Deadman Annihilation – Other Gameplay Changes – OSRS

Gameplay Changes To Deadman Annihilation

Before we dive into discussions around the Finale, we’ve got a lot of tweaks that you’ll want to know about. Some of these are small fixes, while others might give you new things to enjoy this Deadman mode…

  • For Deadman: Annihilation only, the Revenant Caves have been given a makeover. Players entering from the southern entrance will be able to fight Revenants in a Singles-plus area, just as in the main game. Players entering from the northern entrance will be able to fight revenants in a Multi-combat area. These two sections of the cave are blocked off from each other, and the number of revenants within the accessible parts of the caves have been increased to compensate. There are no additional benefits for killing the multi-combat variants, but we understand that as players wind down over the course of the event that it might be a bit of fun to fly into the caves and find some fights.
    • To reiterate: this change is solely for Deadman: Annihilation.
  • On a related note, we’ve fixed a bug from Deadman: Armageddon where loot multipliers were resulting in Revenants dropping far more loot than intended.
  • All players will start with the following Quests auto-completed:
    • Alfred Grimhand’s Barcrawl (Miniquest)
    • Animal Magnetism
    • Ascent of Arceuus
    • Barbarian Training (Miniquest)
    • Children of the Sun
    • Client of Kourend
    • Demon Slayer
    • The Depths of Despair
    • Druidic Ritual
    • Ernest the Chicken
    • Fairytale I – Growing Pains
    • Fairytale II – Cure a Queen
    • The Forsaken Tower
    • Goblin Diplomacy
    • The Grand Tree
    • Holy Grail
    • Horror from the Deep
    • Lost City
    • Merlin’s Crystal
    • Monkey Madness I
    • Nature Spirit
    • Priest in Peril
    • The Queen of Thieves
    • The Restless Ghost
    • Rune Mysteries
    • Shield of Arrav
    • Tale of the Righteous
    • Tree Gnome Village
    • Vampyre Slayer
    • Waterfall Quest
    • Witch’s House
    • X Marks the Spot
  • In PvP: All single-instances of damage are capped at 85, with the exception of Dharok’s set effect.
  • Spell icons will have spell resizing enabled, as is the case in the main game outside of the Wilderness. There’s never been a better time to get to grips with PvP!
  • Private God Wars Dungeon instances are disabled for Deadman: Annihilation. Additionally, killcount obtained in the dungeon will not wipe when you leave the area.
  • Once you’re done with the tutorial, you can choose any of the following starting locations: Varrock, Lumbridge, East Ardougne, Gnome Stronghold, Kourend Castle
  • On your first login, you’ll be provided with a number of items including a Deadman starter pack. Once you’ve opened your pack, your setup should include:
    • 30 untradeable tuna in your bank, 12 untradeable tuna in your inventory
    • A Chronicle with 10 teleport cards
    • A Looting bag
    • An early-game cape with some combat bonuses
    • Some starter weapons, body armour and leg armour
    • A Dramen staff
  • Items obtained from Tutorial Island will be placed in your bank, rather than in your inventory
  • The Global Loot Table (accessed by killing any NPC outside of an instance) has been adjusted and can now drop:
    • God d’hide bodies and chaps
    • Various potions
    • Ancient staves
    • Uncut gems
    • Cannonballs
    • Dragonstone bolt (e)
    • Blighted Ice Sacks
    • Mystic Robe tops and bottoms
    • Various runes
    • Cooked food
    • Herblore secondaries
    • Reduced alchables compared to before.
    • For NPCs with a Combat level of 50 or more, there’s a rare sub-table which can drop the following items:
      • Mage’s book
      • Master wand
      • Any piece of Ancient warrior armour
  • Players can now use noted teleport cards on the Chronicle.
  • Shop stocks act differently depending on the shop, but the general rule of thumb is that ‘generic’ shops like General Stores or Rune Shops refresh their stock at a rapid rate or fully restock when their interface is closed and re-opened, while more ‘bespoke’ shops like Fortunato’s Wine Stall deplete as they would in the main game. We’d love to find a more standardised approach to shops in Deadman, but the presence of an in-game economy here (which isn’t the case for Leagues) makes things more challenging.
  • Maniacal monkeys in the tunnels unlocked during Monkey Madness 2 have had the rate at which they provide supply drops reduced.
  • Looting bags are now common drops from all monsters, rather than only those found in the Wilderness.
  • Supply drops from skilling actions now occur at a rate of 1 in 1,000 as opposed to 1 in 500.
  • Since bank keys are removed, players’ risk will be indicated by skulls above their head, similar to Bounty Hunter. The ‘risked wealth’ associated with each skull colour is as follows:
    • Bronze: 200,000 GP or less.
    • Iron: Between 200,001 GP and 800,000 GP.
    • Green: Between 800,001 GP and 2,000,000 GP.
    • Blue: Between 2,000,001 GP and 8,000,000 GP
    • Red: More than 8,000,001 GP.
  • Any Quest items that are obtained from automatic Quest unlocks or Quest Lamp unlocks can be reclaimed indefinitely from the Combat Tutors in Lumbridge, except for: Iban’s Staff, Crystal shield, Crystal bow, which can only be obtained once.
  • Starter Packs no longer provide a free Sigil once per day. Instead, you’ll be granted some points on login to purchase a Sigil from the Skull shop.
  • Note that you will still be able to choose one of the typical combat sigils for free when logging on for the first time (Ruthless Ranger, Formidable Fighter and Menacing Mage)
  • Starter Packs no longer provide 5,000 GP.
  • Your Magic autocast settings remember which spell you used when switching between weapons if you haven’t attacked another player in the last 20 ticks.
  • When getting a kill in a single combat zone, you will be reminded periodically in the chat box how much immunity time you have left until you can be attacked by another player. Immunity is removed when teleporting or logging out.
  • The PJ timer has increased from 20 to 24 ticks.
  • Nihil shards and regular Spirit shields have been made more common from Nex and the Corporal beast respectively.
  • You’ll be able to enter a raid while in Combat. Note that the bank chest inside the Chambers of Xeric instance will be disabled for Deadman: Annihilation.
  • Players who have PvP protection active or very low risked wealth will not be able to enter raid areas such as Ver Sinhaza, Mound Quidamortem’s peak, or the Tombs of Amascut lobby – meaning would-be raggers or scouts shouldn’t be able to dip in and out of raids with zero retaliation to harass people.
  • The respawn times for item spawns and NPCs has been made significantly faster.
  • God books obtained from completing the Horror of the Deep quest will automatically completed, so no need to acquire your own pages.
  • The Arceuus Library is closed for Deadman: Annihilation, and its related diary task is automatically completed. The world is ending, there’s no time for messing around with books!
  • The Emblem Trader’s shop is receiving some changes:
  • The Ancient Sceptre has been added.
  • Items purchased from the Trader are noted wherever possible.
  • Halos purchased from the Emblem Trader can no longer be alchemised.
  • Players’ default respawn point is set to the Grand Exchange.
  • Experience is now granted even when you’re inside of an instance, though only at a 3x rate. As a result, Nightmare Zone will be inaccessible.
    • Slayer XP is exempt from this, you’ll always be granted full Slayer XP according to your bracket’s modifier.
  • Wilderness Slayer will provide significantly fewer Tier 5 Emblems than in previous Deadman Mode events.
  • Logout delay will not apply if you’re logging out within a safezone.
  • Hitpoints requirements will not apply to the Amulet of Rancour, Confliction Gauntlets, or any Zenyte jewellery.
  • Blighted Overloads now deal 10 damage to you (down from 25) and reduce your Defence to 90% (up from 80%) of its initial value.
  • The Elder Chaos Druid at the Chaos Temple will be able to unnote your bones.
  • Items above a certain value cannot be banked outside of a safezone if you’ve been in combat within the last 60 seconds.
  • There’s no longer a delay for consuming food or potions after closing your bank while in a safezone.
  • Creating the Emberlight, Purging Staff and Scorching Bow will not require completion of While Guthix Sleeps, though you’ll still need to finish the quest if you’d like to fight Tormented Demons for yourself.
  • Some ladders that lead to overpowered ‘1×1’ hiding spots (meaning it’s not possible to be attacked in these areas) in Shayzien are under maintenance.
  • Wintertodt and Tempoross are now safezones.
  • A wizguard (yes, you’re reading that right) will freeze you for a short duration if you run into a guarded area while skulled.
  • If you’re skulled and teleport using a portal in your POH, you’ll be warned if your destination is a safezone.
  • PK Skull prevention has been enabled in Deadman is turned on by default, it can be turned off in the settings menu in the same fashion as the main game.
  • Wilderness Agility Course lap counts do not reset when you leave the course.
  • Zulrah’s damage cap (limiting hits to a maximum of 50) has been removed.
  • The Trinket of Vengeance has been removed for Deadman: Annihilation.
  • We’ve fixed a bug where players stood on top of Fairy rings could not attack back while frozen.
  • The Eclipse Atlatl and Arkan Blade have had their burn damage reduced from 15 to 10.
  • Minnow fishing requires a 100,000 GP fee to access the platform, this change is meant to hinder bots.

With all of that, you should be up to speed! We’re excited to see all of your plans and perhaps a pink skirt or two. See you all January 30th for Deadman: Annihilation!