Invention is the means by which you produce blueprint copies for Tech 2 items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
A player using the invention process takes a blueprint copy (BPC) for a Tech 1 item, adds certain specialized equipment, and attempts to create a BPC for a corresponding Tech 2 item. Although it sounds simple, invention can be very expensive and difficult to do successfully.
The (hopefully) created BPC will have a single run on a ship BPC, and 10 runs on everything else. It will have ME -2% and TE -4%. These values are regardless of those on the input T1 BPC. The Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below).
Invention is based on taking a blueprint copy for a lower tech item, adding certain specialized equipment, and attempting to create a blueprint copy for a higher tech item.
You need to train several different types of skills in order to perform the invention process.
There are 3 mandatory items and 1 optional item needed for invention. To find out which items are required, look in the Invention tab in a blueprint for any Tech I item, or load the blueprint into the Industry window and choose Invention.
Gather your BPC, all mandatory items and any optional items you desire to use in a station with invention facilities, or in a Design Laboratory at a POS. The Design Laboratory also has a 50% reduction in the time required on invention, which is highly useful.
Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items.
The optional items can be selected using the boxes on the left hand side of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out. You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome.
Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition).
Once the job is complete and delivered, you do not receive any explicit notification if your job was successful. The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated blue highlight - you will be able to find your new T2 BPO in the list of blueprints.
If your invention failed however, the 'Outcome' box in the industry window will tint red, with an animated red bar across, and display a large Job failed text in red.
You can also see a summary of the success or failure of each job in the job listing after delivery.
Either way, your datacores and optional decryptor will be consumed, and your BPC will be returned with one fewer run on it (unless it only had 1 run remaining).
Tech 2 blueprint copies have 10 runs, -2% ME and -4% TE, unless modified by a decryptor. T2 BPCs for ships and rigs have 1 run (again unless modified by a decryptor). The only activity you can do with a T2 BPC is to manufacture it, you cannot research or copy it.
The time it takes to complete the invention job depends on where it takes place and the blueprint Class. The base value of time it takes to complete an invention job could be found at the attributes tab of the BPC listed as research tech time. This is then going to be modified by the lab you are doing the job in. The labs on NPC stations do not modify the time because their jobtime multiplier is 1. Laboratories anchored at a POS need half the time because both types of them have a jobtime muliplier of 0,5.
A standard Mobile Lab has:
An Advanced Mobile Lab has:
The chance for a successful invention is calculated by this formula:
Base * [1 + (Science Skill 1 + Science Skill 2) / 30 + (Racial Encryption Method) / 40]
Base Chance:
It's not difficult to get a good chance of success for modules, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
Here's a very basic invention chance calculator
And a more advanced calculator, and another chance & profit calculator
You can experiment with different skill levels and decryptors to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in decryptors. Remember that decryptors also affect max runs, ME and TE of the final BPC, not just the chance of success.
Note that the following factors have no impact on the probability of invention success, nor the quality or number of runs on the output BPC: