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Reload this Page The Nightmare of Ashiama and What's Coming Next

The Nightmare of Ashiama and What's Coming Next


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  (#205408)
Default The Nightmare of Ashiama and What's Coming Next - Monday 3rd May, 2021, 07:13

Hello Everyone,

It has been an exciting few days, testing Nightmare, finalizing it, and getting it ready for you all. Once this is finished we will be spending the next three weeks on entirely bug fixes, I want the server to be running flawless before new content, Bloodlust, and such comes out.

Regardless, the Nightmare is finally here, read below;

 

Getting There

The quickest methods of reaching Slepe, where The Nightmare resides, are:

  • ::nightmare command
  • Boss teleports (last page)

Fight overview

To begin the fight, approach The Nightmare's unconscious body and select the Disturb option. Players may join in the following 30 seconds before the fight begins: afterwards, players must wait until the fight is over (with The Nightmare or all the players defeated) before they may join.

The Nightmare's health and combat stats scale to the number of players in the fight (ranging from 5–80 players), though players can fight her with fewer than five.  The symbols on the ground also indicate the phase she is in.

    157px-The_Nightmare_-_first_phase_symbol   157px-The_Nightmare_-_second_phase_symbo  157px-The_Nightmare_-_third_phase_symbol

                Phase 1                              Phase 2                           Phase 3

 

Mechanics

Totems

Players do not damage the Nightmare's physical health directly - instead, they must break her shield during each of her three phases, after which players can attack four totems in each corner of the boss room. The durability of her shield scales accordingly to the amount of players participating in the fight, with a minimum of 2,000 health and maximum of 19,600.

Once the shield is shattered, the totems in the corners of the room may be attacked in order to begin charging them. When all four totems are fully charged, they will unleash a magical blast of energy onto the Nightmare, dealing 800 damage to her. The Nightmare has 2,400 physical health, and does not regenerate it, so three blasts will end the encounter. After the first 800 damage, the Nightmare will be in phase 2, and after the second blast of 800 damage, the Nightmare will be in phase 3, or the final phase.

The totems cannot be leeched off of with blood spells.

Attacks

The entire cycle per phase is 5 auto attacks, random special, 5 auto attacks, random special etc.

Standard Attacks

The Nightmare has a unique aggression mechanic in which she examines the melee defence values of all players in her dream world, and will immediately focus on the player with the highest values in this category. This in turn makes her melee attack only hit in the direction she is facing.

  • Magic attack: The Nightmare will flail to the side surrounding herself with pink flower petals, then spin back shooting the petals toward players. Note that her claws have a slight glow here as well, but not as much emphasis as the melee attack.
  • Ranged attack: The Nightmare will swiftly contort herself 4 times, shooting out projectiles toward players on the fourth movement. Having game sounds enabled will help as this attack performs a loud clicking sound per contortion. It is recommended to use Protect from Mage during the fight and switch to Protect from Missiles when you hear the clicking.
  • Melee attack: The Nightmare will charge her claws with a pink glow and pull them back, then quickly swipe forward scraping her claws along the ground and dealing damage to anyone in front of her in melee range. This attack will always hit regardless of defensive bonuses, although it can be easily avoided by moving away from melee distance in the direction she is facing.

Magic Attack

350px-The_Nightmare_-_Standard_Magic_att

Ranged Attack

350px-The_Nightmare_-_Standard_Ranged_at

Melee Attack

350px-The_Nightmare_-_Standard_Melee_att

 

Special attacks

  • Grasping Claws: The Nightmare will spawn a black portal underneath her, and numerous smaller "end" portals before sticking her claws inside. If the player stands on any portal, they will take up to 50 damage. Simply move into a tile free of a black portal to avoid damage. The Nightmare uses this attack during all three phases.
  • Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers that walk toward her, the number of which is dependent upon the number of players in the instance, ranging from 1-24. They possess 1 health, and instantly die upon taking any damage. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage. The more sleepwalkers she absorbs, the more damaging this blast becomes, capable of dealing over 70 damage to each player in masses. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach the Nightmare. In a solo encounter, if the player doesn't kill the sleepwalker, the subsequent charge will always kill them.
  • Husks: The Nightmare spawns two husks around random players in her arena. The targeted players will be frozen in place until the husks are killed. The blue, skinny husk uses magic attacks, while the green, bulky husk uses ranged attacks. The Nightmare will not spawn Grasping Claws portals under players that are frozen by the husks. The Nightmare only uses this attack during phase 1.
  • Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If players are in the incorrect quadrant, they will take rapid damage, and any attacks that would harm her instead heal her. The Nightmare only uses this attack during phase 1.
  • Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted. The Nightmare only uses this attack during phase 2.
  • Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing The Nightmare until killed. Drinking a dose of Sanfew serum before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. The Nightmare only uses this attack during phase 2.
  • Surge: The Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to 60 damage to anyone caught in her path. Move out of the way to avoid taking damage. The Nightmare only uses this attack during phase 3.
    • THIS HAS BEEN CURRENTLY DISABLED. WE DO NOT HAVE SUPPORT FOR FORCED MOVEMENT. PLANNING TO ADD.
  • Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and you take 5 damage. The Nightmare only uses this attack during phase 3.

 

Drops (Includes two tables, Armor/Weapons and Orbs)

Being the MVP applies a 10% better drop chance for the whole table

  • Big bones are dropped for MVP
  • Bones are dropped for anyone who has reached the damage threshold

Nightmare staff.png: The Nightmare drops Nightmare staff with rarity 1/400 in quantity 1Nightmare Staff - (1/300)

Inquisitor's great helm.png: The Nightmare drops Inquisitor's great helm with rarity 1/600 in quantity 1 Inquisitor's Helmet - (1-500)

Inquisitor's hauberk.png: The Nightmare drops Inquisitor's hauberk with rarity 1/600 in quantity 1Inquisitor's Hauberk - (1-500)

  Inquisitor's plateskirt.png: The Nightmare drops Inquisitor's plateskirt with rarity 1/600 in quantity 1  Inquisitor's Plateskirt - (1-500)

Inquisitor's mace.png: The Nightmare drops Inquisitor's mace with rarity 1/1,200 in quantity 1Inquisitor's Mace - (1-1000)

Siren's tome.pngSiren's Tome - (1-1000)

Eldritch orb.png: The Nightmare drops Eldritch orb with rarity 1/1,800 in quantity 1Eldritch Orb - (1-1800)

Harmonised orb.png: The Nightmare drops Harmonised orb with rarity 1/1,800 in quantity 1Harmonised Orb - (1-1800)

Volatile orb.png: The Nightmare drops Volatile orb with rarity 1/1,800 in quantity 1Volatile Orb - (1-1800)

Little nightmare.png: The Nightmare drops Little nightmare with rarity 1/800 in quantity 1Lil Nightmare - (Static 1/3k)

The rest of the drops will be available on the ::droplist viewer

I know this is a lot of information to digest, but we also have a fair amount of fixes;

Game Updates

  • Corporeal Beast now announces unique drops
  • Nex now announces unique drops
  • Nex uniques now drop at a rate of 1/350
  • Preset timer is now 2.5 minutes instead of 5 minutes
  • We have implemented an hourly Group Ironman (shared) back up system
  • Sacrificing and using the Chaos Wilderness Altar has been fixed
  • Penance Queen hats have been properly added to be kept on death
  • Fixes to Kingly Imps Drop Table
  • Ironmen should be able to create a Raid party without crashing now
  • Ironmen cannot buy items from the General Store (from other players)
  • Buffed Magic Attack Accuracy and negged Defense, 2-5% changes, should see a little change
  • Fixed a bug with Top PKers and crashing the client
  • Removed the new Tutorial and replaced with the old one
  • Re-implemented E-Mail creation upon creating a new account
  • Anguish and Torment will not longer be reset upon logging in
  • Jester pieces are now tradeable
  • All Spirit Shields are allowed in Raids now
  • Defenders now have their proper requirements
  • Added two more Thermonuclear Smoke Devils
  • Onyx Ring (i) has seen a significant buff
  • Some skilling pets size has been decreased (Goblin Cook, Ghost etc).
  • Slayer Helmets have been rewritten
    • Slayer Helmet: 15% Damage and Accuracy increase (melee)
    • Full Slayer Helmet: 25% Damage and Accuracy increase (all styles)
    • Red Slayer Helmet: 35% Damage and Accuracy increase for magic (25% for Ranged and Melee)
    • Green Slayer Helmet: 35% Damage and Accuracy increase for Ranged (25% for Magic and Melee)
    • Black Slayer Helmet: 35% Damage and Accuracy increase for Melee (25% for Ranged and Magic)
    • Turquoise Slayer Helmet: 25% Damage and Accuracy increase (all styles), defensive stats have been buffed, see below;
  • Under settings in the client you can now enable the setting 'Hits over xp' which will display the amount you will hit instead of the XP drop. See below;

NGqB7tU.png

c905a9e059064e86d45dc9cacded5fa1.gif

 

Rare Fragment Store

  • Crystal grail.png Crystal Grail - 1000 fragments
  • Defender icon.png Defender Icon - 1250 Fragments
  • Collector icon.png Collector Icon - 1250 Fragments
  • Healer icon.png Healer Icon - 1250 Fragments
  •   Attacker icon.png   Attacker Icon - 1250 fragments
  • Lime Whip now sells for 150 rare fragments

Optimum has spent the entirety of the weekend bug busting. Also with the major changes to the client, if you see any issues with models, animations etc, please let us know.

 

Nightmare Events

1st Orb Drop - 50m OSRS

1st Little Nightmare - 50m OSRS

Fastest Nightmare Kill (after 1 week) - 50m OSRS

 

The Future

I know I promised to be more transparent, and with how busy I have been it has been hard, no excuses though. I have updated the Roadmap (click here). We have so much in store, these next three to four weeks will be mainly bug fixes, working on existing content and making sure everything is flawless. The next big task is rewriting pathing in it's entirety which will not only help PVP but the server as whole, Raids will be much better, a long with tons of other activities. I know this is vague, and as we begin working on these bigger projects, I hope to have updates everyday and I will add in a sneak peek of the major backend/pathing systems we are working on.

 

Thank you all!

 

Mod Jacmob, K4rn4ge, 7

Near Reality Management Team


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Unread
  (#205576)
Default Wednesday 5th May, 2021, 23:47

Finally!


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  (#205577)
Default Wednesday 5th May, 2021, 23:52

Nice! Ty for the hard work!


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  (#205578)
Default Wednesday 5th May, 2021, 23:54

great work mate


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  (#205579)
Default Wednesday 5th May, 2021, 23:54

Thank you! Awesome updates, this is so nice! Thanks for all the effort Jacmob and Staff!


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  (#205580)
Default Wednesday 5th May, 2021, 23:55

great update


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  (#205581)
Default Wednesday 5th May, 2021, 23:56

Good job, thanks!


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  (#205582)
Default Wednesday 5th May, 2021, 23:57

big update

 


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  (#205583)
Default Wednesday 5th May, 2021, 23:57

Cant wait until im back at 4th of June

Ur updating frag store? I have a bunch of weed capes that i saved for this :D


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  (#205585)
Default Wednesday 5th May, 2021, 23:58

Thanks for updates! Gf slayer helmets 


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