Last updated: X.31.0.0 |
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Oryx the Mad God 2, referred ingame as Oryx the Mad God (same as his previous incarnation), or colloquially as Oryx 2 or O2, is the boss of the Wine Cellar and considered the “final boss” of the game.
HP: 100,000 (+30% [30,000 HP] per player in Dungeon)
DEF: 60
EXP: 20000
Location: Wine Cellar
Immune to Stasis
Level 1 Quest
Counts to God Kills
Counts to Oryx Kills
Aesthetics |
Damage |
Condition effects |
Speed (tiles/sec) |
Range (tiles) |
Comments |
---|---|---|---|---|---|
135 |
7 |
17.5 |
|||
160 |
Confused for 5s |
10.5 |
12.6 |
||
160 |
Slowed for 10s |
7 |
17.5 |
||
160 |
Blind for 5s |
5.5 |
16.5 |
||
160 |
5.5 |
16.5 |
Pierces Armor | ||
160 |
Quiet for 3s |
4.5 |
13.5 |
||
240 |
10 |
4.5 |
|||
140 |
Quiet for 3s |
4.5 |
7.7985 |
Pierces Players | |
120 |
3.5 |
7.798 |
Pierces Players Pierces Armor |
||
250 |
4 |
8 |
Pierces Players Pierces Armor |
||
100 |
6.5 |
13 |
Pierces Players Pierces Armor From Sun Explosions |
||
90 |
Dazed for 4s |
4 |
12 |
Piercing | |
250 |
4.8 |
14.4 |
Passes Cover Piercing |
||
180 |
8 |
6.4 |
|||
1 |
Quiet for 20s |
9 |
16.2 |
Passes Cover Piercing |
|
1 |
Weak for 60s |
9 |
16.2 |
Passes Cover Piercing |
|
200 |
Radius: 3 | ||||
250 |
Radius: 2 | ||||
0 |
Slowed for 3s |
Radius: Extremely Large |
Initially, Oryx slowly wanders in the middle of the room, constantly firing his shotgun of status-inflicting stars and rings of fire bolts. He will also be spawning Henchmen of Oryx at a frequent rate (although he can only spawn up to 12 per fight), and constantly throws yellow grenades that spawn Monstrosity Scarabs. Oryx can be pushed by approaching players.
His now-infamous shotgun consists of 3-round bursts of various stars fired at a constant rate. There appears to be no particular order in how the stars are fired, and the shotgun is aimed directly at the nearest player. Every now and then he adds a 3-round close-ranged burst of blade projectiles that inflict immense damage. Note that some of his stars are faster than others.
He will taunt every so often to tell players of his current HP. After he loses some HP, he will move to phase 2.
For Phase 2, Oryx will despawn all of his summoned minions and randomly choose from one of four phases to perform - note that during all of these phases, he is immune to Stun and Daze. Note that their names are not official. As he prepares to attack, he will fire off several rings of fire bolts.
Taunt: “Ignorant fools! I wield the power of exploding suns!”
Oryx moves to the center of the room, becomes stationary, and begins firing a 4-way, clockwise-rotating spiral of Sun Explosions which inflict massive armor-piercing damage. Upon reaching the ends of their ranges, Sun Explosions will detonate into rings of 6 armor-piercing Sun Bullets.
Taunt: “There is no point in running, but you will anyway!”
Oryx armors himself and begins chasing players while firing wide, 7-round shotguns of giant white fireballs which inflict major damage. In addition, he will rapidly fire smaller white bullets at nearby players, and throw dangerous red bombs in spreads of 3. Every few seconds, he detonates a harmless but slowing green AoE with a huge radius, allowing him to permaslow anyone near him. He will go invulnerable periodically during this phase.
Beware, as luring Oryx out of his boss chamber may cause him to quickly “snap back” into the room, which may potentially cause him to sit on players and instakill them.
Taunt: “Do you still remember how to dance? Haha!”
Oryx moves to the center of the room, becomes stationary, and spawns a ring of Bomb Artifacts that orbit him some distance away while constantly detonating 180 damage red AoE blasts. Meanwhile, Oryx will be firing rings of grey Quieting stars while tossing bursts of 250-damage bombs all around him in groups of 3.
Taunt: “You cannot withstand this power!”
Oryx moves to the center of the room, becomes stationary, and begins firing a 2-way shot-machinegun of Dazing white stars which rotates counterclockwise, all while firing rings of armor-piercing red stars. Meanwhile, he will be firing Bomb Artifacts at nearby players, which will travel towards them in a straight line while constantly detonating 180-damage AoEs on themselves. After traveling some distance from Oryx, the Elements will self-terminate.
Oryx selects another one of the four phases from Phase 2, although it cannot be the same as the one he already performed. As before, he will fire rings of fire bolts while preparing for his phase.
Taunt: “That’s ENOUGH!”
Oryx temporarily goes invulnerable, ceasing all of his phase-based attacks and regaining his firing pattern from phase 1. However, this time Oryx will begin aggressively chasing the nearest player while firing his shotgun. At the start of this phase, he will fire off an omnidirectional burst of Weakening white stars and Quieting black stars - while virtually harmless, they inflict extremely lengthy status debuffs. He will continue firing the rings of white stars until his death.
Taunt: “You puny mortals! I…shall…return…!”
Oryx perishes, leaving your loot in tow. In addition, he will announce the player that contributed the most damage to him in the chat, stating how much damage they dealt along with what percent of Oryx’s total health that equated to.
Spawns:
Henchman of Oryx (Maximum 12 per fight)
Monstrosity Scarab
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In his first and last phases, Oryx’s infamous “shotgun” of stars is extremely dangerous, causing multiple status effects and very high damage. The blue confuse star moves faster than the other projectiles, so be careful to avoid it or risk being confused into the remainder of the projectiles.
Circling tips: Circle Oryx 2 clockwise if Oryx is directly in front of or behind your character. Circle Oryx 2 counter-clockwise if Oryx is to the left or right of your character. getting confused while circling in the wrong direction will send you charging into Oryx’s Shotgun. Remember that your “left” key will make you go “down” when confused, so press “left” to retreat (assuming Oryx is in front of you).
Note that for all phases besides his first and last, Oryx can’t be stunned. Knights are advised to stun him as much as possible during his vulnerable phases, but need not risk their lives for his immune ones.
For his Sun Phase, it is advised to circle Oryx and try to get in the spaces created by his shots. While this does not work all the time, due to the randomness of his Sun Explosions’ bullet rings, it somewhat minimizes the amount of bullets that will hit you. Under no circumstances should you allow yourself to get hit by one of the main Sun Explosions - this will inflict huge, unblockable damage.
His Dance phase is very similar to his first incarnation’s dance phases, except far more punishing. Short-to-mid range classes can stay within his ring of Bomb Artifacts and attack him (although be wary of his bombs and rings of stars) while long-ranged classes can stay outside and use attacks and/or abilities on him. Do not try to cross his ring of Bomb Artifacts at any time - this will incur massive damage and likely death.
For his Chase phase, it should go without saying, but tanking his shotgun deals immense damage and is liable to kill you instantly. Slows are useful for this phase to make sure Oryx doesn’t outspeed you. Be sure not to accidentally push Oryx out of his chamber - he is liable to “snap back” and fly back into the room instantly, which may result in players getting sat on and killed.
For his Missile Phase, there isn’t much to be said except to avoid his flying Bomb Artifacts like the plague. They’re targeted at the nearest player, so keep that in mind.
During his final phase, try not to get hit by his rings of status stars. They inflict incredibly long status effects, which makes finishing Oryx off much harder.
Oryx is the only boss in the game to have 30% HP Scaling.
For Halloween 2016-2018, Oryx’s sprite was changed to the following:
Rarely, Oryx could also spawn wearing a witch hat:
For Christmas 2016-2017, Oryx’s sprite was changed to the following: