Invention is a skill which allows players to disassemble items and obtain new materials. These can be used to manufacture newly discovered devices and augment a variety of high-level weapons, armour, and tools, enhancing them with perks. Invention is RuneScape's 27th skill, as well as the first elite skill. Levels 80 Divination, Crafting, and Smithing are required to access this skill.
Invention is the second skill (after Dungeoneering) to have a level cap higher than 99. It has both a cape of accomplishment and a master cape of accomplishment, both of which are sold by Doc. These both feature similar emotes, which are slightly different from each other. A retro style cape of accomplishment was also 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 the skill planned throughout 2016, as well as an Invention theme to other content released, including quest rewards. See Upcoming updates#Invention for more details about planned future content for Invention.
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, there are six other Inventor's workbenches around Gielinor:
Specialisation and tech trees
While levelling Invention players are able to pursue specialisations by choosing different tech trees. The type of tech tree that the player selects determines what items can be unlocked and manufactured first, by providing different sets of blueprints. Batch one of Invention includes 3 tech trees. All players use the basic human tech tree when they begin training the skill. Once the player reaches level 40 they are given the option to specialise in either the cave goblin tech tree or dwarven tech tree. Upon reaching level 60, the player is then able to catch up on the tech tree that they did not choose initially, which ensures the player is not locked out of any content.
In order to create an item from the second tech tree of choice, the player's Invention level must be twenty levels higher than the required level if the item was from their first chosen tech tree. For example if a player chooses the dwarven tech tree at level 40 and the goblin tech tree at level 60, then they would require level 98 Invention to manufacture a mechanised chinchompa instead of level 78, as a mechanised chinchompa is included in the goblin tech tree.
Inspiration and discovery
Concept art of the workbenches. Human tech to the left. Cave goblin tech at the top and dwarven tech on the right.
At an Inventor's workbench, using their current blueprints, the player can discover new materials and devices by using inspiration in a process called discovery. Unlocking a new device or material will give a one time chunk of experience after which the player will be able to build and use the device or material.
Inspiration can be gained both inside and outside of the Invention skill. Using an augmented item or manufacturing a device might give you inspiration, but so might training other skills. The discovery process involves a micropuzzle where the player arranges modules to optimise the cost of discovering a new thing, so that less inspiration is required. The process indicates how well optimised the modules are, ranging from Poor, Satisfactory, Good, Excellent or Perfect, with Perfect using the least amount of inspiration. The ideal order of modules is random for each player.
Disassembly and materials
A player disassembling an item
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 bond 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 planned for 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.
Players are able to augment certain weapons, shields, 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 a gizmo with perks applied to it and be levelled up. Augmenting an item will permanently make it untradeable and you will not be able to return an item to its original tradeable version.
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 – up to 5 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 2 perks, while only one gizmo may be attached to one-handed weaponry.
Levelling up items
Once an item has been augmented it will gain experience...