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Combat States

During combat, entities can enter states that change how they take damage, move, or use abilities. These states are managed through a marks system with exclusive groups -- only one mark per group can be active at a time. When two marks from the same group collide, the one with higher priority wins.

Defensive States

These marks belong to the immunity group. Only one can be active at a time.

Invulnerability

Invulnerability (I-Frames) Highest

Complete immunity to all damage. Nothing gets through. If you gain i-frames while another defensive state is active, the i-frames replace it.

Super Armor

Super Armor Medium

Prevents knockback and stagger but you still take full damage. Commonly granted by heavy techniques that need to finish their animation without interruption.

Priority Shield

Defense Priority (DP) Lowest

The defensive side of the Priority System. While active, incoming attacks are checked against your Defense Priority value.

Since all three share the immunity group, you will never have super armor and i-frames simultaneously. The higher-priority state always takes precedence.

Control Effects (Crowd Control)

These marks belong to the control group. Only one can be active at a time.

Stasis

Stasis Highest

Blocks all actions -- movement, techniques, interaction. Camera locked, blindness applied. The most dangerous CC in the game.

Root

Root Medium

Blocks movement only. You can still use techniques.

Silence

Silence Lowest

Blocks technique usage only. You can still move.

Stasis overwrites everything. A Root overwrites a Silence, and Stasis overwrites both.

Elemental Marks

Marks like Fire belong to the elemental group. Only one elemental mark can be active at a time.

Configurability

All mark priorities, durations, group assignments, and exclusive group rules can be modified in the mod config. Server operators can tune these values to fit their gameplay vision.