
It's a bit like asking 'what items do all monsters drop?'
Fast invention xp runescape forums plus#
Q: How many parts disassembling an item can give?Ī: Up to 12 standard components, plus up to 7 rare components.ĭepends on the value, nature and size of the item.

Q: How much would you guesstimate getting level 99 / 120 / 200m xp costs?Ī: Not answering this one because the economy will be doing interesting things for a while after launch. Q: On a scale of Divination to Hunter, how click intensive would this skill be?

On the other hand, augmented weapons, and gizmos with perks in them, are untradeable, so there's your incentive to get the skill levelled yourself They don't have an Invention requirement to use. Q: Can you create anything tradable/GEable with invention? Can I use other people's inventions without training the skill myself?Ī: Many devices are tradeable, filling the same monetary return on investment as divine sigils and so forth. The dyed, degrade-to-broken T90 armours won't be augmentable at launch (at least, the last I heard), but should be once degrade-to-dust has been resolved. I'm pretty sure achto armour can be augmented. We just need a bit more time to better consider how this sort of gear can be augmented. (I know there's the existing repair mechanic before it hits dust, but we need to think this one through a little more.) That's not the only reason, but it's a good one. Applying that to degrade-to-dust gear would effectively mimic the Treasure Trail dyes at a tiny fraction of their cost, devaluing the dyes significantly. As a rule, augmented equipment is not destroyed (should you even run out of divine charge). Q: What is the exact reason degrade to dust items cannot be augmented on release?Ī: Degrade-to-dust augmentation has been postponed to allow us more time to consider the correct approach for dealing with it, considering all angles.
Fast invention xp runescape forums update#
Misc: We are planning a handful of cosmetic items as part of a future update very soon after launch. Misc: Yes, we do have a retro skillcape ready It ought to be faster to level a higher-tier weapon, though, because it's dealing more damage more accurately. If so it'll be a bottle quest and the requirement will be low low low.Ī: Any level-10 weapon will give the same Invention XP.

Q: Will Invention be involved in any of the big named quests this year as a requirement?Ī: Unlikely. Q: Will we gain anything else other than armour/weapon upgrades from invention? what about non-cb skillers?Ī: Can confirm that skilling related perks will be along a month or two after launch, allowing you to add non-combat perks to tools. I think ~200 hours to 120 Invention, but don't quote me on that. Q: Roughly how long would it take to get 99/120 invention?Ī: Moltare can answer this better, but it should still be around the same time most skills have taken to max at launch. If they come out bad, disassemble them to get some materials back if you like them, use them to augment your gear. We've aimed at 100-200k XP/hour, but whether that proves to be the average or not remains to be seen.Ī: The idea is: Make lots of perks (for the Invention XP). Q: What are the xp/hr rates likely to be, and are we still looking at 40m xp for 99 or has it been reverted back to 13m?Ī: Just over 36m for level 99. I don't get karma for this, but he will for his comment so go upvote his comments in that thread Credit to /u/Judgeneo, he put together a great transcript herewhich won't be seen enough.
