Table of Contents:

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.

Training

When you attempt to convert the memories you have collected, you will be presented with this screen:

Conversion 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:

Memory Type Level
Required
Experience Location Means of Transportation
Harvest Convert Convert with
Energy
Pale memory
Pale
1 1 3 3.7 Divination Camp
Near the the Divination Camp, west of Lumbridge.
Flickering memory
Flickering
10 2 4 5 Falador
West of the Gamers Grotto, north of Falador.
Enriched flickering memory
Enriched flickering
10 4 8 10
Bright memory
Bright
20 3 5 6.2 Digsite
Between Varrock and the Digsite.
Enriched bright memory
Enriched bright
20 6 10 12.4
Glowing memory
Glowing
30 4 7 8.7 Seers' Village
Northeast of the Sorcerer's Tower, south of Seers' Village
Enriched glowing memory
Enriched glowing
30 8 14 17.4
Sparkling memory
Sparkling
40 5 12 15 Rellekka
Near the Golden Apple Tree, southeast of Rellekka.
Enriched sparkling memory
Enriched sparkling
40 10 24 30
Gleaming memory
Gleaming
50 6 19 23.7 Shilo Village
Northeast of the Nature Altar, north of Shilo Village.

Note: Low level players should beware of aggressive, poisonous Tribesmen in this area.
Enriched gleaming memory
Enriched gleaming
50 12 38 47.4
Vibrant memory
Vibrant
60 7 25 31.25 Mobilising Armies
North of Mobilising Armies.
Enriched vibrant memory
Enriched vibrant
60 14 50 62.5
Lustrous memory
Lustrous
70 8 35 44 Slayer Tower
Southeast of the Slayer Tower, north of Canifis.
Enriched lustrous memory
Enriched lustrous
70 16 70 88
Elder memory
Elder
75 8.5 36.5 45.5 Elder Halls
The Elder Halls of Freneskae, through the World Gate southwest of the Tree Gnome Stronghold (requires completion of Fate of the Gods).
Enriched elder memory
Enriched elder
75 17 73.5 92
Brilliant memory
Brilliant
80 9 39 48 Mage Training Arena
East of the Mage Training Arena.
Enriched brilliant memory
Enriched brilliant
80 18 77 96
Radiant memory
Radiant
85 10 42 53 Dragontooth Island
On Dragontooth Island.
Enriched radiant memory
Enriched radiant
85 20 83 105
Luminous memory
Luminous
90 11 42 52.5 Sophanem
South of Sophanem.

Note: You will need either Waterskins, an Enchanted water tiara or Tome of frost to use this colony due to the desert heat.
  • Pharaoh's sceptre teleport to the Jalsavrah pyramid.
  • Camulet teleport to Enakhra's temple
  • Magc carpet transportation network
Enriched luminous memory
Enriched luminous
90 22 84 105
Incandescent memory
Incandescent
95 12 45 56.2 Poison Waste
Southeast of the Poison Waste in Tirannwn.
  • Spirit Tree transportation network and use the Mith grapple option to the south
  • Fairy Ring code BKP
Enriched incandescent memory
Enriched incandescent
95 24 90 112.5

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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. You can also turn any amount of Chronicle fragments in for Divination experience, however after collecting 10 the spawn rate decreases. You can hold up to 30 at a time. 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.

Chronicle fragment

Level XP from May
Stormbrewer
XP from
Guthix's Shrine
Level XP from May
Stormbrewer
XP from
Guthix's Shrine
Level XP from May
Stormbrewer
XP from
Guthix's Shrine
1 387 516 34 1152 1536 67 3495 4660
2 396 528 35 1173 1564 68 4744 3558
3 402 536 36 1197 1596 69 3615 4820
4 411 548 37 1221 1628 70 4086 5448
5 417 556 38 1242 1656 71 4182 5576
6 426 568 39 1263 1684 72 4272 5696
7 432 576 40 1584 2112 73 4362 5816
8 438 584 41 1623 2164 74 4446 5928
9 447 596 42 1659 2212 75 4527 6036
10 522 696 43 1695 2260 76 4605 6140
11 534 712 44 1731 2308 77 4680 6240
12 546 728 45 1767 2356 78 4749 6332
13 558 744 46 1800 2400 79 4812 6416
14 570 760 47 1836 2448 80 5217 6956
15 582 776 48 1869 2492 81 5349 7132
16 594 792 49 1899 2532 82 5454 7272
17 606 808 50 2211 2948 83 5535 7380
18 618 824 51 2262 3016 84 5589 7452
19 630 840 52 2316 3088 85 5907 7876
20 702 936 53 2364 3152 86 6039 8052
21 717 956 54 2415 3220 87 6144 8192
22 717 976 55 2463 3284 88 6219 8292
23 750 1000 56 2508 3344 89 6267 8356
24 765 1020 57 2556 3408 90 6687 8916
25 780 1040 58 2598 3464 91 6828 9104
26 795 1060 59 2640 3520 92 6936 9248
27 810 1080 60 3009 4012 93 7011 9348
28 828 1104 61 3084 4112 94 7050 9400
29 840 1120 62 3159 4212 95 7230 9640
30 1053 1404 63 3231 4308 96 7392 9856
31 1080 1440 64 3300 4400 97 7509 10012
32 1104 1472 65 3366 4488 98 7578 10104
33 1128 1504 66 3432 4576 99 7596 10128

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Shadow Cores:

Shadow cores are remnant of shadow creatures that are used to make Light cores, which is used to create the summoning familiar Light creature. There are three types of Shadow cores; Truthful, Blissful, and Manifest - each can be obtained by either killing their respective creatures, pickpocketing from Amlodd workers, or as a possible reward from Light Creatures on the Prifddinas Agility Course.

Shadow Core Type Level
Required
Dropped by Experience
Gained
Truthful shadow core
Truthful shadow core
71 Truthful shadow 250
Blissful shadow core
Blissful shadow core
81 Blissful shadow 350
Manifest shadow core
Manifest shadow core
91 Manifest shadow 500

All Shadow Cores can be converted at the Light rift found within the Amlodd Clan area in Prifddinas. Players may also receive a Light core through the process.

Light rift

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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 boons do 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.

Boon Level
Required
Energy
Required
Experience
Gained
Boon of flickering energy 10 100 Pale energy Pale or Flickering energy Flickering 3
Boon of bright energy 20 300 Flickering energy Flickering or Bright energy Bright 5
Boon of glowing energy 30 500 Bright energy Bright or Glowing energy Glowing 7
Boon of sparkling energy 40 600 Glowing energy Glowing or Sparkling energy Sparkling 9
Boon of gleaming energy 50 800 Sparkling energy Sparkling or Gleaming energy Gleaming 11
Boon of vibrant energy 60 1000 Gleaming energy Gleaming or Vibrant energy Vibrant 13
Boon of lustrous energy 70 1250 Vibrant energy Vibrant or Lustrous energy Lustrous 15
Boon of brilliant energy 80 1500 Lustrous energy Lustrous or Brilliant energy Brilliant 17
Boon of radiant energy 85 1750 Brilliant energy Brilliant or Radiant energy Radiant 19
Boon of luminous energy 90 2000 Radiant energy Radiant or Luminous energy Luminous 21
Boon of incandescent energy 95 2250 Luminous energy Luminous or Incandescent energy Incandescent 23

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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.

Divine Location Level
Required
Energy
Required
Secondary Experience
Gained
Divine crayfish bubble Divine crayfish bubble 1 5Pale energy Pale 20 Raw crayfish Raw crayfish 1
Divine bronze rock Divine bronze rock 3 20 Pale energy Pale 20 Copper ore Copper ore OR Tin ore Tin ore 1.2
Divine kebbit burrow Divine kebbit burrow 4 25 Pale energy Pale 20 Raw beast meat Raw beast meat 1.3
Divine tree Divine tree 7 5 Pale energy Pale 20 Logs Logs 1.8
Divine herring bubble Divine herring bubble 11 15Flickering energy Flickering 20 Raw herring Raw herring 3
Divine herb patch I Divine herb patch I 12 5 Flickering energy Flickering 20 Clean guam Clean guam 3.1
Divine iron rock Divine iron rock 19 20 Flickering energy Flickering 15 Iron ore Iron ore 4
Divine trout bubble Divine trout bubble 20 15bright energy Bright 20 Raw trout Raw trout 5
Divine oak tree Divine oak tree 21 15 Bright energy Bright 20 Oak logs Oak logs 5.1
Divine bird snare Divine bird snare 24 30 Bright energy Bright 20 Raw bird meat Raw bird meat 5.4
Divine salmon bubble Divine salmon bubble 30 45Glowing energy Glowing 20 Raw salmon Raw salmon 7
Divine willow tree Divine willow tree 31 20 Glowing energy Glowing 20 Willow logs Willow logs 7.2
Divine coal rock Divine coal rock 31 30 Glowing energy Glowing 20 Coal Coal 7.2
Divine deadfall trap Divine deadfall trap 34 45 Glowing energy Glowing 24 Kebbit claws Kebbit claws 7.5
Divine lobster bubble Divine lobster bubble 41 70Sparkling energy Sparkling 20 Raw lobster Raw lobster 10
Divine maple tree Divine maple tree 44 25 Sparkling energy Sparkling 20 Maple logs Maple logs 9.3
Divine herb patch II Divine herb patch II 51 20 Gleaming energy Gleaming 20 Clean irit Clean irit 11.3
Divine swordfish bubble Divine swordfish bubble 53 70Gleaming energy Gleaming 20 Raw swordfish Raw swordfish 13
Divine mithril rock Divine mithril rock 61 30 Vibrant energy Vibrant 20 Mithril ore Mithril ore 13.1
Divine yew tree Divine yew tree 62 30 Vibrant energy Vibrant 20 Yew logs Yew logs 13.2
Divine box trap Divine box trap 64 45 Vibrant energy Vibrant 20 Chincompa Chinchompa 13.4
Divine adamantite rock Divine adamantite rock 73 40 Lustrous energy Lustrous 25 Adamantite ore Adamantite ore 15.3
Divine simulacrum I Divine simulacrum I 75 100 Elder energy Elder N/A 16
Divine shark bubble Divine shark bubble 79 60Lustrous energy Lustrous 20 Raw shark Raw shark 16
Divine herb patch III Divine herb patch III 82 10 Brilliant energy Brilliant 5 Clean cadantine Clean cadantine 17.5
Divine magic tree Divine magic tree 83 40 Brilliant energy Brilliant 5 Magic logs Magic logs 18
Divine cavefish bubble Divine cavefish bubble 89 70Radiant energy Radiant 15 Raw cavefish Raw cavefish 20
Divine rocktail bubble Divine rocktail bubble 91 80Luminous energy Luminous 10 Raw rocktail Raw rocktail 21
Divine simulacrum II Divine simulacrum II 92 100 Elder energy Elder N/A 16
Divine runite rock Divine runite rock 94 80 Luminous energy Luminous 6 Runite ore Runite ore 22

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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.

Transmutation Level
Required
Energy
Required
Secondary Experience
Gained
Oak logs Oak logs 13 2 Flickering energy Flickering 3 Logs Logs 3.3
Raw trout Raw trout 16 2 Flickering energy Flickering 3 Raw sardine Raw sardines, Raw crayfish Raw crayfish, Raw anchovies Raw anchovies, or Raw shrimp Raw shrimps 3.6
Iron ore Iron ore 17 2 Flickering energy Flickering 3 Copper ore Copper ore or Tin ore Tin ore 3.7
Silver ore Silver ore 22 2 Bright energy Bright 3 Iron ore Iron ore 5.2
Uncut emerald Uncut emerald 26 2 Bright energy Bright 3 Uncut sapphire Uncut sapphire 5.7
Coal Coal 29 2 Bright energy Bright 3 Iron ore Iron ore 6
Willow logs Willows logs 32 2 Glowing energy Glowing 3 Oak logs Oak logs 7.3
Uncut ruby Uncut ruby 33 2 Glowing energy Glowing 3 Uncut emerald Uncut emeralds 7.4
Raw tuna Raw tuna 36 2 Glowing energy Glowing 3 Raw trout Raw trout 7.7
Gold ore Gold ore 39 2 Glowing energy Glowing 3 Silver ore Silver ores 8
Uncut diamond Uncut diamond 42 2 Sparkling energy Sparkling 3 Uncut ruby Uncut rubies 9.1
Raw bass Raw bass 46 2 Sparkling energy Sparkling 3 Raw tuna Raw tuna 9.6
Maple logs Maple logs 49 2 Sparkling energy Sparkling 3 Willow logs Willow logs 10
Uncut dragonstone Uncut dragonstone 58 2 Gleaming energy Gleaming 5 Uncut diamond Uncut diamonds 12
Mithril ore Mithril ore 63 2 Vibrant energy Vibrant 3 Coal Coal 13.3
Green charm Green charm 64 25 Vibrant energy Vibrant 2 Gold charm Gold charms 13.4
Raw monkfish Raw monkfish* 66 2 Vibrant energy Vibrant 3 Raw bass Raw bass 13.7
Yew logs Yew logs 72 2 Lustrous energy Lustrous 3 Maple logs Maple logs 15.2
Crimson charm Crimson charm 74 75 Lustrous energy Lustrous 3 Green charm Green charms 15.4
Adamantite ore Adamantite ore 76 2 Lustrous energy Lustrous 3 Mithril ore Mithril ore 15.7
Blue charm Blue charm 84 150 Brilliant energy Brilliant 2 Crimson charm Crimson charms 17.4
Magic logs Magic logs 93 2 Luminous energy Luminous 3 Yew logs Yew logs 21.7
Runite ore Runite ore 96 10 Incandescent energy Incandescent 6 Adamantite ore Adamantite ore 23.2

*Requires completion of Swan Song.

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Portents:

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.

Portent Level
Required
Constitution
Required
Energy
Required
Secondary Experience
Gained
Health
Restored
Portent of restoration I Portent of restoration I 2 10 30 Pale energy Pale Crayfish Crayfish, Anchovies, Shrimp, Sardine, Chicken, or Meat 1 150
Attuned portent of restoration I Attuned portent of restoration I 5 10 30 Pale energy Pale Crayfish Crayfish, Anchovies, Shrimp, Sardine, Chicken, or Meat 1.5 200
Portent of restoration II Portent of restoration II 15 15 30 Flickering energy Flickering Trout Trout 3.4 225
Attuned portent of restoration II Attuned portent of restoration II 18 15 30 Flickering energy Flickering Trout Trout 3.9 300
Portent of restoration III Portent of restoration III 25 25 30 Bright energy Bright Salmon Salmon 5.6 375
Attuned portent of restoration III Attuned portent of restoration III 27 25 30 Bright energy Bright Salmon Salmon 5.8 500
Portent of restoration IV Portent of restoration IV 35 30 30 Glowing energy Glowing Tuna Tuna 7.6 450
Attuned portent of restoration IV Attuned portent of restoration IV 37 30 30 Glowing energy Glowing Tuna Tuna 7.8 600
Portent of restoration V Portent of restoration V 45 40 35 Sparkling energy Sparkling Lobster Lobster 9.4 600
Attuned portent of restoration V Attuned portent of restoration V 47 40 35 Sparkling energy Sparkling Lobster Lobster 9.7 800
Portent of restoration VI Portent of restoration VI 55 50 40 Gleaming energy Gleaming Swordfish Swordfish 11.5 675
Attuned portent of restoration VI Attuned portent of restoration VI 57 50 40 Gleaming energy Gleaming Swordfish Swordfish 11.8 900
Portent of restoration VII Portent of restoration VII 65 62 45 Vibrant energy Vibrant Monkfish Monkfish 13.6 930
Attuned portent of restoration VII Attuned portent of restoration VII 67 62 45 Vibrant energy Vibrant Monkfish Monkfish 13.8 1240
Portent of restoration VIII Portent of restoration VIII 75 80 50 Lustrous energy Lustrous Shark Shark 15.5 1200
Attuned portent of restoration VIII Attuned portent of restoration VIII 77 80 50 Lustrous energy Lustrous Shark Shark 15.8 1600
Portent of restoration IX Portent of restoration IX 86 88 50 Radiant energy Radiant Cavefish Cavefish 19.3 1320
Attuned portent of restoration IX Attuned portent of restoration IX 87 88 50 Radiant energy Radiant Cavefish Cavefish 19.7 1760
Portent of restoration X Portent of restoration X 97 95 60 Incandescent energy Incandescent Rocktail Rocktail 23.4 1395
Attuned portent of restoration X Attuned portent of restoration X 98 95 60 Incandescent energy Incandescent Rocktail Rocktail 23.6 1860

Degradation:

Portents of degradation are automatically consumed when your health falls below 50% and heal you by a certain amount and deal a certain amount of damage to your attacker.

Portent Level
Required
Energy
Required
Secondary Experience
Gained
Health
Restored
Damage
Dealt
Portent of degradation I
Portent of degradation I
75 (and 80 Constitution) 50 Elder energy Elder Shark Shark 15.5 840 480
Attuned portent of degradation I
Attuned portent of degradation I
77 (and 80 Constitution) 50 Elder energy Elder Shark Shark 15.8 1120 640
Portent of degradation II
Portent of degradation II
86 (and 88 Constitution) 50 Elder energy Elder Cavefish Cavefish 19.3 920 520
Attuned ortent of degradation II
Attuned portent of degradation II
87 (and 88 Constitution) 50 Elder energy Elder Cavefish Cavefish 19.7 1230 700
Portent of degradation III
Portent of degradation III
97 (and 83 Constitution) 50 Elder energy Elder Rocktail Rocktail 23.4 975 550
Attuned portent of degradation III
Attuned portent of degradation III
97 (and 83 Constitution) 50 Elder energy Elder Rocktail Rocktail 23.6 1300 740

Other Portents:

Portent Level
Required
Energy
Required
Secondary Experience
Gained
Effect
Portent of item protection
Portent of item protection
92 60 Luminous energy Luminous 4 Prayer potion (4) Prayer potions (4) 21.3 If you die with this portent in your inventory, you will be able to protect an additional item. Does not work in PvP areas.
Portent of life
Portent of life
99 100 Incandescent energy Incandescent Diamond ring Diamond ring 24 If you die with this portent in your inventory you will be revived and restored to 25% of your health. Does not work in PvP areas and you may not use a sign or portent of life for one hour afterwards.
Portent of death
Portent of death
99 100 Elder energy Elder Diamond ring Diamond ring 24 Revives you upon death and restores 15% of your base life points while damaging your attacker for 15% of their base life points.

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Signs:

Sign Level
Required
Energy
Required
Secondary Experience
Gained
Notes
Sign of the porter I
Sign of the porter I
6 30 Pale energy Pale Sapphire necklace Sapphire necklace 1.7 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 5 items before depleting.
Sign of respite I
Sign of respite I
8 25 Pale energy Pale 4 Limestone Limestone 2 This one-use sign extends the duration of your gravestone by 2 minutes. To feel its effects, equip the sign before death or while you have an active gravestone.
Sign of respite II
Sign of respite II
23 30 Bright energy Bright 4 Limestone Limestone 5.3 This one-use sign extends the duration of your gravestone by 4 minutes. To feel its effects, equip the sign before death or while you have an active gravestone.
Sign of the porter II
Sign of the porter II
28 35 Bright energy Bright Sapphire necklace Sapphire necklace 5.9 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 10 items before depleting.
Sign of respite III
Sign of respite III
38 35 Glowing energy Glowing 4 Limestone Limestone 7.9 This one-use sign extends the duration of your gravestone by 6 minutes. To feel its effects, equip the sign before death or while you have an active gravestone.
Sign of the porter III
Sign of the porter III
48 40 Sparkling energy Sparkling Limestone Emerald necklace 9.9 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 15 items before depleting.
Sign of the porter IV
Sign of the porter IV
68 45 Vibrant energy Vibrant Limestone Emerald necklace 13.9 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 20 items before depleting.
Sign of item protection
Sign of item protection
69 45 Vibrant energy Vibrant 4 Prayer potion (4) Prayer potions (4) 14 Automatically keeps an additional item when a player dies. This sign stack with the portent of item protection or with the Protect Item prayer, allowing you to protect a total of 5 items.
Sign of life
Sign of life
78 100 Lustrous energy Lustrous Diamond ring Diamond ring 16 If you die with this sign in your pocket you will be revived and restored to 25% of your health. Does not work in PvP areas and you may not use a sign or portent of life for one hour afterwards.
Sign of death
Sign of death
79 100 Elder energy Elder Diamond ring Diamond ring 16 Revives you upon death and restores 15% of your base life points while damaging your attacker for 15% of their base life points.
Sign of the porter V
Sign of the porter V
88 60 Radiant energy Radiant Ruby necklace Ruby necklace 20 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 25 items before depleting.
Sign of the porter VI
Sign of the porter VI
99 80 Incandescent energy Incandescent Diamond necklace Diamond necklace 24 When equipped, this sign will transport certain items directly to your bank when you receive them. This sign will transport 30 items before depleting.

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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.

Portent Level
Required
Constitution
Required
Energy
Required
Secondary Experience
Gained
Health
Restored
Portent of restoration I Portent of restoration I 2 8 30 Pale energy Pale Heim crab Heim crab 10 200
Portent of restoration II Portent of restoration II 15 15 30 Flickering energy Flickering Red-eye Red-eye 20 200
Portent of restoration III Portent of restoration III 25 20 30 Bright energy Bright Dusk eel Dusk eel 30 400
Portent of restoration IV Portent of restoration IV 35 30 30 Glowing energy Glowing Giant flatfish Giant flatfish 40 600
Portent of restoration V Portent of restoration V 45 40 35 Sparkling energy Sparkling Short-finned eel Short-finned eel 50 800
Portent of restoration VI Portent of restoration VI 55 50 40 Gleaming energy Gleaming Web snipper Web snipper 60 1000
Portent of restoration VII Portent of restoration VII 65 60 45 Vibrant energy Vibrant Bouldabass Bouldabass 70 1200
Portent of restoration VIII Portent of restoration VIII 75 70 50 Lustrous energy Lustrous Salve eel Salve eel 80 1400
Portent of restoration IX Portent of restoration IX 86 80 50 Brilliant energy Brilliant Blue crab Blue crab 90 1600
Portent of restoration X Portent of restoration X 97 90 60 Radiant energy Radiant Cave moray Cave moray 100 1800

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.

Portent Level
Required
Energy
Required
Experience
Gained
Skill
Range
Portent of passage I Portent of passage I 2 30 Pale energy Pale 10 2
Portent of passage II Portent of passage II 15 30 Flickering energy Flickering 20 4
Portent of passage III Portent of passage III 25 30 Bright energy Bright 30 6
Portent of passage IV Portent of passage IV 35 30 Glowing energy Glowing 20 8
Portent of passage V Portent of passage V 45 35 Sparkling energy Sparkling 50 10
Portent of passage VI Portent of passage VI 55 40 Gleaming energy Gleaming 60 12
Portent of passage VII Portent of passage VII 65 45 Vibrant energy Vibrant 70 14
Portent of passage VIII Portent of passage VIII 75 50 Lustrous energy Lustrous 80 16
Portent of passage IX Portent of passage IX 86 50 Brilliant energy Brilliant 90 18
Portent of passage X Portent of passage X 97 60 Radiant energy Radiant 100 20

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Cape of Accomplishment:

Dungeoneering cape
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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This Skill Guide was written by Darkblitz and Alfawarlord. Thanks to Amoa, Tabion, Takye, Javezz, LesterFlatt, Soradogoof, Ansterland, Jarkur, and 3ter 1 for corrections.
This Skill Guide was entered into the database on Sat, Aug 03, 2013, at 10:54:21 AM by Darkblitz, and it was last updated on Sun, May 03, 2015, at 10:04:53 PM by Jarkur.

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