Perks are effects added to weapons, armour, or tools with Invention. They are created by combining materials inside a gizmo shell. The resulting gizmo is attached to an item that has been augmented with an augmentor.
Perks are created within three types of gizmo shells (weapon, armour and tool). Perks can be specific to a gizmo shell type or can be used in two or more gizmo shell types. For example, the Mobile perk is only used in a weapon or armour gizmo shell and not in a tool gizmo shell.
Certain perks such as Efficient (a perk used to affect the drain rates of augmented armour, weapon, or tool items) are used in all gizmo shell types. Each item worn with an Efficient perk is affected individually. Most perks provide a general effect instead of affecting a specific item. These perks do not stack with themselves, and the gizmo with the highest rank will take priority. For example, if a player is wearing an augmented top with Crackling 3 and an augmented bottom with Crackling 2, they will only receive the benefits of Crackling 3.
Perks are created in gizmo shells using materials from the Bag of materials. Gizmos can hold up to 5 slots of items. Common materials require 5 materials to occupy a slot. All other materials (including junk) take 1 material to occupy a slot.
Each material has a set of perks it can give along with a weighting for each perk. For example, the following table describes the available ranks of Lucky when using Silent components or Fortunate components:
Different perk weights from different materials stack as well. For example, combining 3 Silent components with 1 or 2 Fortunate components gives the possibilities of 3–5 for Lucky. From this example it's evident that a component's perk weighting affects both the minimum and maximum rank, and that the sum total does as well.
It is possible for perk production to fail; this is also dependent on perk weighting. Having more components lowers the chance of failure, with having 2 or 3 component slots generally guaranteeing success. Some materials, however, cannot ever guarantee success by themselves; e.g. 5 Fungal components can still fail. When perk creation fails, no materials are lost nor is the gizmo. After either success or failure, the same materials can be attempted again (assuming enough are owned) or the process can be started from scratch.
When trying to obtain a particular perk, it can improve one's chances to use different materials that all give the same perk. For example, 3 Imbued components plus 2 Magic parts gives a better chance of the Crackling perk than 5 Imbued components, which can be seen in the list of possible perks.
To be confirmed - A higher invention level improves the chance of making better non-guaranteed perks such as Precise 4, Equilibrium 2. However this effect does not apply to guaranteed perks such as Precise 5.
|Icon||Perk||Max rank||Weapon gizmo||Armour gizmo||Tool gizmo||Level||Description|
|Absorbative||3||20% chance to reduce an attack by 5% per rank.|
|Aftershock||3||89||After dealing 50,000 damage, create an explosion centered on your current target, dealing up to 40% per rank weapon damage to nearby enemies.|
|Antitheism||1||Denies access to protect prayers/deflect curses.|
|Biting||3||+2% chance per rank to critically hit opponents.|
|Blunted||5||Reduces the weapon's damage by 1% per rank.|
|Brassican||1||54||Always sometimes cabbages.|
|Breakdown||5||Has a 20% chance per rank of automatically disassembling items produced.|
|Brief Respite||3||Reduces cooldown for Guthix's Blessing and Rejuvenate by 5% per rank, and total healing by 1% per rank.|
|Bulwark||3||Debilitate deals no damage but gains up to 6% per rank extra duration from shield value.|
|Butterfingers||5||Has a 3% chance per rank of dropping the resource you have just gathered.|
|Caroming||3||89||Chain and Ricochet hit 1 extra target per rank.|
|Cautious||1||Cannot auto-retaliate while this item is equipped.|
|Charitable||3||Has a 1% chance per rank of putting an extra item by other nearby players after successfully gathering a resource.|
|Cheapskate||3||Has a 1% chance per rank of transmuting a gathered resource to a lower tier.|
|Clear Headed||3||Anticipation lasts one additional second per rank, but no longer reduces damage taken.|
|Committed||1||Always skulled while this item is equipped.|
|Confused||3||Has a 1% chance per rank of teleporting you randomly after successfully gathering a resource.|
|Crackling||3||Periodically zaps your combat target for 50% per rank of your weapon's damage (or 10% per rank in PvP). (1 minute cooldown)|
|Crystal Shield||3||Has a 10% chance to activate on taking damage, lasting 10 seconds. 5% of damage taken per rank is totalled for this period, becoming temporary lifepoints afterwards. These last either 30 seconds or until depleted through further damage. (1 minute cooldown)|
|Demon Bait||1||Damage to demons is reduced by 30%.|
|Demon Slayer||1||Deal 7% additional damage to demons.|
|Devoted||3||74||3% chance per rank on being hit that protection prayers will work at 100% (or 75% in PvP) for 3 seconds.|
|Dragon Bait||1||Deal 30% less damage to dragons.|
|Dragon Slayer||1||Deal +7% damage to dragons.|
|Efficient||3||Charge drain rate for this item is reduced by 6% per rank.|
|Energising||3||Slice, Piercing Shot and Wrack deal 20% less damage, but generate 0.6 additional adrenaline per rank.|
|Enhanced Devoted||3||4.5% chance per rank on being hit that protection prayers will work at 100% (or 75% in PvP) for 3 seconds. This does not stack with devoted.|
|Enhanced Efficient||3||Charge drain rate for this item is reduced by 9% per rank. This does not stack with efficient.|
|Enlightened||3||+3% item XP per rank (for the item it's installed on).|
|Equilibrium||3||Increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank. Does not stack with Equilibrium aura; aura takes precedence.|
|Fatiguing||3||Gain 2% less adrenaline per rank from all attacks.|
|Flanking||3||Backhand, Impact and Binding Shot no longer stun and deal 40% more damage per rank to targets that are not facing you. Forceful Backhand, Deep Impact and Tight Bindings no longer stun and deal 15% more damage per rank to targets that are not facing you.|
|Furnace||3||Has a 5% chance per rank of consuming a gathered resource for an extra 100% XP.|
|Genocidal||1||Deal up to 7% extra damage depending on how far you are through your Slayer task.|
|Glow Worm||1||Provides light equivalent to a bullseye lantern.|
|Hallucinogenic||1||Causes you to see strange things...|
|Hoarding||1||Protect Item protects two items instead of one. (Does not work in PvP areas.)|
|Honed||5||Has a 2% per rank higher chance of successfully gathering items.|
|Imp Souled||5||Has a 3% chance per rank on successful gathering to send the gathered resources to the bank at a cost of 30 prayer points. This perk has an increased chance to activate on level 20 items.|
|Impatient||3||9% chance per rank for basic abilities to generate 3% extra adrenaline.|
|Inaccurate||5||Reduces the weapon's accuracy by 1% per rank.|
|Invigorating||3||Boosts adrenaline gained from auto-attacks by 10% per rank.|
|Junk Food||3||Food gives 3% less health per rank.|
|Looting||1||Most enemies have a 25% chance to drop an additional high-level resource. (5 minute cooldown.)|
|Lucky||5||0.5% chance per rank when hit that the damage dealt will be reduced to 1. Does not stack with the equivalent Warpriest effect.|
|Lunging||3||The maximum damage of Combust, Dismember and Fragmentation shot is increased by 20% weapon damage per rank, but enemies that move will only take 1.5X increased damage.|
|Mediocrity||3||Reduces maximum hit by 3% per rank.|
|Mobile||1||Reduces cooldown of Surge, Escape, Bladed Dive and Barge by 50%, but these abilities no longer generate adrenaline.|
|Mysterious||5||Has a mysterious effect...|
|Planted Feet||1||The duration of Sunshine and Death's Swiftness is increased by 25%, but they no longer deal periodic damage to your target.|
|Polishing||3||Has a 3% chance per rank of transmuting a gathered resource to a higher tier.|
|Precise||5||Increases your minimum damage by 1.5% per rank of your maximum damage.|
|Preparation||3||Preparation's duration and cooldown are increased by 15% per rank.|
|Profane||1||You are prevented from drinking prayer potions.|
|Prosper||1||Allows you to find clue scrolls whilst skilling.|
|Pyromaniac||5||Has a 0.1% chance per rank of burning all logs of the same type from the inventory.|
|Rapid||3||Has a 5% chance per rank to carry out work at a faster pace.|
|Refined||3||Has a 5% chance per rank of preventing a resource depleting when gathering.|
|Reflexes||1||Anticipation's duration and cooldown are halved.|
|Scavenging||3|| 1% chance per rank to get an uncommon Invention component as a drop from combat (with a 1% chance it will be a rare component instead).
This perk has an increased chance to activate on level 20 items.
|Shield Bashing||3||Debilitate's damage is increased by 15% per rank.|
|Spendthrift||5||1% chance per rank to deal 1% extra damage per rank, at the cost of 1 gold coin per extra point of damage dealt.|
|Talking||1||Gives your gear more personality.|
|Taunting||1||Provoke affects enemies in a 5x5 square around its target, causing those that are already in combat to attack you.|
|Tinker||3||Has a 5% chance per rank to carry out higher quality work, awarding an extra 25% XP[sic]|
|Trophy-taker's||5||3% chance per rank a slain creature will add zero kills to its Slayer assignment; 2% chance per rank it will add 2 kills.|
|Turtling||3||The Barricade ability's duration and cooldown are both increased by 10% per rank.|
|Ultimatums||3||Reduces the adrenaline cost of Overpower, Frenzy, Unload and Omnipower by 5% per rank. Does not stack with other ultimate adrenaline saving effects.|
|Undead Bait||1||Damage to undead is reduced by 30%.|
|Undead Slayer||1||Deal 7% additional damage to undead.|
|Venomblood||1||Regular poison damage is negated.|
|Wise||3||While equipped, +1% per rank additional experience, up to 50,000 XP per day.|