Item Workbench: Difference between revisions

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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.
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.


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.
{| 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 ==


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.
# '''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=Item Workbench|Item Workbench]]
[[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 ===
 
{| 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
|}
 
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. Removing an attachment frees its slot but '''does not refund materials'''.
 
<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 Agility XP when you gain non-Agility XP. The bonus is 10% of the triggering XP, capped at 2,500 per action. For example, a qualifying 10,000-XP gain that triggers Trailblazer grants 1,000 bonus Agility XP. It does not activate from Agility XP itself.
 
<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 ==
 
Values separated by slashes run from '''level 1 through level 5'''. Combat effects below concern their qualifying PvM paths. Normal-hit reduction should not be treated as immunity to scripted encounter damage. A relative chance increase modifies an eligible roll; it does not add percentage points or apply to every reward table.
 
{| class="wikitable"
|+ Current item-perk effect reference
|-
! Attachment
! Levels 1 / 2 / 3 / 4 / 5 and activation rules
|-
! <span id="effect-trailblazer"></span>Trailblazer
| non-Agility XP has a 4/8/12/16/20% chance to grant 10% bonus Agility XP, capped at 500/750/1000/1500/2500 per action.
|-
! <span id="effect-true-strike"></span>True Strike
| direct attacks have a 6/8/10/12/15% chance to ignore NPC defence and enforce a 25/30/35/40/50% max-hit floor.
|-
! <span id="effect-conservation"></span>Conservation
| supported ammo or charges have an 8/16/24/32/100% chance to be preserved. Level 5 always preserves supported charges.
|-
! <span id="effect-cluebound"></span>Cluebound
| eligible clue chance gains 6/12/18/24/30% relative and clues auto-pick up when normal rules allow.
|-
! <span id="effect-elemental-attunement"></span>Elemental Attunement
| qualifying elemental-spell damage gains 5/10/15/20/25%.
|-
! <span id="effect-scorch"></span>Scorch
| 8/11/14/17/20% proc chance on a successful direct PvM hit. Its burn budget is 25/30/35/40/50% of that hit, split into four burn hits spaced two game ticks apart. Each burn hit rounds up and caps at 50 damage.
|-
! <span id="effect-twin-cast"></span>Twin Cast
| 5/7.5/10/12.5/15% echo chance for 40/45/50/55/60% of the original elemental hit.
|-
! <span id="effect-soul-rend"></span>Soul Rend
| approximately 1/23, 1/21, 1/19, 1/17 or 1/15 chance to deal 2/4/6/8/10% of CURRENT NPC HP, capped at 150/300/450/650/900.
|-
! <span id="effect-last-stand"></span>Last Stand
| below 30% HP, normal PvM damage is reduced by 5/10/15/20/25%. Only the highest equipped Last Stand level counts.
|-
! <span id="effect-renewal"></span>Renewal
| in combat restore 1 HP/15s, 2/12s, 3/10s, 4/8s, or 5/6s; natural out-of-combat regeneration is 2x/3x/4x/5x/6x.
|-
! <span id="effect-ravager"></span>Ravager
| Outside the Wilderness, an incoming NPC hit can activate it while you are below 50% HP. Its rage window gives ×2 attack speed with a one-tick floor and +10/20/30/40/50% damage. Duration: 16/32/48/64/80 ticks; cooldown: 450/400/350/300/250 ticks. It also applies an accuracy increase.
|-
! <span id="effect-bulwark"></span>Bulwark
| 8/10/12/15/18% chance on your successful direct PvM hits to grant 20/25/30/35/40% damage reduction for 4/5/6/7/8 seconds; cooldown 50/45/40/35/30 seconds.
|-
! <span id="effect-temporal-snare"></span>Temporal Snare
| 8/10/12/15/18% proc chance adds one tick to normal NPC attack cadence for 5/6/7/8/10 seconds; cooldown 20/18/16/14/12 seconds.
|-
! <span id="effect-jellified"></span>Jellified
| 5/7.5/10/12.5/15% proc chance reduces a normal PvM hit by 40/50/60/70/80% and heals 25/30/35/40/50% of the prevented damage; cooldown 15/14/13/12/10 seconds.
|-
! <span id="effect-deathwish"></span>Deathwish
| direct PvM damage scales linearly with missing HP, reaching +10/15/20/25/30% at 1 HP. When you first engage a full-health NPC, your first successful direct hit is raised to at least 40/50/60/70/80% of that hit's max.
|-
! <span id="effect-guardian-spirit"></span>Guardian Spirit
| Outside the Wilderness and eligible areas only: 5/7/9/11/13% direct-hit summon chance; a free nearby spawn tile is required. Heals 2/3/4/5/6 HP every two seconds during an 8/10/10/12/12-second window. Cooldown: 60/55/50/45/40 seconds.
|-
! <span id="effect-reinforced"></span>Reinforced
| normal PvM DR is 4/7/10/13/15%; only the strongest equipped Reinforced attachment counts.
|-
! <span id="effect-fortune-finder"></span>Fortune Finder
| eligible Rare+ chance gains 1/2/3/4/5% relative; raids, pets, guaranteed loot, boxes and caskets are excluded.
|-
! <span id="effect-raid-fortune"></span>Raid Fortune
| eligible raid unique/purple chance gains 2/4/6/8/10% relative, applied once.
|}


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 excludes raids and pets; Raid Fortune affects eligible raid unique or purple rolls instead.


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]]

Revision as of 23:37, 28 September 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.

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. Removing an attachment frees its slot but does not refund materials.

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 Agility XP when you gain non-Agility XP. The bonus is 10% of the triggering XP, capped at 2,500 per action. For example, a qualifying 10,000-XP gain that triggers Trailblazer grants 1,000 bonus Agility XP. It does not activate from Agility XP itself.

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

Values separated by slashes run from level 1 through level 5. Combat effects below concern their qualifying PvM paths. Normal-hit reduction should not be treated as immunity to scripted encounter damage. A relative chance increase modifies an eligible roll; it does not add percentage points or apply to every reward table.

Current item-perk effect reference
Attachment Levels 1 / 2 / 3 / 4 / 5 and activation rules
Trailblazer non-Agility XP has a 4/8/12/16/20% chance to grant 10% bonus Agility XP, capped at 500/750/1000/1500/2500 per action.
True Strike direct attacks have a 6/8/10/12/15% chance to ignore NPC defence and enforce a 25/30/35/40/50% max-hit floor.
Conservation supported ammo or charges have an 8/16/24/32/100% chance to be preserved. Level 5 always preserves supported charges.
Cluebound eligible clue chance gains 6/12/18/24/30% relative and clues auto-pick up when normal rules allow.
Elemental Attunement qualifying elemental-spell damage gains 5/10/15/20/25%.
Scorch 8/11/14/17/20% proc chance on a successful direct PvM hit. Its burn budget is 25/30/35/40/50% of that hit, split into four burn hits spaced two game ticks apart. Each burn hit rounds up and caps at 50 damage.
Twin Cast 5/7.5/10/12.5/15% echo chance for 40/45/50/55/60% of the original elemental hit.
Soul Rend approximately 1/23, 1/21, 1/19, 1/17 or 1/15 chance to deal 2/4/6/8/10% of CURRENT NPC HP, capped at 150/300/450/650/900.
Last Stand below 30% HP, normal PvM damage is reduced by 5/10/15/20/25%. Only the highest equipped Last Stand level counts.
Renewal in combat restore 1 HP/15s, 2/12s, 3/10s, 4/8s, or 5/6s; natural out-of-combat regeneration is 2x/3x/4x/5x/6x.
Ravager Outside the Wilderness, an incoming NPC hit can activate it while you are below 50% HP. Its rage window gives ×2 attack speed with a one-tick floor and +10/20/30/40/50% damage. Duration: 16/32/48/64/80 ticks; cooldown: 450/400/350/300/250 ticks. It also applies an accuracy increase.
Bulwark 8/10/12/15/18% chance on your successful direct PvM hits to grant 20/25/30/35/40% damage reduction for 4/5/6/7/8 seconds; cooldown 50/45/40/35/30 seconds.
Temporal Snare 8/10/12/15/18% proc chance adds one tick to normal NPC attack cadence for 5/6/7/8/10 seconds; cooldown 20/18/16/14/12 seconds.
Jellified 5/7.5/10/12.5/15% proc chance reduces a normal PvM hit by 40/50/60/70/80% and heals 25/30/35/40/50% of the prevented damage; cooldown 15/14/13/12/10 seconds.
Deathwish direct PvM damage scales linearly with missing HP, reaching +10/15/20/25/30% at 1 HP. When you first engage a full-health NPC, your first successful direct hit is raised to at least 40/50/60/70/80% of that hit's max.
Guardian Spirit Outside the Wilderness and eligible areas only: 5/7/9/11/13% direct-hit summon chance; a free nearby spawn tile is required. Heals 2/3/4/5/6 HP every two seconds during an 8/10/10/12/12-second window. Cooldown: 60/55/50/45/40 seconds.
Reinforced normal PvM DR is 4/7/10/13/15%; only the strongest equipped Reinforced attachment counts.
Fortune Finder eligible Rare+ chance gains 1/2/3/4/5% relative; raids, pets, guaranteed loot, boxes and caskets are excluded.
Raid Fortune eligible raid unique/purple chance gains 2/4/6/8/10% relative, applied once.

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 excludes raids and pets; Raid Fortune affects eligible raid unique or purple rolls instead.

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.