- 1 Basic principles
- 2 Discovery
- 3 Materials
- 4 Augmenting items
- 5 Obtaining components for augmentors
- 6 Obtaining components for divine charge
- 7 Training methods
- 8 Levelling up combat items
- 9 Summary
- 10 Alternative methods of gaining experience
- 11 References
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.
Basic principles[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]
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.
Materials[edit | edit source]
Like any artisan skill, Invention requires specific materials and components in order to manufacture products. Most items that can be alchemised can be disassembled into an assortment of materials. Precisely what materials the player is likely to receive can be checked with the Analyse ability. Materials are grouped into four categories: common, uncommon, rare, and junk. Items that are considered "low-tier" tend to produce a lot of junk (which can be turned into Refined components), with higher-tiered items being more likely to produce desirable components (e.g., a bronze platebody has a very high junk chance while a rune platebody has a much lower one). Disassembling items that took more resources to create also tend to yield more components (i.e., even though a rune helmet and a rune platebody are the same tier of item, a rune 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. 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.
Augmenting items[edit | edit source]
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 often random, depending on the materials, with junk components giving almost useless 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 maximum rank of 2 to 5.
Gizmos[edit | edit source]
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. Immediately after the release of the skill, creating gizmos was the most effective method to train Invention, but this has since been heavily reduced in order to be more aligned with the original intention of the skill.
Experience[edit | edit source]
After augmenting items, players are then able to level them up by using them normally. For example, an augmented weapon can be 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. The experience gained from siphoning an item is the same as from disassembling it two levels lower.
The experience gained from disassembling and siphoning augmented equipment is also based on the level of the item, also known as the tier.
This experience cannot be boosted in any known way.
Obtaining components for augmentors[edit | edit source]
Base Parts[edit | edit source]
- Most weapons and shields from the White Knight shop
- All items from the Varrock sword shop
- All weapons, excluding battleaxes from the Warriors guild armoury
Tensile Parts[edit | edit source]
Flexible Parts[edit | edit source]
Enhancing[edit | edit source]
Powerful[edit | edit source]
- Insulated boots
- Polypore Dungeon Supplies
- Spirit terrorbird pouches
- White magic staves
- Zaff's staff shop
Obtaining components for divine charge[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 80 divination, 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 and Willow logs are currently the most cost-effective items to yield simple parts.
Training methods[edit | edit source]
Levels 1-4[edit | edit source]
Completion of the tutorial yields at least 2615 experience (a maximum of 287 experience short of level 4). If players do not have level 4 by the time they have completed 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 tier 70-75 equipment and training their items to level 5 (players should save 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). This means that disassembling two level 5 items is enough to reach level 27. 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 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 optimisation will then provide enough XP to get you to level 27.
Levels 27+[edit | edit source]
When the player reaches level 27, they should 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.
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. However, if you plan to siphon the equipment, you should train it to 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.
Recommended melee weapons for augment training include the enhanced excalibur, Balmung, and Korasi's sword. These weapons are ideal due to their low cost, ease of replacement, and immunity to price action in the Grand Exchange. Additionally, if the player has enough Commendations or Thaler, Jessika's sword is a very affordable weapon usable for augmentation and disassembly (especially since you can level the weapon during the Pest Control games, making the most of your time). Good ranged weapons to augment are black salamanders, hand cannons and the Royal crossbow. For mages, popular weapons to augment and disassemble include the Abyssal wand and abyssal orb, Crystal staff, Sunspear (magic) and staff of light. It is important to remember that the invention experience rewards scale with tier of weapon.
If using siphons, it is best to use the best gear due to the fact that it gives more experience, the gear levels faster, and with siphons you won't lose your gear. Also you can add perks to them which could increase your standard experience gain and earnings from activities such as bossing or high level slayer.
The fastest method of training Invention that involves combat is currently by using an augmented noxious scythe or augmented dragon rider lance at Abyssal demons at the top floor of the Slayer Tower. This method might be expensive for some players because it uses lots of Aggression potions, Prayer Potions and other supplies such as divine charges. It is recommended to use soulsplit with prayer potions and infernal urns to collect the ashes, because using an Attuned ectoplasmator can be extremely expensive. The Penance aura can also be used to minimise the amount of prayer pots required. The spring cleaner and/or Pack yak with Winter storage scrolls are recommended to deal with the frequent rune drops. The Efficient perk also helps to reduce the charge drain rate. Other useful items here include the Demon Slayer (perk), Demon slayer equipment (for the boots/gloves slot as accuracy is not very important here), and the Enhanced Excalibur for additional healing. Using an optimal setup allows the player to train for 5+ hours without banking. It is important to minimise bank trips because this is a very popular training location and finding/keeping an open spot can be difficult.
Another fast method of combat based invention training is using ancient magicks on Muspah at Freneskae. This method requires the completion of Fate of the Gods and can be profitable depending on how much of the drops are looted. It is recommended to either siphon an Augmented noxious staff or disassemble one of the following: Augmented polypore staff, Augmented staff of light, Augmented Sunspear (magic), or an Augmented chaotic staff if tokens are abundant. The use of Magic notepaper, revolution, and area-based looting are highly recommended to make the training less intensive. Note that with tier 75 weapons, accuracy is not 100%. In this case, the use of a Superior Scrimshaw of Magic, the Runic Accuracy aura, and possibly an Ice nihil (familiar) are advised.
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:
| Woodcutting (see also
pay-to-play Woodcutting training)
| Fishing (see also
pay-to-play Fishing training)
| Mining (see also
pay-to-play Mining training)
| Firemaking (see also
pay-to-play Firemaking training)
| Smithing (see also
pay-to-play Smithing training)
| Archaeology (see also
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 the God War 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 you do will gain you 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 approx. 50 minutes for tier 90 armour and weapons, gaining you over 1.5M Invention experience per hour.
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.
- The slowest - skilling and disassembling or siphoning the item. This takes around 96 dragon hatchets, or 79 crystal hatchets, rods, pickaxes, tinderboxes, hammers, pyro-matics, hammer-trons or rod-o-matics, (either augmentors or siphons).
- The least costly and next slowest - levelling top tier (Tier 90) gear through combat and applying equipment siphons to reset each item as it reaches item level 12. This requires approximately one weapon set, body armour, leg armour, 3 augmentors (4 if using dual-wielding), 67 equipment siphons, and 278 divine charges. This translates to 135 Base parts, 135 Tensile parts, 135 Flexible parts, 24 Enhancing components, 21 Powerful components, 10250 Simple parts, 335 Dextrous components, and 335 Precious components. It is recommended to obtain Ascended components or Shifting components for Efficient 3 perks.
- Slightly costly (Low hundreds of millions of coins or profitable depending on training location) - levelling lower tier (Tier 70 to 85) gear through combat and disassembling each item as it reaches item level 10. This requires approximately 28 weapon sets, 19 body armours, 18 leg armours, 65 augmentors, and 136 divine charges. This translates to 2925 Base parts, 2925 Tensile parts, 2925 Flexible parts, 520 Enhancing components, 455 Powerful components, and 2720 Simple parts. It is recommended to obtain Ascended components or Shifting components for Efficient 3 perks.
- The most expensive and fastest (one to two billion coins) but no combat required - manufacture Weapon gizmo shells and Armour gizmo shells, fill five slots with the highest level materials you can use, create perks, and repeat. Recommended materials include Explosive components, Rumbling components, and Undead components as the supporting items provide enough components to fill a full gizmo shell.
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 and Super invention potions.
Experience lamps and bonus experience[edit | edit source]
After an update on 25 July 2016, 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 and Slayer) are at least level 99.
Completing quests[edit | edit source]
|Back to the Freezer||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]