# Trophy-taker's

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Trophy-taker's is an Invention perk that has a chance for each kill on a Slayer assignment to count as either 2 kills or zero. The perk only affects assignments given by Slayer Masters and not normal or Special slayer contracts obtained from Markus outside of the Slayer Tower. It can be created in weapon and armour gizmos.

On average, trophy-taker's works out to be a net increase in assignment length. If however you do fewer kills than assigned you will receive fewer slayer points for completing the task.

Change in task length
Rank No KC Double KC Avg change
0 0% 0% ±0.00%
1 3% 2% +1.01%
2 6% 4% +2.04%
3 9% 6% +3.09%
4 12% 8% +4.17%
5 15% 10% +5.26%
6 18% 12% +6.38%

The chances are increased if the item that this perk is installed on is level 20.

When the perk doubles kill count, it prompts the message Trophy-taker's perk: this kill has added double to your Slayer task tally. When a kill does not count, it prompts, Trophy-taker's perk: this kill did not contribute to your Slayer task tally.

## Calculation

The effect of trophy-taker's on task length can be summarised as follows (where ${\displaystyle R}$ is the rank of the perk):

• Chance of a kill counting 0: ${\displaystyle R\times 3\%}$
• Chance of a kill counting 2: ${\displaystyle R\times 2\%}$
• Chance of a kill counting 1 (as normal): ${\displaystyle 100\%-R\times 5\%}$

This can be combined to give the gross effect of the perk:
${\displaystyle 100\%-R\times 3\%+R\times 2\%=100\%-R\times 1\%}$
i.e. a 1% per rank task length increase. For example, with rank 5 trophy-taker's, a task of 100 will, on average, have 5 remaining after 100 kills.

However, trophy-taker's will also work on the additional kills generated by the perk - from the example above, the 5 remaining on the task will also get a 5% increase, and so on. This means the net effect calculation is infinite, and best represented as a series:

${\displaystyle Increase=\sum _{n=1}^{\infty }(0.01R)^{n}}$

This converges when ${\displaystyle |R|<100}$, which is true for all of our possible values. If you substitute in the possible rank values (1–5), you will get the results in the above table.

## Sources

MaterialRarityPerk ranks with X materials
Standard gizmoAncient gizmo
12345123456789
Crystal partsCommon011–21–31–40111–21–21–31–41–41–4
Spiked partsCommon011–21–31–40111–21–21–31–41–41–5
Powerful componentsUncommon11–21–31–51–501–21–21–41–51–61–61–62–6
Variable componentsUncommon11–21–31–51–501–21–21–41–51–61–61–62–6

### Suggested gizmos

Gizmo layout Possible perks Approx costs
• Other possible perks:
537,830.38
532,514.32
See RS:Material prices for details on how prices are approximated.
• Other possible perks:
124,996.79
136,706.75
See RS:Material prices for details on how prices are approximated.

## Update history

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
• patch 12 August 2019 (Update):
• Fixed an issue where the Trophy-taker's perk could decrease the number of slayer points a player received from a slayer task.
• ninja 23 April 2019 (Update):
• Messaging for the Trophy-taker's perk activation is now chat filtered.
• patch 20 February 2017 (Update):
• The Trophy-taker's perk no longer works with only 1 kill remaining on a slayer task, to prevent skipping awarding slayer points.
• patch 1 February 2016 (Update):
• The Trophy-taker's perk will award slayer points if it triggers on the last kill of a slayer task.