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 this attribute will often improve the effectiveness of skills tied to this attribute.

Type
Skills come in a number of types, these include


 * Attack - An enhanced attack on an enemy. Includes
 * Axe 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 enemies 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.

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. For example, resurrect is a spell that takes 8 seconds to cast and can be cancelled before it is complete. Casting it will immediately consume 10 energy. If you cancel it before it completes, or if the spell fails for some reason, you will not be refunded the 8 energy.

[[Image:Activation.png]] Activation Time
Measured in seconds. Also referred to as casting time. Many skills will activate immediately or very quickly. A common value for activation time is anywhere from 1/4 to 2 seconds. More powerful skills will often take much longer to activate, such as Charm Animal that takes 10 seconds. Spells that take a short time to activate are often more useful then ones that take a long time to activate.

Mesmer Fast Casting
The primary attribute of the Mesmer is called Fast Casting. This attribute will reduce casting times by a fixed percentage for each attribute level attained.

[[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.

[[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. A common upkeep cost 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 reffered to as health sacrifice.

Adrenaline
Many Warrior skills require the caster to build up adrenaline through dealing or sustaining damage in combat.