The Reskill tab combines enemy selection after resurrection, holding a target in advance with PReskill, and actions on the selected target. Notifications about suspected buff loss are configured separately on the right, for the current target and nearby enemies.
Reacting to resurrection
Reskill shifts focus to an eligible enemy player after detecting their resurrection and holds them for the specified time. When no eligible Reskill target is available, the other enabled ZeusR functions continue selecting targets.
Enabling. The Reskill button on the function bar enables both regular Reskill and PReskill. The additional PReskill checkbox within the tab enables holding a target before resurrection. The skill-use checkbox separately enables actions on the active target. The notification settings on the right have their own checkboxes and work independently of the Reskill button.
Eligible target. A living enemy player within the operating area of the current ZeusR preset who meets the range, angle, eligibility, and class restrictions. Regular Reskill requires a detected resurrection. NPCs and monsters are excluded from this selection.
Working with other functions. Pause, general stop conditions, and holding Shift with Reskill blocking enabled temporarily prevent operation. When Auto Assist is active, an eligible assist target can retain precedence. Finding a candidate and actually switching to them are therefore separate steps.
Modes and filters
Normal. Selects one eligible player from a fresh wave of resurrections. Once that player's hold time ends, they die again, or they become ineligible, the other candidates from the same near-simultaneous wave are not cycled through. Suits a brief reaction to a single event.
Semi Rage. Allows continued selection among recent resurrections, but new candidates are available only for a short window after detection. An already selected player is held for the configured time; the window closing for new candidates does not itself end that hold.
Rage. After finishing with one target, it can move to the next still-eligible candidate from the remembered resurrections. This allows Reskill to continue when several resurrections occur in succession. The pool of available targets is updated: death, leaving the operating area, and other restrictions can exclude a player.
Hold time and “Random”. Hold time ranges from 0 to 5000 ms, with a random addition from 0 to 1500 ms. For a positive hold time, a random value between 0 and the specified maximum is added. For example, 2000 ms with an addition of 300 ms gives a hold time of 2000–2300 ms. For regular Reskill, the countdown starts when a candidate is selected. Losing eligibility can end the hold earlier.
Fixed reskill. Adds detection of an observed “dead → alive” transition to normal resurrection event handling. ZeusR must see the player's state before and after they rise; enabling the checkbox alone cannot recover missed state history.
Skip enemies without buffs. Excludes players currently marked by ZeusR as having lost buffs. This setting affects both regular Reskill and PReskill. Notifications for this state are configured separately.
Sort by profile priority. Among eligible candidates, higher overall priority is preferred first, then shorter distance. With the checkbox cleared, the closer candidate is selected first. Sorting changes the selection order; the list of allowed classes is configured separately.
Class list only. Restricts regular Reskill using the adjacent field. You can list class IDs, abbreviations, and groups from the library. Right-click the field to open the selection menu. If the restriction is enabled and the list contains no matching classes, there will be no candidates. PReskill has its own independent list.
Holding a target before resurrection — PReskill
PReskill selects an enemy who is still dead when ZeusR detects a resurrection cast on them, and can continue holding them after they rise. It requires both the Reskill button on the bar and the PReskill enable checkbox within the tab.
Holding before resurrection. The waiting time before resurrection ranges from 0 to 5000 ms, with a random addition from 0 to 1500 ms. The countdown is tied to the detected resurrection event. When the player becomes alive, the regular hold begins using the settings in the upper Reskill block. Waiting for resurrection and holding a living target are therefore configured separately.
Keep active PReskill ahead of Reskill. Gives the already selected PReskill target precedence over a new regular Reskill candidate. With the checkbox cleared, regular Reskill can switch focus. This setting specifically applies to an active hold before resurrection.
PReskill chance. The checkbox enables a participation chance from 1 to 100%. The decision is made for the detected event, rather than again on every target check. With this restriction disabled, eligible events are accepted without this random selection. The percentage controls PReskill's participation and does not determine your skill's chance to hit.
PReskill class list only. Restricts holding before resurrection to its own set of classes. It does not automatically copy the regular Reskill list: configure both fields if needed. The same right-click menu is available for IDs, abbreviations, and library groups.
Shared restrictions. The requirements for an enemy player, operating range, target eligibility, and skipping the missing-buff flag still apply. If the resurrection does not bring the player back within the available time, or the target becomes ineligible, the hold before resurrection ends.
Actions on the selected target
The skill-use checkbox enables actions on the active Reskill or PReskill target. Target selection and holding work separately: this list does not need to be enabled for them.
To add an action:
- Enable skill use.
- Right-click the list and select “Add action”.
- Select a row to open its editor below the list.
- Specify the skill, ranges, and priority. The row's checkbox enables its use.
Skill ID and name. The ID determines the action. You can give a skill a convenient label in the name field.
Skill selection window. Double-click the ID field to open the skill search and selection window.
The action menu. Right-click the ID field to open a menu with normal attack, the skill database, and your character's own skills. For normal attack, select the corresponding menu item.
Minimum and maximum range. The allowed distance from your character to the active target, from 0 to 5000. A minimum of 0 removes the action's lower limit, and a maximum of 0 removes its upper limit. In the list, an unlimited boundary is shown as *. ZeusR's overall operating area restrictions still apply.
Action priority. From 1 to 5: higher values are checked first. Change the value in the field below or click the desired square in the priority column. For equal priorities, row order applies; you can change it by dragging. Each check selects the first eligible, available action; a populated list does not mean every row will be used in sequence.
Readiness and timing. The skill must be available to your character, active, and ready to use. Skills have a short reaction window around the resurrection: increasing the hold time does not extend this window. Normal attack is started with a separate command for the current event, rather than a new command on every check. The actual result also depends on the skill's own rules and the game.
Working with Auto Assist. If an eligible assist target retains focus, certain Reskill auras that require no target can be used without switching away from it. Normal attack and actions that require selecting a different target are not performed in this case.
Editing the list. Use a row's checkbox to temporarily disable the action. Selecting it opens the editor. To delete a row, select it and use “Delete action” in the context menu; dragging it to a new position preserves its settings.
Missing-buff notifications: current target and all enemies
The right side of the tab contains two independent channels. They report suspected buff loss on enemy players and do not require the Reskill button on the bar to be enabled.
Current target. Enables missing-buff notifications for the selected enemy player.
All enemies. Monitors eligible enemies in the visible surroundings. The general channel skips the currently selected target and active Reskill/PReskill targets to avoid duplicating their messages. The current-target channel is used for the selected player.
General monitoring range. The checkbox to use the profile's range links this channel to the operating range of the current ZeusR preset. With the checkbox cleared, a separate maximum range from 0 to 5000 applies; 0 removes this specific distance restriction. This does not make objects outside the game's view observable.
Shared notification class list. A single checkbox and field restrict both channels. You can use IDs, abbreviations, and groups from the library, selecting them by right-clicking the field. This list is configured independently of regular Reskill and PReskill filters.
Notifications: text and sound
Appearance and sound are configured separately for the current target and all enemies. Enabling a channel allows monitoring; its message and sound checkboxes determine how the event is reported. You can use text only, sound only, or both.
In-game message. Enable its checkbox, enter the text, and choose a color. In the template, %obj_name% is replaced with the player's name, and %class% with their class. Right-click the field to insert these placeholders or restore the default template. If the field is empty, the default text is used.
T button. Shows a test message with the selected appearance, using your character's name and class. This previews the message's appearance; no actual buff-loss event is required.
Sound file and volume. Enable sound, choose a file, and set the volume from 10 to 100. The list comes from the data\Sounds folder inside ZeusR; WAV and MP3 are supported. After adding your own file, reopen the list to refresh its contents.
Testing the sound. The button next to the list plays the selected file at the specified volume. It is available when sound is enabled and an entry is selected. This test lets you confirm that the file is found and audible, independently of a combat event.
Saving. Save the main settings profile. It stores the Reskill mode and filters, PReskill settings, actions and their order, both notification channels, text, sound files, and volume.