An action that fails is prevented from completing, but this is not technically considered an interruption from a game mechanics perspective. The word "fail" is shown on the screen of a player whose action fails.
A failure has these properties:
- The action has no effect.
- The cost, if any, (energy, adrenaline) is forfeited.
- Exhaustion will still be caused, if the skill causes it (exceptions: Invoke Lightning and Chain Lightning).
- If the action is a skill, it does not need to recharge (unless it has been disabled) and can be used again immediately (unlike the effect of knockdown or true interrupts).
- An action fails if:
- The target has become invalid (due it dying or having an "Invalid Target" effect).
- It is a skill which has become disabled
- Most Assassin attack skills have prerequisites to work. If these are not met, the attack will fail.
- This means that dagger attack skills that are greyed out will fail, and instantly recharge.
- However, do not confuse this with skills that require a different prerequisite (knocked down, enchanted, hexed) which will produce a fail message, but still activate the recharge.
- Certain skills explicitly cause failure, either at the end of the activation time (e.g. Mark of Subversion) or immediately upon activation (e.g. Spell Breaker)
- Cancelling a skill can also be viewed as causing immediate failure
- Skills like Obsidian Flesh will prevent someone from being the target of a spell. Spells targeted at them will not start casting and no energy will be lost. This is therefore not a failure.
- Failure usually occurs as the action would complete. In the case of a skill, this is, of course, after its activation time has elapsed.
- There are currently no effects which prevent the failure of an action.