Documentation / Features
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.

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.
| Balance | Cures with |
|---|---|
| Herb | Eating plants, or their minerals with curing.method minerals. |
| Salve | Applying salves, to the body part each one needs. |
| Sip | Health and mana elixirs, and tonics. |
| Purgative | The affliction-curing elixirs: immunity, frost, venom, speed and levitation. |
| Smoke | A lit pipe. Pipes keeps them filled and lit. |
| Focus | FOCUS, for mental afflictions, held while mana is too low to spend. |
| Moss | Irid moss and potash. |
| Tree | Touching 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.
| Affliction | Shuts | Cured through |
|---|---|---|
| Anorexia | Herb, sip, purgative and moss | An epidermal salve, or FOCUS |
| Slickness | Salve | Smoking, or eating bloodroot |
| Asthma | Smoke | Eating kelp |
| Impatience | Focus | Eating goldenseal |
| Paralysis | Everything except eating, including the tree | Eating bloodroot |
| Inquisition | Focus and salve | Ends 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:
| Lock | Afflictions |
|---|---|
| soft | slickness, anorexia, asthma |
| venom | soft, and paralysis |
| hard | soft, and impatience or mana too low to focus |
| true | soft, 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:
| While | Emunah |
|---|---|
| Asthma, slickness and impatience are all on you | Eats 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 you | Smokes 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 up | Eats 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 health | Cures the paralysis ahead of asthma, so the health elixir can go. |
| Weariness comes back within seconds of each cure | Drops it to last on the herb balance until it stops returning. |
| Justice is up and you are not attacking | Leaves it alone. It only reflects your own attacks. |
| PvP holds in defence | Spends 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:
- while a lock is forming, with asthma, slickness and impatience on you together;
- in a hard or true lock, in blackout, and with aeon and asthma together;
- with crippled or broken limbs while the salve or sip that mends them is not free;
- whenever two afflictions it can cure are on you;
- and, as a last resort, for an affliction nothing else can cure.
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):
| Danger | When |
|---|---|
| cleave | A 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. |
| reave | Two 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. |
| dismember | You are bound and impaled. |
| pulp | You are prone with a serious concussion. |
| golem destroy | Your 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.
| Source | Balance | Default |
|---|---|---|
| Drink mana | Sip | below 85% |
| Drink health | Sip, ahead of mana | below 80% |
| Eat irid moss | Moss | below 68%, health or mana |
| Perform Hands | Equilibrium | below 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:
- Loki hides what you have. Emunah sends DIAG when the list is in doubt, which reports the truth for a second of equilibrium.
- Blackout stops updates altogether. Emunah stops trusting a frozen list and catches up the moment it lifts.
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:
- Text reports wait for the prompt that ends their block.
- One illusion in a block discards the whole block.
- A cure line only counts while that cure is actually in flight.
- An affliction reported by text is dropped unless the server confirms it within two seconds (
curing.textConfirm).
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.