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Divination Guide
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Divination Guide
click blue orb, click green rock, click red orbs when you see them and give them to dead-guthix,... every few thousand orbs move to a new spot
JK GUYS Heres the REAL Divination Guide
AGAIN SORRY GUYS THE PICTURES HAVE TO BE SMALL OTHERWISE THEY GET CUTOFF IM NOT SURE WHY :'(
Table of Contents:
Dungeoneering Divination
Cape of Accomplishment (Skill Cape)
Starting Camp:
To get the best start it's recommended to travel to the Divination camp located between Draynor Village and Lumbridge. Here you can find Orla Fairweather, Faizan Augour and May Stormbrewer. By speaking with these characters, you will learn the basics of Divination and some of the rewards that are on offer.
Training Divination:
There are 12 wisp colonies throughout Gielinor where you can train Divination with a level requirement ranging from 1 to 95, each with a different type of wisp and increased experience. The locations of the colonies and experience for converting the memories and energy of each type of wisp is found in the Memory Types section below.
As it is a gathering skill, Divination is very simple to train. Gaining experience is done by clicking on the floating wisps and harvesting memories and energy from the resulting spring and then using the nearby energy rift to convert these into experience.
When you attempt to convert the memories you have collected, you will be presented with this screen:
You have three options to choose from, which are:
Enriched Wisps:
Every 20 minutes (:00 :20 :40) an Enriched wisp will appear at the colony (not including the level 1 colony). These can be harvested for purely Enriched memories. If you have a normal memory in your inventory when you harvest the Enriched spring, the memory will be converted into an Enriched memory and slightly extend the length of time the spring is active. This works for the first four people to harvest the spring and extends the duration further for each one. The Enriched wisp can be identified easily as it is significantly larger than the normal wisps.
Memory Types:
Chronicle Fragments:
Springs will occasionally spawn a Chronicle Fragment These orange balls of light can be caught for a small amount of Hunter experience based on your level. If you manage to collect 10 fragments, you can turn them in for Divination experience at either Guthix's Shrine (the altar in the cave after completing The World Wakes), or offering them to May Stormbrewer at the Divination camp, near Lumbridge.
Energy Products:
Dungeoneering Divination
While training the Dungeoneering skill, you will occasionally come across different levels of Divine wisps creatures that you can harvest for energy and memories. The memories can be converted into energy, and energy can be weaved into portents to help you progress through the dungeon. You will only be able to find these wisps in dungeons with a Complexity level of 6.
Portents of Restoration:
Portents of restoration are automatically consumed when you are damaged to under 50% of your life points and restore a number life points. Each portent requires a certain Constitution level to use. The portents will only activiate when you take a hit that drops yours life points below 50%. If your life points are already below 50%, then the portent will not activate. Only one portent is used at a time but you can have more in your inventory for future use. If you have both portents an attuned portents in your inventory, then the attuned version will be used first. If you have multiple tiers of portents in your inventory, then the highest tier will be used first.
Portents of Passage:
Portents of passage will allow you to open a Dungeoneering skill door which has requirements you don't meet. The level range will increase with higher tier portents.
Cape of Accomplishment
Once you've become a master of Divination you will be able to buy the Divination Cape from Orla Fairweather who can be found in the Starting Camp for 99,000 coins Your cape will become a Divination Cape (t) if you have another skill at level 99.
JK GUYS Heres the REAL Divination Guide
AGAIN SORRY GUYS THE PICTURES HAVE TO BE SMALL OTHERWISE THEY GET CUTOFF IM NOT SURE WHY :'(
Table of Contents:
- Starting Camp
- Training Divination
- Memory Types
- Chronicle Fragments
- Energy Products
- Boons
- Divine Locations
- Transmutation
- Portents
- Sings
Starting Camp:
To get the best start it's recommended to travel to the Divination camp located between Draynor Village and Lumbridge. Here you can find Orla Fairweather, Faizan Augour and May Stormbrewer. By speaking with these characters, you will learn the basics of Divination and some of the rewards that are on offer.
Training Divination:
There are 12 wisp colonies throughout Gielinor where you can train Divination with a level requirement ranging from 1 to 95, each with a different type of wisp and increased experience. The locations of the colonies and experience for converting the memories and energy of each type of wisp is found in the Memory Types section below.
As it is a gathering skill, Divination is very simple to train. Gaining experience is done by clicking on the floating wisps and harvesting memories and energy from the resulting spring and then using the nearby energy rift to convert these into experience.
When you attempt to convert the memories you have collected, you will be presented with this screen:
You have three options to choose from, which are:
- Convert memories into energy - This provides one experience per memory.
- Convert memories into experience - This provides normal experience. When using this option it will use up your normal memories first.
- Convert memories and energy into enhanced experience - This provides more experience per memory, but uses up 5 energy for every normal memory converted and 10 energy for every enriched memory. When using this option the enriched memories you hold will be used up first.
Enriched Wisps:
Every 20 minutes (:00 :20 :40) an Enriched wisp will appear at the colony (not including the level 1 colony). These can be harvested for purely Enriched memories. If you have a normal memory in your inventory when you harvest the Enriched spring, the memory will be converted into an Enriched memory and slightly extend the length of time the spring is active. This works for the first four people to harvest the spring and extends the duration further for each one. The Enriched wisp can be identified easily as it is significantly larger than the normal wisps.
Memory Types:
Chronicle Fragments:
Springs will occasionally spawn a Chronicle Fragment These orange balls of light can be caught for a small amount of Hunter experience based on your level. If you manage to collect 10 fragments, you can turn them in for Divination experience at either Guthix's Shrine (the altar in the cave after completing The World Wakes), or offering them to May Stormbrewer at the Divination camp, near Lumbridge.
Energy Products:
- Boons
Boons are a one-time item that permanently give 10% more experience when converting memories and energy of the given tier. As soon as you create a boon, it will become active and its effect will last forever. Due to the nature of these items, only one boon of each tiers can be created and the effects of several tier bones to not stack. These items are made by weaving a certain amount of energy of either the same tier or one tier below the boon being made.
- Divine Locations
These are portable skilling locations that can be placed anywhere. Players can gather experience and resources from one location to train Farming, Hunter, Mining, and Woodcutting. Only one divine location can be active each day and only 5 players can gather from a divine location at a time. Others players may use your divine locations, and have a chance to give you additional resouces in noted form when they do. To gather a certain resouce from a location, you must have the relevant skill level that you would need to gather it without the Divination skill. When harvesting these resources, there is a limit to the amount you can collect which will depend on your level.
- Transmutation
Transmutation allows you to turn an item into a higher value item. A number of lower value items and energy are required to be converted into a higher tier item. Each transmutation listed below will produce one item.
- Portents
- Restorations
Portents of restoration are automatically consumed when you are damaged to under 50% of your life points and restore a number life points. Each portent requires a certain Constitution level to use. The portents will only activiate when you take a hit that drops yours life points below 50%. If your life points are already below 50%, then the portent will not activate. Only one portent is used at a time but you can have more in your inventory for future use. If you have both portents an attuned portents in your inventory, then the attuned version will be used first. If you have multiple tiers of portents in your inventory, then the highest tier will be used first.
- Signs
Dungeoneering Divination
While training the Dungeoneering skill, you will occasionally come across different levels of Divine wisps creatures that you can harvest for energy and memories. The memories can be converted into energy, and energy can be weaved into portents to help you progress through the dungeon. You will only be able to find these wisps in dungeons with a Complexity level of 6.
Portents of Restoration:
Portents of restoration are automatically consumed when you are damaged to under 50% of your life points and restore a number life points. Each portent requires a certain Constitution level to use. The portents will only activiate when you take a hit that drops yours life points below 50%. If your life points are already below 50%, then the portent will not activate. Only one portent is used at a time but you can have more in your inventory for future use. If you have both portents an attuned portents in your inventory, then the attuned version will be used first. If you have multiple tiers of portents in your inventory, then the highest tier will be used first.
Portents of Passage:
Portents of passage will allow you to open a Dungeoneering skill door which has requirements you don't meet. The level range will increase with higher tier portents.
Cape of Accomplishment
Once you've become a master of Divination you will be able to buy the Divination Cape from Orla Fairweather who can be found in the Starting Camp for 99,000 coins Your cape will become a Divination Cape (t) if you have another skill at level 99.
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