Chancellor Dammah

Last updated: Exalt Version 2.2.4.0 (Mar 2022)
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

Base HP: 375,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 40
EXP: 75,000
Location: Oryx’s Sanctuary

Quest Monster

Immune to Stunned
Immune to Stasis
Immune to Dazed
Immune to Paralyzed
Immune to Slowed

Levitates above ground

Counts towards God Kills
Counts towards Humanoid Kills

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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 enrage, 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 fully 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 transition to Phase 2, 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 (they can rotate either clockwise or counter-clockwise). 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 (~10% of his max HP), 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 in a clockwise direction. 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. The phase lasts for about one half-rotation around Dammah (unless he is staggered).

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 Exposing shots around him while detonating yellow AoE blasts on themselves.

If Dammah takes severe damage during this phase (~15% of his max HP), it will stagger him (signified by him saying “Gack! N-no…” in the chat) for a few seconds, 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 either clockwise or counterclockwise, firing shotguns of black spinners, streams of wavy black arrowheads, and thrown orange AoE bombs that Armor Break. 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, loosely chasing players while 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.

The counter variant of this attack has Dammah apply a global, unpurifiable sicken to the group that lasts for the duration of the attack. Dammah will counter if his speech is interrupted at the start of the fight, he is staggered during phase 1B, or if players do extreme damage to him during phases 2A and 2B.

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, being worth 5% HP, will last far shorter). It is possible to skip the third attack by dealing enough damage to him during his second one.

He will be Armored for the entirety of this phase regardless of which attacks he uses (resulting in 60 DEF). If he takes extreme damage during any of these attacks (~20% of his max HP), 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)

This is usually only possible with very large amounts of DPS, but by damaging during the counter, you can skip both the 2nd and 3rd attacks entirely. If players push him to his final phase’s HP threshold during a counter, Dammah will go invulnerable until his attack finishes.

2A

Taunt: “The room shall burn like a sun, and with it your flesh!”
Dammah deploys four green portals around him on the ordinal directions along with many more lining the room’s edges, which “pulse” rings of blue Pet Stasis 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 along the ordinal directions, 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 that form in a plus shape. The arms will then rotate clockwise, periodically expanding and contracting to span the entire room. Each portal fires slow green Sick spears, some of them being aimed at players, 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 Armor Breaking 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 counterclockwise 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 gate to Oryx 3’s chamber will open.
“YOUR NEXUS SHALL BURN FOR THIS INSOLENCE!”

Note that existing portals will not instantly despawn and continue to shoot until they contact the walls, so caution is advised even after Dammah’s death due to the lingering shots.

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. The optimal strategy for this phase is for the entire group to rotate in one “quadrant” of portals, as this minimizes the amount of Sickening spears that the group will have to dodge.

If your group has enough damage to activate the counterattack during either Phase 2, it is imperative to keep your health up until then. The sicken happens immediately, giving no time for you to rest.

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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).

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