Hello, To anyone stumbling onto my page, I don't really work with web development, but I am interested in keeping some notes for myself. If anybody finds interest in the same topics I do, please feel free to check out this page in the future.
The main page will look patched together, mainly because it's been ripped from the Divine Charge page.
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This is for Bolding, and this is for hyperlinking thing A divine charge is an Invention device created by filling an empty divine charge with divine energy. When consumed, it adds 3,000 charges to the charge pack. It can also be used to add 3,000 machine charges to a generator.
Different types of divine energy can be used to create a divine charge. The amount of divine energy needed scales to the tier of the divine energy. Making a divine charge takes four game ticks.
An alternative way to creating a divine charge is to use a Divine-o-matic vacuum, which creates filled divine charges when gathering divine energy. Players must first add empty divine charges (up to a maximum of 100). The profit made from each divine charge is 39,053 coins.
On death, any augmented equipment that is not protected will drain two hours' worth of divine charges when it is recovered; e.g. if a charge/second drain weapon with one charge is not protected, it drains 7,200 charges on recovery. If the player is carrying multiple divine charges, they will all be lost upon death.
Creation[edit | edit source]
- Divine-o-matic vacuum
|? XP edit||-||?||59,704|
|Divine charge (empty)||1||20,651||20,651|
Divine energy cost[edit | edit source]
All types of divine energy have a buying limit of 25,000 on the Grand Exchange. The "profit per charge" is calculated taking into account the value of crafting an empty divine charge and selling it on the Grand Exchange (20,651 coins).
The energy's normal Divination level requirement is not required when making divine charges (e.g. Incandescent energy can be used to make charges without level 95 Divination).
Simple parts cost[edit | edit source]
Six suggested items to disassemble for simple parts are maple logs, acadia logs, magic logs, gold bars, maple incense sticks and harralander tar, due to the low cost, reasonable junk chance, and high availability.
|Maple logs||Acadia logs||Magic logs||Gold bar||Maple incense sticks||Harralander tar|
|Base junk chance||50.5%||4.2%||4.2%||56.0%||56.0%||23.0%|
per item[notes 1]
|Price per simple
|Simple per hour||1470.15||2845.26||2845.26||1980||2613.6||2286.9|
|Effective hourly price||678,003.78||1,722,008.26||1,530,010.11||3,443,992.2||1,468,189.8||984,007.33|
Disassembling gold bars gives simple parts about 35% faster than disassembling maple logs, however it costs 3.8 times as much. Disassembling harralander tar gives them even faster while being 0.9 times more expensive than disassembling maple logs. Maple logs are more easily available to ironmen via Managing Miscellania than either of the others.
With the release of Menaphos, acadia logs are another possible option for simple parts. The extremely low junk chance makes them one of the fastest sources - obtaining almost twice as many simple parts per hour, at 1.3 times the price.
For even cheaper simple parts, one can buy flatpacks (disassembly calculator) on the Grand Exchange, as there are many worth under 100 coins, and they share the same disassembly category as bars (thus 75% simple, varying junk - many mahogany and teak items are both very cheap and almost never give junk). The main issue with this is the unreliable supply, and the very low Grand Exchange buy limit (only 100 per 4 hours).
- ^ The expected number of simple parts per item disassembled, accounting for junk chance, number of materials, etc
Disassembly[edit | edit source]
|Disassembly category||Default disassembly items|
|Item quantity required||1|
|Base junk chance||98.9%|