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Walk

Spell

Walk

Physical

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Instant castTen yards

Physical spell.

Walk

How it works

Walk 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 3.
  2. Effect 2 is effect type 164, which the datamine does not name. It triggers Canter.
  3. Effect 3 is effect type 164, which the datamine does not name. It triggers Stop.
  4. Effect 4 is effect type 164, which the datamine does not name. It triggers Gallop.
  5. Effect 5 is effect type 90, which the datamine does not name.

What it does

Walk 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 Canter, Stop and Gallop.

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: 3
Effect #2Effect 164
Trigger spell: Canter
Effect #3Effect 164
Trigger spell: Stop
Effect #4Effect 164
Trigger spell: Gallop
Effect #5Effect 90
Misc value: 125105

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?

Walk appears in: 2 spells that cast it.

Spells that cast it

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

Comments

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