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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!


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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!

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[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!

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[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!

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[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.

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[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.

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[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.

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[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!



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[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.

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[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.

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[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!

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[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.

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[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]
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[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).

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[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.

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[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

Tombs of Amascut: Raid Rewards



The Summer Summit saw us share information about Deadman: Reborn, Group Ironman, Leagues III - and the announcement of Old School's third raid, the Tombs of Amascut. With Thursday's game update you'll get your hands on the new Raid rewards in a beta!

[h3]PSA: This week's game update will go live on Thursday instead of the usual Wednesday release.[/h3]

In this blog we wanted to briefly recap what was announced at the Summit and, most importantly, begin the discussion about potential rewards before it goes to the polls!

[previewyoutube][/previewyoutube]
Click the above video to watch the Summer Summit Raids announcement!

[hr][/hr]
[h2]The Tombs of Amascut[/h2]

Long ago, the citizens of the Kharidian Desert lived prosperous and luxurious lives thanks to the benevolence of the Gods of the Menaphite Pantheon. However, that all changed when Amascut, the Goddess of Rebirth, was corrupted. Warped into the Devourer, she became intent on devouring every soul in existence.

Her brother, Icthlarin, along with her former High Priestesses have since been fighting tirelessly against Amascut, in a bid to negate her destructive efforts.

After years of plotting, Amascut has finally find a way to overcome the efforts of Icthalarin and his allies.

Deep within the desert, an ancient pharaoh called Osmumten lies buried. His tomb has long hidden a great power. It is this great power that Amascut seeks, and if she can lay her hands on it she will become unstoppable.

You must take the fight to Amascut before it's too late.

Sketches and references for the Tombs of Amascut. Click to see it in more detail. This is concept art and may not be representative of the final appearance of the Tombs!

[hr][/hr]
[h2]The Raid[/h2]

Let's dig in to what you need to know about the Tombs of Amascut:
  • Groups of up to eight participants.
  • Four initial challenges, followed by two final bosses to be fought in a twin boss encounter.

Invocations will allow for customisable difficulty, which will also impact your loot potential!
  • Invocations will replace standard difficulty systems, like the ones used in other raids.
  • Each Invocation will affect the raid or your group in different ways.
  • Some Invocations can affect the health, defence, or damage modifiers for the enemies within the Raid.
  • Other Invocations might impose group restrictions, like reducing the amount you can heal or prohibiting certain spells.
  • We intend to be quite creative with these modifiers. The above examples are fairly simple and safe, with the intention to provide early insight into their impact for this blog, but we'd like to experiment with different ideas that might drastically change things.

On entering the Tombs of Amascut you will encounter four paths:
  • The upper level of the Tombs will consist of four paths, each ending in a boss.
  • Each path is comprised of its own series of challenges to be overcome.
  • These challenges are more akin to puzzles rather than killing a single entity, like a boss.
  • These can range from things like traps with Sepulchre-like dodging, or defeating new foes in unconventional ways.
  • Once you reach the end of a path, you'll then fight the boss of that path in a more conventional combat encounter.
  • The raid will be altered in some way with the death of each boss, changing the remaining boss encounters.
  • This means that the path order you choose will matter!

Defeat the four bosses to descend to the lower levels:
  • Once you defeat the first four bosses you'll unlock the lower level.
  • You'll enter a chamber containing the two ancient guardians of the Tombs.
  • These guardians need to be fought at the same time.
  • Defeat the guardians to drive Amascut from the tomb and claim your rewards!

We'll discuss the rewards a bit later, but first let's talk about how you might access the Tombs of Amascut.

[hr][/hr]
[h2]Beneath Cursed Sands[/h2]

The Tombs of Amascut will be our most narratively-driven Raid yet, and no narrative is complete without a quest!

When Sophanem was beset by a series of plagues, the gates to the golden city of Menaphos quickly closed. The city has been locked down ever since, with no one allowed to leave or enter. However, rumours have escaped of strange happenings inside Menaphos and there are stories of citizens mysteriously disappearing.

These odd happenings need to be investigated, but few are willing to do so. Maisa, a spy from Al Kharid, has grown tired of inaction. She is determined to solve this mystery herself, but she won't be able to do it alone...
  • Beneath Cursed Sands is a Master-level quest which will advance the desert storyline.
  • In this sequel to Contact! You'll find yourself investigating mysterious disappearances from Menaphos, the city of gold. Note: Menaphos will not be opening its gates just yet, and will instead be coming at a later date.
  • Solving this mystery will grant you access to the Raid itself.
  • We're aiming to release the quest before the Raid to give you ample time to ready yourself!

[h3]Requirements & Rewards (SPOILER WARNING!)[/h3]
[expand]
Being a Master-level quest, there are naturally some mid-level requirements to meet:
  • Completion of Contact!
  • 62 Agility
  • 55 Firemaking
  • 55 Smithing


Upon completion you'll be rewarded with:
  • 1 Quest Point
  • Access to the Tombs of Amascut
  • The ability to upgrade the Keris to the Keris Partisan
  • 15,000 Agility XP

[/expand]

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


Here's where we'd love to get your feedback. As with any rewards proposals, it should go without saying that nothing here is set in stone. Your feedback is going to be key in shaping what we're offering, and we really want to see what suggestions you have too! To make sure we see what you have to say, we'd invite you to do one of the following:


Masori Equipment

The Masori were a clan of powerful ranged users active during an ancient war which embroiled much of the Kharidian forces. They focused primarily on defending ordinary people from the violent thieves and murderers who sought to take advantage of the chaos caused by the war. The group has been long since disbanded, but their equipment can still be found amongst the palaces of wealthy Menaphites or among the treasures of long dead Pharaohs.

Before we discuss the Masori equipment, we'd like to introduce a new status effect, Low Life. A player is considered to be Low Life when below 40% of their maximum health.

The Masori equipment consists of a chestpiece, legs, and amulet. Equipping the Masori items requires 80 Ranged and 20 Defence. The armour set will be the very first pieces of equipment in the game to utilise Low Life. When the player is in a state of Low Life and has the chestpiece and legs equipped, the equipment set will gain additional stats. This set effect provides additional accuracy and ranged strength for as long as you remain in Low Life (whenever you remain below 40% of your maximum health). The amulet shares this effect and it also has an additional passive effect. When equipped, and not influenced by Low Life, you'll take damage equivalent to 15% of your current health at a rate of every three game cycles.

Let's take a look at the stats:

The Masori equipment. A potential reward from the Tombs of Amascut, introducing 'Low Life' to Old School.

And for how that compares to other existing equipment and what the set effects mean:
  • When Low Life is active, the accuracy and strength bonus surpasses Armadyl (Chestplate and Chainskirt) by 11 and 6 respectively.
  • The amulet base offensive stats are similar to the Amulet of Fury, with it slightly surpassing its Zenyte equivalents when Low Life is active.

We think this new equipment could lead to the emergence of innovative and interesting playstyles. The set effect offers a way to balance the introduction of new, powerful equipment without devaluing existing equipment which boasts defensive bonuses. Its Low Life effect will mean that it is extremely useful in some cases, but will fall short in other areas because of the need to maintain specific Hitpoints. Let's use Vorkath as an example. If you're 99 Hitpoints, you'd need to stay below 40 Hitpoints to keep its effect active. Whilst Vorkath's unavoidable damage doesn't hit as high as 40, you'll need to eat fairly often to keep above the highest possible hit to ensure you stay alive, making it both extremely difficult to maintain the Low Life effect.


Heka of Tumeken and the Ward of Elidinis

Tumeken was the God of Sun and Elidinis was the Goddess of Fertility. As husband and wife, they led the Menaphite Pantheon. Whilst Tumeken and Elidinis steered the people of the Kharidian Desert spiritually, it was the responsibility of the human Pharoah to rule the Desert. Osmumten was the last Pharoah to rule before the end of the ancient war. Osmumten fought alongside Tumeken against enemy forces. Tumeken sacrificed himself to end the war, and before Elidinis disappeared to mourn the loss of her family she gifted Osmumten with Tumeken's Heka and her own broken Ward.

The Heka of Tumeken is a wand-like magical weapon. Equipping the Heka will require 84 Magic. It has a built-in spell with charges which will need to be replenished, using one Soul Rune and three Chaos Runes per charge. The Heka has an attack rate of two ticks. Every fourth hit the Heka will fire a stronger attack which deals significantly more damage, albeit with a longer delay after the attack. We know that weapons with fast attack speeds scale harder with additional bonuses, like the Toxic Blowpipe. To offset this and to help make the Heka scale more similarly to other magic weapons, 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. Its attack range will be shorter than other staves too, with it being six rather than seven (casting with the long range setting will boost it to eight).

For the min-max savvy players out there who like calculations, the following formulas should help with any theorycrafting you'd like to put together:
  • Standard fast attacks scale based on '(Magic Level / 6) + 1' for the base max hit.
  • The slower fourth attack scales based on '(Magic Level - 25) / 2' for the base max hit.
  • After this is calculated, any Magic strength from other sources is then applied.

Let's take a look at the stats:

The Heka of Tumeken, a wand-like magical weapon.


The Ward of Elidinis will be the new best-in-slot magical shield. Players will get the broken Ward as a rare reward from the Tombs of Amascut. With 90 Prayer and 90 Smithing you'll be able to combine the broken ward with an Arcane Sigil and 10,000 Soul Runes to repair the Ward. Players without those stats will be able to pay Abbot Langley 20,000,000 GP to create it for them.

Equipping the Ward will require 80 Magic, 80 Defence, and 80 Prayer. The broken Ward will be tradeable, whilst the fixed Ward will be untradeable. Players can dismantle the Ward to recover the Sigil and the Ward, but the runes will be lost. Dying in PvP will result in the Sigil and the broken Ward being dropped.

Let's take a look at the stats:

The Ward of Elidinis, a new best-in-slot magical shield.


Lightbearer

Ahmek was a powerful warrior who sought to capitalise on the chaos caused by the end of the ancient war. Ahmek crafted a powerful ring which he imbued with the unstable energy left behind from Tumekin's sacrifice. He hoped to use this ring to emerge as a new power in the region. By forcibly uniting thieves and mercenaries under his command, he planned to overthrow Osmumten. His plans proved fruitless, however, when the ring was stolen and he was murdered in his sleep. The Menaphite Guards claimed the ring from the body of the murderous thief, and dutifully presented it to the Pharoah.

The Lightbearer is a ring with no Attack, Defence, or Other bonuses. It does, however, have a very unique effect. When equipped, your special attack energy will regenerate 100% faster (approximately 15 seconds per 10%/150 seconds per 100%). Unequipping the ring will cause the timer to reset.

We think that for the most part, you'll want to continue using rings like the Berserker ring. But there'll be some situations where the additional special attack rate will warrants its use. We think this ring will shine in places where kill times are longer, or where you'll want to use a special attack per kill (like Graardor, K'ril, Abyssal Sire etc) - or maybe even use it whilst Woodcutting or Fishing!


Osmumten's Khopesh

Known to his people as Osmumten the Hunter, he was renowned for bringing down many of the land's deadliest beasts. During his hunts he wore armour and weapons crafted by the region's finest artisans. One such weapon was his Khopesh. Though based on a traditional Kharidian design, Osmumten's Khopesh was modified to give it a long and sharp end to make it more versatile than other weapons of its kind. The Khopesh would eventually be buried with Osmumten.

Osmumten's Khopesh is primarily a Stab melee weapon which boasts accuracy comparable to the Elder Maul, and an Attack Speed of five. Equipping the Khopesh will require 82 Attack. We expect its damage-per-second output to be comparable to Rapier-tier weapons on opponents with low Defence, with much greater damage-per-second output on opponents with higher Defence.

We'd like to introduce a new unique mechanic for the Khopesh. Other weapons will roll '0 - max hit'. The Khopesh will roll '(max hit * 0.15) - (max hit - (max hit * 0.15))'. This means that if the max hit is 60, its attack would roll between 9-51. This makes it a very consistent weapon which excels against high Defence targets.

The Khopesh would also have a special attack which increases its max hit to its true max hit for one attack, as well as boosting its accuracy by an additional 50%. This means that if its max hit was 60, it would roll 9-60. This special attack will cost 50% special attack energy to use.

Let's take a look at the stats:

Osmumten's Khopesh, a Stab melee weapon which boasts accuracy comparable to the Elder Maul.


Keris Partisan

Upon helping to [redacted] during the Beneath Cursed Sands quest, [redacted] will reluctantly reward you with an enhanced version of Keris, the spear-like Keris Partisan.

In addition to its Stab attack styles, the Partisan will have a Crush attack style, which should prove useful during the Tombs of Amascut and against other beetle-like enemies, like the Kalphite Queen. Equipping the Partisan will require 80 Attack.

We'd like to try something slightly different with this weapon. The Partisan has a socket in which players can insert special jewels. These jewels are obtained as rare rewards from the Tombs of Amascut, and inserting these jewels into the Partisan will bestow different effects onto the weapon. You'll only be able to use on jewel at a time. These jewels will not be tradeable.

We're still considering how we'd like to reward players with these jewels. They could be unlocked as a random drop, or given upon a certain number of Raid completions, or as a reward for killing bosses using specific methods. We're also considering whether they should be permanent one-time unlocks, or whether they should have charges. Naturally this would effect the rarity of the drop. We'd love to hear your thoughts on how they should be implemented!

Let's take a look at the stats:

Keris Partisan, a spear-like enhanced version of Keris.

And here's a look at a few jewel buffs we're considering. Note that the effects apply only during the Tombs of Amascut.
  • The Eye of the Corrupter adds a damage-over-time effect to attacked enemies. You won't be able to stack this effect multiple times onto a single NPC but you will be able to apply it to multiple NPCs at any one time.
  • The Jewel of the Sun applies a debuff to attacked NPCs which causes them to take higher damage for a sustained period of time.

In addition to effects that only apply within the Tombs, we're also considering how jewels can provide benefits throughout the whole of Geilinor. For example:
  • The Breach of the Scarab adds a 33% accuracy buff against Kalphites, Scarabs and Beetles.

We think that the Partisan's upgrade system will allow for a strong sense of progression within the Raid itself, making it very useful in that encounter without encroaching on other gear elsewhere.

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[h2]Concept Art[/h2]

During the Summer Summit announcement (scroll to the top of this blog to watch it!) our artists discussed their approach to designing this content, and also teased you with sketches and concept art. Here are some of those sketches, helpfully unlabelled to keep you all guessing. And again, please note that this is concept art and may not be representative of the final appearance of the Tombs, anything within, or its rewards!

[h3]Click here to see the sketches.[/h3]
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Concept art for Tombs of Amascut. These images may not be representative of the final appearance of the Tombs, anything within, or its rewards!

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That's everything for this blog. We'd love to hear your feedback so please do...


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

New Client Features: Milestone 2 (Weekly Game Update - August 4th)




[h2]Issues and Hotfixes (August 4th)[/h2]

[expand]
Issue Raised
Current Progress
11:45 BST: We've received reports of some KC tasks aren't autocompleting..
12:13 BST: [FIXED] KC tasks should now complete correctly upon opening the Combat Achievements Log.

[/expand]
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The second batch of new client features arrive this week, bringing enhancements to core gameplay elements such as minimap management and, excitingly, improved draw distances! Combat Achievers and patrons of the Theatre of Blood have plenty to get their teeth into, too, and some lovely new merch hits the store!

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[h2]New Client Features: Milestone Two [/h2]

We hope you’ve been enjoying the new client features introduced in back in June . Today we’re delighted to announce a number of new features heading to the game as part of our second milestone for this ongoing project!

This week’s batch focuses on priority helpers and indicators, and we're confident these new additions will really improve your core Old School experience.

As a reminder, these features can currently only be used on the C++ client through Steam – we are still working on bringing them to mobile. Stay tuned to our socials for updates as the project develops.

Here’s what we've got for you:


[h3]Settings Menu Re-organisation [/h3]

Your main Settings menu sits at the heart of your gaming experience. It’s where you make the essential tweaks and nudges that shape the gameplay to your liking. As such, we want the process for toggling between options to be as smooth as possible.

With that in mind, we've added three new categories in the form of 'Activities', 'Interfaces' and 'Warnings', which should make some of these key settings easier to find.

Left: Previous Settings Menu, Right: New Settings Menu.


Additionally, the 'Keybinds' section has been removed – you'll now find those settings within the 'Controls' section.

Finally, 'Collection Log Popup' and 'Chat Notification Functionality' have been separated, and you now have options to turn them on individually. You can find them in 'Interfaces' and 'Chat' respectively.


[h3]Agility Helpers [/h3]

Training Agility has just gotten that little bit smoother with this update! We've included visual identifiers for obstacle courses across Gielinor, including the new Shayzien course. Along with your path through a course, any Marks of Grace will also be highlighted. This setting will be OFF as default, so remember to switch it on for the extra assistance.

Marks for the Marks!


[h3]Full List of Courses[/h3]
[expand]
  • Gnome Stronghold
  • Draynor
  • Al Kharid
  • Varrock
  • Canifis
  • Falador
  • Seers Village
  • Pollnivneach
  • Rellekka
  • Ardougne
  • Prifddinas
  • Wilderness
  • Skullball
  • Werewolf
  • Agility Pyramid
  • Ape Atoll
  • Barbarian Outpost
  • Brimhaven Agility Arena
  • Penguin Course
  • Shayzien
[/expand]

If you’re in a hurry, you also have the option to highlight the many shortcuts within the Agility skill guide. Again, this is OFF by default.

Shortcuts are little more obvious now!


We’ve also included a nifty little Infobox that will display the name of the course, track the number of laps you've completed, your laps per hour and the number of laps needed for your next Agility level. Courses with their own unique twist like the Brimhaven Agility Arena will have additional course-specific information.

The Infobox is ON by default.


[h3]Draw Distance [/h3]

Like Gielinor itself, we're very old and can barely recall the days when we enjoyed 2020 vision… but now you can see further than ever before with this update! You'll now be able to increase the draw distance of objects around the player using a bar within the Display tab in Settings. By default this will be on its lowest setting. Note that changing this will not affect the distance at which you can see other players or NPCs.

Image 1: Minimal Draw Distance, Image 2: Maximum Draw Distance.


[h3]Minimap Improvements [/h3]

Eagle-eyed players would have spotted this new feature with last week's update. Yup, you can now zoom in and out of the Minimap! Hover your mouse over it and get scrolling to increase or decrease the size - it’s perfect for scoping out your next destination.

Left: Completely Zoomed In, Right: Completely Zoomed Out


But what if you don't like the Minimap? What if you think it simply gets in the way of all that beautiful scenery?! OK, fine. In the resizeable mode you can now right-click on the globe icon and minimise it. Just don’t blame us if you get lost.

Putting the 'Mini' in Minimap!


[h3]Tile Indicators [/h3]

We're also bringing you three new types of tile indicators, which can be found within the new Activities section of the Settings menu. You now have indicators for your current position, your destination tile and any tiles you mouseover.

Each of these new indicators can be given different colours. Their default setting is OFF.

Blue = Current Tile, Green = Target Tile, Red = Hovered-Over Tile.


[h3]Buff Bar: Ammo Display [/h3]

Check what ammo you’ve equipped and how much you have left on your Buff Bar! When you have more than one type of ammo equipped (e.g. darts and arrows), the ammo in the weapons slot will take priority.

Image 1: With Blowpipe & Ammo, Image 2: Without Blowpipe.


[h3]Extras[/h3]

Stat boost timers will now appear instantly if any boosts are active when logging into the game.

We’ve also made the text colour for stat boost timers more readable.

It's the smaller details that makes the biggest difference.


UI scaling has become more flexible, too - you can now choose between nearest-neighbour, linear and bicubic filtering.

Smooth out those zoomed in edges!


Certain elements such as stat boosts, helpers, opponent information and more will be hidden during cutscenes, leaning into a more cinematic experience.


[h3]Your Feedback[/h3]

We've also created a new set of channels in the Official Old School Discord so you can give us your feedback and suggestions on the latest Steam Client drops. So jump into Discord and let us know your thoughts on the second client milestone!

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[h2]Combat Achievements[/h2]

We're continuing to refine the Combat Achievements experience. Here are the latest tweaks:

  • As long as it's bounced to another player, the ‘Perfect Verzik’ task will no longer fail if you take damage from Verzik's green ball attack.
  • The RPG will now count as a melee weapon for completing Combat Achievement tasks.
  • The Fight Caves will now save progress correctly in relation to complete Combat Achievements tasks.
  • The counter page of your Player Owned House Achievement Log will now display on a different scroll, ensuring that high achievers can see their stats too.
  • Nightmare tasks should now be working as intended.
  • Performing the Scythe + Serp combo will once again have 100% chance to poison the Purple Crab in Theatre of Blood.

We've adjusted some of the tasks’ difficulty tiers:

  • ‘Sleep Tight’: Moved from Master tier to Elite tier
  • ‘Nightmare (Solo) Speed-Trialist’: Moved from Elite tier to Master tier

Following your feedback, we've tweaked some of the kill count tasks:

  • Kill Bryophyta 10 times -> 5 times (Medium)
  • Kill Obor 10 times -> 5 times (Medium)
  • Kill Callisto 150 times -> 100 times (Elite)
  • Kill Venenatis 150 times -> 100 times (Elite)
  • Kill Vet'ion 150 times -> 100 times (Elite)
  • Kill Cerberus 250 times -> 150 times (Elite)
  • Kill Cerberus 500 times -> 250 times (Master)
  • Kill Alchemical Hydra 250 times -> 150 times (Elite)
  • Kill Alchemical Hydra 500 times -> 250 times (Master)
  • Kill Corporeal Beast 100 times -> 50 times (Elite)
  • Kill Corporeal Beast 250 times -> 150 times (Master)
  • Kill Zulrah 250 times -> 150 times (Elite)
  • Kill Zulrah 500 times -> 250 times (Master)
  • Defeat the Corrupted Gauntlet 50 times -> 10 times (Elite)
  • Defeat the Corrupted Gauntlet 100 times -> 50 times (Master)
  • Defeat the Corrupted Gauntlet 200 times -> 150 times (Grandmaster)
  • Defeat the Gauntlet 50 times -> 100 times (Master)

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[h2]Theatre of Blood - Poll 75 Changes [/h2]

A filter has been added to the Theatre of Blood Party Board to help you find their friends and Clanmates.

Players can now use Verzik's crystal shards on their party members to activate them. To enable this, right-click a crystal and select ‘Toggle’. Both players must have a crystal for this to work, and both crystals will be consumed in the process. Hopefully that’s as clear as a transparent precious mineral.

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[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

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[h2]Merch [/h2]

Check out the new Limited Edition pins from Angels Scapes, available now on the Official Merch Store! Dazzle your friends with the Lunar Pin, a shiny set of ceremonial Moon Clan armour on coloured enamel with 2.5D anodized rainbow metal detailing, or stand out from the crowd with the Berty Pin – the craziest house you ever did see, now in pin form!

By popular demand, we have also added Cooking and Farming to the Skillcape keyring range.



Visit the store to grab your pins while stocks last!

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[h2]Other News [/h2]

  • The Sinister Offering spell can now be performed without interrupting your actions.
  • Story Mode has been renamed Entry Mode in the Combat Achievements menu, Collection Log and Theatre of Blood scoreboard.
  • A typo within the A Night at the Theatre dialogue has been fixed.
  • A grammatical error in the description for the Combat Achievement ‘Shayzien Protector’ has been fixed.

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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