At a glance
Quick facts
- Spell class
- Conjuring spells
- Words
- adori min vis
- Minimum level
- 15
- Mana values
- 120
- Vocations
- Sorcerer, Druid, Master Sorcerer, Elder Druid
- Combat types
- Energy
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
The rhythm of Light Magic Missile Rune
Every cast tells two stories: the effect that flashes on screen and the decision that follows. Light Magic Missile Rune asks for 120 mana from Sorcerer, Druid, Master Sorcerer, and Elder Druid, begins at level 15, and leaves 2 seconds before the same action is ready again.
Light Magic Missile Rune moves cost forward in time. Mana and soul are paid during preparation, inventory carries the result, and charges determine how many future decisions that preparation can support.
Light Magic Missile Rune'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.
Light Magic Missile Rune requirements and spell words
Light Magic Missile Rune is represented by 2 player-facing TFS registry entries. 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.
| Registry type | Words or activation | Level | Magic level | Mana | Soul | Cooldown | Vocations |
|---|---|---|---|---|---|---|---|
| Instant | adori min vis | 15 | Not defined | 120 | 1 | 2 seconds | Sorcerer, Druid, Master Sorcerer, Elder Druid |
| Rune | Rune use or script invocation | 15 | 0 | Not defined | 0 | 2 seconds | No vocation restriction in registry entry |
| Type | Words | Level | Magic level | Mana | Soul | Cooldown | Vocations |
|---|---|---|---|---|---|---|---|
| Rune | adori min vis | 15 | 0 | 120 | 1 | 2 seconds | Druid, Sorcerer |
Targeting, aggression, and execution
Registry flags determine whether Light Magic Missile Rune 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.
| Variant | Group | Range | Targeting | Aggressive | Charges | Script |
|---|---|---|---|---|---|---|
| Instant | support | Script-defined | Script-defined | No | Not applicable | conjuring/light_magic_missile_rune.lua |
| Rune | attack | Script-defined | Required | Yes or group default | 10 | attack/light_magic_missile_rune.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.
| Script | Combat type | Area | Conditions | Formula declaration |
|---|---|---|---|---|
| conjuring/light_magic_missile_rune.lua | No direct combat type token | Target or script-defined | No condition token detected | No setFormula call detected |
| attack/light_magic_missile_rune.lua | energy | Target or script-defined | No condition token detected | No setFormula call detected |
Resource cost and cooldown economy
Evaluate Light Magic Missile Rune 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
Light Magic Missile Rune is registered for Sorcerer, Druid, Master Sorcerer, Elder Druid 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
- 01
Confirm the registry
Compare name, words, IDs, requirements, cooldowns, groups, target flags, and script binding with the deployed spells.xml.
- 02
Read every bound script
Trace combat objects, areas, formulas, callbacks, conditions, created items, and helper modules used by each variant.
- 03
Test boundary conditions
Check minimum level, magic level, mana, soul, vocation, premium, range, walls, target legality, protection zones, cooldown groups, and charges.
- 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.
