RuneScape:Events Team/Strategies/Deathmatch

Deathmatch is a safe player versus player minigame that replaced the Crucible. In it, players can fight against up to 29 opponents in an arena, aiming to get as many kills as possible in 10 minutes. Regularly spawning power-ups make the battles more interesting. There are no requirements to participate in this minigame.

The minigame's lobby is an instance shard world and located on a platform above the Crucible arena, accessed through a hatch at the eastern border of Edgeville. It houses a bank chest, a prayer altar, a table with supplies, and a sign-up board used to enter games or purchase rewards. Mandrith, found in Edgeville bank, will also open the reward shop. Based on one's level and combat mode (EoC or Legacy), one may enter an ongoing battle in the arena below using the board any time, or join the queue if no battle is going on.

Gameplay
During the Deathmatch, players are teleported to an arena, and after a countdown, may attack other players. When a player dies they respawn in a bank area with a bank, a prayer altar, and supply of bandages, Deathmatch super restore flasks, and Deathmatch supreme overload salves. Players may then re-enter the arena though a crevice, which transports them to a random exit crevice with a short period of immunity. It is also possible to choose which exit the player wishes to use. Crevices may also be used to enter the bank area from which the player may leave the game at any time. No points would be awarded if a player chooses to leave the game early.

The arena contains power ups to help players in combat; these can be activated by running over them. Players can't grab power ups if they still have immunity. All power ups are lost when the player dies. Regular power ups spawn at set times at the same locations, have relatively short re-spawn times, and are active from the start of a game. These include:


 * Armour - large gold-trimmed power up gives 100 armour and smaller untrimmed power up provides 50 armour. Reduces damage taken from all attack styles: 0-33% damage reduction for the first 100 armour and 33-100% damage reduction for up to a maximum of 200 armour. The power up degrades based on the amount of damage prevented by it.
 * Healing over time - constant healing effect similar to Enhanced Excalibur's special move. It heals 10% of the player's maximum life points every 3 seconds for 45 seconds.

Super power ups are more powerful but have variable and longer respawn times (between 2.5-3.5 minutes) and are not active from the start of the game. Players are notified when a super power up spawns. Super power ups include:


 * Overpowered - causes all the player's attacks to have quadruple damage for 45 seconds.
 * Cabbage time - replaces all food in other players' inventories into cabbage for 20 seconds. Eating cabbage does not use up the player's food and their food is returned to them after 20 seconds is up.
 * Chicken army - for every successful hit with the power up, a level 198 chicken spawns and attacks the opponent. The chickens ignore the combat immunity period. The chickens continue to be spawned up to a maximum of 10. The power up lasts for 45 seconds.

At the halftime, if there are more than 20 players in the arena, an essence of death will spawn in the area, informing all players. Being close to the essence fills up a bar visible above players' heads. The first player to fill their bar becomes the Supreme Hunter. Killing another player near the essence grants you half of their bar. The Supreme Hunter gains supreme weapons (Annihilation, Decimation, and Obliteration) (food or potions will be banked if the player's inventory is full) with a special attack called Supreme Defenders. This special attack requires 100% adrenaline and summons 10 souls to fight alongside the Supreme Hunter. Additionally, the Supreme Hunter receives 10% damage reduction for each soul that they have active. The souls ignore the combat immunity period.

Rewards
At the end of the game players earn reward points depending on how well they fought. For each death the opponent dealing the most damage is awarded a kill, and those dealing damage over a threshold earn an assist. Points can be used to buy mostly untradeable rewards relevant to entry-level player killing.