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==Combat Mechanics== Combat involves making a series of normal attacks or casting [[powers]] against an enemy player or creature. Combat mechanics include casting time of powers, footwork, timing, the surrounding environment and character positioning, and although there is no manual targetting in the game, there can still be an element of "dancing", similar to FPS games. Jumping does not dodge attacks, but it can enable a character to more quickly negotiate low obstacles to get away from his or her opponent. To attack an enemy a player must be in ''combat mode''. A player enters or leaves combat mode by clicking the "[[On Garde]]" button, or by pressing <code>ctrl</code>. They can also enter combat mode automatically if they have an enemy [[selected]], by either clicking on them a second time or casting an offensive skill. All skills (even defensive skills, ie buffs) will also put the character in combat mode. If a character is not in combat mode, they won't auto-attack the opponent, even if they are being attacked. Attacking a target involves two things: normal hits with a character's weapon, and the use of powers. ===Normal hits=== Normal hits occur automatically, when the target is within [[weapon range]], the attacking character is in [[combat mode]], and facing the target. Also, the target must not be under any kind of "Invulnerable to attacks" effect. The frequency at which normal hits occur are determined by a character's [[attack speed]], and they inflict damage according to their [[attack damage]]. Normal hits can be evaded, or blocked by warriors with shields. These are random occurrences, influenced by [[Hit chance]] for evades and block chance for blocks. If the hit lands, the damage will be reduced according to the target's [[armor points]] and any [[protection]] or other reductions by powers. ===Use of Powers=== At any time (except while under some effects), the player can cast a power. In order to use a power on a target, just like normal hits, the attacker needs to be facing the target, and the target needs to be within [[powers#range|power's range]] rather than the weapon range. If that is true, the power will begin casting. If the power is [[Powers#Casting time|instant]] it will be cast immediately, but if it has a [[Powers#Casting time|casting time]], the character will begin casting the power, during which time they cannot move and are vulnerable to attack. If the player does move during casting, the cast will be canceled. For the power to be successfully cast, the casting must not be interrupted, and at the end of the casting time the target must still be within range and under no kind of invulnerability effect. Otherwise, the power will be wasted: the [[cooldown]] will be triggered and the mana spent. For more information, see [[powers#cancellation|power cancellation]]. Even when successfully cast however, just like normal hits the power can be [[Evades and Blocks|evaded or blocked]], as well as [[resists|resisted]] by the target.
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