Spells & Combatsource backed9 minute read

Divine Missile

Divine Missile is documented as attack spells in TFS 1.6 with 1 registry entry, casting requirements, cooldowns, vocation access, and source-level behavior signals compared with the current official spell library.

Reference profileTFS 1.6 spell data with current official comparison
Reviewed
Evidence7 primary references

At a glance

Quick facts

Spell class
Attack spells
Words
exori san
Minimum level
40
Mana values
20
Vocations
Paladin, Royal Paladin
Combat types
Holy
Reference profile
TFS 1.6
Official profile observed
2026-08-02

The rhythm of Divine Missile

Every cast tells two stories: the effect that flashes on screen and the decision that follows. Divine Missile asks for 20 mana from Paladin and Royal Paladin, begins at level 40, and leaves 2 seconds before the same action is ready again.

Divine Missile competes for a moment when damage matters more than every other available action. Range, area, target rules, resistance, PvP reduction, and the shared attack-group cooldown decide whether that moment is brilliant or wasteful.

Divine Missile's bound source exposes 1 direct implementation signal across combat types, areas, conditions, and formula declarations. That is enough to trace the intended machinery, but callbacks and shared helpers can still hold decisive math outside the immediate script.

Divine Missile requirements and spell words

Divine Missile is represented by 1 player-facing TFS registry entry. Instant entries define spoken words and casting requirements; rune entries define use requirements, rune item ID, charges, target rules, and their own execution script. A separate official-library table follows so current values can be compared without overwriting the Open Tibia implementation profile.

Divine Missile casting requirements
Registry typeWords or activationLevelMagic levelManaSoulCooldownVocations
Instantexori san40Not defined2002 secondsPaladin, Royal Paladin
Divine Missile current official requirements
TypeWordsLevelMagic levelManaSoulCooldownVocations
Instantexori san40Not defined2002 secondsPaladin

Targeting, aggression, and execution

Registry flags determine whether Divine Missile needs a target, uses the caster, follows direction, can cross distance, blocks on walls or solid objects, consumes charges, and counts as aggressive. The spell group also controls shared cooldown behavior. The execution script can add area geometry, combat types, conditions, callbacks, item creation, summons, or other effects that do not appear in the one-line registry entry.

Divine Missile behavior registry
VariantGroupRangeTargetingAggressiveChargesScript
Instantattack4Script-definedYes or group defaultNot applicableattack/divine_missile.lua

Damage, area, conditions, and formulas

The implementation signals below are extracted from pinned Lua scripts without guessing missing values. Combat tokens identify declared damage families, area constants identify reusable shapes, condition tokens identify status effects, and setFormula arguments expose formula declarations when the script uses the standard combat API. A callback can still calculate values elsewhere, so an empty formula cell means no direct declaration was detected rather than zero effect.

Divine Missile source-level implementation signals
ScriptCombat typeAreaConditionsFormula declaration
attack/divine_missile.luaholyTarget or script-definedNo condition token detectedNo setFormula call detected

Resource cost and cooldown economy

Evaluate Divine Missile by both immediate cost and opportunity cost. Mana and soul are paid when the relevant variant succeeds under the active rules, while the individual cooldown and group cooldown determine what can be cast next. Rune charges move part of that cost into preparation and inventory capacity. Premium, learned-spell, weapon, vocation, level, magic-level, target, range, and protection-zone checks can reject a cast before the effect executes.

  • Compare individual cooldown with the shared spell-group cooldown.
  • Separate rune-conjuring cost from rune-use requirements and remaining charges.
  • Verify whether failed casts consume resources or establish cooldowns on the deployed engine.
  • Test PvP reduction, protection-zone restrictions, wall blocking, and target legality independently.

Vocation access and tactical use

Divine Missile is registered for Paladin, Royal Paladin in this profile. That list describes permission, not tactical value by itself. Damage and healing outcomes depend on the implementation formula, level, magic level, skills, target resistance, equipment modifiers, critical systems, server multipliers, and encounter geometry. A rotation guide should test those values on the exact server rather than importing official-world assumptions.

Verification checklist

  1. 01

    Confirm the registry

    Compare name, words, IDs, requirements, cooldowns, groups, target flags, and script binding with the deployed spells.xml.

  2. 02

    Read every bound script

    Trace combat objects, areas, formulas, callbacks, conditions, created items, and helper modules used by each variant.

  3. 03

    Test boundary conditions

    Check minimum level, magic level, mana, soul, vocation, premium, range, walls, target legality, protection zones, cooldown groups, and charges.

  4. 04

    Record observable output

    Measure results over controlled level, skill, equipment, resistance, and PvP cases before publishing calculated ranges.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

Divine MissilePaladinAttack spells