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), 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 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 remains still 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 remains still 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 remains still 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:
Oryx’s “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.
Rogue Tips: Leave before you turn visible! If you are a rogue you should run next to Oryx, stay for about 3 seconds (assuming you have a cloak that is Twilight or up) then go back so that you don’t get shotgunned by Oryx. Getting slowed could mean that you are unable to get out of the range of Oryx’s shotgun when you uncloak.
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).
Assassin Tips: Assassins are considered the best class to use in a Wine Cellar, as their poisons are ideal for Oryx 2, who is vulnerable for quite some time, and doesn’t move around too fast until the second “chasing” phase. Use off-center screen to lob poisons and get tons of easy damage in.
Priest Tips: It is best to have a tiered wand in the first stages, as the tiered wands pierce through his minions and are able to reach Oryx with no problem. For the second stage however, it is best to use a Crystal Wand or Conducting wand; as they generally have higher damage.
Knight Tips: Try to dodge the status effect stars and run in and stun. Running in a straight line towards O2 won’t be a very good idea. Try to circle Inward to close the distance and stun. Make sure to have a lot of MP wine or MP potions so you can keep stunning! Make sure to run out BEFORE the stun wears out. But be careful, a missed stun can mean death!
WARNING: When Oryx changes phases, he may become unstunned with a very high chance of instantly killing any nearby character, even 8/8 knights.
Wizard Tips: Sometimes Oryx will get pinned to a wall. You can go to the other side of the wall and shoot your spell. This is recommended when the wine cellar contains few people, and when most of the minions in the hallways of the cellar have been cleared out.
Archer Tips: Oryx will be on the move throughout the second half of the fight, which may cause more chaos than needed. To combat this, make sure you aim your ability at Oryx so that he becomes paralyzed, or at the very least slowed. This can help knights use their ability to stun him! Try to keep Oryx permanently paralyzed if possible in a fashion similar to how knights may keep him permanently stunned.
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: