Renewal
| Details | |
|---|---|
| Feature type | Equipment attachment |
| Access | Item Workbench · Perks Mode |
| Rules and progression | |
| Requirements | Ring |
| Limits | Uses one item attachment slot |
| Progression | Levels 1–5 |
Renewal is an item perk made at Item Workbench. Its compatible equipment is listed above.
What it changes
In combat, gives a separate timed heal while alive and below maximum HP. Outside combat, speeds normal HP regeneration. Both modes require the ring to remain equipped and are disabled in the Wilderness.
Combat healing starts after one full interval. It resets when you leave combat, reach maximum HP, die, remove the ring or enter the Wilderness. Normal baseline regeneration still runs during combat.
When it helps
Adds sustained healing during a fight and shortens recovery between fights. The combat effect depends on remaining injured and in combat for the full interval; short gaps can reset its next heal.
Worked example
Level 5 gives a 5-HP combat heal after 6 seconds of eligible combat, then every 6 seconds while still injured. Outside combat, with no Rapid Heal or HP cape, it restores 1 HP every 8 ticks (4.8 seconds), compared with the normal 50 ticks (30 seconds).
Levels
| Level | Effect |
|---|---|
| 1 | Combat heal: 1 HP Combat interval: 15 seconds (25 ticks) Natural regen multiplier: 2× Natural 1-HP interval: 15 seconds (25 ticks) Natural interval with Rapid Heal or HP cape: 7.2 seconds (12 ticks) |
| 2 | Combat heal: 2 HP Combat interval: 12 seconds (20 ticks) Natural regen multiplier: 3× Natural 1-HP interval: 9.6 seconds (16 ticks) Natural interval with Rapid Heal or HP cape: 4.8 seconds (8 ticks) |
| 3 | Combat heal: 3 HP Combat interval: 10.2 seconds (17 ticks) Natural regen multiplier: 4× Natural 1-HP interval: 7.2 seconds (12 ticks) Natural interval with Rapid Heal or HP cape: 3.6 seconds (6 ticks) |
| 4 | Combat heal: 4 HP Combat interval: 8.4 seconds (14 ticks) Natural regen multiplier: 5× Natural 1-HP interval: 6 seconds (10 ticks) Natural interval with Rapid Heal or HP cape: 3 seconds (5 ticks) |
| 5 | Combat heal: 5 HP Combat interval: 6 seconds (10 ticks) Natural regen multiplier: 6× Natural 1-HP interval: 4.8 seconds (8 ticks) Natural interval with Rapid Heal or HP cape: 2.4 seconds (4 ticks) |
Limits and interactions
Combat means a current target, an active attack delay, or being defended against within the past 10 ticks. The combat check does not require an NPC, so it can heal during PvP outside the Wilderness.
Natural regeneration applies only while HP is below the fixed base level; it neither replenishes an overheal nor prevents boosted HP from decaying.
The natural-regeneration multiplier divides an integer tick interval. The resulting rounded intervals are shown, rather than assuming exact real-time multipliers.
Combat heals cannot overheal and add nothing while already overhealed. Gridmaster Last Stand relic healing lock blocks combat heals and natural HP regeneration; Gridmaster combat mastery may increase the separate combat heal, but natural regeneration still adds one HP per pulse.
Attach and upgrade
At home, open Item Workbench and choose Perks Mode. Select the equipment from your inventory, then choose Renewal. The first application rolls a level from 1 to 5. Applying it again can raise its level; an equal or lower roll keeps the current level and does not refund materials used. Each attempt normally spends the recipe again; eligible donation ranks can preserve individual recipe entries. This does not change the level-roll chances. Level 5 cannot be upgraded further.
| Material | Full recipe | Remove Perk return |
|---|---|---|
| Fractured Essence | 80 | 56 |
| Refined Essence | 50 | 35 |
| Resonant Catalyst | 2 | 1 |
Stored and carried materials combine; storage is used first. The return column is for Remove Perk in Perks Mode. It refunds part of one base recipe to Workbench Storage, even after several upgrades. Disintegration destroys the equipment and its attachments.
Level roll chances
| Rolled level | Chance per attempt |
|---|---|
| 1 | 20% |
| 2 | 30% |
| 3 | 25% |
| 4 | 15% |
| 5 | 10% |
These are the chances of each exact rolled level. Selecting a level preview does not choose the result. Repeated attempts do not guarantee level 5.