Item perks

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Item perks are equipment attachments made at Item Workbench. They change damage, accuracy, healing, resource use, XP or reward chances while you use the relevant equipment. There are 19 attachments, each with levels 1–5. They use an item's attachment slots, leaving your six player-perk slots available.

Choose the benefit you need

Choose for the activity and equipment you actually use. A spell perk does not improve every Magic weapon, a charge perk does not cover every ammunition type, and a defensive perk does not stop every boss mechanic.

What you want to improve Perks to compare
More reliable ordinary attacks True Strike: occasional higher minimum rolls on supported attacks. Read its weapon exceptions.
Elemental spell damage Elemental Attunement for a damage bonus; Twin Cast for a chance of an extra elemental hit.
Extra damage against monsters Scorch adds a burn; Soul Rend adds damage based on the monster's current Hitpoints. Soul Rend cannot be attached to scythes.
Damage while fighting at low Hitpoints Deathwish scales with missing Hitpoints; Ravager activates a temporary rage window. Their thresholds and triggers differ.
Smaller ordinary incoming monster hits Reinforced gives a continuing reduction; Bulwark can trigger a temporary reduction when you deal damage.
Protection when your Hitpoints are low Last Stand reduces qualifying damage below its threshold; Jellified can reduce an incoming hit and heal part of the prevented damage.
Healing during a trip Renewal gives periodic personal healing; Guardian Spirit can summon a healer for nearby players.
Slower normal monster attacks Temporal Snare adds a tick to supported monster attack intervals.
Lower supply consumption Conservation saves supported charges. Check the equipment exceptions before choosing it.
Agility XP alongside other training Trailblazer can grant extra Agility XP alongside qualifying non-Agility XP gains.
More clues or rare rewards Cluebound, Fortune Finder and Raid Fortune affect different reward rolls. Read the level-1 rule below.

Get an attachment

  1. At home, open Item Workbench and choose Perks Mode.
  2. Select the equipment from your inventory. Check its compatible perks and free attachment slots.
  3. Choose a perk and have its full recipe in Workbench Storage and inventory. Stored materials are used first.
  4. Apply it to roll a level from 1 to 5. Equip the item to use its equipment effects.
  5. Apply the same perk again if you want a higher level. An equal or lower roll keeps the existing level, and materials already used are not refunded. Level 5 cannot be upgraded further.

Eligible donation ranks can preserve individual recipe entries during payment. These material savings do not improve the level-roll chances.

Each page below lists the recipe, actual level-roll chances, effects at every level, a worked example and relevant limits. Selecting a level preview in the Workbench does not select the rolled result.

Use Remove Perk, then Confirm Remove, in Perks Mode to remove an attachment and return part of one base recipe to Workbench Storage. The refund is 70% of each recipe entry, rounded down. It does not repay every previous upgrade attempt. The older dialogue opened by using an item on the bench gives no material refund.

Disintegration destroys the selected equipment and its attachments to produce materials. Removing a perk and disintegrating equipment are different actions.

All 19 perks

Weapon attachments

Defence and healing

Supplies, XP and rewards

Read the numbers correctly

Activation chance and damage are separate

A 15% activation chance means a roll on an eligible action. It is not a permanent 15% damage bonus. A perk can have both an activation chance and a separate amount of damage, healing or reduction when it activates.

A maximum-hit floor raises the lower end of a supported damage roll. It does not make every hit equal to your maximum. Extra hits, burns and ordinary attacks can also have different eligibility rules.

Conservation level 5 preserves every supported consumption attempt. That does not make all runes, arrows, special attacks or final-charge transitions free.

Reward bonuses are relative

A 10% relative bonus to a 1% eligible chance gives 1.1%, before other rules. It does not give an 11% chance. Rounding can also make small denominator bonuses produce the same displayed or actual denominator.

On the ordinary reward paths covered by their guides, level-1 Fortune Finder, Cluebound and Raid Fortune chance values already match the chance without that attachment. Higher levels improve on that starting value. Level-1 Cluebound still adds its eligible clue auto-pickup benefit.

Raid Fortune has a separate effect in The Forsaken Trials: it increases the eligible purple chance by 5/10/15/20/25% relative at levels 1–5, and that route requires the attachment. Its Chambers of Xeric, Theatre of Blood and Tombs of Amascut values are 2/4/6/8/10%; read the perk page for the starting-value and rounding rules.

Copies and reductions do not simply add

Last Stand, Jellified and Reinforced use the strongest equipped copy across Head, Body and Legs. Temporal Snare uses the strongest equipped copy across Amulet and Ring. Attaching the same perk to every eligible piece does not add all of those levels together.

Reinforced and active Last Stand multiply the damage left over. Level-5 Reinforced and level-5 Last Stand leave 0.85 × 0.75 = 63.75% of a qualifying hit before rounding, a 36.25% reduction. The calculation that includes eligible permanent player-perk reduction caps at 40%; active Bulwark combines afterwards, with a 60% combined cap. Jellified has a separate incoming-hit step. Scripted encounter damage may fall outside these reductions.

Low-Hitpoints offensive perks trade away some room to survive the next hit. They do not replace the threshold, cooldown and normal-hit restrictions on defensive perks.