|Release date||20 August 2013 (Update)|
|Minimum level to be ranked||15 (as of 18 Nov 2020)|
|Players with 99||141,738 (as of 18 Nov 2020)|
|Players with 120||6,390 (as of 18 Nov 2020)|
|Players with 200M XP||1,930 (as of 18 Nov 2020)|
|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 600,384) on the hiscores for Divination is level 15. As of 18 November 2020, there are 141,738 current members that have achieved level 99 in Divination. There are 6,390 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 Quests for Divination Experience
- 12 Achievements
- 13 Pre-release
- 14 Development team
- 15 Gallery
- 16 Update history
- 17 Trivia
- 18 References
- 19 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 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 begin training, players can talk to Orla Fairweather in the Divination Camp south of the Draynor Village 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 Divination 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 by left-clicking the wisp to "harvest", at which point it will turn into the corresponding spring, and the player will begin harvesting memories of the same tier for minimal Divination 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 experience of harvesting a normal memory.
The spring will persist for between three 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 third, it will have a small purple cone; and for the last third, the cone will disappear. 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 one energy at a time. At levels 55 through 74, this is increased to two energies per harvest. At levels 75 and beyond, the player will gain three 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 ten of these will grant additional divination experience when given to May Stormbrewer. More experience will be granted if they are offered at Guthix's shrine. Alternatively, players can enable the Abyssal Transit buff by completing or prestiging Memorial to Guthix, which will enable the ability to offer chronicle fragments from the inventory. Up to 30 chronicle fragments can be held by the player at one time if the player hasn't finished the Memorial to Guthix tutorial, although the spawn rate will be reduced after obtaining ten. The ten 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 upon harvesting conversion. The higher a player's Divination level, the more chance they have of harvesting an enriched memory. While harvesting enriched memories, if the inventory becomes full, continuing to harvest will turn regular memories of the same type into enriched memories.
In addition to regular wisps, rare, enriched wisps 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 zero and x-1; so the base duration is five 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 experience 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 the inventory will be deposited first automatically, followed by standard memories. Players will automatically continue to convert memories for the normal experience rate when they 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 10% bonus experience can be earned 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. Teleport to the Karamja Lodestone 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. Teleport to the Canifis Lodestone 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.
Teleport to the Eagles' Peak Lodestone and travel south along the mountains to the World Gate.
|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: Travel to Port Phasmatys and then travel via the ghost captain. A Ghostspeak amulet or Cramulet is required to understand the captain, except for players who have completed hard Morytania achievements.
Alternative: Set a skill portal in the Max Guild to teleport 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, run south and use the grapple option with crossbow, and then run west.
Alternative: Use the fairy ring code BKP to get to the south of Castle Wars and 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 experience 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||14,100|
|Boon of bright energy||20||300||Flickering or Bright||5||41,100|
|Boon of glowing energy||30||500||Bright or Glowing||7||111,500|
|Boon of sparkling energy||40||600||Glowing or Sparkling||9||82,800|
|Boon of gleaming energy||50||800||Sparkling or Gleaming||11||230,400|
|Boon of vibrant energy||60||1000||Gleaming or Vibrant||13||128,000|
|Boon of lustrous energy||70||1250||Vibrant or Lustrous||15||457,500|
|Boon of elder energy||75||1375||Lustrous or Elder||16||262,625|
|Boon of brilliant energy||80||1500||Lustrous or Brilliant||17||286,500|
|Boon of radiant energy||85||1750||Brilliant or Radiant||19||400,750|
|Boon of luminous energy||90||2000||Radiant or Luminous||21||746,000|
|Boon of incandescent energy||95||2250||Luminous or Incandescent||23||499,500|
- ^ 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 the player is 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 players to attempt to pass through Dungeoneering skill doors that they normally would not be able to pass.
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 the gravestone's timer upon death; can also be used to extend an existing timer.
- Porter: Automatically teleports certain collected items to the 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, and magic trees
Transmutation[edit | edit source]
Use divine energy to turn unnoted lower level resources into higher level resources.
|Level||Initial resource||Energy needed||Result||Exp.||Profit Buying Both Intial Resource & Energy||Profit If Buying Intial Resource Only||Profit If Buying Energy Only|
|13||3 Logs||2 Flickering||Oak logs||3.3||-1,043||-769||22|
|16||3 Raw sardine||2 Flickering||Raw trout||3.6||-1,607||-1,333||130|
|16||3 Raw crayfish||2 Flickering||Raw trout||3.6||-1,298||-1,024||130|
|16||3 Raw anchovies||2 Flickering||Raw trout||3.6||-1,913||-1,639||130|
|16||3 Raw shrimps||2 Flickering||Raw trout||3.6||-1,553||-1,279||130|
|17||3 Copper ore||2 Flickering||Iron ore||3.7||-495||-221||177|
|17||3 Tin ore||2 Flickering||Iron ore||3.7||-522||-248||177|
|22||3 Iron ore||2 Bright||Silver ore||5.2||-1,639||-1,193||-286|
|26||3 Uncut sapphire||2 Bright||Uncut emerald||5.7||-610||-164||1,664|
|29||3 Iron ore||2 Bright||Coal||6||-1,671||-1,225||-318|
|32||3 Oak logs||2 Glowing||Willow logs||7.3||-805||-529||83|
|33||3 Uncut emerald||2 Glowing||Uncut ruby||7.4||-4,597||-4,321||1,733|
|36||4 Raw trout||2 Glowing||Raw tuna||7.7||-1,595||-1,319||21|
|39||3 Silver ore||2 Glowing||Gold ore||8||-211||65||269|
|42||3 Uncut ruby||2 Sparkling||Uncut diamond||9.1||-834||-258||5,193|
|46||3 Raw tuna||2 Sparkling||Raw bass||9.6||297||873||1,188|
|49||3 Willow logs||2 Sparkling||Maple logs||10||-1,522||-946||-445|
|58||5 Uncut diamond||2 Gleaming||Uncut dragonstone||12||-17,879||-17,623||10,966|
|63||3 Coal||2 Vibrant||Mithril ore||13.3||-820||-88||-436|
|64||20 Gold charm||250 Vibrant||10 Green charm||134||-91,500||0||-91,500|
|66||3 Raw bass||2 Vibrant||Raw monkfish||13.7||-4,790||-4,058||502|
|72||3 Maple logs||2 Lustrous||Yew logs||15.2||-577||-195||-184|
|74||30 Green charm||750 Lustrous||10 Crimson charm||154||-143,250||0||-143,250|
|76||3 Mithril ore||2 Lustrous||Adamantite ore||15.7||-475||-93||413|
|84||20 Crimson charm||1500 Brilliant||10 Blue charm||174||-343,500||0||-343,500|
|90||20 Raw tarpon||2 Ancestral||10 Raw seerfish||204||-14||-10||-14|
|91||10 Raw seerfish||10 Ancestral||10 Raw sillago||204||-10||10||-10|
|92||10 Raw sillago||15 Ancestral||10 Raw wobbegong||213||-10||20||-10|
|93||10 Shell chippings||5 Ancestral||10 Shiny shell chippings||217||0||10||0|
|93||3 Yew logs||2 Luminous||Magic logs||21.7||-658||-214||-64|
|94||10 Sea salt||5 Ancestral||10 Alaea sea salt||220||0||10||0|
|95||2 Driftwood||2 Ancestral||Sliced mushrooms||22.6||-5||-1||-5|
|96||6 Adamantite ore||10 Incandescent||Runite ore||23.2||-6,613||-3,223||-1,843|
|96||20 Alaea sea salt||20 Ancestral||10 Wobbegong oil||232||-20||20||-20|
|97||10 Wobbegong oil||10 Ancestral||10 Shiny tortle shell bowl||234||-20||0||-20|
|97||100 Onyx dust||250 Incandescent||1 Uncut onyx||23.4||139,108||223,858||2,838,108|
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) for 10 minutes every hour, to collect memories of Guthix.
Temporary boosts[edit | edit source]
Divination boosts can be used to create Portents, Signs, and Divine locations and to 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 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 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. The boost lasts for 6 minutes, after which it reverts to base level.
- A brown spicy stew can temporarily boost or decrease one's Divination level by up to 5 levels (Or maximum of 6 levels if Evil Dave's Big Day Out quest has been completed).
- 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.
- 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
Quests for Divination Experience[edit | edit source]
|One of a Kind||5,000||40|
|Back to the Freezer||25,000||50|
|The Light Within||90,000||80|
|Fate of the Gods||100,000||75|
|Children of Mah||100,000||-|
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, players 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 the player.
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, and Christina S|
|Sound Effects: Adam B|
Voice Over: Adam R
Gallery[edit | edit source]
Update history[edit | edit source]
- patch 20 July 2020 (Update):
- The Transmute Onyx ability has been added to the Divination skill guide.
- patch 17 September 2018 (Update):
- 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 4 December 2017 (Update):
- Divination wisps and fountains have been updated to match the colour of energy they provide.
- patch 4 December 2017 (Update):
- Divination boons (including the boon of elder energy) that require at least 10 Divination are now members only.
- patch 23 October 2017 (Update):
- The Luminous energy skill guide entry no longer mentions dealing with the desert heat.
- ninja 17 July 2017 (Update):
- A level up message has been added for when a player reaches the levels required to unlock Invention.
- patch 17 October 2016 (Update):
- Improved Divination animations so that they no longer stop and start playing erroneously when gathering energy from wisps for an extended period of time.
- hotfix 10 October 2016 (Update):
- The XP gain from transmuting large volumes of Arc resources has been corrected.
- patch 22 August 2016 (Update):
- patch 9 May 2016 (Update):
- Weaving divine energy will now open the make-x interface to a craftable item instead of defaulting to the first entry in the list.
- 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.
- patch 22 April 2014 (Update):
- The inventory icons for mah energy have been updated to be more consistent with other Divination energies.
- The outside of the Divination tutor’s over-head icon has been tweaked to be less pixelated.
- patch 6 October 2014 (Update):
- The animation when harvesting from an enriched divination spring has been updated to stop memories from appearing out of the surrounding floor.
- patch 4 August 2014 (Update):
- The Divination Skill Advance Guide has been updated to match the changes made to Portents of Restoration and Portents of Degradation.
- ninja 22 July 2014 (Update):
- Several trees that were causing issues while training Divination near Seers’ Village have been relocated.
- ninja 17 December 2013 (Update):
- A music jingle now plays when a player levels up their Divination skill.
- patch 10 September 2013 (Update):
- A force-walk tile near the Divination tutorial area has been removed.
- patch 29 August 2013 (Update):
- Players training Divination will now receive a message when a chronicle wisp spawns for them.
- The examine text for certain Divination items in shops have been updated to ensure that all of the text can be displayed.
- Players can now find Divination options in the Skills branch of Quick Chat, rather than having to search for them.
- update 20 August 2013 (Update):
- Divination skill added to game.
- Members' skill - first five levels for free players
- The 26th RuneScape skill - Divination - is here! Gather the energy and memories of a slain god over 99 levels of auspicious skilling. Make useful new signs and portents; transmute resources to better ones; and conjure bountiful divine locations for you and your friends to harvest. Conquer the all-new hiscore board and blaze a trail to the prestigious Cape of Divination!
- Getting Started
- Orla Fairweather is a pioneer in the field of divination, and she's your first port of call. Find her at the camp between Lumbridge and Draynor Village and she'll give you a run-down of the skill - its background, and details of how and where to start training. For extra help, be sure to have your Active Task window up on-screen - it'll contain pointers on where to go and what to do.
- As you unlock new things to create with the Divination skill, be sure to return and talk to Orla and her colleagues. They'll have more useful hints to share as you level up.
- Divination is all about collecting and making use of the energy spread about the world by Guthix's death and the return of the gods. You'll train by visiting colonies of wisps and harvesting this energy from them.
- The basic training method is to visit a wisp colony appropriate to your level and to click on a wisp. This will stop the wisp moving, and convert it to a spring. Then, click on the spring to start gathering memories and energy.
- Note: Springs remain active for a period of time, irrespective of how much they are harvested, and any number of people may harvest a spring at one time. There's no need to worry about competition, and it's always more fun to train with others. Be sure to invite your friends!
- Memories are non-stackable items that will accumulate in your inventory as you harvest the springs. Deposit these into one of the craters found near any of the wisp colonies and you'll have the choice to convert them to Divination XP. This will be your main training method for the skill. Alternatively, you can convert them to energy if you need more resources.
- Energy is the core resource of the Divination skill. You'll use it to create the useful items related to the skill, as well as in the next production skill. You'll collect it as you harvest wisps, but you can opt to convert your memories into energy when you deposit them at the crater if you need more. Alternatively, you can use it to increase your XP gain while converting memories. Energy stacks within your inventory.
- So, when you click on the crater, you'll have three options:
- Experience: This converts your memories to XP as normal, keeping your gathered energy. Choose this option if you're looking to level the skill, but also want to save up some energy to make items.
- Enhanced Experience: This converts your energy into additional XP, while also converting your memories to XP. If you just want to gain XP, this is the way to go - don't forget to save some energy to make boons and other useful items, though.
- Energy: This converts your memories into energy. This option is handy when you need to build up your stocks of energy for making items.
- It's also important to note that energy and memories come in tiers, so you should train at the highest-level wisp colony that you're able to.
- Divination will be the direct companion to the new production skill, but there are plenty of things you can use your gathered energy for in the meantime.
- Portents: These backpack-borne items are used and consumed automatically under certain conditions. For example, a portent of restoration will heal you when you drop under 50% health.
- Signs: These items are also used and consumed when certain conditions are met, but are equipped in the pocket slot rather than carried in the backpack.
- Perhaps most useful of these is the sign of the porter, which automatically deposits a certain number of items to your bank as you gather them, speeding up your other gathering skills by cutting down on bank runs.
- Boons: These are permanent, passive buffs to your Divination XP and energy gain from converting energy and/or memories - one for each tier, with the exception of the first. As soon as you can create one of these, it's a good idea to do so!
- Divine Locations: These are temporary gathering points that can be placed anywhere in the world that a fire can be lit (with the exception of the Grand Exchange). These can then be gathered from for a set time by anyone with the levels to do so. There are divine locations related to Mining, Hunter, Farming and Woodcutting.
- Note that you can only make one divine location per day, and there is also a per-player limit on the quantity of resources that can be gathered from any divine locations, dependent on your total skill level.
- When you place a divine location, up five people gathering from it have a chance to grant you noted resources as they gather. Note that these count towards your daily gathering limit.
- Transmutation: You can use divine energy to convert resources into smaller quantities of higher -level resources. You could transmute yew logs into magic logs, for example. It's a good way to use up spare resources to top up your supplies of more expensive ones.
- Dungeoneering: Divination has been integrated into the Dungeoneering skill. You'll find wisps and Divination-related skill doors on complexity 6 floors, and you'll be able to create signs to open other skill doors where you don't quite meet the requirements.
- There's divine power aplenty to be purloined and a brand-new hiscore table to be conquered - not to mention a new skillcape to obtain, bedecked in colours chosen by the community. Start training now!
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
- 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