Mithrix

 is the final boss of Risk of Rain 2. He is encountered at the apex of, the moon of and final stage of the game.

Description
Mithrix is an ancient, cyclopian humanoid with godlike powers, much of which he shared with his brother Providence. The growing philosophical opposition between the two siblings worsened to the point that Mithrix was banished to the shattered pieces of, while Providence took to carrying out his own vision on the world below.

By the time of the events of Risk of Rain 2, Providence had been slain, yet Mithrix's confinement upon Commencement as the King of Nothing continued. It would be the Survivors of the UES Safe Travels who reached the moon via the Primordial Teleporter to put an apparent end to him.

The deeper details and circumstances of Mithrix and Providence's relationship are detailed throughout many of the game's logs, most of which are taken from Mithrix's perspective, including those for, , and more.

Skills & Encounter
During phases 1 and 3 of the fight, Mithrix has the adaptive armor passive and unique scaling. These two aspects make him extremely tanky compared to other enemies due to increased health and armor boost.

Phase 1
Mithrix starts the battle with basic attacks, running towards the player to get into melee range.

Primary: Hammer Smash/Needle Barrage
This skill has two modes depending on whether Mithrix is running or not.

If Mithrix is not running, he can use Hammer Smash, where he stops and winds up to smash the ground with his hammer. A direct hit from the hammer's path deals 1200% with a proc coefficient of 1.0. As the hammer hits the ground, it creates an explosion also dealing 1200% damage with a proc coefficient of 1.0 in a radius of 12m with linear falloff. The combination of both sources of damage can kill the player, but if the first triggers one-shot protection, the blast will not damage the player as it occurs in less than 0.1s from when OSP has been triggered.

The attack lasts for 4 seconds, during which Mithrix is open to attacks. However, attack speed affects the animation of the wind up and how quickly the smash will occur from the moment the skill is activated.

This skill has a cooldown of 4 seconds.

If Mithrix is sprinting instead, he can fire up to 12 homing needles moving at 120m/s. Each needle explodes upon impact dealing 60% damage with a proc coefficient of 1.0 in a radius of 2m with no falloff.

This skill has a cooldown of 6 seconds, which begins after the first needle is fired. Once the skill has come off cooldown, it will replenish all 12 stocks regardless of how many have been used.

If Mithrix toggles sprinting while the skill is on cooldown so that it switches to Hammer Smash and back, all charges will be replenished immediately.

Secondary: Hammer Swing
Mithrix swipes with his hammer, dealing 200% damage with a proc coefficient of 1.0 while pushing the target away. This attack moves him forwards a moderate amount.

This skill has a cooldown of 5 seconds and the attack animation lasts for 4 seconds which scales with attack speed.

Utility: Dash
Mithrix dashes a short distance forward, backward, left, or right for 0.3 seconds. This also removes all his timed debuffs, but not any damage-over-time effects.

This skill has a cooldown of 3 seconds and holds 2 charges.

Special: Shock Wave
Mithrix bends down to jump high into the air, which he does after 1 second (scales with attack speed). After 3 seconds he slams down in the center of the arena, creating a ring-shaped shockwave consisting of 12 waves that travel outwards at 60m/s for 3 seconds. The shock wave effectively ends when it reaches the thin line of rocks between the platform where he is first seen. Each wave deals 400% with a proc coefficient of 1.0 and inflicts.

These waves can be blocked by.

Mithrix gains while jumping and landing, and  while in the air. If Mithrix is frozen by or  skills while preparing to jump, the jump will be cancelled.

This skill has a cooldown of 30 seconds.

Behaviors

 * 1) Use special (Shock Wave): Mithrix must have less than 75% health.
 * 2) Use utility and strafe: Mithrix must be within 40m from its target, This behavior cannot be selected twice in a row. If this behavior is selected as Mithrix is approaching the player, it will very likely be followed up by either his primary or secondary skill. This can look like strafing out of the way of a possible incoming attack and then attacking from the flank.
 * 3) Use utility: Mithrix must be within 40-50m from its target. This behavior cannot be selected twice in a row.
 * 4) Use secondary: Mithrix must be within 40m from its target.
 * 5) Use primary (Hammer Smash): Mithrix must be within 35m from its target.
 * 6) Sprint and use primary (Needle Barrage): Mithrix must be more than 70m away from its target, have line of sight, and have less than 80% health. Mithrix will ignore the node graph and run directly towards the target. This behavior is active for 2 seconds.
 * 7) Chase off nodegraph: Mithix must be within 50m from its target and have line of sight. This behavior is active for 2 seconds and will most likely be selected when Mithrix is near the target after both the primary and secondary are on cooldown.
 * 8) Sprint off nodegraph: Mithrix must be more than 50m away from its target. This behavior is active for 1 second.
 * 9) Chase: no requirements.

Phase 2
Mithrix leaves the arena, and several stone pillars rise up around the arena. In place of Mithrix himself, 2 and 4 initially spawn around the arena with more  enemies spawning by a Combat Director as time goes on. All spawned enemies must be defeated to complete this phase.

Phase 3
Mithrix returns with his hammer glowing blue and some of his attacks are now upgraded. Lunar enemies will also continue spawning occasionally.

Primary: Lunar Hammer Smash/Needle Barrage
Mithrix's Hammer Smash is now energized and upon explosion it will create two additional effects. 3 small shock waves are sent forward, similar to those from his Shock Wave skill. These deal 200% with a proc coefficient of 1.0 and also inflict Cripple.

A lingering pillar of blue flame is also created at the hammer's point of impact, which deals 75% damage with a proc coefficient of 0.2 and ticks 6 times per second for 45 seconds. These pillars are 40m tall and can go through terrain. This means that if the player is on top of a ramp on the outer areas of the arena and Mithrix smashes the ground underneath, the pillar can go through the ramp's ceiling and damage the player. These pillars can also be blocked by Defensive Microbots.

Special: Shock Wave/Big Spinny
After Mithrix performs his Shock Wave leap, his special skill is replaced by a new one which becomes available after a cooldown of 8 seconds. Once this new skill has been activated, it will revert back to Shock Wave.

With this new skill Mithrix creates 9 pillars that rotate either clockwise or anticlockwise. After 3 seconds they deal damage on the spot for 900% damage with a proc coefficient of 1.0 and also inflict Cripple. Mithrix will execute this attack 5 times in a row, with each time the rotation being random.

Behaviors
Mithrix behaves the same away as in Phase 1, but he has one new behavior that supersedes every other in terms of priority for his new special attack.


 * 1) Use special (Big Spinny): Mithrix must have less than 80% health. In theory this will always be selected when the skill comes off cooldown after Shock Wave, since the latter requires less than 75% health to be used. However, if Mithrix has healing items from the, it is possible to use Shock Wave after having less than 75% health, but then recover to more than 80% before Big Spinny comes off cooldown.

Phase 4
Mithrix appears at the center of the arena and looks weakened with his armor broken and his hammer gone. He starts by stealing all players' and their allies' items, during which time he is invulnerable. Damaging him will release the items. See the Notes section for more details of how this works.

The stealing of the player's items can be skipped if Mithrix takes damage in the first frame of the phase. This is due to his invulnerability being applied after a short window, and not being present on spawn. This is most easily done with continuous damage, most notably a triggered in the center of the arena (which may occur when Mithrix's phase 3 is finished after his jump slam). This will leave Mithrix with no items, and the player with all of their items, resulting in a quick completion of this phase.

Mithrix moves much slower than in the previous phases, slowly stomping around the arena and using exclusively ranged attacks. While his base damage is also weaker, the use of the stolen items can cause devastation. His HP is governed by a different formula and since he no longer has unique scaling, his max HP will be significantly lower. Any single instance of damage that deals more than 30% of his health will also stagger him. If the player has any Halcyon Seeds, will spawn and help the player during this phase.

There is a bug in which Mithrix will give the player Tonic Afflictions without either of them previously having any.

Primary: Needle Burst
Similar to his needle attack from the previous phases, but there is less spread.

Secondary: Lunar Orbs
Mithrix kneels and pounds the ground, creating a blast that deals 600% damage with a proc coefficient of 1.0 in a radius of 12m with linear falloff. This also creates a ring of 8 orbs that spiral outwards, converge back into the center and then spiral out again. Upon impact they deal 400% damage with a proc coefficient of 1.0 in a radius of 6m with linear falloff. Their lifetime is 9s (plus a random 0.0-0.3 second offset), after which they will explode on the spot, so players should avoid being near them at that point.

Mithrix also deals 8% of his current health as non-lethal damage to himself.

This skill has an animation duration of 6 seconds which scales with attack speed.

This skill has a cooldown of 8 seconds, which does not start until the attack has finished.

Behaviors

 * 1) Use secondary: Mithrix must be within 180m from its target and have less than 90% health.
 * 2) Use primary: no requirements as long as the skill is off cooldown.
 * 3) Chase: no requirements.

Aftermath
Once Mithrix is defeated, all stolen items are returned and the moon begins a detonation sequence with an on-screen countdown. In order to exit Mithrix's arena, the surviving players must jump into one of the floating portals in order to teleport out. The players have 3 minutes to get to the Rescue Ship and complete its holdout event in order to escape, which requires the players to protect the ship by staying near it for 1 minute. Lines of flames will appear all across the map, similar to the columns used by some of Mithrix's attacks. and will spawn and attack the player, but they generally won't enter the protection zone of the Rescue Ship.

Successfully making it to the shuttle will complete the Washed Away challenge and unlock the as a playable Survivor. Additionally, on difficulty, it will complete the The Calm challenge and unlock, and unlocks the mastery skin for each player's current Survivor.

Arena Escape Portals
5 out of the 12 escape portals will randomly spawn, each with their own predefined teleport destination. They all rotate either clockwise or anticlockwise around the center of the arena at fixed radii lengths and heights. To identify them correctly, look for a big giant rock floating outside the arena and turn 180°. With your back against the reference point, the image below shows all the portals at the initial position they spawn and the direction they travel.



The teleport location and distance from the dropship for each escape portal is:


 * 1) On the bridge between the two Pillars of Design islands, 883.3 m away.
 * 2) In the middle of the Pillars of Blood area, 994.4 m away.
 * 3) On the far top floor of the Pillars of Soul area, 567.3 m away.
 * 4) On the back right of the Pillars of Blood area, 1022.9 m away.
 * 5) On the Cauldron island, 863.4 m away.
 * 6) On the Cauldron island near the chains towards the Pillars of Mass, 763.8 m away.
 * 7) On the ground floor or the Pillars of Soul area, 472.7 m away.
 * 8) On the Pillars of Design area, close to the center pillar leading to Mithrix, 736.3 m away.
 * 9) On the Pillars of Design area without the cauldrons, 874.2 m away.
 * 10) On the Pillars of Design area, very close to the center pillar leading to Mithrix, 721.1 m away.
 * 11) On the back left of the Pillars of Blood area, 1109.2 m away.
 * 12) On the far back of the Pillars of Blood area, 1058.8 m away.

Tips

 * While players cannot issue attacking commands during Mithrix's spawning introduction, it is possible to damage him with attacks that can be triggered automatically.
 * with a number of damaging equipment, e.g..
 * Activating and aiming where Mithrix spawns.
 * turrets. His mines can also be triggered if placed close enough to the center.
 * Entering  targetting mode before Mithrix spawns ensures they will auto-fire after the blue shield has disappeared.
 * Having fully charged before entering the arena ensures it will fire at Mithrix as soon as he becomes a viable target.
 * can be used to effectively and reliably one-shot, or at the very least, severely damage Mithrix. However, this requires exact timing, and the player should ideally have high stacks of, , and/or . When first entering the arena, place the DIABLO Strike in the center of the arena. When the cooldown timer reaches 29 seconds, run to the center of the arena and initiate the fight. During Phase 2, leave 1 enemy alive (avoid any offensive drones or minion items for this to work), then place a DIABLO Strike in the center of the arena. Wait until the cooldown timer reaches 28 seconds and kill the last enemy. If the player has , it will also instantly kill Mithrix when he begins Phase 4.
 * Mithrix cannot climb the pillars that appear on Phase 2, so if the player gets on top of them and uses ranged attacks, Phase 3 and 4 will be very easy. The ranged attack on Phases 3 and 4 can be easily dodged from higher ground as well. HOWEVER, the lines of flame in Phase 3 can still hit the player.
 * and skills are capable of freezing and executing Mithrix, unlike other bosses.
 * The player can use to avoid the entirety of Mithrix's first phase.
 * On-kill items, such as and, are almost useless for Mithrix, as they will not activate unless he kills a player or ally.
 * Mithrix will use during Phase 4, but they have no effect against players.
 * He can still kill drones with them.
 * If Mithrix takes a in Phase 4, he will almost constantly fire projectiles.
 * Mithrix will take and use the Captain's as well as any  during Phase 4, making the fight significantly harder until they are recovered.
 * Mithrix will take during Phase 4, and he will use it if given the chance. However, players will regain an unspent Dio's Best Friend along with all other stolen items upon Mithrix's first death. If Dio's Best Friend is recovered before Mithrix dies, he won't gain a second life.
 * When the is enabled, two Mithrices will spawn. Players must kill both bosses before they will advance from one phase to the next. However, when one's health is emptied, it will be incapacitated until the next phase.
 * This is especially dangerous if both Mithrices use their fire wheel attack at once, making it exceedingly difficult to dodge.
 * As with other enemies, if the one Mithrix hits the other while is active, they will begin to attack each other. This is highly likely to happen during his stomp attack, and makes the fight significantly easier.
 * During Phase 4, the spawned from  remain with the player and deal significant damage to Mithrix, making the phase noticeably easier.
 * Be wary that when Mithrix steals the Empathy Cores, he gains his own Probes which are allied with him that will attack the player.
 * The same thing happens when Mithrix steals the, which is especially dangerous since the ally he will gain is much stronger than a normal Beetle Guard.
 * The can create a ghost of Mithrix.

Trivia

 * There is an unused introduction to the fight where Mithrix spawns sitting on a throne instead of dropping in from the sky.
 * The Hammer Smash is conditionally set to be the primary skill if Mithrix is not sprinting or is grounded. This means that if Mithrix sprints, so that the skill switches to Needle Barrage, but then jumps, the skill will switch back to Hammer Smash upon landing even if Mithrix is still sprinting.
 * In the code there is an unused idea when Mithrix uses his Shock Wave on Phase 3, where he spawns an undetermined number of glass-looking copies of himself that last for 20 seconds, have much lower stats and can only use the secondary skill. As it currently stands, 0 such copies spawn.
 * Shock Wave actually holds 5 charges and requires all 5 to activate the skill. After coming off cooldown all 5 charges will be replenished. Mithrix would need 5 in order to be able to use the skill twice in a row. But the cooldown would still replenish only 5 charges at a time.
 * On Phase 3 after activating the skill once, it would switch to Big Spinny and each Lysate Cell would grant an extra charge. However, upon using this once, it would revert back to Shock Wave regardless of how many charges it had remaining.
 * While Hammer Smash and Hammer Swing have long end lag delays, it is possible to use the Dash to cancel them and regain control much faster. If Mithrix is in close range and has at least 1 Dash charge, he can use both skills in quick succession.
 * Mithrix on Phase 4 still retains his Dash and Shock Wave skills, but he is not programmed to use them.
 * The Big Spinny flame walls extend outwards for 300m. The arena is big enough that if Mithrix is executing the attack near the edges, the walls will not reach the opposite side.
 * The blue flame wall attacks that occur during the aftermath of the fight are actually executed by a hidden character called "BrotherHaunt". Brother is the internal name for Mithrix.

Version History

 * Survivors of the Void
 * (Undocumented) Health: 1400 (+420 per level) ⇒ 1000 (+300 per level)
 * PS4 & Xbox One Patch
 * Bug Fixes
 * Solved an issue where the game would freeze during the last Mithrix phase as the.
 * PC Patch v1.1.1.2
 * Bug Fixes
 * Fixed a crash during the last boss fight
 * Anniversary Update
 * Gameplay Changes
 * Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
 * Added stagger state triggered by taking high damage
 * Item Steal
 * Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
 * Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
 * Now returns items in the order that you found them, rather than in reverse order
 * Now utilizes
 * Bug Fixes
 * Fixed the final boss’s crystals not being correctly colored
 * PC Patch v1.0.2.0
 * Bug Fixes
 * Fixed the final boss’ shockwaves being fired an extra time for each remote client in the game
 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Gameplay Changes
 * Developer Notes: The goal with these changes is to make the final phase of the fight more consistent, fix a few softlock scenarios, and to remove a few cheeses. The expectation is that with these changes, the final phase (and only the final phase) will be much easier. We want this to be a fun phase, not a frustrating conclusion
 * Remove “unique” scaling on health and damage. This has a significant reduction on the way his health and damage scales over time, especially later into the run. Expect him to have less than half of the current live build, depending on time.
 * Lunar Shard Attack
 * Projectile Cone: 20° ⇒ 0.5°
 * Developer Notes: The intent for this change is to reduce the cone that the attacks come out of, reducing the chance you randomly get hit by a stray shot.
 * Energy Ball Attack
 * Damage Coefficient: 1000% ⇒ 700%
 * Knockback Force: 400 ⇒ 4000%
 * Projectile Radius: 3m ⇒ 2m
 * Now glows with a stronger effect to make it more visually noticeable, especially when swinging around corners
 * Item Steal
 * Add immunity while channeling.
 * Can no longer use and . He will take them, but will be unable to use them. This is a mechanic we already have in place for a few key items  that can cause softlocks or impossible scenarios.
 * Now steals items from minions, like . He won’t use the items he takes from minions.
 * Minions can now retrieve items for their owner.
 * Add visual effect to being active
 * Bug Fixes
 * Fix Final Boss health bar not showing for clients (including phase 2)
 * Fix final boss fight sometimes not triggering
 * Early Access Content Update 5
 * Major Content
 * Added New Final Boss: ???
 * Added New Monster Lore Entry: ???

Dialogue
Mithrix is unique in that he speaks throughout his fight, with his quotes appearing in the chat box. His dialogue may change depending on what items the player holds or which character they are playing as.

Toggle Dialogue Spawning


 * Pray.
 * Beg.
 * Die.
 * Be slaughtered.

Spawning (when the Player is the Heretic)


 * Regret this journey, Heretic.
 * Die again, Heretic.

Dealing damage (early phases)


 * Bleed.
 * Now is the time for fear.
 * Weak.
 * Frail - and soft.
 * You are nothing.
 * Mistake.
 * Scream, vermin.
 * Break beneath me.
 * Slow.
 * Your body will shatter.

Dealing damage (final phase)


 * BLEED.
 * SCREAM.
 * WHERE'S YOUR INFLUENCE?
 * FLEETING STRENGTH.
 * FRAIL.
 * BREAK.
 * FALSE STRENGTH.
 * DRAIN.
 * DIE, VERMIN.
 * WEAK, WITHOUT YOUR BAUBLES AND TRINKETS.

Player is killed (early phases)


 * Return to dirt.
 * Submit, vermin.
 * Die, vermin.
 * Die, weakling.
 * Become memories.

Player is killed (final phase)


 * DIE.
 * WEAK.
 * USELESS.
 * AS I THOUGHT...
 * VERMIN.

Player is killed as Heretic (early phases)


 * Return to pieces, Heretic.
 * Die again, Heretic.

Player is killed as Heretic (final phase)


 * RETURN TO PIECES, HERETIC.
 * DIE AGAIN, HERETIC.

The Player has Halcyon Seed (final phase)


 * THE GUARDIAN...? IMPOSSIBLE...!
 * THE WRETCHED GUARDIAN!

The Player has Halcyon Seed and Aurelionite is killed


 * YOU CANNOT DEFY ME, GUARDIAN.
 * RETURN TO DIRT, GUARDIAN.

The Player has Halcyon Seed and is also the Heretic (final phase)


 * THE HERETIC? THE GUARDIAN? HOW? WHO PULLS YOUR STRINGS, VERMIN?

Mithrix kills a drone


 * Inferior construct. Broken.
 * Primitive scrap.
 * Disassembled.

Mithrix is killed


 * NO... NOT NOW...
 * WHY... WHY NOW...?
 * NO... NO...!
 * BROTHER... HELP ME...!
 * THIS PLANE GROWS DARK... BROTHER... I CANNOT SEE YOU... WHERE ARE YOU...?
 * BROTHER... PERHAPS... WE WILL GET IT RIGHT... NEXT TIME...