Perk ascension

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FeaturePerk ascension
Details
Feature typePlayer-perk progression
AccessAscend in Sarim Perks or at the Perk Table
LocationHome
Rules and progression
RequirementsOwned rank 5 perk; 5,000 qualifying kills or skill actions with that perk active
Cost250 perk points and 25,000,000 inventory coins per attempt
EffectsPermanent Ascended benefits for the selected perk
LimitsOne ascension per perk; six active slots remain
Progression55% success per paid attempt; failure preserves rank and mastery
AvailabilityUnavailable in Gridmaster

Perk ascension permanently improves an owned rank 5 player perk. Complete its mastery challenge while the perk is equipped, then pay 250 perk points and 25,000,000 coins for a 55% chance to ascend it. A failed attempt consumes the payment, but keeps rank 5 and your completed mastery.

Ascend a perk

  1. Equip the perk and complete 5,000 qualifying NPC kills or skill actions, as listed below. Mastery can be earned before the perk reaches rank 5.
  2. Upgrade the perk to rank 5. Your free starting rank 5 perk still needs its own mastery and paid ascension attempt.
  3. Return to home after finishing onboarding. Carry 25 million coins in your inventory and have 250 spendable perk points.
  4. Open Sarim Perks or the Perk Table, select the perk and press Ascend · 250 pts + 25m. Review and confirm the attempt.
  5. If it fails, you can pay for another attempt immediately once you have the points and coins.

Ascension is available once for each of the 37 player perks. It does not reset your skills, remove other perks or add an active slot. You still need to equip an Ascended perk to receive its benefits, and can have six player perks active. Saved loadouts use the improved effect automatically. Set bonuses still cap at level 5.

The perk tree and ascension are unavailable in Gridmaster. Item perks on equipment are a separate system.

Mastery challenges

Use ::sarimperks mastery to see each owned perk's progress. Progress belongs to that individual perk and is retained when you unequip it or switch loadouts.

For the skilling perks below, perform the listed training actions while the perk is equipped. A perk gains at most one action per game tick, even if the action has several XP components or produces many items. Lamp and generic reward XP do not count. A supported training action can count even when your XP is locked or capped.

Perk Actions needed for mastery
Lumberjack Woodcutting, Firemaking or Fletching
Master Angler Fishing or Cooking
Prospector Mining
Trapper; Taking It On The Chin Hunter
Light Fingers Thieving
Runebound Runecrafting
Green Thumb Farming
Forgemaster Smithing
Momentum Agility
Apothecary Herblore
Artisan Crafting
Architect Construction

All other perks need 5,000 credited NPC kills with that perk equipped. The NPC must have a combat level above zero. The normal kill-credit recipient gets mastery, rather than every player who dealt damage. One qualifying kill can advance several equipped perks at once; the kill does not have to use a particular attack style.

Ascended benefits

The tables compare ordinary rank 5 with Ascended. Values are before Polymath, other sets, equipment and skill-prestige bonuses. Combat attack bonuses apply against monsters; stated activity, target and potion restrictions still apply. Proc damage and healing use whole-number rounding when applied. Permanent monster damage reduction still shares the normal 40% ceiling.

Combat

Perk Rank 5 Ascended
Juggernaut 12% less monster damage; reflects 40%, capped at 35 per hit. 15% less monster damage; reflects 50%, capped at 43 per hit.
Speedy Strikes Melee delay is the starting delay divided by 2.75, rounded down. Divides melee delay by 3, rounded down; +1% melee accuracy. Minimum one tick.
Aftershock 20% proc chance; three extra hits at 20% of the triggering damage each. 25% proc chance; three extra hits at 25% each.
Bloodbound 44% direct-hit proc chance to heal 30% of damage; blood spells heal 50% more. 55% proc chance to heal 37.5%; blood spells heal 62.5% more. Secondary perk-hit healing remains at one-quarter strength.
Overdrive Special attacks gain 35% accuracy and 20% damage; 20% less special energy outside the Wilderness. 43.75% accuracy, 25% damage and 25% less energy. Energy costs round up; minimum cost still applies.
Heavy Hitter 35% accuracy and 65% damage; adds two attack ticks. 43.75% accuracy and 81.25% damage. The two-tick penalty remains.
Weaponmaster 22% melee accuracy and 12% melee damage. 27.5% accuracy and 15% damage.
Arcane Dominion 22.5% Magic accuracy and 37.5% Magic damage; two-tick spell delay. 28.125% accuracy and 46.875% damage. The two-tick spell delay remains.
Deadeye 10% Ranged accuracy; 5% damage; 8% follow-up chance; enchanted bolts activate 10% more often. 12.5% accuracy; 6.25% damage; 10% follow-up chance; bolts activate 12.5% more often. Follow-up damage stays at 40%; speed and three-tile range bonus remain unchanged.
Spellweaver 20% proc chance for a Magic echo at 50% of the triggering damage. 25% proc chance for an echo at 62.5%.
Lucky Shot 40% extra-shot chance; +20 percentage points to eligible bolt activation; extra shot deals 100% of the triggering hit. Extra shot deals 125% of the triggering hit. The 40% shot chance and 20-point bolt bonus remain unchanged.
Demonsbane 25% damage against demons, with another 10 percentage points for a matching demonbane weapon. 31.25% damage, plus another 11 points with a matching demonbane weapon: 42.25% combined.

Specialisations

Perk Rank 5 Ascended
Executioner 25% accuracy and damage on a Slayer task; 50% Slayer XP. 31.25% accuracy and damage on task; 62.5% Slayer XP. Existing kill healing remains unchanged.
Godslayer 30% accuracy and 25% damage against God Wars generals and Nex. 37.5% accuracy and 31.25% damage. Kill-count bypass remains unchanged.
Raider 15% damage and damage reduction in raids; 20% relative unique-chance bonus. 18.75% damage and damage reduction; 25% relative unique-chance bonus on supported raid reward rolls.
Dragonsbane 30% accuracy, 25% damage and 30% dragonfire reduction against dragons. 37.5% accuracy, 31.25% damage and 37.5% dragonfire reduction.
Serpent Bane 25% Zulrah damage; 100% more scales; one guaranteed extra standard loot roll. 31.25% damage; 125% more scales; the same extra standard roll. It does not add a pet roll. Scale amounts round down.
Crystalborn 25% damage and 18% damage reduction in the Gauntlet; 50% double-resource chance. 31.25% damage, 22.5% damage reduction and 62.5% double-resource chance. Starting-loadout choices remain available.
Wildstalker 32% accuracy, 25% damage and 20% damage reduction against Wilderness monsters. 40% accuracy, 31.25% damage and 25% damage reduction. No benefit against players.

Skilling

Perk Rank 5 Ascended
Lumberjack 50% auto-bank or chosen auto-processing chance; 25% non-depletion chance. 62% auto-bank or auto-processing chance; 31% non-depletion chance.
Master Angler 50% chance to cook and bank a catch. 62% chance. Cooking requirements, burn rolls and the Ultimate Ironman restriction remain.
Prospector 50% ordinary-ore banking chance; 25% rock non-depletion. 62% banking chance; 31% non-depletion. Existing ore-source exclusions remain.
Trapper +20 percentage points to catch chance; 35% auto-collect/reset; 20% double ordinary loot. +25 points; 43% auto-collect/reset; 25% double loot.
Taking It On The Chin Three chinchompas per catch; 17.5% more chinchompa Hunter XP. Three chinchompas per catch; 20.5% more Hunter XP. Still excluded from Polymath.
Light Fingers Five minutes of automatic pickpocketing; 85% minimum success chance. Six minutes; 95% minimum success. Normal requirements, damage and stuns still apply.
Runebound Giant pouch: 150 essence; colossal pouch: 178. Giant: 187; colossal: 215. Their Runecrafting requirements remain.
Green Thumb 25% extra Farming yield; 20% seed-save chance. 31% extra yield; 25% seed-save chance.
Forgemaster No coal needed; 20% ore/bar-save chance. No coal needed; 25% material-save chance. Coal reduction stays capped at 100%.
Momentum No run-energy drain; 20% extra Agility XP; bypasses Agility level checks. No run-energy drain; 25% extra Agility XP; the same level-check bypass. Run-drain reduction stays capped at 100%.
Apothecary Full Make-X run in one timed batch; 20% ingredient-save chance. Full Make-X batch; 25% ingredient-save chance.
Artisan Full Make-X run in one timed batch; 20% material-save chance. Full Make-X batch; 25% material-save chance.
Architect 20% Construction XP; 25% material-save chance; 25% shorter building delay. 25% XP; 31% material-save chance; 26% shorter delay. Whole-tick timing and the one-tick minimum still apply.

Utility

Perk Rank 5 Ascended
Devotion 25% slower Prayer drain; automatically buries all eligible bone drops. 31.25% slower Prayer drain. Automatic burial remains guaranteed for eligible bones.
Survivalist 15% more food healing; 15% food-save and 20% potion-dose-save chances; 25% slower boosted-stat decay. 18% more food healing; 18% food-save and 24% potion-dose-save chances; 30% slower boosted-stat decay. Dose saving keeps its existing Wilderness and potion exclusions.
Midas Touch Collects owned coin and clue-scroll rewards within six tiles. Seven-tile radius. Normal inventory and pickup rules remain.
Companion Seeker 25% relative pet-chance bonus. 27% relative bonus on supported pet rolls. No extra rolls or change to guaranteed pets.
Drop Catcher Collects owned drops within six tiles, except excluded items. Seven-tile radius. Exclusions and normal pickup rules remain.

Choosing what to ascend

Choose perks you will keep equipped for your regular activity. A perk that already reaches a speed or resource cap can improve its other bonuses without breaking that cap. For example, Forgemaster still needs no coal, while its material-save chance rises to 25%. Lucky Shot keeps its 40% extra-shot chance and makes that extra hit stronger.

A four-tick melee weapon already reaches one tick with rank 5 Speedy Strikes. Ascension keeps that one-tick floor, so it does not make that weapon faster. Speed changes depend on the starting delay and whole-tick rounding; the extra melee accuracy still applies.

See also