Divination training

This article covers the most efficient ways to train the Divination skill. As Divination is still newly released, no experience boosting items or experience lamps will work with training.

General overview
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.

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).

Please note that XP values in the below table are not yet completely accurate.

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

Enriched memories and wisps
Every so often, an enriched memory is harvested instead of a standard one. 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.

Boons
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.

Chronicle fragments
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; however, this is generally not worth it at any level.

1-10
At the beginning 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.

10-20
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. 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 with energy here; however, if you decide to do otherwise, be sure to at least save 300 flickering energy for a boon of bright energy.

20-30
The next location is located southwest of the Digsite. The only efficient method of travelling here is with a Digsite pendant. 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.

30-40
The next location is just south of Seers' Village. The fastest method of travel to here is with Camelot Teleport. 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.

40-50
This location is right outside the Fremennik Slayer Dungeon, in the immediate vicinity of the ring of slaying's teleport. If you have a surplus of rings, then they are worth using to deposit chronicle fragments at the Guthix altar, otherwise, offering takes up too much of your time. Be sure to save 800 energy for the boon of gleaming energy.

50-60
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 or the Karamja lodestone 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 time. Be sure to save 1,000 energy for the boon of vibrant energy.

60-70
The next location is immediately north of Mobilising Armies. Using the Mobilising Armies Teleport either in your spellbook or with the ring of duelling. 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.

70-80
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 slayer ring's, then depositing fragments will be worth the travel time. At level 75, you will begin harvesting 3 energies from a wisp at time. Be sure to save 1,500 energy for the boon of brilliant energy.

80-85
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 to teleport to the polypore dungeon and running south. Offering fragments at the Altar of Guthix may or my not be worth your time. Be sure to save 1,750 energy for the boon of radiant energy.

85-90
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. It is generally not worth the time to deposit chronicle fragments. 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.

90-95
The next location may actually provide lower experience rates than the previous. Except on highly populated worlds, you will often find that wisps stray too far from the rift. They become both difficult to predict and time consuming to run to and from. For this reason, you may want to stay at the radiant wisp location until you are level 95. Regardless of whether you train here or not, consider gathering 2,250 luminous energy for the boon of incandescent energy.

95-99
The final location is just south of the poison waste. There is no real efficient means of travel, but the best options are either using a ring of duelling to teleport to Castle Wars and running west or using the TokKul-zo to get to a fairy ring and using fairy ring code to arrive a short trek from the swamp. Experience rates here are comparable to luminous wisps on populated worlds. It is not worth the travel time to deposit fragments.