Invention training

Invention is an elite skill with several unique methods of gaining experience, with techniques 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 gets players through the first few levels of training.

Basic Principles
Before the Invention skill can be unlocked, players must first have at least have level 80 in Crafting, Divination, and Smithing. Players who meet these requirements should head to the Invention guild, located in the cliff-face just north-east of the Falador lodestone. Speaking to Doc begins the tutorial, in which several key concepts of training is outlined - Discovery, Materials and Manufacturing, Augmenting, and Perks.

Discovery
Before anything can be discovered, a player requires Inspiration. Inspiration is a resource which is gained in chunks every time a player reaches a new Invention level as well as by siphoning and disassembling augmented equipment. Inspiration can also strike randomly while engaging in combat or skilling, though there is a finite amount of Inspiration that can be gained at a given Invention level before reaching a cap.

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 workbench (such as the one in the Invention Guild). Players should seek to use as little inspiration as possible during the Discovery process. The tutorial guides the player through the discovery of the charge pack, the augmentor, and the weapon gizmo shell.

Materials
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 recieve 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 (a useless material), 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 shields).

Generally players seek to find a balance between junk rate and cost. Mithril and adamant equipment are 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
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
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, reaching up to a maximum rank of 5. Each perk's maximum rank is different.

Gizmos
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
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 tiered.

Levels 1-4
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
Once players reaches 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 most effective 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.

Levels 27+
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
The fastest method of training Invention is currently training 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 table above, training to level 9 maximises invention experience per item experience (roughly 20k extra invention xp per item), at the cost of extra siphons; training to level 12 maximizes invention experience per siphon, at the cost of extra time spent levelling the item.

Recommended 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). Cheaper yet still effective alternatives are black salamanders, hand cannons and Balmung. For mages, popular weapons to augment and disassemble include the Abyssal wand and abyssal orb, Crystal staff, 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 your best gear due to the fact that it will give more xp, your gear will level faster and with siphons you won't loose 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.

Skilling
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). Tools also drain charge at a much lower rate, reducing cost.

Augmenting tools requires research at level 22: augmented hatchets 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. Augmentable tools are dragon and crystal hatchets, the crystal fishing rod; the fishing rod-o-matic functions as an augmented item but does not require an augmentor. Due to the time investment needed to obtain it, crystal hatchets are generally siphoned and not dismantled.

Ideal methods for training tools include:
 * Hatchets (see also Pay-to-play Woodcutting training):
 * Crystal trees
 * Ivy
 * Teak trees
 * Fishing rods (see also Pay-to-play Fishing training):
 * Prifddinas Waterfall Fishing
 * Barbarian Fishing

Levelling up weapons
Equipment experience is a function of combat experience, so you generally want to choose a monster that gives fast combat experience rates. Note that equipment experience for weapons is gained per hit, so other forms of damage (e.g. familiars) does not grant equipment experience. The important factor is damage dealt with the augmented weapon, so familiars can still be used to increase combat experience rates without hurting equipment levelling.

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


 * The slowest - skilling and dismantling or siphoning the item. This takes around 96 dragon hatchets, or 79 crystal hatchets/rods 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 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.

If levelling your gear, priority unlocks are Augmented armour, Augmented leg armour, Augmented item maximum level 5/10/15, Charge drain reduction 1-8, and Junk chance reduction 1-8. If manufacturing gizmos, priority unlocks are Junk chance reduction 1-8 and unlocking the components you use to train to level 99.

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.

Discovery
While discovery is not the main source of experience, discovering all blueprints ranging from levels 1 to 105 yields a grand total of 3,573,297 experience. Though the bulk of this experience comes at higher levels, players should still be careful when using up Inspiration, and try to reach the inspiration cap before gaining a level.

Experience Lamps & Bonus experience
As is usually the case when skills are released, experience rewards (such as lamps and stars) cannot be redeemed on the Invention skill until at least several months after release. This is to prevent players who have stockpiled large amounts of extra experience prior to the release from having an advantage over other players. This includes all conventional methods of gaining extra experience, such as Tears of Guthix, quest lamps, and more.

Completing quests
No quests grant invention experience at this time.