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Old School RuneScape News

Third-Party HD Clients Statement



In this blog we'd like to clarify our stance on third-party HD clients (and other projects which seek to radically change the visual appearance of the game). We know you've got lots of questions about them, and we think this will provide you with all the clarity we need.

Yesterday we contacted the developers of known HD projects and we asked them to stop development of their projects, because this is a project we are directly investigating at Jagex. We look forward to being able to share progress as our own in-house project with Old School's visuals unfolds.

[h3]CLICK HERE TO SHOW THE MESSAGE[/h3]
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Before we dive further into your project, we want to take a moment to talk about our own plans in the interests of transparency. Whilst it's still relatively early in the exploration stages, and while we will always maintain an authentic style for Old School we can confirm that we are actively investigating and experimenting with enhanced graphics and what that means to Old School RuneScape's visuals. This is an in-house project and, though early, is very much in progress. Naturally, this means that any fan-led project which seeks to change the way Old School RuneScape looks is at odds with our own plans. We think it's absolutely vital that there is consistency in the way that Old School looks, and so we want to make certain that our official changes will be the only ones available.

Hopefully the news that Jagex and the Old School team are tackling this project in earnest is something that excites you, even though it does mean that we need to politely ask you shut down your personal project.

We'd like to thank you for your cooperation, and we'd like to offer to involve you in feedback sessions once our own project reaches such a stage.

We'd appreciate if you could reply to this message to acknowledge that you've received it, and that you intend to comply by shutting down your project. We'd like this reply by 20th September (two weeks from today).

The Old School Team
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Whilst we know that the news might be disappointing to those of you who were following the third-party projects closely, we hope that you understand our position and we look forward to working with you as the project evolves!

Next week we'll be updating the Third-Party Guidelines, published in 2019, to include reference to projects and features which seek to change the appearance of the game.

We'll update this post with answers to any questions that might arise.

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The Old School Team

Deadman Reborn Final: Beta II



On Monday, September 6th, we'll be booting up the beta servers once more before the Deadman Reborn Final, for the second Beta test! This will allow us some further testing with help from you!

As the finale for Deadman Reborn has some differences from previous Deadman events, including taking place across multiple worlds so that we can accommodate over 8x more players in the 1v1 rounds, we're taking the chance to test out the systems in advance, to help things go smoothly on the night.

We're very grateful to players for taking a little time out of their 'scaping to test it with us - and we hope it's a bit of fun for you too. Congratulations again to Wallahsalki for winning in the last beta!

To shake things up a bit from last week's initial test, we'll pop a few more weapons & sigils into your banks (see the full list of items below). Whether you want test out the Statius' Warhammer or keep to what you know, ultimately the gear you use doesn't matter so much for the test of the tournament infrastructure; just come along and have a bash if you like, or strive to follow in Wallahsalki's footsteps by surviving to the end, if you can...

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 two preliminary worlds, where they’ll be assigned to 1v1 battles, to fight for a place in the final world. Just as before, this is first-come-first-served – so 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 last 1v1. You'll be able to join the preliminary rounds from the two following worlds:
  • 540 - (US West)
  • 558 - (UK)

World 578 will be removed as the Deadman Reborn US (East) 3-35 Combat Level world.

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

Once we've closed the worlds, players will have around 10 minutes to Bank, equip sigils and then the first fights will begin. We've removed the Elysian Shield from the Bank, but added a few more items in it's place:
  • Inquisitor's Mace
  • Armadyl Crossbow
  • 10k Dragon Opal Bolts
  • 10k Dragon Pearl Bolts
  • 10k Dragon Ruby Bolts
  • 10k Dragon Diamond Bolts
  • 10k Diamond Dragonstone Bolts
  • 10k Diamond Onyx Bolts
  • Armadyl Godsword
  • Zamorak Godsword
  • Ghrazi Rapier
  • Dragonfire Shield Uncharged
  • Arcane Shield
  • Spectral Shield
  • Blade of Saeldor (infinite)
  • Toxic Staff of the Dead
  • 100k Zulrah Scales
  • Serpentine Visage
  • Tanzanite Mutagen
  • Magma Mutagen
  • Ring of Suffering
  • 1k Rings of Recoil
  • Bottled Dragonbreath
  • Vesta's Longsword
  • Vesta's Spear
  • Statius' Warhammer
  • Zuriel's Staff
  • 1k Morrigan's Javelin
  • 1k Morrigan's Thrownaxe

The survivors of the preliminary rounds will be eligible to hop to World 578 (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.

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!

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

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.

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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!

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[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)

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[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!

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[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.



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[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.

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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

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

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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, 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.

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[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:

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[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


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[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!


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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