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	<title>Perk builds - Revision history</title>
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	<updated>2026-10-08T06:26:24Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.sarimps.com/index.php?title=Perk_builds&amp;diff=188&amp;oldid=prev</id>
		<title>Maintenance script: Add skilling, equipment progression and perk build guides with navigation links</title>
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		<updated>2026-10-02T02:33:06Z</updated>

		<summary type="html">&lt;p&gt;Add skilling, equipment progression and perk build guides with navigation links&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Perk builds&amp;#039;&amp;#039;&amp;#039; combine equipped perks for a combat style or activity. Start with a small core, then add damage, healing or utility as you earn points. You have &amp;#039;&amp;#039;&amp;#039;six active slots&amp;#039;&amp;#039;&amp;#039;; a set bonus does not use another slot.&lt;br /&gt;
&lt;br /&gt;
== Set up a build ==&lt;br /&gt;
# Return to [[Sarim Home|home]] and open &amp;#039;&amp;#039;&amp;#039;Sarim Perks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Unlock the perks you want, then press &amp;#039;&amp;#039;&amp;#039;Equip&amp;#039;&amp;#039;&amp;#039; on each one. Owned perks do nothing until equipped.&lt;br /&gt;
# Check the set panel to see which bonuses your equipped perks activate.&lt;br /&gt;
# Choose &amp;#039;&amp;#039;&amp;#039;+ Save loadout&amp;#039;&amp;#039;&amp;#039; and give the build a short name. Click that saved name to use it later at home.&lt;br /&gt;
&lt;br /&gt;
You can save five loadouts. They use each perk&amp;#039;s current level, so upgrading a perk also improves saved builds that include it.&lt;br /&gt;
&lt;br /&gt;
== First perk and early points ==&lt;br /&gt;
Outside Gridmaster, your free first unlock gives one perk at &amp;#039;&amp;#039;&amp;#039;level 5&amp;#039;&amp;#039;&amp;#039;. Choose it for the style or skill you plan to use most:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal !! Free choice !! Get next&lt;br /&gt;
|-&lt;br /&gt;
| Melee against monsters || Speedy Strikes || Weaponmaster for Warpath; 7 points to unlock.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged against monsters || Deadeye || Overdrive for Killshot if you use a damaging ranged special; 8 points to unlock.&lt;br /&gt;
|-&lt;br /&gt;
| Magic against monsters || Arcane Dominion || Spellweaver for Arcane Resonance; 9 points to unlock.&lt;br /&gt;
|-&lt;br /&gt;
| Gathering || Lumberjack, Master Angler or Prospector for the skill you use || The other two to activate Polymath; 6 points each to unlock.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Later purchases start at level 1. A set only needs its required perks equipped, so you can use the core before upgrading everything to level 5. Earn more points from [[Sarim Achievements]], [[Combat Achievements]] and new [[Collection log|collection-log uniques]]. All six slots are available from the start.&lt;br /&gt;
&lt;br /&gt;
== Combat cores ==&lt;br /&gt;
These combinations work against monsters. Choose the style that fits your weapon and the fight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Style !! Equip first !! How to use it&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Weaponmaster + Speedy Strikes || Activates Warpath. Keep attacking the same target with the same melee style to build damage stacks. Switching target or style clears them.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged || Deadeye + Overdrive || Activates Killshot. Land a damaging ranged special, then use a normal ranged attack on the same target within 10 seconds. The normal attack consumes the mark even if it misses.&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Arcane Dominion + Spellweaver || Activates Arcane Resonance. Spellweaver echoes build Magic damage stacks on the same target. Keep attacking to benefit before they expire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For the ranged core, bring a weapon with a ranged special attack. If you do not use one, Deadeye still helps ranged attacks, but Killshot will not activate during the fight.&lt;br /&gt;
&lt;br /&gt;
== Fill the remaining slots ==&lt;br /&gt;
A combat core uses two slots. The following four perks make a useful general monster-fighting setup:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bloodbound&amp;#039;&amp;#039;&amp;#039; can heal you from damaging attacks.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Aftershock&amp;#039;&amp;#039;&amp;#039; can add extra hits. Together with Bloodbound it activates &amp;#039;&amp;#039;&amp;#039;Crimson Pact&amp;#039;&amp;#039;&amp;#039; for bleed damage.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Juggernaut&amp;#039;&amp;#039;&amp;#039; reduces and reflects damage from monster attacks.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Devotion&amp;#039;&amp;#039;&amp;#039; reduces Prayer drain. Together with Bloodbound it activates &amp;#039;&amp;#039;&amp;#039;Sanguine Devotion&amp;#039;&amp;#039;&amp;#039; for chances to restore Prayer.&lt;br /&gt;
&lt;br /&gt;
For example, a melee loadout is &amp;#039;&amp;#039;&amp;#039;Weaponmaster, Speedy Strikes, Bloodbound, Aftershock, Juggernaut and Devotion&amp;#039;&amp;#039;&amp;#039;. For ranged or Magic, replace the first two with that style&amp;#039;s core. These are starting examples; swap a perk when the activity needs something else.&lt;br /&gt;
&lt;br /&gt;
Keep food, Prayer supplies and the correct protection prayers. Perk healing and Prayer restoration depend on triggers and do not replace supplies.&lt;br /&gt;
&lt;br /&gt;
== Activity swaps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Activity !! Consider equipping !! Why&lt;br /&gt;
|-&lt;br /&gt;
| [[Slayer]] || Executioner || More accuracy, damage and Slayer XP on task, plus healing from eligible kills.&lt;br /&gt;
|-&lt;br /&gt;
| Raids || Raider || More damage and damage reduction in raids, with improved unique reward chances.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wilderness]] monsters || Wildstalker || More accuracy, damage and damage reduction against Wilderness NPCs. It does not help against other players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Replace one of the four supporting perks to keep your two-perk combat core. If you remove Aftershock or Devotion, you also lose the set bonus that needs it.&lt;br /&gt;
&lt;br /&gt;
== Gathering build ==&lt;br /&gt;
Equip &amp;#039;&amp;#039;&amp;#039;Lumberjack, Master Angler and Prospector&amp;#039;&amp;#039;&amp;#039; to activate &amp;#039;&amp;#039;&amp;#039;Polymath&amp;#039;&amp;#039;&amp;#039;. Each perk applies to its own skill; Polymath strengthens eligible skilling bonuses.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Lumberjack&amp;#039;&amp;#039;&amp;#039; can bank logs and keep trees from depleting. Use &amp;lt;code&amp;gt;::lumberjack fletch&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;::lumberjack burn&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;::lumberjack off&amp;lt;/code&amp;gt; to choose processing. You still need the relevant Fletching or Firemaking level.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Master Angler&amp;#039;&amp;#039;&amp;#039; can cook and bank catches. Normal Cooking levels and burn chances apply. This automatic cooking and banking does not work for Ultimate Ironmen.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Prospector&amp;#039;&amp;#039;&amp;#039; can bank ordinary ore and keep rocks from depleting. Gem rocks and rocky outcrops are excluded from auto-banking.&lt;br /&gt;
&lt;br /&gt;
Three different eligible Profession perks activate Polymath, so you can replace gathering perks for another training session. &amp;#039;&amp;#039;&amp;#039;Taking It On The Chin&amp;#039;&amp;#039;&amp;#039; does not count towards that set.&lt;br /&gt;
&lt;br /&gt;
== Upgrading and changing builds ==&lt;br /&gt;
Upgrade the perk that helps the activity you are doing. Use &amp;#039;&amp;#039;&amp;#039;How it works&amp;#039;&amp;#039;&amp;#039; in the menu, or the [[Perks Menu|full perk tables]], to compare levels and point costs.&lt;br /&gt;
&lt;br /&gt;
Heavy Hitter increases damage but adds two ticks to attacks. Check [[Perks Menu#attack-speed|attack speed]] before combining it with a speed perk.&lt;br /&gt;
&lt;br /&gt;
Save separate combat and skilling loadouts so you can change quickly at home. [[Item Workbench|Item perks]] on equipment use a separate system and do not take player-perk slots.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Perks Menu]]&lt;br /&gt;
* [[First day]]&lt;br /&gt;
* [[Collection log]]&lt;br /&gt;
* [[Item Workbench]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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