I Finally Built My First Invention Machine (#3)
I finish 80 Divination and Crafting, fly through the early Invention levels and finally get the first AFK machine running on my old RuneScape main.
Short on time? Watch the short.
Finally unlocking Invention
I started the episode at 74 Divination and 76 Crafting, with both skills standing between me and Invention. Once they reached level 80, I could finally enter the Invention Guild and unlock the skill.
- Divination: level 74 to 80.
- Crafting: level 76 to 80.
- Smithing was already level 80 from Episode 2.
- Invention was unlocked and trained to level 61.
The early levels disappeared
I expected the early Invention grind to take a while. Instead, the first augmented black salamander jumped me from level 4 to 22, and the later disassemblies kept moving the account forward much faster than I expected.
- The first major disassembly moved Invention from level 4 to 22.
- Later disassemblies and discoveries carried the account through levels 27, 37, 42 and 54.
- The final disassembly landed at level 61 and unlocked Invention machines.
The account is starting to pay for itself
The background systems are beginning to matter. My first Kingdom collection returned around 2.3m in supplies, Player-Owned Farm is producing animals I can sell, and a Phasmatite ore sale brought in about 15m GP.
- First Kingdom collection: around 2.3m in supplies.
- Phasmatite ore sale: about 15m GP.
- A small yew-plank merch added roughly another 600k GP.
The first machine is running
After reaching level 61, upgrading the Fort workshop and hunting down the materials I was missing, I built the first Auto disassembler. Its first overnight run could have been turned into roughly 550k GP, but I kept the materials to put toward the next two machines.
- Rough value from the first overnight run: around 550k GP.
- The next target is three Auto disassemblers running at once.
- After that, I need level 81 Invention for the Mk II upgrades.