1. Old School RuneScape
  2. News

Old School RuneScape News

Deadman Reborn: Beta & Changes



UPDATE (13:45 BST): Some QoL fixes communicated in this weeks' game update are not working as expected. Specifically improvements to the Blast Furnace, Gricoller's Can, and Karuulm notes changes.

Sorry about this - it's because these change have not come into the game yet! The fixes were planned for this weeks' game update but didn't make it into the game in time unfortunately. So, we've removed them from this newspost and we'll be communicating them in next weeks' update or as soon as they are ready. They're planned for next week if all goes well.

[hr][/hr]
This week’s update includes a raft of Deadman: Reborn changes, plus that new Amethyst Mining location we promised for the Mining Guild! We’ve also made a few miscellaneous improvements, including one extremely important fix. (Spoiler - there was a dog you couldn’t pet. Totally unacceptable. We have rectified this.) Let's do this!

[hr][/hr]
[h2]Deadman Reborn Feedback[/h2]



It's been incredible to see the newest version of Deadman in all of its glory, and we're only a week into the tournament! The team has been watching the action closely and enjoying every moment of it from the close 1v1s to the surprising takedowns on unsuspecting participants. Brutal!

We’ve been listening to what you've had to say, and tweaking Deadman: Reborn a little since launch. Crucially, we’ve made some changes around losing your third life, which you can read about in the Deadman Reborn: Feedback Changes post!

Meanwhile, this update introduces the following changes:

Sigil of Specialised Strikes
  • Now requires the Sigil to be activated to reduce the cost of your next special attack which costs more than 10 energy by 10.
  • This effect has a 30 second cooldown.
Sigil of Rampage
  • Accuracy and damage provided by each stack reduced from 5% to 3%.
  • The damage bonus will not stack with Sigil of Aggression.
Sigil of Aggression
  • The damage dealt to other players has decreased from 20% to 15%.
  • The additional damage received from other players has been decreased from 30% to 20%.
  • The damage bonus will not stack with Sigil of Rampage.
Sigil of Garments
  • Will now allow players access to the Minnow platform without requiring the Angler outfit.

Sigil of Pious Protection
  • The damage reduced from praying correctly against your opponents attacks has been reduced from 30% to 20%.
  • The additional damage received from praying incorrectly against your opponents attacks has been reduced from 40% to 20%.
Sigil of Finality
  • The cooldown has been reduced from 2 minutes to 90 seconds.
Sigil of the Porcupine
  • The effect duration has been increased from 30 seconds to 45 seconds.
Sigil of the Menacing Mage
  • The activation rate has been increased from 10% to 20%.
Sigil of Last Recall
  • Can now be used to teleport back to Zeah.
Other Changes
  • The Tutorial NPC now tells players that they will receive 60 minutes of PvP protection when hopping off Tutorial Island.
  • Players on the 3-35 and 36-70 combat brackets can now buy Tier 2 starter Sigils from the Grand Exchange. However, they still won’t be able to sell them.


And in case you missed them, here are the changes we’ve already made since launch:
  • (August 25th) The Sigil of Slaughter will now deduct Slayer Points when you choose a Slayer task, as intended.
  • (August 25th) Players are now prompted to confirm their chosen starter Sigils when beginning Deadman: Reborn, or when re-starting after losing all lives.
  • (August 25th) Seed Packs were only giving one seed per pack rather than the usual 6-10 seeds – this has been fixed.
  • (August 25th) Players were previously able to attune a Sigil and then destroy it using the Bank incinerator – this would prevent them from unattuning it. This has now been fixed, so that you must unattune your Sigil before you can destroy it.
  • (August 25th) More Revenant Cave loot drops have been enabled, so players can get various types of loot from the Revenants, not just uniques.
  • (August 26th) The Sigil of Abyss will now provide 5x the amount of Runes when crafting Blood Runes or Soul Runes, as intended.
  • (August 26th) The Sigil of Devotion was previously not giving players XP effect for ashes of any description. This has now been fixed.
    [
  • (August 26th) The Sigil of Aggression and the Sigil of Rampage were not increasing max hits by the correct amount. We've now fixed this so that both Sigils will correctly apply their respective damage boost to all forms of attack.
  • (August 26th) We've made a change to the way that Tier 5 Emblems are obtained. Now you can get Tier 1 and Tier 5 Emblems from any NPC, even if they are not the target of your Slayer task. Emblems will always be Tier 5 if the target is your Slayer task or if the NPC is above 100 Combat Level. We've also greatly increased the chance of an Emblem dropping while in single-way combat.
  • (August 26th) When disabling experience gain from Nigel, it was difficult to know if attacks were hitting if you were PKing while locked into a particular combat world. You’ll now see fake XP drops to let you know how much XP you could have received.
  • (August 31st) The Sigil of Fortification will now correctly apply its +12 bonus to all styles.
  • (August 31st) Players can only receive Deadman protection from losing Combat XP once per day.
  • (August 31st) Players who are under Immunity cannot participate in the following content:
    • Corporeal Beast
    • God Wars Dungeon
    • The Nightmare (or Phosani's Nightmare)

[hr][/hr]
[h2]Deadman Finale Beta[/h2]



In preparation for the upcoming Deadman Reborn Final, we're booting up the beta servers one more time! This is your chance to experience the 1v1 stage before the real Final begins on September 17th.

The Deadman Reborn 1v1 beta will take place on worlds that don’t use your normal saved game profile, so you can come and play in the beta without affecting your main OSRS account’s progress, nor your Deadman progress. Players participating in the beta will log into one of the 3 preliminary worlds, where they’ll be assigned to 1v1 battles, to fight for a place in the final world. It’s first-come-first-served – just come and have a go if you’re up for it!

This Beta will simulate the events of the Final from the initial preliminary rounds right down to the 1v1. You'll be able to join the preliminary rounds from the following worlds:
  • 540 - (US West)
  • 551 - (EU)
  • 558 - (UK)

Worlds will open up at 14:00 BST and will remain open until roughly 14:15 BST (around 15 minutes) or until we feel we have enough participants to proceed.

The survivors of the preliminary rounds will be eligible to hop to World 400 (US East), where the final rounds will take place. The game will try to transfer you automatically, but eligible players will be able to select it from the world list manually if necessary.

During the Beta, players will able to use most of the combat-related Sigil power-ups that are available. These will be in the Bank, which is available during the first round of the 1v1s.

We'll confirm that the Beta is going ahead as planned by 11:00 BST from the @OldSchoolRS Twitter account, and as an update to the top of this newspost.

We look forward to seeing you there. Good luck!

[hr][/hr]
[h2]New Amethyst Mining Spot[/h2]

We've expanded the Mining Guild to include a new Amethyst area, as discussed in our Mini Poll. This should make the existing mining spots a bit less crowded! You can now enter this exclusive new area provided you have fully completed the Elite Falador Achievement Diary. If you haven't done so, you will be met with a very grumpy Belona, who will order you to get this done before you enter! Once inside, mining the Amethyst requires level 92 Mining, as expected.



[hr][/hr]
[h2]Quality of Life Improvements[/h2]

  • We've added a counter to the Egg Shrine in the Woodcutting Guild. Unfortunately this can't be applied retroactively, but you can now keep up with how many bird eggs you've sacrificed. Let's pump those numbers up, people!
  • If you try to start tracking a new Herbiboar when you’ve already got one tracked, a confirmation message will now appear. This warning is on by default, but it can be disabled.
  • We've allowed more time for Phosani's Nightmare Master and Grandmaster tasks. Previously they were set to 7:00 and 8:00 respectively, but they’ve now been bumped up to 7:30 and 9:00 (Master/GM). This will apply retroactively to award players who have already hit the required times. Nice!
  • The Slayer Helmets and Rings have been improved and will also display your current task streak and slayer points.
  • We've also added a ‘check’ showing you how many Spellbook swaps you have left to the Magic Skillcape, and a chat message to the Magic Cape option on the Max Cape.
  • Ok, MAJOR news: The Land's End dog can now be petted, ensuring consistency across all other dogs in the game. If you happen to find any more dogs that are not pettable in-game, please let us know, as we consider this issue to fall under Integrity!
  • The automatic grinding of items with a pestle and mortar no longer prevents your character from moving.

[hr][/hr]
[h2]PvP World Rota[/h2]

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been de-activated with this rota.

[hr][/hr]
That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.


Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Sova, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team

Group Ironman Blog



Play and compete on teams of 2 to 5 players and forge your team of Ironmen to become legends in Old School's new & innovative game mode.

[hr][/hr]
[h2]Group Ironman: Design Overview[/h2]



Are you ready to band together and become the stuff of legend? This is your chance to build and grow a team of Ironmen that is greater than the sum of its parts and battle for top spot on the leaderboard. It's a whole new way to play Old School RuneScape!

As launch day approaches, it’s time to dive into the who, what and why of this innovative new mode. Whether you’re an Iron novice or an experienced Ultimate, this is everything you need to know about the newest addition to the Iron family! Let’s take a look…


What?

Group Ironman is a new way for the toughest ‘Scapers to explore Gielinor. Enjoyed Ironman? Hardcore Ironman? Ultimate Ironman? Well now it’s time to bring together your most trusted companions to take on the challenge together.

If you’ve never played Ironman before, here’s a quick summary: imagine Old School RuneScape with no trade, where you have to earn every item yourself. It’s about earning everything with blood, sweat and tears, through gathering, crafting and fighting. Needless to say, it’s a real challenge – and one you would normally have to face alone.

Group Ironman is a little different. Groups of two to five players can join together and take on Gielinor’s nastiest beasts. They can also trade their resources among one another, delve into new Shared Storage, and visit each other’s Player Owned Houses. Groups will even be able to compete for leaderboard positions and prove that their gang is the greatest supergroup of Old School RuneScape. It’s Ironman with a little help from your friends – pushing you to your limits while allowing you to share in the glory with your mates!


Why?

Ironman Mode has been a big success for Old School RuneScape, and we’re always looking for ways to build on popular content. We’re also keen to bring in new adventurers and encourage our current player base to explore the game in new ways.

Group Ironman has been requested by players for a long time. It was promised at RuneFest 2019, and interest hasn’t abated since. Plus, with the events of the past year and a half, there’s more appetite than ever for shared experiences in Old School RuneScape. Group Ironman is another way for us to bring people together and encourage cooperation and community-building in Gielinor.

We know it’s going to be a lot of fun and we can’t wait to see you forming your groups and battling together to break new records!


How?

Keen to hear more about how we're making Group Ironman? Well, that’s lucky because we’ve got plenty:

[hr][/hr]
[h2]General Rules[/h2]


Group Identity

A Group Ironman (GIM) group is made up of two to five players. All normal Iron restrictions apply to them when interacting with the world outside their group: in contrast, interactions within the group are more like regular Old School RuneScape.

Group Ironman players have a unique icon next to their name to distinguish them from other Iron players and regular ‘Scapers. Their outfit also shows off their GIM status.

GIM will get to show other players which group size they're playing with a unique armour set. Roman numerals on their chestplates indicate the size of their group (i.e, II-V).

Players jumping for joy at their awesome new armour!


Combat

In Combat, GIM are pretty much like regular Ironmen to outsiders. This means that if someone outside the group hits an NPC, the drop would either go to the person outside the group or disappear, just like it would with a regular Iron. However, if only group members have been hitting the NPC, the drop would go to the group member who dealt the most damage.


Group content

GIM players can tackle all the group content that regular Irons can. For example, they can kill the Nightmare with other players, and they can team up with other account types outside their group when playing Theatre of Blood, The Chambers of Xeric and Nightmare.

In Chambers of Xeric, GIM will be just like playing Iron, where items would drop to the floor for anyone to take (provided they got the kill credit).

A group of players fighting the Muttadile in CoX


Trading

It goes without saying that GIM can't trade with people outside their group. They can only trade regularly within the group, and some trade restrictions do still apply to new members joining the group (see the gradual wealth transfer system).

GIM can only do this with fellow group members.


De-Ironing

A player must leave their group before they can de-Iron. (See leaving a group.)


Highscores

One of the major draws for GIM is group HiScores: this is your chance to prove your group is the best of the best! There are HiScores for each group size too. This is because a five-player group would have a much easier time than a two-player group, so listing them separately is fairer. HiScores are listed under the group’s name.

Ranks are determined by combined total skill level for your team first, then by combined total experience. Additionally, only XP gained while in the group count towards the group's total level. This means that players leaving a group and joining a new one won't be able to transfer their experience over to the new group.


Player Owned Houses

Currently, your regular Iron accounts can have a Player Owned House of their own, but can’t enter other Player Owned Houses or invite anyone into theirs. GIM is a little different – players can access each other’s houses. Additionally, Ironmen will now be able to let other players into their own house too, although they still can’t enter other players’ houses.

Players partying hard in a Player Owned House


[hr][/hr]
[h2]Recruitment[/h2]

You can form a group of between two and five players. One player will be the leader of the group. You’ll establish your group before you arrive at the mainland – you will need to find players to join your gang on the Node, a recruitment hub off the coast of Tutorial Island, before leaving (see below for more details). You will be able to pick a group name, but please note these share a name space with Clans – so you can’t use a name for your group that already belongs to an existing Clan.

Once your group is formed, you are free to recruit new players as you progress, should you wish.


The Node

This is a new island off the coast of Tutorial Island. It’s a place to learn the core elements of Group Ironman and form groups!


Tutorial Island with The Node

Deadman Reborn: Day 3 Feedback Changes

This week saw the exciting return of Deadman Reborn! We've made multiple changes since the brutal PvP everywhere mode went live, and today we'd like to talk about some additional changes we've made that will help both the DMM die-hards and newcomers to the game.

[h2]Deadman Reborn: Day 3 Feedback Changes[/h2]



Deadman Reborn has exceeded all of our expectations, and we've seen so many great moments happen throughout the last two days. These moments are usually at the expense of an unfortunate player in the wrong place at the wrong time. Today we've made some changes that should help those of you who are unfortunate enough to not have the rebuild potential as others do after losing your last life. Make sure you're up to date with the changes made before today by reading the Deadman Reborn release news post.


The first change we'd like to talk about is how Starter kits will work going forward. These kits provide useful resources to help budding adventurers progress and work towards their final goals. Currently Starter kits work as follows:

  • Once you begin your journey you will receive a Starter Kit, which will also be given to you upon losing your third life! You'll also be able to claim Starter Kits from the Combat tutors. These can be claimed once per day, are untradeable, and cannot be used in PvP.
  • Each pack gives you a Staff which comes charged with the equivalent of 500 Fire strikes, a Bow which is charged with the equivalent of 2,000 bronze arrows, and a Scimitar wieldable from level 1 Attack that is equivalent to a Mithril scimitar.
  • The kit also contains a Combat potion, and 12 cooked Tunas. The once per day limit is reset after losing your final life, allowing you to claim a new starter pack to help with the Combat Experience Rebuild! Supplies contained within the starter packs are untradeable.



We're changing how often Starter kits can be reclaimed.


Going forward, Starter kits can be reclaimed any time you lose a life. You'll get the full contents of the kit as listed above, allowing you to continue rebuilding what was lost.


In addition to a new Starter kit being reclaimed any time you lose a life, we'll also be increasing the amount of protection that is available within the 3-35 combat bracket.


The immunity period offered within the 3-35 combat bracket has been increased from 15 minutes to 60 minutes. This increased protection from other players should help you better prepare yourself for the dangerous road ahead.


One issue we've seen players face during the rebuild stages of Deadman Reborn is how difficult it can be to obtain some of the lower tier Sigil Powerups to help regain skills and generate wealth. We'd like to change this by adding some extra support within the Starter kits that are given out, alongside the other changes listed above.


Going forward, in addition to the other supplies contained within Starter kits, players will also be granted a random Tier 1 Sigil Powerup and 5,000 GP.


Note: The Tier 1 Sigil Powerup and 5,000 GP can only be claimed once per day, even after losing your last life. Players who have already claimed their Starter kit today will be able to obtain a new one with these included.


The last change we'd like to make is in regards to the Three Life System. Our intentions with introducing this was to really emphasise the true risk behind playing Deadman Reborn, whilst also introducing something entirely new to the mode. That being said, we have seen your feedback suggesting that it is simply too punishing for most players, and the rebuild can be overly daunting, putting players off from continuing to play.


Previously, the Three Life System worked as follows:


Each player starts their adventure with three lives. Upon dying in PvP combat, you lose a life along with all items you had equipped, which go to the player who defeated you (plus a Bank Key containing the top 10 most valuable items from your Bank). Using the Protect Item Prayer will not protect any additional items on PvP death.




When dying to another player, untradeable items will act as they do in Wilderness deaths. The items will revert to a broken state and need repairing before they can be used again. The PKer will receive coins as a reward.


Should you lose your final life in PvP, the contents of your Safe Deposit Box, plus the remaining most valuable banked items (up to a total of 28) go to the PKer. Treat those lives carefully! Here's some important info to note once your last life is lost:


  • You respawn with a fresh supply of lives and 15 minutes of protection.
  • All attuned and unattuned Sigils are lost.
  • You must choose a new Tier 2 Sigil.
  • Combat XP is fully reset (this includes: Attack, Defence, HP, Magic, Prayer, Ranged and Strength).
  • All items within your Bank and Safe Deposit Box are wiped.
  • All items within Death's Coffer and any points stored with the Emblem Trader Store are wiped.
  • 10% of all Skilling experience is lost.
  • Quest progress is not reset (any quests you complete during the qualifiers will stay complete – permanently)!
A non-PvP death won't affect your current lives and the process is exactly the same as in the main game – a gravestone appears at the place you perished, and you must reclaim your items.


We've changed how the Three Life System works. Upon losing your last life, you are now presented with three options:

Lose all your Combat XP
This option allows you to prioritise losing your Combat XP in favour of retaining certain items. When selected, a PKer will have still raided your Safety Deposit Box and your bank, but you'll keep anything that would have otherwise been wiped upon losing your final life, such as:
  • Attuned Sigils
  • Unattuned Sigils within your bank
  • Items held within Death's Coffer and any points stored with the Emblem Trader Store


Lose all your items
Selecting this option will delete all items in any storage option around Gielinor, including your Sigils. Also, your non-combat skills will still be reduced by 10%.

Lose both
Selecting this option will replicate the current three life system as if you had lost your final life. All items in all storage options around Gielinor will be lost and all your combat skills will be set to 0 XP.

That's everything you need to know about Deadman: Reborn! We look forward to seeing you all in game trying out the newest version of Old School's most brutal PvP experience!


We hope that these changes will be a welcome addition to Deadman Reborn. Let us know what you think, and provide any feedback you might have down below!


[hr][/hr]

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko


The Old School Team

Deadman Reborn (Weekly Game Update - August 25th)



This week it's all about the exciting return of Deadman Reborn! Whether you’re a DMM die-hard or a newcomer to this punishing PvP mode, today we have all the information you could possibly need, from new rules to riveting rewards. Plus, there’s more 20 Year Anniversary merch and a few extra tweaks to keep things sweet. Let’s go!

[hr][/hr]
[h2]Deadman: Reborn[/h2]

Old School's most intense PvP Tournament is back, and it’s more brutal than ever. Players have three weeks to survive and skill to qualify for the Finals – and one epic day to be crowned the last Deadman standing!

Even if you’re not ready to spend your September slaughtering your fellow players in an epic battle to the finish line, it’s worth getting acquainted with this ruthless game mode, because it really does showcase the best combatants in the RuneScape community. Trust us, you won’t want to miss the nail-biting Finale streaming on Twitch on September 17th!

[hr][/hr]
[h2]What is Deadman?[/h2]

Deadman is an intense PvP (player-vs-player) survival game mode, with high risks and serious rewards. It’s not for the faint-hearted – it's frenetic, frustrating and thrilling in equal measure. Your wits and prowess will be put to the test, and the winner can quite rightly declare themselves the best of the best.

Deadman: Reborn takes place over three weeks, and for the first time, players will have three lives to help them make it to the Finale. Once those lives are gone, though, it’s back to the drawing board (well, Lumbridge).

All you need to take part (apart from nerves of steel) is an existing account with an active Membership. Much like with Leagues, each player starts their journey from scratch on Tutorial Island on a dedicated individual world. From there you can chat to Skippy and he’ll offer you a choice of starting locations. As soon as you’re ready, you can jump straight into the action!

Speaking of action: with a few exceptions, PvP Combat is enabled everywhere, so make sure you’re fully prepared for each adventure before you set out. Trust us - it’s merciless out there.

While progressing in Deadman worlds, you’ll benefit from a few perks, including:
  • Greatly accelerated XP rates
  • Certain quests completing automatically upon reaching various milestones
  • Item drop-rate modifiers
  • Access to unique drop tables and items not available in the main game
  • Improved shop restock rates
  • Sigils (similar to Relics from Leagues – more on that later)

If you make significant progress during the season, you may qualify for the Deadman: Reborn Finale on September 17th – a brutal last stand where the top players hurtle into battle against one another, smashing each other to bits until a victor is crowned in the name of glory... oh, and a $32,000 prize pool!

[hr][/hr]
[h2]What You Need To Know[/h2]

Deadman: Reborn starts at 12:00 BST (30 minutes after our usual game update time.)

As always, we refer to the in-game timings as cycles. Each cycle is equal to 0.6 seconds and is also commonly referred to as a 'tick' by the wider community.

[hr][/hr]
[h2]Starting Off[/h2]
When logging into a Deadman: Reborn world for the first time, you'll spawn in safe, familiar Lumbridge. Ahh, cosy. Don’t get too comfortable though, because all that’s about to change. From here you’ll be presented with a selection of Tier 2 Sigils, and you’ll need to choose one to begin your journey:

Sigil of the Ruthless Ranger:
Upon dealing ranged damage, you have a 10% chance of crippling the target's movement. The effect deals 5 damage over the next 6 seconds and drains a total of 30 run energy in that time. The damage is doubled against targets with no energy. A target can only be under the influence of one crippling effect at a time. You also gain an additional 50% XP in the Ranged skill.

Sigil of the Feral Fighter:
Upon dealing melee damage, for the next 12 seconds you have a 10% chance of gaining an attack speed with melee of 1.8 seconds for the next 3 attacks. You also have an additional 25% XP on your attack and strength skills.

Sigil of the Menacing Mage:
Upon dealing magic damage, you have a 10% chance of cursing the target. The curse deals 12 damage over the next 6 seconds, and heals you for the same amount. A target can only be under the influence of one curse at a time. You also gain an additional 50% XP in the Magic skill.



While the Sigils offered are always the same, you’ll be able to pick a different one to kick-start your journey into the wild each time you die, increasing your overall power level and offering a little variety with each attempt. If you lose all your lives and have to completely start again, you'll be allowed to pick any of the three starting Sigils. These starting sigils cannot be traded on the Grand Exchange until you get to the 71-100 or 101-126 worlds.

Once your first Sigil is chosen, you'll have 15 minutes of protection while you prepare yourself for the dangerous road ahead. Note: you can remove this protection at any time by speaking to the Doomsayer in Lumbridge.

Once you begin your journey you will recieve a Starter Kit, which will also be given to you upon losing your third life! You'll also be able to claim Starter Kits from the Combat tutors. These can be claimed once per day, are untradeable, and cannot be used in PvP.

Each pack gives you a Staff which comes charged with the equivalent of 500 Fire strikes, a Bow which is charged with the equivalent of 2,000 bronze arrows, and a Scimitar wieldable from level 1 Attack that is equivalent to a Mithril scimitar.

Your pack also contains a Combat potion, and 12 cooked Tunas. The once per day limit is reset after losing your final life, allowing you to claim a new starter pack to help with the Combat Rxperience Rebuild! Supplies contained within the starter packs are untradeable.

[hr][/hr]
[h2]Safe Zones[/h2]

Need a breather? Safe zones are scattered throughout Gielinor. PvP Combat is fully disabled in these areas – players cannot attack each other or be attacked. You can take the pressure off at the following locations:
  • Barbarian Assault (inside the minigame only)
  • Catherby (Bank area only)
  • East Ardougne
  • Falador
  • Jatizso (town area only)
  • Kourend Castle
  • Lumbridge
  • Neitiznot (town area only)
  • Port Phasmatys
  • Rellekka
  • Seers' Village (Bank area only)
  • Sophanem
  • Tree Gnome Stronghold
  • Tutorial Island
  • Underwater areas (excluding the Fossil Island underwater area which is restricted)
  • Varrock
  • Void Knights' Outpost
  • Yanille

Skulled players (see below) can’t simply jump into safe zones, by the way. Should a skulled player try, a Deadman guard will appear and attack with Ranged every game cycle, starting at 1/5th of the player’s max hit points, increasing by 2 damage with each attack. Yikes! Fortunately, exiting the safe zone will de-spawn 'em.

[hr][/hr]
[h2]Skulling, Bank Keys & Safe Deposit Boxes[/h2]

Attacking another player will give you a PK skull for five minutes. Should you successfully take down your opponent, you will receive their Bank Key alongside any unprotected items they were carrying at the time – and you’ll be granted one minute of immunity from other players. This is your chance to loot like mad and then make a break for safety!



Note: If you attack another player within this minute then you will lose any remaining immunity you had. The immunity period will also be lost upon logging out.

The Bank Key is a clever little item – you can use it to unlock chests in safe zones, which contain the top 10 most valuable items from your opponent’s Bank. If you have taken your opponent’s last life that's even better, as you will get their 28 most valuable items.

You can only carry a maximum of five Bank Keys at any given time. Should you wish to continue fighting with five Keys, any items that would have been included within a Key will instead drop to the ground.

Note: It is not possible to claim loot from a Bank Key while skulled.

Feeling sentimental about a particular item or items you’re carrying? You can protect up to 10 of your favourite things by chatting to the Financial Wizards, who are found within Banks in any safe zones. They can stow 10 items in a secure Safe Deposit Box. You will not lose these items if killed... unless you lose your last life, of course. Should the worst happen, you’ll lose the entire contents of your Bank and Deposit Box, so don’t let your guard down!



[hr][/hr]
[h2]Three Life System[/h2]

A new feature of Deadman: Reborn is the Three Life System. Which, as you might have guessed, means each player starts their adventure with three lives. Upon dying in PvP combat, you lose a life along with all items you had equipped, which go to the player who defeated you (plus a Bank Key containing the top 10 most valuable items from your Bank). Using the Protect Item Prayer will not protect any additional items on PvP death.

When dying to another player, untradeable items will act as they do in Wilderness deaths. The items will revert to a broken state and need repairing before they can be used again. The PKer will receive coins as a reward.

Should you lose your final life in PvP, the contents of your Safe Deposit Box, plus the remaining most valuable banked items (up to a total of 28) go to the PKer. Treat those lives carefully! Here's some important info to note once your last life is lost:
  • You respawn with a fresh supply of lives and 15 minutes of protection.
  • All attuned and unattuned Sigils are lost.
  • You must choose a new Tier 2 Sigil.
  • Combat XP is fully reset (this includes: Attack, Defence, HP, Magic, Prayer, Ranged and Strength).
  • All items within your Bank and Safe Deposit Box are wiped.
  • All items within Death's Coffer and any points stored with the Emblem Trader Store are wiped.
  • 10% of all Skilling experience is lost.
  • Quest progress is not reset (any quests you complete during the qualifiers will stay complete – permanently)!

A non-PvP death won't affect your current lives and the process is exactly the same as in the main game – a gravestone appears at the place you perished, and you must reclaim your items.

The Starter Pack restriction will reset after losing your final life, allowing you to claim a new Starter Pack to help with the combat experience rebuild. Items within Death's Coffer and the Emblem Trader Store will be wiped upon losing your last life.

[hr][/hr]
[h2]Combat Level Worlds[/h2]

To keep the combat exciting and give everyone a chance to flourish, Deadman: Reborn also introduces Combat Level worlds. These can only be accessed by players of a certain level, so you’ll only ever meet players with similar battle prowess. When you advance to a new world, you are given 60 minutes of protection.

Worlds are divided into the following Combat Level brackets:
  • Level 3-35
  • Level 36-70
  • Level 71-100
  • Level 101-126

Having too high or low a level will prevent you from joining a world. This means you’ll need to be smart about trading with other players – while the Grand Exchange will be shared across all worlds, you won’t be able to trade with other players unless they’re able to log into the same Combat Level world as you.

If you manage to gain a level that puts you into a higher bracket whilst you're in combat the following will happen:
  • You are unable to attack NPC's or players, but both can attack you.
  • You do not gain any experience from any sources.
  • You can only use a bank three times before being unable to open the bank again.

[hr][/hr]
[h2]Combat Rules[/h2]

In previous Deadman modes, players could remain relatively safe by attacking NPCs in single-way combat, with little fear of being attack by someone else. As a result, ‘boxing’ NPCs became an easy escape.

This time, the rules are a little different. A PJ timer of 16 game cycles (that's 9.6 seconds) will be running on all Deadman worlds, affording you a grace period where you cannot be attacked by another player while fresh from an encounter. This grace period is wiped upon teleporting.

Anti-boxing measures will prevent players abusing this feature, and boxing is against the rules in Deadman: Reborn.

Imagine Player A is attacking Player B. If Players A and B stop fighting each other, other players could step in to attack Player A instead... but because of the PJ Timer, they would need to wait 16 game cycles before they were able to do so.

We’ll be introducing a PJ timer to all NPCs currently located in single-way combat areas. Once in combat with another player, PvP will always take priority. If a player is in a fight with an NPC, they cannot be attacked by another player until they have defeated the NPC. By the same token, if the player is out of combat with an NPC and gets into a fight with another player, it will not be possible for NPCs to attack either player for 9.6 seconds.

Players must wait 12 game cycles (7.2 seconds) before being able to teleport or log out while in combat.

You won’t be able to teleport immediately after leaving combat with an NPC – you’ll need to wait 11 game cycles (6.6 seconds) first. This does not apply to any NPCs that you attack while concealed in a safespot, though you will be susceptible to another player's attacks in these instances.

Alongside the introduction of an NPC PJ timer, we’ll be changing certain areas of the world that are currently multi-way combat to single-way combat:
  • Lunar Isle
  • Bandit Camp
  • Shadow Dungeon
  • Barbarian Village
  • White Wolf Mountain

The only area to feature singles-plus combat will be within the Revenant Caves.

While we’re on the subject, special spear attacks will no longer push players from single-way to multi-way combat zones. No more prodding your way into a multi-way scuffle!

[hr][/hr]
[h2]XP Multiplier[/h2]

We're going to increase the XP rates of all skills by 10x, including any reward XP you would normally receive from quests and/or XP Lamps. This increase applies throughout Gielinor. All XP multipliers from worlds and from Sigils are multiplicative.

Combat XP will increase even further based on which Combat Level world you are playing in:
  • Level 3-35 = 10x Combat Experience
  • Level 36-70 = 15x Combat Experience
  • Level 71-100 = 20x Combat Experience
  • Level 101-126 = 25x Combat Experience

Please note you will not receive any XP during PvP encounters, though fake XP drops will appear to indicate how much you would have gained.

[hr][/hr]
[h2]Quest & Automatic Unlocks[/h2]

In previous Deadman modes, we unlocked various quests automatically to help speed up player progression. This time our approach is slightly different.

Instead of unlocking a bunch of quests on your first log-in, we’ll be tying unlocks into the Combat Level worlds. By reaching the next tier world, you’ll automatically unlock certain quests and any quest requirements that are relevant to your level of progression. Note: Recipe for Disaster will still require most pre-requisite quests to be completed, regardless of increased access to the Culinaromancer's Chest.

The following automatic unlocks will apply:

[h3]Full list of unlocks[/h3]
[expand]
Upon starting a new account at Level 3:
  • Ernest the Chicken
  • Goblin Diplomacy
  • Rune Mysteries
  • Shield of Arrav
  • Druidic Ritual and Level 3 Herblore
  • Recipe for Disaster Part 1
    This gives access to Mithril Gloves by unlocking the following subquests:
    • Mountain Dwarf subquest
    • Goblin Generals subquest
    • Pirate Pete subquest
    • Lumbridge Guide subquest
    • Evil Dave subquest

Upon reaching Level 36-70 worlds:
  • Tree Gnome Village
  • Restless Ghost
  • Priest in Peril
  • Animal Magnetism
  • 100% Zeah favour and completion of Architectural Alliance
  • The ‘Bigger and Badder’ Slayer perk
  • Increase the access of the Culinaromancer's Chest to Adamant Gloves
    This gives access to Adamant Gloves by unlocking the following subquests:
    • Skrach Uglogwee subquest

Upon reaching Level 71-100 worlds:
  • Lost City
  • Merlin's Crystal
  • Dragon Slayer
  • Heroes' Quest
  • The Grand Tree
  • Monkey Madness I
  • Increase the access of the Culinaromancer's Chest
    This gives access to Dragon Gloves by unlocking the following subquests:
    • Sir Amik Varze subquest
    • King Awowogei subquest

Upon reaching Level 101-126 worlds:
  • Increase the access of the Culinaromancer's Chest to Barrows Gloves
    This completes the Culinaromancer part of the quest
Note: Quests that are completed automatically will not yield the usual rewards. Want to complete one that isn’t on the list and obtain its goodies? Be our guest! Quests can still be manually completed outside of this unlock system at any time. Also, any quest that is a pre-requisite of an automatically completed quest will also be unlocked.
[/expand]
[hr][/hr]
[h2]Drop-rate Modifier[/h2]

If you’re in it for the loot, you’ll have lots of fun in Deadman: Reborn because we’re increasing the drop-rates of certain items by 4x their normal rate! Here are the items we're currently expecting to include:

[h3]Full list of modifiers[/h3]
[expand]
  • All Abyssal Demon uniques
  • All Alchemical Hydra uniques
  • All Barrows uniques
  • All Chambers of Xeric uniques
  • All Clue uniques
  • All Dagannoth Kings uniques
  • All Demonic/Tortured Gorilla uniques
  • All Drake uniques
  • All Gauntlet uniques
  • All God Wars Dungeon uniques
  • All Grotesque Guardian uniques
  • All Kraken uniques
  • All Nightmare uniques
  • All Revenant uniques
  • All Superior Slayer creature uniques
  • All Theatre of Blood uniques
  • All Zulrah uniques

Also included are:
  • Basilisk Jaw
  • Black Mask
  • Blood Shard
  • All Cerberus Crystals (including the Smouldering Stone from Hellhounds)
  • All Corporeal Beast Sigils
  • Dark Bow
  • Dragon Boots
  • Dragon Defender
  • Dragon Limbs
  • Dragon Pickaxe
  • Dragon Warhammer
  • Dragonbone Necklace
  • Elder Chaos Robes
  • Granite Maul
  • Leaf Bladed Sword and Lead-Bladed Axe
  • Occult Necklace and Smoke Battlestaff
  • Odium/Malediction Shards
  • Tomes of Fire/Burnt Pages
  • Unsired from the Abyssal Sire
  • All Visages
  • All Wilderness Boss Rings

[/expand]
In addition to the modified drop-rates, we've increased the amount of resources you have upon entering the game. Here’s how:
  • In addition to the normal loot for killing them, Callisto, Venenatis, Vet'ion and the Chaos Elemental have a 1 in 3 chance of dropping a single 4-dose Saradomin brew.
  • In addition to the normal loot for killing them, Scorpia, Crazy Archaeologist and the Chaos Fanatic also have a 1 in 5 chance of dropping a single 4-dose Saradomin brew.
  • Dragons now drop double the amount of bones.
  • All loot from the Giant Mole will be doubled.
  • All herb drops will be doubled.
  • Bronze to Rune Defenders droprate will be doubled.
  • Tuna, Lobster, Swordfish, Shark, Karambwan, Dark Crab, and Anglerfish fishing spots will yield 3x the amount of fish resources.
  • All random un-noted herb drops from NPCs are now doubled.
  • The Giant Mole will now drop double the amount of Claws and Hides.
  • In Barrows there is a chance to obtain potions and potion ingredients. For potions, there is a 1/2 chance of gaining a stack of three 4-dose potions when you would roll on the Barrows armour table. You will receive either Saradomin brews, Super Restores, Ranging potions, or Super Combat potions. There is a small chance of obtaining potion ingredients on the normal Barrows table. Also, due to limitations of the Barrows interface, it's possible that any items gained may instead appear in your Inventory or on the floor. You could receive the following: Crushed Nests, Red Spiders' Eggs, Wine of Zamorak, Limpwurt Roots, White Berries, or Grimy Torstol.
  • Potion supplies can now drop from Wildy Bosses (including demi-bosses).

[hr][/hr]
[h2]Deadman-Only Drop Table[/h2]

On top of those lovely increased drop rates, we’ll also be implementing a Deadman-only drop table for all NPCs! This means you could snag some extra loot from anyone or anything you defeat within Gielinor. This drop table includes the powerful Ancient Warrior’s weapons, Sigils, and resources such as food, potions, Herblore supplies and Emblems as well as some alchables, Master Wands, Mages Books and more powerful items that are typically obtained through other means.

The odds vary according to the Combat level of the NPC you’re fighting. So, bosses generally have an increased chance – and with Superior Slayer creatures, it’s guaranteed.

Note: The Ancient Warrior's weapons can be obtained by killing any NPCs, but creatures within the Wilderness have the highest chance of dropping them.

[hr][/hr]
[h2]Restricted Content & Content Changes[/h2]

Here's a look at the list of content restrictions for this version of Deadman. Anything not listed above will be available, including within the Finale, so make sure you strategise with this in mind:
  • Duel Arena, Castle Wars, Trouble Brewing, Fight Pits, Rat Pits, Pest Control and Last Man Standing are all inaccessible.
  • The Nature Rune Chest in East Ardougne is inaccessible.
  • Count Check will not be able to teleport players to the Stronghold of Security.
  • You cannot pickpocket NPCs in a safe zone.
  • The RPG is disabled and cannot be used.
  • Turael will not assign Kalphite tasks.
  • You cannot get Kalphite tasks from Turael.
  • You cannot get Lava Dragon tasks.
  • Falo will not offer any Lava Dragon Bone master clues.
  • The Seedbox cannot be brought from Tithe Farm.
  • There are some cases where pending combat damage is not cleared.

We’ll also be making the following changes:

  • You'll have the ability to use the looting bag anywhere (except safe zones).
  • All Rune Shops, Arrow Shops, and Fletching and Crafting Stores restock at a much faster rate. Lower tier equipment will restock faster than higher tier equipment (for example, an Air Rune will restock faster than a Death Rune).
  • Items that are placed in shops and not part of their natural shop stock cost 5x more than they normally do. These items sold to the shops give 3x less for selling to them.
  • Some shops such as Zaff Staves have their own deadman shops. These will have increased restock rates.
  • Wilderness Slayer task creatures have a chance to drop Emblems.
  • Pyramid Tops, found at the Agility Pyramid, will turn to cash upon death.
  • If you die with or drop, a stack of Chinchompas, it will fall to the ground, and be visible to all players.
  • Measures remain in place to prevent door spamming.
  • Player Owned House pools are unavailable for three minutes after combat.
  • Teleblock will now last for 150 seconds, or for 75 seconds with Protect From Magic active.
  • Protect From Magic does not half the duration of bind spells.
  • Some items are converted to coins on PvP deaths.
  • A Safe Deposit Box can be found in both Banks within the Grand Tree.
  • You'll be able to lock XP by speaking to Nigel in Lumbridge. When XP locking is activated, all XP gain is blocked, including any quest and lamp rewards you would normally receive.
  • No longer required to complete Dragon Slayer to equip an Antifire Shield.
  • Players can access the Rune Shop in the Mage's Guild without completing Hand in the Sand.
  • You'll be allowed to skip the fight with Hammerspike and his gang in One Small Favour.
  • You can only engage the Black Knight Titan in combat with Excalibur, but you also have the option of talking to him to avoid the fight entirely.
  • For Clue Scrolls, the number of steps in order to complete one has been reduced:
    • Beginner: 1 step
    • Easy: 1-2 steps
    • Medium: 1-3 steps
    • Hard: 2-3 steps
    • Elite: 2-4 steps
    • Master: 3-4 steps

The Emblem trader also exists within Deadman: Reborn with Emblems being worth twice the main-game value. He is located outside of Edgeville Bank and offers the following items:

[h3]Full list of items[/h3]
[expand]
  • Super Attack potion - 1,000 points
  • Super Strength potion - 1,000 points
  • Super Defence potion - 1,000 points
  • Ranging potion - 6,000 points
  • Magic potion - 8,000 points
  • Super Combat potion - 30,000 points
  • Prayer potion - 3,000 points
  • Super restore potion - 10,000 points
  • Saradomin brew - 25,000 points
  • Zamorak brew - 25,000 points
  • Stamina potion - 8,000 points
  • Extended Antifire potion - 5,000 points
  • Antidote++ - 3,000 points
  • Anti-venom - 35,000 points
  • Blighted Bind sack - 100 points
  • Blighted Snare sack - 500 points
  • Blighted Entangle sack - 1,000 points
  • Blighted Teleblock sack - 3,000 points
  • Blighted Vengeance sack - 3,000 points
  • Blighted Ancient Ice sack - 2,000 points
  • Ring of Wealth (i) Scroll - 50,000 points
  • Magic Shortbow (i) Scroll - 100,000 points
  • Saradomin's Tear - 1,500,000 points
  • Rune pouch - 1,200,000 points
  • Looting bag - 10,000 points
  • Clue box - 100,000 points
  • Ornate Maul Handle - 1,250,000 points

[/expand]
Note: Blighted items are available to be used throughout Gielinor and will not be restricted to just the Wilderness.

[hr][/hr]
[h2]Sigils[/h2]



Much like Relics from Leagues, Sigils are an additional layer of powerful buffs that will enhance your gameplay way beyond anything mere equipment or skill levels can provide!

Unlike Relics, however, Sigils are not a permanent choice. You’ll have the flexibility to swap out and change your Sigils to complement whatever task working on, so long as you’re in a safe zone and not skulled. Simply attune to your chosen Sigil (making it untradeable) and you’ll benefit from its unique properties! When you’re ready to swap Sigils, un-attune from the Sigil and it will become tradeable once more.



There are three tiers, each providing more powerful buffs than the last. The higher tiers of Sigils will only be available on higher Combat Level worlds.

You can find a full list of Sigils from our amazing friends at the Old School Wiki!

As stated earlier, when logging into a Deadman: Reborn world for the first time, or after losing your last life, you’ll be presented with a selection of Tier 2 Sigils. While the Sigils on offer are always the same in subsequent attempts, you’ll be able to pick a different one to kick-start your journey each time, increasing your overall power level.

Additional Sigils can be obtained as drops from NPCs. They can also be bought from, or sold to, other players – although you’ll only be able to do this at the Grand Exchange.

You can have up to three Sigils active at any one time, but only two can be Combat-related.

Upon losing a life that is not your last, any attuned Sigils will remain safe and in your possession, but un-attuned Sigils in your inventory will be deleted. Losing your final life means all Sigils, attuned or not, will be lost forever.

[hr][/hr]
[h2]Finale[/h2]



Check out our full Deadman Reborn newspost for all the details regarding the finale on September 17th!

[hr][/hr]
[h2]Rules & Reporting[/h2]

All existing RuneScape rules apply during the Deadman Finale.
Anyone who has been caught cheating in any Jagex event may be suspended from all future events. Jagex staff will review cases and players.

Players found to be abusing game mechanics to gain an advantage in a way considered to be unsporting will be removed from Deadman: Reborn immediately.
  • Using Combat with an allied player during Deadman: Reborn is considered to be using a game mechanic to gain an unfair advantage. Players found to be abusing any of the above will be met with a three day ban along with disqualification from the Finale.

The act of muling during the Season is prohibited, and is a bannable offence. This refers to the storing of items on another account to prevent them being lost in PvP situations.

Boxing other players is also against the rules in Deadman: Reborn. In addition to this, attempting to ‘x-log’ with an NPC is against the rules and will result in the same punishment as boxing.

In addition to the above, the following rules also apply to Deadman: Reborn:
  • During the 1v1 stage, should a player experience connectivity issues and log out before a fight begins, that player has until the fight begins to log back in.
  • During the 1v1 stage, should credible evidence emerge to suggest that an account is maliciously targeting other players, we will take action against them.
  • We will not, at any point or under any circumstances, restart the Finale.
  • We will endeavour to announce the results of the Finale on the night of the event, but should more investigation be required, the results will be announced only after the Old School team has met and reviewed all evidence available to us.

We've also added to new reporting options to the Report Abuse screen, which is only available across Deadman worlds and specifically relates to muling and boxing:
  • 16: Boxing in the Deadman Tournament
  • 17: Muling in the Deadman Tournament

If you suspect any of these two new rules have been breached, you can access the Report Abuse screen from the bottom of your Chatbox.

That's everything you need to know about Deadman: Reborn! We look forward to seeing you all in game trying out the newest version of Old School's most brutal PvP experience!

[hr][/hr]

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko


The Old School Team

Tombs of Amascut: Rewards Beta (Weekly Game Update - August 12th)



This week it's time to test the new rewards for Raids III! Take them out for a spin on your favourite bosses, or simply bully some poor unsuspecting goblins. Most importantly, let us know what you think! We’ve also got Combat Achievement updates and a spicy summer sale offer on Premier Club Membership!

[hr][/hr]
[h2]Tombs of Amascut: Rewards Beta [/h2]

We're so excited to share some of our reward ideas for Raids III with you!

Our next Raid launches in early 2022, but we’re already dreaming up cool rewards for our pluckiest players! The Tombs of Amascut will feature some seriously smart gear to make battering the bosses a breeze – and if you log into a Beta World today, you’ll be able to give some of it a try!

These beta worlds will be highlighted in blue on the world selection screen and consist of the following:
  • 401 (US)
  • 407 (UK)
  • 409 (US)
  • 412 (AUS)

Upon logging into a Beta World, all reward items will be added to your inventory and you can also check your bank for some other goodies! We've also enabled access to the Inferno, since we reckon many of the rewards will be utilised in late game PvM!

By the way, we haven’t started designing the artwork for these new rewards yet, so for now we've given them a very gaudy default magenta skin. We won't actually release them in that style...

… or will we?

Err, no. Rest assured they’ll be looking lovely come 2022! Anyway, let's take a look at those shiny new rewards!

[h3]Full list of Beta Rewards[/h3]
[expand]
As always, we refer to the in-game timings as cycles. Each cycle is equal to 0.6 seconds and is also commonly referred to as a 'tick' by the wider community.


[h3]Keris Partisan [/h3]

After completing the quest Beneath Cursed Sands, players will be provided the option to upgrade their Keris into a mighty spear – the Keris Partisan!

This powerful one handed weapon has a socket for inserting various jewels, obtained as rare rewards from the Tombs of Amascut, which will provide some handy effects. Only one jewel can be used at a time, but if you choose to switch jewels, the rejected one can be used again later.

Here are some of the jewel buffs we're toying with. Please note, these ideas haven’t been finalized and could still change:

Eye of the Corrupter
Using this jewel adds a damage-over-time effect to any enemies you hit within the Tombs of Amascut (this cannot be stacked on the same NPC multiple times, but can be applied to multiple NPCs at once).

Jewel of the Sun
Using this jewel within the Tombs applies a debuff resulting in the NPC taking higher damage for X seconds.

Breach of the Scarab
This jewel buffs the Keris Partisan with an additional 33% accuracy against Kalphites/Scarabs/Beetles.


Details, Stats and Requirements:

  • Requires 80 Attack and completion of Beneath Cursed Sands to wield.
  • Non-degradable.
  • Once upgraded, the Keris Spear has a crush option, which makes it particularly useful against Beetles!
  • The Keris Spear is untradeable, as are the jewels.
  • It retains the effect of the normal Keris.
  • Upon death in the Wilderness, it will break.



[h3]Heka of Tumeken[/h3]

Tumeken was the God of the Sun. He jointly led the Menaphite Pantheon with his wife, the Fertility Goddess Elidinis. While Tumeken and Elidinis guided their people spiritually, it was the responsibility of a human Pharaoh to rule over the Kharidian Lands.

The last Pharaoh to rule was Osmumten, and he fought alongside Tumeken against enemy forces in an ancient war. After Tumeken sacrificed himself to end the war, Elidinis gifted his Heka to Osmumten.

Introducing our very first powered Wand: The Heka of Tumeken! This bad boy is a new, fast-attacking wand with its own built-in spell. It will hit three times as fast for low damage followed by a fourth sequential attack that launches a more powerful, slower projectile. Thanks to its variable attack speed, this is a pretty special weapon, offering potential new and effective ways to approach various encounters. We might even be designing some new encounters with this weapon in mind!

Details, Stats and Requirements:

  • Requires 84 Magic to wield.
  • Can be charged (untradeable) and uncharged (tradeable). The Heka can be charged with 1 soul rune and 3 chaos runes.
  • The unique attack effect is new: it will hit three times in quick succession for low damage, and its fourth hit will launch a powerful (but slower) projectile.
  • It can’t be used in PvP – this is consistent with all powered staves. However, if it is dropped in PvP, any charged versions will drop as uncharged.
  • The Heka of Tumeken will have +25 Magic Attack, +20 Magic Defence. The standard faster attacks will only benefit from 50% of your Magic strength. The slower fourth hit will be much stronger, benefitting from 150% of your Magic strength bonus. You can find the full formula in our recent Tombs of Amascut: Raid Rewards newspost.
  • It will also have a slightly shorter attack range than power staves – but not by too much.



[h3]Ward of Elidinis[/h3]

As well as gifting Osmumten with Tumeken’s Heka, the wise Elidinis also bestowed upon the grieving Pharoah her Ward, before disappearing to mourn her husband and daughter.

This powerful best-in-slot Magic Shield is a rare reward from the Tombs of Amascut, but there’s a catch – it’s totally broken. Now, it is tradeable, if you wish to sell it on - but we recommend restoring it to its full power. To do so, you’ll need to combine it with an Arcane Sigil and 10,000 Soul Runes.

Details, Stats and Requirements:

  • 80 Magic, 80 Defence and 80 Prayer are required to wield it.
  • Players will require 90 Prayer and 90 Smithing to combine the Broken Ward with an Arcane Sigil and 10,000 Soul runes, creating the Ward of Elidinis. If you don't meet this requirement, you may pay Abbot Langley 20,000,000 coins to do it for you (provided you have the right materials).
  • Should you wish to separate the Arcane Sigil from the Ward of Elidinis, you can do so yourself. You will not need to pay, but any Soul Runes you use will be lost.
  • The broken Ward will be tradeable, but the fixed Ward of Elidinis will not. It’s pretty awesome though, and you’ll want to hang on to it!
  • Upon PvP death, the Ward of Elidinis drops as a Broken Ward, and the Arcane Sigil.



[h3]Masori Armour and Amulet [/h3]

During the war, a group of rangers known as the Masori banded together. While they did their fair share of fighting, their primary role was to defend people from the thieves and murderers who would take advantage of the wartime chaos. The group dissolved soon after the war ended, but some of their equipment can still be found in the homes of more wealthy Menaphites… or among the possessions of long dead Pharaohs.

The Masori Armour is a two-piece unique armour set, with a ‘low life’ set effect plugged in that gives you additional accuracy and damage when you’re below 40% HP - making it a powerful piece of offensive gear. When you’re above 40% HP, however, your gear will have decent range but weak defence.

We're also introducing a new Masori Amulet that will help you activate the ‘low life’ effect. When equipped, the Masori Amulet will damage the player for 15% of their current health every three cycles. It will cease damage ticking when your HP hits 40% or below.

We're pretty excited about this new mechanic! It should result in different playstyles that we haven't seen before, and potentially encourage riskier strategies. Let us know what you think!

Details, Stats and Requirements:

  • Players will require 80 Ranged and 20 Defence to wear any pieces of Masori Armour.
  • The Masori Armour and Amulet are tradeable.
  • It will drop in PvP normally.



[h3]Lightbearer[/h3]

As the war drew to a close, many nefarious types attempted to capitalise on the chaos and destruction. One of these individuals was a ruthless warrior known as Ahmek. He crafted a powerful ring imbued with unstable energy left behind from Tumeken's sacrifice. Ahmek hoped to use this ring to forcibly unite the assorted bands of thieves and mercenaries under his command – and to overthrow Osmumten. Fate, however, had other plans. On the very night he created it, he was murdered in his sleep and the ring stolen. Soon after, this dreaded item was snatched from the body of a thief by some Menaphite Guards, who presented it to the Pharaoh.

The Lightbearer is a new ring that doubles the rate at which special attack energy is restored while worn! It's tradeable, does not degrade, and if unequipped resets your special attack restore timer. There are absolutely no requirements to wield the Lightbearer, but there are also no special stats given to it. We think this will have plenty of utility within the game, from PvM, to PvP, and even Skilling!




[h3]Osmumten's Khopesh[/h3]

When he wasn't battling on the frontlines of war, Osmumten was a passionate hunter. He used armour and weapons crafted by the finest artisans in the land to bring down the deadliest beasts. Of particular note was his magnificent Khopesh. While based on a classic Kharidian design, it was modified with a long and sharp end, making it far larger – while remaining more versatile – than the average Khopesh. It was eventually buried with Osmumten.

Osmumten’s Khopesh is a new melee weapon which excels against monsters with very high defence! It’s also fine against low defence monsters, but less optimal, as it’s slower (but very accurate). It also boasts a special attack that increases the max hit of the weapon to its true max hit for one attack – and it boosts accuracy by an additional 50%! Using it in this way costs 50% of the player's special attack energy.

Details, Stats and Requirements:

  • Requires 82 Attack to wield.
  • It has a five cycle tick speed and its accuracy is similar to an Elder Maul.


[/expand]

You can also find some more information including concept art, setting and details about the precursor quest by checking out our Tombs of Amascut: Raid Rewards newspost.

So, fancy wielding some of these weapons? Jump into a Beta World, give them a spin and let us know what you think! We’re also happy to answer any questions that aren’t addressed here – just get in touch at the links below.

[hr][/hr]
[h2]Premier Club - Summer 2021[/h2]



What better way to follow up the Summer Summit than with a juicy Summer Sale? You can enjoy all the forthcoming content we just announced by joining our Premier Club, on sale from the 16th August!

If you didn't know already, Premier Club offers our best-value yearly Membership package, giving you access to Deadman Mode, Leagues, Group Ironman and more. You can purchase the bumper Gold package until September 14th, so grab it will you can.

Did you know you can purchase Premier Club via your mobile device now, too? However, be warned that you may run into eligibility issues if you have recurring Membership already enabled. If this is the case for you, quickly swap to your PC to complete the purchase and you'll be good to go!

[hr][/hr]
[h2]Mini Poll Improvements[/h2]



We’ve made some more changes from the recent Mini Poll. Here's what’s new:

  • Players may now trade in their duplicate Enhanced Crystal Weapon Seeds for 1,500 Crystal Shards each.
  • Ultimate Ironmen can now store the Bow of Faerdhinen in a STASH unit, similar to other account types.
  • We've changed the weighting and number of Sourhogs that can be assigned by a Slayer Master. You'll now receive between 15-25 Sourhogs per task and you're less likely to receive the task in the first place.
  • And finally, players will now receive 100% Prayer XP from the Ash Sanctifier upon completion of the Elite Kourend and Kebos Diary!

We know you're eagerly awaiting the remaining changes from the mini poll, and we'll make sure to implement them as soon as possible. If you'd like a refresher on the proposed tweaks, check out our Mini Poll blog!
[hr][/hr]
[h2]Combat Achievements [/h2]



Adventurers – we’re so proud of the challenges you've completed so far. So proud, in fact, that we've gone ahead and fixed the Adventurers' Log! You'll now be able to see your Combat Achievements displayed in all their glory within your Player Owned House. Engage smug mode!

This week, we're raising the stakes by adding brand new Combat Achievement tasks within Phosani's Nightmare! When you check your Combat Achievement interface, you'll see 10 new tasks, ranging from Elite and Master to Grandmaster. As mentioned in our original blog, you'll need to complete each tier in order to regain access to any associated rewards. Speed and Kill Count tasks will apply retroactively, taking into account your current progress and completion times.

The race begins! Complete the new tasks and let us know how you get on…



[hr][/hr]
[h2]Poll 75 Improvements [/h2]

  • There's now less variation in where the Maiden Blood Spawns appear in the theatre, making your survival a little less dependent on the whims of the RNG Gods! Additionally, if you successfully dodge the blood, a maximum of one Blood Spawn only will appear.
  • Additionally, we've improved the area where Killerwatts are found, as it was visually uncomfortable for some players.
  • We only have a few changes left to get through from Poll 75. Expect to see them soon!

[hr][/hr]
[h2]PvP World Rota [/h2]

The PvP rota has moved to Period A:

  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive
  • 390 - (AUS) - LMS Competitive - This world has been activated with this rota.

[hr][/hr]
[h2]Extras[/h2]

  • On the recommended Castle Wars Worlds, players now need a skill total of 500 or more if they want to set up barricades. Players without that level are welcome to use the barricades on other worlds.
  • Rings of Suffering no longer vanish if their charges are discarded on free-to-play Worlds.
  • Random events are no longer permitted to bother you while you're dodging elementals in the Sorceress' Garden.

[hr][/hr]
That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jerv, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team