s dry (Vinelash, Moonpetal). Frost’s own hit does only half, so use frost for freezing.
- Watch the boss bar. The tide is rising gives you about 2 seconds to climb out.
- Kill the drowned it calls. Their storm reaches you through the flood.
- Beware of being soaked after a Bubble Bolt.
- Read the floor. Lanes mean quills or a riptide; glowing words mean script; a closing ring means a whirlpool or a breaker; a trail of bubbles means it’s diving for you.
- Hit it when it’s bowed, spun or surfaced. That’s when it takes more, flood or not.
When it falls
The tide goes out for good. Then:
- Everyone who fought and is within 96 blocks of the core gets a Tier IV rune they don’t know yet, straight into their pack.
- Its killer also gets the Drowned Quill trophy, the Tidewrit rune, 3 Mana Crystals, a Torn Page, a storm or frost rune, and a 50% chance of a rune of the Scriptorium.
- 220 experience drops on the core. Anything that doesn’t fit is left there, safe.
- Everyone within 64 blocks earns the Low Tide feat (1,500 mana toward your next Heart Circle) and advancement. It counts as a boss for the 7th Heart Circle, and the feat itself is one of the things the 12th Heart Circle asks for.
The Drowned Quill is kept, not spent: hold it up for 3 minutes of Water Breathing and Dolphin’s Grace, then it rests for 5 minutes.
The vault
Each of its two chests holds a Tier IV rune, a rune of the Scriptorium (35% chance of a second), and 2 to 4 of: Mana Crystals, a Torn Page, prismarine crystals, gold, ink sacs, diamonds, nautilus shells, an echo shard, or a heart of the sea.
The runes of the Scriptorium:
- If Wet (Tier II link, the more common): the rest of the spell fires only if you’re in water or rain.
- Drowning Word (Tier III frost): fills the target’s lungs with water for a few seconds, and soaks it.
Full details are on Runes of the World.
The Tide Scribe at its core, the tide out.