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Sarim RSPS has two perk systems. '''Player perks''' are account upgrades you equip in six active slots; '''item perks''' are effects the Item Workbench attaches to individual pieces of gear. This page covers all 34 player perks, the seven set bonuses and what each costs.
{{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"
{| class="wikitable"
|+ At a glance
|+ 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
|-
|-
! Player catalog
| Complete a Master combat achievement || 10
| ''''''34 perks''''''
| Unlock with perk points; all reach level 5.
|-
|-
! Active build
| Complete a Grandmaster combat achievement || 14
| ''''''6 slots''''''
| Choose six owned player perks at a time.
|-
|-
! Equipment catalog
| Add a new collection-log unique || 1
| ''''''19 attachments''''''
| Use Workbench materials on compatible items.
|}
|}


<span id="item-perks"></span>
=== Achievement milestones ===
== Two systems, two resource budgets ==
 
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"
{| class="wikitable"
|+ Player perks and equipment attachments compared
! Achievements claimed or completed !! Bonus points
|-
! Decision
! Player perks · account build
! Item perks · equipment
|-
! Where you manage them
| Sarim Perks in the client.
| Item Workbench.
|-
|-
! What you spend
| 1 || 10
| Spendable perk points.
| Essences and catalysts.
|-
|-
! How levels increase
| 5 || 15
| Buy level 1, then pay for each next level. Your free starting unlock grants level 5.
| Each paid application rolls a level from 1 to 5; a lower result never replaces a higher one.
|-
|-
! Capacity
| 10 || 25
| Six active player perks.
| Usually one, two or three attachments, depending on the item; some equipment has explicit limits.
|-
|-
! Where the effect lives
| 25 || 40
| Your active player-perk loadout.
| The individual equipment piece.
|}
|}


Deadeye and Speedy Strikes are '''player perks'''. Trailblazer and True Strike are '''item attachments'''. Equipping Trailblazer boots does not consume one of your six player-perk slots. For equipment recipes and outcomes, use the [[Item Workbench|Item Workbench reference]].
Claiming all normal achievement rewards grants another '''30 points'''.


<span id="manager"></span>
=== Collection-log milestones ===
== Unlock, equip, then save a loadout ==


# '''Return home and open Sarim Perks.''' Finish onboarding or any blocking interaction before changing your build.
Each new unique awards one point. Reaching these total unique counts awards an additional one-time bonus.
# '''Choose an unlock.''' Your free starting choice unlocks one perk at level 5. Later purchases start at level 1.
# '''Equip the owned perk.''' Unlocking and equipping are separate actions. Check the active list before leaving.
# '''Fill the six active slots around an activity.''' Switch owned perks at home when your goal changes.
# '''Save the setup.''' Five named preset slots let you save, load, rename and delete player-perk loadouts. Preset names allow 1–12 characters.


<blockquote>'''Points buy progression; slots are already available.''' Spendable perk points pay for unlocks and upgrades. Lifetime perk points record progress and do not fall when points are spent. The active limit is six; there is no lifetime-point threshold to unlock the next slot.</blockquote>
{| 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="account-perks"></span>
<span id="account-perks"></span>
== The player-perk catalog ==
== Perks ==


Every row below is a current, selectable player perk. Search this page by name with your browser’s Find command, or jump to [[#combat-perks|combat]], [[#profession-perks|professions]], [[#specialist-perks|activities]] or [[#utility-perks|utility]]. Effects are summaries; the detailed effect panel gives level values and activation conditions.
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.


'''How to read the costs:''' “Unlock” buys level 1. “Upgrade base” is multiplied by your ''current'' level: a base of 11 means upgrades cost 11, 22, 33 and 44 points. All perks cap at level 5.
=== 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>
<span id="combat-perks"></span>
=== Combat styles ===
=== Combat ===


{| class="wikitable"
{| class="wikitable"
|+ Combat styles · costs in perk points
|+ Combat perks · costs in perk points
|-
|-
! Perk
! Perk
! What it changes
! Effect
! Unlock
! Unlock
! Upgrade base
! Upgrade base
! Total to level 5
|-
|-
! <span id="juggernaut"></span>Juggernaut
! <span id="juggernaut"></span>Juggernaut
| Reduce PvM damage and reflect part of what you actually take.
| Reduces damage from monster attacks by 3–12% and reflects 15–40% of damage taken, capped at 10–35 reflected damage per hit.
| 13
| 13
| 12
| 12
| 133
|-
|-
! <span id="speedy-strikes"></span>Speedy Strikes
! <span id="speedy-strikes"></span>Speedy Strikes
| Shortens melee attack delay against NPCs at every level; the final delay cannot fall below one tick.
| Shortens melee attack delay against monsters. See the [[#attack-speed|attack speed table]] below.
| 13
| 13
| 11
| 11
| 123
|-
|-
! <span id="aftershock"></span>Aftershock
! <span id="aftershock"></span>Aftershock
| Successful hits can trigger three delayed bonus hits; secondary effects have their own trigger rules.
| Direct damaging hits against monsters have an 8–20% chance to deal three extra hits, each dealing 12–20% of the original damage.
| 14
| 14
| 11
| 11
| 124
|-
|-
! <span id="bloodbound"></span>Bloodbound
! <span id="bloodbound"></span>Bloodbound
| Lifesteal from melee, ranged and magic damage, with stronger blood-spell healing.
| 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
| 8
| 9
| 9
| 98
|-
|-
! <span id="overdrive"></span>Overdrive
! <span id="overdrive"></span>Overdrive
| Stronger, more accurate and cheaper special attacks.
| Special attacks gain 10–35% accuracy and 5–20% damage against monsters. Outside the Wilderness, they use 4–20% less energy.
| 8
| 8
| 8
| 8
| 88
|-
|-
! <span id="heavy-hitter"></span>Heavy Hitter
! <span id="heavy-hitter"></span>Heavy Hitter
| Adds two attack ticks in exchange for increased PvM damage and accuracy.
| Attacks against monsters gain 15–35% accuracy and 40–65% damage, but take two extra ticks. Applies to all three combat styles.
| 8
| 8
| 7
| 7
| 78
|-
|-
! <span id="weaponmaster"></span>Weaponmaster
! <span id="weaponmaster"></span>Weaponmaster
| Accuracy and damage with stab, slash and crush attacks.
| Melee attacks against monsters gain 6–22% accuracy and 3–12% damage.
| 7
| 7
| 7
| 7
| 77
|-
|-
! <span id="arcane-dominion"></span>Arcane Dominion
! <span id="arcane-dominion"></span>Arcane Dominion
| Faster, stronger and more accurate PvM magic.
| 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
| 9
| 11
| 11
| 119
|-
|-
! <span id="deadeye"></span>Deadeye
! <span id="deadeye"></span>Deadeye
| Faster PvM ranged attacks, accuracy, damage and range, plus follow-up hits and a relative enchanted-bolt activation bonus.
| 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
| 9
| 11
| 11
| 119
|-
|-
! <span id="spellweaver"></span>Spellweaver
! <span id="spellweaver"></span>Spellweaver
| Successful PvM magic hits can echo for secondary damage.
| Damaging magic attacks against monsters have a 10–20% chance to echo for 30–50% of the original damage.
| 9
| 9
| 11
| 11
| 119
|}
|}


<span id="profession-perks"></span>
<span id="profession-perks"></span>
=== Professions ===
=== Skilling ===


{| class="wikitable"
{| class="wikitable"
|+ Professions · costs in perk points
|+ Skilling perks · costs in perk points
|-
|-
! Perk
! Perk
! What it changes
! Effect
! Unlock
! Unlock
! Upgrade base
! Upgrade base
! Total to level 5
|-
|-
! <span id="lumberjack"></span>Lumberjack
! <span id="lumberjack"></span>Lumberjack
| Banks logs and helps trees remain available after successful cuts.
| 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
| 6
| 7
| 7
| 76
|-
|-
! <span id="master-angler"></span>Master Angler
! <span id="master-angler"></span>Master Angler
| Successful catches can be cooked with normal burn rules and banked.
| 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
| 6
| 6
| 66
|-
|-
! <span id="prospector"></span>Prospector
! <span id="prospector"></span>Prospector
| Successful ore gains can be banked and can preserve the rock.
| 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
| 6
| 6
| 66
|-
|-
! <span id="trapper"></span>Trapper
! <span id="trapper"></span>Trapper
| Improves trap success, with chances to collect catches automatically and receive double loot.
| 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
| 6
| 6
| 66
|-
|-
! <span id="light-fingers"></span>Light Fingers
! <span id="light-fingers"></span>Light Fingers
| Automates careful pickpocketing.
| Automatically pickpockets for 1–5 minutes, with a 50–85% minimum success chance. Failures, damage, stuns and normal Thieving requirements remain.
| 7
| 7
| 6
| 6
| 67
|-
|-
! <span id="runebound"></span>Runebound
! <span id="runebound"></span>Runebound
| Expands the giant essence pouch; the pouch’s normal Runecrafting requirement still applies.
| Giant pouch capacity rises from 30 to 150 essence; colossal pouch from 58 to 178. Requires 75 and 85 Runecrafting respectively.
| 6
| 6
| 6
| 6
| 66
|-
|-
! <span id="green-thumb"></span>Green Thumb
! <span id="green-thumb"></span>Green Thumb
| More Farming yield with a chance to save planted seeds.
| Adds 5–25% Farming harvest yield and a 4–20% chance to keep planted seeds.
| 6
| 6
| 6
| 6
| 66
|-
|-
! <span id="forgemaster"></span>Forgemaster
! <span id="forgemaster"></span>Forgemaster
| Use less coal and preserve smithing materials.
| 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
| 6
| 6
| 66
|-
|-
! <span id="momentum"></span>Momentum
! <span id="momentum"></span>Momentum
| Reduces run-energy drain and improves Agility training and eligible level checks.
| 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
| 5
| 6
| 6
| 65
|-
|-
! <span id="apothecary"></span>Apothecary
! <span id="apothecary"></span>Apothecary
| Mix larger potion batches and preserve ingredients.
| 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
| 8
| 6
| 6
| 68
|-
|-
! <span id="artisan"></span>Artisan
! <span id="artisan"></span>Artisan
| Process larger Crafting batches and preserve materials.
| 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
| 6
| 6
| 66
|-
|-
! <span id="architect"></span>Architect
! <span id="architect"></span>Architect
| Bonus Construction XP, a chance to save building materials and shorter build/remove timing, with a one-tick minimum.
| 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
| 6
| 5
| 5
| 56
|-
|-
! <span id="taking-it-on-the-chin"></span>Taking It On The Chin
! <span id="taking-it-on-the-chin"></span>Taking It On The Chin
| More chinchompas per catch and bonus Hunter XP when catching them. This is a Hunter perk.
| 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
| 7
| 6
| 6
| 67
|}
|}


<span id="specialist-perks"></span>
<span id="specialist-perks"></span>
=== Activities and encounters ===
=== Activities ===


{| class="wikitable"
{| class="wikitable"
|+ Activities and encounters · costs in perk points
|+ Activity perks · costs in perk points
|-
|-
! Perk
! Perk
! What it changes
! Effect
! Unlock
! Unlock
! Upgrade base
! Upgrade base
! Total to level 5
|-
|-
! <span id="executioner"></span>Executioner
! <span id="executioner"></span>Executioner
| Slayer-task combat, Slayer XP and controlled kill healing.
| 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
| 9
| 6
| 6
| 69
|-
|-
! <span id="godslayer"></span>Godslayer
! <span id="godslayer"></span>Godslayer
| GWD/Nex PvM power with God Wars kill-count bypass.
| 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
| 8
| 8
| 88
|-
|-
! <span id="raider"></span>Raider
! <span id="raider"></span>Raider
| Raid damage, raid protection and relative unique/purple chance.
| Adds 3–15% damage and damage reduction in raids, and improves unique reward chances.
| 15
| 15
| 7
| 7
| 85
|-
|-
! <span id="dragonsbane"></span>Dragonsbane
! <span id="dragonsbane"></span>Dragonsbane
| Accuracy, damage and dragonfire resistance against dragons.
| Adds 8–30% accuracy and 5–25% damage against dragons, and 10–30% dragonfire resistance.
| 11
| 11
| 7
| 7
| 81
|-
|-
! <span id="serpent-bane"></span>Serpent Bane
! <span id="serpent-bane"></span>Serpent Bane
| Zulrah damage, scale yield and controlled standard-loot rolls.
| 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
| 10
| 5
| 5
| 60
|-
|-
! <span id="crystalborn"></span>Crystalborn
! <span id="crystalborn"></span>Crystalborn
| Gauntlet combat strength, protection and gathering yield.
| 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
| 10
| 5
| 5
| 60
|-
|-
! <span id="wildstalker"></span>Wildstalker
! <span id="wildstalker"></span>Wildstalker
| Accuracy, damage and damage reduction against Wilderness NPCs. It does not apply to PvP.
| Against Wilderness monsters, adds 8–32% accuracy, 5–25% damage and 4–20% damage reduction. Does not affect PvP.
| 10
| 10
| 6
| 6
| 70
|}
|}


<span id="utility-perks"></span>
<span id="utility-perks"></span>
=== Sustain and utility ===
=== Utility ===


{| class="wikitable"
{| class="wikitable"
|+ Sustain and utility · costs in perk points
|+ Utility perks · costs in perk points
|-
|-
! Perk
! Perk
! What it changes
! Effect
! Unlock
! Unlock
! Upgrade base
! Upgrade base
! Total to level 5
|-
|-
! <span id="devotion"></span>Devotion
! <span id="devotion"></span>Devotion
| Slower Prayer drain with eligible bone auto-burial.
| 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
| 11
| 9
| 9
| 101
|-
|-
! <span id="survivalist"></span>Survivalist
! <span id="survivalist"></span>Survivalist
| Food and potion sustain without faster eating.
| 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
| 11
| 7
| 7
| 81
|-
|-
! <span id="midas-touch"></span>Midas Touch
! <span id="midas-touch"></span>Midas Touch
| Automatically picks up owned coin and clue drops.
| Automatically collects owned coin and clue-scroll rewards within 2–6 tiles. Requires inventory space and follows normal Wilderness pickup rules.
| 12
| 12
| 5
| 5
| 62
|-
|-
! <span id="companion-seeker"></span>Companion Seeker
! <span id="companion-seeker"></span>Companion Seeker
| Improves eligible pet chances.
| Increases pet chances from monsters and skilling. It does not add extra pet rolls or affect guaranteed pets.
| 17
| 17
| 7
| 7
| 87
|}
|}


<span id="point-cost-example"></span>
<span id="lumberjack-processing"></span>
=== Worked cost: Deadeye from level 1 to level 5 ===
=== 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 ===


If Deadeye was not your free unlock, purchasing it costs 9 points. Its upgrade base is 11.
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'''.


{| class="wikitable"
{| class="wikitable"
|+ Deadeye point budget
! Starting choice !! Rare reward chance
|-
|-
! Step
| Basic || 35% higher
! Cost
! Running total
|-
|-
! Unlock level 1
| Attuned || 15% higher
| 9
| 9
|-
|-
! Level 1 → 2
| Perfected || Normal
| 11 × 1 = 11
| 20
|-
|-
! Level 2 → 3
| Prepare normally || Normal; gather and craft your own equipment
| 11 × 2 = 22
| 42
|-
! Level 3 → 4
| 11 × 3 = 33
| 75
|-
! Level 4 → 5
| 11 × 4 = 44
| 119
|}
|}


Your free starting unlock skips this purchase-and-upgrade cost for the chosen perk and grants level 5 immediately. It still needs to be equipped.
The bonus applies to rare-table rolls after defeating Hunllef. It does not increase the pet chance.


<span id="attack-speed"></span>
<span id="attack-speed"></span>
=== Attack speed: read the tick rule ===
=== Attack speed ===


Speedy Strikes and Deadeye use different calculations. Both apply their speed effects against NPCs and enforce a one-tick minimum. “Faster” is not one universal damage multiplier.
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"
{| class="wikitable"
|+ An isolated four-tick attack-delay example
|+ Attack delay for a four-tick weapon
|-
|-
! Level
! Level
Line 354: Line 441:
|}
|}


The example starts with a four-tick delay and applies only the named perk. Speedy Strikes rounds down after dividing by 1 plus its reduction value; Deadeye rounds up after multiplying by its delay factor. Weapon behavior, other effects and encounter mechanics can change the complete result.
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="sets"></span>
<span id="sets"></span>
== Seven set bonuses to build around ==
== Set bonuses ==


A set activates from qualifying '''active player perks'''. Owning the ingredients is not enough. The required perks occupy your normal active slots.
Equipping the required perks activates a set bonus. Set bonuses do not take an additional slot.


{| class="wikitable"
{| class="wikitable"
|+ Current set bonuses and their activation requirements
|+ Set requirements and effects
|-
|-
! Set
! Set
! Equip these player perks
! Equip these player perks
! Effect and limit
! Effect
|-
|-
! <span id="crimson-pact"></span>Crimson Pact
! <span id="crimson-pact"></span>Crimson Pact
| Bloodbound + Aftershock
| Bloodbound + Aftershock
| Aftershock adds three bleed ticks, each 10% of the triggering hit, capped at 30 damage per tick. Bleed cannot trigger other procs; Bloodbound healing from it runs at 25% effectiveness.
| 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
! <span id="arcane-resonance"></span>Arcane Resonance
Line 378: Line 465:
! <span id="warpath"></span>Warpath
! <span id="warpath"></span>Warpath
| Weaponmaster + Speedy Strikes, or Weaponmaster + Heavy Hitter
| Weaponmaster + Speedy Strikes, or Weaponmaster + Heavy Hitter
| Successful direct melee hits build +3% damage per stack, up to +15%. Stacks expire after six seconds without a melee attack and reset on target or melee-style change.
| 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
! <span id="killshot"></span>Killshot
| Deadeye + Overdrive
| Deadeye + Overdrive
| A damaging ranged special marks its target for 10 seconds. The next direct, non-special ranged attack consumes the mark for +20% accuracy and damage. Secondary hits cannot create or consume it.
| 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
! <span id="sanguine-devotion"></span>Sanguine Devotion
Line 390: Line 477:
! <span id="gilded-fortune"></span>Gilded Fortune
! <span id="gilded-fortune"></span>Gilded Fortune
| Midas Touch + Companion Seeker
| Midas Touch + Companion Seeker
| Eligible normal-NPC Rare+ chance gains 5% relative. An eligible kill also has a 5% chance for one extra standard loot roll. That extra roll excludes Rare+, pets, raids, boxes, caskets, guaranteed drops and protected reward tables.
| 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
! <span id="polymath"></span>Polymath
| Any three distinct perks from the 12 Profession perks listed above; Taking It On The Chin is excluded.
| Any three distinct perks from the 12 Profession perks listed above; Taking It On The Chin is excluded.
| Eligible numeric profession effects gain 20% relative; increases to proc and material-save chances cap at five percentage points. Binary unlocks and requirement bypasses are not amplified. No generic XP bonus.
| 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>
== Three starting combinations with a clear purpose ==
== Suggested combinations ==


These are combinations to try, not a ranked best-in-slot list. Build around what you actually have unlocked and the activity you are about to do.
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"
{| class="wikitable"
|+ Examples that leave room for the rest of your build
|+ Example builds
|-
|-
! Goal
! Goal
Line 422: Line 511:
|}
|}


Add activity-specific perks only when the conditions match: Executioner for a Slayer task, Raider for eligible raid effects, or Wildstalker for Wilderness NPCs. A Workbench attachment can then solve a separate equipment need, such as [[Item Workbench#trailblazer|Trailblazer]] for bonus Agility XP from other training.
Executioner complements a Slayer build, Raider adds raid bonuses, and Wildstalker strengthens combat against Wilderness NPCs.


<span id="sources"></span>
<span id="item-perks"></span>
== Earn points and keep the reference current ==
== 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.


Perk points come from normal achievements, combat achievements and collection-log progress. A normal achievement awards 5 points; each new collection-log unique awards 1, with separate milestone rewards. Combat achievement awards vary by tier: Easy 2, Medium 3, Hard 5, Elite 7, Master 10 and Grandmaster 14.
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.


Start with progress you already want to make rather than farming a guessed hourly point rate. Check your progress and the next reward in the client. For changed names from older guides, use the [[Glossary#old-perk-names|name cross-reference]]; for balance changes after this revision, read [https://sarimps.com/news/ updates].
== 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

FeaturePerks Menu
Details
Feature typePlayer perks
AccessSarim Perks menu
LocationChange perks at home
Rules and progression
CostPerk points
EffectsCombat, skilling and utility bonuses
Limits34 perks; 6 active slots; 5 saved loadouts
ProgressionLevels 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

  1. 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.
  2. Press Equip to activate the perk. Unlocking it does not equip it automatically.
  3. Equip up to six perks. If all slots are occupied, unequip a perk before adding another.
  4. 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.

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.

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

Combat perks · costs in perk points
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

Skilling perks · costs in perk points
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

Activity perks · costs in perk points
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

Utility perks · costs in perk points
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.

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.

Set bonuses

Equipping the required perks activates a set bonus. Set bonuses do not take an additional slot.

Set requirements and effects
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.

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.

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 also