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Call Imperial Guard

Spell

Call Imperial Guard

Physical

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Instant castTwo-Hundred Yard Range

A Dark Iron Imperial Guard arrives in a mole machine to assist the Emperor.

Call Imperial Guard

Tooltip

A Dark Iron Imperial Guard arrives in a mole machine to assist the Emperor. The mole machine inflicts 40 Physical damage and knocks players back.

How it works

Call Imperial Guard is built from 2 client effects, applied in this order:

  1. Effect 1 is School Damage (effect type 2). Its base value is 40. Its area radius is 3 yards.
  2. Effect 2 is effect type 144, which the datamine does not name. Its base value is 100. It applies the knockbacked mechanic. Its area radius is 3 yards.

What it does

Call Imperial Guard is a Physical spell with an instant cast and a range of 200 yards. When cast it deals Physical damage (base value 40) in a 3 yard radius.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolPhysical
Range200 yards (Two-Hundred Yard Range)
Cast timeInstant
Effect #1School Damage (2)
Value: 40
Radius: 3 yards
Effect #2Effect 144
Value: 100
Misc value: 100
Mechanic: Knockbacked
Radius: 3 yards

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

Used by

Where is this spell used?

Call Imperial Guard appears in: 1 spell that casts it.

Spells that cast it

From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.

Comments

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