The purpose of this section is to detail any major changes from the previous tournament, the Deadman Winter Finals. All changes here are also listed in the sections below.
A change was made to allow the Zenyte ring to be craftable. This change was made following community feedback, and reverts a prior decision, please see below.
The bank chest accessible within the 1v1 stages has a Venerate option which will allow you to change your spellbook.
The Zenyte ring is not craftable during the entiety of the Finals. This means the Ring of suffering will be inaccessible. THIS IS NO LONGER ACCURATE. SEE ABOVE
Phoenix necklaces correctly act as food in the 1v1s, meaning they will be removed when your inventory is replaced.
The appearance of the arena section of the Permadeath Stage has been edited to reflect the seasonality of the Spring Finals.
Once the 128 players who have qualified for the arena section have been teleported to the arena they will have the opportunity to access their bank chest. Players will be able to access their bank chest for 5 minutes, and this is the only opportunity they'll have to bank throughout the arena section.
We have changed the manner in which fog operates before the arena section. Anybody who is stood in the lethal fog once it jumps will be instantly killed. Anybody entering the lethal fog when it isn't jumping will be hit for increasing damage for the longer they're stood in the fog. Anybody who ignores the increasing damage and travels further into the lethal fog will be instantly killed. Generally speaking, the changes are kinder to those who happen to find themselves accidentally entering an area which is covered by lethal fog.
We have changed the manner in which fog operates during the arena section. All rounds up to (but not including) the Semi-Final stage (four players remaining) are given 5 minutes to fulfil their 1v1 fight, after the 5 minutes are up a damaging fog will fill the arena hitting each individual for 5s. For the Semi-Final and the Final, this arena fog is manually activated. Once activated, players will receive a 30 second warning, and then it will hit each individual for 5s.
The location of the Supply chests has changed (see the map in the sections below). Once the lethal fog warning has begun, you'll be able to see in-game where the chests will spawn. The items are the same as in the last tournament, but the ordering is different. We won't reveal the order ahead of the tournament, but you'll be notified in the chatbox as with the Winter Finals.
High level guards patrol major towns across the map keeping them safe. If they spot a player with a PK skull they will attack them. The map below is an approximation of the map changes within Deadman Mode. The areas highlighted in green on the map to left are the safe areas. The areas highlighted in red on the map to left are multi-way combat areas.
There is no cap on XP gain.
The XP rate when training all skills (combat & non-combat) in a guarded area is 10x.
The XP rate when training combat skills in an unguarded (dangerous) area is 15x.
The XP rate when training non-combat skills in an unguarded (dangerous) area is 10x.
There is a 50x rebuild rate on XP in stats previously lost on death.
The standard skull timer for attacking a player is 15 minutes.
If you're already skulled, and you attack another player, the timer will be extended by 2 minutes up to the regular 15 minute timer
There is a skull penalty for all players attacking a skulled player. The skull penalty will last for 5 minutes. If you previously had a skull with less than 5 minutes remaining it will revert to 5 minutes. If you previously had a skull with longer than 5 minutes remaining it will remain unchanged.
There is a 1 minute grace period for reasonable kills. This grace period will be a temporary status of immunity from the attacks of other players. A reasonable kill can be defined as killing a player within 30 combat levels of yourself. If killing a combat level higher than yourself you will always receive this grace period of immunity (e.g. a level 90 killing a level 126 will receive the grace period). If you die or attack another player within this minute then you will lose the remaining grace period. The grace period will be lost upon logging out.
Items & XP Lost On Death
Unskulled players protect all XP lost on death.
Skulled players who are killed by another player will lose XP dependent on the combat level of the player killing you.
You can insure your HP level by talking to Gelin, found in Lumbridge graveyard. You'll permanently be able to protect your HP at level 25, level 50, and level 75.
You can protect 5 skills in total: 2 combat skills and 3 non-combat skills. You can do this by opening the items lost on death interface from the equipment tab.
If you die to another player you will lose the 10 most valuable stacks of items from your bank, along with all items you have equipped or in your inventory.
For items lost on death, you will only lose 80% of an item's stack. This applies only to stacks of 5 or more. For example: if you had 4 Abyssal whips, you'd lose them all. If you had 5 Abyssal whips, you'd lose only 4 of them.
Bank Raiding & The Safe Deposit Box
If you manage to kill a player in Deadman mode you will receive a key drop. This key will give you access to chests found within safe arenas that, when opened, will allow you to take the 10 most valuable stacks of items from the bank of the player you killed.
You are able to protect up to 10 of your items by talking to Financial Wizards found within banks in safe zones. When you give him 10 items they are securely stored within a Safe Deposit Box. When killed you will not lose these items. You can only place single items within the Safe Deposit Box, and not stacks of items (for example, 10 Rune arrows will count as 10 items).
Other Misc. Changes
The Protect from Magic protection prayer does not halve the duration of the Bind, Snare, and Entangle spells.
Dying with, or dropping, a stack of Chinchompas will cause it to appear on the ground, visible to all players.
All rune and arrow shops restock at a much faster rate. Fletching & Crafting supply stores will also restock at a faster rate. Lower tier equipment will restock faster than higher tier equipment, for example: an air rune will restock faster than a death rune.
Changes remain in place to prevent door spamming. We received reports that specific areas were still troubled by issues of door spamming.
POH pools are unavailable for 3 minutes after combat.
In Barrows there is also a chance to obtain potions and potion ingredients. For potions, there is a 1/2 chance of gaining a stack of 3 (4)-dose potions when you 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. Note, due to limitations of the Barrows interface it's possible that any items gained may instead appear in your inventory or on the floor. It is possible to receive the following: Crushed nests, Red spiders' eggs, Wine of Zamorak, Limpwurt roots, White berries, or Grimy torstol.
In addition to the normal loot offered by killing them, Callisto, Venenatis, Vet'ion and the Chaos Elemental also have a 1 in 3 chance of dropping a single 4-dose Saradomin brew.
In addition to the normal loot offered by killing them, Scorpia, Crazy Archaeologist and the Chaos Fanatic also have a 1 in 5 chance of dropping a single 4-dose Saradomin brew.
A safety deposit box can be found in both banks within the Grand Tree.
Turael will not assign Kalphite tasks.
Raids, Zulrah, the Revenant Caves, the new Wilderness Prayer altar, and Lava dragons are inaccessible for the entire week of the Finals.
The following mini-games are disabled: Duel Arena, Castle Wars, Trouble Brewing, Fight Pits, Rat Pits, Pest Control, and Last man Standing.
The nature rune chest in East Ardougne is inaccessible.
Count Check will not be able to teleport players to the Stronghold of Security.
Supply chests: The chests will appear each time the fog advances. We will announce the location of these chests with a message within your chatbox. We intend for these chests to encourage fights throughout the entire duration of the Permadeath stage, and also to offer a modest advantage for those courageous enough to attempt to loot them. Contained within each chest will be one of the following: Karil's top & Ahrim's top / Karil's skirt & Ahrim's skirt / Seers ring (i) & Archers ring (i) / Amulet of fury & Infernal cape / a charged Dragonfire shield / Verac's skirt & Abyssal whip.
The PK Skulls on the map denote the location of the final areas (specified in text below this image), and the Supply chest icons denote the location of... you guessed it, the Supply chests.
Final areas: We will evenly split players between the two final areas: the area north of Falador, and the Demonic Ruins in the Wilderness. Players will be assigned a final area location randomly once the Permadeath stage begins, with the fog being specific to each player. The last surviving 64 players in each final area (128 players in total) will be transported to the final arenas, which are detailed below. The aim of this is to split up large groups of players and to promote a more varied viewing experience with two groups of players having to adapt to different tactics depending on their designated final area.
Final 1v1 Stage: The remaining 128 survivors will be teleported to an area containing 64 individual Arenas. Players will be teleported to a random arena regardless of level, location, gear etc. for a set of 7 brackets of 1v1 fights.
Fog within the arena:All rounds up to (but not including) the Semi-Final stage (four players remaining) are given 5 minutes to fulfil their 1v1 fight, after the 5 minutes are up a damaging fog will fill the arena hitting each individual for 5s. For the Semi-Final and the Final, this arena fog is manually activated. Once activated, players will receive a 30 second warning, and then it will hit each individual for 5s.
The structure is as follows:
Bracket 1: 128 players | 64 Arenas
Bracket 2: 64 players | 32 Arenas
Bracket 3: 32 players | 16 Arenas
Bracket 4: 16 players | 8 Arenas
Bracket 5: 8 players | Quarter-final
Bracket 6: 4 players | Semi-final
Bracket 7: 2 players | Final
Players will be teleported with the gear, stats, and supplies that they left the mainland with. Once teleported, to the arena they will have the opportunity to access their bank chest. Players will be able to access their bank chest for 5 minutes, and this is the only opportunity they'll have to bank throughout the arena section. This bank chest also carries the option to change your spellbook.
Items that are manually dropped by players cannot be picked up or traded whilst they are in these Arenas.
Healing supplies will not be dropped on death.
When one player remains in an Arena they will automatically be teleported to the next Arena. They will have a short period of time in which to loot from their opponent.
Players who are successful at progressing beyond the first Arena will have their inventory wiped of supplies (food and potions) and for each fight thereafter we'll restore all health/stats/special attack, as well as resupplying inventories. The supplies will consist of the following, also note that if your inventory is full then any excess supplies will appear on the floor:
1x Saradomin brew (4)
2x Super restore (4)
1x Super combat (2)
1x Ranging potion (2)
First place will receive $20,000
Second place will receive $10,000
Third and Fourth place will each receive $1,000
The remaining 12 players who make up the final 16 will receive the prize of 12 Months Membership.