Commands
Every command you can type in the chat bar, with its arguments and what it does — the ones for every player, and the extra ones you get in a realm you host.
Type a command in the chat bar and press Enter. Command names can be typed in any case. /help lists every command you can use, and /help followed by a command's name explains that one. /help followed by the name of a page of this wiki opens that page in the game.
On this page, {this} is something you must give and [this] is something you can leave out. Type the value itself, without the brackets.
For every player
Commands the server answers
| Command | What it does |
|---|---|
/help [command] |
Lists the commands you can use. With a command's name, gives its arguments and what it does |
/rules |
Lists what this realm does differently from a new realm. The same list is on the realm's page on the website |
/str {points} |
Spends unassigned points on Strength |
/agi {points} |
Spends unassigned points on Agility |
/vit {points} |
Spends unassigned points on Vitality |
/spi {points} |
Spends unassigned points on Spirit |
/reallot |
Returns your attributes to the unassigned pool to spend again. Vitality is left at 12 rather than 0 |
/dc |
Disconnects you from the server. Your character is saved on the way out |
/tactic [order] |
Tells your guild's bots how to play a Guild War, if you lead the guild or are its deputy. See Bots |
/tactics |
Opens the GW Tactics window during a Guild War, if you lead the guild or are its deputy. See Tactics |
The tutorial's commands
The Tutor in Twin City lends you these while a step of the tutorial wants them, in whatever realm you are in, so you can run the tutorial's events in a friend's realm as well as your own. They are rows of GM Commands too, and they go when the step is done. See Getting started.
| Command | Panel row | What it does |
|---|---|---|
/tutorialbots |
Add tutorial bots (Bots) | Adds Melee Trojan bots where you stand: of your guild when you lead or deputise one, and lawful otherwise, so they leave you alone |
/tutorialfootball |
Start football tutorial (Events) | Starts a match at Mystic Castle at once, you and some of the realm's bots against the rest. It ends when you score. It needs a bot in the realm |
/tutorialgw |
Start guild war tutorial (Events) | Starts a guild war at once with nobody holding the pole and lighter gates and pole, for your guild to take. It ends when your guild takes the pole. Only a guild's leader or deputy |
Attribute points
/str, /agi, /vit and /spi place many points at once, where the game's own attribute window places one a click. Each takes a number of points from 1 up to what you have unassigned, and tells you how many are left. They are how you spend points in a realm at a level other than 130, or one that changes how many points there are: such a realm keeps separate points for each loadout.
Points you spend in the game, with these or the attribute window, last only until you log out or change loadout. To keep them, talk to a LoadoutManager and choose Save my attributes: it lists what it is about to change, then saves the points to the loadout you are wearing — to its points for this realm, in a realm that keeps its own. While you are online, the loadout you are wearing is locked on the website; change it at a LoadoutManager, or edit another loadout. See Your character.
Everyone in an event such as football has the same attributes, so these four and /reallot are refused there.
Commands your game answers
These never reach the server. The game on your computer handles them, and nobody else sees what they change.
| Command | What it does |
|---|---|
/help {page} |
Opens a page of this wiki in the game's help window: /help commands, /help bots, or /help wiki for the list of pages. A page's name is the last part of its address. /help on its own, or with a command's name, is the server's and lists commands |
/diagnose [minutes] |
Records how the game runs on your computer, for 1 to 15 minutes — 5 if you leave it out — and asks before sending anything. /diagnose stop finishes early. See Performance reports |
/scale [zoom] |
Zooms the view: 25 to 400, where 100 is normal and higher shows more of the world. On its own it says the zoom now. It is remembered for next time |
/rolescale [size] |
Sets how big characters are drawn: 10 to 300, where 75 is normal. On its own it says the size now. It is remembered for next time |
/look [body] |
Changes your own body as you see it: 1 and 2 are female, 3 and 4 male. It lasts until the server next sends your look, which logging in again always does. On its own it says your body now |
/mapcolor {colour} |
Tints the world on your screen, as six hex digits — ffffff is no tint. It lasts until the server next sets the light, at the realm's next turn of day and night or a change of map |
/color {r} {g} {b} {a} |
Sets a colour on your own character, as you see it: red, green, blue and alpha, each 0 to 1 |
/addeffect {name} |
Plays one of the game's effects, by its name |
/scrshot {name} |
Saves a screenshot with that name in the ScreenShot folder of your game folder. F12 takes one without a name |
/ver |
Says which Conquer Realms build your game is — worth giving in a bug report |
/break |
Stops what your character is doing |
/addmsg {word} |
Puts a word in your own chat window, for nobody else |
A value out of range for /scale or /rolescale is taken as the nearest end of the range.
In a realm you host
The realm's owner can also use these commands, in that realm only. So can staff, and anyone the owner gives some of them to with /grant, for just those.
Each one is also a row in the GM Commands panel, opened from the GM Commands button above the chat bar. Its tabs are Events, Bots, Monsters, Realm and Watch. A row asks for each argument in its own box, often with a list to pick from, and sends the same command you would type. The top of each form shows that command as you fill it in, and Copy puts it on the clipboard, to paste into the chat bar and run again. Starting a guild war, starting a match and adding bots say under the boxes what will happen. Summon everyone to you and Revive and heal everyone ask before they run. Someone given commands sees only those.
Events
| Command | Panel row | What it does |
|---|---|---|
/startgw |
Start a guild war | Starts a Guild War |
/football |
Start a football match | Starts a football match, or puts out a practice ball |
/cancelevent [event] |
Cancel an event | Calls off a Guild War or a football match |
How each event plays is in Events and guild war.
/startgw
/startgw {war minutes} {pardon minutes} {preparation minutes} [bombs=N] [defending guild]
| Argument | Panel box | What to give |
|---|---|---|
| War minutes | War lasts (minutes) | How long the war runs: 1 to 720 |
| Pardon minutes | Jail pardon every (min) | How often the Warden grants a one-minute pardon to those in the jail: 1 up to the war's length |
| Preparation minutes | Opens in (minutes) | How long until the war opens: 0 to 60. 0 opens it at once |
bombs=N |
Bombs per attacking side | Optional. Each attacking guild and its allies together may claim N bombs, 0 to 100, from the BombMaster at the guild map's entrance. Every guild but the pole's holder attacks. Left out, there are none |
| Defending guild | Defending guild | Optional. One of this realm's guilds holds the pole and both gates from the start, and its living members online in the realm are brought inside, round the pole, as the war begins. nobody leaves the pole to the first guild to win a round. Left out, the last war's holder keeps it |
The panel starts with 30, 5 and 5. A guild's name can have spaces in it: /startgw 60 5 10 Night Watch, or with bombs /startgw 60 5 10 bombs=3 Night Watch. One war runs in a realm at a time.
/football
/football {minutes} [pitch] [random [invite minutes] [bots]] asks everyone in the realm whether they will play, and draws whoever says yes into two sides.
/football {minutes} [pitch] teams {red} {blue} plays with the sides you pick, and kicks off at once.
/football ball {x} {y} puts a ball on a cell of the pitch to practise with, while no match is running or signing up. Stand on the pitch you want it on. It is not in the panel.
End any of the three with momentum to play the experimental momentum ball, in which a kick adds to how the ball is already moving. It is not in the panel either.
| Argument | Panel box | What to give |
|---|---|---|
| Minutes | Match lasts (minutes) | How long the match lasts: 1 to 60 |
| Pitch | Pitch | mystic for Mystic Castle or twincity for Twin City. Left out, it is Mystic Castle |
random or teams |
Sides | random to invite everyone — it can be left out only when nothing follows it. teams to pick the sides |
| Invite minutes | Invite open for (minutes) | With random only: how long the invite stays open, 1 to 10. Left out, 1 |
bots |
Allow bots to join | With random only: every bot in the realm signs up too |
| Red, blue | Sides | With teams only: each side's players as character numbers, separated by commas, - for an empty side. Up to 10 a side, and each side needs one player online |
The panel's Sides box opens a list of everyone online: select players and press Red or Blue to put them on that side, or Clear to leave them out. That is easier than typing character numbers.
For example, /football 10 invites everyone to a ten-minute match at Mystic Castle, and /football 15 twincity random 3 bots invites everyone, and every bot, to fifteen minutes at Twin City, with three minutes to answer. One match runs in a realm at a time.
/cancelevent
/cancelevent [event] — gw for a Guild War, football for a football match. On its own it calls off whichever is running, and asks you to name one when both are. The panel lists what is running or being prepared.
A Guild War called off leaves the pole with the guild holding it, and both gates at full health and open. A football match called off ends with no result, and everyone is put back where they came from.
Spawns
| Command | Panel row | What it does |
|---|---|---|
/addspawn |
Add monsters here | Puts monsters where you stand, in this realm only |
/removespawn {id} |
Remove monsters | Removes a spawn you added, or switches off one the realm started with |
/bot |
Add bots | Adds bots where you stand |
/removebot {name} |
Remove a bot | Takes a bot out of the realm for good |
/addspawn
/addspawn {monster} {count} {radius} [behaviour] [movement] [dealt=x] [taken=x] [walk=x] [attack=x] [alignment]
| Argument | Panel box | What to give |
|---|---|---|
| Monster | Monster | The kind of monster, by its number. The panel lists them by the name over their heads, with a level or a tier where several kinds share a name |
| Count | How many | How many: 1 to 500. Each one killed comes back ten seconds later |
| Radius | Spread (cells) | How many cells from you they stand. A radius of 5 has room for 121 at most |
| Behaviour | Behaviour | peaceful never fights, even when hit. defensive fights only what hits it. aggressive attacks any enemy it sees |
| Movement | Movement | stationary never moves, and attacks only what it can reach. roams moves about |
dealt= |
Damage dealt | Multiplies the damage its monsters deal: 0.1 to 10 |
taken= |
Damage taken | Multiplies the damage they take: 0.1 to 10 |
walk= |
Walk speed | Multiplies how fast they walk: 0.1 to 3 |
attack= |
Attack speed | Multiplies how fast they attack: 0.1 to 3 |
| Alignment | Whose side | wild, lawful, or guild and a guild's name. Left out, wild |
Behaviour and movement left out, or written default — Type default in the panel — do what that kind of monster does itself. Most are aggressive and roam.
The multipliers come after the movement, in any order, with at most two decimal places: dealt=2.5 hits two and a half times as hard. Any you leave out — an empty box in the panel — is x1.
The alignment comes last:
- Wild monsters are allied with the other monsters, as the game's wildlife is: they attack every player and every lawful monster, and anybody may attack them whatever their PK mode.
- Lawful monsters are allied with the guards, as the town guards are: they attack players with a blue or black name, wild bots, and wild and guild monsters. Only a player in PK mode can attack one, and whoever hits one turns blue.
- Wild and lawful monsters show [Wild] or [Lawful] where a guild's name would be, as wild and lawful bots do.
- Guild monsters wear the guild's name and leave its members and allies alone. In a Guild War they attack the pole and gates while their guild does not hold them, and their hits on the pole score for it.
A monster that can attack from 5 cells or more can hit a flying player, whatever its alignment.
For example, the end of a line might read aggressive roams dealt=2.5 taken=0.5 guild Night Watch. The game replies with the spawn's id, which /removespawn takes.
Whatever your realm's monsters drop stays in your realm: it is bound to it.
/removespawn
/removespawn {id} takes the id /addspawn gave you. Monsters it already put out stay as they are, and do not come back once killed.
A spawn every realm starts with, such as the guards, is n and its kind of monster: /removespawn n900 for the guards. That switches that monster off on the map you are on, in the realm's rules, as unticking it on the realm's Advanced rules page does, and those standing leave once they are out of combat. Turn it back on there.
The panel lists the spawns on the map you are standing on, by monster and place.
/bot
/bot [template] [count] {alignment}
| Argument | Panel box | What to give |
|---|---|---|
| Template | Kind of bot | The bot's build and how it plays. melee-trojan, water-taoist or fire-taoist; melee-trojan is what you get if you leave it out. /bot on its own lists them |
| Count | How many | Optional. 1 to 10 bots alike; left out, one |
| Alignment | Whose side | wild, lawful, guild and one of this realm's guilds, or newguild and a name |
/bot newguild {name} — New guild... in the panel — makes a bot that founds a new guild of that name and leads it, one at a time. The name is up to 16 plain characters — letters, digits, spaces and punctuation other than square brackets, no accents — and no guild in the realm may have it already.
A realm can have 50 bots. A bot arrives where you stand within a few seconds. How bots of each alignment play is in Bots.
/removebot
/removebot {name} takes the bot's name. One that has no name yet is # and the number /bot gave you. The panel lists the realm's bots with each one's template and side. The bot logs out within a few seconds and does not come back.
Players
These are on the panel's Realm tab.
| Command | Panel row | What it does |
|---|---|---|
/online |
Who's online | Names everyone in the realm, on as few lines as fit. A bot is said to be one |
/goto {player} |
Go to a player | Takes you to a player |
/summon {player} |
Summon a player to you | Brings a player to you |
/summonall |
Summon everyone to you | Brings everyone else in the realm to you |
/reviveall |
Revive and heal everyone | Revives everyone where they lie, and fills everyone's health and mana |
/kick {player} |
Kick a player | Disconnects a player from the realm. They are told who did it, and may log back in |
/ban [player] |
Ban a player | Disconnects a player and keeps them out of this realm: they cannot log in to it, take an open slot or stay on its list of who can join. On its own it names who is banned |
/unban {player} |
Lift a ban | Lets a banned player in again. A private realm still needs them invited, or an open slot. The panel lists who is banned |
A player is named by their character's name, or by # and their character's number, and must be online in this realm - except for /ban and /unban, which take anyone. The panel lists everyone who is.
A summoned player is brought whatever they are doing — a flight lands, a trade is called off and a booth is folded first — and stays online. /kick cannot remove a bot (/removebot does that), staff, the realm's owner, or yourself, and neither can /ban. A ban is on the player's account, and lasts until /unban or Unban on the realm's page on the website, which lists everyone banned.
Watching unseen
These are on the panel's Watch tab.
| Command | Panel row | What it does |
|---|---|---|
/spectate |
Watch unseen | Hides you from everyone, your own screen included, and nothing can hit you. /spectate off stops |
/follow {player} |
Follow a player while spectating | Keeps you on a player as they move, across maps. /follow on its own stops |
While you spectate, no player, bot or monster sees you or anything you do, and no attack, skill or area reaches you — for watching a fight, such as a guild war of bots, without being part of it. You can still attack and cast, and everyone sees the hits and the effects, though not you. Unless you are staff they do nothing, whatever your PK mode: no damage, no blue name, no heal or buff on anyone else, no push, and no kick of the football. Your heals and buffs on yourself still work.
You pick nothing up and call no pet. Nobody is told where you are: you leave your team and your pet goes, you cannot team, trade or open a booth, and bots stop following you. Spectating ends at your next login. /follow works only while you spectate, because following moves you about where everyone would see it.
Realm
| Command | Panel row | What it does |
|---|---|---|
/broadcast {message} |
Announce to this realm | Sends a message to everyone in the realm |
/extend {time} |
Keep this realm open longer | Keeps the realm open longer, at no cost |
/daynight |
Set day and night | Sets how long the realm's day, night, and dusk and dawn last, and which it is now |
/grant |
Give a player commands | Lets another player run some of these commands in your realm |
/extend
/extend {time} takes minutes, or hours with an h: 45, 45m or 2h. The panel asks for minutes. A realm cannot be set to close more than 24 hours from now; asking for more extends it that far. Everyone in the realm is told the new closing time, and the warnings before it closes are given again. A permanent realm never closes, so has nothing to extend.
/daynight
/daynight [day=minutes] [night=minutes] [dawn=minutes] [now=part]
| Argument | Panel box | What to give |
|---|---|---|
day= |
Day (minutes) | How long the day lasts: 0 to 1440 minutes |
night= |
Night (minutes) | How long the night lasts: 0 to 1440 minutes |
dawn= |
Dusk and dawn (minutes) | How long dusk lasts, and dawn: 0 to 120 minutes |
now= |
It is now | day, dusk, night or dawn: the cycle starts at the beginning of that part, at once |
On its own, /daynight says the realm's cycle and which part of it it is now. Any length you leave out — an empty box in the panel — stays as it is. A day of 0 is always night and a night of 0 always day, but not both. Without now=, the cycle keeps its start and only its lengths change, so the realm can move straight into another part — a shorter day can turn to night at once.
For example, /daynight day=40 night=20 dawn=5 now=night. Everyone in the realm sees the change within a second, and is told who made it. The realm's settings on the website show the same lengths.
/grant
/grant [player] [commands]
/granton its own names everyone who holds commands in your realm, and which./grant {player}names the commands that player holds./grant {player} {commands}makes those commands exactly theirs, in place of any they held:/grant Alice football,cancelevent,reviveall. Write the names without the/, separated by commas./grant {player} nonetakes them all back.
Any command in this section can be given except /grant itself, so nobody you give commands to can give them on. They last until you take them back, across logins. A player who is offline can still be named, by their character's name or # and their number. A bot cannot be given commands.
The player is told at once, and their GM Commands panel shows what they hold and nothing else. In the panel, Give a player commands asks for a Player, then opens a page of tick boxes, one a command, under the names of the tabs.
Only the realm's owner, and staff, can use /grant. Someone you give /kick cannot kick you.