> For the complete documentation index, see [llms.txt](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/abilities-and-game-state/11-abilities-trigger-queue-and-continuous-effects/11-6-continuous-effect-layers.md).

# 11.6 Continuous-Effect Layers

11.6.1 Determine current characteristics by applying applicable continuous effects in the following order:

| **Layer**              | **Apply**                                                                                                                         |
| ---------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| 1 - Base               | Printed characteristics, official errata, and the Element Advantage Matrix.                                                       |
| 2 - Set / Replace      | Effects that set or replace Name, Trait, Element, Power, Snatch-Sight, Sight-Mark, or another characteristic with a stated value. |
| 3 - Add / Remove       | Effects that add or remove Traits, Abilities, Snatch-Sights, Sight-Marks, or other nonnumeric characteristics.                    |
| 4 - Modify             | Effects that increase or decrease numeric characteristics such as Power.                                                          |
| 5 - Rules Modification | Permissions, prohibitions, requirements, and replacement rules that change how the object may interact with the game.             |

11.6.2 Within one layer, apply an effect that another effect depends on before the dependent effect. An effect depends on another if applying the other effect changes whether the first applies, what it affects, or what it does. If two or more continuous effects directly or indirectly depend on one another, ignore dependency among those effects and apply them in timestamp order.

11.6.3 After dependencies, apply remaining effects in timestamp order from earliest to latest.

11.6.4 A continuous effect’s timestamp is when that effect first began to apply. The effect retains that timestamp while the same effect continues to exist, even during an interval when it affects no object or its condition is temporarily false. If the effect ends and a new effect later begins, the new effect receives a new timestamp. If several effects begin simultaneously, the Active Player orders timestamps for effects they control, then the Non-Active Player orders timestamps for effects they control.

11.6.5 Recalculate continuous effects whenever the game state changes. Do not lock a derived value unless a resolving instruction specifically records it.


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