Table of Contents:
Why Should You Train this Skill?
Many people struggle to understand the point of this skill or why it is relevant, so let's get that covered right away. It makes training many other skills much easier, improves gathering rates, makes it easier to survive heavy hits from enemies... the applications are very, very broad. The best things that Invention will offer you start unlocking around level 85, but it has things that make your life easier all the way to level 120.
For a brief overview of why you should train this skill, have a quick watch of Protoxx's video on the subject.
Special thanks to Protoxx for allowing us to embed his video in this guide!
Invention is currently Runescape's only elite skill and that label means two major things:
- The levels and experience follow a different curve than other skills.
- It has other skill requirements to start using it.
To get started as a Geilinorian inventor, you must have the following levels:
- 80 Crafting
- 80 Divination
- 80 Smithing
Once you have the required levels, head to the building carved out of the mountain rock North of Falador.
Upon entering the Invention Guild, Doc will be on your far right and Grubfoot will be on your left with his Mind-controlled monkey butler. Doc will introduce the beginnings of Invention and then point you in the direction of the workbench, which is right next to him to begin the tutorial. The tutorial will add a charge pack, inventor's tools, and a material pouch to your toolbelt.
Note: There are two parts to the workbench, "Discover" and "Manufacture" using each of these will pull up different options within the workbench.
Completing the tutorial will unlock the Analyze and Dismantle abilities, which can be found in the skilling section of your magic spellbook (they are present in the Standard, Ancient, and Lunar spellbooks). Until you have made a discovery or two at the Invention workbench, your experience gain is rather limited. Once you obtain the necessary level for a device or component (more on those shortly), you still cannot make them until you have discovered/researched their uses at the invention workbench. Discovering a new device or researching a new material is fairly simple and grants experience based on your prototype. You will be presented with 5 slots and 10 modules to fit into them. Simply click and drag the modules until the slots are all filled and then attempt to prototype it. Any objects that don't contribute to the design will be rejected and you must fill the spaces they previously filled with objects that remain. Repeat this process until you are told that you are on the right track. An example is shown below.
Once you have determined the 5 modules being used to create the prototype, you have some options. You can simply complete the project to unlock the item right away, or you can move the objects around (click and drag or click two objects to swap their positions) in order to get more experience from the discovery. Each time you attempt to discover or research something new, the combination of objects and the perfect order (there always is one) will be different- even for different players on the same discovery. Regardless, the experience awarded has a base value determined by the level of the discovery that is then multipled by a number determined by the quality of your prototype. A perfect prototype will earn you 5 times the base experience value. An example of the prototype shuffling step is shown below.
The amount of experience gained for discovering something scales with the level requirement of the discovery, but is not universal by level. See the table below for a full list of discoveries.
Level | Discovery | Experience (Base / Perfect) |
Notes & Additional Requirements |
1 | Charge pack | 40 / 200 | Discovered during the tutorial |
2 | Augmentor | 50 / 250 |
|
3 | Gizmo | 80 / 400 |
|
4 | Divine charge | ~21.4 / 107 | |
Augmented item maximum level 5 |
|||
8 | Gizmo dissolver | ~32.2 / 161 | |
16 | Augmented armour | ~125.6 / 628 | Also unlocks the ability to make Armour gizmos |
Augmentation dissolver | |||
Equipment dissolver | |||
20 | Camouflage outfit pieces | ~239.62 / 1,198.1 |
|
Divination outfit pieces |
|
||
Dungeoneering outfit pieces |
|
||
20 | Farmer outfit pieces | ~239.62 / 1,198.1 |
|
Gemstone golem outfit pieces |
|
||
Rune ethereal outfit pieces |
|
||
20 | Sentinel outfit pieces | ~239.62 / 1,198.1 |
|
Shark outfit pieces |
|
||
Trapper outfit pieces |
|
||
22 | Augmented Hatchet | 308 / 1,540 | |
Augmented Mattock | 160 / 800 | ||
Augmented Pickaxe | 308 / 1,540 | ||
Fishing rod-o-matic | |||
Hammer-tron | |||
Junk refiner | |||
Maximum charge improvement 1 |
Increases the maximum capacity of the charge pack from 200,000 to 250,000 |
||
Pyro-matic | |||
Refined components | |||
Tool gizmos | |||
24 | Soul-in-a-box | ~308.2 / 1,541 | Blueprints unlocked from Nomad's Elegy |
Urn enhancer | Blueprints unlocked from Nomad's Elegy | ||
27 | Augmented item maximum level 10 |
535 / 2,675 | |
Equipment siphon | |||
34 | Charge drain reduction 1 |
1,089 / 5,445 | Reduces the rate at which augmented items drain your charge pack by 1% |
Junk chance reduction 1 |
Multiplicatively reduces your junk chance when disassembling items by 1% |
||
Knightly components | |||
40 | Corporeal components | 1,836 / 9,180 | Unlocked from the Dwarven Tech tree |
Maximum charge improvement 2 |
Increases the maximum capacity of the charge pack from 250,000 to 300,000 |
||
Pestiferous components | Unlocked from the Goblin Tech tree | ||
43 | Spring cleaner | ~2,244.2 / 11,221 | Also unlocks the ability to make Tight springs |
45 | Augmented leg armour | 2,545 / 12,725 | |
Culinary components | |||
Harnessed components | |||
49 | Charge drain reduction 2 |
~4,520 / 22,600 | Reduces the rate at which augmented items drain your charge pack by 3% |
Dragonfire components | |||
Explosive components | |||
Junk chance reduction 2 |
Multiplicatively reduces your junk chance when disassembling items by 3% |
||
50 | Mechanised chinchompa | ~3,651.4 / 18,257 | Unlocked from the Goblin Tech tree |
Mining accumulator | Unlocked from the Dwarven Tech tree | ||
Sprinkler MK1 | Unlocked from the Dwarven Tech tree | ||
Woodcutting accumulator | Unlocked from the Goblin Tech tree | ||
54 | Brassican components | ~4,520 / 22,600 | |
Crystal tool siphon | Discovering this requires you to first buy the blueprint from Boni (rewards) |
||
Fortunate components | |||
Fungal components | |||
Undead components | |||
55 | Clockwork components | ~4,755.8 / 23,779 | |
Faceted components | |||
60 | Augmented item maximum level 15 |
~6,456.9 / 32,284.5 | |
Auto disassembler | |||
B.A.N.K. Stander | Unlocked from the Goblin Tech tree | ||
Book switcher | Unlocked from the Dwarven Tech tree | ||
Calorie bomb | Unlocked from the Dwarven Tech tree | ||
Fishing accumulator | |||
Monkey mind-control helmet | Unlocked from the Goblin Tech tree | ||
Simple generator | |||
64 | Charge drain reduction 3 |
~7,722.16 / 38,610.8 | Reduces the rate at which augmented items drain your charge pack by 5% |
Junk chance reduction 3 |
Multiplicatively reduces your junk chance when disassembling items by 5% |
||
Maximum charge improvement 3 |
Increases the maximum capacity of the charge pack from 300,000 to 350,000 |
||
67 | Auto-screener v1.080 | 4,300 / 21,500 | Discovering this requires you to first buy the blueprint from Ezreal |
69 | Charge drain reduction 4 |
~9,512.59 / 47,562.9 | Reduces the rate at which augmented items drain your charge pack by 7% |
Junk chance reduction 4 |
Multiplicatively reduces your junk chance when disassembling items by 7% |
||
Lab coat | Unlocks the ability to make both the Top and Legs | ||
Shifting components | |||
70 | Auto-screener v1.080 | ~10,518.2 / 52,591 | Unlocked from the Dwarven Tech tree |
Dungeoneering lock melter | Unlocked from the Dwarven Tech tree | ||
Dungeoneering party simulator | Unlocked from the Goblin Tech tree | ||
Electrified box trap | Unlocked from the Goblin Tech tree | ||
Kinetic cyclone | Unlocked from the Dwarven Tech tree | ||
Oldak coil | Unlocked from the Goblin Tech tree | ||
72 | Alchemizer | ~11,372.4 / 56,862 | |
74 | Armadyl components | ~12,269.54 / 61,347.7 | |
Bandos components | |||
Saradomin components | |||
Zamorak components | |||
75 | Small gizmo bag | ~12,734.4 / 63,672 | |
77 | Mechanised siphon | ~13,697.8 / 68,489 | |
78 | Charge drain reduction 5 |
~14,196.34 / 70,981.7 | Reduces the rate at which augmented items drain your charge pack by 9% |
Junk chance reduction 5 |
Multiplicatively reduces your junk chance when disassembling items by 9% |
||
80 | Large generator | ~16,123.6 / 80,618 | |
81 | Auto disassembler mk. II | ~16,688.2 / 83,441 | |
83 | Charge drain reduction 6 |
~17,854.68 / 89,273.4 | Reduces the rate at which augmented items drain your charge pack by 12% |
Junk chance reduction 6 |
Multiplicatively reduces your junk chance when disassembling items by 12% |
||
Seren components | |||
Third-age components | |||
Zaros components | |||
85 | Ancient gizmos | 8,500 / 42,500 | Discovering this requires unlocking the blueprint via Torn blueprint fragments from the Stormguard Citadel Dig Site |
Classic components | 4,200 / 21,000 | Discovering this requires unlocking one of the blueprints via Torn blueprint fragments from the Stormguard Citadel Dig Site |
|
Historic components | Discovering this requires unlocking one of the blueprints via Torn blueprint fragments from the Stormguard Citadel Dig Site |
||
87 | Lightbulb hat | ~20,340.7 / 101,703.5 | |
Maximum charge improvement 4 |
Increases the maximum capacity of the charge pack from 350,000 to 400,000 |
||
Oceanic components | |||
Resilient components | |||
Silent components | |||
88 | Demon slayer ability codex | ~20,994.6 / 104,973 | Discovering this requires you to first buy the blueprint from Bryll Thoksdottir |
Dragon slayer ability codex | Discovering this requires you to first buy the blueprint from Bryll Thoksdottir |
||
Undead slayer ability codex | Discovering this requires you to first buy the blueprint from Bryll Thoksdottir |
||
89 | Avernic components | 21,662 / 108,310 | Discovering this requires 2,500+ Reputation with the Zamorak faction in the Heart of Geilinor |
Cywir components | Discovering this requires 2,500+ Reputation with the Seren faction in the Heart of Geilinor |
||
Ilujankan components | Discovering this requires 2,500+ Reputation with the Zaros faction in the Heart of Geilinor |
||
Shadow components | Discovering this requires 2,500+ Reputation with the Sliske faction in the Heart of Geilinor |
||
90 | Partial potion producer | ~23,584.2 / 117,921 | |
91 | Charge drain reduction 7 |
~24,316.96 / 121,584.8 | Reduces the rate at which augmented items drain your charge pack by 14% |
Junk chance reduction 7 |
Multiplicatively reduces your junk chance when disassembling items by 14% |
||
Pogo stick | |||
92 | Spirit tree re-rooter | ~25,064 / 125,320 | |
93 | Ancient enhanced tools | 13,000 / 65,000 | Discovering this requires unlocking the blueprint via Torn blueprint fragments from the Stormguard Citadel Dig Site |
Automatic hide tanner | ~25,825.5 / 129,127.5 | ||
94 | Portable fairy ring | ~26,601.7 / 133,008.5 | |
Vintage components | 13,200 / 66,000 | Discovering this requires unlocking one of the blueprints via Torn blueprint fragments from the Stormguard Citadel Dig Site |
|
95 | Charge drain reduction 8 |
27,392 / 136,960 | Reduces the rate at which augmented items drain your charge pack by 17% |
Junk chance reduction 8 |
Multiplicatively reduces your junk chance when disassembling items by 17% |
||
Maximum charge improvement 5 |
Increases the maximum capacity of the charge pack from 400,000 to 500,000 |
||
Medium gizmo bag | |||
Professor title | |||
96 | Herb protector | 28,198 / 140,990 | |
97 | Enchanted notepaper | ~29,018.6 / 145,093 | Discovering this requires you to first buy the blueprint from Bryll Thoksdottir |
98 | Energy barrel | 29,854 / 149,270 | |
99 | Ascended components | 30,705 / 153,525 | |
Augmented item maximum level 20 |
|||
Noxious components | |||
Plank maker | |||
Rumbling components | |||
100 | Whetstone | ~33,233.4 / 166,167 | |
101 | Divine-o-matic vacuum | ~34,161.34 / 170,806.7 | Also unlocks the ability to make Empty divine charges |
102 | Jumbo generator | ~35,105.6 / 175,528 | |
103 | Timeworn components | 18,000 / 90,000 | Discovering this requires unlocking one of the blueprints via Torn blueprint fragments from the Stormguard Citadel Dig Site |
104 | Miraculous treatment | ~37,043.7 / 185,218.5 | |
105 | Charge drain reduction 9 |
~38,037.76 / 190,188.8 | Reduces the rate at which augmented items drain your charge pack by 20% |
Junk chance reduction 9 |
Multiplicatively reduces your junk chance when disassembling items by 20% |
||
106 | XP capacitor | 8,500 / 42,500 | Discovering this requires unlocking the blueprint via Torn blueprint fragments from the Stormguard Citadel Dig Site |
107 | Alchemical onyx | ~40,076.46 / 200,382.3 | |
108 | Alchemizer mk. II | ~41,121.38 / 205,606.9 | |
109 | Flatpack depacker | ~42,183.48 / 210,917.4 | |
110 | Teleportation compactor | ~43,262.92 / 216,314.6 | |
111 | Optimized hide tanner | ~44,357.96 / 221,789.8 | |
112 | Potion reservoir | ~45,474.18 / 227,370.9 | |
113 | Combat dummy MKII | ~46,606.28 / 233,031.4 | |
114 | Ingenuity of the Humans ability codex |
~47,756.16 / 238,780.8 | |
Partial potion producer DX | |||
115 | Equipment separator | ~48,923.96 / 244,619.8 | |
117 | Alchemical hydrix | ~51,313.78 / 256,568.9 | |
High capacity plank maker | |||
118 | Large gizmo bag | ~52,536.02 / 262,680.1 | |
Passage of the abyss |
~These values are estimates based on a formula used to predict the actual values, please Submit actual values.
You've discovered a device, but you cannot make it without the proper parts. Let's talk invention components.
As discussed earlier, invention provides access to the disassemble and analyze abilities. For reference, we are going to take a look at an Elder shortbow and some Blood runes. Using the analyze ability on an object will tell you the item's base junk chance, chances for materials, and the materials it can potentially give you when disassembled. As a general rule of thumb, lower level items will have higher junk chances and vice versa. If the item in question is a form of ammunition such as Runes, Arrows, or Summoning Scrolls, the name of the item will be followed by the number of them required for a single disassembly. Using these examples, a single Elder shortbow will roll for materials 12 times, but rolling for the 8 materials that Blood runes give requires 50 of them.
There are four major categories of components: common, uncommon, rare, and ancient. In most cases, the common parts will be noted in the material analysis as "often" or "sometimes", and the uncommon parts will be noted as "rarely". The rare and ancient components will usually be noted as "special" because for, most items that can provide them, the rare components are not considered one of the material chances from the item; rather they are in addition to the usual rolls (with a few exceptions). The difference with ancient components is their unlock requirements, which is discussed further here. Before any rare or ancient components can be used in a gizmo (more on that here), it must be researched at an invention workbench.
You can see your invention components in your material pouch by clicking the invention icon in your inventory:
Before you go out to the Grand Exchange or to collect the things you need to disassemble, here are some things to keep in mind that will help minimize the amount of time, effort, and money (if that's your strategy) that you will put into gathering materials.
- The disassemble ability is useful for clearing inventory space and opening up room in the loot window. If you are struggling to find things on the floor when the room is just packed full of drops, you can always pick up things you dont need and break them down for parts.
- Don't be afraid to break down drops that you receive regularly. It will save you the struggle of obtaining their parts later though more time consuming means.
- It is possible to disassemble items while in combat and especially easy to do so when in the middle of a channeled combat ability (such as rapid fire or asphyxiate). Doing it this way can cut down on the time it takes to manage your drops later.
- Even though noted items are really just paper, you can still disassemble them as though they were not noted. Like with most good interactions in modern Runescape, this will disassemble 60 of the selected item provided you don't interrupt the process.
- While it might sound like it makes the most sense to make and disassemble items that use the smallest amount of supplies, this is usually incorrect as the number of materials those items typically give will scale with the number of materials used. For example, a Bronze full helm provides 8 materials, but the Bronze platebody gives 20. They both give 4 materials per Bronze bar used to make the item.
- Prioritize getting precious components to put the scavenging perk on your equipment (we cover this in more detail here). This will significantly cut down on the number of items you will have to disassemble for components.
- Don't drop items! Any time you find yourself wanting to get rid of something by dropping it, disassemble it instead.
The table below outlines all the invention components by rarity and level, including general sources and some specific ones as well.
Common Parts | |||
Material | General Sources | Cheap/Slow Sources | Expensive/Fast Sources |
Base |
Bladed salvage of any metal, Bolts, Shields, and weapons with hilts |
|
Higher level Swords that can be made with Smithing, such as Elder rune longsword + 5s or Bane 2h sword + 4s. |
Blade |
Bladed salvage of any metal, slashing, stabbing, and thrown weapons |
|
Buy higher level Swords that can be made with Smithing, such as Elder rune longsword + 5s or Bane 2h sword + 4s. |
Clear |
Gems and Glass objects |
|
Orthenglass, Potion flasks, and Unpowered orbs that you buy. |
Connector |
Claws, Crossbows, Hatchets, Jewellery, Spiky salvage of any metal, and whips |
|
Black salamanders that you buy, especially if you take the time to augment and level them up before disassembling them. |
Cover |
Armor, clothing, Plated salvage of any metal, Shields | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Crafted |
Arrows, Leathers, Metal bars, Planks, Potions, Spears, Spiky salvage of any metal, Summoning Pouches, Summoning Scrolls, and two-handed Crossbows | Elf warriors in the Elf Camp drop a fair amount of Spiky salvage. | Spiky salvage that you buy. |
Crystal |
Crystal tree blossoms, Harmonic dust, and non-attuned crystal items |
|
Crystal weaponry that you buy. |
Deflecting |
Defenders, Halberds, hybrid/magic/melee armours, Plated salvage of any metal, and Shields | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Delicate |
Books, Gems, Glass objects, Jewellery, Orbs, and Potions | Gems that you get from Geodes while Mining. | Felt, Potion flasks, and Unpowered orbs that you buy. |
Flexible |
Bows, Summoning Pouches, and whips | Shieldbows or Shortbows that you make (be sure to string them, it increases how many materials they can give by a significant margin). | Shieldbows or Shortbows that you buy. Magic ones are usually the way to go. |
Head |
Ammunition, Battleaxes, Blunt salvage of any metal, blunt weaponry, Hatchets, Pickaxes, and Wands |
|
Necronium 2h greataxe + 4s that you buy. |
Magic |
Magic armor and weaponry, Portents, Runes, and Signs | Runes that you make, ideally ones that you get a lot of Runes per Essence for at your Runecrafting level. | Runes that you buy. Body runes are usually a pretty efficient source. |
Metallic |
Bladed salvage of any metal, Knives, and Swords |
|
Buy higher level Swords that can be made with Smithing, such as Elder rune longsword + 5s or Bane 2h sword + 4s. |
Organic |
Ashes, Bones, Food, Herbs, Potions, and Seeds |
|
Ashes, Bones, and Seeds that you buy. |
Padded |
Clothing, Ranged armor, Staves |
|
Red, Black, or Royal dragonhide bodies that you buy. |
Plated |
Mauls, melee armor, Plated salvage of any metal, throwing axes | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Simple |
Basic weaponry, clothing, hides, Leathers, Logs, Metal bars, Ores, and Planks |
|
Yew or Magic logs that you buy. |
Smooth |
Battleaxes, Blunt salvage of any metal, books, Gems, Glass objects, Jewellery, Maces, Orbs, and Warhammers |
|
Orthenglass, Potion flasks, and Unpowered orbs that you buy. |
Spiked |
Bolts, Claws, Daggers, one-handed Crossbows Spiky salvage of any metal, thrown weaponry | Elf warriors in the Elf Camp drop a fair amount of Spiky salvage salvage. | Spiky salvage that you buy. |
Spiritual |
Summoning Charms, Pouches, and Scrolls | Summoning Pouches that you make. | Summoning Pouches that you buy. |
Stave |
Arrows, Blunt salvage of any metal, Bows, Halberds, Spears, and Staves | Medium and Hard reward caskets drop a lot of Arrows, as does the Kalphite Queen. | Shieldbows or Shortbows that you buy. Magic ones are usually the way to go. |
Tensile |
Bows, Crossbows and Ranged armor | Shieldbows or Shortbows that you make (be sure to string them, it increases how many materials they can give by a significant margin). | Shieldbows or Shortbows that you buy. Magic ones are usually the way to go. |
Uncommon Components | |||
Material | General Sources | Cheap/Slow Sources | Expensive/Fast Sources |
Dextrous |
Bladed salvage of any metal, Crossbows, Longswords, Maces, Shortbows, and Swords |
|
|
Direct |
Battleaxes, Blunt salvage of any metal, Pickaxes, and Spears | Battleaxes that you Smith. |
|
Enhancing |
Books, Food, Glass objects, Herbs, Jewellery, Orbs, and Potions | Sharks (raw or cooked) that you buy. | |
Ethereal |
Ashes, books, Orbs, Portents, and Signs | Portents of restoration obtained by Thieving from Amlodd workers. | Portents of restoration that you buy. |
Evasive |
Hybrid and ranged armor |
|
Dragonhide armor that you buy. |
Healthy |
Food, Herbs, and Potions | Sharks (Raw or Cooked) that you buy. | |
Heavy |
Maces, mauls, Pickaxes, Plated salvage of any metal, and Warhammers | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Imbued |
Staves and Wands | Air/Earth/Fire/Water battlestaves drop reliably from Spiritual mages (of all four factions). | Air/Earth/Fire/Water battlestaves that you buy. |
Light |
Daggers, Gems, and Spiky salvage of any metal | Elf warriors in the Elf Camp drop a fair amount of Spiky salvage. | Spiky salvage that you buy. |
Living |
Food, Herbs, hides, Logs, and Seeds | Magic logs that you Chop. | Magic logs that you buy. |
Pious |
Ashes and Bones |
|
Tortured souls that you buy. |
Powerful |
Hybrid/Magic armor and weaponry, Runes, Summoning Pouches, and Summoning Scrolls | Air/Earth/Fire/Water battlestaves drop reliably from Spiritual mages (of all four factions). | Air/Earth/Fire/Water battlestaves that you buy. |
Precious |
Gems and Jewellery |
|
Jewellery that you buy. |
Precise |
Arrows, Bows, Spiky salvage of any metal, stabbing weaponry, and Wands |
|
Magic shieldbows that you buy. |
Protective |
Armor, Plated salvage of any metal, and Shields | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Refined |
Created using a Junk refiner | ||
Sharp |
Bladed salvage of any metal, slashing weapons, and thrown weapons |
|
Higher level Swords that can be made with Smithing, such as Elder rune longsword + 5s or Bane 2h sword + 4s. |
Strong |
Blunt salvage of any metal, Hatchets, mauls, melee armor, Plated salvage of any metal, Shieldbows, Shields, Two-handed swords, and Warhammers | Metal dragons always drop a Large plated salvage of the same metal. | Plated salvage that you buy. |
Stunning |
Blunt salvage of any metal, Bolts, Crossbows and Halberds |
|
Magic stocks that you buy. |
Subtle |
Bladed salvage of any metal, Defenders, Scimitars, and whips |
|
Higher level Swords that can be made with Smithing, such as Elder rune longsword + 5s or Bane 2h sword + 4s. |
Swift |
Claws, Knives, Spiky salvage of any metal, and thrown weaponry |
|
Claws or Throwing knives that you buy. |
Variable |
Miscellaneous |
|
Harralander tar that you buy. |
Ancient Components* | |||
Material | Level | General Sources | Specific Sources |
Classic+ |
85 | Archaeology materials of any level and restored artefacts below level 70. | Hookah pipe, Opulent wine goblet, and Soapstone. |
Historic+ |
85 | Archaeology materials of any level and restored artefacts below level 70. | Hookah pipe, Opulent wine goblet, and Soapstone. |
Vintage+ |
94 | Restored artefacts, easiest above level 70. | Larupia trophy, Night owl flight goggles, and Xiphos short sword. |
Timeworn+ |
103 | Restored artefacts, easiest above level 70. | Aviansie dreamcoat, Flat cap, and Kopis dagger. |
* These materials have additional requirements before they can be used in gizmos.
+ These materials aren't guaranteed from most if not all of the items that can yield them.
Material | Additional Requirements |
Corporeal |
Unlocked from the Dwarven Tech Tree. |
Pestiferous |
Unlocked from the Goblin Tech Tree. |
Avernic |
2,500+ Reputation with the Zamorak faction in the Heart of Geilinor. |
Cywir |
2,500+ Reputation with the Seren faction in the Heart of Geilinor. |
Ilujankan |
2,500+ Reputation with the Zarosian faction in the Heart of Geilinor. |
Shadow |
2,500+ Reputation with the Sliske faction in the Heart of Geilinor. |
Classic |
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site. |
Historic |
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site. |
Vintage |
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site. |
Timeworn |
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site. |
The manufacturing window classifies more than these as core items, but these are the ones that are actually relevent to level up invention effectively. The more complicated devices that didn't make this list are covered in our Invention Machines and Devices special report. For any other devices, look at their item entry.
While Augmentors can be made with any form of divine energy, the requirement of 80 Divination means that players manufacturing Augmentors have the ability to gather Brilliant energy at the least. They require an amount of energy that scales with the kind of energy used to make them, requiring less energy at higher levels (see the table below for a full recipe). Once you have an Augmentor, it can be used on various items based on your invention level. Once a player has completed the invention tutorial, they can use them to augment weapons. This expands to augmenting Shields and torso armor at level 16, augmenting tools at level 22 (which cannot be stored on the toolbelt, unlike their unaugmented counterparts), and finally augmenting leg armor at level 44. Most items that can be augmented, but normally degrade with use, do not degrade once they are augmented; there are a few notable exceptions (such as Trimmed masterwork armor). All augmented items use Divine charges from your Charge pack when they are being used. However, the reason this is worth doing is because augmented items can have Gizmos attached to them to add various perks to improve their uses.
In addition, augmented items have their own leveling system that is separate from the player. Upon completing the tutorial, this is irrelevant. However, once a player has passed level 4 invention and discovered the ability to have augmented items reach level 5, it becomes your primary source of experience. As augmented items are used, they slowly gain experience. More experience, higher level, pretty straightforward. If you disassemble an augmented item, you will receive an amount of invention experience that scales with the level of the item. For more information on this, see the section on Disassembling/Siphoning Augmented Gear.
Augmentor Recipe | ||||||
Energy Ingredient: Choose one of these Energies | ||||||
Energy Type | Quantity | Divination Level | Energy Type | Quantity | Divination Level | |
Ancestral energy | 100 | 95 | Incandescent energy | 225 | 95 | |
Luminous energy | 350 | 90 | Radiant energy | 400 | 85 | |
Brilliant energy | 450 | 80 | Elder energy | 500 | 75 | |
Lustrous energy | 550 | 70 | Vibrant energy | 650 | 60 | |
Gleaming energy | 700 | 50 | Sparkling energy | 800 | 40 | |
Glowing energy | 850 | 30 | Bright energy | 900 | 20 | |
Pale energy | 1,000 | 10 | Pale energy | 2,000 | 1 | |
Material components | ||||||
Material | Quantity | |||||
Base parts | 45 | |||||
Flexible parts | 45 | |||||
Tensile parts | 45 | |||||
Enhancing components | 8 | |||||
Powerful components | 7 | |||||
Gains | ||||||
Invention Experience: | 495 | Divination Experience: | 100 | 1 Augmentor |
Attained during the invention tutorial and placed on your toolbelt, the charge pack is what stores the fuel that powers all your augmented items. When obtained, it will contain 100,000 charge (which is half its capacity at that point). Filling it up is done with Divine charges, but because 1 Divine charge is not 1 charge in the charge pack, we will herafter refer to the charge in the pack as "pack charges" to avoid any confusion. As you level up, you can discover upgrades to the charge pack's maximum capacity and the rate at which it uses pack charges (see the table below). When your charge pack runs out of pack charges, all augmented items will become significantly less useful. More specifically, any augmented item that a player attempts to use while out of pack charges will function as if it was an item with the stats of its level 1 equivalent. For example, an Augmented Crystal hatchet would function as if it were a Bronze hatchet instead. You can still continue what you are doing and you can make use of tools on your toolbelt by unequipping the augmented tool. The drawbacks are that your augmented tool will no longer gain experience while you mine and you will not be benefiting from any perks you have on that augmented pickaxe.
A single Divine charge contributes 3,000 pack charges to the pack. At the highest possible pack charge capacity, it takes 166 2/3 Divine charges to completely fill the charge pack from an empty state. You can check how full your charge pack is by using the "check" option on an augmented item or looking at it in the invention section of your toolbelt.
Invention Level | Charge Drain Reduction |
Max Pack Charge |
1 | 0 | 200,000 |
22 | 0 | 250,000 |
34 | -1% | 250,000 |
40 | -1% | 300,000 |
49 | -3% | 300,000 |
64 | -5% | 350,000 |
69 | -7% | 350,000 |
78 | -9% | 350,000 |
83 | -12% | 350,000 |
87 | -12% | 400,000 |
91 | -14% | 400,000 |
95 | -17% | 500,000 |
105 | -20% | 500,000 |
While Equipment siphons can be made as early as level 27, they are most efficient after level 60 and the discovery of level 15 augmented items. This is because the best item experience you can gain from an Equipment siphon is by using it on an augmented item of level 12 or above. When used, an Equipment siphon drains all the experience from the item you use it on and awards an amount of invention experience equal to if you had disassembled an item 2 levels lower. There are a few tradeoffs for doing this instead of just disassembling the items.
- It takes almost twice as long to train an item to level 12 as it does to train one to level 10
- Making Equipment siphons requires some materials that you have to gather
- Buying Equipment siphons can be expensive
- Siphoning equipment means that you don't gain any materials that you would from disassembly
On the other hand...
- Disassembling completely destroys the augmentor
- Making Augmentors requires materials that you have to gather
- Buying Augmentors can be expensive
- Disassembling items means that you have to replace them or find a new item to augment
- Many items that you can siphon are fairly cheap to make, specifically the tools you can make starting at level 22
Unless your augmented item is a Fishing rod-o-matic, Hammer-tron, Pyro-matic, or an item you augmented specifically because you want the materials it gives, it is usually better to use an Equipment siphon. They require 50 simple parts, 5 dextrous components, and 5 precious components to make and higher level items might not even consume the siphon (Items with level 13-15 augmentation have a 50% chance to not consume the siphon and items with level 16+ augmentation will never consume the siphon).
Once you have the ability to augment an item, you can also attach gizmos to them. Gizmos are devices that are added to augmented items to provide perks based on what is added to the gizmo. Some perks can only be obtained for specific types of items. This is why there are three basic kinds: Weapon, Armour, and Tool. A basic gizmo has 5 slots in which you can insert invention materials. Note that common materials put into a gizmo are used in sets of 5 for each slot. Hovering over materials in the material bag or in the gizmo interface will tell you what perks those materials can generate when added to a gizmo. In addition, the bottom right corner of the gizmo interface will tell you what the possible perks are for the combination of materials that are currently in the gizmo. Note that this doesn't tell you what perks can be obtained in combination with each other!
The number of gizmos that can go on an item is usually 2, but 1 handed weapons and Shields can only have 1 gizmo each. In addition, each gizmo has the potential to provide 2 perks each. Note that exceptions exist though, such as, an armour gizmo can have enhanced devoted on it, but enhanced devoted prevents the gizmo from having an additional perk. Some perks also have numbers associated with them (such as biting or equilibrium). Those perks are "ranked" and the values that they affect scale with the rank of the perk. For example, biting increases your chance to score a critical hit on an enemy by 2% per rank. As such, biting 1 increases that chance by 2%, biting 2 increases it by 4%, and so on. When a gizmo shell is filled, you will receive an amount of invention experience based on the materials that you added to the shell.
After level 85 invention and unlocking ancient gizmos using Torn blueprint fragments from the Stormguard Citadel Dig Site, you can make ancient gizmos. There are two major differences between ancient gizmos and the basic ones. First off, the ancient gizmos have 9 slots instead of 5. As a result, perks that have ranks can be obtained with higher ranks because more materials can be inserted that contribute to those perks. For example, a basic gizmo can reliably give you aftershock 2 and sometimes 3, but an ancient gizmo can give you aftershock 4 with and additional perk such as precise 2 or planted feet.
The second major difference is that you can use ancient materials in an ancient gizmo and they have some perks that other materials cannot produce, such as ruthless and relentless.
For more information on what perks exist (and how best to optimize them to your needs), see our Invention Perks Guide.
Training invention starts out a little annoying then gets simpler and simpler from levels 2 to 60. At the very beginning, your only significant sources of experience are discovering new devices and making them. Disassembling items grants experience, but not very much. Before focusing on how to train invention, you should check your invention workbench to see if there is anything you can discover (make sure you do this every time you level up!). Discovering new things provides a surprising amount of experience over time. Because of this, it is worth checking your invention workbench for new discoveries every time you level up. The following table details how to get the most out of your work for invention experience up to level 60.
Level range | Next major unlock(s) | Training method(s) |
1 - 3 | Level 4: Augmented item max level 5 |
|
At level 4, look into what sorts of weapons you can Augment using this section. | ||
4 - 15 | Level 16: Ability to augment Torso armor and Shields | Augment a weapon, train it to level 5, and then disassemble it. |
At level 16, look into what sorts of chest armor you can Augment using this section. | ||
16 - 21 | Level 22: Ability to make a Fishing rod-o-matic, Hammer-tron, and Pyro-matic | Augment a weapon or chest armor (weapon is faster), train it to level 5, and then disassemble it. |
22 - 26 | Level 27: Augmented item max level 10, Ability to make Equipment siphons | Make a Fishing rod-o-matic, Hammer-tron, or Pyro-matic, train it to level 5, and then disassemble it. |
27 - 44 | Level 45: Ability to Augment leg armor |
|
At level 45, look into what sorts of leg armor you can Augment using this section. | ||
45 - 59 | Level 60: Augmented item max level 15 |
|
Once you reach level 60, training invention should become a very passive process. You don't work on it actively as much as progress it by training other skills. At that point, your focus should be on training it by leveling up gear you already have a reason to use, getting access to discoveries that have additional requirements, and getting good perks onto your gear (More information here). Every time you have an augmented weapon, armor, or tool reaches level 12, make an Equipment siphon to use on it. If it's a tool manufactured with invention (Fishing rod-o-matic, Hammer-tron, or Pyro-matic), then you can choose to level it to 12 and use an Equipment siphon on it, or you could instead level it to level 10, disassemble it, and make a new one. Choosing to disassemble them makes invention level faster, but it also costs the materials to make a new one, whereas siphoning them costs the materials used to make the Equipment siphon.
Disassembling/Siphoning Augmented Gear
The amount of experience you earn from disassembling or siphoning augmented equipment scales with two things: the level of the item's augmentation and the level tier of the item (for example, a Saradomin godsword has an attack level requirement of 75, so the experience gained from siphoning or disassembling a Augmented Saradomin godsword is scaled to a tier 75 item). Generally, the tier of the item is easy information to get, but there are some siphonable items that defy this expectation. To clear up any confusion on this, see the table below.
Siphons as Level: |
70 | 80 | 99 |
Items |
|
|
In addition to these, siphonable items that contain the word "crystal" in their name can be siphoned using a Crystal tool siphon instead of an Equipment siphon if you have one. Using the Crystal tool siphon instead will treat the siphoned item as though it were a level 90 item, thus significantly increasing the experience gained for siphoning it. The following table breaks down siphoning and disassembling experience for augmented items.
Invention Experience for Disassembling Augmented Items | ||||||||||
Item Level | Item Experience | Tier 60 | Tier 70 | Tier 75 | Tier 80 | Tier 85 | Tier 90 | Tier 92 | Tier 99 | Benefits of Item's Level |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | None |
2 | 1,160 | 6,300 | 7,650 | 8,325 | 9,000 | 9,675 | 10,350 | 10,620 | 11,565 | Disassembling this item has a 50% chance to return all installed gizmos. |
3 | 2,607 | 18,900 | 22,950 | 24,975 | 27,000 | 29,025 | 31,050 | 31,860 | 34,695 | Disassembling this item gives double materials. |
4 | 5,176 | 37,800 | 45,900 | 49,950 | 54,000 | 58,050 | 62,100 | 63,720 | 69,390 | Disassembling this item never gives junk. |
5 | 8,286 | 75,600 | 91,800 | 99,900 | 108,000 | 116,100 | 124,200 | 127,440 | 138,780 | This item drains 10% less charge when used. |
6 | 11,760 | 100,800 | 122,400 | 133,200 | 144,000 | 154,800 | 165,600 | 169,920 | 185,040 | Disassembling this item gives triple materials. |
7 | 15,835 | 138,600 | 168,300 | 183,150 | 198,000 | 212,850 | 227,700 | 233,640 | 254,430 | Disassembling this item gives an additional random uncommon material. |
8 | 21,152 | 189,000 | 229,500 | 249,750 | 270,000 | 290,250 | 310,500 | 318,600 | 346,950 | Disassembling this item returns all installed gizmos. |
9 | 28,761 | 264,600 | 321,300 | 349,650 | 378,000 | 406,350 | 434,700 | 446,040 | 485,730 | Disassembling this item gives quadruple materials. |
10 | 40,120 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Disassembling this item gives the maximum amount of experience that disassembling it could. |
11 | 57,095 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | None. |
12 | 81,960 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | None. |
13 | 117,397 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | None. |
14 | 166,496 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item uses 12.5% less charge when used. |
15 | 232,755 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item can now be used with an Equipment separator. |
16 | 320,080 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | None. |
17 | 432,785 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Using an Equipment separator on this item now has a 25% chance not to consume the separator. |
18 | 575,592 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item drains 15% less charge when used. |
19 | 753,631 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Using an Equipment separator on this item now has a 50% chance not to consume the separator. |
20 | 972,440 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Helpful perks on this item now activate 10% more often (multiplicatively). |
Invention Experience for Siphoning Augmented Items | ||||||||||
Item Level | Item Experience | Tier 60 | Tier 70 | Tier 75 | Tier 80 | Tier 85 | Tier 90 | Tier 92 | Tier 99 | Benefits of Item's Level |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | None |
2 | 1,160 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | None. |
3 | 2,607 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | None. |
4 | 5,176 | 6,300 | 7,650 | 8,325 | 9,000 | 9,675 | 10,350 | 10,620 | 11,565 | None. |
5 | 8,286 | 18,900 | 22,950 | 24,975 | 27,000 | 29,025 | 31,050 | 31,860 | 34,695 | This item drains 10% less charge when used. |
6 | 11,760 | 37,800 | 45,900 | 49,950 | 54,000 | 58,050 | 62,100 | 63,720 | 69,390 | None. |
7 | 15,835 | 75,600 | 91,800 | 99,900 | 108,000 | 116,100 | 124,200 | 127,440 | 138,780 | None. |
8 | 21,152 | 100,800 | 122,400 | 133,200 | 144,000 | 154,800 | 165,600 | 169,920 | 185,040 | None. |
9 | 28,761 | 138,600 | 168,300 | 183,150 | 198,000 | 212,850 | 227,700 | 233,640 | 254,430 | None. |
10 | 40,120 | 189,000 | 229,500 | 249,750 | 270,000 | 290,250 | 310,500 | 318,600 | 346,950 | None. |
11 | 57,095 | 264,600 | 321,300 | 349,650 | 378,000 | 406,350 | 434,700 | 446,040 | 485,730 | None. |
12 | 81,960 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Siphoning this item gives the maximum amount of experience that siphoning it could. |
13 | 117,397 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Siphoning this item has a 50% chance to not consume the Equipment siphon/Crystal tool siphon. |
14 | 166,496 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item uses 12.5% less charge when used. |
15 | 232,755 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item can now be used with an Equipment separator. |
16 | 320,080 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Siphoning this item will no longer consume the Equipment siphon/Crystal tool siphon. |
17 | 432,785 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Using an Equipment separator on this item now has a 25% chance not to consume the separator. |
18 | 575,592 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | This item drains 15% less charge when used. |
19 | 753,631 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Using an Equipment separator on this item now has a 50% chance not to consume the separator. |
20 | 972,440 | 378,000 | 459,000 | 499,500 | 540,000 | 580,500 | 621,000 | 637,200 | 693,900 | Helpful perks on this item now activate 10% more often (multiplicatively). |
As a general rule of thumb, you can Augment most weapons, torso, and leg armors that require level 60 or above in a combat skill. Most items that fit these requirements will not be possible for you to simply make, a Necronium 2h greataxe cannot be augmented, for example. This means that the combat items that you want to Augment and disassemble for invention experience will tend to cost a lot. However, there are a few things you can do to minimize the cost.
- Do not Augment Shields unless you plan to use them over a long period of time. Shields level up very slowly because they aren't used as much as weapons are.
- Whenever you have the choice to Augment weaponry, you should favor weapons that are two handed or used in the main hand. Off hand weapons level very slowly and two-handed weapons level the fastest.
- If and when you can, try to Augment items that come from quests or achievements, as they often can be replaced very cheaply.
- While higher level weapons cost more, they also do more damage and, as a result, will level up faster.
Below is a table of items that are fairly cheap to Augment and level up. The cost of replacing them is in parentheses after the item.
Black salamanders are hands down the cheapest thing to augment and level up.
There are many more devices and machines than we have discussed in this guide. So many, in fact, that they needed a guide of their own, which can be found here.
Tech trees are branches of Invention that unlock various extra devices and materials. Upon starting invention, you unlock the human tech tree. Once you reach level 40, you choose a second tech tree to focus on - either cave goblin or dwarven. Specializing in one of these 2 trees means that you will earn 50% more currency for completing tasks within that tree.
Note: you can change which tech tree you specialize in, however, it will cost 100 currency of your current tree. You will need to speak with Drorkar or Oldak to specialize in their tech tree.
Most tasks for the tech trees involve handing in components or devices. A new task is added to your list each day at reset. Much like the Challenge System, you can have up to 5 that can be completed. Note that these tasks will remain until you complete 1 or more of them, they will not change.
To begin a task, you will need to open the technology noticeboard found on the North wall of the Southern Invention Guild room. Left clicking will give you the option to choose which tree's task list you would like to view. Right clicking and choosing "Technology" will show you the various device blueprints you can unlock.
When you complete a task you will earn either 10 or 15 currency in your current tech tree, depending on if it is your specialized tree or not. This currency can only be spent within its respective tech tree. This means that you will need to complete tasks from the dwarven tree to unlock dwarven blue prints and goblin tasks for goblin blueprints.
Both tech trees have 8 different devices which you can purchase the blueprints for and components which you can now use. These are broken down into 4 different tiers which require a specific Invention level to access.
Tier | Level | Currency | Blueprints | |
Dwarven | Goblin | |||
1 | 40 | 10 | Corporeal components | Pestiferous components |
2 | 50 | 25 | Sprinkler MK1 Mining accumulator |
Mechanised chinchompa Woodcutting accumulator |
3 | 60 | 35 | Book switcher Calorie bomb |
B.A.N.K. Stander Monkey mind-control helmet |
4 | 70 | 55 | Auto-sanctifier Kinetic cyclone Dungeoneering lock melter |
Dungeoneering party simulator Electrified box trap Oldak coil |
Once you have achieved level 99, you may visit Doc to purchase an Invention cape for 99,000 Coins.
Once you have achieved level 120 (approximately 80 million experience), Doc will sell you the Invention Master Cape for 120,000 Coins.
Discount
Note that as of December 2018, another one of Mod Daze's Easter Eggs have been found. This enables you to purchase a Skillcape for half price (only from Doc, not Elen) if you are wearing a Ring of Charos (a). Be aware that "Half price" is 92,000 Coins as the experience at level 92 is approximately half way to level 99.
This Skill Guide was written by DarkPyroNinja and Rooskii. Thanks to Jarkur, ChathMurrpau, and Fuzzyjoe162 for corrections.
This Skill Guide was entered into the database on Sun, Feb 28, 2016, at 02:57:00 AM by Jarkur, and it was last updated on Fri, Aug 13, 2021, at 08:32:11 PM by 3ter1.
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