Divination training

Introduction


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 flickering springs or better, 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 harvesting from wisps until a full inventory of memories has been obtained and then using the "enhanced experience" right-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. Players may possess up to 30 chronicle fragments at any one time, though the spawn rate of chronicle fragments decreases if the player has over 10, so it is recommended to exchange them at this point. They may be exchanged in multiples of 10 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.

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.

Diviner's outfit
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 won from Treasure Hunter.

Summoning familiars
There are 2 familiars which can be used to help train Divination. With at least level 81 Summoning 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. Energy is not received when memories are converted in this way. The light creature's special move scroll, costing, 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.

Enrichment auras
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 activate. Players may use 5 or 10 vis wax to extend an enrichment aura's activation time by 50% or 100% (costing or ). 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.

Levels 1-10: pale wisps
At level 1 Divination players may only 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 3,700 experience an hour from training at pale wisps using additional bought energy, requiring approximately 725 pale energy (costing ) per hour, or 3,600 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 ) 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.

Levels 10-20: flickering wisps
At level 10, players should move on to training at the flickering wisp colony, which is found east of the Falador lodestone. Around 7,400 experience an hour can be gained by training at flickering wisps if the player does not purchase additional energy. This is the first location at which players may encounter enriched versions of a colony's wisps.

Levels 20-30: bright wisps
With at least level 20 Divination players can move to the bright wisp colony, which is found east of Varrock, west of the Digsite. Without buying additional energy, players can gain around 9,500 experience an hour from training at bright wisps.

Levels 30-40: glowing wisps
From level 30 players can train south of Seer's Village, just east of the Sorcerer's Tower, at the glowing wisp colony to gain approximately 13,500 experience an hour (if not using additional purchased energy).

Levels 40-50: sparkling wisps
Players with level 40-50 Divination can train at the sparkling wisp colony to gain around 21,000 experience an hour, without purchasing additional energy. This colony is located just south-west of the Fremennik Slayer Dungeon and may be reached using the nearby fairy ring (code ).

Levels 50-60: gleaming wisps
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 31,000 experience an hour from training at this location.

Levels 60-70: vibrant wisps
At level 60 Divination players should start training at the vibrant wisp colony, just north of Mobilising Armies. Around 40,000 experience an hour may be gained by players who are not using additional purchased energy.

Levels 70-75: lustrous wisps
With level 70 Divination players can start training at the lustrous wisp colony. The lustrous wisp colony is found just east of the Slayer Tower. Players who have not purchased additional energy can gain around 52,500 experience an hour from training using lustrous wisps.

Levels 75-80: elder wisps
Players who have completed the Fate of the Gods quest 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.

Levels 75-80: lustrous wisps
Players who are unable to access the Elder Halls can continue to train using lustrous wisps until level 80 Divination.

Levels 80-85: brilliant wisps
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 55,000 experience an hour from training at brilliant wisps. 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.

Levels 85-90: radiant wisps
From level 85-90 Divination players should train on Dragontooth Island at the radiant wisp colony. Around 68,000-71,000 can be gained by players who are training at radiant wisps without using additional bought energy. 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.

Levels 90-95: luminous wisps
At level 90 Divination players can train using luminous wisps to gain around 63,000-74,000 experience an hour, without 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. While training in this area players will lose life points due to dehydration from the desert heat every 90 seconds. Players can use waterskins or an enchanted water tiara, if the Dealing with Scabaras quest has been completed, to avoid taking damage from the desert heat. A tome of frost allows players to reduces the damage taken from the desert heat to the point that natural life point regeneration is more than sufficient to exceed damage taken.

Levels 95-99+: incandescent wisps
The final colony location, which can be used by players with at least level 95 Divination, is just south of the Poison Waste, south-west of Castle Wars. Players may obtain approximately 97,000 experience an hour from training on incandescent wisps using additional bought energy with level 99 Divination, requiring approximately 3,200 incandescent energy (costing ) per hour. Around 81,500 experience an hour can be gained per hour with level 99 Divination if the player is not purchasing additional energy. Players who have at least one level 99 skill or who have completed all quests can build an incandescent wisp colony portal within the garden of the Max guild in Prifddinas to teleport directly to the incandescent wisp colony.

Completing quests
See here for a list of quests that grant Divination experience on completion.

Guthixian Cache
Players can gain Divination experience as a reward for participating in the Guthixian Cache Distraction and Diversion. Guthixian Cache takes place every 3 hours 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.

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.

Players additionally gain a passive benefit after a Guthixian Cache has ended of having a 10% chance of converting all memories at once while converting memories using an energy rift. 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.