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:
- Effect 1 is School Damage (effect type 2). Its base value is 40. Its area radius is 3 yards.
- 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
| School | Physical |
|---|---|
| Range | 200 yards (Two-Hundred Yard Range) |
| Cast time | Instant |
| Effect #1 | School Damage (2) Value: 40 Radius: 3 yards |
| Effect #2 | Effect 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
- Call Imperial GuardTriggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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