Release date | 25 January 2016 (Update) | ||||||||||||||||||||||||
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Members | Yes | ||||||||||||||||||||||||
Voice Over | No | ||||||||||||||||||||||||
Official difficulty | Novice | ||||||||||||||||||||||||
Quest series | N/A | ||||||||||||||||||||||||
Age | Sixth Age | ||||||||||||||||||||||||
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Invention Tutorial is a mandatory introduction players must go through to start using Invention.
Walkthrough
Start point | Inventor's Guild |
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Member requirement | Members only |
Official difficulty | Tutorial |
Official length | Medium |
Requirements | Skill requirements are not boostable unless marked with a [B] for boostable.
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Items required | Items from the tool belt are not listed unless they do not work or are not automatically added.
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Enemies to defeat | No |
Starting up
Start the tutorial by speaking to Doc in the Invention Workshop. He will explain the basics of Invention through the use of divine energy.
Doc will give you two items automatically put on your toolbelt: Inventor's Tools and a Bag of Materials, which stores materials.
Disassembly
Doc will direct you to his parts bin, where you find his wood and some old clothes. You will then be instructed to disassemble them. To disassemble something, open up your magic abilities interface and under the skilling tab, there are two abilities: Disassemble and Analyse. However, you can also disassemble items by dragging them into the Invention pouch icon next to the Bond pouch. Analysing will tell you what you can gain from disassembling an item. For the purpose of the tutorial, you are only allowed to disassemble the rotten log and clothes.
Inspiration
Anaylse and disassemble the two items into 150 cover parts and 150 simple parts. You will be "inspired". Inspiration must be spent to discover an invention. A Charge pack requires 10-20 inspiration. To discover the module, select five modules in the workbench interface. Only 5 icons will be correct, and after five are chosen they must be put in an order. It can be put in any order but optimisation is key. Try and put it in an order where you use the least amount of inspiration. It ranges from Poor (20) <Satisfactory (18) <Good (16) <Excellent (12) <Perfect (10).
Inventing a device will gain experience and discover a new invention. Discovering the charge pack awards 200 XP. Now it is possible to manufacture the item at the workbench. A charge pack requires 100 simple parts and 100 cover parts and gives 420 Invention XP.
Place the charge pack on your toolbelt. It can be used for items that require charges to power them. This grants 150 XP, bringing you to level 2.
Augmentor
You will be inspired for another invention, the Augmentor. Go to the workbench and finish the blueprints as before, gaining 250 XP.
Doc will once again direct you to his Parts bin and hand you 2000 Pale energy. Grab Doc's broken dagger, Doc's cracked orb and Doc's broken shieldbow and disassemble them. Make the augementor in the workbench and show it to Doc. He will then hand you Purple flowers to augment.
Augmenting weapons is done by using an augment on an augmentable weapon. Augmented weapons require divine charges to use and are untradable. The process is irreversible. it also grants a small amount of experience. Gizmos can be added to add new qualities called perks.
Gizmos
Discover a Gizmo, then manufacture it. Components can be added to a gizmo to create perks for augmented weapons, which gives a lot of experience. Gizmos can then be added to augmented weapons for more experience.