Chat Commands and Roleplay Systems: Difference between revisions

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== Chat Commands ==
== Chat Commands ==
Line 8: Line 9:
<blockquote>/talk i am talking normally</blockquote>
<blockquote>/talk i am talking normally</blockquote>


Outputs:  
Outputs:
<blockquote>"I am talking normally."</blockquote>
<blockquote>"I am talking normally."</blockquote>
----
----
Line 15: Line 16:
<blockquote>*waves to you*</blockquote>
<blockquote>*waves to you*</blockquote>


Outputs:  
Outputs:


<blockquote><span style="color: green;">Yasia waves to you.</span></blockquote>
<blockquote><span style="color: green;">Yasia waves to you.</span></blockquote>
Line 23: Line 24:
<blockquote>*Waves to you*</blockquote>
<blockquote>*Waves to you*</blockquote>


Outputs:  
Outputs:


<blockquote><span style="color: green;">Waves to you.</span></blockquote>
<blockquote><span style="color: green;">Waves to you.</span></blockquote>
Line 48: Line 49:
<blockquote> <span style="color: yellow;">[Shout]</span> "I am now shouting."</blockquote>
<blockquote> <span style="color: yellow;">[Shout]</span> "I am now shouting."</blockquote>
----
----
=== Changing How Your Chat Is Written ===
'''Clicking the compass''' opens the Options window. Its '''Chat''' tab controls everything the formatter does to your typed lines, and your choices are saved to your character.
'''My chat is written like''' picks the style you type in. All four produce the same output - they only change which part of the line you mark off:
{| class="wikitable"
!Style!!You type
|-
|Asterisks (the default)||<code>*waves* Hello!</code>
|-
|Colons||<code>:waves: Hello!</code>
|-
|Brackets||<code>[waves] Hello!</code>
|-
|Quotation marks||<code>Yasia waves. "Hello!"</code>
|}
The first three mark off the '''action''' and speak everything else. The last one inverts that: you mark off what you '''say''', and everything outside the quotation marks is narrated as an action.
'''Automatically add''' has a checkbox for each tidy-up the system performs, so you can switch off any you would rather do yourself:
*Missing Names and Pronouns
*Missing Punctuation
*Missing Capitalisation
*Missing Quotation Marks
'''Colour My Actions''' controls whether your emotes are rendered in green.


=== OOC Communication ===
=== OOC Communication ===
Out of character information can be communicated by preceding the text with "//".
Out of character information can be communicated by preceding the text with "//" or "/ooc".


=== Animated Emotes ===
=== Animated Emotes ===
Line 56: Line 86:


<blockquote>
<blockquote>
/bow
/bow1 (or /bow)
/duck
/duck
/dodge
/dodge
Line 96: Line 126:
/think
/think
/sleep
/sleep
/dance
/squat
/leanback
/leanleft
/leanright
/grabbelt
/clasp1
/clasp2
/handonhip
/handbehind1
/handbehind2
/sitinjured
/sitcrossed1
/sitcrossed2
/sitlean
/sitsad1
/sitsad2
/sitspread
/sitthink
/sitnormal
/shrug
/cry
/bow2
/thank
/flex
/annoyed
/yell
/clap
/bellydance
</blockquote>
</blockquote>


You can chain these animations with regular chat using the systems above. For example, you could input "/wave hello" and Yasia's model would wave and say "Hello." in the chat window.
You can chain these animations with regular chat using the systems above. For example, you could input "/wave hello" and Yasia's model would wave and say "Hello." in the chat window.
Every emote above is shorthand for '''<code>/emote NAME</code>''', which can be abbreviated to '''<code>/e NAME</code>'''. <code>/e wave hello</code> and <code>/wave hello</code> are the same thing.
{| class="wikitable"
!Command!!What it does
|-
|<code>/pose</code><br /><code>/pose off</code>||Opens the Pose window, for shifting and turning your character a little where it stands: onto a bench, against a wall, or into a chair. A faint copy of your character, which only you can see, follows the sliders and takes the emote you choose from the list. '''Apply''' moves your character to match. You cannot walk while posed, though your inventory still works. To stand up and return to where you were, click on the ground or type <code>/pose off</code>. Casting a spell, attacking, or resting ends the pose as well. To start from a particular spot, right-click the ground there and choose '''Pose here'''. Cannot be used in combat.
|-
|<code>/mien NAME</code><br /><code>/expression</code>, <code>/expr</code>, <code>/exp</code>||Changes the expression on your character's face: smile, happy, frown, sad, angry, surprised, afraid, suspicious, tired, or sleep, which closes the eyes. Add a number from 1 to 100 for a fainter one, as in <code>/mien smile 50</code>. <code>/mien neutral</code> returns your face to normal, and <code>/mien</code> on its own lists the expressions. It lasts until you change it, change your head, or the server restarts. Not every head has expressions.
|-
|<code>/pointat</code>||Points at something. Your cursor changes; click a spot on the ground, a creature, a door, or a placeable, and your character turns to face it and points.
|}


=== System Commands ===
=== System Commands ===


The following commands are available for use at your discretion:
The following commands are available for use at your discretion. Where a command has shorter forms, they are listed beside it and do exactly the same thing.
 
Several commands can be issued on one line by separating them with a vertical bar, for example <code>/wave hello | /roll d20</code>.
 
==== Roleplay ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/roll ROLL</code><br /><code>/r ROLL</code>||Makes a public roll that everyone nearby can read. <code>ROLL</code> is either dice - <code>/roll d20</code>, <code>/roll 4d6</code>, up to 100 dice of up to 100 sides - or the name of an '''ability''', a '''saving throw''', or a '''skill''', which rolls d20 and adds your bonus. Names can be shortened as long as they stay unambiguous: <code>/roll str</code>, <code>/roll will</code>, <code>/roll athletics</code>.
|-
|<code>/mark TEXT</code><br /><code>/m TEXT</code>||Leaves a written note on the ground. Your cursor changes; click a spot, and your character walks over, kneels, and leaves the note there for anyone to examine. Notes persist.
|-
|<code>/commend</code><br /><code>/com</code>||Awards another player a commendation for their roleplay. Your cursor changes; click the character you want to commend. They are told that they have received one, and what their new total is. You cannot commend yourself.
|-
|<code>/revealself</code>||Steps out of hiding for one character only. Your cursor changes; click the character you want to notice you, and they see you from that moment on while everyone else is still none the wiser. You stay in stealth, so the rest of the area has to find you the usual way.
|-
|<code>/search</code><br /><code>/frisk</code>||Asks another player to let you look through their belongings. Your cursor changes; click someone close enough to lay hands on, and they are asked whether to allow it. If they agree, you see their inventory for a short while, without being able to take anything, and the view closes if either of you walks away. Someone Subdued or Unconscious cannot answer, so their belongings open at once. Items hidden with <code>/hideitem</code> may slip past you.
|-
|<code>/desc TEXT</code>||Replaces your character's description - the text other players read when they examine you.
|-
|<code>/mood TEXT</code>||Shows <code>TEXT</code> in grey after your health, where others see it when they hover over you: ''Unscathed &#124; Irritated''. Up to 24 characters. On its own, <code>/mood</code> clears it. Your mood lasts until you change it or the server restarts.
|-
|<code>/face</code>||Turns your character to face something. Your cursor changes; click a spot on the ground, a creature, a door, or a placeable, and your character turns towards it where it stands.
|-
|<code>/knock</code>||Knocks on a door. Your cursor changes; click a door, and your character walks up to it and knocks. Everyone near the door hears the knock, even inside a soundproofed room, and if the door leads somewhere else, so does everyone near where it comes out.
|-
|<code>/hearing METRES</code>||Limits how far away Talk can reach you, for following one table in a crowded room. On its own it opens a window to pick a range, with a ring at your feet that only you can see. With <code>METRES</code> it sets the range at once: 5, 10, 15, or 20, or <code>clear</code> to remove the limit. Tick '''Always hear my name''' and Talk that mentions your first name or surname still reaches you from further off. Whispers, shouts, and your own words are not affected.
|}
 
==== Appearance ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/hide cloak</code>||Toggles your cloak model between hidden and visible.
|-
|<code>/hide helm</code>||Toggles your helmet model between hidden and visible.
|-
|<code>/portrait NAME</code>||Queues a custom portrait. You will not see it immediately - it is added to the NWSync data with the next server update and applied the first time you log in afterwards.
|-
|<code>/outfit NAME</code>||Puts on the outfit called <code>NAME</code>: the look you saved of your armour, cloak, and helmet, laid over whatever you are wearing now. No items change, only how they look. Leave <code>NAME</code> out to open the Outfits window, where you can save, wear, and delete outfits. <code>/outfit list</code> names them all, and <code>/outfit delete NAME</code> removes one. Changing a piece needs a free space in your inventory for a moment, and cannot be done in combat.
|-
|<code>/outfit save NAME</code>||Saves the look of what you are wearing now as an outfit called <code>NAME</code>, replacing any outfit of that name. A cloak or helmet that is hidden or not worn is saved as hidden. Design a look with the tailor, then save it here to keep it without carrying the clothes. You can keep up to 50 outfits.
|-
|<code>/accessories</code><br /><code>/accessory</code>, <code>/acc</code>||Opens the Accessories window, for hats, masks, eyewear, jewels, and gear worn over your clothes: up to six at once, each moved, turned, and sized with sliders, and anchored to your head, chest, or feet so it moves with them. '''Hide''' keeps one where it sits but out of sight. A lantern can be lit, and lights your way; with '''Auto''' on, it lights itself in the dark and goes out in daylight. Chest Colours accessories take the colours of your chest armour. What you wear is kept with your character.
|-
|<code>/lantern</code><br /><code>/light</code>, <code>/lamp</code>||Lights the lantern you wear as an accessory, or puts it out, the same as the '''Light''' button in the Accessories window. Add <code>on</code> or <code>off</code> to choose rather than switch it. Put a lantern on with <code>/accessories</code> first.
|-
|<code>/style NAME</code>||Changes the animations you fight with, the same as learning a style from a trainer, and just as free. <code>NAME</code> is one of basic, blademaster, reversegrip, heavy, fencing, swordandboard, tigerfang, sunfist, dragonpalm, or bearclaw, and may be cut short, so <code>/style tiger</code> is enough. Leave <code>NAME</code> out to see your current style.
|}
 
The cloak and helmet settings are also on the '''Appearance''' tab of the Options window, and the two stay in step with each other.
 
==== Allies and Belongings ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/rename NAME</code><br /><code>/name NAME</code>||Names something of yours. Your cursor changes; click an ally, a bag, a Spellbook, Duct Tape, a piece of Powered gear, or a placeable you have set down, and it takes <code>NAME</code>. Leave <code>NAME</code> out - just <code>/rename</code> - to restore the original name instead. The '''Options''' window can also rename any ally you have ever had out, at any time.
|-
|<code>/yank</code>||Teleports every NPC ally you have in the area to where you are standing. Useful when a companion is stuck behind geometry or has fallen a long way behind.
|-
|<code>/icon</code>||Changes the inventory icon of a piece of Powered gear. Your cursor changes; click a Powered ring, amulet, belt, pair of bracers, gloves, or boots in your inventory, and pick a new icon from the grid that opens. Boots have a tab for each part. Take the item off first - it cannot be changed while you are wearing it.
|-
|<code>/hideitem</code><br /><code>/smuggle</code>||Hides an item from other players' <code>/search</code>. Your cursor changes; click an item in your inventory. Click one that is already hidden to stop hiding it. A searcher rolls their Investigation against your Deception for each hidden item, and sees it only if they come out ahead.
|-
|<code>/summons</code>||Opens your Summon Registry, which keeps every summon you have collected from Scar Fragments. Pick one and '''Attune''' to make it the creature your Summon Creature spells call up, or '''Use Immunities''' to give your summons its damage immunities and vulnerabilities instead of their own. Changes apply from your next summoning.
|}
 
==== Placeables ====
 
Furniture, decorations, and other placeables come packed in a crate that sits in your inventory. To set one down, use the crate's '''Unpack''' power and click a spot on the ground. The crate is used up, and the placeable stays there, through server restarts, until someone packs it away again. To give one a name of its own, use <code>/rename</code> and click it; the name goes with it into its crate.
 
Right-click the ground anywhere and choose '''Move placeables''' to open the Placeables window, which also tells you how many placeables the area holds, and how many it can take. Click '''Select''' and every placeable nearby that you can move glows green; click the one you want. '''Search''' lists every placeable in the area instead, nearest first.
 
With a placeable chosen:
* '''Move''' sets it down somewhere else in the same area: click the new spot. To take it to another area, crate it and carry it.
* '''Shift''' nudges it 5 cm north, south, east, or west.
* The sliders turn it ('''Facing'''), tilt it ('''Pitch''' and '''Roll'''), raise or lower it up to 6 metres ('''Height'''), and size it from a quarter to twice its size ('''Scale''').
* Untick '''Collisions''' to let people walk through it. It is still drawn where it stands.
* '''Crate''' packs it back into a crate in your inventory. A storage chest has to be emptied first, a locked ballot box opened, and stocks and cages emptied of their prisoner.
 
Every change is saved by itself, so there is nothing to confirm.
 
Each area holds only so many placeables: 64 in a town, 32 elsewhere, and none at all in a Scar. A few areas set a limit of their own. When a new placeable takes an area over its limit, '''the oldest one there is removed for good''', not returned to anyone as a crate, so pack away anything you want to keep before an area fills up.
 
==== Information ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/time</code>||Reports the current in-game time and date.
|-
|<code>/timers</code><br /><code>/buffs</code>||Reports the remaining time of any Combat Time effects present on you and your associates, along with your remaining Metamagic duration charges.
|-
|<code>/vitality</code>||Reports your current Vitality, your Vitality cap, and the percentage between them.
|-
|<code>/dr</code>||Lists every Damage Resistance effect on you and your associates as <code>Threshold/Absorption Type (Name)</code>, and opens a tracker window showing the same.
|-
|<code>/ret</code>||Lists every Retaliation effect on you and your associates, with its damage limit and the damage it deals, and opens a tracker window showing your own as Damage / Uses Left.
|-
|<code>/scarreport</code>||Reopens the report from the last Scar you completed. It is kept until you log out.
|-
|<code>/lastscar</code>||Names the last Scar you completed and how long ago, and how long until it will admit you again. A Scar you fail or abandon does not count.
|}
 
==== Windows and Interface ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/help</code>||Opens the Chat Commands window, which lists every command on this page by category with a description of each. Its '''Run''' button carries out the chosen command for you, with a box for any words the command needs.
|-
|<code>/quickcast</code><br /><code>/qc</code>, <code>/qcast</code>||Opens the Quickcast bar, the spell interface that sits outside the standard hotbar. Spellcasters only.
|-
|<code>/quickuse</code><br /><code>/qu</code>||Opens the QuickUse bar. Add any item you can use with '''+''': potions, scrolls, gadgets, wands, or gear with a power, from your inventory or your equipment. Click a potion to drink it or anything else to pick its target, and right-click a slot to empty it. The bar has five pages: '''<''' and '''>''' turn them, and '''^''' pops a page out into a window of its own. '''Autocast''' uses everything on its page that buffs at once, instantly when out of combat under Nearby Well Water. Potions only go to yourself and your own associates.
|-
|<code>/atmenu</code>||Opens the ability menu for your archetype, for those archetypes that have one: Spellsword, Conduit, Evoker, Eldritch Knight, Votive, Warpriest, Ascendant, Hospitaller, Gadgeteer, Thrillseeker, Marshal, Juggernaut, Vanquisher, Storyteller, Lorekeeper, and Shifter. Archetype windows have a lock button that hides the title bar and stops the window being dragged.
|-
|<code>/skillfree</code>||Opens the widget tracking your free skill uses.
|-
|<code>/lockgui</code>||Locks the Grit and effects tracker widgets in place. A locked window loses its title bar and can no longer be dragged.
|-
|<code>/unlockgui</code>||Unlocks those widgets again so they can be moved.
|-
|<code>/resetstabilitybar</code>||Returns the Stability bar to its default position. Use this if you have dragged it off-screen.
|-
|<code>/guireset</code>||Returns every window to its default position and size, for when one has been dragged off-screen or come out the wrong shape. Windows that reopen by themselves when you log in, such as the archetype menus, the trackers, and the bars, move at once; any other open window goes back to its default when you close and reopen it. Locked windows stay locked.
|}
 
==== Skills and Levelling ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/autolevelskills</code>||Toggles automatic skill point spending on level-up on and off. It tells you which state you have just switched to.
|-
|<code>/autolevelskillcap SKILL NUMBER</code>||Stops automatic levelling from raising a skill past <code>NUMBER</code> ranks, up to a maximum of 10. <code>/autolevelskillcap list</code> shows the caps you have set, and <code>/autolevelskillcap clear</code> removes all of them.
|-
|<code>/autolevelskillpriority SKILL NUMBER</code><br /><code>/autolevelskillpri SKILL NUMBER</code>||Gives a skill a priority, so automatic levelling spends points on it ahead of lower-priority skills instead of working alphabetically. Priority 1 is served first, 2 second, and so on; skills sharing a priority are served alphabetically between themselves, and skills with no priority come last. A skill with a priority is raised even if you have never put a rank in it. Set the number to <code>0</code> to remove a priority. <code>/autolevelskillpriority list</code> shows the priorities you have set, in order, and <code>/autolevelskillpriority clear</code> removes all of them.
|}
 
==== Utility ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/attack</code><br /><code>/atk</code>||Attacks the nearest hostile creature. Useful if you have the invisible model bug.
|-
|<code>/unstuck</code><br /><code>/unstick</code>||Moves you to the nearest safe spot. Use it when you are wedged in scenery.
|-
|<code>/save</code>||Saves your character to the server immediately, rather than waiting for the next automatic save.
|}
 
==== Comfort ====
 
{| class="wikitable"
!Command!!What it does
|-
|<code>/nospiders</code>||Toggles arachnophobia mode. While it is on, every spider model is displayed to you as a badger. The setting is saved to your character, but a change only takes effect the next time an area loads.
|-
|<code>/nomoods</code>||Toggles whether you see other characters' moods, set with <code>/mood</code>. While it is off, you see only their health. The setting is saved to your character, and is also '''Show Moods''' on the UI page of the Risenholm Options window.
|}


<blockquote>/hide cloak</blockquote>
==== Account ====
Will hide your character's cloak model from being visible


<blockquote>/hide helmet</blockquote>
{| class="wikitable"
Will hide your character's helmet model from being visible
!Command!!What it does
|-
|<code>/wellkeeper</code>||Opens a window for entering your 6-digit one-time code, linking your Wellkeeper account to the CD key you are playing on.
|-
|<code>/retire</code>||Opens the window for retiring the character you are playing, who must be level 10 and have existed for at least 30 days. Retiring '''permanently deletes the character''', and adds all of their experience (on the character, in Orbs, and invested in gear, less any XP debt) to your account's Retirement Reserve. While the reserve lasts, every character on your account earns double experience, each point earned drawing one more from the reserve. The window shows the figures before anything happens, and you must type RETIRE to confirm. The same option is at the Well.
|}

Latest revision as of 21:23, 28 October 2026


Chat Commands

Examples of in-game text.

Standard Conversations and Text Emotes

The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named "Yasia"

/talk i am talking normally

Outputs:

"I am talking normally."


Asterisks (*) between words indicates an action your character is emoting.

*waves to you*

Outputs:

Yasia waves to you.

Capitalizing the first letter in the emote removes the character's name from the emote.

*Waves to you*

Outputs:

Waves to you.


These can be combined into a single message:

/talk i am talking normally *waves to you* here I am

Outputs:

"I am talking normally." Yasia waves to you. "Here I am."


Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.

Bohemond Ventris: "I can't find Yasia anywhere..."


The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.

/shout i am now shouting

Outputs:

[Shout] "I am now shouting."


Changing How Your Chat Is Written

Clicking the compass opens the Options window. Its Chat tab controls everything the formatter does to your typed lines, and your choices are saved to your character.

My chat is written like picks the style you type in. All four produce the same output - they only change which part of the line you mark off:

Style You type
Asterisks (the default) *waves* Hello!
Colons :waves: Hello!
Brackets [waves] Hello!
Quotation marks Yasia waves. "Hello!"

The first three mark off the action and speak everything else. The last one inverts that: you mark off what you say, and everything outside the quotation marks is narrated as an action.

Automatically add has a checkbox for each tidy-up the system performs, so you can switch off any you would rather do yourself:

  • Missing Names and Pronouns
  • Missing Punctuation
  • Missing Capitalisation
  • Missing Quotation Marks

Colour My Actions controls whether your emotes are rendered in green.

OOC Communication

Out of character information can be communicated by preceding the text with "//" or "/ooc".

Animated Emotes

By inputting a "/" followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:

/bow1 (or /bow) /duck /dodge /drink /wave /lookleft /lookright /bored /scratch /read /salute /steal /taunt /victory1 /victory2 /victory3 /conjure1 /conjure2 /proneback /pronefront /getlow /getmid /nod /lookfar /pray /stand /sit /spasm /rage /laugh /talk /plead /worship /headache /cross /beckon /crouch /point /think /sleep /dance /squat /leanback /leanleft /leanright /grabbelt /clasp1 /clasp2 /handonhip /handbehind1 /handbehind2 /sitinjured /sitcrossed1 /sitcrossed2 /sitlean /sitsad1 /sitsad2 /sitspread /sitthink /sitnormal /shrug /cry /bow2 /thank /flex /annoyed /yell /clap /bellydance

You can chain these animations with regular chat using the systems above. For example, you could input "/wave hello" and Yasia's model would wave and say "Hello." in the chat window.

Every emote above is shorthand for /emote NAME, which can be abbreviated to /e NAME. /e wave hello and /wave hello are the same thing.

Command What it does
/pose
/pose off
Opens the Pose window, for shifting and turning your character a little where it stands: onto a bench, against a wall, or into a chair. A faint copy of your character, which only you can see, follows the sliders and takes the emote you choose from the list. Apply moves your character to match. You cannot walk while posed, though your inventory still works. To stand up and return to where you were, click on the ground or type /pose off. Casting a spell, attacking, or resting ends the pose as well. To start from a particular spot, right-click the ground there and choose Pose here. Cannot be used in combat.
/mien NAME
/expression, /expr, /exp
Changes the expression on your character's face: smile, happy, frown, sad, angry, surprised, afraid, suspicious, tired, or sleep, which closes the eyes. Add a number from 1 to 100 for a fainter one, as in /mien smile 50. /mien neutral returns your face to normal, and /mien on its own lists the expressions. It lasts until you change it, change your head, or the server restarts. Not every head has expressions.
/pointat Points at something. Your cursor changes; click a spot on the ground, a creature, a door, or a placeable, and your character turns to face it and points.

System Commands

The following commands are available for use at your discretion. Where a command has shorter forms, they are listed beside it and do exactly the same thing.

Several commands can be issued on one line by separating them with a vertical bar, for example /wave hello | /roll d20.

Roleplay

Command What it does
/roll ROLL
/r ROLL
Makes a public roll that everyone nearby can read. ROLL is either dice - /roll d20, /roll 4d6, up to 100 dice of up to 100 sides - or the name of an ability, a saving throw, or a skill, which rolls d20 and adds your bonus. Names can be shortened as long as they stay unambiguous: /roll str, /roll will, /roll athletics.
/mark TEXT
/m TEXT
Leaves a written note on the ground. Your cursor changes; click a spot, and your character walks over, kneels, and leaves the note there for anyone to examine. Notes persist.
/commend
/com
Awards another player a commendation for their roleplay. Your cursor changes; click the character you want to commend. They are told that they have received one, and what their new total is. You cannot commend yourself.
/revealself Steps out of hiding for one character only. Your cursor changes; click the character you want to notice you, and they see you from that moment on while everyone else is still none the wiser. You stay in stealth, so the rest of the area has to find you the usual way.
/search
/frisk
Asks another player to let you look through their belongings. Your cursor changes; click someone close enough to lay hands on, and they are asked whether to allow it. If they agree, you see their inventory for a short while, without being able to take anything, and the view closes if either of you walks away. Someone Subdued or Unconscious cannot answer, so their belongings open at once. Items hidden with /hideitem may slip past you.
/desc TEXT Replaces your character's description - the text other players read when they examine you.
/mood TEXT Shows TEXT in grey after your health, where others see it when they hover over you: Unscathed | Irritated. Up to 24 characters. On its own, /mood clears it. Your mood lasts until you change it or the server restarts.
/face Turns your character to face something. Your cursor changes; click a spot on the ground, a creature, a door, or a placeable, and your character turns towards it where it stands.
/knock Knocks on a door. Your cursor changes; click a door, and your character walks up to it and knocks. Everyone near the door hears the knock, even inside a soundproofed room, and if the door leads somewhere else, so does everyone near where it comes out.
/hearing METRES Limits how far away Talk can reach you, for following one table in a crowded room. On its own it opens a window to pick a range, with a ring at your feet that only you can see. With METRES it sets the range at once: 5, 10, 15, or 20, or clear to remove the limit. Tick Always hear my name and Talk that mentions your first name or surname still reaches you from further off. Whispers, shouts, and your own words are not affected.

Appearance

Command What it does
/hide cloak Toggles your cloak model between hidden and visible.
/hide helm Toggles your helmet model between hidden and visible.
/portrait NAME Queues a custom portrait. You will not see it immediately - it is added to the NWSync data with the next server update and applied the first time you log in afterwards.
/outfit NAME Puts on the outfit called NAME: the look you saved of your armour, cloak, and helmet, laid over whatever you are wearing now. No items change, only how they look. Leave NAME out to open the Outfits window, where you can save, wear, and delete outfits. /outfit list names them all, and /outfit delete NAME removes one. Changing a piece needs a free space in your inventory for a moment, and cannot be done in combat.
/outfit save NAME Saves the look of what you are wearing now as an outfit called NAME, replacing any outfit of that name. A cloak or helmet that is hidden or not worn is saved as hidden. Design a look with the tailor, then save it here to keep it without carrying the clothes. You can keep up to 50 outfits.
/accessories
/accessory, /acc
Opens the Accessories window, for hats, masks, eyewear, jewels, and gear worn over your clothes: up to six at once, each moved, turned, and sized with sliders, and anchored to your head, chest, or feet so it moves with them. Hide keeps one where it sits but out of sight. A lantern can be lit, and lights your way; with Auto on, it lights itself in the dark and goes out in daylight. Chest Colours accessories take the colours of your chest armour. What you wear is kept with your character.
/lantern
/light, /lamp
Lights the lantern you wear as an accessory, or puts it out, the same as the Light button in the Accessories window. Add on or off to choose rather than switch it. Put a lantern on with /accessories first.
/style NAME Changes the animations you fight with, the same as learning a style from a trainer, and just as free. NAME is one of basic, blademaster, reversegrip, heavy, fencing, swordandboard, tigerfang, sunfist, dragonpalm, or bearclaw, and may be cut short, so /style tiger is enough. Leave NAME out to see your current style.

The cloak and helmet settings are also on the Appearance tab of the Options window, and the two stay in step with each other.

Allies and Belongings

Command What it does
/rename NAME
/name NAME
Names something of yours. Your cursor changes; click an ally, a bag, a Spellbook, Duct Tape, a piece of Powered gear, or a placeable you have set down, and it takes NAME. Leave NAME out - just /rename - to restore the original name instead. The Options window can also rename any ally you have ever had out, at any time.
/yank Teleports every NPC ally you have in the area to where you are standing. Useful when a companion is stuck behind geometry or has fallen a long way behind.
/icon Changes the inventory icon of a piece of Powered gear. Your cursor changes; click a Powered ring, amulet, belt, pair of bracers, gloves, or boots in your inventory, and pick a new icon from the grid that opens. Boots have a tab for each part. Take the item off first - it cannot be changed while you are wearing it.
/hideitem
/smuggle
Hides an item from other players' /search. Your cursor changes; click an item in your inventory. Click one that is already hidden to stop hiding it. A searcher rolls their Investigation against your Deception for each hidden item, and sees it only if they come out ahead.
/summons Opens your Summon Registry, which keeps every summon you have collected from Scar Fragments. Pick one and Attune to make it the creature your Summon Creature spells call up, or Use Immunities to give your summons its damage immunities and vulnerabilities instead of their own. Changes apply from your next summoning.

Placeables

Furniture, decorations, and other placeables come packed in a crate that sits in your inventory. To set one down, use the crate's Unpack power and click a spot on the ground. The crate is used up, and the placeable stays there, through server restarts, until someone packs it away again. To give one a name of its own, use /rename and click it; the name goes with it into its crate.

Right-click the ground anywhere and choose Move placeables to open the Placeables window, which also tells you how many placeables the area holds, and how many it can take. Click Select and every placeable nearby that you can move glows green; click the one you want. Search lists every placeable in the area instead, nearest first.

With a placeable chosen:

  • Move sets it down somewhere else in the same area: click the new spot. To take it to another area, crate it and carry it.
  • Shift nudges it 5 cm north, south, east, or west.
  • The sliders turn it (Facing), tilt it (Pitch and Roll), raise or lower it up to 6 metres (Height), and size it from a quarter to twice its size (Scale).
  • Untick Collisions to let people walk through it. It is still drawn where it stands.
  • Crate packs it back into a crate in your inventory. A storage chest has to be emptied first, a locked ballot box opened, and stocks and cages emptied of their prisoner.

Every change is saved by itself, so there is nothing to confirm.

Each area holds only so many placeables: 64 in a town, 32 elsewhere, and none at all in a Scar. A few areas set a limit of their own. When a new placeable takes an area over its limit, the oldest one there is removed for good, not returned to anyone as a crate, so pack away anything you want to keep before an area fills up.

Information

Command What it does
/time Reports the current in-game time and date.
/timers
/buffs
Reports the remaining time of any Combat Time effects present on you and your associates, along with your remaining Metamagic duration charges.
/vitality Reports your current Vitality, your Vitality cap, and the percentage between them.
/dr Lists every Damage Resistance effect on you and your associates as Threshold/Absorption Type (Name), and opens a tracker window showing the same.
/ret Lists every Retaliation effect on you and your associates, with its damage limit and the damage it deals, and opens a tracker window showing your own as Damage / Uses Left.
/scarreport Reopens the report from the last Scar you completed. It is kept until you log out.
/lastscar Names the last Scar you completed and how long ago, and how long until it will admit you again. A Scar you fail or abandon does not count.

Windows and Interface

Command What it does
/help Opens the Chat Commands window, which lists every command on this page by category with a description of each. Its Run button carries out the chosen command for you, with a box for any words the command needs.
/quickcast
/qc, /qcast
Opens the Quickcast bar, the spell interface that sits outside the standard hotbar. Spellcasters only.
/quickuse
/qu
Opens the QuickUse bar. Add any item you can use with +: potions, scrolls, gadgets, wands, or gear with a power, from your inventory or your equipment. Click a potion to drink it or anything else to pick its target, and right-click a slot to empty it. The bar has five pages: < and > turn them, and ^ pops a page out into a window of its own. Autocast uses everything on its page that buffs at once, instantly when out of combat under Nearby Well Water. Potions only go to yourself and your own associates.
/atmenu Opens the ability menu for your archetype, for those archetypes that have one: Spellsword, Conduit, Evoker, Eldritch Knight, Votive, Warpriest, Ascendant, Hospitaller, Gadgeteer, Thrillseeker, Marshal, Juggernaut, Vanquisher, Storyteller, Lorekeeper, and Shifter. Archetype windows have a lock button that hides the title bar and stops the window being dragged.
/skillfree Opens the widget tracking your free skill uses.
/lockgui Locks the Grit and effects tracker widgets in place. A locked window loses its title bar and can no longer be dragged.
/unlockgui Unlocks those widgets again so they can be moved.
/resetstabilitybar Returns the Stability bar to its default position. Use this if you have dragged it off-screen.
/guireset Returns every window to its default position and size, for when one has been dragged off-screen or come out the wrong shape. Windows that reopen by themselves when you log in, such as the archetype menus, the trackers, and the bars, move at once; any other open window goes back to its default when you close and reopen it. Locked windows stay locked.

Skills and Levelling

Command What it does
/autolevelskills Toggles automatic skill point spending on level-up on and off. It tells you which state you have just switched to.
/autolevelskillcap SKILL NUMBER Stops automatic levelling from raising a skill past NUMBER ranks, up to a maximum of 10. /autolevelskillcap list shows the caps you have set, and /autolevelskillcap clear removes all of them.
/autolevelskillpriority SKILL NUMBER
/autolevelskillpri SKILL NUMBER
Gives a skill a priority, so automatic levelling spends points on it ahead of lower-priority skills instead of working alphabetically. Priority 1 is served first, 2 second, and so on; skills sharing a priority are served alphabetically between themselves, and skills with no priority come last. A skill with a priority is raised even if you have never put a rank in it. Set the number to 0 to remove a priority. /autolevelskillpriority list shows the priorities you have set, in order, and /autolevelskillpriority clear removes all of them.

Utility

Command What it does
/attack
/atk
Attacks the nearest hostile creature. Useful if you have the invisible model bug.
/unstuck
/unstick
Moves you to the nearest safe spot. Use it when you are wedged in scenery.
/save Saves your character to the server immediately, rather than waiting for the next automatic save.

Comfort

Command What it does
/nospiders Toggles arachnophobia mode. While it is on, every spider model is displayed to you as a badger. The setting is saved to your character, but a change only takes effect the next time an area loads.
/nomoods Toggles whether you see other characters' moods, set with /mood. While it is off, you see only their health. The setting is saved to your character, and is also Show Moods on the UI page of the Risenholm Options window.

Account

Command What it does
/wellkeeper Opens a window for entering your 6-digit one-time code, linking your Wellkeeper account to the CD key you are playing on.
/retire Opens the window for retiring the character you are playing, who must be level 10 and have existed for at least 30 days. Retiring permanently deletes the character, and adds all of their experience (on the character, in Orbs, and invested in gear, less any XP debt) to your account's Retirement Reserve. While the reserve lasts, every character on your account earns double experience, each point earned drawing one more from the reserve. The window shows the figures before anything happens, and you must type RETIRE to confirm. The same option is at the Well.