« All Bosses

Nyxara, Devourer of Worlds

Boss

Fought on floor 100, in Act 6: The Abyss. This is this act's climax fight.

Mythic, cursed, and divine relics sit above legendary, the fusion ceiling, and drop only from boss and guardian kills: mythic from floor 50, cursed from floor 80, and divine from floor 90. Here, mythic, cursed, and divine relics can all drop from its floor 100 kill.

Abilities

Fireball

Fireball

Targets aoe · 1-turn cooldown · Hits 2

Hurls a fireball that splashes magic damage and ignites foes.

  • damage, power 14 + 1.3×magic
  • status, applies Burning (dot, 2t)
Frostball

Frostball

Targets all-enemies · 4-turn cooldown

Blasts all enemies for magic damage and may stun them.

  • damage, power 10 + 0.9×magic
  • status, applies Stunned (stun, 1t)
Triple Shot

Triple Shot

Targets enemy · 3-turn cooldown

Looses three swift arrows at a single enemy in rapid succession.

  • damage, power 8 + 0.8×attack
  • damage, power 8 + 0.8×attack
  • damage, power 8 + 0.8×attack
Rejuvenation

Rejuvenation

Targets all-allies · 4-turn cooldown

Heals the whole party a little now and grants regen.

  • heal, power 8 + 0.4×magic
  • buff, applies Regeneration (hot, 3t)
Soul Drain

Soul Drain

Targets enemy · 3-turn cooldown

The abyss drinks the target's life force, leaving wounds that refuse to close.

  • damage, power 4 + 0.4×magic
  • debuff, applies Withering (antiheal, 4t)

Statuses It Inflicts

Inflicts: BurningBurning StunnedStunned RegenerationRegeneration WitheringWithering AAbyss Hunger

How to Prepare

  • You fight Nyxara, Devourer of Worlds solo, and there is no rest heal before the encounter, so arrive with real HP in the bank and sustain already flowing: lifesteal earned in the fight itself, plus potions bought with gold beforehand.
  • An escort wave of the biome's regular enemies fights first. Only after they fall does Nyxara, Devourer of Worlds step out alone for the closing wave, so keep enough HP and cooldowns in reserve for the real fight.
  • Its kit includes a heal. It fights its own wave alone, so that heal restores its own HP: bring enough sustained damage to outpace it, not just one big burst.
  • It can buff its own stats mid-fight, so the fight gets tougher the longer it drags on, not easier.
  • It can stun you, skipping one of your turns outright, so don't fight this one on a razor-thin HP margin.
  • It can inflict Burning, damage that keeps ticking after the hit lands, so don't count only your burst; a dragged-out fight bleeds you too.
  • It carries a ramping enrage from its very first turn: the longer the fight runs, the more true damage it drains from you every turn, so do not stall.
  • Its Void Aegis caps every single hit you land to 3% of its own max HP, so no single burst can delete it early. Expect a longer fight than your raw damage numbers suggest.
  • This fight tightens further on higher difficulties, especially Nightmare.
  • Floor 100 is the story climax of the descent, and most runs arrive here only after gearing up and fusing across all the floors above.
  • If you wipe, you restart at floor 1, but your permanent upgrades and talents carry over, so a loss here is a setback, not a full reset. Optional Hardcore mode also destroys your equipped gear on a wipe.