← LegendQuest ReForged

Commands

/lq is the root, and the classic Bukkit-era shorthands are all registered as aliases - so /race, /class and /skill work exactly as your players remember. Bare names work everywhere: dwarf, not legendquest:dwarf.

Your character

What every player can run.

Command Alias What it does
/lq - Your character sheet - the same thing as /stats.
/lq stats /stats Stats, level, karma, HP and mana, skill points spent.
/lq roll /roll Roll your statline, while you still may.
/lq karma /karma Your standing, and which band you are in.
/lq race list /race list Every race you could take, with the ones you cannot greyed out.
/lq race choose <race> /race choose Commit to a race.
/lq class list /class list Every class, including which are gated behind a mastery you do not have yet.
/lq class choose <class> /class choose Take a main class.
/lq class sub <class> /class sub Take a sub-class, which keeps its own XP bank.

Skills, feats and the loadout

Spending what you earn.

Command Alias What it does
/lq skill list /skill list What you know, what you could buy, and what is suspended by your karma.
/lq skill use <skill> /skill use Cast it.
/lq skill buy <skill> /skill buy Spend skill points on a grant that costs them.
/lq feat list - Feats available to you, with their costs and prerequisites.
/lq feat buy <feat> - Buy a feat with skill points.
/lq buystat <stat> - Spend skill points on +1 to a stat. Each boost already bought raises the next one's price.
/lq respec - Refund every skill point, at a cost in character levels.
/lq bind <skill> /bind, /link Bind a skill to the held item, so right-click casts it.
/lq unbind /unbind, /unlink Clear the binding on the held item.
/lq loadout add <skill> /loadout add Put a skill in one of the five loadout slots.
/lq loadout remove <slot> /loadout remove Clear one slot.
/lq loadout clear /loadout clear Empty the bar.
/lq loadout bind /loadout bind Bind the current loadout slot to the held item.
/lq loadout unbind /loadout unbind Undo that.

Parties

Shared XP, shared skills, shared chat.

Command Alias What it does
/lq party create <name> /party create Start one.
/lq party invite <player> /party invite Ask someone along.
/lq party accept /party accept Take an invite.
/lq party decline /party decline Turn one down.
/lq party leave /party leave Walk away.
/lq party rename <name> /party rename Rename the party.
/lq party tp /party tp Teleport to a member, on the configured cooldown.
/lq party chat <message> /pc <message> One message to your party. It is /pc rather than /p deliberately: /p is the name every other mod also wants, and the loser of that fight is whichever registered first.
/lq party capture [on|off] /pc (alone) Toggle capture: every ordinary chat line goes to your party instead of the server until you switch it off. Omit on/off to toggle.
/lq party spy on|off - Operator eavesdropping. Off by default, even for operators - see below.
/lq nameplate on|off - Show or hide your own nameplate - the text display above your head.

capture is a sibling of chat, not a child of it - /lq party chat on is not a valid form. chat takes a greedy message argument, so nesting on / off under it would make "on" ambiguous between a switch and the first word of a message.

Capture exists because typing /pc before every line is fine for a remark and miserable for a conversation. It will not switch on without a party, tells you how to switch it off in the same breath as confirming it is on, and clears itself if the party goes away - the way this feature could hurt someone is being left on after they have forgotten it is there.

Can staff read my party chat? Only if the server granted it and the operator chose to turn it on. Eavesdropping is deliberately two locks: the legendquest.party.spy permission defaults to false even for operators, and there is a per-player toggle on top of that. A listener's copy of a line names which party is speaking; a member's copy does not. Party chat is echoed to the server log regardless, because a channel that never reaches the log cannot be moderated afterwards.

/ignore deliberately does not apply inside party chat. A party is small, opt-in and has a leader with a kick command - if you want to ignore someone in your party, remove them from the party.

Admin

Gamemaster level, or the admin node.

The whole /lq admin subtree requires permission level 2 (gamemaster) or the legendquest.admin node, so a LuckPerms group can be granted it without handing out op.

Command What it does
/lq admin setrace <player> <race> [force] Set someone's race. Append force to allow a combination the rules would refuse.
/lq admin setclass <player> <class> [force] Set someone's class, same escape hatch.
/lq admin addxp <player> <amount> Add class XP directly.
/lq admin setkarma <player> <value> Set karma outright.
/lq admin level set|add|remove|query Level arithmetic - see below.
/lq admin level set    @p 20     # exactly level 20, XP snapped to the threshold
/lq admin level add    @a 1      # everyone up one, part-levelled progress kept
/lq admin level remove Steve 3   # down three, floor 0
/lq admin level query  Steve     # prints it, and returns it as the command result

Levels are derived from the main class's XP bank, so the level verbs do the arithmetic for you and accept any entity selector - handy from a command block or another mod.

set, add and remove clamp to maxLevel and return the number of players changed; query returns the level itself, so a comparator or execute store result can read it.

Permission nodes

LuckPerms-compatible, and one node per race and class.

Nodes go through NeoForge's permission API, so LuckPerms and friends pick them up without a bridge.

Node What it grants
legendquest.admin The whole /lq admin subtree, without needing op.
legendquest.party.spy Reading party chat with /lq party spy.
legendquest.race.<race> Selecting a locked race. Third-party content is namespaced: legendquest.race.<pack>.<race>.
legendquest.class.<class> Selecting a locked class, with the same namespacing rule.

A race or class is only locked if its data says so. The node exists for every entry, but it is only enforced when that entry declares a perm field - so adding LuckPerms to a server does not silently close every door. An entry with no node at all stays open.

Nodes are gathered once per server start, so a race added to a running server has no node until the next restart - which is the same restart its content needed anyway.

/lq race list and /lq class list both grey out the entries a player cannot take, so the permission state is visible in-game rather than only in a config file.