Nightmare gauntlets

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Nightmare gauntlets detail.png

Nightmare gauntlets are tier 85 Ranged power gloves that can be obtained as a drop from nightmares. The gauntlets increase the player's hit chance by 25% when using Snipe and allow the player to use the ability while moving.

Nightmare gauntlets degrade to a broken state over 30,000 charges of combat. They can be repaired by a Repair NPC for 300,000 coins, or for less on an armour stand. Once equipped, they instantly become untradeable, even if they have not been used in combat. Repairing the gloves will make them tradeable again.

The drop rate of these gloves are 1/2,000 on task and 1/10,000 off task.[1]

Combat stats[edit | edit source]

Products[edit | edit source]

This is an auto-generated list (update now), and shows the first 100 items alphabetically. For all items, click here.

Drop sources[edit | edit source]

This is an auto-generated list (update now). For all sources of this item, see here (include RDT). For help, see the FAQ.
  1. ^ There is further information on this drop; see the associated page for details.

According to Mod Timbo, they have a 1/2,000 chance on task, 1/10,000 off-task. [1]

Repair cost[edit | edit source]

The Nightmare gauntlets at most, costs 300,000 coins to repair completely. The repair cost is precisely calculated by the degradation percentage (i.e. with 75% charge remaining, a full repair would only cost 75,000 coins). It may be repaired through a variety of methods.

With an NPC[edit source]

These less preferred methods cost more as they do not consider one's Smithing level for a repair discount.

Alternate methods[edit source]

These preferred methods provide a repair cost discount of 0.5% per Smithing level (including boosts).

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Former Interactions[edit | edit source]

3-tick Snipe[edit | edit source]

This has been patched with an update on 29 March 2021.

Details
A player casting Snipe followed by a queued Piercing Shot with Nightmare gauntlets equipped. Piercing Shot is cast 3 game ticks after the animation for Snipe begins.

If the player starts the animation for Snipe on game tick 1, the animation for the cast begins on tick 4, and the damage appears on tick 5. Because of this, the next ability following a snipe that hits the target can be cast as early as tick 5, one tick longer than the global cooldown of 1.8 seconds (3 game ticks). However, if the player has ability queueing enabled and Nightmare gauntlets equipped (both conditions have to be met), the player can do what is colloquially called 3-tick Snipe (or 3t Snipe). The 3 in the name refers to the amount of ticks between the player starting the animation for Snipe and the player cast of the ability that follows Snipe. In this example, with ability queueing enabled, a queued ability following Snipe will be cast on tick 4.


An example of the player casting Snipe and then Piercing Shot[note 1] under normal use.
4-tick Snipe
Game tick Ability information Global cooldown information
1 Player starts animation for Snipe.
Snipe goes on internal cooldown.
Global cooldown begins.
2 N/A N/A
3 N/A N/A
4 Player casts Snipe. Global cooldown ends.
5 Snipe hits target.
Player casts Piercing Shot.
Piercing Shot goes on internal cooldown.
Global cooldown begins.
6 Piercing Shot hits target. N/A
7 N/A N/A
8 N/A Global cooldown ends.
Next ability can be cast this game tick.

An example of the player casting Snipe and then a queued Piercing Shot[note 1] with Nightmare gauntlets equipped.
3-tick Snipe
Game tick Ability information Global cooldown information Ability queuing information
1 Player starts animation for Snipe.
Snipe goes on internal cooldown.
Global cooldown begins. Player queues Piercing Shot Ability queued.png
(after Snipe is started and before tick 3).
2 N/A N/A
3 N/A N/A Ability queueing.png Ability queuing icon has to be displayed over Piercing Shot this game tick.
4 Player casts Snipe.
Player casts Piercing Shot.
Piercing Shot goes on internal cooldown.
Global cooldown ends and begins. N/A
5 Snipe hits target. Piercing Shot hits target. N/A N/A
6 N/A N/A N/A
7 N/A Global cooldown ends.
Next ability can be cast this game tick.
N/A

Comparison with other gloves[edit | edit source]

Disassembly[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 29 March 2021 (Update):
    • The time you can perform an Ability after using Snipe is now correct.
  • patch 21 January 2019 (Update):
    • There is no longer a small delay of the character after using the Snipe ability with Nightmare gauntlets equipped.
  • patch 13 February 2017 (Update):
    • Nightmare gloves no longer trigger the effect in PvP on free worlds.
  • patch 16 January 2017 (Update):
    • The Nightmare gauntlets' naming and placement in the Defence skillguide has been fixed.
  • hotfix 28 December 2016 (Update):
    • Nightmare gloves no longer provide their effect on free worlds.

Notes[edit | edit source]

  1. ^ a b For this, the Ranged ability lands one game tick after cast instead of two. Weapon overrides and distance from the target affect this.

References[edit | edit source]

  1. ^ a b Jagex. Mod Timbo's Twitter account. 14 February 2018. (Archived from the original on 22 October 2020.) Mod Timbo: "1/2,000 chance on task, 1/10,000 off-task."