3% chance per rank a slain creature will add zero kills to its Slayer assignment; 2% chance per rank it will add 2 kills.
Release date 25 January 2016 (Update)
Gizmo type Weapon, Armour
Maximum rank 5

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%

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."


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

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

This can be combined to give the gross effect of the perk:
$ 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:

$ Increase = \sum_{n=1}^\infty (0.01R)^n $

This converges when $ |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.


MaterialRarityPerk ranks with X materials
Crystal parts
Crystal partsCommon011–21–31–4
Spiked parts
Spiked partsCommon011–21–31–4
Powerful components
Powerful componentsUncommon11–21–31–51–5
Variable components
Variable componentsUncommon11–21–31–51–5

Suggested gizmos

Gizmo layout Possible perks
Spiked parts
Spiked partsSpiked partsPowerful components
Powerful components
Powerful components
Powerful componentsPowerful componentsPowerful components
Powerful components
  • Trophy-taker&#039;s Trophy-taker's 1–5
  • Blunted Blunted 1–5
  • Other possible perks:


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