Commands: Difference between revisions

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[[Category:Client]]
[[Category:Client]]
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<div>
* Text commands are used to augment the default commands associated with game icons (and which appear in the action indicator).  Text commands are entered into the command line from your keyboard and are executed by pressing the <Enter> key.


* Text commands follow a general, standardized format, although there may be different ways to phrase some text commands that are not explicitly mentioned; therefore, you may find various permutations of the text commands. You should experiment with optional ways of using text commands – but do so in a safe location, where your character’s life is not being threatened while you experiment.
== Quick Reference Table ==
{| class="wikitable"
!Command
!Category
!Brief Description
|-
|drink
|Item
|Consume bottle contents
|-
|eat
|Item
|Consume food
|-
|take
|Item
|Pick up an item
|-
|sack
|Item
|Place item in sack
|-
|drop
|Item
|Drop an item
|-
|dump
|Item
|Drop all of category
|-
|belt
|Item
|Sheath item in belt
|-
|wield
|Item
|Wield a weapon
|-
|swap
|Item
|Swap hands
|-
|push
|Item
|Push object/entity
|-
|up / u
|Movement
|Ascend stairs
|-
|down / d
|Movement
|Descend stairs
|-
|climb up
|Movement
|Ascend pit/cliff
|-
|climb down
|Movement
|Descend pit/cliff
|-
|w / e / n / s / nw / ne / sw / se
|Movement
|Move in direction (player or controlled entity)
|-
|follow
|Control
|Controlled entity follows
|-
|stop
|Control
|Controlled entity stops
|-
|attack
|Control
|Controlled entity attacks
|-
|trail
|Control
|Controlled entity trails
|-
|begone
|Control
|Dismiss controlled entity
|-
|volume
|Settings
|Adjust game volume
|-
|help
|General
|Show command overview
|-
|{trainer}, train {gold}
|General
|Train at trainer
|-
|{trainer}, show spells
|General
|Show available spells
|-
|{trainer}, teach {#}
|General
|Learn selected spell
|-
|{vendor}, show prices
|General
|Show vendor prices
|-
|{vendor}, sell {#}
|General
|Sell item by number
|-
|{banker}, deposit
|General
|Deposits gold
|-
|{banker}, withdraw {amount}
|General
|Withdraws gold
|-
|props
|General
|View properties
|-
|pet {player name}
|General
|Remove self-defense flag
|-
|ghost, forgive me
|General
|Restore lawful alignment
|-
|cast
|Action
|Cast a spell
|-
|shoot
|Action
|Shoot projectile
|-
|throw
|Action
|Throw item
|-
|nock
|Action
|Nock bow/arrow
|-
|jumpkick
|Action
|Jumpkick target
|-
|fight
|Action
|Melee attack
|-
|use
|Action
|Use an item (e.g., in combat)
|-
|party create {name}
|Party
|Create party
|-
|party join {partyname}
|Party
|Join party
|-
|party {msg}
|Party
|Send party message
|-
|party leave
|Party
|Leave party
|-
|party disband
|Party
|Disband party
|-
|setlevel
|Sandbox
|Set level
|-
|setskill
|Sandbox
|Set skill
|-
|gold
|Sandbox
|Add gold
|-
|go
|Sandbox
|Teleport
|-
|where
|Sandbox
|Display current coordinates
|-
|goname
|Sandbox
|Teleport to entity
|-
|invis
|Sandbox
|Become invisible
|-
|invul
|Sandbox
|Become invulnerable
|-
|respawn
|Sandbox
|Respawn area
|-
|resurrect
|Sandbox
|Raise dead on yourself
|}
''Note: This table lists core commands. For full details, see sections below. Targeting filters enhance action and control commands; see Targeting Filters. Additional commands may exist; experiment safely.''
 
== Introduction to Text Commands ==
Text commands augment the default icon-based actions (visible in the action indicator). Enter them via the keyboard into the command line.  Press <enter> to allow text entry and press <enter> again to execute.
 
The command/conversation toggle (left of command line) auto-redirects if input starts with "/" (e.g., "/hello" converses even in command mode). Alternatively, you can switch between command and conversation modes by pressing <tab> or clicking on the toggle directly.
 
Commands follow a standardized format, but variations exist—experiment safely. Spelling and syntax must be exact; errors yield "That is not a valid command."
 
* Repeat commands with <code>again</code> (or <code>a</code>), which re-executes the last command, including targets or filters.
* Use up/down arrows to scroll command history (e.g., for alternating sequences like "olaf, train" then "swap").
* Commands execute one at a time; no combining.
* Many commands (e.g., action or entity-related) support advanced targeting filters via <code>@[filter1:filter2:...]</code>. See Targeting Filters.
 
== Volume ==
Adjust game volume via Settings at startup or command line.
 
* '''Settings''': Use the in-game menu.
* '''Command line''': <code>volume 50</code> → Sets volume to 50%.
 
== Item Management ==
These commands handle consuming, picking up, dropping, equipping, and pushing items.
 
=== Drink ===
Consumes a bottle's contents. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).
 
* <code>drink</code>: Drinks first found bottle.
 
'''Example''': <code>drink</code> → Consumes the first bottle via default search.
 
=== Eat ===
Consumes food. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).
 
* <code>eat</code>: Eats first found food.
 
'''Example''': <code>eat</code> → Consumes the first found mugwort a.k.a. sprig.
 
=== Use ===
Activates or uses an item. Checks, in order: right hand, left hand, paperdoll, left rings, right rings.
 
* <code>use {item}</code>: Uses the specified item.
* <code>use</code>: Uses the first eligible item.
 
'''Examples''':
 
* <code>use ring</code>
* <code>use scales</code>
* <code>use 1 ring from left</code> (1-4, right or left.)
 
=== Take ===
Picks up an item from the ground, environment, or manipulates rings. Requires a free hand for rings.
 
* <code>take {item}</code>: Takes the item.
* <code>take</code>: Takes the first available item.
 
Can support targeting filters for specific objects.
 
'''Examples''':
 
* <code>take bottle</code>
* <code>take broadsword</code> (Helps with fumbles; note dead mobs may use same weapons.)
* <code>take 1 ring off left</code> (1-4, right or left.)
* <code>take bottle from counter</code>
 
=== Sack ===
Picks up a sackable item from the floor and puts it in your sack (if room).
 
* <code>sack {item}</code>: Sacks the item.
 
'''Examples''':
 
* <code>sack bottle</code> (Caution: Some bottles are harmful like Napalm, Nitro, Poison, and Urine.)
* <code>sack gem</code>
* <code>sack gold from counter</code>
 
=== Drop and Dump ===
 
* <code>drop {item}</code>: Drops the item (opposite of take).
* <code>drop {item} on counter</code>: Drops on counter.
* <code>dump {category</code>}: Drops all items in category.
* <code>dump {category} on counter</code>: Drops category on counter.
 
'''Examples''':
 
* <code>drop ring</code>
* <code>drop ring on counter</code>
* <code>dump gems</code>
* <code>dump gems on counter</code>
 
=== Belt ===
Sheaths a weapon in your belt.
 
* <code>belt {weapon}</code>: Sheaths the weapon.
 
'''Example''':
 
* <code>belt broadsword</code>
 
=== Wield ===
Pulls a weapon from your belt.
 
* <code>wield {weapon}</code>: Wields the weapon.
 
'''Example''':
 
* <code>wield broadsword</code>
 
=== Swap ===
Switches items between hands (works if both full).
 
* <code>swap</code>: Swaps hands.
 
'''Example''':
 
* <code>swap</code>
 
=== Push ===
Moves heavy items along ground, up/down stairs (if strong enough). You move with the item—avoid pushing off cliffs!
 
* <code>push {item} {direction}</code>: Pushes item in direction.
* <code>push {item} {count} {direction}</code>: Pushes specific instance.
 
Supports targeting filters.
 
'''Examples''':
 
* <code>push corpse north</code>
* <code>push bottle 2 north</code>
 
== Movement Commands ==
 
=== Stairs ===
Ascend/descend by moving to hex and using:
 
* <code>up</code> (or <code>u</code>): Ascends.
* <code>down</code> (or <code>d</code>): Descends.
 
No mixing with horizontal movement. Avoid climb up/down for stairs.
 
=== Directions ===
Move player in directions: w (west), e (east), n (north), s (south), nw, ne, sw, se.
 
* Enter multiple for repeated moves: <code>w w w</code> → Moves 3 west.
 
=== Climbing ===
Attempt pits, cliffs, or walls. Success: strength, encumbrance, class (Martial Artists/Thieves advantaged), luck. Needs empty hand(s) (most pits: two). "Down" in pits risks fall—use <code>climb down</code>.
 
* <code>climb up</code>: Ascends.
* <code>climb down</code>: Descends.
 
== Controlling Summons and NPCs ==
Guide summons (e.g., phantasms) or certain NPCs (e.g., "gus, follow"). Prefix with name/abbrev (e.g., "ph" for phantasm, "dj", "ef", "1-3", "all").
 
They understand movement, carrying, pushing.
 
* <code>{name}, follow</code>: Follows you (or <code>{name}, follow {name}</code> for friend).
* <code>{name}, stop</code>: Ceases actions.
* <code>{name}, attack {mob}</code>: Attacks (supports filters; abbrev mob names).
* <code>{name}, trail 1</code>: Follows one hex behind (careful not to lose sight).
* <code>{name}, begone</code>: Dismisses.
* <code>{name}, take {item}</code>: Picks up (e.g., coin, gems).
* <code>{name}, dump {item}</code>: Drops (add "on counter").
* <code>{name}, {direction}</code>: Moves (e.g., <code>phantasm, w</code>; multiple: <code>all, w w w</code>; also u/d).
* <code>{name}, push {item} {direction}</code>: Pushes.
 
''Notes: Can't obey if out of hearing; can't climb ropes (yet?).''


* Text commands must be entered exactly, with correct spelling and using the proper syntax.  Spelling errors or improper syntax will result in an "invalid command" message; type and enter a valid command (or use a default command) to clear the error.
'''Examples''':


* Text commands may be repeated by typing <span class="command-input">"again"</span> (abbreviated <span class="command-input">"a"</span>), which is identical to typing the previous command. Commands can be repeated as many times as necessary. Text messages (conversation) will not be repeated by the "again" text command.
* <code>ph, follow</code>
* <code>all, stop</code>
* <code>all, attack orc</code>
* <code>all, trail 1</code>
* <code>all, begone</code>
* <code>1, take coin</code>
* <code>1, dump coin</code> or <code>1, dump coin on counter</code>
* <code>all, w w w</code> → Moves 3 west.
* <code>1, push coin w</code>
* <code>all, attack @[hostile:near]</code> → Attacks nearest hostile.


* Text commands must be entered one at a time and may not be combined.
== Action Commands ==
<br />
Commands for actions like attacking or casting (not always in combat). Most support targeting; implicit defaults apply and do not need to be specified. Flagged players attackable without extras.
The command/conversation toggle, located immediately to the left of the command line, is not required be in the correct position (signified by sword icon) before you may issue a text command. The input will be redirected to the alternative toggle if the input begins with a forward-slash. For example: issuing "/hello" while under the command toggle will converse with "hello."
</div>
<br />
<div>
==Volume==
Changing the volume of your game volume is possible via Settings at startup and via command line
* Settings
* Command line <span class="command-input">"volume 50"</span>. Translates to Volume of 50%. 
</div>
<br />
<div>
==Stairs==
Changing levels of the dungeon is usually done by going up and down stairs. To ascend or descend a staircase, move to the staircase hex and use the following commands:
* <span class="command-input">"up"</span>, can be shortened to <span class="command-input">"u"</span>
* <span class="command-input">"down"</span>, can be shortened to <span class="command-input">"d"</span>
Moving up and down cannot be mixed with horizontal motion. Do not use the <span class="command-input">“climb up”</span> or <span class="command-input">“climb down”</span> commands for stairs.
</div>
<br />
<div>
==Climbing==
In addition to staircases, you can attempt to climb up and down pits, cliffs and walls. A character’s climbing ability depends on strength, encumbrance, character class and luck. <span class="unverified">Martial Artists and Thieves receive special training in climbing, so they have a strong advantage in this area.</span>
Anyone can climb down a pit; however, to climb up, you must have reasonable strength and climbing ability or you will fall.  Climbing requires at least one hand to be empty <span class="unverified">(most pits require two empty hands)</span>.  Note:  Using the <span class="command-input">"down"</span> command in a pit will most likely cause you to fall. <br/>Instead, use: <span class="command-input">"climb down"</span>
<br/>To climb up a pit, use:
<span class="command-input">"climb up"</span>
</div>
<br />
<div class="tooltip unimplemented">
<span class="tooltiptext">Unimplemented</span>
==Crawl==
From time to time, you will find yourself in a situation where you can’t see where you are going, and you do not want to risk running into or falling off of something.  The <span class="command-input">"crawl"</span> command will allow you to move one hex in any of the eight directions without fear of falling. This command is much slower than normal movement.  To safely move one hex to the northwest you would use:
<span class="command-input">"crawl nw"</span>
</div>
<br />
<div>
==Swimming==
It is possible to swim across bodies of water if your encumbrance is lower than moderate; even if you are moderately encumbered, you might be able to swim. Because of swift and treacherous currents, it takes longer to cover distances by swimming than by walking; therefore, you can move only one hex at a time when swimming.  These limitations do not apply to sea creatures; sharks can swim much faster than you can. You would swim much similar to horizontal movement.
<br /><br />
Bodies of deep water will pull you under, making it difficult to breathe. The <span class="command-input">"swim"</span> command is associated with any water hex, it will bring you above the surface to catch your breath.
</div>
<br />
<div class="tooltip unimplemented">
<span class="tooltiptext">Unimplemented</span>
==Diving==
While swimming, you may dive and spend a short period on the bottom, then return to the surface for air.  To do so, type and enter the text command: <span class="command-input">"dive"</span>. Unless you are under the influence of the Breathe Water spell, you must swim or dive constantly; otherwise, you will drown within a few moments after you stop swimming or diving. 
</div>
<br />
<div>
==Pushing==
If an item is too heavy to lift and you want to move it somewhere, you can push it along the ground -- and, if you are strong enough, up and down stairs.
<br />
* <span class="command-input">"push corpse north"</span> will move a corpse in your hex one hex to the north.
* <span class="command-input">"push bottle 2 north"</span> will move the second bottle north.


Important note: You will move along with the item you are pushing, so think twice before you push that dead critter off a cliff!
* '''Fight''': Melee. <code>fight @[target]</code>. Implicit default: <code>near:hostile</code>.
</div>
* '''Jumpkick''': Jump. <code>jumpkick at @[target]</code>. Implicit default: <code>distant:hostile</code>.
<br />
* '''Nock''': Prepare bow. <code>nock</code>. Typically used before shoot.
<div>
* '''Shoot''': Projectile (after nock). <code>shoot {bow} at @[target]</code>. Implicit default: <code>hostile</code>.
==Belt & Wield==
* '''Throw''': Item. <code>throw {item} at @[target]</code> or <code>throw {item} {direction / path}</code>. Implicit default: <code>hostile</code>.
Every so often you'll need to change weapons or put one away to make a climb.
* '''Warm''': Prepare spell (sometimes non-combat). warm {spellname}.  Typically used before cast.  
<br />
* '''Cast''': Spell (sometimes non-combat). <code>cast at @[target]</code> or <code>cast at self</code> or <code>cast {direction}</code>. No implicit default; specify if needed.
* <span class="command-input">"belt broadsword"</span> will sheath your broadsword in your belt.
* '''Use''': Activate item/weapon (e.g., in combat). <code>use {item}</code> (e.g., <code>use crossbow</code>).
* <span class="command-input">"wield broadsword"</span> will pull your broadsword from your belt.
<br />
</div>
<br />
<div>
==Take and Sack==
The "Take" command will allow you to pick up items on your hex and manipulate rings you're wearing.<br />
Examples:
*<span class="command-input">“take bottle”</span>
*<span class="command-input">“take broadsword”</span> (Sometimes helps when you fumble. *Provided dead mobs on your hex don't use the same weapons.)
*<span class="command-input">“take 1 ring off left”</span> (*requires a free hand. 1-4, right or left.)
<br />
The "Sack" command will allow you to pick a sackable item from the floor and put it in your sack. (*provided there is room.)
Examples:
*<span class="command-input">“sack bottle”</span> (*Be careful, some bottles are bad.  Napthas, Nitros, Poison, Urine and water won't save you.)
*<span class="command-input">“sack gem”</span>
<br />
Also worth mentioning here is "Drop" and "Dump":
*<span class="command-input">“drop (item)”</span> does the opposite of take. "drop ring", or "drop ring on counter" will drop a ring on the floor or counter respectively.
*<span class="command-input">“dump (items)</span> drops all items in that category.  ie: "dump gems", "dump rings", "dump gems on counter", etc.
<br />
</div>
<br />
<div>
==Controlling Phantasms and Pets==
These are the commands to help you guide and control your summons.<br />
Examples:
*<span class="command-input">“ph, follow”</span> (where "ph" is phantasm but can be replaced with "dj", "ef", by the numerical designation "1-3", or simply "all".)  You can also have them follow a friend!  (via, "all, follow (name)")
In this mode, they will follow you until you say...
*<span class="command-input">“all, stop”</span> instructs them to cease all actions.


==Other important commands to familiarize with include:==
== Targeting Filters ==
*<span class="command-input">“all, attack (mob name or abbreviation)”</span> instructs them to destroy the designated enemy.
Specify entities for <code>cast, shoot, throw, jumpkick, attack</code> (controlled entities), etc. Use <code>@[filter1:filter2:...]</code>; filters are processed in order.
*<span class="command-input">“all, trail 1”</span> instructs them to follow one hex behind.  Be careful not to trail them beyond sight.
*<span class="command-input">“all, begone”</span> instructs them to go back from whence they came.
<br />
They also understand basic movement commands and can carry or push your gold and loot.<br />
Examples:
*<span class="command-input">“1, take coin”</span> instructs him/them to pick up the gold on their hex.  This works for gems and such too.
*<span class="command-input">“1, dump coin”</span> instructs them to dump the coin, or "gems", etc., include "on counter" to have them dump it on a counter.
*<span class="command-input">“all, (direction)”</span> instructs them to move in a chosen direction. "all, w w w" would have them move 3-hexes west.  Also, u(up), and d(down).<br />*They cannot obey you if they can no longer hear you, and they cannot climb ropes. (yet?)
*<span class="command-input">“1, push coin w”</span> instructs (1) to push a coin on his hex one hex to the west.
<br />
</div>
<div>


==Abbreviations==
=== Filter Categories ===
When entering text commands, abbreviations often may be used for efficiency.  Note that specific text commands can be shortened to the least number of characters necessary to make the command unique.  For example, <span class="command-input">“fight”</span> shortens to <span class="command-input">“f”</span>; and directions may be abbreviated by entering one or two indicative letters.<br /><b>For example:</b> <span class="command-input">“n”</span> for north, or <span class="command-input">“se”</span> for southeast.


==== Alignment ====


Likewise, when speaking to a non-player character, using the first one or two letters of the character’s name often will suffice instead of the full name.  
* '''hostile''': Attackable, including flagged players.
<br /><b>For example:</b> <span class="speech-input">m, deposit</span> may be used instead of <span class="speech-input">Marlis, deposit</span>.
* '''friendly''': Not hostile to you.


==== Type ====


Creature names can be abbreviated as well. <br /><b>For example:</b> “sk” for skeleton, or “wy” for wyvern.
* '''pc''': Player-controlled.
</div>
* '''npc''': Non-player.
<br />
* '''conjured''': Subordinates (e.g., summons).
<div style="margin: auto; width: 80%;" class="frame-3-pages">
 
{| width="100%"
==== Health State ====
|-
 
!Command!!Description
* '''injured''': Not max health.
|-
* '''healthy''': Max health.
|help||Show overview of some commands.
* '''deathly''': Near death.
|-
 
|<trainer's name>, train <gold amount>|| Trains at the current trainer for the specified gold amount.
==== Activity ====
|}
 
* '''casting''': Casting (warmed).
 
==== Weapon Type ====
 
* '''melee''': Melee weapon.
* '''ranged''': Projectile weapon.
 
==== Distance ====
 
* '''near''': Dist 0.
* '''distant''': Dist 1-3.
* '''far''': Dist 3.
* '''distance(value)''': Specific (0-3).


</div>
==== Effects ====


Sandbox Specific Commands
* '''poisoned''': Poisoned.
* '''feared''': Feared.
* '''stunned''': Stunned/dazed.
* '''blind''': Blinded.


setlevel #
==== Specific Selectors ====


setskill (skill) #
* '''index(value|last)''': Index or last.
* '''serial(value)''': Serial number.
* '''mouseover''': Under mouse (client-side).


invul
=== Examples ===


heal
* <code>cast at @[hostile:index(last)]</code>: Last hostile.
* <code>shoot bow at @[distant:hostile]</code>: Distant hostile.
* <code>cast at @[friendly:poisoned:pc]</code>: Friendly poisoned PC.
* <code>cast at @[hostile:far]</code>: Furthest hostile.
* <code>throw dagger at @[hostile:npc:far:casting]</code>: Far casting NPC.
* <code>ph, attack at @[mouseover]</code>: If mouseover.


go (land)
Order matters: <code>[index(last):injured]</code> ≠ <code>[injured:index(last)]</code>.


goname (creature)
Implicit defaults (do not need specifying):


invis
* <code>fight</code>: <code>near:hostile</code>.
* <code>jumpkick</code>: <code>distant:hostile</code>.
* <code>shoot</code>/<code>throw</code>: <code>hostile</code>.


resurrect
== Abbreviations ==
Abbreviations for efficiency: Shorten to unique characters (e.g., <code>f</code> for fight). Directions: one/two letters (e.g., <code>n</code> north, <code>se</code> southeast).


NPCs: First one/two letters (e.g., <code>m, deposit</code> for Marlis).


Creatures: Abbrev names (e.g., <code>sk</code> skeleton, <code>wy</code> wyvern).
== General and Vendor Commands ==
{| class="wikitable"
!Command
!Description
!Example
|-
|help
|Show overview of some commands.
|help
|-
|{trainer 's name}, show spells
|Shows a list of spells available to learn.
|o, show spells
|-
|{trainer's name}, teach {#}
|Asks the trainer to teach you the spell.
|o, teach 1
|-
|{trainer's name}, train {gold amount}
|Trains for specified gold.
|olaf, train 100
|-
|{vendor}, show prices
|Shows vendor prices.
|rolf, show prices
|-
|{vendor}, sell {#}
|Sells item by number.
|r, sell 1
|-
|{banker}, deposit
|Deposits gold on counter
|m, deposit
|-
|{banker}, withdraw {amount}
|Withdraws specified amount of gold
|m, withdraw 1000
|-
|props
|Brings up a cursor to select and view properties (location, serial, etc.) in a window; right-click to close
|props 387457
|-
|pet {player name}
|Removes the self-defense flag against the specified player who attacked you.
|pet JohnDoe
|-
|ghost, forgive me
|Requests forgiveness from a ghost to restore lawful alignment after misdeeds. Requires bringing a silver dagger.
|ghost, forgive me
|}


== Party Commands ==
== Party Commands ==
{| class="wikitable"
{| class="wikitable"
|+Party Commands
!Command
!Command
!Description
!Description
!Example
!Example
|-
|-
|<span class="command-input">“party create {partyname}”</span>
|party create {name}
|Creates a party with name "partyname" - ignore brackets when actually typing the command.
|Creates party.
|Party create Valley
|party create Valley
|-
|party join {partyname}
|Joins party.
|party join Valley
|-
|party {message}
|Sends message.
|party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
|-
|party leave
|Leaves party.
|party leave
|-
|party disband
|Disbands party.
|party disband
|}
 
== Sandbox Specific Commands ==
{| class="wikitable"
!Command
!Description
!Example
|-
|setlevel {x}
|Sets level.
|setlevel 20
|-
|setskill {x} {y}
|Sets skill.
|setskill sword 19
|-
|gold {x}
|Drops gold (defaults 1000?).
|gold 10000
|-
|go {segment}
|Teleports to segment.
|go blood
|-
|go {x} {y} {z}
|Teleports to coordinates.
|go 10 13 5
|-
|where
|Reports your coordinates.
|where
|-
|goname {x}
|Teleports to entity.
|goname Overlord
|-
|invis
|Makes invisible.
|invis
|-
|invul
|Makes invulnerable.
|invul
|-
|respawn
|Respawns area.
|respawn
|-
|resurrect
|Raises dead on yourself.
|resurrect
|}
== Lorekeeper / Helpful Guard Specific Commands ==
{| class="wikitable"
!Command
!Description
!Example
|-
|Lore, yes
|Shows a list of potential lore entries discussing areas of the segment
|
|-
|-
|<span class="command-input">“party join {partyname}</span>
|Lore, show {x}
|Joins a party with name "partyname" - ignore brackets when actually typing the command.  Requires a party exist first
|Reports the individual lore entry for specified number of lore entry
|Party join Valley
|Lore, show 1
|-
|Lore, completequest
|Completes a quest with lorekeeper
|
|-
|Help, completequest
|Completes a weekly quest with Helpful Guards
|}</div>
 
== Emotes ==
{| class="wikitable"
!Command
|-
|angry
applaud
 
beam
 
blush
 
burp
 
confused
 
cry
 
evilgrin
 
frown
 
gasp
 
giggle
 
glower
 
grimace
 
grin
 
groan
 
grumble
 
jump
 
laugh
 
mumble
 
mutter
 
nod
 
pant
 
pout
 
salute
 
scream
 
shiver
 
shrug
 
sigh
 
smile
 
smirk
 
snarl
 
sneeze
 
snicker
 
wave
 
wink
 
yawn
|-
|-
|<span class="command-input">“party {How are you?}”</span>
|
|Sends a message to all party members in joined party with message of "How are you?" Requires a party exist first, user is joined to the party. Ignore brackets when actually typing the command.
|Party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
|}
|}

Latest revision as of 15:59, 4 December 2025

Quick Reference Table

Command Category Brief Description
drink Item Consume bottle contents
eat Item Consume food
take Item Pick up an item
sack Item Place item in sack
drop Item Drop an item
dump Item Drop all of category
belt Item Sheath item in belt
wield Item Wield a weapon
swap Item Swap hands
push Item Push object/entity
up / u Movement Ascend stairs
down / d Movement Descend stairs
climb up Movement Ascend pit/cliff
climb down Movement Descend pit/cliff
w / e / n / s / nw / ne / sw / se Movement Move in direction (player or controlled entity)
follow Control Controlled entity follows
stop Control Controlled entity stops
attack Control Controlled entity attacks
trail Control Controlled entity trails
begone Control Dismiss controlled entity
volume Settings Adjust game volume
help General Show command overview
{trainer}, train {gold} General Train at trainer
{trainer}, show spells General Show available spells
{trainer}, teach {#} General Learn selected spell
{vendor}, show prices General Show vendor prices
{vendor}, sell {#} General Sell item by number
{banker}, deposit General Deposits gold
{banker}, withdraw {amount} General Withdraws gold
props General View properties
pet {player name} General Remove self-defense flag
ghost, forgive me General Restore lawful alignment
cast Action Cast a spell
shoot Action Shoot projectile
throw Action Throw item
nock Action Nock bow/arrow
jumpkick Action Jumpkick target
fight Action Melee attack
use Action Use an item (e.g., in combat)
party create {name} Party Create party
party join {partyname} Party Join party
party {msg} Party Send party message
party leave Party Leave party
party disband Party Disband party
setlevel Sandbox Set level
setskill Sandbox Set skill
gold Sandbox Add gold
go Sandbox Teleport
where Sandbox Display current coordinates
goname Sandbox Teleport to entity
invis Sandbox Become invisible
invul Sandbox Become invulnerable
respawn Sandbox Respawn area
resurrect Sandbox Raise dead on yourself

Note: This table lists core commands. For full details, see sections below. Targeting filters enhance action and control commands; see Targeting Filters. Additional commands may exist; experiment safely.

Introduction to Text Commands

Text commands augment the default icon-based actions (visible in the action indicator). Enter them via the keyboard into the command line. Press <enter> to allow text entry and press <enter> again to execute.

The command/conversation toggle (left of command line) auto-redirects if input starts with "/" (e.g., "/hello" converses even in command mode). Alternatively, you can switch between command and conversation modes by pressing <tab> or clicking on the toggle directly.

Commands follow a standardized format, but variations exist—experiment safely. Spelling and syntax must be exact; errors yield "That is not a valid command."

  • Repeat commands with again (or a), which re-executes the last command, including targets or filters.
  • Use up/down arrows to scroll command history (e.g., for alternating sequences like "olaf, train" then "swap").
  • Commands execute one at a time; no combining.
  • Many commands (e.g., action or entity-related) support advanced targeting filters via @[filter1:filter2:...]. See Targeting Filters.

Volume

Adjust game volume via Settings at startup or command line.

  • Settings: Use the in-game menu.
  • Command line: volume 50 → Sets volume to 50%.

Item Management

These commands handle consuming, picking up, dropping, equipping, and pushing items.

Drink

Consumes a bottle's contents. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).

  • drink: Drinks first found bottle.

Example: drink → Consumes the first bottle via default search.

Eat

Consumes food. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).

  • eat: Eats first found food.

Example: eat → Consumes the first found mugwort a.k.a. sprig.

Use

Activates or uses an item. Checks, in order: right hand, left hand, paperdoll, left rings, right rings.

  • use {item}: Uses the specified item.
  • use: Uses the first eligible item.

Examples:

  • use ring
  • use scales
  • use 1 ring from left (1-4, right or left.)

Take

Picks up an item from the ground, environment, or manipulates rings. Requires a free hand for rings.

  • take {item}: Takes the item.
  • take: Takes the first available item.

Can support targeting filters for specific objects.

Examples:

  • take bottle
  • take broadsword (Helps with fumbles; note dead mobs may use same weapons.)
  • take 1 ring off left (1-4, right or left.)
  • take bottle from counter

Sack

Picks up a sackable item from the floor and puts it in your sack (if room).

  • sack {item}: Sacks the item.

Examples:

  • sack bottle (Caution: Some bottles are harmful like Napalm, Nitro, Poison, and Urine.)
  • sack gem
  • sack gold from counter

Drop and Dump

  • drop {item}: Drops the item (opposite of take).
  • drop {item} on counter: Drops on counter.
  • dump {category}: Drops all items in category.
  • dump {category} on counter: Drops category on counter.

Examples:

  • drop ring
  • drop ring on counter
  • dump gems
  • dump gems on counter

Belt

Sheaths a weapon in your belt.

  • belt {weapon}: Sheaths the weapon.

Example:

  • belt broadsword

Wield

Pulls a weapon from your belt.

  • wield {weapon}: Wields the weapon.

Example:

  • wield broadsword

Swap

Switches items between hands (works if both full).

  • swap: Swaps hands.

Example:

  • swap

Push

Moves heavy items along ground, up/down stairs (if strong enough). You move with the item—avoid pushing off cliffs!

  • push {item} {direction}: Pushes item in direction.
  • push {item} {count} {direction}: Pushes specific instance.

Supports targeting filters.

Examples:

  • push corpse north
  • push bottle 2 north

Movement Commands

Stairs

Ascend/descend by moving to hex and using:

  • up (or u): Ascends.
  • down (or d): Descends.

No mixing with horizontal movement. Avoid climb up/down for stairs.

Directions

Move player in directions: w (west), e (east), n (north), s (south), nw, ne, sw, se.

  • Enter multiple for repeated moves: w w w → Moves 3 west.

Climbing

Attempt pits, cliffs, or walls. Success: strength, encumbrance, class (Martial Artists/Thieves advantaged), luck. Needs empty hand(s) (most pits: two). "Down" in pits risks fall—use climb down.

  • climb up: Ascends.
  • climb down: Descends.

Controlling Summons and NPCs

Guide summons (e.g., phantasms) or certain NPCs (e.g., "gus, follow"). Prefix with name/abbrev (e.g., "ph" for phantasm, "dj", "ef", "1-3", "all").

They understand movement, carrying, pushing.

  • {name}, follow: Follows you (or {name}, follow {name} for friend).
  • {name}, stop: Ceases actions.
  • {name}, attack {mob}: Attacks (supports filters; abbrev mob names).
  • {name}, trail 1: Follows one hex behind (careful not to lose sight).
  • {name}, begone: Dismisses.
  • {name}, take {item}: Picks up (e.g., coin, gems).
  • {name}, dump {item}: Drops (add "on counter").
  • {name}, {direction}: Moves (e.g., phantasm, w; multiple: all, w w w; also u/d).
  • {name}, push {item} {direction}: Pushes.

Notes: Can't obey if out of hearing; can't climb ropes (yet?).

Examples:

  • ph, follow
  • all, stop
  • all, attack orc
  • all, trail 1
  • all, begone
  • 1, take coin
  • 1, dump coin or 1, dump coin on counter
  • all, w w w → Moves 3 west.
  • 1, push coin w
  • all, attack @[hostile:near] → Attacks nearest hostile.

Action Commands

Commands for actions like attacking or casting (not always in combat). Most support targeting; implicit defaults apply and do not need to be specified. Flagged players attackable without extras.

  • Fight: Melee. fight @[target]. Implicit default: near:hostile.
  • Jumpkick: Jump. jumpkick at @[target]. Implicit default: distant:hostile.
  • Nock: Prepare bow. nock. Typically used before shoot.
  • Shoot: Projectile (after nock). shoot {bow} at @[target]. Implicit default: hostile.
  • Throw: Item. throw {item} at @[target] or throw {item} {direction / path}. Implicit default: hostile.
  • Warm: Prepare spell (sometimes non-combat). warm {spellname}. Typically used before cast.
  • Cast: Spell (sometimes non-combat). cast at @[target] or cast at self or cast {direction}. No implicit default; specify if needed.
  • Use: Activate item/weapon (e.g., in combat). use {item} (e.g., use crossbow).

Targeting Filters

Specify entities for cast, shoot, throw, jumpkick, attack (controlled entities), etc. Use @[filter1:filter2:...]; filters are processed in order.

Filter Categories

Alignment

  • hostile: Attackable, including flagged players.
  • friendly: Not hostile to you.

Type

  • pc: Player-controlled.
  • npc: Non-player.
  • conjured: Subordinates (e.g., summons).

Health State

  • injured: Not max health.
  • healthy: Max health.
  • deathly: Near death.

Activity

  • casting: Casting (warmed).

Weapon Type

  • melee: Melee weapon.
  • ranged: Projectile weapon.

Distance

  • near: Dist 0.
  • distant: Dist 1-3.
  • far: Dist 3.
  • distance(value): Specific (0-3).

Effects

  • poisoned: Poisoned.
  • feared: Feared.
  • stunned: Stunned/dazed.
  • blind: Blinded.

Specific Selectors

  • index(value|last): Index or last.
  • serial(value): Serial number.
  • mouseover: Under mouse (client-side).

Examples

  • cast at @[hostile:index(last)]: Last hostile.
  • shoot bow at @[distant:hostile]: Distant hostile.
  • cast at @[friendly:poisoned:pc]: Friendly poisoned PC.
  • cast at @[hostile:far]: Furthest hostile.
  • throw dagger at @[hostile:npc:far:casting]: Far casting NPC.
  • ph, attack at @[mouseover]: If mouseover.

Order matters: [index(last):injured][injured:index(last)].

Implicit defaults (do not need specifying):

  • fight: near:hostile.
  • jumpkick: distant:hostile.
  • shoot/throw: hostile.

Abbreviations

Abbreviations for efficiency: Shorten to unique characters (e.g., f for fight). Directions: one/two letters (e.g., n north, se southeast).

NPCs: First one/two letters (e.g., m, deposit for Marlis).

Creatures: Abbrev names (e.g., sk skeleton, wy wyvern).

General and Vendor Commands

Command Description Example
help Show overview of some commands. help
{trainer 's name}, show spells Shows a list of spells available to learn. o, show spells
{trainer's name}, teach {#} Asks the trainer to teach you the spell. o, teach 1
{trainer's name}, train {gold amount} Trains for specified gold. olaf, train 100
{vendor}, show prices Shows vendor prices. rolf, show prices
{vendor}, sell {#} Sells item by number. r, sell 1
{banker}, deposit Deposits gold on counter m, deposit
{banker}, withdraw {amount} Withdraws specified amount of gold m, withdraw 1000
props Brings up a cursor to select and view properties (location, serial, etc.) in a window; right-click to close props 387457
pet {player name} Removes the self-defense flag against the specified player who attacked you. pet JohnDoe
ghost, forgive me Requests forgiveness from a ghost to restore lawful alignment after misdeeds. Requires bringing a silver dagger. ghost, forgive me

Party Commands

Command Description Example
party create {name} Creates party. party create Valley
party join {partyname} Joins party. party join Valley
party {message} Sends message. party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
party leave Leaves party. party leave
party disband Disbands party. party disband

Sandbox Specific Commands

Command Description Example
setlevel {x} Sets level. setlevel 20
setskill {x} {y} Sets skill. setskill sword 19
gold {x} Drops gold (defaults 1000?). gold 10000
go {segment} Teleports to segment. go blood
go {x} {y} {z} Teleports to coordinates. go 10 13 5
where Reports your coordinates. where
goname {x} Teleports to entity. goname Overlord
invis Makes invisible. invis
invul Makes invulnerable. invul
respawn Respawns area. respawn
resurrect Raises dead on yourself. resurrect

Lorekeeper / Helpful Guard Specific Commands

Command Description Example
Lore, yes Shows a list of potential lore entries discussing areas of the segment
Lore, show {x} Reports the individual lore entry for specified number of lore entry Lore, show 1
Lore, completequest Completes a quest with lorekeeper
Help, completequest Completes a weekly quest with Helpful Guards

Emotes

Command
angry

applaud

beam

blush

burp

confused

cry

evilgrin

frown

gasp

giggle

glower

grimace

grin

groan

grumble

jump

laugh

mumble

mutter

nod

pant

pout

salute

scream

shiver

shrug

sigh

smile

smirk

snarl

sneeze

snicker

wave

wink

yawn