Skill details

Every skill has certain details associated with it. These details provide information on how the skill will behave when equipped. This article summarizes those details.

Profession
Most skills are related to a particular profession. This means that the skill can only be used by a character if it is either their main or second profession. This rule also applies to mobs in Guild Wars, so you can presume that if a mob uses a profession specific skill then that mob is that profession.

Attribute
Most skills are related to an attribute. The number of attribute points you have allocated to a given attribute will often improve the effectiveness of those related skills.

Type
Skills come in a number of types, these include


 * Attack - An enhanced attack on an enemy. Includes
 * Axe Attack
 * Bow Attack
 * Hammer Attack
 * Sword Attack
 * Enchantment - A spell that improves an allies status (such as armor, health or speed) and includes spells that can be "maintained" for a period of time.
 * Glyph - A skill that improves the next spell you cast in some way. Will only work with spells.
 * Hex - a spell that worsens an enemy's status (such as armor, health or speed).
 * Nature Ritual - An enchantment that will positively effect allies and enemies in the surrounding area.
 * Preparation - A skill that enhances your attacks. Limited to one preparation at a time.
 * Shout - A skill with instant affect that gives a positive impact to the party, either by improving armor or health or by hindering enemies in some way.
 * Signet - A skill that has no energy cost but usually has a greater recharge time or some other disadvantage (such as Resurrection Signet which can only be used once per area).
 * Skill - A general term describing any type of skill, if a skill is not described as any of the other types it will be described as Skill.
 * Spell - A skill that causes damage to an enemy or healing to an ally.
 * Stance - A skill that improves attacks or increases defense. Only one stance can be active at a time - entering another stance will end your first one.

Different types of skill have different effects. A spell will usually be cast once on one or more targets before recharging, while an enchantment is usually cast on one target and must be 'maintained' usually at the expense of the caster such as by reducing the caster's energy regeneration.

[[Image:Energy.png]] Energy Cost
This is the amount of energy the skill will consume once you begin activating it. If casting fails for some reason or it is cancelled the energy cost will not be refunded. Some energy costs can be reduced with Expertise

[[Image:Activation.png]] Activation Time
Measured in seconds. Also referred to as casting time. Many of the skills will activate immediately or very quickly. Activation times are between 1/4 to 25 seconds. More powerful skills will often take much longer to activate. Activation Time can also be shortened with Fast Casting.

[[Image:Recharge.png]] Recharge Time
Measured in seconds. Once you begin activating a skill that skill's icon will become shaded and start charging up again. The amount of time it takes to become usable again is the recharge time. There are few skills that can shorten recharge times.

[[Image:Upkeep.png]] Upkeep
Many skills, such as Enchantments, require some kind of maintenance cost from the caster. This is commonly referred to as Upkeep. The only upkeep cost at the moment is -1 Energy Regeneration. This means that while the spell is in effect the caster will regenerate energy more slowly. The spell can be cancelled at any time by the caster and energy regeneration will return to normal.

Health Sacrifice
Many Necromancer skills require the caster to spend health in order to cast the spell. This is referred to as health sacrifice.

[[Image:Adrenaline.png]] Adrenaline
Many Warrior skills require the caster to build up adrenaline through dealing or sustaining damage in combat.