Update:Everything You Need to Know for Deadman: Apocalypse (2024)

This official news post is copied verbatim from the Old School RuneScape website. It is copyrighted by Jagex.
It was added on 16 August 2023.

Contents

  • 1 Dates, Times and Breaches
  • 2 Death Mechanics
  • 3 Combat Bracket Worlds and Quest Unlocks
  • 4 Points System
  • 5 Sigils
  • 6 Corrupted Weapons
  • 7 The Finale
  • 8 Permanent DMM, World 345 and Merging
  • 9 Other Changes

The apocalypse is almost upon us, and it's time for you to steel yourselves as you prepare to dive into Deadman once more.

It's been a little while since our initial announcement blog and our follow-up blog, where we answered some of your questions and responded to some initial feedback.

In today's blog, we'd like to give you all of the specifics we're able to share so that you feel ready and informed before starting your next Deadman journey. Make sure you're up to speed on our previous blogs first, since they cover a lot of ground and detail many of our thought processes.

Without further ado, let's get stuck into the details!

Dates, Times and Breaches

As we've already announced, Deadman: Apocalypse begins on Friday, August 25th at 17:00 BST (10:00 PDT / 12:00 EDT / 03:00 AEDT).

From there, you'll have three weeks to make progress, with worlds closing on Friday, September 15th at 14:00 BST (06:00 PST / 09:00 EDT / 00:00 AEDT).

That's not where your journey ends however, because the finale worlds will open the following day on Saturday, September 16th at 17:00 BST (10:00 PDT / 12:00 EDT / 03:00 AEDT).

You'll have one hour to get logged in to the finale worlds, and the apocalypse will begin at 18:00 BST (11:00 PDT / 13:00 EDT / 04:00 AEDT).

While those are the most important dates and times to keep in mind, many of you will want to know when Breaches, Deadman: Apocalypse's signature feature, will be popping up throughout the course of each day. In case you need a refresher, Breaches are 'tears' in Gielinor where a seemingly endless number of various bosses pop up somewhere in the world. These bosses hit hard, take a serious beating, and are the exclusive source of some of the strongest equipment you'll encounter throughout Deadman: Apocalypse, so they're bound to be a hotspot for PvP activity.

At fixed times each day, two Breaches will appear somewhere in the world (you'll be notified of the exact locations when they spawn), one of them will be a single-way combat zone and the other in a multi-way combat zone - giving you the option to choose whichever best suits you at any given moment. On top of exclusive loot, these will also be an extremely effective source of Points throughout, so if you're looking to climb through the ranks and improve your shot at some prize money then you'll need to prepare yourself for bosses and players alike to gain an edge on the competition.

We've tried to avoid having Breaches spawn too frequently so that players are hungry to attend where possible and we don't absolutely flood the worlds with powerful gear, here are the times we're anticipating for three Breaches per day:

  • 20:00 BST / 13:00 PDT / 15:00 EDT / 06:00 AEDT
  • 03:00 BST / 20:00 PDT / 22:00 EDT / 13:00 AEDT
  • 11:00 BST / 04:00 PDT / 06:00 EDT / 21:00 AEDT

We've tried our best to spread them out so that players in our most common timezones don't have to go too much out of their way to attend a Breach or two each day, so hopefully you and your friends can get together and prepare for whichever Breaches you'd like to regularly shed blood at!

Death Mechanics

There's not a whole lot different to report on this front, but we expect some of you to be participating in Deadman for the first time ever and don't want you to be caught off-guard when you inevtiably die - the clue's in the name, after all!

We'll keep things simple, here's what happens should you meet your untimely end during Deadman: Apocalypse:

  • You'll lose all of your equipped items, regardless of whether you're skulled or not.
  • On PvP death, you'll lose your 10 most valuable bank slots. If one of these slots' value is made up of multiple items, e.g. a stack of 10 Dragon claws, you'll lose 80% of the stack, leaving you with 2 pairs of Dragon claws.
  • Any items in your Safe Deposit Box (which you can access via Financial Wizards in various banks throughout Deadman), which can hold up to 10 slots, will be protected.
  • You won't lose any XP.
  • Unattuned sigils, whether on your person or in your bank, are deleted.
  • Attuned sigils are never lost.
  • Upon respawn from a PvP death, you'll be given a Starter pack. This pack can also be claimed from the Combat tutors in Lumbridge. There's no limit on how frequently you can claim a Starter pack, but if any Starter weapons are in your bank or inventory, you'll have to destroy them before being able to claim a new pack. Additionally, you can disable these Starter packs by speaking to the Combat tutors if you no longer wish to receive them.
    • These Starter packs will be static and the same at all tiers. An older blog suggested we'd have packs that scaled up with Combat bracket world, but we've not been able to implement this functionality. Instead, you'll have to get seeking out upgrades ASAP rather than relying on starter gear for any meaningful length of time.

As a reminder, muling, the practise of storing your valuable items on another account that you're not actively using to participate in Deadman: Apocalypse, is against the rules. If we receive reports of players muling, or find that anybody eligible for prize money has made use of mule characters, we'll issue punishments as appropriate, and you won't be eligible for any prize money.

Combat Bracket Worlds and Quest Unlocks

We've spoken in some detail already about the return of Combat Bracket Worlds and our plans to shake things up to better incentivise players to progress to the higher brackets, while still giving players the freedom to play at their own pace or experiment with limited builds if they'd like. One of our earlier suggestions was around 'drop rate multipliers' that improve at higher brackets, and this is something we're going to be implementing as part of Deadman: Apocalypse. We'll be providing you with a full list of all unique items that have this drop rate multiplier applied closer to the launch, and will be providing the OSRS Wiki with this information so you have an easy reference point.

That being said, we've made a couple of tweaks to the specific multipliers we initially suggested, since Old School isn't the best at handling decimals when it comes to drop rates. Here's the updated list!

  • Levels 3 - 50: 10x Combat XP, 10x Skilling XP, 1x Drop rate multiplier
  • Levels 51 - 70: 10x Combat XP, 10x Skilling XP, 2x Drop rate multiplier
  • Levels 71 - 90: 15x Combat XP, 10x Skilling XP, 3x Drop rate multiplier
  • Levels 91 - 110: 15x Combat XP, 10x Skilling XP, 3x Drop rate multiplier
  • Levels 111 - 126: 15x Combat XP, 10x Skilling XP, 4x Drop rate multiplier.
  • Upon entering a new bracket, including starting out in the Level 3 - 50 bracket, you'll be given 1 hour of PvP protection.
  • Unique drops from the Desert Treasure II - The Fallen Empire bosses are exempt from this multiplier, since w45 players haven't had a reasonable opportunity to obtain them yet.

Multipliers and modifiers aren't the only things you'll unlock as you progress through Combat brackets though, let's talk about quests!

In our blog covering initial feedback, we went into some detail about our plans for handling automatic quest unlocks, giving players some elements of impactful decision-making and tying both of these in with the Combat bracket worlds. To make sure you know what to expect, we've got a list of which quests will be automatically completed at each Combat bracket. Remember, with each Combat bracket you'll be given a couple of extra questlines (either partially, or in full) to choose between, where you can select one of these choices to automatically complete - so if you're wondering where a certain quest is, there's every chance it'll be included among the pre-requisites for some of the unlocks!

Remember that you'll still be able to manually complete quests as you please, so if you'd like to complete quests from a higher bracket ahead of time then you'll still be able to clear them and claim their rewards. It's also worth noting that any XP rewarded by quests that you complete yourself will be boosted by the relevant XP multipliers for your Combat bracket, so be prepared for some absolutely huge XP drops!

For any quests that are auto-completed, you won't receive any XP, item (there are some exceptions here, listed below) or other quest rewards, though you will be able to re-obtain key items (such as Ava's devices) as if you'd lost them.

Levels 3 - 50:

  • Ernest the Chicken
  • Goblin Diplomacy
  • Rune Mysteries
  • Shield of Arrav
  • Druidic Ritual and Level 3 Herblore.
  • Priest in Peril
  • The Restless Ghost
  • Animal Magnetism

Levels 51-70:

  • Starting Recipe for Disaster quest.
  • Recipe for Disaster Mountain Dwarf subquest.
  • Recipe for Disaster Goblin Generals subquest.
  • Recipe for Disaster Pirate Pete subquest.
  • Recipe for Disaster Lumbridge Guide subquest.
  • Recipe for Disaster Evil Dave subquest.
  • Recipe for Disaster Skrach Uglogwee subquest.
  • The "Bigger and Badder" Slayer perk.
  • 100% favour in all of Kourend's houses.
  • Option 1: Full completion of the Fremmenik storyline, up-to and including Fremennik Exiles (plus all of its pre-requisites).
  • Option 2: Partial completion of the Elf Storyline, up-to and including Roving Elves (plus all of its pre-requisites).

Levels 71-90:

  • Tree Gnome Village
  • The Grand Tree
  • Lost City
  • Merlin's Crystal
  • Monkey Madness 1
  • The "Malevolent masquerade" Slayer perk.
  • Option 1: Full completion of the Gnome storyline, up-to and including Monkey Madness 2 (plus all of its pre-requisites).
  • Option 2: Partial completion of the Mahjarrat storyline, up-to and including Desert Treasure (plus all of its pre-requisites).

Levels 91-110:

  • Recipe for Disaster Sir Amik Varze subquest.
  • Recipe for Disaster King Awowogei subquest.
  • Dragon Slayer
  • Heroes' Quest
  • Option 1: Partial completion of the Desert storyline, up-to and including Beneath Cursed Sands (plus all of its pre-requisites).
  • Option 2: Partial completion of the Myreque storyline, up-to and including A Night at the Theatre (plus all of its pre-requisites).

Levels 111-126:

  • Recipe for Disaster completion.
  • Black Knights' Fortress
  • Holy Grail
  • Murder Mystery
  • One Small Favour
  • Shilo Village
  • Jungle Potion
  • King's Ransom
  • Option 1: Full completion of the Dragonkin storyline, up-to and including Dragon Slayer 2 (plus all of its pre-requisites).
  • Option 2: Partial completion of the Mahjarrat storyline, up-to and including Secrets of the North (plus all of its pre-requisites).

Items from auto-completed quests that can be reclaimed '''once''' via the Combat tutors in Lumbridge. If you reclaim these and happen to lose any of them, you'll have to re-obtain the item yourself.

  • Choice of Crystal bow/shield (Roving Elves), assuming the player chooses 'Partial completion of the Elf storyline' in the Level 51 - 70 bracket.
  • Dramen staff (Lost City).
  • Ice gloves (Heroes' Quest, even though you can obtain these without ever starting the quest).
  • M'speak amulet (Monkey Madness).
  • Karamjan monkey greegree (Monkey Madness).
  • Drakan's Medallion (A Taste of Hope), assuming the player chooses 'Partial completion of the Myreque storyline' in the Level 91 - 110 bracket.
  • Amulet of ghostspeak (Restless Ghost).
  • Other items like Ava's devices or Iban's staff can be re-claimed through conventional means, as if you'd lost them after completing the relevant quest.

Those are all the freebies you'll be able to tick off as well as the choices you'll have to make at each combat bracket, so get planning those routes and be prepared to do a spot of manual questing if you're looking to tick off behemoths like Song of the Elves or Desert Treasure II - The Fallen Empire!

Points System

The Points system is a first for Deadman, having made its first appearance in Fresh Start Worlds. We've made a handful of tweaks to this system in the hopes that this gives more players than ever before a constant stream of goals to chase and generates activity in a wide variety of locales, meaning any would-be PKer roaming the world never knows who they might run into and any would-be Points farmer needs to be constantly on their toes. A new HiScores page will be added so that you can see how you stack up against other players, and those among you who rise through the ranks by earning huge quantities of points will give yourself better chances at earning a slice of Deadman: Apocalypse's $20,000 prizepool!

You can earn points by doing more or less anything in-game, but we've put together a table for the specifics, which should look more-or-less familiar to those of you who played Fresh Start Worlds. We're excited to see how this plays out in a more dangerous environment, where players will likely find particularly effective point sources that become competitive resources all on their own, leaving you to weigh up the Points you stand to earn against the PvP combat that's likely to become more prevalent. Adaptability is king, so make sure you always have a plan B if you want to stay one step ahead of your competition.

ActivityPoints Awarded
Breaches1 per damage dealt to the Breach bosses.
Clue Scrolls
  • Beginner: 5
  • Easy: 7
  • Medium: 11
  • Hard: 17
  • Elite: 23
  • Master: 30
Combat Achievement Tasks
  • Easy: 4
  • Medium: 12
  • Hard: 28
  • Elite: 64
  • Master: 100
  • Grandmaster: 150
Combat Achievement Tier Completion* Easy Tier: 66
  • Medium Tier: 246
  • Hard Tier: 882
  • Elite Tier: 4,128
  • Master Tier: 6,450
  • Grandmaster Tier: 6,750

The completion bonus is equal to the Points given for all tasks individually, divided by two. For example, there are 33 Easy tasks, each giving 4 Points, so the Easy Tier completion bonus is (33 * 4) / 2 = 66 Points.

Combat Achievement Boss CompletionThe completion bonus is equal to the Points given for all of a boss' tasks individually, divided by two. For example, Cerberus has 4 Elite and 2 Master tasks, so the completion bonus is: ((64 * 4) + (100 * 2)) / 2 = 228 Points.
Achievement Diary Task
  • Easy: 4
  • Medium: 12
  • Hard: 28
  • Elite: 64
Achievement Diary Tier CompletionThe completion bonus is equal to the Points given for all tasks individually, divided by two. For example, the Ardougne Medium diary has 12 tasks, so the completion bonus is: (12 * 12) / 2 = 72 Points.
Quest Points10 per Quest Point.
PvM - First Boss KillThe first kill of every boss is given a multiplier of 20x. For example, if a boss ordinarily gives 4 points, your first kill will give 80 points. Gotta catch 'em all!
PvM - Solo Boss KillVaries depending on a number of factors, including difficulty and risk.
PvM - Team Boss KillThese include the likes of Nex, Vet'ion, Venenatis, Callisto and Raids, among others.

Varies depending on a number of factors, including difficulty and risk.Multiple players receive points on completion.

PvM - 101+ killcountPoints awarded for kills beyond your 100th will be halved. Meaning if a boss gives 10 Points per kill, your 101st kill onwards will reward you with 5 Points.
Skilling
  • 4 per Total Level increase.
  • 300 per Level 99 obtained.

As such, maxing would provide (2245 Level-ups * 4) + (23 Level 99s * 300) = 15,880 Points.

There are absolutely loads of ways to earn points - all you need to do is get out there and make gains, but be weary of PKers and remember that nowhere is safe! Even if you think you're in a comfortable instance, players can (and will) kill you on the way there and back, so make sure you're always on your toes…

Sigils

Following their first appearance in Deadman: Reborn, Sigils are returning with a number of tweaks! Sigils are a key component of your loadout in Deadman: Apocalypse, affording you access to power you wouldn't see in the maingame and the flexibility to really tailor your equipment to suit your playstyle. We've taken a bunch of learnings and feedback from Deadman: Reborn in terms of what worked well and what worked less well, so we've given them a pretty hefty overhaul this go-around in the hopes of making more Sigils feel like viable and worthwhile choices, without a clear-cut 'best' combination for all players.

We're not going to be giving you a full list of all of these ahead of time, since we'd like for you to discover new favourites as you progress and get excited every time you see a Sigil drop, so that you're wondering "What could it be? Will it slot into my current gear setups? Is it worth building around entirely and changing strategy?".

You'll have the same choice for starter Sigils as you did in Deadman: Reborn (one for each Combat style), as well as the ability to claim a free Sigil once every 24 hours as part of a Starter pack, just like before. Beyond your daily and starter Sigils, you can obtain them from all NPCs, but the tier of Sigil and drop rate will improve as you progress to higher Combat brackets. Alternatively, if you've a mercantile streak then you could just buy Sigils from other players via the Grand Exchange, though you won't be able to trade them directly with other players!

As a reminder, you won't be limited to only 2 Combat Sigils this time around, instead you're free to mix and match however you'd like, whether that entails going all-in on 3 Combat Sigils or taking a more mixed approach! Additionally, we've moved some previous Sigil effects to slot in alongside brand new Utility Items instead, meaning you'll be able to activate their effects from your inventory without taking up a Sigil slot. In case you missed it in our initial blog, here's a sneak peek at some of the Utility trinkets you can expect to obtain throughout Deadman: Apocalypse.

  • Trinket of Vengeance (Tier 2) - Casts the Vengeance spell without any requirements - 30 second cooldown, similar to the actual level 94 Lunar spell "Vengeance".
  • Trinket of Undead (Tier 2) - Summons a random thrall without any requirements - 30 second cooldown (the summoned thrall behaves exactly as any thrall summoned via the Arceuus spellbook does).
  • Trinket of Fairies (Tier 2) - Gives the player a fairy mushroom which allows players to teleport to any fairy ring or spirit tree (provided they can access the destination). This utility actually appeared in Leagues 2 - Trailblazer, but most of you were too busy using Last Recall to notice...
  • Trinket of Advanced Weaponry (Breach-exclusive) - Gives the player a random Corrupted weapon. Is lost upon activation. Can only be obtained from NPCs at Breaches.

Before we move on, we've selected a couple of Sigils to share as a sneak peek - at random, we've picked two that have been tweaked or rebalanced, two that have been removed, and two that are brand new. It wouldn't be fair to leave you totally empty-handed after all!

  • (Adjusted) Sigil of the Abyss - When Runecrafting, you gain 10x as many runes. Increased from 5x during Deadman: Reborn.
  • (Adjusted) Sigil of Rampage - Alternating Combat styles will increase your Rampage count up to a maximum of 5. Consecutive attacks with the same style will reset the counter. Each Rampage count increases your damage and accuracy by 2% (Decreased from 3% during Deadman: Reborn). All bonus damage will be reset to its base level if you're out of combat for 12 seconds.
  • (Removed) Sigil of Freedom - Activate the Sigil to break free from binding effects cast on you by players.
  • (Removed) Sigil of the Skiller - You gain double the XP in all skills.
  • (New) Sigil of Agile Fortune - When a Mark of Grace appears on a Rooftop Agility Course, 10,000 GP will appear alongside it.
  • (New) Sigil of the Augmented Thrall - The max hit of summoned thralls is increased by 3x.

Now as far as Sigils go: that's your lot! You'll have to wait for the launch of Deadman: Apocalypse to get a sense of everything you'll be able to experiment with. Go on, scram! Or keep scrolling for some more miscellaneous clarifications to questions we might not have covered inour initial feedback blog .

Corrupted Weapons

Corrupted weaponry is new to Deadman: Apocalypse. In case you missed it in our initial blog, these pieces of equipment are weaker versions of some pinnacle gear that won't carry over with you to permanent Deadman at the end of Apocalypse. Corrupted weapons can only be obtained by killing monsters at Breaches, so it's important to get involved and participate at Breaches where possible if you're looking to give yourself a leg up on the competition.

Additionally, we've opted to give Corrupted weaponry reduced requirements compared to their 'normal' alternatives, in the hopes that you might be able to get use out of them earlier or perhaps give you new things to think about when settling on your build's stats. Here's a list of all six Corrupted weapons, their requirements, and how they differ from their regular variant!

  • Corrupted Voidwaker. Requires 65 Attack. Stats are 20% lower than Voidwaker.
  • Corrupted Dragon claws. Requires 40 Attack. Stats are 20% lower than Dragon claws.
  • Corrupted Armadyl godsword. Requires 65 Attack. Stats are 20% lower than Armadyl godsword.
  • Corrupted Twisted bow. Requires 70 Ranged. Stats are 20% lower than Twisted bow, Ranged Strength is reduced from 20 to 2.
  • Corrupted Scythe of Vitur. Requires 60 Attack, 70 Strength. Stats are 20% lower than the Scythe of Vitur. Additionally, is charged using only Blood runes, meaning it can be charged from anywhere in the game, with no Vials of blood required.
  • Corrupted Tumeken's shadow. Requires 75 Magic. The passive 'Equipped gear Magic Accuracy and Magic Damage multiplier' effect is reduced from 3x to 2x in most places, and from 4x to 3x inside Tombs of Amascut.

While these are no substitute for the real deal, they still pack a serious punch and are much more reliably obtainable throughout Deadman: Apocalypse's 3-week duration, so make sure to get to as many Breaches as possible and be prepared to fight for your chance at snagging some of the gear listed above!

The Finale

As we wrote earlier, you'll have one hour to log in to the finale worlds before the apocalypse commences on Saturday, September 16th 18:00 BST (10:00 PST / 13:00 EST / 03:00 AEST). It's all well and good knowing when to turn up to witness the end of the world, but what can the Doomsayers tell us about what to expect? The finale will take place on 5 worlds simultaneously, none of which will be restricted by Combat level - so if you've made any progress whatsoever, you might as well swing by if only for the spectacle of it all!

Once oblivion is inevitable and there's nought to do but wait for annihilation, fog will begin to fill Gielinor, pushing players to a final location to make their last stand. At the same time, breaching monsters will appear along the paths leading to the final area, meaning that no matter where you start out, you can expect to run into a handful of them as you make your way to 'safety'. After a short while, the fog will spread further and push players into an even smaller area, similar to the 'final squares' you might have seen in multi-combat finales during previous Deadman events. This is where your final fight will begin, as you and other players battle it out to be the last one standing while fog creeps into the final square, ramping up in intensity until only one remains.

At some stage after the finale has wrapped up, we'll begin selecting winners to receive prize money and announce the winners at a later date following checks from our anti-cheating team. The prize pool will be distributed as follows:

  • $1,000 to the last player standing on each of the 5 worlds.
  • $1,000 to 20 players based on 'Point tiers'.
    • 3 players at or above Adamant tier (Top 20% Points).
    • 5 players at or above Rune tier (Top 5% Points).
    • 7 players at or above Dragon tier (Top 1% Points).
    • 5 players out of the top 25.

We'll share our full Ts&Cs closer to the launch of Deadman: Apocalypse. Additionally, we'll be looking in to any players selected to receive a prize before we announce the winners - anybody found to have broken the game rules (in particular Account Sharing) or more Deadman specific rules (in particular prohibiting boxing, muling and 'X-logging') will be ineligible to receive any prize money. So if you're looking for a chance to cash in, play fair!

Permanent DMM, World 345 and Merging

Now that your calendars are in order, some of you will want to know exactly what the 'merge' process we've spoken about looks like. As a refresher, our plans at the end of Deadman: Apocalypse are to allow you to merge your seasonal account into the permanent Deadman world (345), in the hopes of breathing new life into the permanent world and helping fresh faces catch up.

This next bit is extremely important for those of you who already have progress on world 345, so pay attention!

If you have an account with permanent Deadman progress, you will not be able to use the same account in Deadman: Apocalypse, unless you're willing to remove all of your stats, gear and other progression on permanent Deadman. This means you'll need to use a separate account if you're particularly attached to your permanent Deadman progress. If you're worried about accidentally logging in to Deadman: Apocalypse and undoing your permanent Deadman progress, don't panic!

For those of you who have permanent Deadman progress but don't mind losing it to start fresh in Deadman: Apocalypse, you'll have to log in to World 345 when Deadman: Apocalypse launches, and chat to Nigel in the Lumbridge graveyard. Nigel will talk you through the transfer process, and provide you with numerous warnings regarding your loss of progress. Assuming you've entered your bank PIN, gone through all of his warnings and still intend to start anew, he'll give you a final prompt, after which you'll be logged out and then be able to swap worlds and begin participating in Deadman: Apocalypse.

As a precaution, should you decide you're done with Deadman: Apocalypse and want to merge back into world 345 early, you will lose your progress. We'd highly recommend waiting until the end of Deadman: Apocalypse, at which point your profile and all of your progress will be transferred over to world 345 automatically.

With all that said, we've got a couple of reminders about other changes we've made to Deadman: Apocalypse with this merge in mind.

  • XP in all skills will be capped at 99. XP rates are higher in this season than in permanent Deadman mode, and we don't want players to slingshot past dedicated Deadman skillers. You'll still receive XP drops to indicate the XP you would have gotten (since this is particularly useful in combat), but will have to wait until entering permanent Deadman before being able to make any further gains.
  • Loot on the 'Deadman loot table' has been reduced in places. Due to the mergedown, items primarily obtained from Treasure trails can only be received from Clue caskets and will no longer be found on the Deadman loot table.
  • Corrupted weaponry (Deadman: Apocalypse variants of some powerful gear) will not transfer to permanent Deadman. The 'regular' variant of any Corrupted weaponry, obtained from its intended source (e.g. a Twisted bow from the Chambers of Xeric), will transfer with you as with any other gear you've obtained.
  • The transfer will occur after the finale has happened. This means that any items lost due to dying in the final hour will not be transferred. However, if you kill another player during the finale, loot their items and log out, your loot would carry over with you to World 345.

Hopefully that makes things clear, just remember to keep an eye out on Nigel's many warnings - if you manage to click through all of them and wipe your permanent Deadman progress then we won't be able to restore them, but there really are a lot of warnings.

Other Changes

We're on the home stretch! This section primarily encompasses changes/clarifications that don't fit neatly into a broader, overarching category. You've had a solid number of questions for us over the last couple of weeks, many of which we touched on in our updated blog, but others that we've not had a good opportunity to answer until now.

Before the list though, something for you to keep in mind: if you have a question about some specific mechanic or functionality that you don't see answered, the general rule of thumb is that things will behave exactly as in Deadman: Reborn unless we've explicitly stated otherwise. If there's any changes like this that we've missed or you're running into behaviours that you weren't expecting after the launch of Deadman: Apocalypse, make sure to let us know so that we can either clarify our intent or rectify the functionality.

  • The PJ timer functions as it did in Deadman: Reborn, and therefore as it does in the regular Wilderness with the addition of the Deadman teleport/logout delay.
    • Player A attacks Player B.
    • If Player B is skulled and tries to teleport (or log out), they must wait 6 seconds (10 ticks), starting when they're no longer in combat . This is the Deadman teleport/logout delay. If Player B is hit, or takes some other action like eating food or attacking back, this delay is cancelled and the player must start it again by attempting to either teleport or log out.
    • If Player B is not skulled, they can teleport instantly, so long as they haven't been hit for 5.4 seconds (9 ticks). If Player B is in combat with a boss/NPC, the boss/NPC must not have hit Player B for at least 2.4 seconds.
    • If Player A has not hit Player B for 9.6 seconds (16 ticks), Player C will be able to attack Player B, thus 'PJing' Player B.
    • Here's a table to illustrate this, which should make things a little clearer.
Time0s0.6s6s6.6s10.2s
Action

Player A attacking Player B (skulled)Player C looking to attack Player B

Player A attacks Player B.

(This is Player A's last hit)

Player B tries to teleport or logout.

Teleport delay begins, any incoming hits from Player A, or actions from Player B, will cancel this delay.

XPlayer B teleports or logs out assuming the delay has not been interrupted.Player C can attack Player B
Action

Player A attacking Player B (unskulled)Player C looking to attack Player B

Player A attacks Player B.

(This is Player A's last hit)

Player B cannot trigger teleport delay because they are in combat and not skulled.

Player B can trigger logout delay, clicking Logout here will activate a 6 second (10 tick) timer.

Player B can instantly teleport out at this point.Player B logs out, assuming they triggered the logout delay 0.6s (1 tick) after being hit for the last time by Player A.Player C can attack Player B
  • Tier 5 Relics drop from all NPCs whose Combat level is 100 or more.
  • You won't gain any XP during combat with other players. You will receive XP drops (since they're useful for decision-making in combat), but any XP gains will be null.
  • Players using the 'Peek' option in various places around the world will be greeted with a message telling them that they can't see anything. It's Deadman, no peeking!
  • Players won't be able to create Instances at God Wars Dungeon (including Nex), even if they've unlocked the relevant Combat Achievement reward.
  • Revenants will have access to their regular loot table, excluding the ancient statuettes.
  • To clarify some confusion from a previous blog, Edgeville is not a safezone, but the Emblem Trader has been moved to the Grand Exchange. The Warriors' Guild will be a safezone.
    • Additionally, the Emblem Trader's shop has been updated with new items and Point costs, which you can view in the table at the bottom of our Initial Feedback blog
  • Once a player obtains 100 killcount at any boss that awards Points, all future killcount will reward 50% as many points.
  • Blighted resources (e.g. Blighted Manta rays, Blighted Super restores etc.) will be usable throughout all of Gielinor, and won't be limited solely to the Wilderness.
  • Players will be able to use noted food on banks to withdraw unnoted food. There will be a short delay before you can eat food that you've unnoted this way, similar to the delay present for eating after opening and closing the bank interface.
  • Loot keys will be disabled during the finale. If you spot something you'd like to try and bring with you to permanent Deadman, you'll have to pick it up yourself!
  • Players are reminded to report anybody you encounter using illegal third-party clients/plugins. Alternatively, you can send any suspected cheater's RSNs along with corroborating evidence to tipoff@jagex.com via email. This same email can be used to send in evidence of muling, boxing and 'X-logging' where you believe it has occurred.

With that, you should be ready for anything, even the apocalypse! That being said, should you have any other more 'broad strokes' questions then let us know and hopefully we can give you the answers you need. Remember that as a general rule of thumb, if it hasn't been explicitly stated otherwise, then x/y/z behaviour should function the same in Deadman: Apocalypse as in Deadman: Reborn!

Mark your calendars, there's not long left until Deadman makes its apocalyptic return, see you on Friday, August 25th! And if you see us at a breach or two, please go easy…

You can also discuss this update on our official forums, on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.

Mods Abyss, Arcane, Archie, Argo, Ash, Ayiza, Boko, Bruno, Chilly, Crystal, Curse, Daizong, Dylan, Ed, Elena, Errol, Fed, Gecko, Gizmo, Goblin, Grub, Halo, Harold, Hend, Hornet, Husky, Jalo, Jerv, Keyser, Kieren, Kirby, Kurotou, Lenny, Light, Mack, Manked, Markos, Maylea, Meat, Moogle, Morty, Necro, Nox, Nylu, Other, Pumpkin, Redfield, Regent, Rice, Roq, Ry, Sarnie, Shroom, Sigma, Skane, Skylark, Sova, Squid, Starry, Stevew, Surma, Sween, Tide, Titus, Torrance, Tsourorf, Tyran, Veda, Vegard, West & Wolfy

The Old School Team.

Update:Everything You Need to Know for Deadman: Apocalypse (2024)

FAQs

What is the drop rate for sigils in Deadman? ›

Tier 1 sigils can be obtained on 3-35, 36-70, and 71-100 combat level world brackets, and are the only tier of sigils that are dropped on the 3-35 combat level world bracket. There is a 70% chance of them dropping on a 36-70 world bracket and a 20% chance on a 71-100 world bracket.

How to get sigils in Deadman Apocalypse? ›

The three starting sigils cannot be traded on the Grand Exchange until players can access the 71-90 bracket world. Sigils can be obtained as drops from NPCs and monsters as part of the Deadman-only drop table (see below), and can be traded via the Grand Exchange.

What is the drop rate for DMM in Osrs? ›

The drop rate for some rare items is increased for permanent Deadman Mode, although no exhaustive list of affected items has been confirmed as of yet. Cyclopes in the Warriors' Guild will drop defenders at a rate of 1/25 for bronze through rune, while cyclopes in the basem*nt drop the dragon defender at a rate of 1/50.

What is the skull timer in DMM apocalypse? ›

Skulling changes

Attacking a player within 30 levels of your own earns you a 15-minute skull timer, and attacking a player outside of those levels earns you a 30-minute skull timer.

What is Zalcano shard drop rate? ›

Tertiary Edit
ItemQuantityRarity
Crystal tool seed11/200
Zalcano shard11/750–1/1,500
Smolcano11/2,250
Uncut onyx11/8,000

What is the drop rate of sigil of the Storm? ›

Look near the top of this page where it says 0.85% drop rate. Right underneath that should be listed the three creatures who drop it, Syndicate Conjurer, Syndicate Prowler and Syndicate Magus.

What is the blood money in Deadman apocalypse? ›

Blood money is received as a drop in Deadman mode after killing another player. It must be used on Nigel in order to purchase Deadman armour at the price of 1 per piece.

What is the XP cap in Deadman mode? ›

XP in all skills will be capped at 99. XP rates are higher in this season than in permanent Deadman mode, and we don't want players to slingshot past dedicated Deadman skillers.

How does Deadman Apocalypse work? ›

Deadman: Apocalypse is a brand new Deadman seasonal, which pits adventurers against hordes of bosses and each other in brutal breaches and unpredictable PvP combat. Play your way and earn points in a brand new Achievement System, where you're rewarded for progressing however you please.

How to make an Ultor ring? ›

Players who are able to craft the ring must first combine the berserker icon, 500 blood runes, and the ultor vestige, obtained as an untradeable drop from Vardorvis. Next, they must bring the resulting ultor icon to a furnace, alongside three chromium ingots and a ring mould, to craft the ring.

What is Zulrah unique drop rate Osrs? ›

There is a 1/256 chance of hitting the unique drop table per roll. Zulrah gives two rolls per kill, meaning there's approximately a 1/512 chance per kill to receive a specific item from this table (or ~1/128 for any item).

What is the drop rate of Vorkath head? ›

Vorkath's head is an item dropped by Vorkath. For any given kill, the drop rate of the head is 1/50, with the exception of the 50th kill, when the drop is guaranteed.

How long is skull timer? ›

The skull will disappear automatically after 10 or 30 minutes depending on how the player got it; it disappears 10 minutes after exiting the Abyss, and 30 minutes after attacking a player. If a player re-enters the Abyss or initiates combat with another player, the skull timer will reset.

What drops electro sigils? ›

Opening Chests

Every chest in Inazuma rewards the player with Electro Sigil, increasing in quantity depending on the rarity of the chest.

Can you trade sigils in OSRs? ›

Most sigils must be attuned inside of a safe zone. This causes it to become untradeable. Unattuning the sigil must be done in a safe zone while not having a skull, causing it to become tradeable once more. Some sigils can be activated from the inventory.

What is the sigil of fortification in DMM? ›

The Sigil of Fortification is a tier 1 combat sigil in Deadman: Reborn and a tier 2 combat sigil in Deadman: Apocalypse. Like all sigils, the un-attuned version is dropped by most monsters (via the Deadman Mode drop table) and is tradeable on the Grand Exchange.

What is OSRs deadman mode? ›

Deadman mode is a new intense, player-vs-player survival game mode for Old School RuneScape. Deadman Mode is the ultimate in risk vs reward PvP. All members can use their existing account to play on the Deadman servers and compete in the hiscores to see who can survive this unique way of playing Old school Runescape.

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