|Please upload an image!|
|Release date||26 September 2016 (Update)|
The Memory of Nomad is essentially a Hard mode version of the fight in Nomad's Elegy. While most of the mechanics are the same as in the normal fight, there are a few new mechanics, especially at the final phase. There are no interludes, so you do not control Xenia, Death and Icthlarin in their respective roles. There are also no checkpoints, so all four phases must be completed in one go.
The memory of Nomad can be fought as often as the player likes, but only the first successful kill per week (resetting at 00:00 UTC on Wednesdays) will give rewards. This can be reset with a weekly D&D token, allowing a second rewarded kill that week.
Nomad now has a combat level of 1001 and he has 4 phases, each of which has 200,000 life points. After completing each phase, the player's life points are fully healed. A deathtouch dart only kills one phase. The arena cannot be teleported out of, but during the first three phases the fight can be exited by using the stairs at the entrance (south side of the arena). Phase four is inescapable - you either win or die.
In the first three phases, Nomad attacks with a long-range typeless attack which can deal up to 2000 damage. This damage can be blocked (but not healed from) by Resonance and reduced by a defender or the Lucky perk. In all phases, if the player uses Soul Split, Nomad will rapidly and repeatedly heal 10,000 life points.
During all four phases, Gielinor will occasionally use a special attack:
- Four purple beams will fly into the sky, showing shadows where they will land - on and around the player - dealing 850 magic damage rapidly if stood in or adjacent to. This can be reduced by using Protect/Deflect Magic and can be blocked with Devotion/Devoted/etc, or simply moved away from.
- Five red bombs are shot out (commonly after Gielinor attacks, but can be at any time), showing shadows where they will land. They deal 2000 magic damage each if the player is on or adjacent to the landing spot, and cannot be blocked at all, so they should be avoided by moving away.
- When the end of each phase is reached, you cannot move (and eat), but can still be hit by these bombs - if they kill you, you will automatically die upon the start of the next phase and have to restart again.
For the first three phases Nomad has incrementing mechanics:
- In phase one, Nomad will periodically teleport the player to the centre of the bridge and call Gielinor to attack. This is a melee attack which can do over 3000 damage, but is entirely blocked by Protect/Deflect Melee. Quick reactions (via Surge or running) can also move out from under the attack. (Gielinor will often follow-up with red bombs.)
- In phase two, in addition to the above, Nomad will occasionally teleport to either end of the bridge and ask "Can you withstand my wrath" while charging an attack which does 7500 typeless damage if it hits the player. This attack can be blocked by moving behind a pillar at either end of the bridge, or by using Resonance or Barricade. As a last resort, Debilitate will halve the damage it does to 3750.
- In phase three, in addition to the above, at half (100,000) life points, Nomad will create a clone of himself. Nomad discards some of his abilities (having Gielinor attack with melee/Soul Disintegration), but makes up for this with dealing more unavoidable damage. Gielinor can still attack with magic and bombs, so the player needs to watch for them. If the clone is killed, Nomad will use his discarded abilities again until the end of this phase. If the player defeats the real Nomad, the next phase starts automatically. Usually, the real Nomad is the one that appears on the bridge when he makes a clone of himself; the one at the end of the bridge is usually the clone.
- It is possible to chip Nomad below 100,000 health if he is performing his Soul Disintegration attack, which will cause both him and his clone to start off with whatever health he has left when he copies himself.
- The Nomads can be lured on top of each other by hiding behind a pillar at the end of the bridge. This makes them much easier to hit with multi-target attacks such as Corruption Blast, Hurricane, and so on. Additionally, as the other mechanics are halted, and the end of the bridge has more room to dodge Gielinor's attacks, this is an ideal time to use Sunshine/Death's Swiftness if using magic/ranged.
- During the fourth phase, Nomad drops all of his other mechanics (though Gielinor continues to use the bombs and beam), traps himself and the player between two soul walls on the bridge, and uses exclusively fast melee combat. Each attack can deal over 3000 melee damage. If the player has a protection/deflection prayer active, Nomad will occasionally say "You're alone here [player]", deactivating it and preventing it from being re-activated for a few seconds. During this phase, it is crucial to re-activate the prayer as soon as possible, and while it is deactivated, things like Resonance, Debilitate, Reflect, even Barricade should be used to mitigate damage, as without prayer, Nomad can very easily hurt you faster than you can eat - even with prayer, this phase has the highest damage-taken-per-second; you will likely use most of your food here, and you may die very easily. As Nomad's other mechanics are disabled, this is a good time for Sunshine/Death's Swiftness.
- Due to this phase's high DPS, it is a good idea to adopt the 'foodbrew' (AKA 'rockbrew' or 'sharkbrew') technique. As saradomin brews are not true food, you can eat a piece of food (e.g. a rocktail) and drink a saradomin brew in the same tick (by clicking the food first) to heal 3,300 life points quickly. This results in faster health restoration than just eating food or drinking brews alone.
Once phase four is defeated, Nomad will teleport to the centre and collapse. You will be teleported back to the gates of Icthlarin's castle.
Magic or melee are the preferred styles, as magic provides a better chance of blocking melee damage in the final phase, as well as being able to attack from range, and melee has strong area-of-effect abilities for taking out the clone quickly (particularly two-handed melee using a noxious scythe, dragon rider lance, or attuned crystal halberd), as well as the scrimshaw of vampyrism which can significantly reduce healing needed. The higher the tier of equipment you bring, the better.
Bringing shield/defender (and a main-hand weapon if needed) as a switch is recommended for phase three and four.
Accuracy is extremely important, so supreme overloads, a brawler/runic accuracy aura, goliath/spellcaster gloves, dreadnips, and a reaper necklace are all very useful additions to improve your accuracy. A ring of vigour switch with an asylum surgeon's ring and adrenaline potions will help improve damage-per-second by allowing you to use more thresholds while under the effect of Berserk/Metamorphosis/Sunshine.
As for Invention perks, all the standard ones apply. Weapons should use Precise, Aftershock, or Equilibrium, possibly with Planted Feet on a weapon switch, and armour should use any of Impatient, Crackling, Lucky (can reduce Nomad's typeless attacks), Devoted/Enhanced devoted (does nothing for his typeless attacks, but does work in phase four), Crystal Shield, or Biting (if not using Equilibrium).
A pack yak filled with food (rocktail and saradomin brews), enhanced excalibur, and a portent of life are all suggested things to bring to improve success chances. A ring of death may be worth using to save money should you die. A suggested distribution is 3 saradomin brews in your pack yak (spread evenly) with 27 rocktail, your inventory filled with: 3 brews, a supreme overload (salve), a (super) prayer flask, a replenishment flask, enhanced excalibur, equipment switches (main-hand weapon, defender, ring of vigour), and whatever space is left over filled with rocktail.
Upon defeating the memory of Nomad on phase 4, the memory will surrender. After a short dialogue, you will be teleported out to outside the fortress gate. The "bounty" (reward) can be accessed by clicking on one of the two chests next to it.
Multiple rewards are received in a manner similar to Raids. His drops come from four places: one stack of charms, one stack of items from the supplies table, 4-6 drops from the other rewards table, and any awarded soul capes.
Defeating the memory of Nomad quickly rewards various soul capes. These will always be awarded if the player doesn't own that cape and reaches the milestone - this is how they are re-obtained if lost. Capes are awarded on a rewarded kill and on unrewarded kills. The capes are placed in the reward chest when the fight is completed.
|Soul cape||20 minutes|
|Soul cape (barrows)||16 minutes|
|Soul cape (white)||14 minutes|
|Soul cape (shadow)||12 minutes|
|Soul cape (black)||10 minutes|
|Soul cape (blood)||8 minutes|
|Soul cape (golden)||6 minutes|
Nomad will drop 11-20 of a random charm colour.
|Super restore flask (6)||6||Common||112,896|
|Saradomin brew flask (6)||4||Common||94,000|
|Rune 2h sword||3–9||Common||111,060–333,180|
|Wine of Zamorak||14||Common||127,568|
|Frost dragon bones||6||Uncommon||74,250|
|Onyx bolts (e)||6–46||Rare||48,906–374,946|
|Starved ancient effigy||1||Rare||Not sold|
|Crystal triskelion||1–2||Very rare||Not sold|