Perks Menu
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.
| Player catalog | '34 perks' | Unlock with perk points; all reach level 5. |
|---|---|---|
| Active build | '6 slots' | Choose six owned player perks at a time. |
| Equipment catalog | '19 attachments' | Use Workbench materials on compatible items. |
Two systems, two resource budgets
| Decision | Player perks · account build | Item perks · equipment |
|---|---|---|
| Where you manage them | Sarim Perks in the client. | Item Workbench. |
| What you spend | Spendable perk points. | Essences and catalysts. |
| How levels increase | 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 | Six active player perks. | Usually one, two or three attachments, depending on the item; some equipment has explicit limits. |
| Where the effect lives | 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 reference.
Unlock, equip, then save a loadout
- Return home and open Sarim Perks. Finish onboarding or any blocking interaction before changing your build.
- 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.
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.
The player-perk catalog
Every row below is a current, selectable player perk. Search this page by name with your browser’s Find command, or jump to combat, professions, activities or utility. Effects are summaries; the detailed effect panel gives level values and activation conditions.
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.
Combat styles
| Perk | What it changes | Unlock | Upgrade base |
|---|---|---|---|
| Juggernaut | Reduce PvM damage and reflect part of what you actually take. | 13 | 12 |
| Speedy Strikes | Shortens melee attack delay against NPCs at every level; the final delay cannot fall below one tick. | 13 | 11 |
| Aftershock | Successful hits can trigger three delayed bonus hits; secondary effects have their own trigger rules. | 14 | 11 |
| Bloodbound | Lifesteal from melee, ranged and magic damage, with stronger blood-spell healing. | 8 | 9 |
| Overdrive | Stronger, more accurate and cheaper special attacks. | 8 | 8 |
| Heavy Hitter | Adds two attack ticks in exchange for increased PvM damage and accuracy. | 8 | 7 |
| Weaponmaster | Accuracy and damage with stab, slash and crush attacks. | 7 | 7 |
| Arcane Dominion | Faster, stronger and more accurate PvM magic. | 9 | 11 |
| Deadeye | Faster PvM ranged attacks, accuracy, damage and range, plus follow-up hits and a relative enchanted-bolt activation bonus. | 9 | 11 |
| Spellweaver | Successful PvM magic hits can echo for secondary damage. | 9 | 11 |
Professions
| Perk | What it changes | Unlock | Upgrade base |
|---|---|---|---|
| Lumberjack | Banks logs and helps trees remain available after successful cuts. | 6 | 7 |
| Master Angler | Successful catches can be cooked with normal burn rules and banked. | 6 | 6 |
| Prospector | Successful ore gains can be banked and can preserve the rock. | 6 | 6 |
| Trapper | Improves trap success, with chances to collect catches automatically and receive double loot. | 6 | 6 |
| Light Fingers | Automates careful pickpocketing. | 7 | 6 |
| Runebound | Expands the giant essence pouch; the pouch’s normal Runecrafting requirement still applies. | 6 | 6 |
| Green Thumb | More Farming yield with a chance to save planted seeds. | 6 | 6 |
| Forgemaster | Use less coal and preserve smithing materials. | 6 | 6 |
| Momentum | Reduces run-energy drain and improves Agility training and eligible level checks. | 5 | 6 |
| Apothecary | Mix larger potion batches and preserve ingredients. | 8 | 6 |
| Artisan | Process larger Crafting batches and preserve materials. | 6 | 6 |
| Architect | Bonus Construction XP, a chance to save building materials and shorter build/remove timing, with a one-tick minimum. | 6 | 5 |
| Taking It On The Chin | More chinchompas per catch and bonus Hunter XP when catching them. This is a Hunter perk. | 7 | 6 |
Activities and encounters
| Perk | What it changes | Unlock | Upgrade base |
|---|---|---|---|
| Executioner | Slayer-task combat, Slayer XP and controlled kill healing. | 9 | 6 |
| Godslayer | GWD/Nex PvM power with God Wars kill-count bypass. | 8 | 8 |
| Raider | Raid damage, raid protection and relative unique/purple chance. | 15 | 7 |
| Dragonsbane | Accuracy, damage and dragonfire resistance against dragons. | 11 | 7 |
| Serpent Bane | Zulrah damage, scale yield and controlled standard-loot rolls. | 10 | 5 |
| Crystalborn | Gauntlet combat strength, protection and gathering yield. | 10 | 5 |
| Wildstalker | Accuracy, damage and damage reduction against Wilderness NPCs. It does not apply to PvP. | 10 | 6 |
Sustain and utility
| Perk | What it changes | Unlock | Upgrade base |
|---|---|---|---|
| Devotion | Slower Prayer drain with eligible bone auto-burial. | 11 | 9 |
| Survivalist | Food and potion sustain without faster eating. | 11 | 7 |
| Midas Touch | Automatically picks up owned coin and clue drops. | 12 | 5 |
| Companion Seeker | Improves eligible pet chances. | 17 | 7 |
Worked cost: Deadeye from level 1 to level 5
If Deadeye was not your free unlock, purchasing it costs 9 points. Its upgrade base is 11.
| Step | Cost | Running total |
|---|---|---|
| Unlock level 1 | 9 | 9 |
| Level 1 → 2 | 11 × 1 = 11 | 20 |
| Level 2 → 3 | 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.
Attack speed: read the tick rule
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.
| 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 |
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.
Seven set bonuses to build around
A set activates from qualifying active player perks. Owning the ingredients is not enough. The required perks occupy your normal active slots.
| Set | Equip these player perks | Effect and limit |
|---|---|---|
| Crimson Pact | 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. |
| 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%. Stacks expire after six seconds without a melee attack and reset on target or melee-style change. |
| Killshot | 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. |
| 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 | 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. |
| Polymath | 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. |
Three starting combinations with a clear purpose
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.
| 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. |
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 Trailblazer for bonus Agility XP from other training.
Earn points and keep the reference current
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.
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 name cross-reference; for balance changes after this revision, read updates.