Table of Contents
- General Information
- Getting Started
- Invention Guild
- Discovery and Manufacturing
- Leveling your gear
- Tech Trees
- Recommended leveling methods
- Cape of Accomplishment
To get started on Invention, you must have the following skills up to level 80.
If you do not have these levels, the icon will show up darkly, indicating it is locked.
If you have the levels, it will light up brightly, indicating it is unlocked.
The Invention skill goes up to level 120, however the experience curve is different in order to make early levels slower and higher levels faster. Despite the curve, Level 99 is around 36 million experience, and level 120 is around 80 million experience. Total experience possible in the skill remains 200,000,000 like other skills.
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.
Once you have unlocked Invention, you will receive two new abilities and a special Invention pouch. The abilities are Disassemble and Analyze. The first way you can train Invention with is Disassembling. Using the ability Disassemble, you can turn many items in RuneScape into materials. There are a plethora of materials you can obtain from this method.
Analyze: A spell in your spell-book that analyzes the junk-chance and what an item can disassemble into.
Junk-Chance: The percent chance at which the item will disassemble into junk (nothing). Disassembling higher tier equipment has a lower junk chance.
Dismantle spell: An icon at the bottom of your inventory (or in your spellbook) in which you can drag and drop to dismantle an item. Runes and ammunition and other stackable items disassemble in 50s per action. Everything else is 1 per action.
Disassembling items give up to 12 standard components, plus up to 7 rare components.
Note You can disassemble: Almost anything alchable, (With exceptions on both sides of the table.) and their noted items.
Note You cannot disassemble: Living creatures or objects.
These are the materials you obtain from disassembling which allows you to make devices and perks.
You obtain rarer perks from disassembling higher level items.
Hovering over the icon shows Material Information, which provides information on how you can obtain it.
You can obtain any material at any level, but you will require an Invention level to use certain ones.
For Discovering, you need to gather Inspiration. Inspiration is the main ingredient in blueprints. Inspiration is gathered by skilling in other skills, or by leveling Invention.
You must complete a mini-puzzle at the cost of inspiration to 'discover' new things in invention.
You can reduce the inspiration cost by efficiently completing the mini-puzzle correctly. However these puzzles are different for everyone, and the solutions and parts will be different each time.
You can gain a chunk of experience upon successfully discovering something.
Inspiration: Inspiration is the currency that allows you to do discover new things. You can collect Inspiration points by leveling Invention or activities that generate experience for any skill. You will always be able to gain Inspiration points, but wasting them can make it difficult to unlock new things down the line which is why you should always try and get 'perfect'.
Workbenches can be found in the Inventor's Guild, Keldagrim, Dorgesh-Kaan, Seers' Village, Ardougne and Varrock.
Devices are inventions you can create at workbenches once you've unlocked them. Creating devices requires materials and occasionally energy from the Divination skill. You will be able to sell some devices you create on the Grand Exchange.
There are a handful of primary devices you will use whilst training the Invention skill. Below we have a few of the most important listed.
There are different types of gizmo shells: Weapon, Armor, and Tool.
Gizmos aid you in perk creation and allowing you to equip them to augmented items. These devices will be needed the most in order to train the Invention effectively.
Charge-Pack: Automatically unlocked after the tutorial. The charge-pack will override the degrade system on augmented items. The charge drain is the rate at which you use charges from your charge pack.You can re-charge your charge pack by creating or using Divine charges. Augmentors - They allow you to create augmented equipment by using them on one of many eligible items.
Perks are benefits that provide a status effect while using an augmented item.
In-order to create perks you require materials gained from disassembling and a gizmo shell. There are different types of gizmo shells: Weapon and Armor In the gizmo shell, you can drag and drop the materials to generate a list of possible perks.
Upon clicking Create, the gizmo will randomly select and attach 2 perks out of the list to itself, and you will receive a chunk of experience.
Using the restart button allows you to use another gizmo in your inventory to create perks. Using the repeat button allows you to generate new perks using another gizmo and the exact same materials. Perks with numbers have multiple ranks provide a higher level of degrees of that perk.
Perks can provide negative, neutral, and positive status effects. The best perks are primarily obtained from rare materials. Similar perks do not stack, and they prioritize the higher ranked version of the perk in use. Once a gizmo has perks you will be able to use it on an augmented weapons/armor. Each item can only hold one gizmo with the exception of 2h weapons, which can hold two. You can receive tools to remove gizmos and return augmented weapons and vice-versa.
Augmentation: Use a device known as an Augmenter on an augmentable item. Augmenting an item allows you to level-it-up by gathering combat experience, however it does not change it's stats.
In order to use Augmented items you must have charges in your charge pack. The charge drain is the rate at which you use charges from your charge pack. You re-charge your charge pack by using Divination charges. All your equipment derives from the same charge pack, and therefore if you run out of charge you can't use any augmented items.
You can check your Divine charges and perks on augmented items by left clicking, and selecting "Check"
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Tech Trees are branches of Invention that unlock various devices and materials you can obtain.
Upon starting invention, you unlock the Human (Divine) Tech Tree.
Once you reach level 40, you choose a Tech Tree and are locked out of the other. You can select either Cave goblin or Dwarven. Once you reach level 60 you unlock the Tree you didn't select.
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Once you've become a master of Invention you will be able to buy the Invention cape from Doc, who can be found in the Invention Guild, for 99,000 coins. Your cape will become a Invention cape (t) if you have another skill at level 99.
True mastery is achievable at level 120 Invention, which is 80,618,654 (Approximately 80 million) experience. You will be able to buy the Invention Master Cape from Doc, who can be found in the Invention Guild, for 120,000 coins.
This Skill Guide was written by DarkPyroNinja and Rooskii.. Thanks to Jarkur, DarkPyroNinja, and Rooskii. 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 Sun, Mar 05, 2017, at 09:05:55 PM by Quick Art.
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