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Traveling Flames

Spell

Traveling Flames

Fire

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Instant castTwo-Hundred Yard Range

Colliding with inflicts 40 Fire damage and knocks players back.

Traveling Flames

Tooltip

Colliding with inflicts 40 Fire damage and knocks players back.

How it works

Traveling Flames 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 2 yards.
  2. Effect 2 is effect type 144, which the datamine does not name. Its base value is 75. Its area radius is 2 yards.

What it does

Traveling Flames is a Fire spell with an instant cast and a range of 200 yards. When cast it deals Fire damage (base value 40) in a 2 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

SchoolFire
Range200 yards (Two-Hundred Yard Range)
Cast timeInstant
Effect #1School Damage (2)
Value: 40
Radius: 2 yards
Effect #2Effect 144
Value: 75
Misc value: 75
Radius: 2 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?

Traveling Flames appears in: 1 boss encounter.

Boss encounters

  • The One-Armed Bandit in Liberation of Undermine
    Journal section: Stage One: That's RNG, Baby! > Spin To Win! > Fabulous Prizes > Flame and Bomb > Fiery Dynamite Booty > Burning Blast; Stage One: That's RNG, Baby! > Spin To Win! > Fabulous Prizes > Reward: Shock and Flame > Superheated Coil; Stage One: That's RNG, Baby! > Spin To Win! > Reel Assistant > Flame Vents
    Encounter creatures: Reel Assistant, One-Armed BanditRaid boss ability

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

Comments

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