Skill


 * This Article is about Skills in your skill bar. For the Skill type "Skill" see Skill (Skill type).

Skills are special actions carried out by characters in Guild Wars and are one of the central and most important concepts of Guild Wars combat. Every Profession has a set of around 70-80 Skills that are unique to that respective Profession and most of them are dependant on one of this Profession's Attributes. Around 15 of the Skills in each set are additionally labeled elite skills.

Learning Skills
A Character can only learn Skills of his Professions. Learning a Skill means it is made available for this character to equip, but does not affect other characters this player has. This rule also applies to Mobs in Guild Wars, so it is safe to assume that, if a Mob uses a Skill specific to a Profession, then that Mob is of that Profession.

There are currently three ways to learn a Skill in PvE:


 * Gaining it from a Quest (usually as the reward)
 * Talking to a Skill Trainer, expending some Gold and 1 Skill point. Skill Trainers can be found in many Cities and Outposts all over Tyria.
 * Capturing it from a dead Boss with a Signet of Capture, permanently replacing the Signet with the learned Skill.

Note that the last method is currently the only method of learning elite skills, which are available from certain high-level Bosses in the Crystal Desert, the Southern Shiverpeaks and the Ring of Fire.

Unlocking Skills
In Guild Wars, there are two kinds of Characters: Roleplaying characters and PvP characters. Apart from the Basic Skills of each Profession and the Skills given in Character Templates, every other Skill has to be unlocked in order to equip it to a PvP only Character.

Unlocking a Skill is closely related to learning a Skill. For the very first time (and only then) that a player learns the Skill with any of his RPG Characters, it is also unlocked for all current and future PvP-only Characters. Thus, unlocking a Skill basically happens in the same three ways as learning a Skill.

Additionally, there are Priests of Balthazar in every arena. By redeeming Faction while talking to them, Skills can be unlocked. Note that, unlike the other 3 methods, this method does not cause the redeeming character to learn the respective Skill unless he/she is a PvP-only character with the appropriate profession. On the other hand, a player can unlock any locked Skill, regardless of his character's Professions.

Equipping Skills
Skills are equipped by opening the Skill inventory and dragging them from there to the Skill Bar while inside Cities or Outposts. Without exception, a maximum of eight Skills can be equipped by a character at any time, corresponding to the eight non-thumb fingers. Each skill can only be equipped once (you can't have multiple copies of a skill on your Skill Bar). Only one elite skill can be equipped at a time. While in Explorable Areas, Missions, or Arenas, the Skill Bar cannot be altered.

There are some exceptions to these rules:


 * When a character learns a Skill as part of a quest reward, the player has the opportunity to replace any one of his character's current Skills with the new Skill, even while in a Mission or Explorable Area.
 * The Signet of Capture can be equipped multiple times on your skill bar. To do this, you need to have purchased multiple copies of the Signet from a Skill Trainer.
 * When activated, certain skills, (the Signet of Capture, and the Mesmer skills Echo, Arcane Echo, Arcane Mimicry, Arcane Thievery, Inspired Enchantment, and Inspired Hex) will replace themselves with another skill for the duration of the skill effect. While this effect is active, you are permitted to do the following (see the skill descriptions for specifics):
 * Change your skill bar during a Mission or in an Explorable Area (only the Signet of Capture is permanent)
 * Have the same skill more than once on your skill bar (only the Mesmer skills can do this)
 * Have more than one Elite skill on your skill bar.

Using Skills
To use a Skill, all of the following conditions have to be met:


 * The Skill must show up in the Skill Bar.
 * The Character must be in a Mission, Explorable Area, or Arena (you can't use skills in cities).
 * The Character must have a sufficient amount of Energy in his Energy Bar to activate the Skill. Some Skills require Adrenaline instead of Energy; in that case, the Skill must have built up enough Adrenaline to be activated.
 * The Skill has to be recharged.
 * There must be a valid Target selected, if one is required.
 * You must have the valid Weapon wielded, if one is required.

Targets can be invalidated in several ways: It can be of the wrong type (for example Opponent, Ally, Fleshy Creature, Minion, Corpse, or any meaningful combination thereof), or it can be protected by a certain effect (Spell Breaker). Some Skills don't require Targets (such as Lava Font).

Note that it is not a condition that the Skill must be linked to one of the character's Professions. In practice, a character is still restricted to using Skills of his own Professions most of the time, since he can learn no other Skills. However, the Mesmer Skills Arcane Mimicry, Arcane Thievery, Inspired Enchantment, and Inspired Hex potentially allow use Skills outside of the Mesmer's Professions.

A General Skill Timeline
Activating a Skill follows a certain timeline. T is short for Time, the time difference between Now and the Time when activating the Skill:


 * 1) T < 0 Once a player clicks on the Skill in the Skill Bar or presses the corresponding hotkey, the Skill will be put in the Action queue. The character moves until he is in range to activate the skill. A few skills, notably corpse affecting skills, will not cause the player to move into range; the player must do this manually.  Skills without targets are automatically in range.
 * 2) T = 0 The character is in range to activate the Skill on the Target. If the Target is invalid, the Skill will fail, otherwise the Activation Time starts and all Skill costs have to be paid.
 * 3) 0 < T < Casting Time The Skill is being activated. The target may move out of range from this phase on. The Skill can be interrupted or cancelled.
 * 4) T = Casting Time The Casting is complete. If the target has become invalid during the last phase (dies, or is no longer dead, or Spell Breaker was cast, etc.), the Skill will fail. (Area of Effect Skills will cast successfully on dead targets.) If it resolves, all instantaneous and duration-based effects start now. The Recharge Time starts.
 * 5) Casting Time < T < Casting Time + Recharge Time The Skill recharges and can not be used. The Recharge Time for this Skill instance can no longer be modified, except by effects that recharge this skill immediately.
 * 6) T >= Casting Time + Recharge Time The Skill is recharged and ready to be used again.

Related Pages

 * Category:Skills
 * Index of Skill Lists
 * List of skill anomalies