- 1 Introduction
- 2 Useful equipment
- 3 Methods
- 3.1 Boons
- 3.2 Summary
- 3.3 Levels 1-70: cursed wisps
- 3.4 Levels 70-99+: Hall of Memories
- 4 Alternative methods of gaining experience
- 5 Money making using the Divination skill
Introduction[edit | edit source]
This guide describes the most effective methods to train the Divination skill. The experience rate estimates in this guide do not incorporate the use of any experience boosting items or bonus experience. Divination is a gathering skill which involves harvesting from wisps to create springs, from which energy and memories can be harvested. Energy can be used to create products such as divine locations and both memories and energy can be deposited into energy rifts to obtain Divination experience. While harvesting from springs other than pale springs, players have a chance of obtaining an enriched memory in place of a regular memory. Enriched memories award greater amounts of Divination experience when harvested or deposited at an energy rift. Energy rifts and groups of wisps can be found at wisp colonies.
Training the Divination skill typically involves configuring rifts to convert memories into enhanced experience, via the right-click "configure" option, then by harvesting from wisps until a full inventory of memories has been obtained and then using the "Convert memories" left-click option on an energy rift to deposit the memories into the rift. Using this option converts memories into Divination experience, consuming energy to grant a larger amount of experience. If the player does not have sufficient energy then memories will be converted into a smaller amount of experience. Players can purchase energy from the Grand Exchange to ensure that they always have enough energy to receive enhanced amounts of Divination experience when converting memories. When training players should harvest enriched wisps and collect chronicle fragments whenever possible and ensure that they make a boon each time that they advance to a higher level wisp colony.
While training at any wisp colony, except the pale wisp colony, an enriched wisp will spawn every 20 minutes (on the hour, at 20 minutes past the hour, and at 40 minutes past the hour, with a small degree of variability). When harvesting from an enriched spring players will always gain enriched memories. If a player's inventory becomes full while they are harvesting from an enriched spring, then any regular memories that are in their inventory will be replaced with enriched memories. Players should ensure they have one regular memory in their inventory before harvesting from an enriched wisp, as it will be consumed by the enriched spring formed in order to prolong its duration.
Players have a 1/25 chance of spawning a chronicle fragment approximately every 1,000 times that they harvest a memory from a spring. Catching a chronicle fragment gives Hunter experience equivalent to 10 times the player's Hunter level. Initially only the player that spawned the chronicle fragment will be able to see the fragment, before it becoming visible to all players. They may be exchanged with May Stormbrewer or Eilwynn for Divination experience. If the player has completed The World Wakes then they can alternatively deposit chronicle fragments at the altar within Guthix's Cave to gain 33% additional Divination experience. Players may gain between 387, with level 1 Divination, and 7,596, with level 99 Divination, experience from handing in 10 chronicle fragments to May Stormbrewer or Eilwynn and between 516, with level 1, and 10,128, with level 99, experience from handing in 10 fragments at Guthix's Cave.
Useful equipment[edit | edit source]
Diviner's outfit[edit | edit source]
Wearing components of the diviner's outfit gives a percentage increase in the amount of base experience that is gained when gaining Divination experience. There are five pieces in the set: the diviner's headwear, diviner's robe, diviner's legwear, diviner's handwear, and diviner's footwear. Components of the diviner's outfit can be obtained from completing a Guthixian Cache, won from Treasure Hunter, or bought with Thaler.
Players who obtain the diviner's headwear add-on as well as diviner's headwear can combine these items to create modified diviner's headwear. In addition to granting a 1% divination experience bonus, the modified headwear gives 3 daily teleports to Guthix's Cave and grants the player chronicle fragments once per day. The number of chronicle fragments the player may receive is dependent on the number of components of the diviner's set that they own; up to 3 fragments may be claimed with 4 or more pieces of the diviner's outfit.
|Total experience boost||6%|
Divination outfits[edit | edit source]
Parts of Divination outfits can be made from divination fragments or could be won as a prize from Treasure Hunter during the Divine Simulacrum Outfits promotion which ran between 12 November and 15 November 2015. The divination chronicle outfit, divination energy outfit and divination memory outfit consist of head slot, body slot, leg slot, hand slot and feet slot items. When wearing a complete version of any of these three outfits, players gain the following bonuses:
- 5% chance to harvest 2 memories at once, giving twice as much experience and divine energy.
- 5% chance to get 2 chronicle fragments at once when harvesting a chronicle fragment.
- Unlimited teleports to May Stormbrewer, or Guthix's Cave if the player has completed The World Wakes.
- Players who own modified diviner's headwear can gain its benefits from a divination outfit head.
- A full divination outfit will give the same Divination experience boosting effect of the diviner's outfit, dependent on the number of pieces of that outfit the player owns. eg. a player who owns 2 pieces of the diviner's outfit will gain 2% Divination bonus experience while wearing a divination outfit.
Players who won all pieces of the divination chronicle outfit, divination memory outfit, and divination energy outfit could combine these outfits' components to form the Elder divination outfit. This outfit gives superior benefits to those given by the other divination outfits. Players gain the following bonuses from an elder divination outfit:
- Chance of harvesting 2 memories at once is increased by 7% (as opposed to 5% with the other divination outfits).
- 7% chance of harvesting 2 chronicle fragments at once (as opposed to 5% with the other divination outfits).
- Unlimited teleports to May Stormbrewer, or Guthix's Cave if the player has completed The World Wakes.
- Players who own modified diviner's headwear can gain its benefits from a divination outfit head.
- A full divination outfit gives the same Divination experience boosting effect of the diviner's outfit, dependent on the number of pieces of that outfit the player owns. e.g. a player who owns 2 pieces of the diviner's outfit will gain 2% Divination bonus experience while wearing the elder divination outfit.
- 5% chance of getting five times the energy gain.
- 3 daily teleports to any wisp colony that the player has the required quests and Divination level to use.
Summoning familiars[edit | edit source]
There are 2 familiars which can be used to help train Divination. With at least level 81 Summoning, and the quest Fate of the Gods completed, players can summon a nightmare muspah. The nightmare muspah is the only beast of burden that can be used to store divine energy and memories, with a capacity of 32 inventory spaces. A muspah's inventory will automatically be filled and emptied as the player harvests from springs and converts energy and memories using an energy rift. The nightmare muspah also gives a passive effect of a 3% increased chance of finding enriched memories.
A light creature can be summoned with level 88 Summoning. While having a light creature summoned the player has a 10% chance of instantly converting memories into experience as they are harvested, saving time that would have been spent during the sacrifice animation at a rift. Energy is not received when memories are converted in this way. However, if the energy that would have been received is less than the energy required when sacrificing during conversion at a rift, then the net effect is a generous discount on the energy required to be bought or brought ahead of time when planning on always sacrificing energy at a rift. Additionally, the bonus experience from Skillchompas applies when the Light Creature converts a memory this way, but not when converting at a rift. Consider the following:
|Memory sacrificed||Energy sacrificed||Exp||Exp with Skillchompa|
|Without Light creature||Elder memory||* 5 from inventory to the rift||48||48|
|Enriched elder memory||* 10 from inventory to the rift||98||98|
|With Light creature||Elder memory||* 3 from wisp to the Light creature||48||52|
|Enriched elder memory||* 3 from wisp to the Light creature||98||105|
The light creature's special move scroll, costing 412, can be used to gain an enlightened buff, where the player's chance of instantly converting a memory is increased to 50% for 6 minutes.
|Image||Name||GE cost of a pouch||Summoning level required||Familiar duration (minutes)|
Memory-crushing scrimshaws[edit | edit source]
Memory-crushing scrimshaws can be activated to give players a chance of instantly converting memories into Divination experience while harvesting from a wisp. This effect stacks with that of the light creature familiar and its scroll. Memory-crushing scrimshaws can be activated and deactivated when the player chooses, provided a 10 second cooldown has passed. The inferior memory-crushing scrimshaw gives a 15% chance of instantly converting memories into Divination experience and requires level 70 Divination to use. The inferior scrimshaw is tradeable, costing 595,491, and lasts for 3 hours. The superior memory-crushing scrimshaw gives a 20% chance of instantly converting memories into Divination experience and requires level 80 Divination to use. The superior scrimshaw lasts for 4 hours but it is untradeable. Players who have level 85 Fletching can unlock the ability to make regular and superior memory-crushing scrimshaws by buying the energy-gathering scrimshaw scroll from the Waiko Reward Shop for 5,000 chimes and 5 taijitu. The scrimshaws can then be crafted from 4 ancient bones each.
Skillchompas[edit | edit source]
When equipped or held in the inventory while training Divination, skillchompas are consumed each time the player's character attempts to siphon a wisp, even if the action is unsuccessful in gaining a memory. If a player successfully gains experience while siphoning with a skillchompa then they receive an additional 10% of the normal base experience. Each time a siphoning attempt is unsuccessful a player gains 5% of the bonus experience that they would have received if the attempt was successful. When used to train Divination, they also give an increased chance of obtaining an enriched memory when harvesting wisps.
|Name||Divination level required||Chance of getting enriched memory increased by||GE price per skillchompa|
Enrichment auras[edit | edit source]
Enrichment auras increase a player's chance of obtaining an enriched memory by a percentage while they are activated. These auras' effects last for one hour after they are activated. Players may use 5 or 10 vis wax to extend an enrichment aura's activation time by 50% or 100% (costing 35,510 or 71,020). This effect must be applied before the aura is activated. Once an enrichment aura has been used the player must wait 3 hours before using it again. Enrichment auras can be bought using Membership loyalty points. All lower tiers of the aura must be owned before a higher tier aura can be purchased.
|Tier||Percentage chance of obtaining an enriched memory increased by||Loyalty point cost|
Urns[edit | edit source]
Urns can be used to gain additional Divination experience while training. When held in the inventory, urns are filled as the player trains Divination. Training at the Hall of Memories works with urns. Only base experience counts towards filling the urn. Full urns can be teleported away to receive additional experience. Only one urn is filled at a time, though players may own up to a total of 10 full urns. If a player owns 10 full divination urns they must teleport at least 1 away before they can fill more urns. Urns are only tradeable in their (nr), non-runed, forms. In order to use a divination urn the player must add a mind rune to it; this makes the urn untradeable.
|Name||Crafting level required to add mind rune||GE price of non-runed urn||Charges gained from||Activities||Experience required to fill||Experience gained for teleporting|
|Cracked divination urn||3||654||Harvesting and converting memories up to and including level 10||850||210|
|Fragile divination urn||16||744||Harvesting and converting memories up to and including level 30||1750||350|
|Divination urn||38||1,275||Harvesting and converting memories up to and including level 50||2500||500|
|Strong divination urn||56||2,185||Harvesting and converting memories up to and including level 70||4000||800|
|Decorated divination urn||82||3,535||Harvesting and converting memories up to and including level 99||9,500||1,900|
Players who have at least level 24 Invention and who have completed Nomad's Elegy can discover how to make an urn enhancer. When in the player’s inventory the urn enhancer grants 25% additional experience for teleporting a full urn. This effect costs 20 charges from the player’s charge pack. Assuming the player purchases divine charges from the Grand Exchange, it would cost 326.25 to use the urn enhancer when teleporting an urn.
Methods[edit | edit source]
Boons[edit | edit source]
Boons are an untradeable, single-use item that can be created from divine energy. When a boon is used it grants the permanent effect of the player gaining 10% more experience and energy when converting a particular type of memory. Boons can be made using energy of the same or tier below of energy corresponding to the memory tier that they affect. Boons are available for all types of divination spot except cursed energy.
|10||Boon of flickering energy||100 Pale or Flickering||3,800 or 11,700|
|20||Boon of bright energy||300 Flickering or Bright||35,100 or 35,700|
|30||Boon of glowing energy||500 Bright or Glowing||59,500 or 58,500|
|40||Boon of sparkling energy||600 Glowing or Sparkling||43,800 or 66,600|
|50||Boon of gleaming energy||800 Sparkling or Gleaming||88,800 or 60,800|
|60||Boon of vibrant energy||1,000 Gleaming or Vibrant||76,000 or 145,000|
|70||Boon of lustrous energy||1,250 Vibrant or Lustrous||181,250 or 142,500|
|75||Boon of elder energy||1,375 Lustrous or Elder||156,750 or 224,125|
|80||Boon of brilliant energy||1,500 Lustrous or Brilliant||171,000 or 244,500|
|85||Boon of radiant energy||1,750 Brilliant or Radiant||239,750 or 234,500|
|90||Boon of luminous energy||2,000 Radiant or Luminous||274,000 or 268,000|
|95||Boon of incandescent energy||2,250 Luminous or Incandescent||252,000 or 393,750|
Summary[edit | edit source]
|Levels||Method||Experience per hour|
|1-70||Cursed wisps||Up to 106,000 experience an hour at level 99|
|70-99+||Hall of Memories||Between 110,000 and 225,000 experience an hour at level 99|
|Levels||Method||Experience per hour||Alternative methods|
|Buying additional energy||Without buying additional energy|
|65–75||The Empty Throne Room||66,000||If the player does not want to train through the Hall of Memories from level 70 Divination then they could continue to train at cursed wisps, or regular wisp colonies if they wish to avoid the Wilderness.|
|75–80||Elder wisps||Harvest from lustrous wisps for 54,000 experience an hour, without buying energy, or 66,000 experience an hour, using bought energy.|
|90–95||Luminous wisps||83,000||71,000||Harvest positive and negative energy for 68,000 experience and 660 chimes an hour|
|95-99+||Transmuting cursed energy||210,000||Harvest ancestral energy from Uncharted Isles for around 107,000 experience an hour, plus additional experience from contracts|
Levels 1-70: cursed wisps[edit | edit source]
Players may begin siphoning from cursed wisps from level 1 Divination. The experience gained from harvesting cursed memories from cursed wisps varies between 1 and 12, depending on the player's Divination level. Up to 106,000 experience an hour can be gained at level 99 Divination if using the "enhanced experience" option when converting cursed memories. The cursed energy obtained from the wisps may only be traded directly with other players and cannot be traded on the Grand Exchange, so it is not usually practical to buy additional energy for training at cursed wisps, considering the difficulty of purchasing and the risk of dying with energy.
The cursed wisp colony is located at the Sword of Edicts in the centre of the Wilderness Volcano. It is possible to be attacked by other players whilst training at the cursed wisp colony. Death will result in loss of the player's items: players should not bring items that they are not willing to lose while training at this location. Wearing a demonic skull will increase the experience gained from training at cursed wisps by 20%.
Since an update in September 2017, training at cursed wisps is much more dangerous. Any player holding the by-products of training there (memories or energy) are indefinitely tele-blocked and have the Wilderness level range restriction lifted. This means it will be very easy for players to fall victim to other players, especially if you are a lower level. In an emergency, players can transmute cursed energy into any other kind or drop it in order to be able to teleport again (Below level 20 Wilderness). However, players already under attack will still be able to be attacked by the attacker, regardless of level until out of combat for 10 seconds.
Pale wisps (levels 1–10)[edit | edit source]
Alternatively, at level 1 Divination players may harvest from pale wisps, which are located south-east of Draynor Village, west of the Lumbridge crater. With level 1-10 Divination players can obtain around 5,000 experience an hour from training at pale wisps using additional bought energy, requiring approximately 725 pale energy (costing 27,550) per hour, or 4,000 experience an hour if not buying additional energy. As only 1,154 experience is required to reach level 10 Divination, players with no previous experience of the skill should achieve level 10 in approximately 19 minutes, using around 225 pale energy (costing 8,550) if using bought energy. Players can easily hand in chronicles to May Stormbrewer while training at these levels, as she is located next to the pale wisp colony.
Flickering wisps (levels 10–20)[edit | edit source]
At level 10, players can move on to training at the flickering wisp colony, which is found east of the Falador lodestone. Around 10,000 experience an hour can be gained by training at flickering wisps if the player purchases additional energy, or 8,000 experience an hour without buying additional energy. This is the first location at which players may encounter enriched versions of a colony's wisps.
Bright wisps (levels 20–30)[edit | edit source]
With at least level 20 Divination players can move to the bright wisp colony, which is found east of Varrock, west of the Digsite. When buying additional energy, players can gain around 13,000 experience an hour from training at bright wisps, or 11,000 experience an hour if not buying additional energy.
Glowing wisps (levels 30–40)[edit | edit source]
From level 30 players can train south of Seers' Village, just east of the Sorcerer's Tower, at the glowing wisp colony to gain approximately 18,000 experience an hour, if using additional purchased energy, or 15,000 experience an hour if not using additional energy.
Sparkling wisps (levels 40–50)[edit | edit source]
Players with level 40-50 Divination can train at the sparkling wisp colony to gain around 23,000 experience an hour without purchasing additional energy, or 28,000 experience an hour if using additional energy. This colony is located just south-west of the Fremennik Slayer Dungeon and may be reached using the nearby fairy ring (code AJR).
Gleaming wisps (levels 50–60)[edit | edit source]
From levels 50-60 Divination players should train at the gleaming wisp colony in the centre of Karamja jungle, north-east of the nature altar and Shilo Village. Without purchasing additional energy, players can gain around 33,000 experience an hour from training at this location. Around 41,000 experience an hour may be gained if buying additional energy.
Vibrant wisps (levels 60–65)[edit | edit source]
At level 60 Divination players should start training at the vibrant wisp colony, just north of South Feldip Hills (A spirit tree is located right next to the colony). Around 40,000 experience an hour may be gained by players who are not using additional purchased energy. Around 53,000 experience an hour may be gained if using additional energy.
The Empty Throne Room (levels 65–75)[edit | edit source]
With at least 65 Divination players who have completed The Dig Site quest can gain Divination experience from The Empty Throne Room. Players can gain a total of 800,000 Divination experience from the Empty Throne Room: this is enough to level from 65-75 Divination. It is advised that the player uses the method to train from level 65-75 as it gives the greatest improvement in experience rates over alternative training methods available when used at these levels and is free. Training at the throne room gives around 66,000 Divination experience an hour (at level 99 Divination).
To gain Divination experience the player must take senntisten crystals from the crystal storage bin, located near the room's entrance; transmute them into red, yellow, green and blue crystals; and place them into the nearby bins of the corresponding colour. One of the coloured bins is "empowered", with this changing approximately every minute. Transmuting senntisten crystals to the empowered colour gives 10 times the regular experience so players should prioritise transmuting to this colour. Experience from depositing into the empowered bin does not grant extra experience.
Levels 70-99+: Hall of Memories[edit | edit source]
At level 70 Divination players can access the Hall of Memories, which is located beneath the Memorial to Guthix. To participate in the activity the player must first obtain empty jars from the chamber to the east of the main area. Players should fill the jars by harvesting from the best memory type that they can access in the main area of the hall. Memories spawn on objects located in the area and frequently switch between different objects. Abilities such as Bladed Dive and Surge and the Mobile perk can be useful for quickly travelling between memories. It is highly recommended that the player speeds up their rate of gaining experience and memories by re-clicking approximately every 1.2 seconds. This can be timed by setting a metronome at a bit under 50 BPM. Clicking too fast will prevent gaining any experience until clicking ends. This works because the number of ticks between clicking to begin to collecting memories and the first actual collection is shorter than the time between the following automated collections so restarting instantly after every collection improves the collection rate.
Once the player has filled their jars with memories then they should deposit them into the unstable rift that is located to the north of the area to gain additional experience. Additional experience can also be gained by participating in the knowledge fragment distraction and diversion when this occurs. Click on the fragments to be awarded Divination experience.
Training at the Hall of Memories gives between 110,000 and 225,000 experience an hour when re-clicking the memories at level 99, depending on the type of memory that the player harvests.
|Memory type||Level required||Experience rate|
|Lustrous memories||70||110,000 (at level 99)|
Elder wisps or lustrous wisps (levels 75–80)[edit | edit source]
Players who wish for a less intensive training method than Hall of Memories may continue to train at cursed wisps, or regular wisps if they wish to avoid the Wilderness.
After completion of the Fate of the Gods quest players can train using elder wisps, found within the Elder Halls, from level 75 to 80 Divination. At this location enriched wisps spawn in the corridors, rather than near the crater which is located at the centre of the area.
Players who are unable to access the Elder Halls can train using lustrous wisps until level 80 Divination. The lustrous wisp colony is found just east of the Slayer Tower. Without purchasing additional energy, players may earn around 54,000 experience an hour from training using lustrous wisps. Players who have purchased additional energy can gain around 66,000 experience an hour.
Brilliant wisps (levels 80–85)[edit | edit source]
With level 80-85 Divination players can train at the brilliant wisp colony, just east of the Mage Training Arena. Players who are training without purchasing additional energy can gain around 60,000 experience an hour from training at brilliant wisps, while 73,000 experience an hour can be gained using extra energy.
Players who have at least one level 99 skill or who have completed all quests can build a brilliant wisp colony portal within the garden of the Max guild in Prifddinas to teleport directly to the brilliant wisp colony. Alternatively, if fairy rings are unlocked, the fairy ring BIP can be used to teleport directly north of the colony at the entrance of the Polypore Dungeon.
Radiant wisps (levels 85–90)[edit | edit source]
From level 85–90 Divination players should train on Dragontooth Island at the radiant wisp colony. Around 65,000 experience an hour can be gained by players who are training at radiant wisps without using additional bought energy. When using additional energy players can gain up to 79,000 experience an hour.
Players who have at least one level 99 skill or who have completed all quests can build a radiant wisp colony portal within the garden of the Max guild in Prifddinas to teleport directly to the radiant wisp colony. Players who have the hoardstalker ring or the Dungeoneering Cape can also use that to teleport to the wisp colony.
Luminous wisps (levels 90–95)[edit | edit source]
At level 90 Divination players can train using luminous wisps to gain around 71,000 experience an hour without using bought energy or around 83,000 experience an hour using bought energy. The luminous wisp colony is located south of Sophanem, in the Kharidian Desert. Players who have at least one level 99 skill or who have completed all quests can build a luminous wisp colony portal within the garden of the Max guild in Prifddinas to teleport directly to the luminous wisp colony.
Positive and negative energy (levels 90-95)[edit | edit source]
Alternatively at level 90 Divination, players can visit Goshima, Cyclosis, or The Islands That Once Were Turtles in The Arc and harvest positive or negative energy, with positive being found on Cyclosis and negative being found on Goshima. Both energies can be found together on The Islands That Once Were Turtles. These energies are only gathered, not deposited, and bringing one type of energy to a spring of the other type creates ancestral energy which can otherwise only be found on Uncharted Isles. Both of these energy springs offer the same experience per hour, which is around 68,000 experience per hour normally, but can be higher with the addition of boosting equipment mentioned at the top of this page. This also earns around 660 chimes per hour, which is important for those trying to progress in The Arc.
While positive energy gathering is fairly safe, gathering negative energy on Goshima can be dangerous as there is a wandering Malignant entity roaming around which deals damage and drains run energy and prayer, unless a player has completed the Tale Final Destination.
Weaving incandescent energy (95-99+)[edit | edit source]
At level 95 Divination players can weave cursed energy into incandescent energy for approximately 210,000 experience per hour. Around 140,000 cursed energy is used per hour, to create 210,000 incandescent energy. Cursed energy cannot be traded through the Grand Exchange and must be bought from other players. Although this method is usually not profitable, the high experience rates and low intensity can make up for this. Based on current prices, weaving incandescent energy will be profitable if the cursed energy is bought for less than 262.5. Wearing modified diviner's headwear is beneficial, as it gives a 5% chance of saving energy while weaving energy. If using the modified diviner's headwear this method will be profitable if the cursed energy is bought for less than 274.93.
Ancestral energy (levels 95–99)[edit | edit source]
At level 95 Divination, players who have access to Uncharted Isles in The Arc can train on ancestral energy. Players must find dead moai on the island which are leaking ancestral energy and collect it. The energy is collected but no memories are produced or deposited, meaning all the experience comes directly from the gathering. With this in mind, no energy must be purchased or gathered to increase the experience per hour. This method gives approximately 107,000 experience per hour.
The experience from harvesting ancestral energy can further be bolstered by completing contracts given by Sojobo (contracts) on Waiko or via a contract contact on an uncharted isle. Divination contracts for ancestral energy give up to about 35,000 experience when handed in, though they tend to average about 24,000 experience each. Players may complete up to 3 contracts daily, and may purchase upgrades from Boni for a maximum of 7 daily contracts. Handing in all 7 contracts with for an average of 24,000 experience each yields an extra 168,000 experience on top of the experience from harvesting the ancestral energy for the contracts. Doing contracts, however, requires chimes to be able to reroll contracts until satisfactory divination ones are assigned.
Use of energy-gathering scrimshaws or superior energy-gathering scrimshaws can be highly beneficial when completing these contracts, as they give the player a chance of doubling the amount of divine energy the player harvests while they are activated. Both scrimshaws require level 80 Divination to use. The inferior energy-gathering scrimshaw gives a 15% chance of harvesting double energy. The inferior scrimshaw is tradeable, costing 273,640, and lasts for 3 hours or around 1,500 energy at level 99 Divination. The superior energy-gathering scrimshaw gives a 20% chance of harvesting double energy. The superior scrimshaw lasts for 4 hours but it is untradeable. Players who have level 90 Fletching can unlock the ability to make energy-gathering scrimshaws by purchasing the energy-gathering scrimshaw scroll from Boni on Waiko for 5,000 chimes and 5 taijitu. The superior scrimshaw can then be crafted from 2 ancient bones.
Alternative methods of gaining experience[edit | edit source]
Completing quests[edit | edit source]
See here for a list of quests that grant Divination experience on completion.
Guthixian Cache[edit | edit source]
Players can gain Divination experience as a reward for participating in the Guthixian Cache Distraction and Diversion. Guthixian Cache takes place every hour and can be accessed using one of the energy rifts found at any wisp colony, except the energy rift located at the pale wisp colony.
While participating in Guthixian Cache players may earn points by taking a memory from any of memory deposits found at the walls surrounding the area and depositing it into the unstable rift located at the centre of the room. Players should ensure that they avoid any active automatons while carrying a memory, as automatons will destroy any memories carried by players who come into contact with them. A player may also gain points if they transform themself into Cres by using the "transform" option on any of the Statues of Cres located in the four corners of the room and temporarily subdue automatons. The player will be transformed into Cres for 60 seconds. After transforming out of the Cres form, players must wait 60 seconds before they can use a Statue of Cres to transform again.
|Divination level required||Memory that can be deposited||Automaton that can be subdued||Number of points obtained|
|1||Tiny memory||Ancient automaton||1|
|45||Raw memory||Confused automaton||2|
|85||Large memory||Enraged automaton||3|
|92 and Children of Mah||Ancient memory||4|
A maximum of 100 points can be gained each time that a player participates in a Guthixian Cache and up to 200 points may be earned each day. Players can gain between 3,300 and 73,400 experience, with level 1-99 Divination, if they obtain 100 points in a Guthixian Cache. Each Guthixian Cache lasts for 10 minutes, meaning that experience is awarded at a rate equivalent to 19,800-440,400 Divination experience an hour. However, given that at higher levels one can earn 100 points in as little as 5 minutes and leave early, this rate can potentially be significantly higher. With consistent 4.5 minute caches at 99 one could expect to have an extrapolated experience rate of 978,000 experience per hour. Note, however, that for this reason, most players will leave early; if one is unable to deposit at least large memories, or if one arrives at or notices a cache late, it's typically not worthwhile to join at all, as you'll almost certainly not be able to reach the cap before everyone leaves. It can be almost impossible to deposit even one memory with groups of three or below, especially if they are not coordinating.
Every 3 hours Guthixian Cache additionally allows the player to gain a passive benefit of having a 10% chance of converting all memories at once while converting memories using an energy rift, after the cache has ended. This effect can last for up to 20 minutes, depending on the number of points that are gained by the player while participating in the Distraction and Diversion.
Money making using the Divination skill[edit | edit source]
|Harvesting cursed energy||2,146,000||95 recommended
|Harvesting elder energy||1,280,000||75 (90+ recommended)
|Harvesting incandescent energy||1,400,000||95 (99 recommended)||15,000|
|Harvesting luminous energy||750,000||90 (93+ recommended)||15,000|
|Harvesting pale energy||86,000||1 (5 recommended)||388 (F2P cap)|
|Harvesting radiant energy||898,000||85 (90+ recommended)||12,000|
|Harvesting vibrant energy||943,000||60 (75+ recommended)||6,500
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