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{{Infobox Feature | |||
|name = Perks Menu | |||
|feature_type = Player perks | |||
|access = Sarim Perks menu | |||
|location = Change perks at [[Sarim Home{{!}}home]] | |||
|cost = Perk points | |||
|effects = Combat, skilling and utility bonuses | |||
|limits = 34 perks; 6 active slots; 5 saved loadouts | |||
|progression = Levels 1–5; one free level 5 unlock outside Gridmaster | |||
}} | |||
'''The Perks Menu''' lets players unlock, upgrade and equip perks that improve combat, skilling and rewards. There are '''34 player perks''', with '''six active slots''' and '''seven set bonuses'''. Perks are bought with perk points earned from achievements and the collection log. | |||
[[ | <span id="manager"></span> | ||
== Using the menu == | |||
Open '''Sarim Perks''' from the client's sidebar, or use the '''Perk Table''' at [[Sarim Home|home]]. You can browse perks anywhere, but unlocking, upgrading, equipping and changing saved loadouts must be done at home after completing onboarding. | |||
Use the '''All''', '''Combat''', '''Skilling''' and '''Utility''' filters to browse the list, or search for a perk by name or description. '''Owned only''' hides perks you have not unlocked. Selecting an empty active slot shows owned perks that are not already equipped. | |||
Select an owned perk to see its current and next-level bonuses. Unowned perks show their level 1 and level 5 bonuses. '''How it works''' opens its level breakdown. Selecting a set bonus shows the required perks and which ones you own and have equipped. | |||
=== Unlocking and equipping === | |||
# Choose a perk and press '''Unlock for free''' or '''Buy for … pts'''. New players receive one free choice at level 5, except in Gridmaster. Later unlocks start at level 1. | |||
# Press '''Equip''' to activate the perk. Unlocking it does not equip it automatically. | |||
# Equip up to six perks. If all slots are occupied, unequip a perk before adding another. | |||
# Use '''Upgrade''' to increase an owned perk's level. Upgrades apply to its active effect immediately. | |||
All six slots are available from the start. Only equipped perks provide bonuses or activate sets. | |||
=== Saved loadouts === | |||
The menu stores up to '''five loadouts'''. Equip at least one perk, then select '''+ Save loadout''' and enter a name of 1–12 characters. Click a saved loadout's name to equip it. | |||
The three-dot menu beside a loadout contains '''Save''', '''Rename''' and '''Clear'''. Save replaces that loadout with your current perks. Clear removes the saved loadout without unequipping your current build. | |||
Saved loadouts use your perks' current levels. Upgrading a perk also improves saved builds that include it, so you do not need to save them again. | |||
<span id="sources"></span> | |||
== Earning perk points == | |||
'''Spendable points''' pay for unlocks and upgrades. '''Lifetime points''' record the total you have earned and do not decrease when you spend points. | |||
{| class="wikitable" | |||
|+ Perk point rewards | |||
|- | |||
! Source !! Points | |||
|- | |||
| Claim a normal achievement reward || 5 | |||
|- | |||
| Complete an Easy combat achievement || 2 | |||
|- | |||
| Complete a Medium combat achievement || 3 | |||
|- | |||
| Complete a Hard combat achievement || 5 | |||
|- | |||
| Complete an Elite combat achievement || 7 | |||
|- | |||
| Complete a Master combat achievement || 10 | |||
|- | |||
| Complete a Grandmaster combat achievement || 14 | |||
|- | |||
| Add a new collection-log unique || 1 | |||
|} | |||
=== Achievement milestones === | |||
Normal achievement reward claims and completed combat achievements contribute to the same milestone count. Each milestone awards its bonus once, in addition to the points for the achievement itself. | |||
{| class="wikitable" | |||
! Achievements claimed or completed !! Bonus points | |||
|- | |||
| 1 || 10 | |||
|- | |||
| 5 || 15 | |||
|- | |||
| 10 || 25 | |||
|- | |||
| 25 || 40 | |||
|} | |||
Claiming all normal achievement rewards grants another '''30 points'''. | |||
=== Collection-log milestones === | |||
Each new unique awards one point. Reaching these total unique counts awards an additional one-time bonus. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Collection-log uniques !! Bonus points | ||
|- | |||
| 1 || 5 | |||
|- | |||
| 10 || 10 | |||
|- | |||
| 25 || 20 | |||
|- | |||
| 50 || 15 | |||
|- | |||
| 100 || 40 | |||
|- | |||
| 150 || 60 | |||
|- | |- | ||
| | | 200 || 80 | ||
|- | |- | ||
| | | 250 || 100 | ||
|- | |- | ||
| | | 300 || 130 | ||
|- | |||
| 350 || 160 | |||
|- | |||
| 400 || 195 | |||
|- | |||
| 415 || 50 | |||
|} | |} | ||
<span id=" | <span id="account-perks"></span> | ||
== | == Perks == | ||
All 34 perks have five levels. Ranges below show the values at levels 1 and 5. The tables show their bonuses before [[#polymath|Polymath]] or other set bonuses. Combat speed and damage bonuses apply against NPCs unless stated otherwise. | |||
=== Costs === | |||
Unlocking a perk buys level 1. Each upgrade costs the perk's '''upgrade base × its current level'''. Reaching level 5 therefore costs the unlock price plus ten times the upgrade base. Your free starting choice grants level 5 without spending points. | |||
<span id="point-cost-example"></span> | |||
For example, [[#deadeye|Deadeye]] costs 9 points to unlock, followed by upgrades costing 11, 22, 33 and 44 points: '''119 points in total'''. | |||
<span id="combat-perks"></span> | |||
=== Combat === | |||
{| class="wikitable" | |||
|+ Combat perks · costs in perk points | |||
|- | |||
! Perk | |||
! Effect | |||
! Unlock | |||
! Upgrade base | |||
! Total to level 5 | |||
|- | |||
! <span id="juggernaut"></span>Juggernaut | |||
| Reduces damage from monster attacks by 3–12% and reflects 15–40% of damage taken, capped at 10–35 reflected damage per hit. | |||
| 13 | |||
| 12 | |||
| 133 | |||
|- | |||
! <span id="speedy-strikes"></span>Speedy Strikes | |||
| Shortens melee attack delay against monsters. See the [[#attack-speed|attack speed table]] below. | |||
| 13 | |||
| 11 | |||
| 123 | |||
|- | |||
! <span id="aftershock"></span>Aftershock | |||
| Direct damaging hits against monsters have an 8–20% chance to deal three extra hits, each dealing 12–20% of the original damage. | |||
| 14 | |||
| 11 | |||
| 124 | |||
|- | |||
! <span id="bloodbound"></span>Bloodbound | |||
| Direct damaging attacks against monsters have a 12–44% chance to heal 10–30% of damage dealt. Blood spells heal 10–50% more. Healing from bonus perk hits is at quarter strength. | |||
| 8 | |||
| 9 | |||
| 98 | |||
|- | |||
! <span id="overdrive"></span>Overdrive | |||
| Special attacks gain 10–35% accuracy and 5–20% damage against monsters. Outside the Wilderness, they use 4–20% less energy. | |||
| 8 | |||
| 8 | |||
| 88 | |||
|- | |||
! <span id="heavy-hitter"></span>Heavy Hitter | |||
| Attacks against monsters gain 15–35% accuracy and 40–65% damage, but take two extra ticks. Applies to all three combat styles. | |||
| 8 | |||
| 7 | |||
| 78 | |||
|- | |||
! <span id="weaponmaster"></span>Weaponmaster | |||
| Melee attacks against monsters gain 6–22% accuracy and 3–12% damage. | |||
| 7 | |||
| 7 | |||
| 77 | |||
|- | |||
! <span id="arcane-dominion"></span>Arcane Dominion | |||
| Magic attacks against monsters gain 12.5–22.5% accuracy and 19.5–37.5% damage. Base spell delay is 4, 3, 3, 2 and 2 ticks at levels 1–5. | |||
| 9 | |||
| 11 | |||
| 119 | |||
|- | |||
! <span id="deadeye"></span>Deadeye | |||
| Speeds up ranged attacks against monsters, adds 2–10% accuracy and 1–5% damage, and gives a 2–8% chance of a follow-up hit dealing 40% of the original hit. Enchanted bolt effects trigger 2–10% more often. | |||
| 9 | |||
| 11 | |||
| 119 | |||
|- | |||
! <span id="spellweaver"></span>Spellweaver | |||
| Damaging magic attacks against monsters have a 10–20% chance to echo for 30–50% of the original damage. | |||
| 9 | |||
| 11 | |||
| 119 | |||
|} | |||
<span id="profession-perks"></span> | |||
=== Skilling === | |||
{| class="wikitable" | |||
|+ Skilling perks · costs in perk points | |||
|- | |||
! Perk | |||
! Effect | |||
! Unlock | |||
! Upgrade base | |||
! Total to level 5 | |||
|- | |||
! <span id="lumberjack"></span>Lumberjack | |||
| Gives a 10–50% chance to bank unprocessed logs and a 5–25% chance to prevent tree depletion. Optional fletch or burn mode processes 10–50% of fresh logs; see [[#lumberjack-processing|processing modes]]. | |||
| 6 | |||
| 7 | |||
| 76 | |||
|- | |||
! <span id="master-angler"></span>Master Angler | |||
| Has a 10–50% chance to cook and bank a catch. Normal Cooking levels and burn chances apply. Automatic cooking and banking does not work for Ultimate Ironmen. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="prospector"></span>Prospector | |||
| Gives a 10–50% chance to bank ordinary ore and a 5–25% chance to prevent rock depletion. Gem rocks and rocky outcrops are excluded from auto-banking. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="trapper"></span>Trapper | |||
| Adds 4–20 percentage points to trap catch chance, gives 7–35% automatic catch collection and reset, and 4–20% double ordinary loot. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="light-fingers"></span>Light Fingers | |||
| Automatically pickpockets for 1–5 minutes, with a 50–85% minimum success chance. Failures, damage, stuns and normal Thieving requirements remain. | |||
| 7 | |||
| 6 | |||
| 67 | |||
|- | |||
! <span id="runebound"></span>Runebound | |||
| Giant pouch capacity rises from 30 to 150 essence; colossal pouch from 58 to 178. Requires 75 and 85 Runecrafting respectively. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="green-thumb"></span>Green Thumb | |||
| Adds 5–25% Farming harvest yield and a 4–20% chance to keep planted seeds. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="forgemaster"></span>Forgemaster | |||
| Uses 20–100% less coal and has a 4–20% chance to keep smithing ore or bars. At level 5, smelting needs no coal. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="momentum"></span>Momentum | |||
| Reduces run-energy drain by 20–100% and adds 4–20% Agility XP. Levels 1–4 add 5–20 effective Agility for level checks; level 5 bypasses those checks. | |||
| 5 | |||
| 6 | |||
| 65 | |||
|- | |||
! <span id="apothecary"></span>Apothecary | |||
| Makes 5, 10, 15 or 20 potions per timed batch at levels 1–4; level 5 processes the full Make-X run. Has a 4–20% chance to keep ingredients. | |||
| 8 | |||
| 6 | |||
| 68 | |||
|- | |||
! <span id="artisan"></span>Artisan | |||
| Makes 5, 10, 15 or 20 items per timed Crafting batch at levels 1–4; level 5 processes the full Make-X run. Has a 4–20% chance to keep materials. | |||
| 6 | |||
| 6 | |||
| 66 | |||
|- | |||
! <span id="architect"></span>Architect | |||
| Adds 4–20% Construction XP, gives a 5–25% chance to keep building materials, and shortens build timing by 5–25%. Furniture removal stays at its one-tick minimum. | |||
| 6 | |||
| 5 | |||
| 56 | |||
|- | |||
! <span id="taking-it-on-the-chin"></span>Taking It On The Chin | |||
| Catches 1 or 2 chinchompas equally at level 1, 2 at level 2, and 3 at levels 3–5. Adds 5.5–17.5% Hunter XP from chinchompas; excluded from Polymath. | |||
| 7 | |||
| 6 | |||
| 67 | |||
|} | |||
<span id="specialist-perks"></span> | |||
=== Activities === | |||
{| class="wikitable" | |||
|+ Activity perks · costs in perk points | |||
|- | |||
! Perk | |||
! Effect | |||
! Unlock | |||
! Upgrade base | |||
! Total to level 5 | |||
|- | |||
! <span id="executioner"></span>Executioner | |||
| Slayer-task attacks gain 5–25% accuracy and damage, and Slayer XP increases by 10–50%. Monster kills restore 2% of maximum Hitpoints (up to 8); task kills restore 5% (up to 15). Minions, spawned creatures and raid monsters without reward credit are excluded. | |||
| 9 | |||
| 6 | |||
| 69 | |||
|- | |||
! <span id="godslayer"></span>Godslayer | |||
| Adds 10–30% accuracy and 5–25% damage against the four God Wars Dungeon bosses and Nex. Removes the killcount requirement at God Wars boss doors. | |||
| 8 | |||
| 8 | |||
| 88 | |||
|- | |||
! <span id="raider"></span>Raider | |||
| Adds 3–15% damage and damage reduction in raids, and improves unique reward chances. | |||
| 15 | |||
| 7 | |||
| 85 | |||
|- | |||
! <span id="dragonsbane"></span>Dragonsbane | |||
| Adds 8–30% accuracy and 5–25% damage against dragons, and 10–30% dragonfire resistance. | |||
| 11 | |||
| 7 | |||
| 81 | |||
|- | |||
! <span id="serpent-bane"></span>Serpent Bane | |||
| Adds 5–25% damage against Zulrah, increases scales by 20–100%, and adds an extra standard loot roll at every level. The extra roll does not add a pet roll and is disabled in Gridmaster. | |||
| 10 | |||
| 5 | |||
| 60 | |||
|- | |||
! <span id="crystalborn"></span>Crystalborn | |||
| Adds 5–25% damage and 5–18% damage reduction in the Gauntlet, with a 10–50% chance to gather double resources. At level 5, choose a full starting loadout. | |||
| 10 | |||
| 5 | |||
| 60 | |||
|- | |||
! <span id="wildstalker"></span>Wildstalker | |||
| Against Wilderness monsters, adds 8–32% accuracy, 5–25% damage and 4–20% damage reduction. Does not affect PvP. | |||
| 10 | |||
| 6 | |||
| 70 | |||
|} | |||
<span id="utility-perks"></span> | |||
=== Utility === | |||
{| class="wikitable" | |||
|+ Utility perks · costs in perk points | |||
|- | |||
! Perk | |||
! Effect | |||
! Unlock | |||
! Upgrade base | |||
! Total to level 5 | |||
|- | |||
! <span id="devotion"></span>Devotion | |||
| Reduces Prayer drain by 5–25% and automatically buries 20–100% of eligible bone drops. Auto-burial grants Prayer XP and restores 1–3 Prayer points per bone drop. | |||
| 11 | |||
| 9 | |||
| 101 | |||
|- | |||
! <span id="survivalist"></span>Survivalist | |||
| Food heals 3–15% more, with a 3–15% chance to keep it. Potion doses have a 4–20% chance to be saved outside the Wilderness, excluding raid potions and doses that remove the vial. Boosted stats drain 5–25% more slowly. | |||
| 11 | |||
| 7 | |||
| 81 | |||
|- | |||
! <span id="midas-touch"></span>Midas Touch | |||
| Automatically collects owned coin and clue-scroll rewards within 2–6 tiles. Requires inventory space and follows normal Wilderness pickup rules. | |||
| 12 | |||
| 5 | |||
| 62 | |||
|- | |||
! <span id="companion-seeker"></span>Companion Seeker | |||
| Increases pet chances from monsters and skilling. It does not add extra pet rolls or affect guaranteed pets. | |||
| 17 | |||
| 7 | |||
| 87 | |||
|} | |||
<span id="lumberjack-processing"></span> | |||
=== Lumberjack processing modes === | |||
Lumberjack can automatically process freshly cut logs while you train Woodcutting. Use <code>::lumberjack fletch</code> to fletch them, <code>::lumberjack burn</code> to burn them, or <code>::lumberjack off</code> to turn processing off. The processing chance is 10% per perk level, reaching 50% at level 5. You must meet the relevant Fletching or Firemaking level. | |||
Processing is attempted before auto-banking. Logs that are not processed can still be banked by Lumberjack. | |||
=== Crystalborn starting equipment === | |||
With level 5 Crystalborn equipped, entering the normal or Corrupted Gauntlet offers a choice of starting equipment. Each loadout includes a helm, body, legs and all three weapons at the selected tier, plus '''16 cooked paddlefish''' and '''two three-dose Egniol potions'''. | |||
<span id=" | {| class="wikitable" | ||
== | ! Starting choice !! Rare reward chance | ||
|- | |||
| Basic || 35% higher | |||
|- | |||
| Attuned || 15% higher | |||
|- | |||
| Perfected || Normal | |||
|- | |||
| Prepare normally || Normal; gather and craft your own equipment | |||
|} | |||
The bonus applies to rare-table rolls after defeating Hunllef. It does not increase the pet chance. | |||
<span id="attack-speed"></span> | |||
=== Attack speed === | |||
Speedy Strikes and Deadeye shorten attacks against NPCs, with a minimum delay of one tick (0.6 seconds). Their rounding differs, so the same starting attack speed gives different results. | |||
{| class="wikitable" | |||
|+ Attack delay for a four-tick weapon | |||
|- | |||
! Level | |||
! Speedy Strikes: melee delay | |||
! Deadeye: ranged delay | |||
|- | |||
! 1 | |||
| 3 ticks | |||
| 3 ticks | |||
|- | |||
! 2 | |||
| 2 ticks | |||
| 3 ticks | |||
|- | |||
! 3 | |||
| 2 ticks | |||
| 2 ticks | |||
|- | |||
! 4 | |||
| 2 ticks | |||
| 1 tick | |||
|- | |||
! 5 | |||
| 1 tick | |||
| 1 tick | |||
|} | |||
This table applies each perk on its own. Speedy Strikes rounds its result down; Deadeye rounds up. Heavy Hitter adds two ticks to attacks, so combining it with a speed perk changes the result. | |||
<span id=" | <span id="sets"></span> | ||
== | == Set bonuses == | ||
Equipping the required perks activates a set bonus. Set bonuses do not take an additional slot. | |||
{| class="wikitable" | |||
|+ Set requirements and effects | |||
|- | |||
! Set | |||
! Equip these player perks | |||
! Effect | |||
|- | |||
! <span id="crimson-pact"></span>Crimson Pact | |||
| Bloodbound + Aftershock | |||
| When Aftershock triggers, it adds three bleed hits, two ticks apart. Each deals 10% of the triggering damage, rounded down and capped at 30. Bloodbound heals from the bleed at 25% strength; the bleed cannot trigger further bonus attacks. | |||
|- | |||
! <span id="arcane-resonance"></span>Arcane Resonance | |||
| Arcane Dominion + Spellweaver | |||
| Successful Spellweaver echoes build up to three stacks of +5% Magic damage. Stacks last 10 seconds, refresh on a new stack and do not carry to a new target. | |||
|- | |||
! <span id="warpath"></span>Warpath | |||
| Weaponmaster + Speedy Strikes, or Weaponmaster + Heavy Hitter | |||
| Successful direct melee hits build +3% damage per stack, up to +15%. Melee attack attempts refresh the six-second duration, including misses. Changing target or melee style, or ending combat, clears the stacks. | |||
|- | |||
! <span id="killshot"></span>Killshot | |||
| Deadeye + Overdrive | |||
| A damaging ranged special marks its target for 10 seconds. Your next normal ranged attack on that target gains +20% accuracy and damage, then removes the mark even if it misses. Bonus hits cannot create or consume the mark. | |||
|- | |||
! <span id="sanguine-devotion"></span>Sanguine Devotion | |||
| Devotion + Bloodbound | |||
| Direct damaging hits have a 10% chance to restore 1 Prayer, or 2 on a hit of 50+. A Bloodbound heal of 2+ HP has a 25% chance to restore 1 Prayer. Both share a three-tick cooldown. | |||
|- | |||
! <span id="gilded-fortune"></span>Gilded Fortune | |||
| Midas Touch + Companion Seeker | |||
| Makes rare drops from ordinary monster loot 5% more likely. Each kill also has a 5% chance for an extra common or uncommon loot roll. The extra roll excludes rare and guaranteed drops, pets, clue scrolls, boxes, chests and caskets. Separate boss and raid reward tables are excluded; Gridmaster uses its own rare-drop rates. | |||
|- | |||
! <span id="polymath"></span>Polymath | |||
| Any three distinct perks from the 12 Profession perks listed above; Taking It On The Chin is excluded. | |||
| Strengthens skilling-perk bonuses by 20%. Increases to trigger and material-saving chances are capped at five percentage points: a 20% chance becomes 24%, while 50% becomes 55%. It does not grant XP by itself or improve level-requirement bypasses. | |||
|} | |||
<span id="build"></span> | <span id="build"></span> | ||
== | == Suggested combinations == | ||
See [[Perk builds]] for first unlocks, six-slot examples and activity swaps. The [[Gauntlet]], [[Prayer]], [[Herblore]], [[Farming]] and [[Construction]] guides explain the supplies and training actions used alongside these perks. [[Drop rate and boosts]] separates shared drop rate from reward-specific effects. | |||
Choose perks to suit your combat style and activity. Each of these combinations leaves room for additional perks. | |||
{| class="wikitable" | |||
|+ Example builds | |||
|- | |||
! Goal | |||
! Player-perk core | |||
! Why the combination is useful | |||
|- | |||
! Ranged PvM with a special attack | |||
| Deadeye + Overdrive | |||
| Activates Killshot. Follow a damaging ranged special with a normal ranged attack on the marked target. | |||
|- | |||
! Repeated melee attacks on one NPC | |||
| Weaponmaster + Speedy Strikes | |||
| Activates Warpath. Stay on the same target and melee style to maintain stacks. | |||
|- | |||
! A gathering session across several skills | |||
| Lumberjack + Master Angler + Prospector | |||
| Activates Polymath. Each profession still applies to its own eligible actions. | |||
|} | |||
Executioner complements a Slayer build, Raider adds raid bonuses, and Wildstalker strengthens combat against Wilderness NPCs. | |||
<span id="item-perks"></span> | |||
== Item perks == | |||
[[Item perks]] are attached to equipment using essences and catalysts at the Item Workbench. They do not use perk points or occupy player-perk slots. For example, wearing boots with Trailblazer leaves all six player-perk slots available. | |||
See [[Item perks]] for all 19 effects, level values, examples and practical comparisons; [[Item Workbench]] for materials and equipment limits; and [[Tempering]] for equipment upgrades. | |||
See [[ | == See also == | ||
* [[Glossary#old-perk-names|Names used in older perk guides]] | |||
* [[Custom content]] | |||
[[Category:Game systems]] | [[Category:Game systems]] | ||
[[Category:Perks]] | [[Category:Perks]] | ||
[[Category:Custom content]] | |||
Latest revision as of 04:09, 4 October 2026
| Details | |
|---|---|
| Feature type | Player perks |
| Access | Sarim Perks menu |
| Location | Change perks at home |
| Rules and progression | |
| Cost | Perk points |
| Effects | Combat, skilling and utility bonuses |
| Limits | 34 perks; 6 active slots; 5 saved loadouts |
| Progression | Levels 1–5; one free level 5 unlock outside Gridmaster |
The Perks Menu lets players unlock, upgrade and equip perks that improve combat, skilling and rewards. There are 34 player perks, with six active slots and seven set bonuses. Perks are bought with perk points earned from achievements and the collection log.
Using the menu
Open Sarim Perks from the client's sidebar, or use the Perk Table at home. You can browse perks anywhere, but unlocking, upgrading, equipping and changing saved loadouts must be done at home after completing onboarding.
Use the All, Combat, Skilling and Utility filters to browse the list, or search for a perk by name or description. Owned only hides perks you have not unlocked. Selecting an empty active slot shows owned perks that are not already equipped.
Select an owned perk to see its current and next-level bonuses. Unowned perks show their level 1 and level 5 bonuses. How it works opens its level breakdown. Selecting a set bonus shows the required perks and which ones you own and have equipped.
Unlocking and equipping
- Choose a perk and press Unlock for free or Buy for … pts. New players receive one free choice at level 5, except in Gridmaster. Later unlocks start at level 1.
- Press Equip to activate the perk. Unlocking it does not equip it automatically.
- Equip up to six perks. If all slots are occupied, unequip a perk before adding another.
- Use Upgrade to increase an owned perk's level. Upgrades apply to its active effect immediately.
All six slots are available from the start. Only equipped perks provide bonuses or activate sets.
Saved loadouts
The menu stores up to five loadouts. Equip at least one perk, then select + Save loadout and enter a name of 1–12 characters. Click a saved loadout's name to equip it.
The three-dot menu beside a loadout contains Save, Rename and Clear. Save replaces that loadout with your current perks. Clear removes the saved loadout without unequipping your current build.
Saved loadouts use your perks' current levels. Upgrading a perk also improves saved builds that include it, so you do not need to save them again.
Earning perk points
Spendable points pay for unlocks and upgrades. Lifetime points record the total you have earned and do not decrease when you spend points.
| Source | Points |
|---|---|
| Claim a normal achievement reward | 5 |
| Complete an Easy combat achievement | 2 |
| Complete a Medium combat achievement | 3 |
| Complete a Hard combat achievement | 5 |
| Complete an Elite combat achievement | 7 |
| Complete a Master combat achievement | 10 |
| Complete a Grandmaster combat achievement | 14 |
| Add a new collection-log unique | 1 |
Achievement milestones
Normal achievement reward claims and completed combat achievements contribute to the same milestone count. Each milestone awards its bonus once, in addition to the points for the achievement itself.
| Achievements claimed or completed | Bonus points |
|---|---|
| 1 | 10 |
| 5 | 15 |
| 10 | 25 |
| 25 | 40 |
Claiming all normal achievement rewards grants another 30 points.
Collection-log milestones
Each new unique awards one point. Reaching these total unique counts awards an additional one-time bonus.
| Collection-log uniques | Bonus points |
|---|---|
| 1 | 5 |
| 10 | 10 |
| 25 | 20 |
| 50 | 15 |
| 100 | 40 |
| 150 | 60 |
| 200 | 80 |
| 250 | 100 |
| 300 | 130 |
| 350 | 160 |
| 400 | 195 |
| 415 | 50 |
Perks
All 34 perks have five levels. Ranges below show the values at levels 1 and 5. The tables show their bonuses before Polymath or other set bonuses. Combat speed and damage bonuses apply against NPCs unless stated otherwise.
Costs
Unlocking a perk buys level 1. Each upgrade costs the perk's upgrade base × its current level. Reaching level 5 therefore costs the unlock price plus ten times the upgrade base. Your free starting choice grants level 5 without spending points.
For example, Deadeye costs 9 points to unlock, followed by upgrades costing 11, 22, 33 and 44 points: 119 points in total.
Combat
| Perk | Effect | Unlock | Upgrade base | Total to level 5 |
|---|---|---|---|---|
| Juggernaut | Reduces damage from monster attacks by 3–12% and reflects 15–40% of damage taken, capped at 10–35 reflected damage per hit. | 13 | 12 | 133 |
| Speedy Strikes | Shortens melee attack delay against monsters. See the attack speed table below. | 13 | 11 | 123 |
| Aftershock | Direct damaging hits against monsters have an 8–20% chance to deal three extra hits, each dealing 12–20% of the original damage. | 14 | 11 | 124 |
| Bloodbound | Direct damaging attacks against monsters have a 12–44% chance to heal 10–30% of damage dealt. Blood spells heal 10–50% more. Healing from bonus perk hits is at quarter strength. | 8 | 9 | 98 |
| Overdrive | Special attacks gain 10–35% accuracy and 5–20% damage against monsters. Outside the Wilderness, they use 4–20% less energy. | 8 | 8 | 88 |
| Heavy Hitter | Attacks against monsters gain 15–35% accuracy and 40–65% damage, but take two extra ticks. Applies to all three combat styles. | 8 | 7 | 78 |
| Weaponmaster | Melee attacks against monsters gain 6–22% accuracy and 3–12% damage. | 7 | 7 | 77 |
| Arcane Dominion | Magic attacks against monsters gain 12.5–22.5% accuracy and 19.5–37.5% damage. Base spell delay is 4, 3, 3, 2 and 2 ticks at levels 1–5. | 9 | 11 | 119 |
| Deadeye | Speeds up ranged attacks against monsters, adds 2–10% accuracy and 1–5% damage, and gives a 2–8% chance of a follow-up hit dealing 40% of the original hit. Enchanted bolt effects trigger 2–10% more often. | 9 | 11 | 119 |
| Spellweaver | Damaging magic attacks against monsters have a 10–20% chance to echo for 30–50% of the original damage. | 9 | 11 | 119 |
Skilling
| Perk | Effect | Unlock | Upgrade base | Total to level 5 |
|---|---|---|---|---|
| Lumberjack | Gives a 10–50% chance to bank unprocessed logs and a 5–25% chance to prevent tree depletion. Optional fletch or burn mode processes 10–50% of fresh logs; see processing modes. | 6 | 7 | 76 |
| Master Angler | Has a 10–50% chance to cook and bank a catch. Normal Cooking levels and burn chances apply. Automatic cooking and banking does not work for Ultimate Ironmen. | 6 | 6 | 66 |
| Prospector | Gives a 10–50% chance to bank ordinary ore and a 5–25% chance to prevent rock depletion. Gem rocks and rocky outcrops are excluded from auto-banking. | 6 | 6 | 66 |
| Trapper | Adds 4–20 percentage points to trap catch chance, gives 7–35% automatic catch collection and reset, and 4–20% double ordinary loot. | 6 | 6 | 66 |
| Light Fingers | Automatically pickpockets for 1–5 minutes, with a 50–85% minimum success chance. Failures, damage, stuns and normal Thieving requirements remain. | 7 | 6 | 67 |
| Runebound | Giant pouch capacity rises from 30 to 150 essence; colossal pouch from 58 to 178. Requires 75 and 85 Runecrafting respectively. | 6 | 6 | 66 |
| Green Thumb | Adds 5–25% Farming harvest yield and a 4–20% chance to keep planted seeds. | 6 | 6 | 66 |
| Forgemaster | Uses 20–100% less coal and has a 4–20% chance to keep smithing ore or bars. At level 5, smelting needs no coal. | 6 | 6 | 66 |
| Momentum | Reduces run-energy drain by 20–100% and adds 4–20% Agility XP. Levels 1–4 add 5–20 effective Agility for level checks; level 5 bypasses those checks. | 5 | 6 | 65 |
| Apothecary | Makes 5, 10, 15 or 20 potions per timed batch at levels 1–4; level 5 processes the full Make-X run. Has a 4–20% chance to keep ingredients. | 8 | 6 | 68 |
| Artisan | Makes 5, 10, 15 or 20 items per timed Crafting batch at levels 1–4; level 5 processes the full Make-X run. Has a 4–20% chance to keep materials. | 6 | 6 | 66 |
| Architect | Adds 4–20% Construction XP, gives a 5–25% chance to keep building materials, and shortens build timing by 5–25%. Furniture removal stays at its one-tick minimum. | 6 | 5 | 56 |
| Taking It On The Chin | Catches 1 or 2 chinchompas equally at level 1, 2 at level 2, and 3 at levels 3–5. Adds 5.5–17.5% Hunter XP from chinchompas; excluded from Polymath. | 7 | 6 | 67 |
Activities
| Perk | Effect | Unlock | Upgrade base | Total to level 5 |
|---|---|---|---|---|
| Executioner | Slayer-task attacks gain 5–25% accuracy and damage, and Slayer XP increases by 10–50%. Monster kills restore 2% of maximum Hitpoints (up to 8); task kills restore 5% (up to 15). Minions, spawned creatures and raid monsters without reward credit are excluded. | 9 | 6 | 69 |
| Godslayer | Adds 10–30% accuracy and 5–25% damage against the four God Wars Dungeon bosses and Nex. Removes the killcount requirement at God Wars boss doors. | 8 | 8 | 88 |
| Raider | Adds 3–15% damage and damage reduction in raids, and improves unique reward chances. | 15 | 7 | 85 |
| Dragonsbane | Adds 8–30% accuracy and 5–25% damage against dragons, and 10–30% dragonfire resistance. | 11 | 7 | 81 |
| Serpent Bane | Adds 5–25% damage against Zulrah, increases scales by 20–100%, and adds an extra standard loot roll at every level. The extra roll does not add a pet roll and is disabled in Gridmaster. | 10 | 5 | 60 |
| Crystalborn | Adds 5–25% damage and 5–18% damage reduction in the Gauntlet, with a 10–50% chance to gather double resources. At level 5, choose a full starting loadout. | 10 | 5 | 60 |
| Wildstalker | Against Wilderness monsters, adds 8–32% accuracy, 5–25% damage and 4–20% damage reduction. Does not affect PvP. | 10 | 6 | 70 |
Utility
| Perk | Effect | Unlock | Upgrade base | Total to level 5 |
|---|---|---|---|---|
| Devotion | Reduces Prayer drain by 5–25% and automatically buries 20–100% of eligible bone drops. Auto-burial grants Prayer XP and restores 1–3 Prayer points per bone drop. | 11 | 9 | 101 |
| Survivalist | Food heals 3–15% more, with a 3–15% chance to keep it. Potion doses have a 4–20% chance to be saved outside the Wilderness, excluding raid potions and doses that remove the vial. Boosted stats drain 5–25% more slowly. | 11 | 7 | 81 |
| Midas Touch | Automatically collects owned coin and clue-scroll rewards within 2–6 tiles. Requires inventory space and follows normal Wilderness pickup rules. | 12 | 5 | 62 |
| Companion Seeker | Increases pet chances from monsters and skilling. It does not add extra pet rolls or affect guaranteed pets. | 17 | 7 | 87 |
Lumberjack processing modes
Lumberjack can automatically process freshly cut logs while you train Woodcutting. Use ::lumberjack fletch to fletch them, ::lumberjack burn to burn them, or ::lumberjack off to turn processing off. The processing chance is 10% per perk level, reaching 50% at level 5. You must meet the relevant Fletching or Firemaking level.
Processing is attempted before auto-banking. Logs that are not processed can still be banked by Lumberjack.
Crystalborn starting equipment
With level 5 Crystalborn equipped, entering the normal or Corrupted Gauntlet offers a choice of starting equipment. Each loadout includes a helm, body, legs and all three weapons at the selected tier, plus 16 cooked paddlefish and two three-dose Egniol potions.
| Starting choice | Rare reward chance |
|---|---|
| Basic | 35% higher |
| Attuned | 15% higher |
| Perfected | Normal |
| Prepare normally | Normal; gather and craft your own equipment |
The bonus applies to rare-table rolls after defeating Hunllef. It does not increase the pet chance.
Attack speed
Speedy Strikes and Deadeye shorten attacks against NPCs, with a minimum delay of one tick (0.6 seconds). Their rounding differs, so the same starting attack speed gives different results.
| Level | Speedy Strikes: melee delay | Deadeye: ranged delay |
|---|---|---|
| 1 | 3 ticks | 3 ticks |
| 2 | 2 ticks | 3 ticks |
| 3 | 2 ticks | 2 ticks |
| 4 | 2 ticks | 1 tick |
| 5 | 1 tick | 1 tick |
This table applies each perk on its own. Speedy Strikes rounds its result down; Deadeye rounds up. Heavy Hitter adds two ticks to attacks, so combining it with a speed perk changes the result.
Set bonuses
Equipping the required perks activates a set bonus. Set bonuses do not take an additional slot.
| Set | Equip these player perks | Effect |
|---|---|---|
| Crimson Pact | Bloodbound + Aftershock | When Aftershock triggers, it adds three bleed hits, two ticks apart. Each deals 10% of the triggering damage, rounded down and capped at 30. Bloodbound heals from the bleed at 25% strength; the bleed cannot trigger further bonus attacks. |
| Arcane Resonance | Arcane Dominion + Spellweaver | Successful Spellweaver echoes build up to three stacks of +5% Magic damage. Stacks last 10 seconds, refresh on a new stack and do not carry to a new target. |
| Warpath | Weaponmaster + Speedy Strikes, or Weaponmaster + Heavy Hitter | Successful direct melee hits build +3% damage per stack, up to +15%. Melee attack attempts refresh the six-second duration, including misses. Changing target or melee style, or ending combat, clears the stacks. |
| Killshot | Deadeye + Overdrive | A damaging ranged special marks its target for 10 seconds. Your next normal ranged attack on that target gains +20% accuracy and damage, then removes the mark even if it misses. Bonus hits cannot create or consume the mark. |
| Sanguine Devotion | Devotion + Bloodbound | Direct damaging hits have a 10% chance to restore 1 Prayer, or 2 on a hit of 50+. A Bloodbound heal of 2+ HP has a 25% chance to restore 1 Prayer. Both share a three-tick cooldown. |
| Gilded Fortune | Midas Touch + Companion Seeker | Makes rare drops from ordinary monster loot 5% more likely. Each kill also has a 5% chance for an extra common or uncommon loot roll. The extra roll excludes rare and guaranteed drops, pets, clue scrolls, boxes, chests and caskets. Separate boss and raid reward tables are excluded; Gridmaster uses its own rare-drop rates. |
| Polymath | Any three distinct perks from the 12 Profession perks listed above; Taking It On The Chin is excluded. | Strengthens skilling-perk bonuses by 20%. Increases to trigger and material-saving chances are capped at five percentage points: a 20% chance becomes 24%, while 50% becomes 55%. It does not grant XP by itself or improve level-requirement bypasses. |
Suggested combinations
See Perk builds for first unlocks, six-slot examples and activity swaps. The Gauntlet, Prayer, Herblore, Farming and Construction guides explain the supplies and training actions used alongside these perks. Drop rate and boosts separates shared drop rate from reward-specific effects.
Choose perks to suit your combat style and activity. Each of these combinations leaves room for additional perks.
| Goal | Player-perk core | Why the combination is useful |
|---|---|---|
| Ranged PvM with a special attack | Deadeye + Overdrive | Activates Killshot. Follow a damaging ranged special with a normal ranged attack on the marked target. |
| Repeated melee attacks on one NPC | Weaponmaster + Speedy Strikes | Activates Warpath. Stay on the same target and melee style to maintain stacks. |
| A gathering session across several skills | Lumberjack + Master Angler + Prospector | Activates Polymath. Each profession still applies to its own eligible actions. |
Executioner complements a Slayer build, Raider adds raid bonuses, and Wildstalker strengthens combat against Wilderness NPCs.
Item perks
Item perks are attached to equipment using essences and catalysts at the Item Workbench. They do not use perk points or occupy player-perk slots. For example, wearing boots with Trailblazer leaves all six player-perk slots available.
See Item perks for all 19 effects, level values, examples and practical comparisons; Item Workbench for materials and equipment limits; and Tempering for equipment upgrades.