|Release date||20 August 2013 (Update)|
|Minimum level to be ranked||15 (as of 6 Dec 2019)|
|Players with 99||116,542 (as of 6 Dec 2019)|
|Players with 120||4,942 (as of 6 Dec 2019)|
|Players with 200M XP||1,478 (as of 6 Dec 2019)|
|Infobox • Talk page|
Divination is a gathering and manufacturing skill that was developed by humans shortly after the beginning of the Sixth Age. It involves gathering Guthix's residual life-force, which is leaking throughout Gielinor. To do this, the players gather divine energy from wisps and then use this energy to make items such as portents, signs, and divine locations.
The current minimum requirement to be ranked (at approximately rank 520,804) on the hiscores for Divination is level 15. As of 06 December 2019, there are 116,542 current members that have achieved level 99 in Divination. There are 4,942 current members that have achieved level 120 in Divination.
- 1 History
- 2 Getting started
- 3 Harvesting
- 4 Products
- 5 Guthixian Cache
- 6 Temporary boosts
- 7 Familiars
- 8 Cape of Accomplishment
- 9 Skilling pet (Willow)
- 10 Quests with a Divination requirement
- 11 Achievements
- 12 Pre-release
- 13 Development team
- 14 Gallery
- 15 Update history
- 16 Trivia
- 17 References
- 18 See also
History[edit | edit source]
In the Year 169 of the Fifth Age, the Assassination of Guthix took place. In Year 1 of the Sixth Age this has resulted in the manifestation of wisps and the appearance of craters throughout Gielinor. As researched by May Stormbrewer, the wisps are a fusion of memories and divine energy. The memories are remnants of Guthix's life force, which hold his residual power within them, and were expelled from Guthix after his death and thus spread throughout the world.
Divine energy is the result of the Edicts of Guthix, which were believed to be a physical barrier around the world which prevented the Gods from entering Gielinor. Upon Guthix's death however this barrier shattered and fell down to the surface. It is believed that the power of the shield is held within the divine energy. Divine energy and memories combined together and formed wisps.
Guthix's death also caused the various craters to open around Gielinor. It is highly speculated that the death of Guthix has damaged the world and that damage has manifested itself as the craters. It is probable that Guthix's death has rendered a great imbalance within Gielinor, and so the life force of the world (Anima Mundi) is now "bleeding" due to this imbalance. The wisps gather around these craters as they are attracted to this life force, because this is one of the powers that Guthix used to become so powerful. This same force, now saturates the wisps as his memories.
Those who study Divination west of the Lumbridge Crater, as well as many adventurers, are trying to return the memories to the various craters as it seems that giving Guthix's life force back to Gielinor, heals it to some extent, although it is unknown whether this ritual will be able to fully restore the Anima Mundi.
It is unknown at the moment if the world can be repaired without Guthix. It has been speculated that the life force of Gielinor may merely continue to leak from the craters, resulting in further degradation of the world. The consequences of such damage are unknown, but likely catastrophic.
Getting started[edit | edit source]
To learn about the Divination skill and to begin training, players can talk to Orla Fairweather in the Divination Camp south of the Draynor jail. She will say that there are many wisps located around Gielinor from which the player can gather memories. The player may then convert the memories into experience or energy to create products, such as signs or portents.
Harvesting[edit | edit source]
To harvest energy, a player must first activate a wisp. This is done simply by choosing the "harvest" option (left-click the wisp), at which point it will turn into the corresponding spring and the player will begin harvesting memories of the same tier for minimal experience. Every harvest provides the player a number of energy of the spring's type, depending on the player's level, and a good but not 100% chance of harvesting that type of memory. There is also a small chance that the player will harvest an enriched memory which provides double the normal experience.
The spring will persist for between 3 and 45 seconds, regardless of how many people are drawing from it. However, increasing the amount of people harvesting from the spring (up to five) will increase its average duration. For the first third of its time it will have a tall purple cone of light running through the centre, for the second a small purple cone, and for the last it will be entirely absent. In this manner, the duration of the spring can be estimated.
Divine energy[edit | edit source]
The number of energies gained when harvesting a spring changes based on level. Energy is harvested from springs regardless of whether the player successfully gets a memory. From levels 1 to 54, the player will only harvest 1 energy at a time. At levels 55 through 74, this is increased to 2 energies per harvest. At levels 75 and beyond, the player will gain 3 energies every harvest.
Chronicle fragments[edit | edit source]
Around once per minute, each player has a chance that a chronicle fragment will spawn when collecting from wisps, with approximately a 1 in 25 chance. When a Chronicle fragment spawns, it is temporarily instanced so that only the player for whom it spawned may see it. After a short while, other players will be able to catch it. Catching a Chronicle fragment earns the player Hunter experience. Catching 10 of these will grant additional divination experience when given to May Stormbrewer, more if offered at Guthix's shrine. Up to 30 of these can be held by the player at one time, although it is recommended that players hand them in after obtaining 10, as the spawn rate will be reduced. The 10 fragments do not need to be in the player's inventory to turn in to May.
Note: The Chronicle Fragment spawn rate described here was the rate at the release of the skill; updates have since greatly reduced their appearance.
Enriched memories[edit | edit source]
There is a chance when harvesting from regular springs that any memory received may be an enriched one. These give double the experience on harvesting and on conversion. The higher your Divination level the more chance you have of harvesting an enriched memory. While harvesting enriched memories, if your inventory becomes full, continuing to harvest will turn regular memories of the same type into enriched memories.
In addition to regular wisps are the rare enriched wisps that spawn every 20 minutes (on the hour, 20 minutes past and 40 minutes past; due to server lag, they usually appear up to a minute later). These activate into enriched springs which always give double the experience on harvesting energy compared to regular springs, and guarantee that whenever a memory is harvested it will be an enriched one. In addition, any of the first four people to start harvesting from it who have at least one normal (not enriched) memory of the same type in their inventory will have one converted into an enriched memory. This makes the enriched pool last a little bit longer. If this happens, the player will get a message in their chatbox (does not appear if game messages are filtered).
Spring duration[edit | edit source]
The exact duration of a spring depends on several boosts, calculated in this order:
- The base duration is ticks, where generates a random number between 0 and x-1; so the base duration is 5 to 74 ticks
- Add 50 ticks if a Divination cape variant is worn
- Double the current duration if a 'double spring duration' limited time boost is active (e.g. Winter Weekends, Summer Escape)
- Add 27 ticks if the "Ethereal Connection" boost from Memorial to Guthix is active
- Add 100 ticks if a fading memory is worn
Thus with all boosts, the maximum possible duration is 251 ticks (2 minutes 30.6 seconds) normally, and 375 ticks (3 minutes 45 seconds) during a limited time boost.
For enriched springs, the calculation is a little different:
- The base duration is 10 ticks
- Add 27 ticks if the "Ethereal Connection" boost from Memorial to Guthix is active
- Each player that sacrifices a memory from their inventory adds more ticks
- The first player adds 25 ticks
- The second player adds 20 ticks
- The third player adds 15 ticks
- The fourth player adds 10 ticks
- Double the current duration if a 'double spring duration' limited time boost is active (e.g. Winter Weekends, Summer Escape)
The Divination cape and fading memories do not affect enriched springs. The maximum time is 107 ticks (1 minutes 4.2 seconds) normally, and 214 ticks (2 minutes 8.4 seconds) during a limited time boost.
All boosts (other than the multiple players for enriched) only apply to the player that activated the wisp, and only apply to standard wisps - quest-only wisps and ancestral springs are not affected.
Converting[edit | edit source]
The memories (both standard and enriched) are to be deposited in the energy rifts nearby. There are 3 options with depositing at the rift:
- Memories to Energy
- Converts each memory into energy. Base amount for regular memories is 1–2 energy for each memory converted, which increases to up to 5 at a time for incandescent energy with the boon of incandescent energy active. Converting enriched memories yields 50% more energy. The energy gain can be further increased by one by handing in the Cres memory-storage bot in Hall of Memories.
- This option produces the most resources but grants only 1 XP per conversion, the slowest rate.
- Memories to Experience
- Converts each memory into experience. Standard memories will be deposited before enriched memories.
- Memories and Energy to Experience
- Converts energy and memories into experience at a higher rate. Each standard memory will use up 5 energy, and each enriched memory will use up 10 energy. The result is a higher rate of experience at a greater cost. Enriched memories in your inventory will be deposited first automatically, followed by standard memories. You will automatically continue to convert memories for the normal experience rate when you run out of energy.
- This option provides a faster experience rate at the cost of resources.
- It should be noted that the experience per energy is fixed for each tier. For example, converting 5 energies and a flickering memory yields 1 bonus experience (without a boon), and 10 energies and an enriched flickering memory yields 2 bonus experience. This equals 0.2 bonus experience per energy used.
These options can be activated using keys 1, 2, or 3 on the keyboard.
Rift locations[edit | edit source]
Note that you can get 10% bonus experience from converting with the appropriate boon. See the respective wisp pages linked for information on the fastest means of travel. A player may have all boons (which they have the level to create) active at one time.
|Level||Wisp type||Map||Location||Experience (Enriched)|
|Harvest||Convert Memory||Convert with Energy|
|West of Lumbridge crater, near the Divination camp.||1||3||N/A||3.7||N/A|
|North of Falador, near the Guthix memorial site, and Standing Stones.||2 (4)||4 (8)||4.4 (8.8)||5 (10)||5.5 (11)|
|Between Varrock and the Varrock Dig Site.||3 (6)||5 (10)||5.5 (11)||6.2 (12.4)||6.8 (13.6)|
|South-east of Seers' Village; just south of the flax field.
Best travel option: Use the Seers' Village Lodestone and then travel south-east, or travel north from fairy ring code BLR.
|4 (8)||7 (14)||7.7 (15.4)||8.7 (17.4)||9.5 (19.1)|
|South-east of Rellekka, near the Golden apple tree.||5 (10)||12 (24)||13.2 (26.4)||15 (30)||16.5 (33)|
|In the centre of the Karamja jungle, north-east of Shilo Village.
Best travel option: Getting to the Nature Altar using either Nature tabs or the Wicked hood. You may use a Lodestone to teleport to Karamja and travel south-east. Also, the Spirit graahk can be used for quick travel.
|6 (12)||19 (38)||20.9 (41.8)||23.7 (47.4)||26 (52.1)|
|West of Oo'glog||7 (14)||25 (50)||27.5 (55)||31.2 (62.5)||34.3 (68.7)|
|North of Canifis, just to the east of the Slayer Tower.
Best travel option: Use a ring of slaying to teleport in front of the Slayer Tower and head east. Alternatives are the Mask of the Abyss/Helm of Warping which has the option to teleport to Markus. You may use a lodestone to go to Canifis and travel north-west.
|8 (16)||32 (64)||35.2 (70.4)||40 (80)||44 (88)|
|In the Elder Halls upon completion of the Fate of the Gods quest.||8.5 (17)||33.5 (67)||36.8 (73.7)||41.8 (83.6)||45.9 (92)|
|East of the Mage Training Arena.
Best travel option: Use the fairy ring code BIP, then run south.
|9 (18)||35 (70)||38.5 (77)||43.7 (87.4)||48 (96.1)|
|On Dragontooth Island.
Best travel option: Hoardstalker ring (the Dungeoneering cape can be used in place of the hoardstalker ring) from the Sinkholes D&D. The quest One of a Kind must be complete to access the resource dungeon. From the teleport arrival location, run north.
Alternative: Set a skill portal in the Max Guild to teleport you directly to the divination colony.
|10 (20)||38 (76)||41.8 (83.6)||47.5 (95)||52.2 (104.5)|
Best travel option: Break a Sophanem Slayer Dungeon teleport tablet then walk south.
Alternative: Teleport to Menaphos lodestone and talk to Coenus to travel across the bridge, then walk south (Requires Contact!). Alternatively teleport to Jalsavrah in Sophanem with the Pharaoh's sceptre or Sceptre of the gods and run the rest of the way.
|11 (22)||42 (84)||46.2 (92.4)||52.5 (105)||57.7 (115.5)|
|South of the Poison Waste.
Best travel option: Use the Spirit tree to the Poison Waste, then run south and use the grapple option with crossbow, then run west.
Alternative: Use the fairy ring code BKP, to get to the south of Castle Wars, then run past the bridge on the west.
|12 (24)||45 (90)||49.5 (99)||56.2 (112.4)||61.8 (123.6)|
- ^ Each time a player harvests a wisp they may gain energy or energy and a memory; harvest xp is earned even if the player collects no memory.
Wilderness Volcano[edit | edit source]
Players can train Divination at the Wilderness Volcano at any level. The experience and energy gained vary based on the player's level.
Harvest experience[edit | edit source]
Conversion experience[edit | edit source]
This is the experience given for converting a memory into experience. If it is converted to experience without using energy, then the following experience is gained. If it is converted to experience with energy, then 1.25x more experience than below is gained. This requires 5 cursed energy per memory. An additional 20% more experience is gained if the player is wearing a demonic skull. If an enriched cursed memory is converted, the experience gained and the number of cursed energies required for enhanced conversion are doubled.
The Arc[edit | edit source]
|90||Positive energy||Cyclosis and the third island of The Islands That Once Were Turtles||33.5|
|90||Negative energy||Goshima and the third island of The Islands That Once Were Turtles||33.5|
|95||Ancestral energy||Uncharted isles||53.5|
- ^ Experience can be gained without harvesting an energy.
Products[edit | edit source]
Boons[edit | edit source]
Boons are permanent, single-use items that give 10% more experience when converting memories of a given tier. Only one of each tier can be used, but once it is used the effect lasts forever. They are made by using a certain amount of energy of either the same tier or one tier below the boon being made.
|Boon of flickering energy||10||100||Pale or Flickering||3||6,100|
|Boon of bright energy||20||300||Flickering or Bright||5||46,800|
|Boon of glowing energy||30||500||Bright or Glowing||7||80,000|
|Boon of sparkling energy||40||600||Glowing or Sparkling||9||74,400|
|Boon of gleaming energy||50||800||Sparkling or Gleaming||11||117,600|
|Boon of vibrant energy||60||1000||Gleaming or Vibrant||13||85,000|
|Boon of lustrous energy||70||1250||Vibrant or Lustrous||15||190,000|
|Boon of elder energy||75||1375||Lustrous or Elder||16||202,125|
|Boon of brilliant energy||80||1500||Lustrous or Brilliant||17||220,500|
|Boon of radiant energy||85||1750||Brilliant or Radiant||19||278,250|
|Boon of luminous energy||90||2000||Radiant or Luminous||21||316,000|
|Boon of incandescent energy||95||2250||Luminous or Incandescent||23||290,250|
- ^ Be wary that the production interface only states the energy required as being the tier below the boon's namesake. For example, the Boon of flickering energy will only state that it can be made with Pale energy. However, it will consume energy from the namesake's tier if necessary; without warning.
- ^ This column assumes you are using the lower-tiered energy.
Portents[edit | edit source]
Portents are single-use items carried in the backpack that activate automatically when certain conditions are met. There are four types: restoration, item protection, life, and passage (portent of passage is only available in Daemonheim - see also Dungeoneering/Divination).
- Restoration portents heal the player when they drop below 50% health.
- Item protection portents automatically keeps an additional item when a player dies.
- Life portents resurrects the player after death and provides 25% of the base life points.
- Passage portents allow you to attempt to pass through Dungeoneering skill doors that you normally cannot get through up to a certain number of skill levels above the door requirement.
Signs[edit | edit source]
Signs are single-use items carried in the pocket that activate automatically when certain conditions are met. There are five types: respite, porter, item protection, life, and death.
- Respite: Automatically extends your gravestone's timer when you die; can also be used to extend an existing timer.
- Porter: Automatically teleports certain collected items to your bank (urns will still work).
- Item protection: Automatically keeps an additional item when a player dies
- Life: Resurrects the player after death and provides 25% of the base life points.
- Death: Resurrects the player after death restoring up to 15% of their base life points while dealing that amount as damage to their target.
Divine locations[edit | edit source]
Divine locations (often referred to as nodes) are skilling hotspots which may be placed by the player at the expense of energy and a secondary ingredient. A player may only create one divine location per day, however to determine the amount of resources a player can collect per day, divide the player's total skill level by 10 (ex. 1000 total skill would allow a player to collect 100 resources per day from divine locations). Most divine locations last 30 seconds after the first interaction, however some of the higher level locations last for only 15–25 seconds.
Players often like to place divine locations in popular places such as the Grand Exchange or world 2 Burthorpe, so that other players have the opportunity to use their divine location as well.
Locators[edit | edit source]
Locators are useful devices for players to teleport to random resource locations without walking. These are created via the use of energies and divine locations of a specific tier. There are four types:
- Inferior: tin, copper and iron ores, shrimp, oak and willow logs, and basic Herblore secondaries.
- Poor: Previous locations plus clay and silver ores, lobsters, maple, teak, eucalyptus and achey logs.
- Good: Previous locations plus gold and mithril ores, yew trees, and secondary Herblore ingredients.
- Superior: Previous locations plus adamantite and runite ores, magic trees
Transmutation[edit | edit source]
You can use your divine energy to turn unnoted lower level resources into higher level resources.
Guthixian Cache[edit | edit source]
Guthixian Cache is a Divination-themed Distraction and Diversion. There are no skill requirements for this Distraction and Diversion, but more points can be acquired at certain level thresholds.
Guthixian Cache requires the player to hop into an energy rift, found at any of the wisp colonies (except the Pale wisp colony) which appear for 10 minutes every hour, to collect memories of Guthix.
Temporary boosts[edit | edit source]
Divination boosts can be used to create Portents, Signs, Divine locations, and Transmute items that the player does not have the Divination level to make. Boosts can also be used in Guthixian Caches and the Hall of Memories, and to make Boons and collect from springs that the player lacks the required level for.
This boost cannot be used to activate tortle portals, or start miniquests in the Arc region. They also have no effect on energy gained per harvest, meaning a player cannot, for instance, boost their level from 73 to 75 and gather 3 instead of 2 energy per harvest. The following items can be used to boost your Divination level.
- Divination potions temporarily raise the player's Divination level by 3.
- Super divination potions temporarily raise the player's Divination level by 5.
- Extreme divination potions temporarily raise the player's Divination level based on the current Divination level, up to a maximum of +17 at level 99. This buff lasts 6 minutes, after which it will slowly degrade at a rate of 1 level per minute.
- A brown spicy stew can temporarily boost or decrease one's Divination level by up to 5 levels.
- The Divination cape temporarily raises one Divination level when one right-clicks the cape whilst wearing it and selecting 'Boost'. However, similar to all Capes of Accomplishment, level 99 is required for this.
- A One-leaf clover necklace can grant a +5 boost to Divination. However, the chance for the necklace to choose Divination for the boost is highly uncommon due to it being chosen at random from all skills.
- The God banner can boost Divination by +2 for 30 minutes once a day. However, it will not allow you to gather wisps above your base level.
- A Caramel cup boosts divination by +3 but can no longer be obtained.
- Meloberries, obtainable from The Arc, provide a +2 boost to Divination, at a cost of -1 Defence. However, the berries are untradeable, and require level 86 Farming to harvest, which is not boostable.
- Enrichment auras increase the chance to obtain an enriched memory by 3-15 %.
Familiars[edit | edit source]
- Nightmare muspah provides extra storage for memories and gives a 3% passive boost towards finding enriched memories.
- Light creature grants a passive 10% chance, increasing to 50% if scrolls are used, of instantly converting harvested Divination memories.
Cape of Accomplishment[edit | edit source]
The Divination cape can be bought from Orla Fairweather for 99,000 coins upon achieving level 99 in Divination. The cape's perk gives non-enriched wisps a fixed 30 second lifespan when harvested from unless combined with the Ethereal Connection buff from the Memorial to Guthix which boosts the duration further by 10 seconds to a total of 40 seconds.
Skilling pet (Willow)[edit | edit source]
Like all skills, there is a skilling pet obtainable from training this skill. For the Divination skill, the pet is called Willow.
Quests with a Divination requirement[edit | edit source]
- 40 - One of a Kind
- 50 - Back to the Freezer
- 50 - Desperate Times
- 60 - Hero's Welcome
- 60 - Mahjarrat Memories
- 75 - Fate of the Gods
- 80 - The Light Within
Achievements[edit | edit source]
- Business Is Booning! ( 5) – Unlock a boon.
- Collecting Memorabilia ( 5) – Gather a memory of any tier.
- Energy Generator ( 5) – Convert a memory, or an enriched memory, into energy.
- Enrichment Programme ( 5) – Gather an enriched memory of any type.
- Just Give Me a Sign ( 5) – Create a sign.
- Let's Enhance ( 5) – Convert a memory, or an enriched memory, into enhanced experience.
- Mighty Morphing ( 5) – Transmute an item.
- Portentially Hazardous ( 5) – Create a portent.
- Simply Divine ( 5) – Create a divine location.
- What an Experience ( 5) – Convert a memory, or an enriched memory, into experience.
- Divine Retribution ( 10) – Complete the 10 Divination achievements and claim your reward.
- Snippets of Memory ( 10) – Own the Elder Divination outfit.
- The Archivist ( 10) – Recover data for 50 backup memory-storage bots in the Hall of Memories. (X/50)
Pre-release[edit | edit source]
The June 2013 BTS contained some fairly major hints on the matter.
|“||Divination: Old-school training with new-school rewards.||”|
|— Mod Mark |
When asked about the mechanics of Divination as compared to Fishing and Mining, Mod Mark stated:
|“||Yes, it will be much like fishing and mining, although there will be other mechanics built in. It's far more than *just* a gathering skill...||”|
|— Mod Mark|
In the same 'Around the Campfire' Q&A BTS Video Mod Mark stated that Jagex planned to release a few weeks after RS3 but no confirmed date has been given. It was also confirmed that there will not be a quest to introduce the skill, like there was with the release of Summoning . Mod Mark confirmed that Divination would not be available to free players, outside of the usual level 5 trial. He also confirmed that Divination, unlike Dungeoneering, would not be trainable up to level 120 . A poll for the final skillcape design was started on 25 July.
On 1 August 2013 it was confirmed while training the skill, you would collect divine energy from Wisps, which can be used to create new pocket or inventory items that activate under certain conditions and provide certain benefits such as preventing a killing blow being dealt to you.
Development team[edit | edit source]
|Developer: (Project Lead: Ana S) Krista G|
Additional Developer: Chris L
|Characters: Damian C|
Environments: James L
|Core Testers: (Project Lead: Lesleyann W) James H, Kristina S, Anthony D, Gareth W, Sam D, Alex D, Ben L, Kyle R, Ryan P, Juliet T, Phil W, Ollie H, Rich D, Sarah J, Sarah P, Christina S|
|Sound Effects: Adam B|
Voice Over: Adam R
Gallery[edit | edit source]
Update history[edit | edit source]
- Boosting your Divination level past 99 will no longer reduce XP gained from Cursed Wisps.
- ninja 10 September 2018 (Update):
- ninja 28 August 2018 (Update):
- Updated some of the interface elements around Divination craters to streamline them with modern interface styles.
- Brought the divination crater interfaces to be aligned between the surface world and dungeoneering versions.
- Updated the Wisp Colonies map.
- patch 15 January 2018 (Update):
- Players can now transmute up to 30 sets of raw, stackable arc resources at once.
- ninja 17 July 2017 (Update):
- A level up message has been added for when a player reaches the levels required to unlock Invention.
- patch 8 February 2016 (Update):
- You will no longer occasionally disconnect when converting divination memories into energy whilst under the effects of the Guthix cache.
- patch 5 January 2015 (Update):
- Shadow cores are now listed as members only in the Divination skillguide.
- Transmuting charms now converts up to 10 charms at a time.
Trivia[edit | edit source]
- Divination's Cape of Accomplishment was the first to have its colour scheme decided in a guaranteed content poll.
- Training the skill was originally slightly faster. A number of training glitches were fixed within the first few hours:
- Players could double click on a dying spring to gain extra harvests.
- Multiple players could catch a single chronicle fragment.
- Enriched wisps were not synchronized, so players could hop worlds for continual harvesting.
- Prior to 17 December 2013, Divination was the only skill without a level-up jingle.
- The message received after Tears of Guthix is "You briefly feel the power of anima mundi pass over you".
- 10 tasks were added to the Burthorpe/Taverley task list to encourage players to try every part of Divination. After completing them, visiting Orla Fairweather at the Divination Camp in Draynor Village rewards 500 Flickering energy.
References[edit | edit source]
See also[edit | edit source]
- Divination/Level up table
- Grand Exchange Market Watch/Divination
- Guthixian Cache
- Quest experience rewards - Divination