Casting powers
Where powers come from, how to cast them, and how to read a power's tooltip.
Powers are your spells and special techniques. You gain them from your race, your Class, the skills you train and your Disciplines. Press P to see every power you have.
- Click a power's icon to cast it, or give it a key (Binding powers to keys) or pin it to your power bar (Your power bar).
- Hover a power for its tooltip: cost, range, what it targets, the damage or healing it does at your rank, its cast and recycle times, and whether it is ready right now.
- Offensive spells show an attack rating from your skill and Dexterity. Higher is better; it is a guide, not a guarantee.
- Damage and healing numbers in tooltips already include your gear, skills and stance.
- Your skill in a power's school (Sorcery for Mage Bolt, Channeling for Fire Bolt) and the power's own rank make it stronger: up to 7% and 15% against players, 40% each against creatures and hostile NPCs.
- Intelligence above your starting value raises the top of a damage power's roll and Spirit the bottom: up to 6% each against players, 25% against creatures and hostile NPCs. Healing always uses the smaller numbers.
Casting
- A power with a cast time fills the cast bar. You may move while casting unless that power says otherwise.
- Aimed powers go to whatever is under the crosshair first, and to your selected target otherwise.
- Powers cost mana, stamina or health. Mana comes back steadily (8 a second).
- While flying, every power costs 1.5× as much.
- Casting on something the power cannot affect is refused before it costs you anything.