Deadman: Annihilation
| Deadman: Annihilation | ||||
|---|---|---|---|---|
| Type | Deadman | |||
| Open date | 30 January 2026 | |||
| End date | 20 February 2026 | |||
| Update blog | Deadman: Annihilation Drops This Friday! | |||
| Removal update | None | |||
Deadman: Annihilation was an updated variant of Deadman Mode that released on 30 January 2026 at 17:00 UTC, that lasted until 20 February 2026. This variant of Deadman was announced during RuneFest Summit 2025.
Notable differences from previous Deadman Mode variants include:
- The removal of bank keys
- A reworked sigil system (where some sigils are now permanent unlocks instead of items that need to be toggled)
- The addition of the dogsword, the thunder khopesh, and the Ruinous Powers
Skull shop
[edit | edit source]Using the Deadman's skull, players can spend skull points on unlocks from the skull shop. There are two types of unlocks: sigils and quest lamps.
Sigils
[edit | edit source]Sigils are useful power-ups similar to relics from Leagues. They provide XP boosts, speed increases, combat boosts, and other benefits. Unlike previous Deadman Mode variants, all sigils are bought from the Skull shop instead of being dropped by NPCs and monsters. Duplicate sigils can be sold back to the shop by using them on the Deadman's skull.
There are three different types of sigil; permanent, toggle, and attune.
- Permanent sigils, once bought, have their effects permanently active (the sole exception being the Ruinous Powers, which can be toggled). They are not lost on death, and have no limit to how many can be active at once.
- Togglable sigils can have their effects toggled on and off at will. They are not lost on death, and have no limit to how many can be active at once.
- Attune sigils can only be unlocked or swapped between at a bank. Up to three attune sigils can be active at once. Players can view their currently attuned sigils by clicking on the Sigil icon in the Worn Equipment tab.
When a player starts Deadman: Annihilation for the first time, they will be able to select one of the three starting attune combat sigils. Duplicate attune sigils can be sold to the Skull shop for their purchase price (the starting sigil therefore cannot be sold).[1] Permanent sigils are consumed on use and cannot be sold back to the shop.
Quest lamps
[edit | edit source]Quest lamps are items that, when rubbed, automatically completes quests in a quest storyline. Completing quests in this fashion does not grant their experience rewards.
Special drops
[edit | edit source]Trinkets
[edit | edit source]Trinkets are items that have special abilities. They are obtained through either killing monsters, trading with other players in the Grand Exchange, opening a Deadman's chest, or through breaches.
There are five trinkets available in Deadman: Annihilation:
| Trinket | Effect | Notes |
|---|---|---|
| Trinket of advanced weaponry | Opening it will give players a random corrupted weapon | This trinket can only be obtained either as a drop from monsters spawned in a breach, or from a Deadman's chest |
| Trinket of fairies | Allows players to remotely access fairy rings and spirit trees | |
| Trinket of undead | Summons a random thrall | This trinket has a 10 second cool down |
| Trinket of avarice | Automatically picks up and notes drops | |
| Trinket of fortuity | Adds an extra +100% to the drop rate multiplier | Must be charged with 10,000,000 coins to activate, which is lost to killer on PvP death |
Deadman's chest
[edit | edit source]Upon killing any NPC that has at least 30 Hitpoints, there is a chance that a Deadman's chest will spawn alongside Zemouregal, who can summon lethal Zemouregal Summons. If the chest attempts to spawn in an area where it would likely be impossible to open (e.g. the Dagannoth Kings), it will instead spawn outside of the area where the NPC is located. Additionally, every 30 minutes, a chest will spawn in a random location, with its location broadcast in the chatbox to all players on the world: Chests that spawn from killing an NPC do not broadcast their presence.
The chest contains a variety of powerful items, but takes 60 seconds without interruption to open (30 seconds in a multi-combat area). Any form of combat or inventory action (e.g. eating food/drinking a potion) will reset the opening timer. Additionally, the following conditions must be met in order to attempt opening it:
- The player is not in an instance
- The player is risking at least 100,000 coins
- The player does not have immunity or PvP protection
The first player to successfully open the chest will receive one of the following:
- Trinket of advanced weaponry
- Trinket of undead
- 100 Morrigan's throwing axes
- 100 Morrigan's javelins
- Any piece of Ancient Warriors' armour
- Thunder khopesh
- The dogsword
Global loot table
[edit | edit source]A global loot table can be accessed by nearly all monsters killed during the game mode, except for monsters killed inside an instance. Rolling the global table nets players the chance to receive various potions, runes, cooked food, Herblore secondaries, uncut gems, blighted ice sacks, blessed dragonhide armour, cannonballs, dragonstone bolts(e), and a number of alchable items.
Upon killing any monster with a combat level of 50 or higher, there is also a chance of rolling a rare subtable containing the mage's book, master wand, and pieces of the Ancient Warriors' equipment sets.
In addition, players may receive tier 1 and tier 5 archaic emblems, which can be traded in for store credit at the Bounty Hunter Shop by speaking to the Emblem Trader. Participating in Wilderness Slayer yields a chance of receiving a tier 1 emblem as an uncommon drop from the assigned monsters, while tier 5 emblems can be received from any NPC with a combat level of 100 or higher at a rate of 1/300.
Breaches
[edit | edit source]Time and location
[edit | edit source]At predetermined moments of the day, two breaches will open in random locations and begin spawning a stream of boss monsters. One breach will open in a single-way combat location, while the other will appear in a multicombat area. Breaches can appear in any dangerous area of the world (i.e. anywhere outside of safe zones). Players will be notified of the locations once the breaches spawn. Players can speak to Perdu to find the location of any active breaches.
A set of breaches will tear open at three fixed points in time every day, and players can check when the next breach will occur using their Deadman's skull:
- 02:00 UTC
- 10:00 UTC
- 19:00 UTC
Monsters
[edit | edit source]More monsters will travel through the breach in higher level bracket worlds. Multiple players can attack the same boss that spawned through a breach in a single-way combat zone; players can also be attacked by another player in a single area if they are not being attacked by the boss.[2] Enchanted ruby bolts procs against breach monsters are capped at 30 damage.
Breach NPCs that aren't killed by the time a breach finishes will stick around for 30 minutes before despawning. The top 100 damage dealers to breach NPCs will earn 1 point per damage dealt, up to a maximum of 5,000 x the number of days since the start of the event. After a player earns 75,000 points from breaches, they will no longer be able to earn points there. Players can check how many total points they've earned from breach monsters by talking to the Doomsayer in Lumbridge.
Locations
[edit | edit source]There are two types of breaches, localised and regional. Localised breaches have either one or three breach objects that spawn monsters nearby, within a few tiles. Regional breaches always have one breach spawner, but it can spawn monsters very far away from it, covering a large area.
Localised
[edit | edit source]The following table lists the locations where localised spawners may appear:
| Location | Map | Transportation | |
|---|---|---|---|
| East of Shilo Village | Singles | Map | Gnome glider to Gandius |
| East of Tai Bwo Wannai | Singles | Map | Fairy ring code CKR |
| East of the Farming Guild | Singles | Map | Fairy ring code CIR |
| East of the Forgotten Cemetery | Singles | Map | Cemetery Teleport or Dareeyak Teleport |
| East of the Hunter's Guild in Varlamore | Singles | Map | Fairy ring code AJP |
| Far Northeast of the Lumber Yard | Singles | Map | Varrock Teleport and run north-east or Lumberyard teleport |
| North in the Dwarven Mine | Singles | Map | Falador Teleport |
| North of Al Kharid | Singles | Map | Lumbridge Teleport, ring of dueling |
| North of Ardougne | Singles | Map | Spirit tree to Battlefield and run north |
| North of Edgeville | Singles | Map | Run north-west from Grand Exchange |
| North of Tai Bwo Wannai | Singles | Map | Fairy ring code CKR |
| North of the Bone Yard | Multi | Map | Revenant cave teleport and run south-east |
| North of the Chaos Temple | Multi | Map | Ring of dueling to Ferox Enclave and run east |
| North of the Colossal Wyrm Remains in Varlamore | Multi | Map | Fairy ring code AJP |
| North of the Fairy ring in Mor Ul Rek | Multi | Map | Fairy ring code BLP |
| North of the Forgotten Cemetery | Singles | Map | Burning amulet to Lava Maze |
| North of the Goblin Village | Singles | Map | Falador Teleport and run north |
| North of the Grand Exchange | Multi | Map | Run north from Grand Exchange |
| North of the Isle of Souls mine | Singles | Map | Use Soul Wars Portal in Edgeville and run south |
| North of the River Dougne bridge | Singles | Map | Spirit tree to Battlefield and run north |
| Northeast of Canifis | Singles | Map | Fairy ring code CKS |
| Northeast of the Al Kharid Mine | Singles | Map | Senntisten Teleport, ring of dueling, or chronicle |
| Northeast of the Black Knights' Fortress | Singles | Map | Run north-west from Grand Exchange |
| Northeast of the Combat Training Camp | Singles | Map | Spirit tree to Battlefield and run north |
| Northeast of the Sorcerer's Tower | Singles | Map | Fairy ring code BLR |
| Northwest of Catherby | Singles | Map | Camelot Teleport |
| Northwest of Lovakengj Assembly | Singles | Map | Fairy ring code DJR and run north |
| Northwest of Ortus' Farm in Varlamore | Singles | Map | Fairy ring code AJP |
| Northwest of Pollnivneach | Singles | Map | Fairy ring code DLQ |
| Northwest of Port Sarim | Singles | Map | Teleport to House to Rimmington |
| Northwest of the Al Kharid Mine | Singles | Map | Senntisten Teleport or Lumbridge Teleport |
| Northwest of the Champions' Guild | Singles | Map | Chronicle teleport |
| Northwest of the Ectofuntus | Singles | Map | Ectophial or fairy ring ALQ |
| Northwest of the Exam Centre | Singles | Map | Chronicle and run east or Senntisten Teleport |
| Northwest of the Fountain of Rune | Multi | Map | Annakarl Teleport or run from Wilderness lever |
| Northwest of the Lava Dragon Isle | Multi | Map | Revenant cave teleport |
| On top of White Wolf Mountain | Multi | Map | Gnome glider to Sindarpos |
| South of Al Kharid | Multi | Map | Amulet of glory or Lumbridge Teleport |
| South of Draynor Manor | Singles | Map | Amulet of glory |
| South of Tithe Farm | Multi | Map | Fairy ring code AKR |
| South of the Chaos Temple | Multi | Map | Varrock Teleport and run north |
| South of the Lumbridge Swamp | Singles | Map | Lumbridge Teleport or amulet of glory |
| South of the Pirates' Hideout | Singles | Map | Run from Wilderness lever |
| South of the Rogues' Castle | Multi | Map | Annakarl Teleport or run from Wilderness lever |
| South of the Wilderness Chaos Temple | Multi | Map | Varrock Teleport and run north |
| Southeast of Arceuus Library | Multi | Map | Kourend Castle Teleport |
| Southeast of Castle Wars | Singles | Map | Fairy ring code BKP or ring of dueling |
| Southeast of Outer Fortis in Varlamore | Singles | Map | Fairy ring code AJP |
| Southeast of the Colossal Wyrm Remains | Multi | Map | Fairy ring code AJP |
| Southeast of the Wilderness Bandit Camp | Multi | Map | Burning amulet |
| Southeast of the Wilderness Chaos Temple | Multi | Map | Varrock Teleport or Lumberyard teleport |
| Southeast within the Feldip Hills | Singles | Map | Fairy ring code AKS |
| Southwest of Legends' Guild | Singles | Map | Fairy ring code BLR |
| Southwest of Port Piscarilius | Multi | Map | Kourend Castle Teleport |
| Southwest of the Colossal Wyrm Remains | Multi | Map | Fairy ring code AJP |
| Southwest of the Combat Training Camp | Singles | Map | Spirit tree to Battlefield and run north then west |
| Southwest on Ape Atoll | Multi | Map | Fairy ring code CLR |
| Surrounding Nardah | Singles | Map | Fairy ring code DLQ |
| The mounds at Barrows | Singles | Map | Barrows Teleport or Fairy ring code BKR and take the Swamp Boaty |
| West of Corsair Cove | Singles | Map | Spirit tree to Feldip Hills |
| West of Draynor Manor | Singles | Map | Amulet of glory |
| West of Silvarea | Singles | Map | Varrock Teleport or Lumberyard teleport |
| West of the Dark Warriors' Fortress | Singles | Map | Burning amulet |
| West of the Demonic Ruins | Multi | Map | Annakarl Teleport or run from Wilderness lever |
| West of the Druids' Circle | Singles | Map | Falador Teleport |
| West of the Graveyard of Shadows | Singles | Map | Ring of dueling |
| West of the Ourania Altar | Multi | Map | Spirit tree to Battlefield and run west |
| West of the most Eastern Arceuus Rune Shop | Multi | Map | Kourend Castle Teleport |
| West within Zanaris | Singles | Map | Fairy ring to Zanaris |
| Within the Mole Hole | Multi | Map | Falador Teleport (bring a spade) |
| Within the Saltpetre mines | Multi | Map | Fairy ring code BKR |
| Within the Settlement Ruins | Multi | Map | Fairy ring code CIS or games necklace |
Regional
[edit | edit source]The maps below show where monsters can spawn during a regional breach, in which the location of the spawner object is largely irrelevant.
| Location | Map | Transportation | |
|---|---|---|---|
| The southern Asgarnian Kingdom | Singles | Map | Rimmington POH, skills necklace, fairy ring AIQ |
| The western Asgarnian Kingdom | Singles | Map | Games necklace, combat bracelet, Falador teleport |
| The southern Fremennik Province | Singles | Map | Fairy rings CJR or AJR, Camelot/Seers' teleport |
| The northern Kandarin Kingdom | Singles | Map | Camelot/Seers' teleport, fairy ring BLR |
| The southern Kandarin Kingdom | Singles | Map | Spirit tree to Battlefield, Ardougne cloak, fairy rings DJP and CIQ |
| The far eastern Kourend Kingdom | Varies | Map | Kharedst's Memoirs (Piscarilius/Hosidius), Xeric's talisman (Xeric's Glade), fairy ring AKR, Lovakengj minecart to Port Piscarilius/Hosidius South |
| The southern Misthalin Kingdom | Singles | Map | Chronicle, Lumbridge teleport |
| The southern Varlamore Kingdom | Varies | Map | Fairy ring AJP, quetzal |
| Throughout Zanaris | Singles | Map | Fairy ring to Zanaris or BKS. One cut diamond is needed to access the market. |
Bracket worlds
[edit | edit source]Starting out
[edit | edit source]If a player has a profile on the permanent Deadman world (World 345), they must first talk to Nigel in Lumbridge to reset their account to use it for Deadman: Annihilation. After the tutorial, players will be able to choose from the following starting locations: Varrock, Lumbridge, East Ardougne, Gnome Stronghold and Kourend Castle. As players gain additional combat levels on their Deadman: Annihilation profile, they will progress through four distinct combat brackets (3-60, 61-80, 81-95, and 96+), with each combat bracket having access to a separate world. Upon reaching a new level bracket, players will be unable to drop items, attack NPCs, gain experience or open their bank more than 3 times before being locked out until they move to a higher bracket world.
Upon entering a new combat bracket, including the starting one, players will be given one hour of PvP protection, meaning they cannot attack nor be attacked by other players. Certain bosses cannot be fought while the protection period is in effect.[3] Players can elect to end the protection period early by speaking to the Doomsayer.
On first entering a Deadman: Annihilation world, players will find a starter pack in their inventory containing the following:
- 30 untradeable tuna in the bank, 12 untradeable tuna in the inventory
- A chronicle and 10 noted teleport cards
- A looting bag
- A starter sword, starter bow, and starter staff
- A Deadman's chest, Deadman's legs, and starter cape
- A dramen staff
These packs are again given out after dying at the hands of another player, and an unlimited amount can be reclaimed from any of the combat tutors or Brugsen Bursen. Starter weapons cannot be used to attack other players.[4] Certain quests are also auto-completed.
Quest items that are obtained from automatic quest unlocks or from 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. A m'speak amulet, ghostspeak amulet, Karamjan monkey greegree, and magic secateurs can be immediately claimed due to the quests that are auto-completed at the start. Players can also receive a free teleport once a day to either Ardougne, Falador, Seers' Village, Tree Gnome Stronghold, Varrock or Kourend Castle by speaking to Nigel.[5] Count Check will not teleport the player to the Stronghold of Security however.[6]
Multipliers
[edit | edit source]As players move up the combat brackets, they will gain the benefits of increasingly higher experience multipliers, in addition to an ever greater drop rate multiplier for a specific list of unique items. Nigel cannot help players lose experience they have gained, and as no experience is lost on death, it is not possible to move back down a combat bracket in Deadman: Annihilation.[7] Players can ask Nigel to either lock their experience in Hitpoints or lock their experience in ALL Combat skills (including Hitpoints), preventing any further experience gain. Experience can be unlocked by talking to Nigel again.
The experience multipliers are also applied to experience rewards obtained through lamps.[8] Prayer is counted as a combat skill for the purpose of these multipliers.[9] In instanced areas, the multiplier is capped to 3x for all skills except Slayer.
| Level bracket | Combat XP | Skilling XP | Drop rate | ||
|---|---|---|---|---|---|
| 3 | – | 60 | 10x | 10x | 3x |
| 61 | – | 80 | 15x | 10x | 3x |
| 81 | – | 95 | 15x | 10x | 4x |
| 96 | – | 126 | 20x | 10x | 5x |
Deaths, skulls, and safezones
[edit | edit source]Safezones
[edit | edit source]A map of the multiway combat zones can be found on the Multicombat area page
For an image file containing both the safe- and multizones, see here
The areas designated as a safezone are largely the same as they are in permanent Deadman Mode. In addition to those areas, Tempoross, Wintertodt and Warriors' Guild are safezones as well in Deadman: Annihilation. Any player who enters these safe zones when skulled will be attacked on sight by level 1337 guards and frozen for a short period of time by Wizguards. The melee and ranged guards have a fast attack speed and their damage ramps up the more consecutive hits you take, starting at 20% of the player's hitpoints level. The guards also prevent you from attacking other players in safezones, displaying the message if you attempt to do so.
Looting bags may not be filled inside of safezones, but unlike other game modes, it can be freely used anywhere outside of these guarded areas. On the other hand, note that the effects of an imbued ring of wealth still only apply inside of the Wilderness. You cannot deposit valuable items into the bank outside of safezones if you have been in PvP recently.
Deaths
[edit | edit source]The consequences of dying in Deadman: Annihilation largely resemble those of dying in high risk worlds, meaning no items on the player are protected on death, and the Protect Item prayer cannot be used.
Differences exist from previous iterations of seasonal Deadman modes:
- No experience is lost on death, under any scenario.
- No items in the bank are lost on death, under any scenario.
- No trade offers that are listed on the Grand Exchange are affected on death, under any scenario.[10]
- Most items on the player except the Deadman's skull are lost on death:
- Upon PvM death outside of instances, players keep 3 of their most valuable protected items if unskulled (none if skulled). All unprotected tradeable items drop to the floor and become visible to everyone after 1 minute. All unprotected untradeable items go to a gravestone, where they can be collected.
- Upon PvP death, all tradeable items and untradeable items that can revert to a tradeable form drop to the floor for the killer. Other untradeable items go to a gravestone, where they can be collected.
- When dying at the hands of another player, a starter pack is handed out upon respawning. Players' default respawn point is set to the Grand Exchange.
Skulls
[edit | edit source]Deadman: Annihilation uses versions of the skull symbol that indicates how much a player is currently risking. A skull with yellow eyes indicates a player is also skulled. In safezones, skull icons do not change unless a player enters a dangerous area or gathers enough resources in the safezone, in order to prevent others from scouting risk.[confirmation needed]
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— Bronze skull, less than 200,001
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— Iron skull, between 200,001 and 800,000
![]()
— Green skull, between 800,001 and 2,000,000
![]()
— Blue skull, between 2,000,001 and 8,000,000
![]()
— Red skull, more than 8,000,001
Although skulling plays no meaningful role in death behaviour, some limitations still result from skulling:
- Skulled players cannot attune or unattune sigils;
- Safezones cannot be accessed while skulled;
- Certain unsafe areas are inaccessible to skulled players as well.[11]
Disabled content and restrictions
[edit | edit source]Disabled content and restrictions listed on the permanent Deadman Mode main page will also apply to Deadman: Annihilation. Additionally:
- Pickpocketing is disabled in safezones. Attempting to do so gives the message
- Nightmare Zone is disabled.
- Pest Control is disabled.
- Temple Trekking is disabled.
- Arceuus Library book turn-ins are disabled.
- Raids lobby areas (where players set up their raid party) cannot be entered during the PVP protection period, or without a minimum risk of 500,000 in alch value. Players who attempt to enter the lobby areas without the minimum risk or players who lower their risk to below the minimum while in the lobby area (i.e. by banking or dropping items) will be forcibly teleported a short distance away from the lobby areas. However, players can enter raids even while in combat.
- The bank chest inside the lobby room of the Chambers of Xeric is disabled.
Revenant Caves
[edit | edit source]The Revenant Caves are adjusted for Deadman: Annihilation. The cave has been blocked off in the middle and split into two, and extra spawns have been added across the entire cave. Entering from the southern entrance puts you in the bottom half of the cave, which is a Singles-plus combat area as normal. Entering from the northern entrance puts you into the top half, which has been adjusted to be a Multicombat area just for the event.
Points
[edit | edit source]Points can be earned through a variety of activities during Deadman: Annihilation, such as completing Combat Achievements, Achievement Diaries, Treasure Trails, killing bosses, or gaining levels. These points allow players to climb the dedicated leaderboard. Players will not be able to gain points during the finale.
Points are used to purchase sigils and quest lamps from the Skull Shop and an equivalent amount of points received can be used to purchase tradeable rewards in the main game.
For an overview of all the various activities that award points, see the main article.
Finale and prizes
[edit | edit source]In the first phase of the finale, all players are teleported to Daimon's Crater and randomly[12] split into two teams, with one spawning to the south-west, and the other to the south-east. Both teams are forced to wear team capes to prevent attacking teammates, and must make their way to the northern area of the crater as a damaging fog closes in. The team capes cannot be unequipped, and attempting to do so displays the message Eventually, when there is around 100 players remaining, the finale moves to the second phase, where the surviving players are taken to the Fortis Colosseum (with gladiators limiting the size of the arena like during the Sol Heredit fight), and it becomes a free-for-all match.
Due to the only world for the 96+ bracket being unable to accommodate all players, a second finale was ran on February 28th at 18:00 UTC. Players who were previously eligible for the 96+ bracket, but could not enter on the 21st, were allowed to join. [13]
Merchandise will be distributed to the last player standing in each combat bracket for the finale. The prizes are as follows:
- Brackets 1 and 2
- 1x Youtooz Lumbridge Castle Brickset
- 1x Madrinas Collector's Box Drink Set
- Brackets 3 and 4
- 1x Youtooz Rune Armour Figure
- 1x Youtooz Dragon Armour Figure
- 1x Youtooz Tim & Crunchy Monitor Buddiez
- 1x Starforge x OSRS Ducky Tinker 75 Keyboard
- 1x Zuk Artisan Keycap
Unlike previous seasonal Deadman Mode variants, there are no cash prizes, and there are no prizes based on points received.
Winners
[edit | edit source]- 45 – 60 bracket: Desailly
- 61 – 80 bracket: KalculatorV4
- 81 – 95 bracket: mama mia73
- 96+ bracket: Kalmaars
- 96+ bracket (second finale): HershyPurse6
World 345 transfer
[edit | edit source]After Deadman: Annihilation ends, the player's stats, most untradeable items, and pets are transferred to the permanent Deadman Mode world, world 345. However, all tradeable items and untradeable items that can be converted into tradeable items (e.g. Barrows gloves, which are converted to coins on death) will be lost. Transferred players will get 12 hours of protection.[14]
Rewards
[edit | edit source]The rewards passed a poll on 5 December 2025, and include a Wilderness-themed house style, a Wilderness lever-themed Home Teleport animation override, and ornament kits for the toxic staff of the dead, bow of Faerdhinen and crystal armour. A total of 37,000 points is required to buy all of these rewards.
| Reward | Description | Deadman points | |
|---|---|---|---|
| Annihilation teleport scroll | A new Home Teleport animation styled after the wilderness lever teleport. | 10,000 | |
| Annihilation weapon scroll | Cosmetic overrides for the toxic staff of the dead, Bow of Faerdhinen (c), and crystal armour. | 12,000 | |
| Annihilation blueprints | A Wilderness-themed house style. | 15,000 | |
| Total: | 37,000 | ||
Points from Deadman: Annihilation can also be used to buy the rewards originally released with Deadman: Armageddon. Excluding the Armageddon rug, a total of 27,000 points is required for those rewards.
To buy all rewards (excepting Armageddon rugs) from Armageddon and Annihilation, a total of 64,000 points is required.
User guides
[edit | edit source]- Guide:DMM: Annihilation 1-60 bracket tank guide by Laef
- Guide:DMM Annihilation Mango Route
- Guide:DMM: Annihilation First 3,000 Points
Newsposts
[edit | edit source]| Post | Date |
|---|---|
| Deadman: Annihilation Overview & Rewards Blog | 10 November 2025 |
| Deadman: Annihilation - Everything You Need To Know | 23 January 2026 |
| Deadman: Annihilation Drops This Friday! | 28 January 2026 |
Changes
[edit | edit source]| Date | Changes |
|---|---|
| 18 February 2026 (Update) |
|
| 11 February 2026 (Update) |
|
| 6 February 2026 |
Hotfix
Breach NPCs should no longer spawn inside the walls at Zanaris.[15] |
| 5 February 2026 |
Hotfix
|
| 4 February 2026 (Update) |
|
Gallery
[edit | edit source]-
Concept art for the Annihilation blueprints
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Concept art for the Annihilation teleport scroll
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Concept art for the Annihilation weapon scroll
References
[edit | edit source]| Items |
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|---|---|---|---|---|---|---|---|---|---|---|---|
| New sigils |
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| Returning sigils | |||||||||||
| Rewards |
| ||||||||||
| New breach monsters | |||||||||||
| Ironman Mode | |
|---|---|
| Leagues | |
| PvP modes | |
| Community Events | |
| Other | |