|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. Most of the mechanics are the same as in the normal fight and there are a few additional mechanics, especially in the final phase. There are no interludes, so the player does 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. The capes can be obtained off-loot.
The Memory of Nomad has a combat level of 1001 and 4 phases of 200,000 life points each. After completing each phase, the player's life points are fully restored. A deathtouch dart only kills one phase. The arena cannot be teleported from, 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 repeatedly heal 10,000 life points, saying "Your pitiful attempt to manipulate souls is a mockery of my work.", effectively making him impossible to defeat.
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; despite dealing magic damage, they cannot be reduced by Deflect Magic or defensive abilities, so they should be avoided by moving away.
- When the end of each phase is reached, you cannot move or 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 can be reduced by Protect/Deflect Melee. Use Barge, Surge, or simply run back towards Nomad to avoid taking damage. Gielinor often follow-ups 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 Disruption Shield or Resonance. As a last resort, Reflect and Debilitate will halve the damage it deals 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 Blast) but makes up for this by dealing more 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; 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 Blast 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 stops using all of his other attacks (although Gielinor continues to use the bombs and beam), traps himself and the player between two soul walls in the middle of the bridge, and uses exclusively rapid melee attacks which can deal over 3000 damage each. If the player has a protection/deflection prayer active, Nomad will occasionally say "You're alone here [player]", disabling it and preventing it from being re-activated for a few seconds. During this phase, it is crucial to re-activate Deflect Melee as soon as possible, and while it is deactivated, reduce damage using Resonance, Debilitate, Reflect, and even Barricade, as without prayer, it is possible that Nomad can deal damage faster than the player can heal. As Nomad's other mechanics are disabled, this is an ideal time for Sunshine/Death's Swiftness.
- Due to this phase's damage, it is a good idea to adopt the 'foodbrew' (AKA 'rockbrew' or 'sharkbrew') technique. It is possible to 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 their combined amounts in one tick. This results in faster health restoration than eating food or drinking brews individually.
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 that can heal the player significantly. The Zaros godsword's special attack can be used whenever Berserk is on cooldown, significantly increasing the player's damage without the drawback of increasing damage they receive.
- Enhanced excalibur heals the player 40% of their maximum life points at no cost. A portent of life and its variants can resurrect the player should they die.
- Bringing shield/defender (and a main-hand weapon if needed) as a switch is recommended.
- Accuracy is extremely important, so supreme overloads, supreme brawler aura/supreme runic accuracy aura/maniacal aura/Berserker aura, goliath/spellcaster gloves, dreadnips, blood nihil, and the reaper necklace are all very useful for increasing hit chance. A ring of vigour switch with an asylum surgeon's ring and adrenaline potions will increase damage by allowing more thresholds while under the effect of Berserk/Metamorphosis/Sunshine. Nomad can be poisoned, so apply a dose of weapon poison before entering the door that leads to the Underworld.
- Weapons should have the Precise, Aftershock, or Equilibrium perks and Planted Feet if using magic. Armour should use 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, and Biting.
- If using magic, bring a pack yak filled with rocktails and Saradomin brews). A ring of death may be worth using to save money should you die. A suggested distribution is to have 3 Saradomin brews in your pack yak (spread evenly) with 27 rocktails, and to have your inventory filled with: 3 Saradomin brews, a supreme overload salve, a super prayer flask, a replenishment potion, enhanced excalibur, equipment switches (main-hand weapon, defender, ring of vigour), and whatever space is left over filled with rocktails.
Upon defeating the memory of Nomad on phase 4, the memory will surrender. After a short dialogue, the player will be teleported outside the fortress gates. 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 does not own that cape and reaches the milestone - this is how they are re-obtained if lost. Capes are awarded on both rewarded kills 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 10-20 of a random charm colour.
|Super restore flask (6)||6||Common||79,188|
|Saradomin brew flask (6)||4||Common||74,216|
|Rune 2h sword||3–9||Common||110,205–330,615|
|Wine of Zamorak||14||Common||177,310|
|Frost dragon bones||6||Uncommon||69,654|
|Onyx bolts (e)||6–46||Rare||48,222–369,702|
|Starved ancient effigy||1||Rare||Not sold|
|Crystal triskelion||1–2||Very rare||Not sold|
- Nomad's Mirage ( 20) - Defeat the memory of Nomad and loot one of his bounty chests.
- Deathtouch Darts may be used to complete the Nomad's Mirage Achievement, but the time will not be counted towards a soul cape.