RS3 · Guide

Divination Training Guide for RS3: 1 to 99, Wisps and Unlocks

Divination is a members gathering and manufacturing skill: you harvest wisps for divine energy and memories, then turn memories into XP at an energy rift and spend energy on portents, signs, boons and transmutation. It is also one of the three skills, with Crafting and Smithing, that you need at 80 to start Invention.

The short versionMove up to each new wisp colony as soon as you have the level, make that colony's boon when you arrive, catch chronicle fragments, and train on world 79, the community Divination world. From 70, the Wiki recommends the Hall of Memories for the rest of the way.

Getting started

  • Members only, though free players can train it to level 5.
  • Talk to Orla Fairweather in the Divination Camp south of the Draynor Village jail. The first colony, pale wisps, is south-east of Draynor Village.
  • Click a wisp to turn it into a spring, then harvest the spring. Each harvest gives energy and usually a memory. You also have a critical chance of an enriched memory, which gives double XP.

Converting: experience, enhanced experience, or energy

When your backpack is full, deposit at the colony's energy rift. You pick the mode from its Configure menu (keys 1, 2 or 3):

  • Memories to Energy: the most resources, but only 1 XP per conversion.
  • Memories to Experience: the normal mode.
  • Memories and Energy to Experience (enhanced): each memory also uses 5 energy of the same tier, 10 for an enriched one. The training page puts it at 25% more XP than normal, and switches you back to normal mode when the energy runs out.

The Wiki is blunt about enhanced mode: it has "an extremely high cost per experience point" and should generally be avoided unless your time is very valuable. Use normal experience mode.

Chronicles, enriched wisps and world 79

Harvesting has a 1 in 25 chance to spawn a chronicle fragment. Catch it within 6 seconds for an enhanced fragment. Using fragments on the rift ("Empower") gives XP and charges it: 30 fragments, or 15 enhanced, fill it. A full rift spawns an enriched wisp (+100% critical chance while you gather from it) and gives everyone nearby Memory Overflow for 10 minutes: +1 base energy and 5% more XP from deposited memories, and 10% more critical chance.

The charge belongs to the rift, not the player, so the Wiki recommends the community Divination world, world 79, for every level.

Training by level

The training page's colony rates, without XP boosts. "Bought energy" means using purchased energy in enhanced mode.

Levels Colony XP/hr, no energy bought XP/hr, bought energy
1–10 Pale, south-east of Draynor Village 4,000 5,000
10–20 Flickering, east of the Falador lodestone 8,000 10,000
20–30 Bright, east of Varrock, south-west of the Varrock Dig Site 12,000 14,000
30–40 Glowing, south of Seers' Village, east of the Sorcerer's Tower 17,000 19,000
40–50 Sparkling, south-west of the Fremennik Slayer Dungeon (fairy ring AJR) 23,000 28,000
50–60 Gleaming, central Karamja, north-east of Shilo Village 27,000 33,000
60–70 Vibrant, north-west of South Feldip Hills 35,000 41,000
70–80 Lustrous, east of the Slayer Tower 43,000 52,000
75–80 Elder, Elder Halls (needs Fate of the Gods) 54,000 66,000
80–85 Brilliant, east of the Mage Training Arena 60,000 73,000
85–90 Radiant, Dragontooth Island 65,000 79,000
90–95 Luminous, south Sophanem (partial Icthlarin's Little Helper) 71,000 83,000
95–99 Incandescent, west of Castle Wars and Yanille, south of the Poison Waste 82,000 97,000
About these numbersThe Wiki flags its training page as incomplete and needing updates. Its Divination page also records an early-game rebalance in February 2026 that raised memory XP for pale to sparkling, and the training page doesn't say whether its table came before or after it. Treat the figures as a rough guide.

Levels 1–65: follow the table. Pale to 10 takes about 19 minutes by the Wiki's estimate, and May Stormbrewer, who takes chronicle fragments, stands next to the pale colony.

Levels 65–75: the Empty Throne Room. Southeast of the Varrock Dig Site, you transmute empowered Senntisten crystals. The Wiki puts it at about 65,000 XP an hour, against 35,000 at vibrant wisps, and recommends it until 75. If you skip it, lustrous wisps open at 70.

Levels 70–99: the Hall of Memories. Beneath the Memorial to Guthix, it needs level 70. You carry a memory jar, fill it by harvesting memories, and hand full jars in at the unstable rift for 3,400 XP each. The training page calls the XP substantial "with minimal effort" and highly recommends doing the rest of your training there. The Hall's own page gives these rates, assuming decorated divination urns and a full diviner's outfit:

Level Memory Faded, AFK Level memory, AFK Level memory, 2-tick
70 Lustrous 45,000 93,000 140,000
80 Brilliant 47,000 110,000 170,000
85 Radiant 50,000 135,000 205,000
90 Luminous 85,000 165,000 245,000
95 Incandescent 90,000 205,000 310,000

"2-tick" means clicking again the moment each XP drop appears, which the Hall page says fills jars about 50% faster. Faded memories in the centre are the low-effort option. The Wiki says these rates leave out core memory and knowledge fragments, and its training page asks for more Hall rates, so the table isn't complete.

Shortcut from 81: with 89 Herblore, extreme divination potions boost you to 95 for incandescent wisps. The Wiki calls the potions relatively cheap for what they save you.

Other methods the Wiki lists:

  • Positive and negative energy (90, The Arc): around 68,000 XP and 660 chimes an hour.
  • Ancestral energy (95, Uncharted Isles): around 107,000 XP an hour, plus Divination contracts.
  • The Gate of Elidinis (after Ode of the Devourer): cleansing corrupt shards, around 285,000 XP an hour at 99. Urns and skillchompas don't work there.
  • Incandescent wisps with the Divine Conversion relic power: around 290,000 XP an hour in normal mode on the community world, by the Wiki's figure. The relic needs 98 Archaeology, 85 Divination, Howl's Floating Workshop and The World Wakes.
  • Guthixian Cache (35): opens after you deposit 800 memories. A 100-point run gives 4,700 to 36,700 XP depending on level, and can award a missing piece of the diviner's outfit.

Boosts and gear worth having

  • Boons: a permanent 10% more XP and energy when converting one tier of memory, from flickering (10) to incandescent (95). The Wiki says to make one each time you move up a colony.
  • Diviner's outfit (35): 1% XP per piece, 6% for the full set.
  • Divination urns: a 20% bonus on the XP needed to fill them.
  • Memory dowser (80): gather from 7 tiles away, and memories deposit automatically within 2 tiles of a rift.
  • Familiars: the nightmare muspah (81 Summoning) carries 32 memories or energy, the waterfiend (50) is the mid-level alternative, and the light creature (88) has a 10% chance to instantly convert memories into enhanced XP.
  • Fading memory: +20% critical chance and 25% more XP when depositing, for 200 charges.
  • Critical chance from levels: 2% at 39, 4% at 59, 7% at 79 and 10% at 99. Only the highest applies.
  • Memory-storage bots in the Hall unlock permanent passive effects. The Edicts bot (90) doubles jar progress from faded memories.

What you unlock

From the Wiki's Divination level up table, with the Guthixian Cache from its training page:

  • 2: Portent of restoration I. Later tiers follow up to X at 97.
  • 10: flickering wisps and your first boon.
  • 35: Guthixian Cache.
  • 65: the Empty Throne Room.
  • 69: Sign of item protection.
  • 70: the Hall of Memories.
  • 75: elder wisps, and a requirement for Fate of the Gods.
  • 78 and 79: Sign of life and Sign of death.
  • 80: one of the requirements for Invention, with 80 Crafting and 80 Smithing. The Invention page says none can be boosted. Also energy-gathering scrimshaws, and the requirement to start The Light Within.
  • 90: positive and negative energy in The Arc.
  • 92: Portent of item protection.
  • 95: incandescent wisps and ancestral energy.
  • 99: the Divination cape (99,000 coins from Orla Fairweather), which adds 30 seconds to each spring once, plus Sign of the porter VII and the portents of life and death.

Divine locations used to be a big part of the skill. The Dailyscape Overhaul (16 March 2026) removed the ability to make new ones. The Divination page says existing ones can still be used.

Track your Divination on The Codex

  • The box at the top of this guide shows your Divination level once you look yourself up. Your profile shows your daily and weekly gains.
  • The Divination skill page has the XP table and who gained the most this week.
  • The XP calculator shows how much XP lies between two levels. 99 is 13,034,431 XP.
  • The goal planner helps you set a target, such as 80 for Invention.

Sources

References courtesy of the RuneScape Wiki.