Newcomer’s Guide to Deadman Mode w345 (DMM)

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STARTING OUT:

  • Tutorial Island — You can skip Tutorial Island by speaking to Skippy in the very beginning, right after designing your character. When leaving the island, you’ll be given the option of teleporting to Lumbridge, Varrock, Falador, East Ardougne, or the Gnome Stronghold. Most players choose Varrock.
  • Your first 12 hours — Immediately upon leaving Tutorial Island, you’ll have 12 hours of protection from PvP + increased exp rates. During these 12 hours, you’ll earn x10 exp in all skills (as opposed to x5 eventually, after the 12hr period). It’s recommended that you obtain some gear asap & start training your combat immediately. Many players choose to train on Lava Dragons in the deep wildy, as they are safespottable & their bones can be offered at the Chaos Temple hut for crazy exp. Some players also do a quick run-through of the Security Stronghold early on, for easy starter gp. You can probably get some starter gear by just asking around the GE, as DMM players are usually more than willing to help out newcomers. Otherwise, make some gear from scratch as quickly as possible, via Mining -> Smithing, or Woodcutting -> Fletching, etc. Think like an ironman.

EXP RATES:

  • x10 and x5 exp — During your first 12 hours of DMM, you’ll earn exp at a x10 rate. However, after the 12 hours wear off, your exp rates will gradually decline to x5. After the grace period ends, stats 1-10 will gain exp at x10, 11-20 at x9, 21-30 at x8, and so on. The rate will stop declining at x5 for any stat you’ve reach 50 in. The 12 hour period will pause when you logout. Do not waste these 12 hours!!!
  • Dying skulled & rebuilding stats — I’ll tell you more about DMM’s death mechanics soon, but for now, just know this… if you die while skulled (to a player or monster), you’ll lose a big chunk of your account’s overall exp (and no, this doesn’t affect your normal OSRS profile—nor does anything in DMM). You can set some stats to be protected upon skulled death—but if you do lose exp in any of your stats, you’ll earn it back at a x50 rate until you’ve rebuilt the stats to what they were before.

AUTOCOMPLETED QUESTS:

  • The following quests will be auto-completed for you upon starting DMM — Dragon Slayer, Ernest the Chicken, Goblin Diplomacy, Prince Ali Rescue, The Restless Ghost, Romeo & Juliet, Animal Magnetism, The Grand Tree, Monkey Madness I, Priest in Peril, and Tree Gnome Village.

BANKING:

  • Bank keys — Upon dying in PvP, whether you’re skulled or not, the person who PKed you will get something called a bank key, which allows them to raid the 10 most valuable items/stacks of items from your bank. More about this in the next section of the guide.
  • Deposit box — Players can protect up to 10 items (not stacks of items, like seeds) in a safe deposit box. PKers won’t have access to these items via your bank key. This deposit box can be accessed by right-clicking a Financial Wizard at any major bank & selecting ‘Deposit-box Financial Wizard’.
  • Muling — While it’s frowned upon by the DMM community, Jagex technically does allow muling. Muling is the act of playing DMM with 2 accounts & storing all of your valuables on the “mule” account. The mule account usually has little/no stats, and is always kept inside safezones. This prevents players from risking their bank when venturing outside of safezones on their main. This has been rumored to be bannable, though there are no known cases of players being banned for it. Mule at your own risk. Most players play legitimately.

PVP & DEATH:

  • Bank keys — You’ll notice Deadman Chests in all of the major banks around the game. PKers can use bank keys on these chests to retrieve the 10 most valuable items/stacks of items from their victims’ banks. You will always drop a key when you die in PvP (skulled or not); however, you won’t drop one when you die unskulled in PvM. Like the normal game, if you die to a monster, you’ll keep the 3 most valuable items you had with you & your other items will stay on the ground. Players may only carry 5 bank keys at a time. If a PKer kills another player who happened to be holding other bank keys, the PKer will receive all of those keys as well. If a PKer is already holding 5 keys & kills someone who had keys on them, those other keys will vanish. ALL GRAND EXCHANGE OFFERS COUNT AS BANK RISK!!!
  • Safezones — Most major cities/banks are safezones. While standing near the boundary of a safezone (inside it), you can still be attacked from outside of it, but you can’t retaliate from inside the zone. So keep your distance! Players are often attacked at the GE if they stand within visual distance of the south entrance. Safezones include all of the areas marked green on this map (while Kourend isn’t shown, Kourend Castle is also a safezone)—the red zones are multi-combat areas. Players are also safe from PvP within the Barbarian Assault minigame instance itself.
  • The level-1337 safezone guards — You always lose exp upon dying skulled, but this amount is even greater when you die by entering a safezone while skulled. Never teleport/walk into a safezone while skulled, or level-1337 guards will ice barrage you to death.
  • Skulling — Upon attacking another player in PvP, you will become skulled. Normally, your skull will last 15 minutes—but if you attack someone 30 levels below yourself, your skull timer will be 30 minutes. Re-engaging in PvP combat (if you are the aggressor—not if someone attacks you) while already skulled, will add 2 minutes to your skull. Depending on how many bank keys are in your inventory, your overhead skull will appear different to everyone. If you die while skulled, you risk losing up to 50% of your exp in unprotected stats. However, if you walk into a safezone while skulled, you will lose up to 50% in your unprotected stats as well as up to 10% of experience in your protected stats. You can determine which stats you protect (2 combats & 3 skills) in the ‘Items Kept on Death’ window within the Worn Equipment tab. Once you’ve lost exp in any stats, you’ll regain it at x50 until the stat is rebuilt to what it was before. If you die to a monster while skulled, you will always lose any untradeable gear that you’re carrying (i.e. fire cape, dragon defender).
  • PJ timer — If you are under attack in PvP, you will be protected by a PJ timer. If you are simply attacking another player who isn’t fighting back, you will not be protected by a PJ timer. If 2 players are engaged in mutual combat, they’ll both be protected by the timer. It takes extra time for low-level players to PJ a fight, to prevent players from using alt accounts to interrupt combat by “boxing” their main out of a fight.
  • Temporary PvP immunity — If you kill a player that is at most 30 combat levels below you (i.e. this wouldn’t apply to a level-100 killing a level-69), you will be protected from PvP combat for 60 seconds, unless you re-initiate it yourself.
  • Combat level range — There is no combat level range in DMM PvP. This means that a level-126 could potentially attack a level-3… so be careful!
  • Spells/actions that require Accept Aid — Any spells (i.e. Vengeance other, teleother) or other actions that would normally require the target player to have Accept Aid on, may only be performed in a multi-combat zone.
  • Avoiding PvP combat — ALWAYS be ready to click on a teletab, the moment you see a white dot approaching on your minimap! You can wait to see if they’re geared for PKing before you teleport, but your best bet is to always teleport when you see a white dot, if you’re not geared up to fight.

MISCELLANEOUS:

  • Mysterious emblems — Tier-5 emblems may obtained from any lv100+ monsters in the game. Tier-1 emblems may be obtained from monsters during wilderness Slayer tasks. Emblems may be exchanged for BH points at the Bounty Hunter Store, just like in the normal game.
  • Looting bag — Looting bags may be purchased from the BH store, but unlike the normal game, you may store items in them anytime you’re outside of a safezone. You don’t need to be in the wilderness to use them.
  • Repairing ‘broken’ items — Untradeable items with broken forms, such as fire capes & imbued magic capes, will break anytime you die with them below level 20 wilderness (or anywhere outside safezones). Such items disappear completely upon death beyond level 20 wildy. Other untradeables like Lunar/Ghostly/achievement diary equipment will stay in your inventory upon death (though the same level 20 wildy rule applies). All untradeable items that fall into these 2 categories may be repaired/rebought from Perdu (he can be found in Lumbridge, Catherby, Edgeville, and Falador).
  • Insuring HP level — Players may insure their HP to prevent it from ever falling below a certain level upon skulled death. HP may be insured to 25 for 25k, 50 for 100k, or 75 for 1m. This can be done by speaking to Gelin in the Lumbridge graveyard.
  • Blood money — When killing other players, in addition to a bank key you’ll also recieve blood money (1 per kill). This can be used to purchase a Deadman top/bottom/cape from Nigel in the Lumbridge graveyard, costing 1 blood money per item. Since this gear shares the same bonuses as iron armor, it is mostly cosmetic. It can be reclaimed if lost.
  • PoH mechanics — Players may enter each other’s PoHs & engage in combat, though nothing will be lost upon death inside the PoH. The problem is that once you respawn outside of your house portal, the PKer can come kill you again and actually take your loot. You should always expel strangers from your house immediately.
  • Logging out, teleporting, PoH portal — Logging out, teleporting while in combat (you may teletab out of PvM combat), or entering a PoH portal all require a 7-second countdown beforehand.
  • Swapping gp — You’ll often see players at the GE advertising that they’re “buying dmm”, “buying 07”, “selling dmm”, or “selling 07”. These players are advertising that they’d like to swap gp from their 07 account to their DMM account, or vice versa. Usually these players will offer you a standard exchange rate. It may be anywhere from 1:1.5 to 1:3… meaning a 1-to-1.5 ratio or 1-to-3 ratio, respectively. The larger number is always the 07 part of the ratio. For instance, if a player says “buying DMM gp 1:2” this means that they want you to give them DMM gp & they’ll pay 2gp in 07 money for each 1gp DMM you give them. Players sometimes use 2 accounts simultaneously to swap (one account trades the other player in DMM, while the other account simultaneously trades the other player’s alt in 07scape). Swapping is risky and you always run the risk of being scammed. Anyone spam-advertising a swap cc at the GE is 100% a scammer. Never trust the cc “aSwap”!
  • Grand Exchange — While DMM does have a GE, its prices are independent of the normal game’s GE. On top of this, items don’t always buy/sell immediately, so you’ll sometimes need to offer quite a bit more than market value for an item to buy immediately… Likewise, you might have to sell items far below their market value for them to sell quickly. Often, you’ll need to obtain items from scratch altogether, or purchase them from NPCs around the map. Your GE offers are not safe; they will be included in your bank key if they’re of sufficient value!
  • Dropping items — In DMM, any items you drop are instantly visible to other players.

DISABLED CONTENT:

The following content is permanently disabled in DMM:

  • Protect Item prayer
  • Duel Arena
  • Castle Wars
  • Trouble Brewing
  • Fight Pits (Fight Caves & Jad are still enabled)
  • Rat Pits
  • Pest Control (though the island is still open & a safezone)
  • Minigame teleports
  • STASH units
  • Bolt pouch
  • Scrying pool