User:DivineXin

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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
Divine charge.png Divine charge
Divination-Hourglass.pngMake-X GE icon.png
? XP edit-?59,704
Requirements
Divination Divination level?
P2P icon.png Members only
Materials
ItemQuantityPriceTotal
Divine charge (empty).pngDivine charge (empty)120,65120,651
Profit39,053


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).

Level Type Amount Cost
(per energy)
Charges
per limit
Simple parts
per limit
Profit
per charge
1 Pale energy.png: RS3 Inventory image of Pale energyPale 2,000 276,000 (138) 12.5 250 -236,947
10 Flickering energy.png: RS3 Inventory image of Flickering energyFlickering 1,000 163,000 (163) 25 500 -123,947
20 Bright energy.png: RS3 Inventory image of Bright energyBright 900 117,900 (131) 27.8 555.6 -78,847
30 Glowing energy.png: RS3 Inventory image of Glowing energyGlowing 850 146,200 (172) 29.4 588.2 -107,147
40 Sparkling energy.png: RS3 Inventory image of Sparkling energySparkling 800 144,800 (181) 31.3 625 -105,747
50 Gleaming energy.png: RS3 Inventory image of Gleaming energyGleaming 700 81,900 (117) 35.7 714.3 -42,847
60 Vibrant energy.png: RS3 Inventory image of Vibrant energyVibrant 650 118,300 (182) 38.5 769.2 -79,247
70 Lustrous energy.png: RS3 Inventory image of Lustrous energyLustrous 550 95,700 (174) 45.5 909.1 -56,647
75 Elder energy.png: RS3 Inventory image of Elder energyElder 500 99,500 (199) 50 1,000 -60,447
80 Brilliant energy.png: RS3 Inventory image of Brilliant energyBrilliant 450 66,600 (148) 55.6 1,111.1 -27,547
85 Radiant energy.png: RS3 Inventory image of Radiant energyRadiant 400 78,800 (197) 62.5 1,250 -39,747
90 Luminous energy.png: RS3 Inventory image of Luminous energyLuminous 350 76,650 (219) 71.4 1,428.6 -37,597
95 Incandescent energy.png: RS3 Inventory image of Incandescent energyIncandescent 225 40,050 (178) 111.1 2,222.2 -997
95 Ancestral energy.png: RS3 Inventory image of Ancestral energyAncestral 100 N/A

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
Price (each) 226 574 510 1,148 646 328
GE limit 25,000 25,000 25,000 10,000 1,000 10,000
Base junk chance 50.5% 4.2% 4.2% 56.0% 56.0% 23.0%
Simple chance
(after junk)
99% 99% 99% 75% 99% 99%
Materials each 1 1 1 2 2 1
Expected simple
per item[notes 1]
0.49005 0.94842 0.94842 0.66 0.8712 0.7623
Price per simple
(per 20)
461.18
(9,223.55)
605.22
(12,104.34)
537.74
(10,754.73)
1,739.39
(34,787.88)
741.51
(14,830.12)
430.28
(8,605.54)
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).

Notes
  1. ^ The expected number of simple parts per item disassembled, accounting for junk chance, number of materials, etc

Disassembly[edit | edit source]