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Client-side curing

Emunah tracks every affliction you have and cures each one on the balance that can cure it, the moment that balance is back. Achaea's server-side curing stays off, and every rule Emunah follows is one you can read and change.

Emunah's affliction panel mid-lock: anorexia, stupidity, asthma, paralysis and clumsiness, each with its cure and the affliction blocking it.
The affliction panel during a lock, drawn by Emunah's own code. Each row shows the affliction, its cure, and what that cure is waiting on.

One cure per balance

Achaea gates each kind of cure behind its own balance. Eating a herb, applying a salve and sipping an elixir can all happen in the same second; two herbs cannot. So there is no single priority list. Each balance picks its own most urgent cure, every prompt, and sends it as soon as it is chosen.

BalanceCures with
HerbEating plants, or their minerals with curing.method minerals.
SalveApplying salves, to the body part each one needs.
SipHealth and mana elixirs, and tonics.
PurgativeThe affliction-curing elixirs: immunity, frost, venom, speed and levitation.
SmokeA lit pipe. Pipes keeps them filled and lit.
FocusFOCUS, for mental afflictions, held while mana is too low to spend.
MossIrid moss and potash.
TreeTouching the Tree of Life tattoo. See the tree.

Some cures spend no curing balance and go out alongside the others: COMPOSE for fear, CONCENTRATE, CLOT for bleeding above curing.clotThreshold, and WRITHE for entanglement. WRITHE is sent once per entanglement and never repeated while it is under way, because a second one makes it take longer.

Within each balance the ranking is the reference system's. emset prio <affliction> <balance> <rank> moves any affliction up or down on one balance; lower is sooner.

Locks

Some afflictions shut whole routes. Sending into a shut route wastes a round trip, so Emunah checks every block before it chooses a cure, and cures through the route that is still open.

AfflictionShutsCured through
AnorexiaHerb, sip, purgative and mossAn epidermal salve, or FOCUS
SlicknessSalveSmoking, or eating bloodroot
AsthmaSmokeEating kelp
ImpatienceFocusEating goldenseal
ParalysisEverything except eating, including the treeEating bloodroot
InquisitionFocus and salveEnds once guilt and spiritburn are cured and you are standing

Enough of them together and nothing can be cured. Emunah names the lock on your prompt while it lasts, using the reference system's definitions:

LockAfflictions
softslickness, anorexia, asthma
venomsoft, and paralysis
hardsoft, and impatience or mana too low to focus
truesoft, and paralysis, impatience, disrupted and confusion

Further locks need your arms broken as well, with no asthma cure left in the rift, no valerian, or aeon and a concussion. While you are locked in PvP, your attack is held so the cures get balance and equilibrium.

A block can land after a cure has been queued, so the queue asks again at the moment it would send. Stun, sleep and unconsciousness hold everything; prone holds only what needs you upright, so you keep eating and sipping on the ground.

Situational rules

A fixed ranking is right on average and wrong in particular fights. A few rules move or hold a cure while a situation lasts, each one learnt from a real fight and recorded with its evidence:

WhileEmunah
Asthma, slickness and impatience are all on youEats goldenseal for the impatience first. Anorexia comes next, and its only cures are a salve (shut by slickness) and FOCUS (shut by impatience). Clearing impatience keeps FOCUS open; clearing asthma first only trades the slickness for a spent salve balance. Touches the tree on the same prompt, before paralysis can shut it.
Hellsight and slickness are both on youSmokes for the hellsight ahead of the slickness, so bloodroot takes the slickness in the same moment. Left on, hellsight lets an angel's panic make you slick again.
Inquisition is upEats for guilt and spiritburn early, because clearing them is what ends it, and does not spend the tree on burning, which it will not cure.
Paralysis is holding your sip at low healthCures the paralysis ahead of asthma, so the health elixir can go.
Weariness comes back within seconds of each cureDrops it to last on the herb balance until it stops returning.
Justice is up and you are not attackingLeaves it alone. It only reflects your own attacks.
PvP holds in defenceSpends one equilibrium on metabolise impatience, once, before you attack, so a second player's reapplication inside about two seconds is resisted. The same player can still reapply it. It waits while a heal or a diag wants that equilibrium. emset curing.metabolise off stops it.

The tree

The Tree of Life tattoo cures one affliction at random and does not wait on the herb balance, so it is worth most while a fight is turning against you. Achaea never lists the tattoo as a defence, so curing.tree is what tells Emunah you have it. It is on by default; turn it off if you have no tattoo. The tree is touched:

Paralysis, a numb arm, an entanglement and both arms broken still stop the touch, and the tree's cell on the balance strip shows why.

Your own rules

To use your own ranks and rule changes, write them in conf/priorities.conf and conf/situations.conf in the checkout and turn them on with emset ownprios on. Any shipped rule can be switched off or re-ranked there. emset ownprios off goes back to the shipped ones without touching the files.

Dangers on the prompt

Some states let an opponent kill you outright. While one is true, the prompt names it beside any lock, as (danger: reave 8s):

DangerWhen
cleaveA knight has begun winding up a cleave, which killed from full health about ten seconds after its first line. Named with who, and whether it is bearing down on you, from the first line to the blow.
reaveTwo or more of your four humours are tempered. An Alchemist's reave then takes 10 seconds with two, 8 with three, and 4 with all four.
dismemberYou are bound and impaled.
pulpYou are prone with a serious concussion.
golem destroyYour flesh is melting.

Healing

Four sources, three balances, and each engages at its own threshold. Healing outranks curing on the balances it uses: there is nothing to gain from curing stupidity at 8% health.

SourceBalanceDefault
Drink manaSipbelow 85%
Drink healthSip, ahead of manabelow 80%
Eat irid mossMossbelow 68%, health or mana
Perform HandsEquilibriumbelow 50%

Perform Hands is set low on purpose: it costs the equilibrium your attacks need. When a vial runs dry, Emunah stops asking for that fluid for a while and tells you what needs refilling, rather than tying up the sip balance with a drink that cannot happen.

Knowing what you have

Afflictions come from GMCP, and GMCP reports them reliably, in player combat as well as against denizens, with two exceptions:

Recklessness is a third case of a different kind: it reports your health and mana as full whatever they are. While it is up, Emunah heals on every source rather than trust a figure that reads 100% while you die, and cures the recklessness itself early.

With EmunahTriggers.xml installed, the game's own text adds to GMCP. A line sees an affliction the instant it prints, ahead of the next GMCP update, and a cure line frees its balance at once instead of waiting out a timer. The package also reads attacks that take a balance from you, such as an Alchemist's homunculus shrieking away your focus, so Emunah does not try to focus into it.

Illusions

Text can be faked; GMCP cannot. So everything that comes from text is checked the way the reference system checks it:

Emunah's own lines get the same care with or without the trigger package: a refusal counts only after a command it could be answering, and a herb balance that comes back implausibly fast is ignored. Anything ignored is marked (i) on its line, and hovering over the mark says why.

Where today's game has moved on from the reference system, the game wins. Today's Alchemist, for one, sends the homunculus's shriek in the middle of a long combo, where the reference system would only believe it alone on its line; Emunah believes it there.

Defences held on purpose

Some defences look like afflictions to the game. If you are deliberately blind or deaf, GMCP reports blindness or deafness, and a naive engine would cure it and then do it again every time keep-up restored the defence. Emunah knows which afflictions are defences you are holding, and leaves them alone for exactly as long as the defence is up.

Cures in hand

Cures live in the rift. Emunah keeps them in your inventory, pulling the next as soon as one is used, and puts any surplus back: inventory is lost on death and the rift is not. Every trip due goes together in one send, so topping up four herbs is one command line, not four round trips.

A herb you need that is only in the rift is not a reason to wait. Emunah sends the pull and the eat together, outr kelp;;eat kelp, and the game runs them in that order: the herb is in your hand by the time you eat it. Pulling costs no balance, so this spends exactly what the eat alone would.

One of each is kept by default, and two of ash, because a Bard's crescendo takes two in a row. emset keep <herb> <number> changes it for one herb, and IR shows every herb with a toggle. Nothing is pulled while you are entangled or with both arms out of use, and pulls still go while you are paralysed, because the bloodroot that cures paralysis may be in the rift.

Sleep

Emunah wakes you from a sleep you did not choose. For one you do choose, type sleep: it relaxes insomnia, sends SLEEP, and holds both the wake and insomnia until you are up.

Commands

emset curing                       # on or off, and everything being tracked
emset curing on|off
emset prio paralysis herb 1        # cure paralysis first on the herb balance
emset ownprios on                  # use conf/priorities.conf and conf/situations.conf
emset keep ash 3                   # keep three ash in hand
emset curing.method minerals       # cure with minerals instead of herbs
pp                                 # pause or resume curing and defences together

Every curing setting is listed in the command reference.