The Nightmare
Boss · Native to the Sleep Paralysis Zone
This article is about the creature. For the region, see the Sleep Paralysis Zone.
The Nightmare is a boss creature found in the Sleep Paralysis Zone. It has 8,800 hitpoints and hits for up to 128, placing it in the top fifty by hitpoints (#21 of 511).
It drops Nightmare Edge and 4 other items, and yields 3,500 experience and 3,600 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 8,800
- DAMAGE
- 128
- DPS
- ~183
- SPEED
- 13 / 28.6
- EXPERIENCE
- 3,500
- COINS
- 3,600
At 0.7 seconds a swing for 128, sustained contact costs roughly 183 health per second. The charge multiplier takes it from 13 to 28.6 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Nightmare Edge | 1 | Common · 80% | Weapon |
| Dreamweaver Wand | 1 | Common · 70% | Weapon |
| Nightmare Diadem | 1 | Always | Armour |
| Night Terror | 10 | Always | Material |
| Shadow Silk | 8 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Nightmare spawns inside the Sleep Paralysis Zone, a region of radius 21 centred on -50, -120. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.4% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Nightmare Crawler 200 HP
- Sleep-Paralysis Demon 260 HP
- Nightmare Wisp 180 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 128 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.