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Death & Deadman

No Escape plays like a permanent Deadman Mode. When you die, you start over: your items, your bank and your skill levels are all gone. Overlevels, stored souls, your deposit box and your base carry over.

Level 1every skill resets (Hitpoints to 5)
Whole bankgoes to the player who killed you
+5 / +10permanent overlevels after a 6-hour life
10 slotsin the deposit box, safe from death

The short version

You lose

  • Everything in your inventory and everything you're wearing
  • Your whole bank
  • All experience: every skill goes back to 1, and Hitpoints to 5
  • Your skull, poison, antifire and active prayers

You keep

  • Your overlevels, which keep growing
  • Your quest progress
  • Player's Souls in safe storage (::souls)
  • Up to 10 items in your deposit box
  • The chests in your base
  • Your Slayer points and task
  • Your account, name and clan

Your items and your bank

Whose kill is it? If a player has damaged you since your Hitpoints were last full, and they're still online, your death is their kill. That holds even if a monster lands the last hit, and whether or not you're skulled. With several attackers it goes to whoever did the most damage. If you're skulled, a player who attacked you in the last 2 minutes takes the kill even without landing a hit.

How you diedWhat you carried and woreYour bank
A player's killDrops where you died. Only that player sees it for the first 6 minutes, then everyone. Gone after about 30 minutes.Straight into their bank. They get a message saying they've claimed it.
No player involvedDrops where you died. Everyone sees it straight away. Gone after about 100 minutes.Drops where you died as noted piles, for everyone, for about 100 minutes. A very large bank won't all fit: past about 130 piles in one spot, the oldest vanish.
  • Everything drops noted wherever a note exists.
  • Untradeable items are destroyed, not dropped. That includes any Player's Souls you're carrying. Blood Souls you're carrying are moved into your bank instead: the player who killed you gets them, and they're destroyed if no player was involved (see Souls).
  • Protect Item saves nothing. There's no item you get to keep.

Your next life

You wake up on Tutorial Island and wait 30 seconds before the guide will send you on. Then you pick a starting town: Lumbridge, Varrock, Falador, Draynor, Edgeville or Rimmington.

30 minutes of protection

Players can't attack you, and you can't attack them.

The starter kit

The same bronze kit every life, listed in Getting Started.

Your overlevel gear

Waiting in your bank. See Overlevel gear.

Lifetime

Your lifetime is how long you've been alive since your last death. Only time logged in counts. Check it with ::lifetime, or at the top of the XP tracker.

XP rates

Highest in your first hour of a life, then they fall to half over the next 24 hours of play (see Skills).

Overlevels

You only earn them if you've been alive for at least 6 hours when you die.

Overlevels

Overlevels are permanent bonus levels. They never reset, and they stack up life after life.

How you earn them

When you die after being alive for 6 hours or more, every skill you'd raised high enough earns overlevels:

60–79that skill's level when you die: +5 overlevels
80+that skill's level when you die: +10 overlevels

Each of the 19 skills is checked separately, and what you earn adds to what you already have. Only the level you trained this life counts toward 60 and 80: overlevels you already hold don't. Example: you die after a 7-hour life with 82 Attack and 64 Strength. You earn +10 Attack and +5 Strength.

What they do

  • They're added on top of your normal level in every life. With +10 Attack, a fresh character with 1 Attack fights at 11.
  • They count toward wield requirements, your combat level and your spot on the leaderboards.
  • The XP tracker shows them in blue next to each skill.

Overlevel gear

Each time you start a new life, skills with +5 or more overlevels put a head start in your bank. The gear, food and supply stacks are marked (u): they have no level requirement, can't be traded or put in the deposit box, and don't pass to your killer. The tools (rod, lobster pot, harpoon, knife, chef's hat, pestle and mortar, talismans, hammer, needle, thread, chisel, lockpick) are ordinary items.

Skill (+5 or more)You get
AttackMithril scimitar
StrengthKhazard helmet
DefenceBlack full helm, platebody, platelegs and kiteshield
Hitpoints25 tuna
RangedYew shortbow
MagicZamorak robe top and bottom, black wizard hat
AgilityBoots of lightness
MiningMithril pickaxe
WoodcuttingMithril axe
FishingFly fishing rod, 100 feathers, lobster pot and harpoon
Cooking100 raw shrimps and a chef's hat
Firemaking50 logs
FletchingKnife and 50 logs
Herblore100 vials of water and a pestle and mortar
CraftingNeedle, 50 thread, 50 leather and a chisel
SmithingHammer, 50 copper ore and 50 tin ore
RunecraftAir, water, earth, fire and mind talismans
ThievingLockpick

What survives death

Deposit box

10 slots of storage that survives death. Use the 4th option on any bank booth. It takes 10 seconds to open, and moving, acting or getting hit cancels it. It only takes single items: no coins, runes, arrows or noted items. Keys and (u) items aren't allowed.

Player's Souls

Souls stored with Father Urhney survive death. See Souls.

Base chests

Chests in your base keep their contents when you die, but anyone can raid them. See Base Building.