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Canter

Spell

Canter

Physical

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Instant castTen yards

Physical spell.

Canter

How it works

Canter is built from 5 client effects, applied in this order:

  1. Effect 1 is Apply Aura (effect type 6). It applies aura type 437. Its base value is 11.
  2. Effect 2 is effect type 164, which the datamine does not name. It triggers Walk.
  3. Effect 3 is effect type 164, which the datamine does not name. It triggers Gallop.
  4. Effect 4 is effect type 164, which the datamine does not name. It triggers Stop.
  5. Effect 5 is effect type 90, which the datamine does not name.

What it does

Canter is a spell with an instant cast, a range of 10 yards and an effect that lasts until cancelled. When cast it applies an aura. It also casts Walk, Gallop and Stop.

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
Range10 yards (Ten yards)
Cast timeInstant
DurationInfinite
Effect #1Apply Aura (6)
Aura type id 437
Value: 11
Effect #2Effect 164
Trigger spell: Walk
Effect #3Effect 164
Trigger spell: Gallop
Effect #4Effect 164
Trigger spell: Stop
Effect #5Effect 90
Misc value: 125106

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?

Canter appears in: 3 spells that cast it.

Spells that cast it

  • WalkTriggers this spell
  • GallopTriggers this spell
  • StopTriggers this spell

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

Comments

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