Invention training

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Invention is an elite skill with several unique methods of gaining experience, involving both combat and non-combat activities. Players can speak with Doc in the invention guild to begin the Invention tutorial, which both outlines the skill and guides players through the first few levels of training.

Unlocking[edit | edit source]

In order to unlock the Invention skill, players must first have at least level 80 in Crafting, Divination, and Smithing.

Players who meet these requirements should head to the Invention guild, South West of the Dwarven mine and North East of the Falador lodestone.

Speaking to Doc begins the tutorial, covering the key concepts of training - Discovery, Materials and Manufacturing, Augmenting, and Perks.

Discovery[edit | edit source]

Discovery interface used to discover new inventions, accessed by clicking the left-side of the inventor's workbench.

Though each set of blueprints is available at a set Invention level, they need to be unlocked through the Discovery process in order to be used, which can be done at any Inventor's workbench (such as the one in the Invention Guild). The tutorial guides the player through the discovery of the charge pack, the augmentor, and the weapon gizmo shell.

Each discovery yields a sizable chunk of experience which can be boosted using boosts such as advanced pulse cores, the Wise perk, super invention potions, and extreme invention potions.

Discovery experience rewards are affected by Double XP Live bonuses, and therefore are recommended to be saved if possible for the extra experience gain.

Materials[edit | edit source]

Huge bladed rune salvage detail.png

Like any artisan skill, Invention requires specific materials in order to manufacture products. Most items that can be alchemised can be disassembled into an assortment of materials. These materials are stored in the invention pouch, accessed using the Invention.png icon from the inventory. Precisely what materials are likely to received can be checked with the Analyse ability. Materials are grouped into four categories: common, uncommon, rare, and junk. Items that are considered "low-level" tend to produce a lot of junk (which can be turned into Refined components), with higher-leveled items being more likely to produce desirable components (e.g., a bronze item has a very high junk chance while a runite item has a much lower one). Disassembling items that took more resources to create also tend to yield more components (i.e., even though a runite helmet and a runite platebody are the same tier of item, the platebody yields a larger number of materials when disassembled). While most common and uncommon materials come from a wide variety of sources, some rare components are specific to a single item or set of items (e.g., the only source of Shifting components are chaotic weapons and Khopesh weapons).

Generally players seek to find a balance between junk rate and cost. Adamant salvage is often a happy medium, though Sir Vyvin's shop of White equipment is a good resource for many common and uncommon components. Another great source of items for disassembly are the various weapon and armour shops across Gielinor (Varrock Sword Shop, Zaff's Staff's, etc.). These shops typically sell decent items for disassembly for below GE value.

Materials are primarily used to manufacture items, though they can also be used to add an assortment of perks to weapon and armour gizmo shells. A complete list of devices, their function, and the materials needed to make them can be found here.

The cost-effectiveness of items for gathering components can be compared with Calculator:Disassembly by category and Calculator:Disassembly by material.

Augmenting items[edit | edit source]

Augmentor detail.png

To augment an item, players need an augmentor, which is manufactured with a number of divine energy (the amount depends on the tier; for example, it can be 2,000 pale energy or 225 incandescent energy), 45 Base parts, 45 flexible parts, 45 tensile parts, 8 enhancing components, and 7 powerful components. The augmentor can then be used on any augmentable item in order to allow the player to level that item up in order to gain Invention experience at a later time. The player may also optionally add gizmos to it to gain perks.

Perks[edit | edit source]

Up to 5 types of materials can be exchanged for a perk. The perk received is based on chance, depending on the materials, with junk components giving almost useless or negative perks. A list of perks that can be gained can be seen when adding materials to your gizmo shell. When creating the gizmo, one or more of those is selected. Some perks have ranks, from 1 to a max rank of 2 to 5.

Useful perks for training Invention include:

Gizmos[edit | edit source]

Tool gizmo detail.png

Gizmos can only be added to augmented items. A weapon gizmo shell can be manufactured with 10 blade parts, 5 crafted parts, and 2 strong components. They can then be charged with other materials (obtained from disassembling) to create perks. Creating gizmos gives some experience, but is not meant to be the main source of experience.

Experience[edit | edit source]

After augmenting items, players are then able to level them up by using them to gain base experience. For example, an augmented weapon is levelled up by using it in combat. Doing so drains energy from the charge pack. The rate of drain depends upon how many augmented items are being used at the same time and the tiers of the items. Higher-tiered items drain energy more quickly.

Players can disassemble augmented items for materials and experience. Beginning at level 27, players can discover and construct equipment siphons to extract experience without destroying the items. Siphons are single-use, and the experience gained from siphoning an item is the same as if disassembling it two levels lower.

The experience gained from disassembling and siphoning augmented equipment is also based on the tier of the item, for example a t70 Black salamander would give less experience than a t80 Hexhunter bow.

This experience cannot be boosted.

Obtaining components for augmentors[edit | edit source]

Base Parts[edit | edit source]

Tensile Parts[edit | edit source]

Flexible Parts[edit | edit source]

Enhancing[edit | edit source]

Powerful[edit | edit source]

Obtaining components for divine charges[edit | edit source]

Divine energy[edit | edit source]

Any kind of energy obtained from divination will do, and energy of higher level are required in less quantities compared to lower ones. It is recommended to save them up while training Divination and not to use "Convert to enhanced experience" when converting at a rift. Energy can also be purchased directly from the Grand Exchange.

Be aware that because one requirement of unlocking Invention is level 80 Divination, and players can already gather memories with quality up to Brilliant memory, this method serves as an inexpensive alternative as opposed to buying energy.

Simple Parts[edit | edit source]

Currently, disassembling logs provides a stable income of simple parts as opposed to most other items.

Maple logs are among the most cost-effective items to yield simple parts.

Training methods[edit | edit source]

Levels 1–4[edit | edit source]

Completion of the Invention tutorial yields at least 2615 experience (a maximum of 287 experience short of level 4). If players do not have level 4 after they have finished the tutorial, they can quickly disassemble items to make up for any remaining experience (for instance, disassembling a yew shieldbow gives 12 experience).

Levels 4–27[edit | edit source]

Once players reach level 4, they should immediately research the maximum equipment level 5 blueprint. Once this is done, roughly 186,000 experience is needed for level 27. The fastest way to gain this experience is by augmenting 2 tier 70-75 equipment and training their items to level 5 (players should save expensive or higher-tiered gear until later). Disassembling a level 5 item grants 91,800/99,900 experience, for tier 70/75 respectively (see below for more details about levelling equipment).

The quest Back to the Freezer gives 10,000 Invention experience to players who have completed the tutorial.

Players may also disassemble high level items like magic shieldbows. Since they are relatively high level items, they will have a low base junk rate and give a decent amount of experience. They are also cheap and can be bought in large quantities.

Divine Charge Crafting[edit | edit source]

A cost-effective but slow method for training Invention is to mass-disassemble common items for simple parts and then craft divine charges with them. Items such as magic logs have extremely low junk chances and will disassemble almost 1:1 into simple parts while providing 2 invention XP per item. Crafting divine charges with 20 simple parts and a number of divine energy (such as 225 Incandescent energy) will yield 220 invention XP and 80 divination XP, and the resulting charge will sell on the Grand Exchange for a small profit.

Since many different types of energy can be used to craft the divine charge and many items disassemble into simple parts with a high rate, grand exchange limits will not slow you down from grinding in this manner, but using different items will change the break-even point on cost. To get from level 5 to 22 using this method will require approximately 6,972 magic logs and 74,700 incandescent energy or equivalent, and will only take around 2-3 hours. At around level 22, discovering all of your recipes with perfect optimization will then provide enough XP to get you to level 24 on DXP.

Levels 27+[edit | edit source]

At level 27, players unlock the ability to train augmented equipment to level 10. One relatively cheap option for training these levels is by augmenting black salamanders, as they are easy to obtain and have a lower cost than most other augmentable weapons.

Alternatively, players can consume an extreme invention potion and gain up to 17 Invention levels statically. Upon doing so, players can then go to an Inventor's workbench and choose the "Discovery" option to discover blueprints above their current level. This will yield quick generated experience, as long as the player ensures that each discovery is "Perfect". Although the experience rate is not as fast as training through combat or skilling, this is a method to maximise your Invention Level.

Combat[edit | edit source]

One of the fastest methods of training Invention is using augmented weapons and armour. If you plan to disassemble the augmented equipment, then it should be trained to level 10, as this maximises the amount of experience gained without wasting your time. Disassembly is only recommended for cheap equipment or if needing the item's components for perks, as higher leveled equipment is extremely costly and would not justify the cost/experience ratio. However, if you plan to siphon the equipment, they should be done at level 9 or 12. As shown in the tables from Calculator:Equipment experience by tier, training to level 9 maximises invention experience per item experience (roughly 20k extra invention experience per item), at the cost of extra siphons; training to level 12 maximises invention experience per siphon, at the cost of extra time and charges spent levelling the item.

The Shadow Reef and worlds 80+ Shattered Worlds are ideal places to specifically level up augmented gear due to the high health, quantity and experience that the monsters inside provide. Two-handed weapons provide better experience rates compared to main-hand, body/leg armour and off-hand weapons. It is also recommended to grab several XP Capacitor 5000s as fully charged capacitators can be bought off the Grand Exchange and essentially double item experience, significantly increasing experience rates.

Skilling[edit | edit source]

An alternative to combat is to train tools to gain Invention experience. Tools offer a less intensive method to train Invention at an overall lower Invention experience rate (mostly because only one item is trained at a time). An exception to this is using an augmented crystal fishing rod at the Fishing Frenzy activity at the Deep Sea Fishing Hub. At level 99 fishing, at least 26,300 item experience per hour can be obtained via this method. This can be increased through the use of the Fishing Outfit or Shark Outfit, as well as adding the perks Enlightened and Wise via gizmos. One can reach item level 9 in just over 2 hours of play; and level 12 in just over 3 hours of play. Once the initial time investment in discovering how to make them is done, the cost of creating new crystal fishing rods is negligible, rendering them a less costly item to disassemble than the much more expensive top tier combat weapons and gear or other crystal tools like the hatchet and pickaxe. Tools also drain charge at a much lower rate, reducing cost.

Augmenting tools requires research at level 22: augmented hatchets, pickaxes, mattocks and/or the fishing rod-o-matic. Tools benefit from having higher Woodcutting/Fishing levels to access higher experience rate methods, as the equipment experience rate is directly tied to the base skilling experience rate for that tool. The fishing rod-o-matic functions as an augmented item but does not require an augmentor. Due to the time investment and cost to obtain it, crystal hatchets and pickaxes are generally siphoned and not disassembled.

These are the augmentable tools and ideal methods for training tools:

Skill Tools Methods
Woodcutting Woodcutting (see also
pay-to-play Woodcutting training)
Fishing Fishing (see also
pay-to-play Fishing training)
Mining Mining (see also
pay-to-play Mining training)
Firemaking Firemaking (see also
pay-to-play Firemaking training)
Smithing Smithing (see also
pay-to-play Smithing training)
Archaeology Archaeology (see also
archaeology training)

In the event that there are multiple identical augmented tools in one's bank - such as augmented crystal hammers - and a bank preset utilising the equipment tab is used, the preset will cycle through each of the augmented tools; each time prioritising the one with the lowest item experience. As such, it is advised to keep only one version of an augmented tool at a time or to not use the equipment tab when creating a bank preset.

Another fast levelling option would be to use super or extreme invention potions to boost your level and discover the highest level improvements you can.

Levelling up combat items[edit | edit source]

Equipment experience for combat items is a function of combat experience, so you generally want to choose a monster that gives fast combat experience rates. Equipment experience for items is gained per hit, so other forms of damage (e.g. familiars) does not grant equipment experience. The important factor is damage dealt personally, so other means of damaging the enemies can still be used to increase combat experience rates without hurting equipment levelling too much.

The damage inflicted by the propagating abilities Corruption Shot and Corruption Blast counts for your equipment level. Using them on large pack of enemies (such as in the God Wars Dungeon 2) is particularly efficient to level up a range or magic weapon, even if a kill is not performed and fewer combat experience is obtained. The fastest way to gain Invention experience is to do ED3 quick runs (kill every NPC up to Crassian Leviathan, then repeat). Every run completed will give around 100K experience for your combat style. It will take a maximum of 8 runs to get level 10 on legs and body and around 9 runs for level 12 weapon. Doing 8 runs of ED3 will take around 50 minutes, which for tier 90 armour and weapons, gives over 1.5M Invention experience per hour. An alternative way of levelling up ranged equipment very rapidly is via Shattered Worlds, although it has high gear requirements. Unlock the hardest world you can reach, and then repeatedly leave and rejoin until you get the 'Feeling pumped' mutator, which has a chance of giving you infinite adrenaline. Use a Dark Bow special attack stored in an Essence of Finality non-stop until the adrenaline buff expires - this lets you quickly deal a lot of damage. Mechanised chinchompas in the mainhand slot increase the total damage further, assuming enemies are grouped up, but this means only the offhand, body and legs can receive invention experience. High-level Shattered Worlds gives good invention experience in general, and can be used with other styles or without an Essence of Finality, although it will not reach the same speeds of levelling up invention gear.

Summary[edit | edit source]

There are four basic ways to train Invention to level 99, with the method of choice applied right after you complete the tutorial.

To offset costs when levelling gear to disassemble, it's recommended to take advantage of any untradable items you may have in your bank, as in a sense the items are prepaid. Examples include Korasi's sword, Balmung, Enhanced excalibur, the Crystal bow from the elf quest series, Chaotic equipment, superior Player-owned port armour, and Player-owned port magic/melee weapons.

Alternative methods of gaining experience[edit | edit source]

Discovery[edit | edit source]

While discovery is not the main source of experience, discovering all blueprints ranging from levels 1 to 118 yields over 10.8 million experience. This can be gained earlier than intended with the release of invention potions and their super and extreme variants. It should be noted that Discovery is affected by Double XP Live, and may be a wise choice to save up level 90+ Discoveries for an impending event, then boost with an Extreme invention for large sums of xp.

Experience lamps and bonus experience[edit | edit source]

After an update on 25 July 2016[1], experience rewards (such as lamps and stars) are able to be redeemed on the Invention skill. This includes all conventional methods of gaining extra experience, such as Tears of Guthix, quest lamps, and more. In order to gain experience in Tears of Guthix, Invention must be unlocked with the least experience out of all the skills or with a level lower than 120 when other skills (excluding Dungeoneering, Slayer, Farming, and Herblore) are at least level 99. However, lamps and stars redeemed on Invention give half the XP amount they usually would, leaving this as a less efficient choice in the long run compared to XP boosting another skill the player has trouble with.

Effigy Incubator[edit | edit source]

Effigy Incubator is a monthly five-minute D&D event. Constructing unstable effigy (uncharged) gives 2,500 Invention XP each. Each effigy requires 20 enriched nicknacks which also gives about 10 Invention XP each. Usually 160 materials can be gathered to make 8 effigies giving about 22,000 Invention XP a month.

Besides the five-minute monthly event, regular (non-enriched) nicknacks may be obtained at about 30 per minute. Any extra enriched materials or regular (non-enriched) materials can be given to Vicendithas for 1 point each in The Effigy Incubator Reward Shop.

Completing quests[edit | edit source]

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

The only quest to offer Invention experience is Back to the Freezer with 10,000 experience (which is saved if you are yet to finish the tutorial).

References[edit | edit source]