Chancellor Dammah

Last updated: Exalt Version 1.0.0.0 (July 2020)
Chancellor Dammah

Chancellor Dammah is the boss of the north wing of Oryx’s Sanctuary. Dammah specializes in summoning invincible portal enemies in various formations to attack players.

The Realm Eye says:
Being the chancellor of an ungoverned land, with a head of “government” who sees himself as absolute, Chancellor Dammah has long been the invisible hand.
He is the cold and controlling opposite of Oryx’s inflammatory character, but just as insidiously evil. In his arrogant slothfulness, he leaves most of his bidding to those beneath him.
Percieving himself as a creature of class, Chancellor Dammah is responsible for much of the organization and direction of Oryx’s forces when the Mad God’s drunken judgement fails him.

Contents

Stats

HP: 500,000 (+11% [55,000 HP] to 177% [885,000 HP] per player in the dungeon)
HP at 85 players: 39,980,000
DEF: 40
EXP: 75,000
Location: Oryx’s Sanctuary

Immune to Stunned
Immune to Stasis
Immune to Dazed
Immune to Paralyzed
Immune to Slowed
Quest Enemy
Levitates above ground


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Combat

Attacks

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
O3 Black Big Disk
200
4
24
Piercing Shots hit multiple targets
O3 Black Big Missile
150
4.5
36
Wavy Wavy shots
O3 Blue Beam
150
pet-stasis Pet Stasis for 5s
2
4
Boomerang
Piercing Shots hit multiple targets
Faces Direction
O3 Battleaxe
250
2
24
Parametric Shots are parametric
Magnitude: 2
Piercing Shots hit multiple targets
O3 Battleaxe
250
2
24
Parametric Shots are parametric
Magnitude: 4
Piercing Shots hit multiple targets
O3 Battleaxe
250
2
24
Parametric Shots are parametric
Magnitude: 6
Piercing Shots hit multiple targets
O3 Pike
300
2.7
3.888
Piercing Shots hit multiple targets
O3 Pike
300
12.5
37.5
Piercing Shots hit multiple targets
O3 Red Big Spike
200
3
15
Armor Piercing Ignores defense of target
Wavy Wavy shots
Piercing Shots hit multiple targets
O3 Red Big Shockwave
175
4
24
Armor Piercing Ignores defense of target
Piercing Shots hit multiple targets
O3 Black Big Star
120
silenced Silenced for 5s
3
21
Piercing Shots hit multiple targets
O3 Green Big Spike
200
Skull Sick for 5s
3
15
Wavy Wavy shots
Piercing Shots hit multiple targets
Orange Bomb
50
Gold Four Pointed Star Armor Broken for 3s
Radius: 2.5
O3 Red Magic
180
3
18
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Magic
120
4.5
18
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Wave
100
Grey Down Arrow Exposed for 7s
5.5
22
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Wave
100
Grey Down Arrow Exposed for 7s
5.5
16.5
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Spear
100
Gold Four Pointed Star Armor Broken for 6s
2
15
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Spear
100
Gold Four Pointed Star Armor Broken for 3s
2
7
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Spear
120
Gold Four Pointed Star Armor Broken for 3s
2
15
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Magic
200
3
18
From Inferno Portals
Piercing Shots hit multiple targets
O3 Red Magic
200
3
18
From Inferno Portals
Piercing Shots hit multiple targets
Yellow AoE
120
From Inferno Portal
Radius: 2
Armor Piercing Ignores defense of target
O3 Red Magic
175
2
18
From Giant Inferno Portals
Piercing Shots hit multiple targets
O3 Red Magic
150
3
18
From Giant Inferno Portals
Piercing Shots hit multiple targets
O3 Red Wave
125
Grey Down Arrow Exposed for 7s
4.5
22.5
From Giant Inferno Portals
Piercing Shots hit multiple targets
O3 Red Big Spinner
250
Curse Curse for 5s
1.5
7.5
From Giant Inferno Portals
Piercing Shots hit multiple targets
O3 Green Spinner
150
Skull Sick for 3s
3
7.5
From Miasma Portals
Piercing Shots hit multiple targets
O3 Purple Spinner
125
2.5
8.75
From Miasma Portals
Armor Piercing Ignores defense of target
Piercing Shots hit multiple targets
O3 Blue Beam
150
pet-stasis Pet Stasis for 5s
2
8
From Miasma Portals
Boomerang
Piercing Shots hit multiple targets
Faces Direction
O3 Purple Spinner
125
Skull Sick for 3s
2.5
6.25
From Miasma Portals
Armor Piercing Ignores defense of target
Piercing Shots hit multiple targets
O3 Green Spinner
150
Skull Sick for 3s
5
12.5
From Miasma Portals
Piercing Shots hit multiple targets
O3 Blue Magic
150
pet-stasis Pet Stasis for 5s
2
3
From Miasma Portals
Boomerang
Piercing Shots hit multiple targets
O3 Green Spear
180
Skull Sick for 4s
3
45
From Miasma Portals
Piercing Shots hit multiple targets
O3 Green Spear
200
Skull Sick for 3s
2.5
37.5
From Miasma Portals
Piercing Shots hit multiple targets
O3 Blue Magic
170
silenced Silenced for 5s
3.5
52.5
From Miasma Portals
Piercing Shots hit multiple targets
O3 Green Big Bash
150
Skull Sick for 3s
3
24
From Giant Miasma Portals
Parametric Shots are parametric
Amplitude: 1.5
Faces Direction
Piercing Shots hit multiple targets
O3 Green Big Spinner
150
Skull Sick for 3s
1.5
9
From Giant Miasma Portals
Piercing Shots hit multiple targets
O3 Knife
200
silenced Silenced for 4s
2.5
25
From Bloodshed Portals
Armor Piercing Ignores defense of target
Faces Direction
Amplitude: 2
Frequency: 1.5
Piercing Shots hit multiple targets
O3 Scimitar
200
silenced Silenced for 4s
4
32
From Bloodshed Portals (Boundary Versions)
Armor Piercing Ignores defense of target
Piercing Shots hit multiple targets
O3 Scimitar
300
silenced Silenced for 4s
4
32
From Bloodshed Portals (Boundary Versions)
Armor Piercing Ignores defense of target
Piercing Shots hit multiple targets

Behavior

Like the other minibosses, Chancellor Dammah will periodically taunt players each time they sufficiently clear a room in his wing:

Upon entry: “I see no reason for such common crooks to so much as step foot in my reception hall!”
First room cleared: “These minister offices are a place of law! The rebels of this administration have no place among it.”
Second room cleared: “To storm this government facility on your own volition and murder those who have done you no wrong… such self-righteous monsters…”
Third room cleared: “No more! A steep price is to be paid for this brazen insolence in the face of my own grandeur!”

Chancellor Dammah himself is found in a large room at the end of the north branch of Oryx’s Sanctuary. When first approached, he will taunt and close the room shortly afterwards.
“Greetings, dogged peons! I am Dammah, and I shall be your unmaker!”
“Your uprising ends here. Lay down your feeble weapons and accept death.”

Attacking him while he’s talking will cause him to temporarily go invincible and provide a warning.
“Do NOT interrupt me, impatient ones!”

If he is not interrupted, he will resume his speech.
“Ahem…your uprising ends here. Lay down your feeble weapons and accept death.”
If he is further damaged, however, he will enrage and immediately launch the counter variant of Phase 1D.
“I SAID DO NOT INTERRUPT ME! For this I shall hasten your end!”

Phase 1

In his first phase, Dammah uses a fixed sequence of attacks. Should he take enough damage to force a phase switch, he will go invulnerable until his current attack is completed.

1A

Taunt: “I will conjure your demise!”
Dammah spawns a number of red and green portals around him which fire shots. There are two variations of this attack he can use:

  • Four red Inferno Portals revolve around him while shooting fire waves towards him and fireballs roughly to their sides. In addition, four green Miasma Portals move towards him from the edges of the room, firing green Sick shots in front of and beside them, alongside purple shots in front of them.
  • Four green Miasma Portals will form an interlocking web of purple Expose shots to restrict player movement, while firing 4-way bursts of green Sick shots. Meanwhile, four red Inferno Portals will orbit further away, shooting bursts of fireballs and fire waves towards Dammah.

If he takes enough damage, he will end the phase early and transition to 1B.

1B

Taunts:
(variant 1) “I will char you ragged knaves!
(variant 2) I will cripple you defiant ruffians!”

Whichever portals were more prominently firing in his last phase (red for the first version, green for the second version) become passive and circle him closely. Dammah fires 5 “tentacles” of arrowhead-looking shots that force players to rotate with him. He will also throw out parametric axe projectiles, as well as rings of extremely damaging javelins that extend out and retract before launching outwards. In the meantime, several portals will be circling further away while firing.

This phase has slight variations depending on which attack Dammah used prior. If the first variant was used, his arrowheads will be orange and the green portals orbit further away while firing 4-way bursts of Sick shots. If the second was used, his arrowheads will be green and the red portals form a square arena of shots around him while detonating yellow AoE blasts on themselves.

If Dammah takes severe damage during this phase, it will stagger him (signified by him saying “Gack! N-no…” in the chat), temporarily breaking his armor and stopping his attack. If he is staggered, he will skip phase 1C and go straight to the counter variant of 1D.
“Hmph, I should expect such low blows from louts like you!”

1C

Taunt: “SO MUCH POWER!”
Dammah summons a massive portal of the same color as the portals that were orbiting him closely in 1B. Said portals will self-destruct into rings of respective shots when he does so. Depending on which portal he summons, his attack pattern will vary.

  • If he summons the Giant Inferno Portal, it stays in the center of the arena, Cursing all players that get close to it. The portal shoots bursts of fire shots in all directions, and Dammah himself circles around it, firing shotguns of black spinners, streams of wavy black arrowheads, and thrown orange AoE bombs. The green portals orbit further away while firing 4-way bursts of Sick shots.
  • If he summons the Giant Miasma Portal, it will slowly follow players, Slowing all players close to it while spraying green Sick shots in all directions. Dammah himself will be wandering around, firing 2-way shotguns of fiery shockwaves. The red portals will use fire waves to form a square cage around Dammah while detonating yellow AoEs on themselves.

When his next phase begins, the large portal will self-destruct into a ring of large Sick/Curse shots.

1D

Taunt: “Breathe your last!”
Dammah despawns all active portals, opens up a line of door-like Bloodshed Portals to divide the room in two, and starts firing walls of knives in both directions, with solid streams of blades being fired at the edges of the room to discourage players from leaving the zone where the knives are travelling. The knives move in a wavy pattern and inflict severe armor-piercing damage as well as Silence. However, each wall will have at least one gap for players to dodge through.

Trying to deal excessive damage to Dammah in this phase will cause him to launch a counter in the form of a global Sicken that lasts for about 10 seconds. (needs confirmation)

If his speech is interrupted at the start of the fight, Dammah starts with this attack instead of 1A. He will also immediately counter at the start of the attack.

Phase 2

At 50% HP, Dammah chooses one of the following attacks at random. He will switch to the other one at 35% HP and back to the original at 20% HP, for a total of 3 attacks used (although the last one will last for far less time, due to only accounting for 5% of his HP until he transitions into his last phase). He will be Armored for the entirety of this phase regardless of which attacks he uses (resulting in 80 DEF). If he takes extreme damage during any of these attacks, he will instantly launch the counter variant of 1D.
“Let’s temper this FIERY rebellion of yours, shall we?” (2A)
“Looks like there’s still some LIFE left in you!” (2B)

2A

Taunt: “The room shall burn like a sun, and with it your flesh!”
Dammah deploys four green portals around him along with many more lining the room’s edges, which “pulse” rings of blue shots that extend outwards and retract. Meanwhile, he will periodically release a similar pulse and create four red portals that move back and forth (towards and away from him) near him, detonating yellow AoE attacks on themselves while shooting 4-way bursts of fireballs. When he summons the next group, the inner group will be pushed to the outer regions of the arena while any existing outer group will be despawned, leaving 8 red portals alive at all times. Portals in the outer regions will additionally fire aimed Armor Break spears at players.

2B

Taunt: “A miasma of death and disease follows in my wake!”
Dammah summons four “arms” made of green portals around him in a plus shape. The arms will rotate clockwise, periodically expanding and contracting to span the entire room. Each portal fires green Sick spears everywhere, while the outermost ones also fire boomeranging blue fireballs that inflict heavy damage and Pet Stasis. Dammah himself will periodically fire two rings of black spinners that inflict Silenced.

At the same time, red portals will spawn all around the perimeter of the room, occasionally firing orange spears inwards while rapidly detonating AoE blasts on themselves.

Phase 3

Taunt: “DISINTEGRATE BEFORE ME!”
At 15% HP, Dammah remains Armored, seals off the corners of his arena with knives and starts slowly circling in the middle of the room. He will be rapidly summoning pairs of Miasma and Inferno Portals - the former attack with 5-way bursts of blue fireballs and green spears, while the latter attack with 5-way bursts of red fireballs and orange spears. When summoned, the portals will move away from his position at the time of summoning in different directions while firing constantly, and will vanish on contact with a wall. He will be invulnerable for roughly the first 10 seconds of the phase.

This phase lasts until Dammah’s death, upon which the door to Oryx 3’s chamber will open.
“YOUR NEXUS SHALL BURN FOR THIS INSOLENCE!”

Reproduction

Summons:
Inferno PortalInferno Portal (invincible)
Miasma PortalMiasma Portal (invincible)
Giant Inferno PortalGiant Inferno Portal (invincible)
Giant Miasma PortalGiant Miasma Portal (invincible)
Bloodshed PortalBloodshed Portal (invincible)

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Drops

Note: Dammah will drop the Harmonious Harp at a higher rate compared to the other Angelic Bard ST items.

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Tips and Strategies

Do not attack Dammah during his opening speech. If he takes sufficient damage, he will immediately use his dangerous Bloodshed Portal counterattack (Phase 1D), in which players will have to weave through waves of highly damaging and Silencing knife projectiles. This phase can be difficult to do in large groups due to poor visibility.

When Dammah begins Phase 2A (“The room shall burn like a sun”), be sure to avoid accidentally standing on the portals as they spawn from Dammah’s location and move diagonally to their destinations. They will begin attacking immediately once they reach their destinations, so standing on one is instant death.

Dammah’s arguably most difficult phase is his Miasma Portal Rotation (Phase 2B), in which players will have to navigate through a dense network of Sickening shots from the rotating portals. Being inflicted with Sick can be devastating as it will cut off a player’s healing. Players should avoid navigating closer to the edges of the room during this phase, as they contain additional hazards.

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Trivia

Like the other minibosses in Oryx’s Sanctuary, Dammah is named after a species of antelope in the Oryx genus; in this case, Oryx dammah (common name: Scimitar oryx). Interestingly, the shots from the boundary Bloodshed Portals are called Scimitars.

Chancellor Dammah is an interpretation of one of the Seven Deadly Sins; Sloth. This is shown by his arrogance leading him to see himself as above everything (such as fighting) and making him unwilling to get personally involved with anything, as shown by him deferring all work to his underlings (as his Realm Eye entry cites, even going so far as to specifically call it “slothful arrogance”) and adopting an extremely hands-off fighting style (his release notes attribute this to him being unwilling to get blood on his clothes).