Invention

Invention is a skill released on 25 January 2016. The skill is focused on the disassembly of items, the discovery of projects, the building of items, the levelling of augmented items, and the adding of perks to items. It is Runescape's 27th skill, as well as the first elite skill. The skill requires level 80 Divination, Crafting and Smithing to start levelling.

Invention is the second skill to have a level cap higher than 99. It has both a cape of accomplishment and a master cape of accomplishment. These both feature emotes, which are slightly different from each other. A retro style cape of accomplishment will also be released a week after the skill is released.

Invention will be released through many updates. The initial batch, released on 25 January 2016, included content for levels 1 to 99. Future significant updates include content for levels 100 to 120, machines, full access to the Invention Guild, and additional technology trees. There are also many smaller updates to invention planned throughout 2016, as well as an Invention theme to other content released, including quest rewards. The ability to augment skilling tools, including the crystal hatchet and pickaxe, as well as to add perks to these items using an Augmentation table is planned for released in February 2016.

Level-up table

 * See Invention/Level up table for a list of abilities unlocked by level

Starting out
Players can start by going through a tutorial for Invention by speaking to Doc at the Invention Guild, north-east of the Falador lodestone. While working on the Invention skill, players help to develop the guild. During the tutorial the player's tool belt is upgraded to include a charge pack, material pouch and inventor's tools.

In addition to the Invention Guild north of Falador, there are six other Invention workshops around Gielinor:
 * 1) Ardougne, furnace west of church
 * 2) Dorgesh-Kaan, anvil by the wire machine
 * 3) Keldagrim, anvil in west Consortium building
 * 4) Seers' village, anvil
 * 5) Varrock, anvil south of west bank
 * 6) Yanille, anvil south of bank

Concept art from RuneFest 2015 suggested that Invention may include the ability for a player to become a guild master. The player could then be able to build machines and decorations in the guild, using a hotspot system similar to the one used in the player-owned houses system; build various workshops including cave goblin workshops, dwarven workshops and human Divination workshops; and be able to employ people to work in the build workshops. The examples of NPCs who could potentially be hired included Oldak and Professor Oddenstein.

Specialisation and tech trees
While levelling Invention players will be able to pursue specialisations by choosing different tech trees. The type of tech tree that the player selects will determine what items the player will have the ability to unlock and then create, by providing different sets of blueprints. Batch one of Invention will include 3 tech trees. All players will use the common/basic human tech tree when they begin training the skill. Once the player reaches level 40 they will be given the option to specialise with either the cave goblin tech tree or dwarven tech tree. Upon reaching level 60, the player will then be able to catch up on the tech tree that they did not choose initially, which ensures the player will not be locked out of any content.

Inspiration and discovery
From their current blueprints, the player will be able to unlock the ability to create new things by using inspiration in a process called discovery. Inspiration can be gained from both inside and outside of the invention skill. For example using an augmented item or crafting a device might give you inspiration, but so might Fishing. Players will need to use a workbench to discover new things. Inventor's workbenches can be found at the Inventor's Guild, Ardougne, Dorgesh-Kaan, Keldagrim, Seers' Village, Varrock, and Yanille. The discovery process will involve a micropuzzle where the player can arrange modules to optimise the cost of discovering a new thing, so that less inspiration is used. Unlocking a new device or component will give a one time chunk of experience after which the player will be able to build and use the device or component. Building a component and through a process of switching components around will give the inventor a clue as to how well they're doing. The process indicates whether the items are in the maximum best order from Poor, Satisfactory, Good, Excellent or Perfect, with perfect using the least amount of inspiration. The combination of components required to optimise the inspiration cost of unlocking a new device or component is random for each player.

Disassembly and materials
Players are able to break down items (including noted stacks) by dragging them into their Invention pouch, which is located in the inventory interface, next to the bonds pouch, or by using the Disassemble ability from their spellbook. This gives a small amount of Invention experience and produces materials. Each item also has a junk chance, dependent on its tier. The materials produced are a mixture of common materials, called parts, and rarer materials, called components. Components have more powerful applications than parts. Some specific components are only obtainable from particular items. Players are able to obtain materials even if they do not have the Invention level required to use them. It is possible for an item to give up to 12 standard components as well as up to 7 rare components upon being dismantled. The number of materials given will depend on the value, nature and size of the item dismantled.

Obtained materials are stored in the Weapon or armour gizmo shell interface, with the Tool gizmo shell interface available after release in a future update. Materials can be used to create devices or to augment weapons or armour, after the player has unlocked the ability to do so. It is possible to disassemble noted items.

Players are able to use the Analyse ability to determine the materials that may be obtained from breaking down an item. This opens the Material Analysis interface which will display the junk chance rate for the item, as well as a list of the materials that may possibly be gained from it. Materials are rated as being obtained often, sometimes, rarely, or special.

Augmenting items
Players are able to augment certain weapons, shields and torso- and leg-slot armours. To do so, one must first build and apply an augmentor to an item. The augmented item can then have perks applied to it and be levelled up.

Perks are mechanical effects that may be positive or negative. Some perks are new, though most are generally already found elsewhere in the game. For example, the occasional damage reduction effect of Warpriest of Saradomin armour can be granted by a perk, though it is less effective than this armour's effect (equivalent to wearing around 3 pieces of the set).

To create perks, a player must craft and fill a gizmo shell with materials. Each gizmo shell has 5 slots that can be filled. After filling the gizmo shell, the player will be able to choose which perks they wish to make out of the range of possible perks that can be made from the materials inserted. Gizmos can be socketed onto an augmented item to impart its perks to that item. Creating a gizmo will grant Invention experience for each material that is used up. Using rarer materials grants more experience.

Each material may produce a variety of perks. Additionally, perks may be of different tiers – at least 4 ranks for certain perks – and materials are weighted in their likelihood of making different levels of a given perk. Materials are balanced so that adding the same material to all 5 slots of a gizmo shell will result in the creation of 1 slightly negative perk and 1 slightly positive perk; therefore, players will need use a mixture of different materials – aiming to leverage the positive effects of each and avoid the negatives of each – in order to create a gizmo with a net-positive effect. The term prototyping refers to this process of trying to create useful gizmos from experimenting with different combinations of perks.

Two-handed weaponry allows the attachment of two gizmos, each with up to 4 perks, while only one gizmo may be attached to one-handed weaponry.

Levelling up items
Once a weapon, shield or piece of leg or torso armour has been augmented it will gain experience and advance levels when it is used in combat. Levelling up an item will give benefits such as allowing the player to put more perks in to the item and reducing the item's degrade change when using charge packs. The maximum level achievable is dependent on research.

An augmented item receives a proportion of of the base combat experience that the player earns when killing a monster. The base value, which applies to armour and main-hand weapons, is 4%; two-handed weapons gain 50% more for 6% total, and off-hand weapons gain half as much for 2% total. The maximum amount of experience an augmented item can earn per kill is capped at 300. Thus, for example, killing one abyssal demon gives:
 * 661 experience to the skill being used (or split, based on settings)
 * 218.1 experience to Constitution
 * 26.4 to any augmented armour and main-hand weapon you are using
 * 13.2 to any augmented off-hand weapon you are using
 * 39.6 to any augmented two-handed weapon you are using

Levelling a piece of equipment from level 1–10 increases the amount of stored Invention experience that is contained within it each time that its level increases. Although items can be levelled up to a maximum of level 20 at 99 Invention, the maximum effects are at level 10 and work as follow:

There are also two options when claiming the XP from augmented items:
 * Fully disassemble both item and any gizmos for full Invention experience and materials
 * At 27 Invention, reset the level of the item with an equipment siphon, retaining both the item and any perks, for level (n-2) or 50% worth of XP

Any augmented equipment that has the same level will give the same amount of Invention experience when disassembled. However, it should be faster to level higher tier equipment as equipment's experience gains are dependent on the amount of combat experience earned by the player. Additionally the rate of levelling will be balanced by number of slots; so a two handed weapon will level twice as fast as a one handed weapon and as fast as dual wielded weapons.

Players will need to use charge packs to run their augmented equipment. The player's charge pack will be stored on their character's tool belt and will be shared by all augmented equipment that the player uses. It will be powered by divine charges created from divine energy. The amount of divine charges used by a item will depend on its drain rate. Using higher level divine energy should be more economical for creating divine charges. It will cost 225 incandescent energy to create a divine charge, or larger quantities of lower-tier energy. If the player dies while using augmented equipment they will lose 20% of their charges from their charge pack.

Siphoning experience
Following is an incomplete list of the amount of experience gained by siphoning augmented equipment. The experience gained from disassembling the item is twice as much.

Devices
Materials can also be used to create devices which have an effect on the in game world. Devices will include:

There are plans to add machines that will allow players to gather resources over time, although at a slower rate than obtaining them manually. Managing the machines will be comparable to the Managing Miscellania minigame. These will not be added with the first batch of Invention.
 * Mechanised chinchompas which will do more damage than non-augmented counterparts.
 * Woodcutting, Mining and Fishing accumulators. These will work like urns that are charged up when the player fails to gain resources (as opposed to when resources are obtained) and which can be teleported away to gain experience when they are fully charged.
 * Equipment siphons to extract stored Invention experience from levelled up equipment without destroying the item, instead causing its levels to be reset. This will give the player a lower amount of Invention experience than disassembly, equivalent to that which would have been gained from a piece of equipment 2 levels lower.

Experience-level relationship

 * For the Invention experience table, see Experience/Table.

Invention was originally planned to have a different experience-per-level relationship to previous skills, with the skill being slower to level at lower levels. It was mentioned that the new halfway to 99 level would have been level 77 and not 92. The maximum virtual level for this skill would have been level 150.

However, in a Developer Q&A it was announced that the previously planned experience curve had been abandoned, due to play testers finding the "flatter" experience curve dissatisfying. As a result, Invention now has a more "traditional curve". Level 84 is halfway to 99 (as opposed to level 92 in other skills). Invention is a little slower to progress at early levels compared to other skills, but faster to level at higher levels.

Unlike other skills, the major aspects of Invention are available from level 1, with higher levels unlocking extras such as rarer materials and passive upgrades.



History
Invention, along with Divination, was first mentioned by Mod Mark in the fourth live Q&A session. One, Divination, would be a gathering skill like Mining and Woodcutting. The other, Invention, would be a production skill like Crafting. In a November 2012 Behind the Scenes, the new skills were described as "designed to suit the old-school, yet complement the entire game" since they were modeled "on some of our oldest and dearest content." The August 2013 Behind the Scenes pushed the time for the second skill back to 2014.

During RuneFest 2013 the second skill was revealed to be the Invention skill.

In January 2014, a Power to the Players dragonstone poll included the Invention skill versus the elf city Prifddinas. The winner was the elf city (ETA July/August), resulting in the Invention skill to be developed at a later time.

At RuneFest 2014, it was mentioned that:

During March 2015, Invention was confirmed to soon be integrated in many skills instead of being a standalone skill, possibly with its own ranking highscores table. On 2 June 2015, Invention was again confirmed to be planned as a skill in a Twitch Q&A stream, but was referred to as an elite skill. This was confirmed in the official podcast of 11 June 2015.

During RuneFest 2015, it was revealed that Invention would allow for perks to be added to items. During this RuneFest a total of 187 perks were shown in a presentation slide.

Trivia

 * The level 90 weapons seen in the concept art are combinations of currently existing weapons in game, though this concept was scrapped later on.
 * Invention is the fastest skill that a player has reached skill mastery in since its release. The first player to achieve 99 Invention, Scuzzy, did it within 20 hours of the skill's release. This record was previously Construction with an 8-day lapse.
 * The first player to achieve level 120 Invention (also Scuzzy) did so merely 38 hours after its release, at 00:50:54 GMT on 27 January 2016.
 * During Runefest 2015, it was stated that because Invention is aimed at high-level players, they would only allow higher-level equipment to be augmentable in order to prevent dead content. As a result, it was stated that it would only include tier 70+ weapons, armour, and tools, as well as fishing rods and some joke weapons.
 * The skill was stated by Mod Mark in Runefest 2014 to be mortals' defence against the gods. The Godless were planned on being heavily featured in the skill, but this idea was later scrapped.