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Divination training

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This article covers the most efficient ways to train the Divination skill.

General overviewEdit

The majority of the experience earned for Divination comes from harvesting and depositing memories.

For optimal experience, you will want to harvest from the highest level springs you can until your inventory is full and then deposit them into the rift. There are 3 options when converting: memories to energy, memories to experience, and memories and energy to experience. Energy should not be a concern if your goal is experience only. While energy is required to create the boon for the next tier, you will generally have more than enough collected from just harvesting. It is thus best to convert memories directly into experience. When you have more than enough energy to create your next boon, the optimal strategy is to begin using the energy and memory combination conversion when you deposit memories until you run out of spare energy, while prioritizing enriched memories.

Boons can be created from the energy that the boon affects, even though boons are listed as requiring the previous type of energy; to create, for example, a boon of glowing energy using glowing energy, click on the glowing energy to open up the weaving interface, select bright energy products from the drop down menu on the top left, and select the option to weave a boon of glowing energy. 500 glowing energy will be consumed to craft your boon.

Note that once all of the standard memories are converted, you will immediately start converting enriched memories (option 2) and vice versa (option 3).

Note: Base experience is shown with the use of a boon. Hourly rates assume use of boons and are approximate

Level Energy type Experience (Enriched) Hourly Rates
Harvest Memory Memory and Energy Memories to Experience Memories and Energy
to Experience [1]
Experience Energy
1 Pale energy 1 Pale 1 3 3.7 4,600 6,100
10 Flickering energy Flickering 2 (4) 4.4 (8.8) 5.5 (11) 6,300 1,000 7,400
20 Bright energy Bright 3 (6) 5.5 (11) 6.8 (13.6) 8,500 9,700
30 Glowing energy Glowing 4 (8) 7.7 (15.4) 9.5 (19) 11,700 13,400
40 Sparkling energy Sparkling 5 (10) 13.2 (26.4) 16.5 (33) 18,000 21,100
50 Gleaming energy Gleaming 6 (12) 20.9 (41.8) 26 (52) 27,700 1,450 31,100
60 Vibrant energy Vibrant 7 (14) 27.5 (55) 34.4 (68.8) 33,600 2,000 40,100
70 Lustrous energy Lustrous 8 (16) 35.2 (70.4) 44 (88) 48,000 50,300
80 Brilliant energy Brilliant 9 (18) 38.5 (77) 48 (96) 46,200 55,200
85 Radiant energy Radiant 10 (20) 41.8 (83.6) 52.2 (104.4) 50,400 60,200
90 Luminous energy Luminous 11 (22) 46.2 (92.4) 58 (116) 55,700 66,800
95 Incandescent energy Incandescent 12 (24) 49.5 (99) 61.8 (123.6) 59,900 71,500
  1. ^ This rate of experience is obtained without purchasing any energy, but solely relying on the usage of your own gained energy.

The highest rates of experience can be found by buying energy on the Grand Exchange or from other players and selecting the Convert memories and energy option. This is because the amount of energy gained from gathering an inventory of memories is less than is needed to convert a full inventory of memories with an enhanced amount of XP. However this may prove too costly for many players, as the gains in XP are marginal.

Enriched memories and wispsEdit

Every so often, an enriched memory is harvested instead of a standard one. They exist for all tiers starting with tier 2. They grant twice the experience over standard memories for any action, whether it be harvesting or converting.

Every 20 minutes, an enriched wisp will spawn. They spawn on the hour, 20 minutes after the hour, and 40 minutes after the hour with a small degree of variability. When activated, it will become an enriched spring that guarantees any harvested memory will be an enriched one. It does not, however, guarantee a harvest; i.e. you may find yourself getting the experience for an enriched memory, but not the enriched memory itself. Make sure you have at least one normal memory; being one of the first to harvest from the enriched spring will turn the normal memory into an enriched one and will prolong the spring's timer.

It is worth noting that after the fifth player lengthens the time of the enriched spring, it will no longer take any more regular memories to lengthen its duration.

BoonsEdit

Creating the boon for the next tier is highly recommended before moving onto the next tier. If you cannot create, still move on; you will, however, have slightly decreased experience until you have gathered enough of this energy to create the boon. Boons are created once and may never be created again; the experience boost they give is permanent.

BoonLevelAmountEnergy type[1]Experience
Boon of flickering energyBoon of flickering energy10100Pale or Flickering3
Boon of bright energyBoon of bright energy20300Flickering or Bright5
Boon of glowing energyBoon of glowing energy30500Bright or Glowing7
Boon of sparkling energyBoon of sparkling energy40600Glowing or Sparkling9
Boon of gleaming energyBoon of gleaming energy50800Sparkling or Gleaming11
Boon of vibrant energyBoon of vibrant energy601000Gleaming or Vibrant13
Boon of lustrous energyBoon of lustrous energy701250Vibrant or Lustrous15
Boon of brilliant energyBoon of brilliant energy801500Lustrous or Brilliant17
Boon of radiant energyBoon of radiant energy851750Brilliant or Radiant19
Boon of luminous energyBoon of luminous energy902000Radiant or Luminous21
Boon of incandescent energyBoon of incandescent energy952250Luminous or Incandescent23
  1. ^ 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.

Chronicle fragmentsEdit

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Main article: Chronicle fragment

Chronicle fragments provide the largest single bunches of experience in divination. Every player has a 1/25 chance of a fragment spawning for them each minute while harvesting memories. It will appear only to them for a short while, and then be visible for anyone to catch. Once you have captured 10 of these fragments, you may offer them either to May Stormbrewer or at Guthix's shrine. Offering them at the shrine provides the largest experience gains. You may only have 10 fragments at any given time. Hunter experience is earned when you catch a chronicle, equal to 10 times your hunter level.

Gathering fragments is dependent on population, traffic, and time to deposit. Population is the number of people at a given harvest area; this affects the spawning of the fragments. Traffic is the number of those people that actually chase after the desired fragment. The latter is important because only one player may catch a fragment.

What decides if it is worth your time to go after fragments is whether or not you can actually be the first player to catch them. Meaning, if you are fast enough to click a fragment and it is nearby, you have a chance to be the person catching it.

Travel time is also important. For some locations, the time taken to and from the Guthix Shrine is generally worth it considering the experience (assuming you are teleporting with a Sixth-Age circuit). When you're wanting to use chronicles aside from regular training, consider if it is worth the travel time to and from the guthix shrine.

If The World Wakes has not been completed, you can still deposit chronicle fragments with May Stormbrewer. You can use your Saradominist or Zamorakian token from the Battle of Lumbridge to teleport to May Stormbrewer, however you can only teleport here 10 times a day.

Experience boostsEdit

There is an Experience boosting outfit called the Diviner's outfit which can boost your xp rate by up to 6%. However this set can only be obtained via Treasure Hunter.

Another option for greatly speeding up training is to buy energy on the Grand Exchange. This will allow you to always offer energy and memories, which can increase experience per hour by over 20%.

Levelling upEdit

1-10Edit

Pale wisp location

During the early levels, your only option is to train on pale wisps outside the divination camp. This is the only location where one will not encounter enriched wisps. Turning chronicle fragments in to May Stormbrewer may be beneficial depending on your interest in hunter experience as she is in the immediate vicinity of the camp. Turning fragments in at the Guthix Altar consumes too much time. Be sure to have at least 100 pale energy for yourself to create the Boon of flickering energy.

10-20Edit

Flickering wisp location

At level 10, you should move on to the location north of Falador. The fastest method of travel is either using Falador teleport or the Falador lodestone teleport to reach Falador and then running to the spot. Another method of transportation to this location is teleporting to Gamers' Grotto with a Games Necklace. This is also the first location where you will encounter enriched wisps and springs. They provide double experience for harvesting and converting to experience, and double energy when converting to energy. It is best to only convert the enriched memories to energy here; however, if you decide to do otherwise, be sure to at least save 300 flickering energy for a boon of bright energy.

20-30Edit

Bright wisp location

The next location is located southwest of the Digsite. The only efficient method of travelling here is with a Digsite pendant, or the Senntisten Teleport from the Ancient Magicks spellbook. Even with the pendant, it is not worth the time to deposit chronicle fragments. Be sure to save 500 energy for the boon of glowing energy.

30-40Edit

Glowing wisp location

The next location is just south of Seers' Village. The fastest method of travel to here is with the Seer's Village Lodestone. Depositing fragments may or may not be worth it, depending on your exact level, but travel times will be fairly quick. Be sure to save 600 energy for the boon of sparkling energy.

40-50Edit

Sparkling wisp location

This location is right outside the Fremennik Slayer Dungeon. Fairy ring A•J•R is the nearest renewable transportation, two seconds away. Be sure to save 800 energy for the boon of gleaming energy.

50-60Edit

Gleaming wisp location

The next location is just northeast of the Nature Altar; your best means of travel is with either the Wicked hood's daily teleports or a Nature altar tablet. If neither is available, either a Tai Bwo Wannai Teleport, the Karamja lodestone or use the fairy ring code C•K•R are your next best options. If you have a surplus of Nature altar tablets, then depositing your fragments at the Guthix Altar is worth the time, otherwise it isn't. At level 55, you will begin harvesting 2 energies from a wisp at a time. Be sure to save 1,000 energy for the boon of vibrant energy.

60-70Edit

Vibrant wisp location

The next location is immediately north of Mobilising Armies. Using the Mobilising Armies Teleport either in your spellbook or with the ring of duelling. You can also travel by the spirit tree system. Capturing chronicle fragments here is more worth it here than any other location as the player can be at the altar and back in 20 seconds or less. Be sure to save 1,250 energy for the boon of lustrous energy.

An alternative training method at this point is to do the Mahjarrat Memories miniquest (after Ritual of the Mahjarrat and Blood Runs Deep), because the quest requires you gather 15 sets of 500 Vibrant memories, giving 25000 Divination experience per set, which amounts to 50 experience per memory, compared to the default 27.5. It can be done with higher levels of memories, but is the most efficient at this point. Finishing the miniquest also gives 150,000 bonus Divination experience.

70-80Edit

Lustrous wisp location

The next location is just east of the Slayer Tower. The fastest means of travel is with the ring of slaying's teleport; if not, use the Canifis lodestone teleport and run west. If you have a surplus of rings of slaying, then depositing fragments will be worth the travel time. At level 75, you will begin harvesting 3 energies from a wisp at a time, which means more xp, or more profit depending on what you do with the energy. Be sure to save 1,500 energy for the boon of brilliant energy.

80-85Edit

Brilliant wisp location

The next location is just east of the Mage Training Arena. The fastest means of travel is using a TokKul-Zo to teleport to the Fight Caves, running north to the fairy ring, and then using fairy ring code B•I•P to teleport to the Polypore Dungeon and running south. An alternative travel route is to use a Ring of Slaying to travel to the Fremennik Slayer Dungeon, travel a short distance west to the fairy ring, and use the same fairy ring code to teleport to the Polypore Dungeon. Offering fragments at the Altar of Guthix may or may not be worth your time. Be sure to save 1,750 energy for the boon of radiant energy.

The time taken here should actually be shorter than at the lustrous wisps, as 70-80 requires almost as much xp as 80-85 but the xp rate of brilliant wisps is notably higher.

85-90Edit

Radiant wisp location

The next location is on Dragontooth Island. The fastest means of travel is using an ectophial and then running to the Ghost captain in the Port Phasmatys docks. You may or may not want the next boon depending on your intentions (covered below), but if you do, be sure to save 2,000 energy for the boon of luminous energy.

While it is possible to bank the ectophial at the bank near the ghost captain without a ghostspeak amulet, the amulet is required to travel to Dragontooth Island, even with the right click Travel option, so wear it unless you have completed the hard Morytania Tasks.

90-95Edit

Luminous wisp location

The next location is south of Sophanem, in the deepest part of the Kharidian Desert. After an update, luminous wisps now spawn closer to the energy rift, but it might still be far enough for players to consider staying at the radiant wisps.

The Sceptre of the gods and its lesser counterpart Pharaoh's sceptre can both teleport players to the agility pyramid near Sophanem, but they are either expensive or hard to get, and require periodic recharging. The more readily available Magic carpets can be taken from Shantay Pass to Pollnivneach, and then to Sophanem, but is more time-consuming.

Desert heat is in effect here. Waterskins are impractical as they take up inventory space and there are no suitable cacti to refill them, and Humidify would be cost inefficient.

The enchanted water tiara provides protection at the cost of 3 water runes per drink. A tome of frost allows players to stay indefinitely by reducing the damage to the point natural life points regeneration exceeds it. Desert clothing is unneeded if wielding a tome of frost.

Remember to gather 2,250 luminous energy for the boon of incandescent energy.

95-99Edit

Incandescent wisp location

The final location is just south of the poison waste. There are no real efficient means of travel, but the best options are:

  • Use a spirit tree to teleport to the Mountains east of Poison Waste (Using the ring of dueling to Mobilising Armies gets you next to a spirit tree), run south to the Agility Shortcut (requires crossbow and mithril grapple). Once across river, run west along the bridge (Surge Recommended)
  • Use a ring of duelling to teleport to Castle Wars and run west. 
  • Use the TokKul-zo or a Ring of slaying to get to a fairy ring and using fairy ring code b•k•p to arrive a short trek from the swamp.

Experience rates here are comparable to Luminous wisps on populated worlds.


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