Invention

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Invention.png
Audio options icon.png
The level-up jingle

Invention, an elite skill, allows players to get new materials by disassembling items. Players can use the materials to manufacture discoverable devices and augment some high-level armour, weapons, and tools with perks. Augmenting items causes the item to use Divine Charges from their charge pack, instead of degrading in the case of degradeable gear. Invention is RuneScape's 27th skill and the first elite skill. Players require level 80 Crafting, Divination and Smithing to access Invention.

Invention is the second skill (after Dungeoneering) to have a level cap higher than 99. It has both a cape of accomplishment and a master cape of accomplishment, both of which are sold by Doc and have similar emotes. A retro style cape of accomplishment was also released.[1]

Level-up table[edit | edit source]

Starting out[edit | edit source]

The rewards for completing the tutorial "quest".

Players can start by going through a tutorial for Invention by speaking to Doc inside of the Invention Guild, north-east of the Falador lodestone. While working on the Invention skill, players help to develop the guild.[2] During the tutorial, the player's tool belt is upgraded to include a charge pack, material pouch, and inventor's tools.

In addition to the Invention Guild, there are seven other Inventor's workbenches across Gielinor:

  1. Ardougne, furnace west of church
  2. Dorgesh-Kaan, Oldak's laboratory
  3. Keldagrim, anvil in western part of the Consortium building
  4. Seers' Village, anvil
  5. Varrock, anvil south of west bank
  6. Yanille, anvil south of bank
  7. Fort Forinthry, workshop after building tier 1

Training Invention[edit | edit source]

There are three basic ways to train Invention after the tutorial:

  • Leveling equipment that may be siphoned or disassembled to gain the item experience as Invention experience.
    • Disassembling augmented equipment destroys the item in the process
    • Siphoning will keep the equipment, for a penalty to experience gained.
  • Creating gizmos by using materials in a gizmo shell.
  • Creating items, such as equipment siphons and pogo sticks.

Additionally, making new discoveries at an Inventor's Workbench awards Invention XP.

Bonus experience[edit | edit source]

Between the skill's release and 25 July 2016 there was an Invention amnesty where players could not gain direct or bonus experience in Invention from sources such as experience lamps, stars, books, the Jack of trades aura, and Distractions and Diversions.

Since 25 July 2016, players have been able to use bonus experience and gain direct experience through lamps on Invention provided that they have completed the Invention Tutorial. Since Invention is an elite skill, the experience rewards are halved when they are not level-dependent; when they scale by level, double amount of rewards are needed to progress one level compared to regular skills. Until 19 September 2016, all experience rewards used a flat 50% experience reduction.

  • Bonus experience is applied when disassembling or siphoning tools or combat equipment but other boosts will not.
  • During Double XP Live, item experience and Invention experience not given by disassembling or siphoning augmented items are boosted by 50%. Other modifiers, including Clan avatars and the Wisdom aura, are also applied to items' experience gains rather than Invention experience from disassembly. Disassembling or siphoning augmented items receive no boosts during Double XP Live.
  • Ancient effigies do not have an Invention skill requirement to open them, but it is possible to use a Dragonkin lamp on Invention.
  • It is possible to use the Jack of trades aura reward on Invention. The reward now is 50% of the reward that they give to regular skills, scaled on how many rewards are needed to progress one level.

Lamps and stars from Treasure Hunter are an exception, and they grant much more experience to Invention than to any other skill. The formula is unknown, but the Invention experience at level 43 or above surpasses experience for other skills even at the maximum of 98+.

Specialisation and tech trees[edit | edit source]

While leveling Invention players are able to pursue specialisations by choosing different tech trees. The type of tech tree that the player selects determines what items can be unlocked and manufactured first by providing different sets of blueprints. Invention features 3 tech trees: human, cave goblin, and dwarven. All players use the basic human tech tree when they begin training the skill. Once the player reaches level 40 they are given the option to specialise in either the cave goblin tech tree or dwarven tech tree. The other tech tree becomes available at a later level and is not locked out by choosing the other.

Discovery[edit | edit source]

Concept art of the workbenches. Human tech to the left. Cave goblin tech at the top and dwarven tech on the right.

At an Inventor's workbench, using their current blueprints, the player can discover new materials, devices, and machines in a process called discovery.[3] Unlocking a new device or material will give a one time chunk of experience after which the player will be able to build and use the device or material.

The discovery process involves a micropuzzle where the player arranges modules to optimise the experience earned for their discovery. The process indicates how well optimised the modules are, with each optimisation level providing additional XP. At the least optimised "Poor" level, no additional XP is awarded. Satisfactory awards +100%, Good +200%, Excellent +300%, and Perfect +400% (effectively five-times the base XP). The ideal order of modules is random for each player. Each level informs you how far you are from Perfect. Excellent is 2 parts out of order, Good is 3 parts out of order, Satisfactory is 4 parts out of order, Poor being all 5 are out of order. By using this you can quickly make it to perfect by paying attention to the ordering and what optimisation you are shown.

The solution for each puzzle remains the same for each player. Therefore if you use an Invention potion to boost your level, but it drops before you finish, take a screen shot of the puzzle solution. Then when you boost again, you can solve it using the saved solution.

Prior to an update on 18 September 2017, discovery required the use of Inspiration.

Disassembly and materials[edit | edit source]

A player disassembling an item

Players are able to break down items (including noted stacks) by dragging them into their Invention pouch, which is located in the inventory interface, next to the bond pouch, or by using the Disassemble ability from their spellbook.[4] This gives a small amount of Invention experience and produces materials. Each item also has a junk chance dependent on its tier.[1]

The materials produced are a mixture of common materials, called parts, and rarer materials, called components. Components have more powerful applications than parts.[2] Some specific components are only obtainable from particular items. Players are able to obtain materials even if they do not have the Invention level required to use them. It is possible for an item to give up to 12 standard components as well as up to 7 rare components upon being dismantled. The number of materials given will depend on the value, nature and size of the item dismantled.[1]

Obtained materials are stored in the weapon or armour gizmo shell interface, with the tool gizmo shell interface. Materials can be used to create devices or to augment weapons or armour, after the player has unlocked the ability to do so.

Players are able to use the Analyse ability to determine the materials that may be obtained from breaking down an item. This opens the Material Analysis interface which will display the junk chance rate for the item, as well as a list of the materials that may possibly be gained from it. Materials are rated as being obtained often, sometimes, rarely, or special.

Augmenting items[edit | edit source]

Players are able to augment certain tools, weapons, shields, torso-, and leg-slot armours. To do so, one must first build and apply an augmentor to an item. The augmented item can then have a gizmo with perks applied to it and be levelled up. Augmenting an item will make it untradeable and you will not be able to return an item to its original tradeable version without using an Augmentation dissolver.

Perks are mechanical effects that may be positive or negative. Some perks are new, though most are generally already found elsewhere in the game. For example, the occasional damage reduction effect of Warpriest of Saradomin armour can be granted by a perk, though it is less effective than this armour's effect (equivalent to wearing around 3 pieces of the set).[2]

To create perks, a player must craft and fill a gizmo shell or ancient gizmo shell with materials. Each gizmo shell has 5 slots that can be filled and ancient gizmo shells have 9 slots. After filling the gizmo shell, the player will be able to choose which perks they wish to make out of the range of possible perks that can be made from the materials inserted. Gizmos can be socketed onto an augmented item to impart its perks to that item. Creating a gizmo will grant Invention experience for each material that is used up. Using rarer materials grants more experience.[2]

Each material may produce a variety of perks. Additionally, perks may be of different tiers – up to 5 ranks for certain perks[5] – and materials are weighted in their likelihood of making different levels of a given perk. Materials are balanced so that adding the same material to all 5 slots of a gizmo shell will result in the creation of 1 slightly negative perk and 1 slightly positive perk; therefore, players will need use a mixture of different materials – aiming to leverage the positive effects of each and avoid the negatives of each – in order to create a gizmo with a net-positive effect.[2] The term "prototyping" refers to this process of trying to create useful gizmos from experimenting with different combinations of perks.

Maximum number of gizmos[edit | edit source]

Two-handed weapons allow the attachment of two gizmos, each with up to two perks, while only one gizmo may be attached to one-handed weapons or shields. However, tools can have two tool gizmos even though they're one-handed, and they can be combined with another gizmo on an off-hand weapon or a shield.

The maximum number of perks is twice the number of gizmos. However, to get two perks on the same gizmo, the levels might be limited by the maximum number of materials, or the gizmo might take more attempts to make. Some perks use up both slots and can't be combined with a second perk.

Purpose Type Main-hand Off-hand Body Legs Total gizmos
Weapon Armour Tool
Combat Two-handed 2 weapon gizmos NA 2 armour gizmos 2 armour gizmos 2 4 0
Dual-wield 1 weapon gizmo 1 weapon gizmo 2 4 0
One-handed with shield 1 weapon gizmo 1 armour gizmo 1 5 0
Skilling[n 1] With off-hand weapon 2 tool gizmos 1 weapon gizmo NA NA 1 0 2
With shield 2 tool gizmos 1 armour gizmo 0 1 2
  1. ^ Wearing an augmented body and legs could add another four armour gizmos to a skilling setup. However, a skilling outfit is almost always better unless skilling in a dangerous area. Most skilling perks can only be added to tool gizmos, and one weapon or armour gizmo is usually enough for the exceptions (such as Wise).

Levelling up items[edit | edit source]

Once an item has been augmented it will gain experience and advance levels when it is used in combat. Levelling an item increases the experience and materials received when disassembling it. The maximum level achievable is dependent on research.

An augmented item receives a proportion of the base combat experience that the player earns when killing a monster. The base value, which applies to armour and main-hand weapons, is 4%; two-handed weapons gain 50% more for 6% total, and off-hand weapons gain half as much for 2% total. Killing players does not increase the gear's experience.

Levelling a piece of equipment from level 1–10 increases the amount of stored Invention experience that is contained within it each time that its level increases. Although items can be levelled up to a maximum of level 20 at level 99 Invention, the maximum amount of experience that can be earned from an item caps at item level 10, with equipment siphons requiring level 12 to get the same amount.

There are two options when claiming the experience from augmented items:

  • Fully disassemble both item and any gizmos for full Invention experience and materials.
  • Use an equipment siphon, retaining both the item and any perks, for experience equal to disassembling it at 2 levels lower. The equipment siphon can be made by the player at level 27 or bought from the Grand Exchange. The equipment dissolver needs to be unlocked first then it will give the option to learn to make the siphon.

Any augmented equipment that has the same level will give the same amount of Invention experience when disassembled. However, it should be faster to level higher tier equipment as equipment's experience gains are dependent on the amount of combat experience earned by the player. Additionally the rate of levelling will be balanced by number of slots; so a two handed weapon will level twice as fast as a one handed weapon and as fast as dual wielded weapons.

Players will need to use their charge pack from the tutorial to run their augmented equipment. The player's charge pack will be stored on their character's tool belt and will be shared by all augmented equipment that the player uses. It is powered by divine charges created from divine energy. The amount of divine charges used by an item will depend on its drain rate. Using higher level divine energy should be more economical for creating divine charges. It will cost 225 incandescent energy to create a divine charge, or larger quantities of lower-tier energy. On death, any augmented equipment not protected drains 2 hours worth of drain rate from the charge pack; e.g. an item that drains 1 charge/second will drain 7200 charges.

The following table is based on tier 80 equipment.
Item
level
Item
experience
Extra Invention experience (tier 80) Item level effects[note 1]
Disassembly Siphon GP/XP
1 0 0 N/A N/A
2 1,160 9,000 Disassembling this item has a 50% chance to return installed gizmos.
3 2,607 27,000 Disassembling this item gives double materials.
4 5,176 54,000 9,000 2.97 Disassembling this item never gives junk.
5 8,286 108,000 27,000 0.99 This item drains 10% less charge when used.
6 11,760 144,000 54,000 0.50 Disassembling this item gives triple materials.
7 15,835 198,000 108,000 0.25 Disassembling this item gives an extra random uncommon material.
8 21,152 270,000 144,000 0.19 Disassembling this item returns all installed gizmos.
9 28,761 378,000 198,000 0.14 Disassembling this item gives quadruple materials.
10 40,120 540,000 270,000 0.10 Disassembling this item gives the maximum extra Invention XP.
11 57,095 378,000 0.07 N/A
12 81,960 540,000 0.05 Siphoning this item gives the maximum extra Invention XP.[note 2]
13 117,397 0.02 Siphoning this item has a 50% chance to not consume the siphon.
14 166,496 This item drains 12.5% less charge when used.
15 232,755 This item can now be used with an Equipment separator.
16 320,080 0.00 Siphoning this item will no longer consume the siphon.
17 432,785 Using the Equipment separator on this item has a 25% chance to not consume the separator.
18 575,592 This item drains 15% less charge when used.
19 753,631 Using the Equipment separator on this item has a 50% chance to not consume the separator.
20 972,440 Helpful perks will activate 10% more frequently.[note 3]
  1. ^ As seen in the Check Invention interface.
  2. ^ Although siphoning an item at level 12 gives the most extra Invention XP, siphoning an item at level 9 gives the greatest Invention XP/Item XP, or Invention XP/hour.
  3. ^ The boost acts multiplicatively. See Perk benefits for a list of perks that are known to be affected.

Devices[edit | edit source]

Materials can also be used to create an array of different devices, each with its own use or effect. Some devices are used specifically as part of the invention skill, while others have purposes related to various other skills.

Invention specific[edit | edit source]
  • Equipment siphons are used to extract stored Invention experience from levelled up equipment without destroying the item through disassembly. Instead, its level is reset, rewarding the player with a lower amount of Invention experience than disassembly, equivalent to that which would have been gained from a piece of equipment 2 levels lower.[2]
Other skills[edit | edit source]
  • Mechanised chinchompas are weapons which will do more damage than non-augmented counterparts.[2]
  • Woodcutting, Mining, and Fishing accumulators are charged up when the player fails to gain resources while training skills (similar to urns which fill as resources are obtained) and can be teleported away to gain experience when they are fully charged.[2]

Machines[edit | edit source]

Machines, released as part of Invention Batch II, are built using Construction-like hotspots in the back of the Invention Guild. The first machine built is a power generator, which when powered up with divine charges provides a power source for the other machines, including the alchemiser, auto disassembler, plank maker, partial potion producer, and the automatic hide tanner. Machines are used to automate certain tasks, which are carried out even when the player is offline. Up to six devices can be built (including duplicates, but not including the generator) and each device has two tiers.[6] To invent machines, players must have level 60 Invention.

Temporary boosts[edit | edit source]

There are several regular boosts available to members. None of these boosts stack.

  • Invention potions (77 Herblore Herblore, tradeable) temporarily raise the player's Invention level by 3.
  • Super invention potions (87 Herblore Herblore, tradeable) temporarily raise the player's Invention level by 5.
  • Extreme invention potions (95 Herblore Herblore, not tradeable) temporarily raise the player's Invention level based on the current Invention experience, up to a maximum of +17 around level 55. This buff lasts 6 minutes, after which it will immediately go back to the base level.

Experience-level relationship[edit | edit source]

Invention was originally planned to have a different experience-per-level relationship to previous skills, with the skill being slower to level at lower levels. It was mentioned that the new halfway to 99 level would have been level 77 and not 92. The maximum virtual level for this skill would have been level 150.

However, in a Developer Q&A it was announced that the previously planned experience curve had been abandoned, due to play testers finding the "flatter" experience curve dissatisfying. As a result, Invention now has a more "traditional curve".[7] Level 84 is halfway to 99 (as opposed to level 92 in other skills). Invention is a little slower to progress at early levels compared to other skills, but faster to level at higher levels.[1]

Unlike other skills, the major aspects of Invention are available from level 1, with higher levels unlocking extras such as rarer materials and passive upgrades.[8]

History[edit | edit source]

Invention, along with Divination, was first mentioned by Mod Mark in the fourth live Q&A session. One, Divination, would be a gathering skill like Mining and Woodcutting. At the time, it had the name Inventor. It would be a production skill like Crafting. In a November 2012 Behind the Scenes, the new skills were described as "designed to suit the old-school, yet complement the entire game" since they were modelled "on some of our oldest and dearest content." The August 2013 Behind the Scenes pushed the time for the second skill back to 2014.

During RuneFest 2013 the second skill was revealed to be the Invention skill.

In January 2014, a Power to the Players dragonstone poll included the Invention skill versus the elf city Prifddinas. The winner was the elf city (ETA July/August), resulting in the Invention skill to be developed at a later time.

At RuneFest 2014, it was mentioned that:

When Inventor didn't pass the vote, it really made us question the things we wanted from the update and whether we had missed something.

Why don't we add to and enrich existing skills, rather than just ignoring them in favour of a new skill? What do you think? The decision is up to you.

— Mod Luna[9]

During March 2015, Invention was confirmed to soon be integrated in many skills instead of being a standalone skill, possibly with its own ranking highscores table.[10] On 2 June 2015, Invention was again confirmed to be planned as a skill in a Twitch Q&A stream, but was referred to as an elite skill. This was confirmed in the official podcast of 11 June 2015.[2]

During RuneFest 2015, it was revealed that Invention would allow for perks to be added to items. During this RuneFest a total of 187 perks were shown in a presentation slide. Additionally, concept art from RuneFest 2015 suggested that Invention may include the ability for a player to become a guild master. The player could then be able to build machines and decorations in the guild, using a hotspot system similar to the one used in the player-owned houses system; build various workshops including cave goblin workshop, dwarven workshop, and human Divination workshop, and be able to employ people to work in the built workshops. The examples of NPCs who could potentially be hired included Oldak and Professor Oddenstein.

Plans for machines along with other tech trees were confirmed to be scrapped on RuneFest 2016. Instead, minor adjustments to the current way Invention is trained would be done every now and then.

Invention Batch II[edit | edit source]

Invention Batch II was released on 18 September 2017 to address unfinished parts of the skill by introducing new content, especially at higher levels, as well as introducing some quality of life improvements. New content includes the addition of machines to the skill, and 12 new devices. Some of the quality of life improvements included the removal of the Inspiration mechanic, tradeable augmentors, and a toggle for the display of cogs on augmented equipment.[6]

Achievements[edit | edit source]

Skilling pet (Malcolm)[edit | edit source]

Malcolm chathead.png

Like all skills, there is a skilling pet obtainable from training this skill. For the Invention skill, the pet is called Malcolm.

Quests with an Invention requirement[edit | edit source]

Quests for Invention experience[edit | edit source]

Quest Members Experience
reward
Invention
requirement
Other requirements
Back to the Freezer P2P icon.png 10,000 N/A
Total 10,000

Gallery[edit | edit source]

See also[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
  • patch 25 July 2022 (Update):
    • Invention and Archaeology are now correctly restored after fights with certain stats-reducing bosses in the Dominion Tower.
  • patch 13 June 2022 (Update):
    • Tears of Guthix will no longer grant Invention experience if the Invention tutorial has not been completed.
  • ninja 12 July 2021 (Update):
    • Added the ability to customise how perks on equipment are viewed.
      • Augmented items and Gizmo Shells can now display both perk icons and text, only icons, or only text.
      • This setting is found under the 'Invention' menu under the Skills & Experience section of the Gameplay Settings.
    • Skills are now listed in alphabetical order in the Settings.
  • patch 18 August 2020 (Update):
    • Updated the Skill Guide tool-tip for Invention charge drain reduction, to state that the reduction does not affect Invention devices.
  • patch 6 April 2020 (Update):
    • Fixed various issues with the tutorial prompts on mobile during the Invention tutorial.
  • patch 30 March 2020 (Update):
    • Fixed an issue where the Gizmo interface would not repopulate the potential outcomes when dragging a material out of the grid area.
  • patch 24 February 2020 (Update):
    • The Invention Make-X interface has been given some tender loving care:
      • Items are now categorised based on their functionality, such as "Core Invention Items" and "Combat Support". This can be accessed via the dropdown on the interface.
      • All items are now ordered by Invention level where appropriate except in the "Core Invention Items" category. This was an exception to ensure that similar types of items stayed next to each other on the list and that familiarity with this was not lost.
      • Augmented combat equipment has also been re-ordered, starting with Body, then Legs. It's also sorted by tier.
  • patch 3 February 2020 (Update):
    • All smithable items now disassemble into 4 Invention parts or components per bar used in their creation.
      • For example, a 2h sword with no upgrades, which requires 4 bars to create, breaks down into 16 parts or components. An elder rune platebody + 5, which requires 160 bars to create from scratch, breaks into 640 parts or components.
    • Elder rune equipment now has a higher chance of breaking into components rather than parts, compared to other tiers of equipment. Component 1 increased from 3% to 9% per roll. Component 2 increased from 2% to 6% per roll.
    • Breakdown Perk Activation Chance from 0.8% per rank per bar, down to a flat 0.8% per rank.
  • patch 13 January 2020 (Update):
    • Component bag tutorial messages have been updated.
  • patch 2 September 2019 (Update):
    • Made text use the correct skin colour on the Invention materials interface.
  • patch 10 June 2019 (Update):.
    • Reaching Invention level milestones will no longer trigger Divination achievements.
  • patch 7 January 2019 (Update):
    • Smithable items are probably no longer worth disassembling due to the time they take to make.
    • New salvage drops are intended to be alched or disassembled and will be a source of components.
    • Breakdown perk no longer disassembles the smithed item - instead it has a chance to award components as if the item were disassembled.
    • Furnace perk still increases XP gain and reduces ore gain.
    • Honed perk now increases chance for double ore when mining.
    • Rapid perk now smiths faster, but causes heat to be lost faster.
    • Refined perk now increases geode chance when mining.
    • Tinker perk now increases chance for double progress when smithing.
  • patch 3 April 2018 (Update):
    • It is now possible for augmented items that degrade to an inert state (listed below) to reach item Lv20 by combining them with another copy to recharge them. The following rules apply;
      1. Remaining charge of the two will be combined (and any excess lost).
      2. Perks are retained/transferred (only one of the copies may have perks when combining)
      3. The greatest Item XP of the two items is retained (they aren't combined). Dyed objects require the non-dyed variant, and the resultant object remains dyed.
    • Affected augmented items that you can combine;
      1. Augmented sirenic hauberk, chaps and dyed variants.
      2. Augmented malevolent cuirass, greaves and dyed variants
      3. Augmented tectonic robe top, bottom and dyed variants
      4. Augmented refined anima core bodies and legs of Seren, Zaros, Zamorak and Sliske
      5. Augmented superior tops, legs and weapons of Zuriel, Statius, Vesta and Morrigan
  • patch 9 October 2017 (Update):
    • The measure of progress for blueprint discovery has been improved with the addition of 'Very Good', placed between 'Good' and 'Excellent'.
  • patch 2 October 2017 (Update):
    • Missing skillguide entries have now been added for the lab coat, lightbulb hat and Professor title unlocks.
  • patch 31 July 2017 (Update):
    • Invention and Slayer broadcasts are now global when reaching 120 in the skill, and no longer mention "virtual level".
  • ninja 17 July 2017 (Update):
    • A level up message has been added for when a player reaches the levels required to unlock Invention.
  • patch 8 August 2016 (Update):
    • It is no longer possible to repeatedly siphon augmented degrade to dust armour when it has no remaining charge.
  • patch 25 July 2016 (Update):
    • Bonus XP and lamps may now be applied to Invention. Please bear in mind that elite skills use a different XP curve, and XP and BXP is applied at 50% of the normal rates from these methods.
    • Prismatic lamps and stars can now be used in Invention at a reduced rate of 50% of the usual experience.
    • Auras may now be used with Invention, including for Jack of Trades. The Wisdom aura applies its bonus to item XP, rather than direct XP.
  • patch 9 May 2016 (Update):
    • Fixed an issue where sometimes the warning confirmation message was showing the incorrect perks in a gizmo when attempting to dissolve it.
    • The Invention pogo stick is now a level 1 weapon.
    • The information box when augmenting an item will now display on the character instead of over the inventory.
  • update 25 January 2016 (Update):
    • Invention skill added to game.
    • Invention is finally here and the tech-level of Gielinor is about to be pushed through the roof! Get in game today and begin augmenting your gear and discovering perks with this brand-new elite skill.
    • What's Invention all about?
      • Invention is all about changing the way you approach RuneScape and the challenges of Gielinor. It's about augmenting and modifying your gear, adding perks that give new dimensions and possibilities. Build sets of gear that are truly your own, and finally overcome those tricky bosses by inventing items that give you a real advantage - it's all to play for!
      • How about a weapon that you've modified to deal extra damage to demons? What about armour that has a small chance of reducing received damage to just 1? Or how about a mysterious enhanced chinchompa that has dramatically increased destructive power (and cuteness)?
      • Train the skill by disassembling your unwanted items and experimenting with their constituent materials at an Invention workbench. This is the core of Invention - discovering an ever-increasing number of special perks, adding them to your items and creating new ways to quest, skill and fight through Gielinor.
      • As you use your augmented gear, it'll accrue its own XP, levelling in its own right. You'll find this to be beneficial as you make more discoveries and train Invention further.
      • As you level up the skill, you'll be able to branch out into specialisations, determining which type of tech you learn first. Will you prioritise Dwarven inventions, or do the volatile designs of the Goblin tech branch appeal more to your sensibilities? It's up to you!
      • It's also a skill that's about looking good. Ever been jealous of that adventurer with the impressively grand leg armour? Well now you can make your own EVEN BETTER leg armour, with spinning cogs and flashing lights and some strange side-effect that you can't quite put your finger on…
    • New inventions will be added to the game for you to discover each month this year, as part of major updates. There'll be several bigger batches of Invention content, too.
    • Keep an eye on the news for further updates. But for now, we can't wait to see what you come up with, and to see you blazing a trail up the hiscores. To the workbench!

Trivia[edit | edit source]

  • The level 90 weapons seen in the concept art are combinations of currently existing weapons in game, though this concept was scrapped later on.
  • Invention is the fastest skill that a player has reached skill mastery in since its release. The first player to achieve 99 Invention did it within 20 hours of the skill's release. This record was previously Construction with an 8-day lapse.
  • The first player to achieve level 120 Invention did so merely 38 hours after its release, at 00:50:54 GMT on 27 January 2016.
  • The first player to achieve 200 million experience in Invention did so within 6 days after the initial release of the skill.
  • During RuneFest 2015, it was stated that because Invention is aimed at high-level players, they would only allow higher-level equipment to be augmentable in order to prevent dead content. As a result, it was stated that it would only include tier 70+ weapons, armour, and tools, as well as some joke weapons.
  • The skill was stated by Mod Mark in RuneFest 2014 to be mortals' defence against the gods. The Godless were planned on being heavily featured in the skill, but this idea was later scrapped.
  • There are many unused perk icons in the cache, but Mod Shauny confirmed that most of those perks don't have any code.
  • Due to Invention's status as an elite skill, it is treated differently when considering your lowest level. For instance, Tears of Guthix and Guthixian butterflies may not recognise it as your lowest skill due to having more experience than other skills. On the other hand, meteorite chunks and space dust may treat it as one of your lowest levels despite having higher levels of experience.

References[edit | edit source]

  1. ^ a b c d Mod Joe. "Invention Q&A." 21 January 2016. Invention Forums. Page 6Lost reference
  2. ^ a b c d e f g h i Jagex. RuneScape - Invention and Elite Skills RuneScape podcast, 11 June 2015.
  3. ^ Jagex. Mod Stu's Twitter account. 16 January 2016. (Archived from the original on 30 October 2019.) Mod Stu: "Currency of Discovery. Invention blueprints cost inspiration to unlock (discover)."
  4. ^ Jagex. "RuneScape BTS #171 - Inside Invention (part 1)." YouTube video. 14 November 2015.
  5. ^ Jagex. "Invention - New RuneScape Elite Skill teaser!." YouTube video. 19 Jan 2016.
  6. ^ a b Jagex. "Invention Batch 2 Launch." 18 September 2017. RuneScape News.
  7. ^ Jagex. "RuneScape Developer Q&A - 8th December - Ask us anything about 2016!." YouTube video. 9 December 2015.
  8. ^ "RuneScape BTS #176 - Why you need Invention." YouTube video. 19 December 2015.
  9. ^ Mod Luna. RuneFest's Big Reveals.Lost reference*
  10. ^ Mod Kelpie. "Invention – What to Expect." 19 March 2015. RuneScape Forums.