Item Workbench: Difference between revisions

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Restore the categories the page had before the September 28 replacement
Explain all 19 item perks with levels, benefits, examples and active limits; refresh Workbench references
 
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The Item Workbench on Sarim RSPS breaks eligible gear into materials, then spends them to attach item perks such as Trailblazer, True Strike or Cluebound to your equipment.
The Item Workbench on Sarim RSPS breaks eligible gear into materials, then spends them to attach item perks such as Trailblazer, True Strike or Cluebound to your equipment.
[[Tempering]] increases equipment bonuses by consuming identical copies. Tempering keeps the selected item's attached perks.


Disintegration destroys the selected items. Attaching a perk spends a recipe and rolls its level; upgrading can improve the level without replacing it with a lower result.
Disintegration destroys the selected items. Attaching a perk spends a recipe and rolls its level; upgrading can improve the level without replacing it with a lower result.
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# Apply the same perk again to attempt a higher level. Each attempt uses the recipe again; an equal or lower roll keeps your existing level.
# Apply the same perk again to attempt a higher level. Each attempt uses the recipe again; an equal or lower roll keeps your existing level.


A level-5 attachment cannot be upgraded further. Reapplying the same attachment does not need another free slot. Removing an attachment frees its slot but '''does not refund materials'''.
A level-5 attachment cannot be upgraded further. Reapplying the same attachment does not need another free slot. In Perks Mode, use '''Remove Perk''' and then '''Confirm Remove''' to free its slot and return 70% of each base recipe entry, rounded down, to Workbench Storage. This refunds part of one recipe, not every previous upgrade attempt. The older item-on-bench removal dialogue gives no material refund.


<span id="capacity"></span>
<span id="capacity"></span>
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If the boots already have level 3, another attempt has a 15% chance to raise it to level 4 and a 10% chance to raise it to level 5. The other 75% of rolls leave level 3 in place. The attempt still costs materials. Ten attempts do not guarantee level 5.
If the boots already have level 3, another attempt has a 15% chance to raise it to level 4 and a 10% chance to raise it to level 5. The other 75% of rolls leave level 3 in place. The attempt still costs materials. Ten attempts do not guarantee level 5.


At level 5, Trailblazer has a 20% chance to grant Agility XP when you gain non-Agility XP. The bonus is 10% of the triggering XP, capped at 2,500 per action. For example, a qualifying 10,000-XP gain that triggers Trailblazer grants 1,000 bonus Agility XP. It does not activate from Agility XP itself.
At level 5, [[Trailblazer]] has a 20% chance to grant extra Agility XP alongside qualifying non-Agility XP gains outside Gridmaster. Its base award is 10% of the triggering XP, capped at 2,500 per event before older equipment XP upgrades. A qualifying 10,000-XP gain gives a base 1,000 Agility XP when it activates. Its page explains which XP gains qualify and how other XP boosts interact.


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<span id="recipes"></span>
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== Attachment effects by level ==
== Attachment effects by level ==


Values separated by slashes run from '''level 1 through level 5'''. Combat effects below concern their qualifying PvM paths. Normal-hit reduction should not be treated as immunity to scripted encounter damage. A relative chance increase modifies an eligible roll; it does not add percentage points or apply to every reward table.
Use [[Item perks]] to compare the benefits. Each attachment now has a page with all five levels, worked examples, actual roll chances and limits. Combat reductions concern qualifying normal monster hits; scripted encounter damage can use other rules.


{| class="wikitable"
{| class="wikitable"
|+ Current item-perk effect reference
! Attachment !! Benefit and detailed guide
|-
! Attachment
! Levels 1 / 2 / 3 / 4 / 5 and activation rules
|-
|-
! <span id="effect-trailblazer"></span>Trailblazer
! <span id="effect-trailblazer"></span>[[Trailblazer]]
| non-Agility XP has a 4/8/12/16/20% chance to grant 10% bonus Agility XP, capped at 500/750/1000/1500/2500 per action.
| Bonus Agility XP alongside qualifying non-Agility XP gains.
|-
|-
! <span id="effect-true-strike"></span>True Strike
! <span id="effect-true-strike"></span>[[True Strike]]
| direct attacks have a 6/8/10/12/15% chance to ignore NPC defence and enforce a 25/30/35/40/50% max-hit floor.
| A chance of a higher damage floor on supported ordinary attacks; weapon exceptions apply.
|-
|-
! <span id="effect-conservation"></span>Conservation
! <span id="effect-conservation"></span>[[Conservation]]
| supported ammo or charges have an 8/16/24/32/100% chance to be preserved. Level 5 always preserves supported charges.
| Saves supported resource consumption; compatibility does not make every charge or ammunition path free.
|-
|-
! <span id="effect-cluebound"></span>Cluebound
! <span id="effect-cluebound"></span>[[Cluebound]]
| eligible clue chance gains 6/12/18/24/30% relative and clues auto-pick up when normal rules allow.
| Eligible clue chances and auto-pickup. Level 1 matches the starting chance but adds eligible auto-pickup.
|-
|-
! <span id="effect-elemental-attunement"></span>Elemental Attunement
! <span id="effect-elemental-attunement"></span>[[Elemental Attunement]]
| qualifying elemental-spell damage gains 5/10/15/20/25%.
| More damage from qualifying elemental spells against monsters.
|-
|-
! <span id="effect-scorch"></span>Scorch
! <span id="effect-scorch"></span>[[Scorch]]
| 8/11/14/17/20% proc chance on a successful direct PvM hit. Its burn budget is 25/30/35/40/50% of that hit, split into four burn hits spaced two game ticks apart. Each burn hit rounds up and caps at 50 damage.
| A chance of four burn hits, spaced two game ticks apart.
|-
|-
! <span id="effect-twin-cast"></span>Twin Cast
! <span id="effect-twin-cast"></span>[[Twin Cast]]
| 5/7.5/10/12.5/15% echo chance for 40/45/50/55/60% of the original elemental hit.
| A chance of an extra hit from a qualifying elemental spell.
|-
|-
! <span id="effect-soul-rend"></span>Soul Rend
! <span id="effect-soul-rend"></span>[[Soul Rend]]
| approximately 1/23, 1/21, 1/19, 1/17 or 1/15 chance to deal 2/4/6/8/10% of CURRENT NPC HP, capped at 150/300/450/650/900.
| A chance of damage based on current monster Hitpoints; excludes scythes.
|-
|-
! <span id="effect-last-stand"></span>Last Stand
! <span id="effect-last-stand"></span>[[Last Stand]]
| below 30% HP, normal PvM damage is reduced by 5/10/15/20/25%. Only the highest equipped Last Stand level counts.
| Reduces normal monster damage below 30% of base maximum Hitpoints; strongest copy counts.
|-
|-
! <span id="effect-renewal"></span>Renewal
! <span id="effect-renewal"></span>[[Renewal]]
| in combat restore 1 HP/15s, 2/12s, 3/10s, 4/8s, or 5/6s; natural out-of-combat regeneration is 2x/3x/4x/5x/6x.
| Periodic personal combat healing and faster natural regeneration outside the Wilderness.
|-
|-
! <span id="effect-ravager"></span>Ravager
! <span id="effect-ravager"></span>[[Ravager]]
| Outside the Wilderness, an incoming NPC hit can activate it while you are below 50% HP. Its rage window gives ×2 attack speed with a one-tick floor and +10/20/30/40/50% damage. Duration: 16/32/48/64/80 ticks; cooldown: 450/400/350/300/250 ticks. It also applies an accuracy increase.
| A temporary rage window triggered by an incoming monster hit below 50% Hitpoints; cannot activate in the Wilderness.
|-
|-
! <span id="effect-bulwark"></span>Bulwark
! <span id="effect-bulwark"></span>[[Bulwark]]
| 8/10/12/15/18% chance on your successful direct PvM hits to grant 20/25/30/35/40% damage reduction for 4/5/6/7/8 seconds; cooldown 50/45/40/35/30 seconds.
| Successful direct hits on living monsters can activate temporary incoming damage reduction.
|-
|-
! <span id="effect-temporal-snare"></span>Temporal Snare
! <span id="effect-temporal-snare"></span>[[Temporal Snare]]
| 8/10/12/15/18% proc chance adds one tick to normal NPC attack cadence for 5/6/7/8/10 seconds; cooldown 20/18/16/14/12 seconds.
| Adds one tick to supported monster attack intervals; strongest copy counts and the cooldown belongs to the monster.
|-
|-
! <span id="effect-jellified"></span>Jellified
! <span id="effect-jellified"></span>[[Jellified]]
| 5/7.5/10/12.5/15% proc chance reduces a normal PvM hit by 40/50/60/70/80% and heals 25/30/35/40/50% of the prevented damage; cooldown 15/14/13/12/10 seconds.
| Can reduce a normal incoming monster hit and heal part of the prevented damage on the next tick.
|-
|-
! <span id="effect-deathwish"></span>Deathwish
! <span id="effect-deathwish"></span>[[Deathwish]]
| direct PvM damage scales linearly with missing HP, reaching +10/15/20/25/30% at 1 HP. When you first engage a full-health NPC, your first successful direct hit is raised to at least 40/50/60/70/80% of that hit's max.
| More direct monster damage with missing Hitpoints, plus an opening damage floor against a full-health monster.
|-
|-
! <span id="effect-guardian-spirit"></span>Guardian Spirit
! <span id="effect-guardian-spirit"></span>[[Guardian Spirit]]
| Outside the Wilderness and eligible areas only: 5/7/9/11/13% direct-hit summon chance; a free nearby spawn tile is required. Heals 2/3/4/5/6 HP every two seconds during an 8/10/10/12/12-second window. Cooldown: 60/55/50/45/40 seconds.
| Can summon a healer for nearby players; its pulses, duration and cooldown are listed on the perk page.
|-
|-
! <span id="effect-reinforced"></span>Reinforced
! <span id="effect-reinforced"></span>[[Reinforced]]
| normal PvM DR is 4/7/10/13/15%; only the strongest equipped Reinforced attachment counts.
| Continuing reduction of normal incoming monster hits; strongest copy counts.
|-
|-
! <span id="effect-fortune-finder"></span>Fortune Finder
! <span id="effect-fortune-finder"></span>[[Fortune Finder]]
| eligible Rare+ chance gains 1/2/3/4/5% relative; raids, pets, guaranteed loot, boxes and caskets are excluded.
| Improves eligible rare monster-table chances at higher levels; level 1 matches the unattached starting chance.
|-
|-
! <span id="effect-raid-fortune"></span>Raid Fortune
! <span id="effect-raid-fortune"></span>[[Raid Fortune]]
| eligible raid unique/purple chance gains 2/4/6/8/10% relative, applied once.
| Improves eligible raid unique chances. The Forsaken Trials uses different values from the three standard raids.
|}
|}


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== Relative bonuses are not guarantees ==
== Relative bonuses are not guarantees ==


Suppose an eligible reward has a 1% base chance. A 5% ''relative'' bonus changes that to 1.05%, before any other applicable rules. It does not change it to 6%. Fortune Finder excludes raids and pets; Raid Fortune affects eligible raid unique or purple rolls instead.
Suppose an eligible reward has a 1% base chance. A 5% ''relative'' bonus changes that to 1.05%, before any other applicable rules. It does not change it to 6%. [[Fortune Finder]], [[Cluebound]] and standard-raid [[Raid Fortune]] level-1 chance values already match the unattached starting chance; their pages explain the added benefit at higher levels. Raid Fortune has a separate value in [[The Forsaken Trials]].


Compare equipment attachments alongside your [[Perks Menu|player-perk build]]. The six player-perk slots and an item’s attachment slots remain separate. For a practical starting route, return to [[First day|your first session]].
Compare equipment attachments alongside your [[Perks Menu|player-perk build]]. The six player-perk slots and an item’s attachment slots remain separate. For a practical starting route, return to [[First day|your first session]].

Latest revision as of 02:27, 4 October 2026

The Item Workbench on Sarim RSPS breaks eligible gear into materials, then spends them to attach item perks such as Trailblazer, True Strike or Cluebound to your equipment.

Tempering increases equipment bonuses by consuming identical copies. Tempering keeps the selected item's attached perks.

Disintegration destroys the selected items. Attaching a perk spends a recipe and rolls its level; upgrading can improve the level without replacing it with a lower result.

At a glance
Ingredients '6 materials' Three essences and three catalysts.
Attachment catalog '19 perks' Each has a recipe and equipment rules.
Perk levels '1–5' The first application can roll any level.

Disintegrate items into Workbench materials

  1. Open the Item Workbench’s disintegration view. Choose the item bar to inspect registered, breakable equipment in your inventory.
  2. Select only the items you intend to destroy. The picker supports multiple selections. Check the item, quantity and material preview before disintegrating.
  3. Disintegrate the selection. The items are removed and the resulting materials go directly to Workbench Storage.
  4. Switch to Perks Mode. Choose the equipment you want to keep and improve.
The Item Workbench disintegration view with a selectable item bar and six stored materials
Figure 1. The disintegration view. Materials from destroyed items are deposited into Workbench Storage.

Only registered breakable items can be disintegrated. Material output depends on the item’s disintegration tier, quantity and applicable bonuses; some materials are rolled. The preview is a range and chance display, not a promise of every material shown.

Keep the gear you want to use out of the disintegration selection. Disintegration removes the selected equipment, including its attached perks. “All breakable” actions can include more than the single item you first inspected. Review the complete selection before confirming.

Six materials, one storage balance

Current materials and their former names
Current material Former name in older guides
Fractured Essence Dull Mineral
Binding Catalyst Old Enhancer
Refined Essence Shiny Mineral
Resonant Catalyst Modern Enhancer
Prismatic Essence Glistening Mineral
Ascendant Catalyst Innovative Enhancer

These are renamed materials, not a second set of ingredients. Stored and inventory balances combine when paying a recipe. The Workbench uses stored materials first, then inventory materials. Deposit All moves carried materials into storage; Withdraw All moves stored materials that fit into your inventory.

Attach and upgrade a perk

  1. In Perks Mode, select an equipment item from your inventory.
  2. Choose a compatible perk. Check the item’s used and maximum attachment slots.
  3. Have the full listed recipe available across Workbench Storage and inventory.
  4. Apply the perk. The first application rolls a level from 1 to 5.
  5. Apply the same perk again to attempt a higher level. Each attempt uses the recipe again; an equal or lower roll keeps your existing level.

A level-5 attachment cannot be upgraded further. Reapplying the same attachment does not need another free slot. In Perks Mode, use Remove Perk and then Confirm Remove to free its slot and return 70% of each base recipe entry, rounded down, to Workbench Storage. This refunds part of one recipe, not every previous upgrade attempt. The older item-on-bench removal dialogue gives no material refund.

Item capacity, perk level and disintegration tier

Capacity rules for equipment
Equipment classification Maximum attachments
Registered disintegration tier 1–3 1
Registered disintegration tier 4–7 2
Registered disintegration tier 8 or above 3
Equipment without a registered disintegration tier 1, if a compatible perk exists.
Equipment with an explicit override Use the item’s displayed capacity; several Demonic Pact items have fixed limits.

Capacity counts distinct attachments. A level-5 perk still uses one attachment slot. A perk’s catalog tier is a separate classification; it is not its rolled level or the number of slots it occupies.

Worked recipe: Trailblazer boots

One attempt requires 65 Fractured Essence and 3 Binding Catalyst. On a fresh pair of compatible boots with a free slot, these are the possible resulting levels:

Trailblazer · probability of each rolled level per live attempt
Rolled level Roll values out of 100 Probability
1 76–100 25%
2 46–75 30%
3 26–45 20%
4 11–25 15%
5 1–10 10%

If the boots already have level 3, another attempt has a 15% chance to raise it to level 4 and a 10% chance to raise it to level 5. The other 75% of rolls leave level 3 in place. The attempt still costs materials. Ten attempts do not guarantee level 5.

At level 5, Trailblazer has a 20% chance to grant extra Agility XP alongside qualifying non-Agility XP gains outside Gridmaster. Its base award is 10% of the triggering XP, capped at 2,500 per event before older equipment XP upgrades. A qualifying 10,000-XP gain gives a base 1,000 Agility XP when it activates. Its page explains which XP gains qualify and how other XP boosts interact.

All 19 attachment recipes

The quantities below are the full material budget for one attempt, whether attaching a new perk or trying to improve it. Some donation ranks have a chance to preserve an individual recipe ingredient; have the full recipe available before attempting.

Workbench recipes · materials per attempt
Attachment Compatible equipment Required materials
Trailblazer Boots 65 Fractured Essence
3 Binding Catalyst
True Strike Weapon 105 Fractured Essence
25 Refined Essence
2 Resonant Catalyst
Conservation Compatible charge-consuming equipment 75 Fractured Essence
1 Binding Catalyst
Cluebound Ring 95 Fractured Essence
25 Refined Essence
3 Binding Catalyst
Elemental Attunement Weapon 75 Fractured Essence
15 Refined Essence
3 Resonant Catalyst
Scorch Weapon 100 Fractured Essence
60 Refined Essence
5 Resonant Catalyst
Twin Cast Weapon 100 Fractured Essence
50 Refined Essence
4 Binding Catalyst
Soul Rend Weapon · excludes scythes 100 Refined Essence
3 Resonant Catalyst
Last Stand Head / Body / Legs 40 Refined Essence
2 Resonant Catalyst
Renewal Ring 80 Fractured Essence
50 Refined Essence
2 Resonant Catalyst
Ravager Weapon 50 Refined Essence
30 Prismatic Essence
5 Resonant Catalyst
Bulwark Shield 150 Fractured Essence
45 Refined Essence
3 Resonant Catalyst
Temporal Snare Amulet / Ring 150 Refined Essence
25 Prismatic Essence
3 Resonant Catalyst
1 Ascendant Catalyst
Jellified Legs / Body / Head 80 Refined Essence
45 Prismatic Essence
5 Resonant Catalyst
1 Ascendant Catalyst
Deathwish Weapon 50 Refined Essence
60 Prismatic Essence
3 Ascendant Catalyst
Guardian Spirit Amulet 80 Refined Essence
60 Prismatic Essence
2 Ascendant Catalyst
Reinforced Head / Body / Legs 70 Prismatic Essence
2 Ascendant Catalyst
Fortune Finder Ring 150 Refined Essence
50 Prismatic Essence
2 Ascendant Catalyst
Raid Fortune Ring 95 Prismatic Essence
5 Ascendant Catalyst

Conservation uses a compatibility check for supported charge-consuming equipment, rather than every ammunition item. Selecting an item in the Workbench shows the compatible choices. A compatible attachment is not a promise that every special attack or charge pathway on that item receives the effect.

Attachment effects by level

Use Item perks to compare the benefits. Each attachment now has a page with all five levels, worked examples, actual roll chances and limits. Combat reductions concern qualifying normal monster hits; scripted encounter damage can use other rules.

Attachment Benefit and detailed guide
Trailblazer Bonus Agility XP alongside qualifying non-Agility XP gains.
True Strike A chance of a higher damage floor on supported ordinary attacks; weapon exceptions apply.
Conservation Saves supported resource consumption; compatibility does not make every charge or ammunition path free.
Cluebound Eligible clue chances and auto-pickup. Level 1 matches the starting chance but adds eligible auto-pickup.
Elemental Attunement More damage from qualifying elemental spells against monsters.
Scorch A chance of four burn hits, spaced two game ticks apart.
Twin Cast A chance of an extra hit from a qualifying elemental spell.
Soul Rend A chance of damage based on current monster Hitpoints; excludes scythes.
Last Stand Reduces normal monster damage below 30% of base maximum Hitpoints; strongest copy counts.
Renewal Periodic personal combat healing and faster natural regeneration outside the Wilderness.
Ravager A temporary rage window triggered by an incoming monster hit below 50% Hitpoints; cannot activate in the Wilderness.
Bulwark Successful direct hits on living monsters can activate temporary incoming damage reduction.
Temporal Snare Adds one tick to supported monster attack intervals; strongest copy counts and the cooldown belongs to the monster.
Jellified Can reduce a normal incoming monster hit and heal part of the prevented damage on the next tick.
Deathwish More direct monster damage with missing Hitpoints, plus an opening damage floor against a full-health monster.
Guardian Spirit Can summon a healer for nearby players; its pulses, duration and cooldown are listed on the perk page.
Reinforced Continuing reduction of normal incoming monster hits; strongest copy counts.
Fortune Finder Improves eligible rare monster-table chances at higher levels; level 1 matches the unattached starting chance.
Raid Fortune Improves eligible raid unique chances. The Forsaken Trials uses different values from the three standard raids.

How damage reduction combines

Reinforced and Last Stand use the strongest equipped copy of each attachment. Their reductions combine by multiplying the damage left over, rather than adding percentages. Level-5 Reinforced and active level-5 Last Stand leave 0.85 × 0.75 = 63.75% of a qualifying hit before rounding: 36.25% reduction.

That shared calculation also includes eligible permanent player-perk reduction and caps that portion at 40%. Active Bulwark then combines with it, with a 60% cap for the combined result. Other encounter or hit rules remain separate. These caps do not make scripted damage safe.

Relative bonuses are not guarantees

Suppose an eligible reward has a 1% base chance. A 5% relative bonus changes that to 1.05%, before any other applicable rules. It does not change it to 6%. Fortune Finder, Cluebound and standard-raid Raid Fortune level-1 chance values already match the unattached starting chance; their pages explain the added benefit at higher levels. Raid Fortune has a separate value in The Forsaken Trials.

Compare equipment attachments alongside your player-perk build. The six player-perk slots and an item’s attachment slots remain separate. For a practical starting route, return to your first session.