Divination

This page acts as a source of information on Divination as it applies to World 42 roleplaying characters. Because lore on Divination is limited, much of what is known is speculated. Please feel free to add missing information.

Brief History
After the death of Guthix heralded the beginning of the Sixth Age, wisps created from his life force began appearing, along with rifts that created scars on Gielinor. Humans began to experiment with the wisps, finding that they could use them to repair the rifts by a minuscule amount and get energy in return that could be weaved into various things. From there, the art of Divination was created.

Basic Concept
Divine wisps are created out of a combination of Divine Memories, remains of Guthix' life force, and Divine Energy, remains of the Edicts of Guthix. The divine rifts are caused by tears in the Anima-Mundi, which the wisps gather around. Divination is basically the act of harvesting divine memories and energy from wisps and using it for various things. Memories can be sent into the rifts to repair it a minuscule amount and gain something in return, such as more divine energy. The Energy can be used for all sorts of things, including portents and divine locations.

Uses
NOTE: Some of these uses are speculative or taken from the debated lore section, and can be changed, disproven, or removed from this section.
 * Transmutation- This involves the conversion of a set of materials into a denser set of materials. The materials capable of being transmuted include, but may not be limited to metals, gemstones, wood, and even fish.
 * Sign of the Porter- In game, this is used to send materials directly to the player's bank. In roleplay, this could be used to send materials to various other places. The sign must be made to send the object to a very specific place. More powerful signs can send more objects. These generally require jeweled necklaces to create.
 * Portent/Sign of Life- This is used to save a person from the edge of death by healing them just enough to keep him or her alive. It is very difficult to create and requires a diamond ring to do so.
 * Portent of Restoration- This is used to heal a physical wound. These vary in power and heal a certain amount of the wound depending on their power. These usually require some sort of food to create. These cannot resurrect life.
 * Portent of Passage- This can be used to unlock doors or passages. These require no materials besides divine energy.
 * Portent of Degradation- This is used to 'steal' life from an enemy, damaging them and healing the user. Since this portent requires elder energy to create along with a form of food, only those with access to Frenneskae can create them.
 * Divine Locations- These allow a diviner to store raw materials into a small space and drop them in a different area, where they can be re-harvested. These locations recreate natural occurrences of resources, and therefore must resemble them or something like them. They usually require a large quantity of raw materials. The location appearance depends on the resource, though all seem to hover over a glowing circle of energy. Locations range from divine trees to divine ore deposits. Live fish can be transported with these, where as the location resembles a water bubble, though it is unclear whether or not other living things can be transported this way or not.
 * Divine Traps- These are simple traps that can be used in hunting, though they are far more portable than ordinary traps.
 * Divine Objects- In roleplay, divine energy can be directly woven into solid objects, which have a sort of sparkling quality, and are about as pliable as gold. These objects can range to a variety of things, though the larger the object, the greater the amount of energy required.

Accepted Lore
This is a gathering of lore based on in-game knowledge.
 * The act of transmutation with divine energy requires a balance of materials, as shown with the in-game requirements for transmuting materials: Three sets of iron ore create one silver ore, three sardines create one trout, etc. Larger or denser materials require more divine energy, and possibly more willpower, to transmute, which means that an act such as transmuting adamantite ore into runite ore is extremely difficult.
 * Repairing divine rifts with divine memories is the best way to convert them into energy.
 * Divine wisps are tangible, and can be "kept" by holding them in a field as shown in the divination camp.
 * Divine energy is vaguely described as a tangible substance by the Head Diviner of Armadyl by stating it is like a "Magic Matter."
 * The act of divining seems to give a sort of "sixth sense", based on how more experienced diviners wear blindfolds and yet act as though they can see. More is speculated in the Debated lore section.

Debated Lore
This is speculated lore on divination, and as a result is subject to change if disproven in-game.
 * Based on how the animation appears when depositing them, divine memories are kept within a person's being. The effects that this may have are unknown, though this could possibly yeild the sixth sense mentioned above. Whether or not the divine energy is stored this way or not is unclear, since the animation shows the energy entering the player's hand. Until more information can be found, it can be speculated that the energy is also kept within one's being as well, and can become its tangible form at will when weaving.
 * Touching a divine wisp creates a divine spring, which can be speculated as a separation of divine memories from divine energy, both of which can be 'willed' towards a person and harvested.
 * The diviners' sixth sense mentioned above could be described as sensing the world around them, allowing to sort of "feel" the area around them and tell exactly what is going on in great detail. This sense could be better than sight, as the blindfolded diviners and the Head Diviner of Armadyl were not actually suggested to be blind in the first place, meaning that either they prefer this sense over sight or they blindfold themselves to fully augment the sense. This sense can also show divination in a different perspective and make it seem easier.
 * Since divine energy can be converted to a tangible substance, it can be assumed that divine energy can be shaped into solid forms besides divine objects.
 * Porters appear to be solid objects, much like teletabs. Signs may be kept within one's being as they are kept only in the pocket slot in-game. Divine locations appear to be kept as a tangible energy ball based on how the animation drops it onto the ground.

Common Mistakes
This section adresses misconsceptions that players have about divination and diviners.
 * Divine energy is rarely used for combat since a massive amount of divine energy would be needed to create a weapon like the Scarecrow or the Divine Focus. To put it into perspective, hundreds of Armadilians and Bandosians had to collect large loads divine energy across Gielinor  in order to power each of their divine energy weapons, which only had a single shot.
 * Divine transmutation is not an easy way to get rune equipment. For instance, say you had 60lbs of Iron that you want to convert to runite. Based on the in-game conversion rate of ore, you would have to transmute it into 20lbs of coal, which you would then have to transmute to 6.67lbs of mithril, then 2.22lbs of adamant, then finally you would get 0.37lbs of runite, which you couldn't use to make half a boot. The amount of transmutation nesseccary would also require a lot of time, willpower, and divine energy to create, more than a truely experienced diviner would even bother to take. Besides that, directly transmutating iron equipment into anything would warp or shrink it to the point of being unusable.
 * Divination is a relatively new art, and very few true masters of it besides the Adventurer exist.

Other Information

 * Many gypsies tend to be diviners.