Divination

Divination is a gathering skill that was developed by humans shortly after the beginning of the Sixth Age. It involves gathering Guthix's left over power which is leaking throughout Gielinor.

The skill involves the player gathering divine energy from wisps which can be used to make certain products, such as portents, signs, and divine locations.

Introduction
Players can talk to Orla Fairweather to learn about the Divination skill in the Divination Camp, south of the Draynor jail. She will say that there are many wisps located around Gielinor from which the player can gather memories. The player may then convert the memories into experience or energy to create products, such as signs or portents.

History
In the Year 169 of the Fifth Age, the Assassination of Guthix took place. In Year 1 of the Sixth Age this has resulted in the manifestation of wisps and the appearance of craters throughout Gielinor. As researched by May Stormbrewer, the wisps are a fusion of memories and divine energy. The memories are remnants of Guthix's life force, which hold his residual power within them, and were expelled from Guthix after his death and thus spread throughout the world.

Divine energy is the result of the Edicts of Guthix, which were believed to be a physical barrier around the world which prevented the Gods from entering Gielinor. Upon Guthix's death however this barrier shattered and fell down to the surface. It is believed that the power of the shield is held within the divine energy. Divine energy and memories combined together and formed wisps.

Guthix's death also caused the various craters to open around Gielinor. It is highly speculated that the death of Guthix has damaged the world and that damage has manifested itself as the craters. It is probable that Guthix's death has rendered a great imbalance within Gielinor, and so the life force of the world (Anima Mundi) is now "bleeding" due to this imbalance. The wisps gather around these craters as they are attracted to this life force, because this is one of the powers that Guthix used to become so powerful. This same force, now saturates the wisps as his memories.

Those who study Divination west of the Battle of Lumbridge, 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 the Earth, 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 is thus unknown, but is likely to be catastrophic.

Harvesting
To harvest energy, a player must first activate a wisp. This is done simply by choosing the "harvest" option, at which point it will turn into the corresponding spring and the player will begin harvesting memories of the same tier for minimal experience. Every harvest provides the player at least one energy of the spring's type and a good but not 100% chance of harvesting that type of memory. There is also a small chance that the player will harvest an enriched memory which provides double the normal experience. In addition to regular wisps are the rare enriched wisps that spawn every 20 and a half minutes. These activate into enriched pools and guarantee an enriched memory will be harvested, but do not guarantee a memory will be harvested; i.e. you will get double experience at certain intervals, but may get experience without harvesting a memory. The higher your divination level the more chance you have of harvesting an enriched memory.

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 2 or 3 energy; and enriched memories into 3 or 4 energy.
 * This option produces the most resources but grants only 1 XP per conversion, the slowest rate.
 * Memories to Experience
 * Converts each memory into experience. Standard memories in your inventory will be deposited first automatically, followed by enriched memories.
 * Memories and Energy to Experience
 * Converts each memory and 5 energy into more experience than you would get converting memories alone (10 energy for enriched memories). Enriched memories in your inventory will be deposited first automatically, followed by standard memories. You will automatically continue to convert memories for the normal experience rate when you run out of energy.
 * This option provides a faster experience rate at the cost of resources.
 * It should be noted that the experience per energy is fixed for each tier. For example, in the first tier, converting 5 energies and a regular pale memory yields 0.5 bonus experience, and 10 energies and an enhanced pale memory offers 1 bonus experience, i.e., 0.1xp/energy. This means that there is no particular benefit in using energy solely on regular or enhanced memories.

Rifts
There are many energy rifts located around Gielinor. Some require a higher Divination level than others.



Note that you can get 10% bonus experience from converting with the appropriate boon. See the respective wisp pages linked for information on the fastest means of travel.

Boons
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.

Portents
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).

Signs
Signs are single-use items carried in the pocket that activate automatically when certain conditions are met. There are four types: respite, porter, item protection and life.

Divine locations
Divine locations 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. Most divine locations last 30 seconds after the first interaction, however some of the higher level locations last for only 23-25 seconds.

Transmutation
You can use your divine energy to turn lower level resources into higher level resources. * Requires completion of Swan Song quest

Temporary boosts

 * A brown spicy stew can temporarily boost or decrease one's Divination level by up to ±5.
 * 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.

Pre-release
The skill was first announced in an IGN article on 3 May 2013, which was later corroborated on 6 May by a Jagex Moderator (Mod Seven) on Twitter to be the new skill.

The June 2013 BTS contained some fairly major hints on the matter.

It was revealed that Divination will be released in August of 2013, shortly after the release of RuneScape 3.

When asked about the mechanics of Divination as compared to Fishing and Mining, Mod Mark stated:

In the same 'Around the Campfire' Q&A BTS Video Mod Mark states that Jagex plans to release a few weeks after RS3 but no confirmed date has been given. It has also been confirmed that there will not be a quest to introduce the skill, like there was with the release of Summoning. Mod Mark has confirmed that Divination will not be available to free players, outside of the usual level 5 trial. He has also confirmed that Divination, unlike Dungeoneering, will not be trainable up to level 120. A poll for the final skillcape design was started on 25 July.

On 1 August 2013 it was confirmed while training the skill, you will collect divine energy from Wisps, which can be used to create new pocket or inventory items that activate under certain conditions and provide certain benefits such as preventing a killing blow being dealt to you.

On 6 August 2013, the skill cape option 6 was confirmed out of the poll results.