Documentation / Features
Defence maintenance
Choose your defences once from a clickable grid. Emunah raises whatever is missing on the balance it costs, raises it again when it drops, and never takes a balance that curing needs.

Three modes
emset defs shows every defence Emunah knows as a grid. Click one to cycle its mode:
| Mode | Means |
|---|---|
| off | Left alone. |
| defup | Raised once, then left alone if it later drops. |
| keepup | Raised whenever it is not up. |
Turn keep-up on with emset defs on. The same grid switches pipe relighting, riding keep-up and selfishness.
Never at curing's expense
Defences go through the same queue as cures, at a lower priority than any cure, so the two never fight over a balance. While curing is tracking an affliction, keep-up raises only what costs nothing: a defence raised mid-lock is usually stripped again at once. The one exception is mindseye while you cannot see, which goes ahead of the other equilibrium defences so you are never left blind.
Every raise declares what it needs as well as what it spends. Perform Inspiration spends equilibrium but also needs balance and your feet under you; Emunah holds a raise like that until everything is there, instead of sending it into a refusal.
Everything that can go, at once
Keep-up acts the moment a balance comes back, not on the next prompt, and sends every raise that can go:
- The first raise each balance can take, not the first in line, so a raise waiting on balance never holds up one that only needs equilibrium.
- Raises that spend nothing go together, along with the defence herbs and elixirs that take no balance, such as kola, skullcap, speed and frost.
- A command that needs a balance without spending it, such as wielding the mace or lighting the pipes, goes on the same line ahead of the one that spends it.
- Equilibrium raises go cheapest first, or in the order you give with
emset defs order.
On two logins of the same character, this took raising the same defences from 27.6 seconds to 21.9.
Never wasted
- Nothing is raised twice. A defence that is already up is never raised again, and a raise waiting for its balance is dropped if the defence comes back on its own.
- The herb has to be in hand. An eaten defence waits until the herb is in your inventory, rather than eating nothing.
- Three tries, then a reason. A defence that never appears after three raises is retired with a message saying so, naming what the game is reporting instead, which is usually the same defence under a different name.
- The game's word is final. "The elixir flows down your throat without effect" means there was nothing to do, so that defence stops at once.
The right order
Blindness and deafness as defences leave you unable to see or hear without mindseye. Emunah raises neither until mindseye is up, and says so once. Insomnia is held while you are going to sleep, while hypersomnia prevents it, and when your mana is too low to afford it.
What it knows
Herb, salve and elixir defences, tattoos, and the general and Priest skills come with their commands built in. Anything else is one command away:
emset defs add rebounding # a defence Emunah already knows
emset defs add mydefence <command> # and how to raise one it does not
emset defs mode rebounding defup
emset defs remove rebounding
Where a defence's name in the game differs from the thing that grants it, Emunah maps one to the other: venom keeps up poisonresist, frost keeps up temperance, blind keeps up blindness. The defence panel shows each defence under what raised it, so fangbarrier reads as raised by sileris.
A few defences never appear in the game's defence list at all. Bliss, your guardian angel and the spiritual mace are tracked from the game's own lines instead, and bliss is settled by a DEFENCES listing: the toughness, resistance and constitution it grants are there even when bliss is not. After a reload, Emunah reads one DEFENCES listing to settle anything the defence list cannot say.
The spiritual mace
For a Priest, keep-up holds the mace as well. Which command that takes depends on where the mace is:
| Where it is | Emunah sends |
|---|---|
| In your inventory, not wielded | wield mace |
| Summoned before, now elsewhere | call mace |
| Never summoned this login | summon mace, once, waiting for it to finish |
Kept in hand
At login Emunah checks what you are wielding. Your mace is kept in hand at all times: dropped, as fear makes you do, it is picked up by its own item number the moment it lands and wielded on the same line, whether or not defence keep-up is on (mace.keep). Whenever it is not wielded, your prompt says so: (mace not wielded), or (mace on the ground) (mace.warn).
Riding
Your mount is kept with you. Whenever it is in the room and you are not riding it, it is ordered to follow you, which costs nothing but needs balance and equilibrium. With riding keep-up on, you vault back onto it whenever you are off it, but only when the balance is idle: never while anything needs curing, never while hunting or PvP is using the balance, and never when the mount is not in the room.
When the mount has been missing long enough that it is not just walking in behind you, the end of your prompt says so. Walks gallop straight runs while you are mounted; see Map and walking.
emset riding # here or not, ridden or following, keep-up on or off
emset riding on|off # vault back on automatically
emset riding.mount horse123 # your mount, as VAULT takes it
The rest of your upkeep
Pipes are kept filled and lit, and selfishness is kept up against thieves. Both are part of Upkeep and economy.