Skip to main content

Defences

The nexSys4 Defences configuration tab

This tab decides which defences nexSys looks after, how, and in what order.

Choosing a class​

The Class list starts on your current class. It shows that class's defences together with the general ones every class can use. Pick All Classes to see everything, or another class to set up a character you play in more than one class.

Setting up a defence​

Each defence has two controls:

ControlWhat it means
Priority1 to 25: nexSys looks after this defence, and lower numbers go up first. 0 (or 26): nexSys leaves it alone.
DefupChecked: the defence goes up only when you type defup. Unchecked: nexSys keeps it up all the time and raises it again whenever it drops.

A defence needs a priority from 1 to 25 for either mode to do anything. A checked Defup box with priority 0 does nothing.

Select Save when you're done.

Which mode to use​

  • Keep up (Defup unchecked) suits defences you always want: free ones such as kola, and anything you would otherwise put back up by hand after it's stripped.
  • Defup (checked) suits defences you raise before a fight: ones that are costly to keep re-raising, or that you only want at certain times. After defup raises it, a Defup defence isn't raised again until your next defup.

Name colors​

Defence names are colored by what it costs to raise them. Hover over the Name header in the window for a reminder.

ColorMeaningSuggested priority
RedRaising it uses up balance or equilibrium.Lowest
AmberFree, but you need balance or equilibrium to raise it.Middle
GreenA free action.Highest

These are suggestions, not rules. Review what your class needs before you copy another character's setup.

Defences that exclude each other​

Some defences can only be held one at a time, such as the four avoid stances or parrying and guarding different limbs. When you give one of them a priority, the window sets the others in its group back to 0.

Who raises the defence​

Most defences are raised by Achaea's server-side curing. A few that the server can't handle are raised by nexSys itself. These include parrying and guarding, blocking, the avoid stances, prismatic, and several Alchemist forms. They all share this one list and behave the same way to you.

CommandEffect
defupRaise every missing defence that has a priority, including the Defup ones.
defoffStop raising defences until your next defup.
ma, br, ss, clTurn density, held breath, rebounding, or cloak upkeep on or off.
p<limb>, block <direction>, ubParry a limb or block an exit, and keep it up.

See Commands for details.