TibiaWiki:Data/Spell/notes

{"1917":"\n","50392":"A good finishing and opening move, it works similarly to Brutal Strike. It shoots a physical attack at the current target, dealing damage around 4 times that of Brutal Strike. It is possible for a knight to hit over 1,000 with this spell when used with Blood Rage. The cooldown is 30 seconds. If you use an enchanted weapon and cast this spell, it will lose charges as well (and make some damage with the element).\n","61903":"A weaker version of Flame Strike, freely obtained on the Island of Destiny when becoming a Druid (from Druid Yandur) or Sorcerer (from Sorcerer Estrella).\n","68921":"A weaker version of Conjure Arrow, which creates 10 arrows. It used to be obtainable exclusively on Dawnport. However, it was made freely obtainable on mainland on November 19th, 2014, thanks to a successful proposal by .\n","19931":"\n","815":"A powerful and commonly used spell for Knights. The type of damage a knight is dealing when casting this spell depends on the weapon he is carrying. If you use an enchanted weapon and cast this spell, it will lose charges as well (and make some damage with the element). \nThe minimum damage is half of the maximum damage. Exact damage formula is not yet known but at 100 level with skill level 100 and a 50 attack weapon, this spell causes between 141-282 damage approximately. If you use an Ice Rapier, it will break.\n","30160":"You can't use this and Protector spell at the same time. If both have been learnt though, Zoltan can easily switch them for a small fee of 500 gold. \nThis spell is useful to cast before facing a creature that would otherwise drain all your mana, such as a Priestess or Dwarf Geomancer. \n\n\n","68875":"Bruise Bane is the Knight's only spell on Dawnport. It was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","50514":"It's a powerful version of whirlwind throw but with only one sqm range. If you use an enchanted weapon and cast this spell, it will lose charges as well (and make some damage with the element).\n\n","68917":"A lighter version of Energy Strike. It used to be obtainable exclusively on Dawnport. However, it was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","1954":"This spell is basically useless against monsters because they usually cast Invisible again in few seconds, but if used against a player it may be useful as they might not have enough mana to cast it again. When you're playing on Hardcore PvP worlds, this spell may break the enemy's stealth ring, if he's using one. It has the same range as the Mass Healing spell.\n","811":"This spell could be dangerous for low levels. \nThis spell is very useful for blockers because it makes all creatures right next to them change their target and attack the caster of this spell. \nNote that the creatures may change targets again, even after being challenged. Also some creatures (e.g. all Pirates) seem to ignore this spell, and not switch to the caster. In reality however the creature just changed target real quick. Creatures which reward zero experience, such as a deer, are not affected by this spell, nor is it possible to use it in PvP or against summoned creatures.\n","1946":"\n","19539":"Can be used to run away from a monster that's too strong.\n","68915":"A lighter version of Ice Wave. It used to be obtainable exclusively on Dawnport. However, it was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","1805":"Requires 1 Soul Point per 10 arrows. This is a useful spell for Paladins. If you are hunting less dangerous creatures at lower levels and you do not need the mana for healing, use this spell to make more ammunition so you can hunt longer. \nAlso, while training with spears, you can use your steady mana gain to store up surplus arrows and avoid having to buy them from the store. \nMake sure you have a free space in your backpack and enough carrying capacity (7 oz) so you do not drop arrows on the ground (where they can be stolen by other players).\n","1912":"Requires 2 Soul Points per 5 bolts. This spell is really useful, since bolt's damage is greater than arrow's damage. Only Premium Accounts can use this spell.\n","1940":"Requires 3 Soul Points to make 8 Burst Arrows. Useful spell for paladins that lets them create arrows, which cause Physical damage. After the Summer 2007 update, the Burst Arrows deal damage based on Distance Fighting and level, making them much more useful to Paladins than before. \n","16503":"Requires 3 Soul Points per 5 piercing bolts.\n","1905":"Requires 2 Soul Points per 7 Poison Arrows.''' To buy this spell, say \"buy Conjure Poisoned Arrow\".\n","1964":"Requires 4 Soul Points per 10 power bolts.\n","16502":"Requires 3 Soul Points per 5 sniper arrows.\n","1943":"\n","1938":"Used only for fun, this spell only allows your shape to be changed, your name is still there along with your level, such as when you \"look\" at someone. \nOnly your appearance is transformed into that of a creature by this spell, so real creatures still know you are a human and your name still appears above your character so other players are able to tell that it is just an illusion. Good for scaring Newbies. If the creature's name has a space in it, enclose it with quotation marks. Some people like to use this spell to make it look like they have a certain outfit. For example, transforming into an Assassin would make the spellcaster look like he/she has the Assassin Outfit. Another common use of this spell is similar to the Chameleon rune for example, when a player is on another floor and sees you using this spell, if he doesn't look at you, he will think you are a random monster. See List of Illusionable Creatures for a complete list of creatures available with this spell.\n","50488":"\n","50400":"\n","50515":"\n","50489":"\n","803":"Used to be known as \"Antidote\" before the Winter Update 2010. A very useful spell, as many creatures will poison you and some of them can poison you somewhat severely (i.e. Scorpion,Medusa,Wyvern). This spell can save low levels from death by scorpion poison, due to how severe it is and how common scorpions are. \n","1868":"\n","50394":"\n","1079":"This spell may be weak early on, but its damage increases with your Magic level and level. \nBefore Winter Update 2007 this spell inflicted Physical Damage.\nIt is a very good spell when hunting strong creatures because it requires a small amount of mana.\n","1910":"\n","1928":"\n","19945":"This spell is very useful when you are surrounded by monsters that do a lot of damage but have a low amount of health (for example, Orc Berserkers or Minotaur Guards).\n","19946":"This is an improved Ultimate Healing spell.\n","19944":"Powerful and useful against undead creatures, especially Ghosts. A lot of paladins prefer to only use Exori San instead of a mix with Exori San and Exori Con once their Magic Level reaches 10 or above. This is simply because it's believed that the magic damage surpasses the physical damage dealt by Exori Con at this point and forwards, and the fact that San is 5 less mana. If a creature is strong to holy damage, it could be better using Exori con, depending on how strong the creature is towards holy damage.\n","50516":"\n","31008":"\n","16504":"Requires 3 Soul Points per 1 Enchanted Spear.\n","1977":"This spell makes a Staff almost as strong as a War Hammer, but only for 60 seconds. Practically useless in current times, Sorcerers use wands, and not melee weapons. Also note that this can be used as an enchanted shield since its defense is very high. Be careful with people trying to sell this item, as it only lasts 60 seconds.\n","1942":"A rather unused spell because Great Energy Beam is more widely used due its increased damage and the attack range being 3 tiles longer.\nUsed in the past by Paladins.\n","3449":"\n","1876":"\n","1862":"Energy Strike is the first spell of the strike spells which player would buy, because of lowest level needed to use. It may be weak at the beginning but its damage increases with your magic level and level.\n","1969":"\n","1974":"A strong spell, only problem is the range, because you need to stay in the same direction as your enemy, so at some times it's hard to aim it. This spell is very useful in areas such as Calassa, Frozen Trench, Formogar Glacier, and the Factory Quarter. It has the same manacost, cooldown, and damage formula as the Druid's Strong Ice Wave\n","50534":"\n","19939":"You can only have one of the two Ultimate spells of your vocation at a time. To change between them, go to Edron and ask Zoltan. He will charge you 500 gold for it. It is strong against commonly hunted Creatures such as Dragons and Wyrms, and can give you a leg up in the Svargrond Arena when going up against The Obliverator.\n","16505":"This spell is a mainstay for the paladin, and should be learned just as soon as the minimum required experience level is met. It inflicts physical damage based upon the paladin's distance fighting skill. Unlike the enchanted spear, no weapon or item is required to cast this spell. The range is a staggering 7 squares, allowing the paladin to target a creature off-screen. This spell permits the paladin to effectively \"double attack\" a monster, when it is used along with a melee or distance weapon in battle. Unlike the small delay observed when using a rune, e.g. an HMM, this spell fires instantaneously. \n\n","1950":"\n","16432":"The minimum damage is half of the maximum damage. The damage caused by this spell is 2.1 times more than berserk spell. Exact damage formula is not known yet but at 100 level with skill level 100 and a 50 attack weapon, this spell causes approximately 580 damage on maximum. If you use an enchanted weapon and cast this, it will lose charges as well (and make some damage with the element).\n","795":"If the player's name consists of only one word, you may omit the quotation marks. A players name can be shorted using the ~ symbol. Eg. Exiva \"Daron Digur\" = Exiva Daron~.\nIts useful to locate friends during hunts or enemies during wars.\nNote that when you are trying to exiva a Community Manager you cannot use the ~ symbol.\nSince the 2007 summer update, using the spell on a character who is offline, does not exist on the game world or is ambiguous in using the ~ wildcard, will still consume 20 mana. In other words, casting this spell will always cost mana, working or not. Before March 2015(?) the Find Person spell would not exhaust players if the player was not online or did not exist on the game world; this would allow players to spend a lot of mana in a short time, primarily to contribute to magic level.\n\nResults explanation * \nWhen the player you exiva..\n*is 1 to 4 squares away: [Player] is standing next to you.\n*is 5 to 100 squares away: [Player] is to the north/east/south/west.\n*is 101 to 274 squares away: [Player] is far to the north/east/south/west.\n*is over 275 squares away: [Person] is very far to the north/east/south/west.\n*has moved 5+ squares in any direction away from directly south, north, east or west of you: [Player] is to the north-west/north-east/south-west/south-east.\n* From 's article on Tibianews.\n\n \nThe exiva spell is not working as a circle like most of the people think, it's working in a square like proved in this program: >\nThe purple square marks the normal range \"... is to the ...\" \nThe red square marks the far range \"... is far to the ...\" \nEverything beyond the red area means the target \"... is very far to the...\" \n\n","3450":"\n","1842":"\n","1960":"\n","52983":"A useful spell because it has a big range of attack, even though it is quite weak, it can be spammed because of the low mana requirements. It causes approximately half the damage of a Great Fireball rune.\n","1794":"\n","1844":"This spell may be weak at the beginning, but its damage increases with your Magic level and level. With practice, it will be very useful because it uses a low amount of mana.\n","1821":"Uses 1 Soul Point per cast. This spell is useful to raise your Magic Level at the start because you can recover some mana with the food it creates. It is always useful since you can create food if you run out of it far from cities or food sources. \nThis spell creates one or two food items among the following: Grape, Bread, Roll, Cheese, Apple, Meat or Ham. Ham and Meat items will give you enough mana to cast again (also bread, if you're promoted). However, the combination of two food items may add up to sufficient mana.\n","50517":"The type of damage depends on the weapon carried. If you use an enchanted weapon and cast this spell, it will make some damage with the element (and lose charge). If you use an Ice Rapier, it will break.\n","1962":"Same as Energy Beam but stronger. This was a some-what weak attack before the major revision of the magic system; now this attack can be as strong as Energy Wave, but its damage range is quite random. It is very useful as a 'snipe attack' as you can attack people off the screen without them seeing you or expecting it. Demons are known to use a variation of this spell.\n","1792":"\n","805":"This is an improved Light spell. However, it has no practical value since the 7.8 update permits players to adjust ambient light. Knights sometimes use this spell for Magic Level Training.\n","16244":"Replaced GFB for knights in the Summer Update 2007 (due to the major decrease in damage value). Due to the fact it has low damage but a large area of effect, most knights use it to get rid of large crowds of weak monsters such as spiders or centipedes (which earned it the nickname of \"bug spray\"). \nIf you have an enchanted weapon equipped it does the respective elemental damage too.\n","813":"This spell is used by most premium players. \nIt's useful to escape from strong monsters that you dont want to fight like Giant Spiders or Ancient Scarabs. When needing to travel a long distance, this can help out a lot in decreasing the traveling time.\n","1915":"This spell is really useful if you are hunting with a knight because you can heal him by saying Exura Sio \"Player Name. Note: that if the person's name consists of only one word, the quotation marks can be omitted. \nIt heals an amount of hp depending on your level and magic level.\nDruids generally use this spell on themselves instead of Ultimate Healing as it takes less mana and serves the same purpose. \nAfter the Summer Update of 2007, this spell cannot heal through walls.\n","30158":"The needed mana to cast this spell depends on the amount of party members that will be affected. $$mana cost = (0.9^{X-1} * 120) * X$$ (X = total party members within range, including yourself). Every party member that gets effected will receive 20 hitpoints each 2 seconds for 2 minutes, totaling up 1200 hitpoints.\n\n \n \n \n","1775":"\n","19935":"This spell deals a lot of damage over a large area surrounding the caster. This spell is dangerous in PvP worlds, because it has such a large area of effect and could easily lead to a Red Skull or a Black Skull. Causes damage on a total of 73 squares (including the one character is standing on). \nDepending upon the caster's Magic Level and Level, this spell can kill strong creatures in one strike. \nYou can only have one of the two Ultimate spells of your vocation at a time. To change between them, go to Edron and ask Zoltan. He will charge you 500 gold for it. This spell is most used for player killing, if you look at the creatures that this spell can damage well, this spell hasn't much use, if you are hunting, Rage of the Skies is a much better option as you deal almost as good damage, and you can actually deal good damage to much more creatures. For most creatures that require level 60 and give good experience, you will probably go with a team and use Fireball or Great Fireball runes because Hell's Core would be a waste due to its big mana cost, use it as a player killing spell or in a service.\n","50518":"\n","30163":"\n","19924":"Very useful for mages to hunt creatures that are weak against ice damage.\n","19960":"Replaced the Fire Wave for Druids. Very useful for hunting Dragons, Dragon Lords, and other creatures vulnerable to Ice Damage. The Spell itself comes in handy in several occasions for all: low, medium and high leveled Druids and is recommended for purchasing as soon as possible, since it can also to some degree be used as a substitute of other ice-element-based spells.\n","20003":"\n","50519":"It does the same damage as a fire field, but it has more duration.\n","50592":"Useful for long-winded single battles, as it can supersede the damage of Brutal Strike after 5 - 6 turns. Also useful for continuously turning invisible creatures visible again.\n","1832":"This is an improved Light Healing spell.\n","1872":"\n","50593":"Can be used to provide extra healing when hunting stronger creatures. This spell is similar to Recovery in the sense that it is a heal over time, but heals for twice as much and costs twice as much mana.\n","50595":"Very useful as a last resort to healing. Note the long cooldown.\n","1394":"This is a very handy spell and should be purchased as soon as possible. (The Stealth Ring produces the same effect.) Be aware certain creatures can \"see invisibility,\" i.e. they are immune to it. Dark Magicians can cancel this spell by turning the player into a broom. This spell cannot make the caster invisible to players.\n","809":"\nVery useful spell. Instead of using a stack of Parcels, you can use this spell to climb onto ledges or houses. Only premium account players can learn this spell. \n\nAdvantages of this spell include no need to carry parcels and a greater ability to go up in certain places! In an archway, you need to stand on 3 parcels and have something blocking you from walking underneath the archway instead of on top of it. Levitate does not have this issue. Warning note: In some places you can levitate up or down after cuting grass but if the grass grows back again you won't be able to levitate over it, and you will end up trapped.\n\nTry the spell on flat walls or in front of doorway openings. The caster must be facing the cliff, wall or entrance for this spell to work. The caster cannot move up or down more than one level at a time. If this spell is cast and the character is not in the correct square to levitate, then no mana is lost.\n","797":"This spell is freely given to players on the Island of Destiny. However, it has no practical value since the 7.8 update permits players to adjust ambient light. It is now used for Magic Level Training. Since Winter Update 2012 this spell became free. It used to cost 100 gp.\n\n","799":"The weakest healing spell, and also the only healing spell for knights for many years until Wound Cleansing was introduced in late 2007. The number of hp it can heal depends upon your level and magic level (and is around 1/10th of your UH power). It is useful if you are trying to raise your Magic level or to get rid of Paralysis. Knights can't use it since Winter Update 2010. Since Winter Update 2012 this spell is free. It used to cost 170 gp.\n\n","1077":"\n","50598":"\n","68918":"A lighter version of Light Healing, particularly useful as a cheap way to cancel paralysis. It used to be obtainable exclusively on Dawnport. However, it was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","801":"This spell was rendered mostly obsolete by the 2005 Summer Update. You may now climb up using a rope, even if the \"rope spot\" is stacked with objects or occupied by a creature or player (even if you yourself are standing on it). \nThis spell can not pull up items, such as a loot bag. It is recommended that you always carry a rope when exploring caves. Also, this spell is only available for Premium Time players.\n","1866":"Before the Winter Update 2010 this spell was very useful for Paladins as it can effectively double one's hit points. Likewise, it's extremely handy for Mages as well. Note that mana blocked hits do not increase Magic Level. While this spell is active, the following icon will appear in your condition bar: .\n","1966":"See Notes from Magic Wall Rune. \n","1973":"Heals all players and summons at a 4 tile radius, including the caster. The healing value changes according to the caster's level and magic level. Very useful when you are hunting in a team to heal everyone at the same time. Also very useful if you hunt with summons.\n","68919":"A lighter version of Terra Strike. It used to be obtainable exclusively on Dawnport. However, it was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","1654":"\n","50491":"Prior to Winter Update 2007 the physical strike was known as Force Strike (Exori Mort) and could be performed by Druids and Sorcerers as a one square strike directly in-front of the caster, this spell however was replaced by the Death Strike. The spell (re-indroduced Winter Update 2010) is now a Druid exclusive spell. The spell damage is affected by the target's armor and defense.\n","1926":"\n","1830":"\n","1981":"The final instant spell belonging to Druids. \n\nIt poisoned the enemy with 200+/-50 damage depending on your level. \nNote that the target(s) will be poisoned, it won't make full damage when you attack.\n\n\n\nIt was used a lot by druids when cleaning the Orc Fortress, it was a good strategy if you went with a team, if you didn't, it was a waste. It was also excellent to use that spell in Nargor since Pirates did not have immunity to poison.\n\n\nIf used against players, players could use the Antidote spell or the Antidote Rune to get rid of the poison before major damage is done. Therefore, you should never buy this spell with sole purpose of Player Killing. \n\nThis spell was replaced in the Winter Update 2007 by Wrath of Nature and Eternal Winter. \n","1948":"\n","61899":"Salbra can teach you this spell during the Festival of Initiates. You will deal ~11 damage.\n","61902":"Salbra can teach you this spell for free, during the Festival of Initiates.\n","61911":"Salbra can teach you this spell for free, during the Festival of Initiates. It is a weaker version of the LMM.\n","31039":"The needed mana to cast this spell depends on the amount of party members that will be affected.\n","30159":"You can't use this and Blood Rage spell at the same time. If both have been learnt though, they can easily be switched at an NPC for 500 gp. \nMakes it easier to block strong monsters and bosses.\n","19928":"New spell in Winter Update 2007 (it replaced the old ultimate explosion spell). Similar as Wrath of Nature because it has the same spell range. You can only have one of the two Ultimate Spells of your vocation at a time. To change between them, go to Edron and ask Zoltan. He will charge you 500 gold for it.\n","50398":"Very useful spell because it heals more hp than Exura Ico, although the drawback is the healing isn't instant.\n","50596":"\n","68920":"A lighter version of Fire Wave. It used to be obtainable exclusively on Dawnport. However, it was made freely available on mainland on November 19th, 2014, thanks to a successful proposal by .\n","30161":"This spell increases the distance skill of the paladin by half of his unmodified distance skill. That is, 50% of the distance skill if there are no boosts obtained from spells, equipment or other items. The increase rounds down if the unmodified distance skill is an odd number. This spell applies a paralysis on the paladin, and a 10 second cooldown to both the healing and support channels, preventing the player from healing himself or dispelling the paralysis with Haste. Other players can still heal the paladin to dispel his paralysis, but they cannot affect the cooldowns. This spell cannot be learned simultaneously with Swift Foot, but if they have both been learned before, the paladin can switch them for a fee of 500gp at Zoltan. Equipment bonuses stack with Sharpshooter's effects, but the gains from Sharpshooter are lost if another magical buff is applied to your distance, such as distance reduction from monsters or from Bullseye Potions. Likewise, if a buff is already active, whether positive or negative, it will be overwritten by Sharpshooter, and even if Sharpshooter wears off, the previous buff will not be reapplied.\n\nThe following table shows a few examples.\n \n","1958":"\n","19929":"\n","19936":"\n","50600":"Shares cooldown with Lightning.\n","50597":"\n","50599":"\n","1924":"\n","50594":"cooldown is also valid for Strong Terra Strike, meaning you can't use it during the 8 seconds cooldown.\n","50605":"\n","50602":"\n","1979":"\n","1879":"One of the most useful spells. Change \"creature name\" for a creature to make it appear and help you. \n - a more complete guide to summons.\n","30162":"You can't use this and Sharpshooter spell at the same time. If both have been learnt though, they can easily be switched at an NPC for 500 gp.\n","19926":"Very effective when hunting Cyclopses because they are weak against earth. At magic level 50 and level 40 it will hit quite a lot on them.\n","19961":"Very helpful when hunting Quara, Cyclopes, and other creatures vulnerable to Earth Damage. This is the Druid's equivalent of the Energy wave but deals a little less damage, requires more mana but has a lower cooldown (4 seconds, Energy Wave has 8)\n","19932":"\n","30618":"The needed mana to cast this spell depends on the amount of party members that will be affected.\n","50601":"Because of the four seconds cooldown and expensive manacost, this spell is mainly meant to be used as finishing move. But together with the pretty big fluctation of the damage outcome, many players prefer to use two Energy Strikes instead. Sorcerers can only use either Ultimate Flame Strike or Ultimate Energy Strike, but this can changed at Zoltan at the cost of 500 gp.\n","1075":"This spell dealt a lot of damage over a large area surrounding the caster. This spell was dangerous in PvP worlds, because it had such a large area of effect and could easily lead to a Red Skull or a Banishment. Caused damage on a total of 73 squares (including the one character is standing on).\n\nDepending upon the caster's Magic Level and Level, this spell could kill strong creatures in one strike.\n\nThis spell was replaced by Hell's Core and Rage of the Skies spells in the 8.1 Update.\n","50396":"Because of the four seconds cooldown and expensive manacost, this spell is mainly meant to be used as finishing move. But together with the pretty big fluctation of the damage outcome, many players prefer to use two Flame Strikes instead. Sorcerers can only use either Ultimate Flame Strike or Ultimate Energy Strike, but this can changed at Zoltan at the cost of 500 gp.\n","1923":"Since the update when holy spells were introduced, Paladins' Ultimate healing became almost useless because Divine Healing heals significantly more with only 50 more mana. Mages should not use this spell at low levels because Intense Healing will almost heal a mage to full with a decent Magic Level. \n","1405":"\n","50603":"Because of the thirty seconds cooldown and expensive manacost, this spell is mainly meant to be used as finishing move. But together with the pretty big fluctation of the damage outcome, many players prefer to use two Ice Strikes instead. Druids can only use either Ultimate Terra Strike or Ultimate Ice Strike, but this can be changed at Zoltan at the cost of 500 gp.\n","1952":"This spell lights the dark at a radius of 4 tiles and it lasts for 33 minutes.\n","50604":"This spell is barely used because Ultimate Ice Strike is in most cases better. Druids can only use either Ultimate Terra Strike or Ultimate Ice Strike. But this can be changed at Zoltan at the cost of 500 gp.\n","1967":"This spell was very useful for blocking strong summons (such as Fire Elementals) that could push parcels, as they would not push away the skeletons. Although the skeletons used to die quickly, they could be used to block monsters, as the monster would usually retarget to another one and waste time getting to it. It could also be used to block paths and since there was no limit of the amount of Skeletons you could create it was a spell that was a lot of fun. \nIt was removed from the game with the Winter Update 2010. But a curious fact is saying the magic words \"exana mas mort\", says exists but will have to buy it (which is no longer possible)\n","16243":"This is the only distant knight spell that can be used to cause damage. It has a range of 5 sqm. The damage scales with the wielded weapon's attack, including any enchantment applied to it which will spend a charge on the enchantment. The enemy's physical resistance and armor value are also considered, as well as the elemental resistance of the enchantment element. It is possible for this spell to deal 0 damage even if the enemy is not immune, if they have high enough physical resistance and armor to totally nullify the damage. The projectile's sprite will change depending on the weapon type you are using: Club users will see a Cranial Basher, Axe users will see a Royal Axe and Sword users will see a Blacksteel Sword.\n\n","1956":"See Notes from Wild Growth Rune. \n","19644":"Wound Cleansing is the primary healing spell for Knights. Wound Cleansing was originally a premium only spell but was changed in the Winter Update 2010 to reduce the level requirement and make it a free account spell; at the same time a stronger version of Wound Cleansing was introduced: Intense Wound Cleansing. Wound Cleansing replaces Light Healing for Knights although it is far more effective (much greater HP/Mana ratio) than its earlier counterpart.\n","19937":"This is the old Poison Storm spell, that now causes earth damage. \nYou can only have one of the two Ultimate spells of your vocation at a time. To change between them, go to Edron and ask Zoltan. He will charge you 500 gold for it.\n"}