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 or signs.

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.

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.

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).

Restoration
Restoration portents heal the player when they drop below 50% health. Attuned portents have a Constitution level requirement for their use and offer a similar amount of healing to their component ingredient, essentially becoming automatically used food. Restoration portents do not stack.

Item protection
The portent of item protection automatically keeps an additional item when a player dies. Portents of item protection can stack with one another, with the sign of item protection, or with the Protect Item prayer, for a total of 5 kept items.

Life
The portent of life resurrects the player after death and provides 25% of the base life points. The portent has a 1 hour cooldown of in-game time coupled with the sign of life, and it cannot be used in PVP areas.

Passage
Portents of passage allow you to pass through dungeoneering skill doors that you normally cannot get through up to a certain number of skill levels above the door requirement. These portents must be created within Daemonheim.

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.

Respite
Signs of respite automatically extend the amount of time your gravestone has before it disappears. The sign can activate when you die with it in your pocket slot and a gravestone appears, or it can be equipped after death. Signs of respite stack to add additional time to a gravestone.

Porter
Signs of the porter automatically teleport collected items to your bank (urns will still work). If you do not have any space in your bank, the items you collect will remain in your inventory. Each sign has charges that will be lost whenever an item is automatically teleported. When a sign is out of charges, it will disappear.

Item protection
The sign of item protection automatically keeps an additional item when a player dies. Signs of item protection can stack with the portent of item protection, or with the Protect Item prayer, for a total of 5 kept items.

Life
The sign of life resurrects the player after death and provides 25% of the base life points. The sign has a 1 hour cooldown of in-game time coupled with the portent of life, and it cannot be used in PVP areas.

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.

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 raise Divination temporarily by up to 6; however, it can also decrease it by up to 6.
 * Divination cape raises one level when cape is equipped, or when a player selects the 'boost' option that comes with the cape. However, level 99 Divination 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.

On 20 August 2013, the skill was officially released.