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!



Unlocking this Elite Skill

Invention is currently Runescape's only elite skill and that label means two major things:

  1. The levels and experience follow a different curve than other skills.
  2. It has other skill requirements to start using it.

To get started as a Geilinorian inventor, you must have the following levels:


Getting Started

Once you have the required levels, head to the building carved out of the mountain rock North of Falador.

Invention Guild

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.

Invention workbench


The Basics


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.

Picking the Modules

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.

Finding the Right Order


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
  • Discovered during the tutorial
  • Unlocks the ability to augment weaponry
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
  • These were originally from Treasure Hunter
  • Requires level 70 Thieving to obtain the
    fragments used to craft these
  • Requires level 80 Thieving to craft these
  • At level 99 Thieving you will collect the
    fragments at double the base rate
  • At level 120 Thieving you will collect the
    fragments at triple the base rate
Divination outfit pieces
  • These were originally from Treasure Hunter
  • Requires level 70 Divination to obtain the
    fragments used to craft these
  • Requires level 80 Divination to craft these
  • At level 99 Divination you will collect the
    fragments at double the base rate
  • At level 120 Divination you will collect the
    fragments at triple the base rate
Dungeoneering outfit pieces
20 Farmer outfit pieces ~239.62 / 1,198.1
  • These were originally from Treasure Hunter
  • Discovering this requires you to first buy the
    blueprint from Granny or Prehistoric Potterington
  • Requires level 70 Farming to obtain the
    fragments used to craft these
  • Requires level 80 Farming to craft these
  • At level 99 Farming you will collect the
    fragments at double the base rate
  • At level 120 Farming you will collect the
    fragments at triple the base rate
Gemstone golem outfit pieces
  • These were originally from Treasure Hunter
  • Requires level 70 Mining to obtain the
    fragments used to craft these
  • Requires level 80 Mining to craft these
  • At level 99 Mining you will collect the
    fragments at double the base rate
  • At level 120 Mining you will collect the
    fragments at triple the base rate
Rune ethereal outfit pieces
  • These were originally from Treasure Hunter
  • Requires level 70 Runecrafting to obtain the
    fragments used to craft these
  • Requires level 80 Runecrafting to craft these
  • At level 99 Runecrafting you will collect the
    fragments at double the base rate
  • At level 120 Runecrafting you will collect the
    fragments at triple the base rate
20 Sentinel outfit pieces ~239.62 / 1,198.1
  • These were originally from Treasure Hunter
  • Requires level 70 Woodcutting to obtain the
    fragments used to craft these
  • Requires level 80 Woodcutting to craft these
  • At level 99 Woodcutting you will collect the
    fragments at double the base rate
  • At level 120 Woodcutting you will collect the
    fragments at triple the base rate
Shark outfit pieces
  • These were originally from Treasure Hunter
  • Requires level 70 Fishing to obtain the
    fragments used to craft these
  • Requires level 80 Fishing to craft these
  • At level 99 Fishing you will collect the
    fragments at double the base rate
  • At level 120 Fishing you will collect the
    fragments at triple the base rate
Trapper outfit pieces
  • These were originally from Treasure Hunter
  • Discovering this requires you to first buy the
    blueprint from Irwinsson
  • Requires level 70 Hunter to obtain the
    fragments used to craft these
  • Requires level 80 Hunter to craft these
  • At level 99 Hunter you will collect the
    fragments at double the base rate
  • At level 120 Hunter you will collect the
    fragments at triple the base rate
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.


Components


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.


Material Analysis

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:

Material Bag

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
Base parts
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
Blade parts
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
Clear parts
Gems and Glass objects Orthenglass, Potion flasks, and Unpowered orbs that you buy.
Connector
Connector parts
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
Cover parts
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
Crafted parts
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 parts
Crystal tree blossoms, Harmonic dust, and non-attuned crystal items Crystal weaponry that you buy.
Deflecting
Deflecting parts
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
Delicate parts
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
Flexible parts
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
Head parts
Ammunition, Battleaxes, Blunt salvage of any metal, blunt weaponry, Hatchets, Pickaxes, and Wands Necronium 2h greataxe + 4s that you buy.
Magic
Magic parts
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
Metallic parts
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
Organic parts
Ashes, Bones, Food, Herbs, Potions, and Seeds Ashes, Bones, and Seeds that you buy.
Padded
Padded parts
Clothing, Ranged armor, Staves Red, Black, or Royal dragonhide bodies that you buy.
Plated
Plated parts
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
Simple parts
Basic weaponry, clothing, hides, Leathers, Logs, Metal bars, Ores, and Planks Yew or Magic logs that you buy.
Smooth
Smooth parts
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
Spiked parts
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
Spiritual parts
Summoning Charms, Pouches, and Scrolls Summoning Pouches that you make. Summoning Pouches that you buy.
Stave
Stave parts
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
Tensile parts
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
Dextrous components
Bladed salvage of any metal, Crossbows, Longswords, Maces, Shortbows, and Swords
Direct
Direct components
Battleaxes, Blunt salvage of any metal, Pickaxes, and Spears Battleaxes that you Smith.
Enhancing
Enhancing components
Books, Food, Glass objects, Herbs, Jewellery, Orbs, and Potions Sharks (raw or cooked) that you buy.
Ethereal
Ethereal components
Ashes, books, Orbs, Portents, and Signs Portents of restoration obtained by Thieving from Amlodd workers. Portents of restoration that you buy.
Evasive
Evasive components
Hybrid and ranged armor Dragonhide armor that you buy.
Healthy
Healthy components
Food, Herbs, and Potions
  • Unneeded Food drops.
  • Unneeded Herb drops.
Sharks (Raw or Cooked) that you buy.
Heavy
Heavy components
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
Imbued components
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
Light components
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
Living components
Food, Herbs, hides, Logs, and Seeds Magic logs that you Chop. Magic logs that you buy.
Pious
Pious components
Ashes and Bones Tortured souls that you buy.
Powerful
Powerful components
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
Precious components
Gems and Jewellery Jewellery that you buy.
Precise
Precise components
Arrows, Bows, Spiky salvage of any metal, stabbing weaponry, and Wands Magic shieldbows that you buy.
Protective
Protective components
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
Refined components
Created using a Junk refiner
Sharp
Sharp components
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
Strong components
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
Stunning components
Blunt salvage of any metal, Bolts, Crossbows and Halberds Magic stocks that you buy.
Subtle
Subtle components
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
Swift components
Claws, Knives, Spiky salvage of any metal, and thrown weaponry Claws or Throwing knives that you buy.
Variable
Variable components
Miscellaneous Harralander tar that you buy.
Rare Components
Material Level General Sources Specific Sources
Knightly
Knightly components
34 Black armor and weaponry On the second floor of Ardougne castle there is a Black scimitar spawn that can be disassembled repeatedly.
Corporeal*
Corporeal components
40 Spirit shields Augmented blessed spirit shield.
Pestiferous*+
Pestiferous components
40 Void equipment Augmented Korasi's sword.
Culinary+
Culinary components
45 Culinaromancer equipment Wooden spoon and Spatula.
Harnessed
Harnessed components
45 Elemental metal armor Body body and Elemental helmet.
Dragonfire
Dragonfire components
49 Augmented Dragonfire shields, Augmented Royal crossbow.
Explosive
Explosive components
49 Augmented hand cannon.
Brassican+
Brassican components
54 Cabbages, most easily gathered from the patch South of Falador.
Fortunate
Fortunate components
54 Treasure Trail rewards Magic, Willow, and Yew composite bows.
Fungal
Fungal components
54 Ganodermic equipment Ganodermic gloves.
Undead+
Undead components
54 Barrows equipment Augmented Dharok's greataxe, Augmented Malevolent kiteshield.
Clockwork+
Clockwork components
55 Clockworks and gizmos Clockworks and Dwarf cannon pieces.
Faceted+
Faceted components
55 Books, crystal equipment, and Orbs Batwing books and Spider orbs.
Shifting
Shifting components
69 Chaotic weaponry and Khopeshes Augmented Chaotic staff and Khopesh of the Kharidian.
Armadyl
Armadyl components
74 Armadyl equipment Augmented Armadyl chestplate and Warpriest of Armadyl pieces.
Bandos
Bandoscomponents
74 Bandos equipment Augmented Bandos chestplate and Warpriest of Bandos pieces.
Saradomin
Saradomin components
74 Saradomin equipment Augmented Saradomin sword and Warpriest of Saradomin pieces.
Zamorak
Zamorak components
74 Zamorak equipment Augmented Garb of subjugation and Warpriest of Zamorak pieces.
Seren+
Seren components
83 Crystal equipment, especially attuned Augmented Attuned crystal bow and Crystal halberd.
Third-Age
Third-Age components
83 Third-Age equipment obtained from Treasure Trail.
Zaros
Zaros components
83 Nex drops Ancient emblem and Augmented Zaryte bow.
Oceanic
Oceanic components
87 Seasinger's equipment Augmented Seasinger's robe top and Seasinger's robe top.
Resilient
Resilient components
87 Tetsu equipment Augmented Tetsu body and Tetsu body.
Silent
Silent components
87 Death Lotus equipment Augmented Death lotus chestplate and Death lotus dart.
Avernic*
Avernic components
89 Twin Furies drops Augmented Blade of Nymora and Crest of Zamorak.
Cywir*
Cywir components
89 Helwyr drops Augmented Wand of the cywir elders and Crest of Seren.
Ilujankan*
Ilujankan components
89 Vindicta & Gorvek drops Augmented Dragon rider lance and Crest of Zaros.
Shadow*
Shadow components
89 Gregorovic drops Augmented Shadow glaive and Crest of Seren.
Ascended
Ascended components
99 Ascension and Sirenic equipment Augmented Elite sirenic hauberk and Ascension crossbow.
Noxious
Noxious components
99 Araxxi drops Augmented Noxious bow and Araxxi's eye.
Rumbling
Rumbling components
99 Drygore weaponry and Mazcab raids armor Augmented Drygore longsword and Teralith Cuirass.
Ancient Components*
Material Level General Sources Specific Sources
Classic+
Classic components
85 Archaeology materials of any level and restored artefacts below level 70. Hookah pipe, Opulent wine goblet, and Soapstone.
Historic+
Historic components
85 Archaeology materials of any level and restored artefacts below level 70. Hookah pipe, Opulent wine goblet, and Soapstone.
Vintage+
Vintage components
94 Restored artefacts, easiest above level 70. Larupia trophy, Night owl flight goggles, and Xiphos short sword.
Timeworn+
Timeworn components
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
Corporeal components
Unlocked from the Dwarven Tech Tree.
Pestiferous
Pestiferous components
Unlocked from the Goblin Tech Tree.
Avernic
Avernic components
2,500+ Reputation with the Zamorak faction in the Heart of Geilinor.
Cywir
Cywir components
2,500+ Reputation with the Seren faction in the Heart of Geilinor.
Ilujankan
Ilujankan components
2,500+ Reputation with the Zarosian faction in the Heart of Geilinor.
Shadow
Shadow components
2,500+ Reputation with the Sliske faction in the Heart of Geilinor.
Classic
Classic components
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site.
Historic
Historic components
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site.
Vintage
Vintage components
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site.
Timeworn
Timeworn components
Ancient gizmos unlocked via Torn blueprint fragments from the Stormguard Citadel Dig Site.


Core Devices


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.


Augmentors

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 Base parts 45
Flexible parts Flexible parts 45
Tensile parts Tensile parts 45
Enhancing components Enhancing components 8
Powerful components Powerful components 7
Gains
Invention Experience: 495 Divination Experience: 100 1 Augmentor


Charge Pack & Divine Charges

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


Equipment Siphons

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
  • 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).

Gizmos

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!

Basic Gizmo Interface

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.

Perk(s) Created

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.

Ancient Gizmo Interface

For more information on what perks exist (and how best to optimize them to your needs), see our Invention Perks Guide.


Training

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
  • Make gizmos and fill them with parts you will likely not ever use, then disassemble them.
    We recommend using spiky parts, as they are never used to manufacture anything with this skill.
  • Manufacture Augmentors and/or Divine charges since you will need them to level up invention later.
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
  • Make Equipment siphons (This method is slow, but will save you a lot of time and effort later. Do not do this exclusively, it will take you years.).
  • Augment weapons and chest armor, train them to level 10, and then disassemble them.
  • Make Fishing rod-o-matics, Hammer-trons, and Pyro-matics, train them to level 10, and then disassemble them.
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
  • Enhanced fishing rod-o-matic
  • Enhanced hammer-tron
  • Enhanced pyro-matic
  • Augmented Guildmaster Tony's mattock

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).


What Should I Augment?


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.


Combat Style Main Hand Two-Handed Off-Hand Armor
Melee
Ranged
Magic
*Black salamanders are hands down the cheapest thing to augment and level up.

Machines and Other Devices


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

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.


Tasks

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.

Noticeboard

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.


Technology

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

Capes of Accomplishment

Invention Skill Cape Set

Once you have achieved level 99, you may visit Doc to purchase an Invention cape for 99,000 Coins.

Invention Master Skill

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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