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20-Aug-2013 - Divination


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#101
Fallstar
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Well making a skill slow goes againt the recent trend of everything being ridiculously fast. This is a positive thing as far as I'm concerned, but you still have to ask why they reversed that trend. I am training divination to at least 99, so I still play.

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#102
Robert_R
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Most divine locations only last for 30 seconds, divine magic tree/herb 3 last 25 seconds and the runite location only lasts for 20 seconds :-|

#103
Blofeld
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I just noticed-We didnt get a bank space increase :(

#104
Binary Mage
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I just noticed-We didnt get a bank space increase :(


On the positive side, the Loyalty Shop update is next week so we'll be able to spend Loyalty Points on bank space boosters. :D
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#105
kamil1210
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1 runite = 6 adamantite = 18 mithril = 54 coal = 162 iron = 486 tin/copper
10,489gp = 26,244gp /31,104gp

1 dragonstone = 5 diamond = 15 ruby = 45 emerald = 135 sapphire
10,631 = 49,005gp

1 magic = 3 yew = 9 maple = 27 oak = 81 normal
1,658gp = 32,076gp

1 monkfish = 3 bass = 9 tuna = 27 trout = 81 shrimp/anchovies/crayfish/sardines
322gp = 810gp /1296gp /6075gp /3240gp

Jagex should let us make iron from coal, yew from magic etc. It would change prices a bit, now alomst all of transmutations are wortless.

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#106
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With people talking of batch 2:

Remember this is just the gathering skill with a few extras to allow them to release the artisan skill to match it later. Any sort of 'batch 2' is likely just going to te 'proper' produce of the skill as seen in the next skill.

After all this is just the mining, woodcutting or fishing part of the pair; the cooking, fletching or smithing part is skill 2.

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#107
Earthman
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1 runite = 6 adamantite = 18 mithril = 54 coal = 162 iron = 486 tin/copper
10,489gp = 26,244gp /31,104gp

1 dragonstone = 5 diamond = 15 ruby = 45 emerald = 135 sapphire
10,631 = 49,005gp

1 magic = 3 yew = 9 maple = 27 oak = 81 normal
1,658gp = 32,076gp

1 monkfish = 3 bass = 9 tuna = 27 trout = 81 shrimp/anchovies/crayfish/sardines
322gp = 810gp /1296gp /6075gp /3240gp

Jagex should let us make iron from coal, yew from magic etc. It would change prices a bit, now alomst all of transmutations are wortless.


It's not really meant to be used this way I think. It's mainly used to turn the materials you don't need to materials you do need.

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#108
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1 runite = 6 adamantite = 18 mithril = 54 coal = 162 iron = 486 tin/copper
10,489gp = 26,244gp /31,104gp

1 dragonstone = 5 diamond = 15 ruby = 45 emerald = 135 sapphire
10,631 = 49,005gp

1 magic = 3 yew = 9 maple = 27 oak = 81 normal
1,658gp = 32,076gp

1 monkfish = 3 bass = 9 tuna = 27 trout = 81 shrimp/anchovies/crayfish/sardines
322gp = 810gp /1296gp /6075gp /3240gp

Jagex should let us make iron from coal, yew from magic etc. It would change prices a bit, now alomst all of transmutations are wortless.


It's not really meant to be used this way I think. It's mainly used to turn the materials you don't need to materials you do need.


Yeah but then you can sell those lower materials and buy the others and have left over cash to buy more ;D

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#109
kamil1210
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1 runite = 6 adamantite = 18 mithril = 54 coal = 162 iron = 486 tin/copper
10,489gp = 26,244gp /31,104gp

1 dragonstone = 5 diamond = 15 ruby = 45 emerald = 135 sapphire
10,631 = 49,005gp

1 magic = 3 yew = 9 maple = 27 oak = 81 normal
1,658gp = 32,076gp

1 monkfish = 3 bass = 9 tuna = 27 trout = 81 shrimp/anchovies/crayfish/sardines
322gp = 810gp /1296gp /6075gp /3240gp

Jagex should let us make iron from coal, yew from magic etc. It would change prices a bit, now alomst all of transmutations are wortless.


It's not really meant to be used this way I think. It's mainly used to turn the materials you don't need to materials you do need.


so I will sell materials that I don't need and buy materials that I need. And I will get more materials that I want.

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#110
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Seriously, is jagex expecting us all to diy and not sell lower resources on ge

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#111
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I'm going to ask this sort of question again... Am I the only one who thinks that these wisps should be more randomly located in larger areas and not have deposits exactly where the skill is trained? Maybe they could compensate it with little extra XP. Q nicely summed it up that this skill feels like same thing over and over again. You don't have to search for the resources (energy) and you don't have to make any logistic decisions to decide would it be better to collect and walk straight to the deposit, or collect and bank the resources. It doesn't feel like a gathering skill. Even the whatever upgrades you can create from the skill can be made wherever you are simply weaving the energy. How about some sort of special place (similar to anvils, ovens, fires etc.) where you could weave these energies?

I know alot of these things would make this skill require more thinking and planning than just getting there and mindlessly clicking wisps and then depositting. This skill doesn't require any sort of tools or anything to get prepared. You just walk to a place and start doing this mindnumbing thing.

I'm not saying the skill is particularly bad or horrible to train (compared to skills like hunter or agility) but it feels very lazy and useless design suited for even more lazier playerbase of this game.

Also to whoever pointed out about a level 20 commenting the whole skill - fair point. Usually I wouldn't but I can't see how training or design of this skill is going to change in any way as I progress.

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#112
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It is gathering skill if you are gathering energy, not exchanging it for more xp.

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#113
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Has anyone considered that the permanent boons would help at higher levels?

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#114
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Hopefully a lot of the debate about the fun and usefulness of Divination will become clearer as the complementary skill news starts coming out. Artificing/Engineer/or Whatever it is could present interesting craftable choices. A pity it seems to be slated for early 2014. That said, the divination rewards do seem like they can have clever uses. I just haven't thought of any yet since I'm still busy leveling...

#115
Miss Lioness
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Has anyone considered that the permanent boons would help at higher levels?


Except they don't...

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#116
Robert_R
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I wish they would just make up their mind on whether it's coming out this year or next year :unsure:

#117
justanotherguy
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I'm looking forward to trying it out when I get back to home.

I don't mind if it's slow to train. It seems like levels come too fast (for levels under 60 anyway).

The game would have more meat if it was harder to obtain levels and the skills you unlock had more impact.

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#118
Miss Lioness
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I wish they would just make up their mind on whether it's coming out this year or next year :unsure:


QFC?

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#119
Binary Mage
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I wish they would just make up their mind on whether it's coming out this year or next year :unsure:


QFC?


Not a forum thread, the FAQ at the bottom of the official Wiki Entry.

(Before anyone asks: No, it was not edited by a player to say that. I checked.)
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#120
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I think what would be good is:
1) Research in libraries is required to get recipes (you also get xp).
2) You take damage from actually siphoning wisps.
3) Wisps are spread out more, like implings, and are less visible, like stryewyrms.
4) Magic, prayer and summoning will be helpful here - magic for tracking wisps, prayer for protecting against damage and summoning for healing, for example.
5) Obtained energy/memories is analyzed in laboratories (Wizards Tower, Magic Guild, places like that - PoH, too). This gives you xp, too.
6) Energy is refined at laboratories, too.
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