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Explain all 19 item perks with levels, benefits, examples and active limits; refresh Workbench references
 
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<span id="main"></span>
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.


Item Workbench on Sarim, an OSRS private server.
[[Tempering]] increases equipment bonuses by consuming identical copies. Tempering keeps the selected item's attached perks.


Sarim utilizes an Item Workbench that allows you to apply perks to gear to provide additional purposes and bonuses. The Item Workbench can be found east of the home area.
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.
 
{| class="wikitable"
|+ 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.
|}


<span id="item-perks"></span>
<span id="item-perks"></span>
== Obtaining Materials For Upgrades ==
== Disintegrate items into Workbench materials ==
 
# '''Open the Item Workbench’s disintegration view.''' Choose the item bar to inspect registered, breakable equipment in your inventory.
# '''Select only the items you intend to destroy.''' The picker supports multiple selections. Check the item, quantity and material preview before disintegrating.
# '''Disintegrate the selection.''' The items are removed and the resulting materials go directly to Workbench Storage.
# '''Switch to Perks Mode.''' Choose the equipment you want to keep and improve.
 
[[File:Sarim-guide-screenshot-2026-09-08-225414-2.webp|thumb|alt=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.
 
<blockquote>'''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.</blockquote>
 
<span id="materials"></span>
=== Six materials, one storage balance ===


In order to add perks to your gear you'll first need to break down items and gear for materials. In order to do this, right click the Item Workbench and select Item-breaking. This will open a window for you allowing you to select a specific item to break, all available breakable items in your inventory, and view/deposit/withdraw your materials.
{| class="wikitable"
|+ 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
|}


[[File:Sarim-guide-screenshot-2026-09-08-225414-2.webp|thumb|alt=Item Workbench|Item Workbench]]
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.


<span id="item-perks-2"></span>
<span id="item-perks-2"></span>
== Item Upgrades ==
== Attach and upgrade a perk ==
 
# In Perks Mode, select an equipment item from your inventory.
# Choose a compatible perk. Check the item’s used and maximum attachment slots.
# Have the full listed recipe available across Workbench Storage and inventory.
# Apply the perk. The first application rolls a level from 1 to 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.
 
<span id="capacity"></span>
=== Item capacity, perk level and disintegration tier ===
 
{| class="wikitable"
|+ 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.
 
<span id="trailblazer"></span>
=== 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:
 
{| class="wikitable"
|+ 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.
 
<span id="recipes"></span>
== 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.
 
{| class="wikitable"
|+ Workbench recipes · materials per attempt
|-
! Attachment
! Compatible equipment
! Required materials
|-
! [[#effect-trailblazer|Trailblazer]]
| Boots
| 65 Fractured Essence<br>3 Binding Catalyst
|-
! [[#effect-true-strike|True Strike]]
| Weapon
| 105 Fractured Essence<br>25 Refined Essence<br>2 Resonant Catalyst
|-
! [[#effect-conservation|Conservation]]
| Compatible charge-consuming equipment
| 75 Fractured Essence<br>1 Binding Catalyst
|-
! [[#effect-cluebound|Cluebound]]
| Ring
| 95 Fractured Essence<br>25 Refined Essence<br>3 Binding Catalyst
|-
! [[#effect-elemental-attunement|Elemental Attunement]]
| Weapon
| 75 Fractured Essence<br>15 Refined Essence<br>3 Resonant Catalyst
|-
! [[#effect-scorch|Scorch]]
| Weapon
| 100 Fractured Essence<br>60 Refined Essence<br>5 Resonant Catalyst
|-
! [[#effect-twin-cast|Twin Cast]]
| Weapon
| 100 Fractured Essence<br>50 Refined Essence<br>4 Binding Catalyst
|-
! [[#effect-soul-rend|Soul Rend]]
| Weapon · excludes scythes
| 100 Refined Essence<br>3 Resonant Catalyst
|-
! [[#effect-last-stand|Last Stand]]
| Head / Body / Legs
| 40 Refined Essence<br>2 Resonant Catalyst
|-
! [[#effect-renewal|Renewal]]
| Ring
| 80 Fractured Essence<br>50 Refined Essence<br>2 Resonant Catalyst
|-
! [[#effect-ravager|Ravager]]
| Weapon
| 50 Refined Essence<br>30 Prismatic Essence<br>5 Resonant Catalyst
|-
! [[#effect-bulwark|Bulwark]]
| Shield
| 150 Fractured Essence<br>45 Refined Essence<br>3 Resonant Catalyst
|-
! [[#effect-temporal-snare|Temporal Snare]]
| Amulet / Ring
| 150 Refined Essence<br>25 Prismatic Essence<br>3 Resonant Catalyst<br>1 Ascendant Catalyst
|-
! [[#effect-jellified|Jellified]]
| Legs / Body / Head
| 80 Refined Essence<br>45 Prismatic Essence<br>5 Resonant Catalyst<br>1 Ascendant Catalyst
|-
! [[#effect-deathwish|Deathwish]]
| Weapon
| 50 Refined Essence<br>60 Prismatic Essence<br>3 Ascendant Catalyst
|-
! [[#effect-guardian-spirit|Guardian Spirit]]
| Amulet
| 80 Refined Essence<br>60 Prismatic Essence<br>2 Ascendant Catalyst
|-
! [[#effect-reinforced|Reinforced]]
| Head / Body / Legs
| 70 Prismatic Essence<br>2 Ascendant Catalyst
|-
! [[#effect-fortune-finder|Fortune Finder]]
| Ring
| 150 Refined Essence<br>50 Prismatic Essence<br>2 Ascendant Catalyst
|-
! [[#effect-raid-fortune|Raid Fortune]]
| Ring
| 95 Prismatic Essence<br>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.
 
<span id="effects"></span>
== 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.
 
{| class="wikitable"
! Attachment !! Benefit and detailed guide
|-
! <span id="effect-trailblazer"></span>[[Trailblazer]]
| Bonus Agility XP alongside qualifying non-Agility XP gains.
|-
! <span id="effect-true-strike"></span>[[True Strike]]
| A chance of a higher damage floor on supported ordinary attacks; weapon exceptions apply.
|-
! <span id="effect-conservation"></span>[[Conservation]]
| Saves supported resource consumption; compatibility does not make every charge or ammunition path free.
|-
! <span id="effect-cluebound"></span>[[Cluebound]]
| 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]]
| More damage from qualifying elemental spells against monsters.
|-
! <span id="effect-scorch"></span>[[Scorch]]
| A chance of four burn hits, spaced two game ticks apart.
|-
! <span id="effect-twin-cast"></span>[[Twin Cast]]
| A chance of an extra hit from a qualifying elemental spell.
|-
! <span id="effect-soul-rend"></span>[[Soul Rend]]
| A chance of damage based on current monster Hitpoints; excludes scythes.
|-
! <span id="effect-last-stand"></span>[[Last Stand]]
| Reduces normal monster damage below 30% of base maximum Hitpoints; strongest copy counts.
|-
! <span id="effect-renewal"></span>[[Renewal]]
| Periodic personal combat healing and faster natural regeneration outside the Wilderness.
|-
! <span id="effect-ravager"></span>[[Ravager]]
| A temporary rage window triggered by an incoming monster hit below 50% Hitpoints; cannot activate in the Wilderness.
|-
! <span id="effect-bulwark"></span>[[Bulwark]]
| Successful direct hits on living monsters can activate temporary incoming damage reduction.
|-
! <span id="effect-temporal-snare"></span>[[Temporal Snare]]
| Adds one tick to supported monster attack intervals; strongest copy counts and the cooldown belongs to the monster.
|-
! <span id="effect-jellified"></span>[[Jellified]]
| Can reduce a normal incoming monster hit and heal part of the prevented damage on the next tick.
|-
! <span id="effect-deathwish"></span>[[Deathwish]]
| 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]]
| Can summon a healer for nearby players; its pulses, duration and cooldown are listed on the perk page.
|-
! <span id="effect-reinforced"></span>[[Reinforced]]
| Continuing reduction of normal incoming monster hits; strongest copy counts.
|-
! <span id="effect-fortune-finder"></span>[[Fortune Finder]]
| Improves eligible rare monster-table chances at higher levels; level 1 matches the unattached starting chance.
|-
! <span id="effect-raid-fortune"></span>[[Raid Fortune]]
| Improves eligible raid unique chances. The Forsaken Trials uses different values from the three standard raids.
|}


There are plenty of upgrades to apply to your gear once you have enough available materials to do so.
<span id="damage-reduction"></span>
=== How damage reduction combines ===


When first attaching an upgrade to your gear, it will apply it at Tier 1. You'll then have the option to attempt an upgrade to obtain a higher tier, rolling it between tiers 2 and 5. The level of the upgrade determines how much of a boost the upgrade will give you.
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.


It's important to note that when attempting an upgrade for a higher tier of a perk, you CANNOT roll a level lower than what you already have.
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.


== Source ==
<span id="chance-language"></span>
== Relative bonuses are not guarantees ==


Adapted from [https://sarimps.com/wiki/item-workbench/ Item Workbench] on the Sarim website. Published 2026-09-08; Updated 2026-09-09.
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]].


See [[Guides]] and [[Wiki index]] for more articles.
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]].


[[Category:Game systems]]
[[Category:Game systems]]
[[Category:Perks]]
[[Category:Perks]]

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.