Nightmare
| Details | |
|---|---|
| NPC type | Boss |
| Combat | |
| Attack styles | Magic and Ranged; special attacks |
| Access and rewards | |
| Loot | Inquisitor equipment; Nightmare staff; Nightmare orbs |
The Nightmare is an instanced boss fought alone or with other players. Break her shield, charge the four totems and deal with the creatures and hazards between stages.
Access and preparation
Choose Nightmare in Sarim Hub, then Disturb the Nightmare. Start a new instance or join a friend's instance by name. Cannon parts cannot be brought inside. Use the energy barrier and confirm to leave.
Bring food, Prayer restoration and a weapon for attacking both the boss and the totems.
Fight
Attack the Nightmare until the shield-failure message appears. Switch to the four activated totems and attack them until all four are fully charged. Their attacks damage the Nightmare; return to her when the next shield stage begins. Kill the sleepwalkers during the transitions.
- Match Protect from Magic or Protect from Missiles to her ordinary attack. The matching prayer blocks that hit.
- Step off marked claw tiles before the delayed strike.
- When the curse message appears, check your active protection prayer: the curse changes it.
- Keep away from spores. Moving close to one turns run off, which can disrupt your next dodge.
Drops
Deal at least 100 damage to the Nightmare and remain in the room to qualify for personal loot. Each eligible player receives two base reward rolls, one ash and 100,000–150,000 coins at their feet. Extra-roll effects can increase the number of rolls.
These are notable ordinary-mode rewards per reward roll; Lucklocked uses its reward conversion.
| Item | Quantity | Rarity |
|---|---|---|
| Inquisitor’s great helm | 1 | Unknown |
| Inquisitor’s hauberk | 1 | Unknown |
| Inquisitor’s plateskirt | 1 | Unknown |
| Inquisitor’s mace | 1 | Unknown |
| Nightmare staff | 1 | Unknown |
| Harmonised orb | 1 | Unknown |
| Volatile orb | 1 | Unknown |
| Eldritch orb | 1 | Unknown |