Old SchoolOps

GM Commands

The in-game commands the four RF episodes share, which of them Golden Age opens to every player, what each one does, and how an operator changes that.

For Every RF Online Version Updated 2026-08-22

The Prefix Is a Percent Sign

A command is an ordinary chat line that starts with %. Click into the chat box, type it, press Enter.

%help
%lv 50
%money 500

A slash is not the same thing. / is the whisper prefix. /lv 50 does not set your level: it tries to send a private message to a player called lv. Your level does not change, no command receipt comes back, and if somebody on the server really is called lv then they quietly receive the number 50. Nothing on this page works with a slash, and mistaking one for the other is the most common reason a command looks like it did nothing.

Arguments are separated by spaces, and the space matters. %lv 30 runs. %lv30 does not.

What You See Back

Every command answers on its own line in chat, echoing what you typed:

  • lv 30 >> OK means it ran and did something.
  • lv abc >> FAIL(grammar or logic) means the name matched a real command and then the argument was wrong, or there was nothing for it to do.
  • lvl 30 >> ERROR (command) means nothing in the table below matched what you typed.

Some commands print an explanation on the line above that receipt: unknown map: FOO, no active quest, quest 3 passed. Several print nothing, so a bad argument can look like a silent refusal. The argument rules for each command are in the table.

Who Can Run Them

Two things decide whether a command runs: the level granted to your account, and the level the server asks for that command.

On Golden Age, some of them are open to everyone. The server files ship with a player command set switched on, covering the commands whose worst effect lands on the person who typed them. A tester can set their own level, spawn the item they came to look at and teleport to it without being handed a staff account that could also appoint a race leader. The list is in the next section, and an operator can switch the whole thing off.

On the other three episodes nothing is open. A command from an account with no staff grant gets no reply at all, not even an error.

A command above your own level answers the same way, with silence. That is deliberate: a refusal naming the level you were missing would let anyone map the whole command set by typing at it until the wording changed.

%help is the way past the silence, and it is a Golden Age command. It prints only what your own account may run, grouped by level and labelled with it, and leaves out everything above you. Any player can type it on a server that has anything open at all, because a command somebody is meant to use has to be findable.

GM Accounts covers how a grant is made in the first place.

Commands Every Player Can Run

Golden Age only, and on by default on these server files.

What it coversCommands
Reading your surroundings%help, %xyz, %total, %circle
Your own character%lv, %allskills, %heal, %pass quest
Your own survivability%neverdie, %matchless
Your own position%town, %port, %hq, %jump
Your own wallet and bag%money, %gold, %goldpoint, %*

The line that decides membership: the worst any of these can do is to the account that typed it. None of them touches another player, and none of them is an operator action. What each one does, and what it wants for an argument, is in the full table below.

%money and %gold set a balance rather than adding to it. Running %money 500 twice leaves you holding 500 dalant, not 1,000, and whatever you were carrying before is gone. Ask for more than the ceiling and you get the ceiling. %goldpoint is the one exception on that row: it adjusts, so a negative number takes points away.

Two commands are never in this set. %race boss writes another account’s rank into the database and takes the slot off whoever held it, and %credits moves a balance meant to be worth real money. Both reach past the person typing, so both stay staff-only.

This default suits the server it ships as, which is a prototype people download to try 2.2.3.2. Anyone running something public should turn it off before they open the door.

It also changes something a player sees that has nothing to do with typing commands. While the set is on, the server tells every client at login that its account is a developer, because a client that has not been told that will not send a % line at all. A client that believes it is a developer also stops asking the player for their FireGuard PIN. Turning the set off undoes all of it, and GM accounts has the operator side: which setting, where it is, and what changes the moment you save.

The Commands

One set, four episodes. The Level column is the built-in staff level Golden Age asks for, which is what applies once the player command set is switched off. With it on, every command listed in the section above drops to level 0 and any player can run it. The section below the table explains what the other three episodes do with these levels instead.

A command marked (Golden Age) exists only on that episode. A name that is not in this table answers with the ERROR receipt rather than an explanation.

CommandLevelWhat it doesArgument
%help (Golden Age)1Prints the commands your own account can run, grouped by level and labelled with it. Anything above your level is left out.None.
%xyz1Prints the map you are on, as its number, and your position rounded to whole units.None.
%total1Prints how many players are in the world, and the split across the three races.None.
%circle1Prints how many players are on the map you are standing on, and the race split.None.
%lv2Sets your level, clears your experience to zero, rebuilds your maximum HP, FP and SP, heals you to full, and announces the level to everyone who can see you. On Golden Age it also hands you the quests that level opens.A level from 1 to the episode cap: 50 on Giga 4 Part 2, 55 on Red Army and Secret of Holystone, 65 on Golden Age. A higher number is treated as the cap. Zero, negative or non-numeric fails.
%allskills (Golden Age)2Sets all 80 of your mastery lines to the level cap, rebuilds your maximum HP, FP and SP, heals you to full, and grants every force your race can learn.None. It takes no argument, and anything you type after it is ignored.
%heal (Golden Age)2Refills HP, FP and SP, recalculating the maxima first so a gear change since the last one counts.None.
%money (Golden Age)2Sets your dalant to the number you give, replacing what you had.A dalant amount, up to 2,000,000,000. A larger number is set to that ceiling, and no number at all also gives the ceiling.
%gold (Golden Age)2Sets your gold to the number you give, replacing what you had.A gold amount, up to 500,000. Same ceiling behaviour as %money.
%neverdie2Damage that would kill you leaves you on 1 HP instead. It is a toggle: type it again to turn it off, and the reply says which way it went.None.
%matchless2Your melee swings kill a monster in one hit. A toggle, the same way %neverdie is.None.
%town2Teleports you to the start, entry or safe point of the map you are standing on, and says so when the map has none and it sends you to your race home town instead. Read the note below the table before you rely on it.None.
%port2Teleports you to a race’s Ether landing port: the dock on that race’s home map where the transport ship arrives. The race can be one that is not your own.0 Bellato, 1 Cora, 2 Accretia. Anything else fails and prints how to type it.
%hq (Golden Age)2Teleports you to a race’s headquarters, including one that is not yours.The same three numbers %port takes.
%jump2Teleports you to exact coordinates on a named map, and the map sticks across a relog.Exactly four fields: a map code, then x, y and z. y is height.
%pass quest2Completes the first quest you have not finished and pays out its rewards.None.
%* (Golden Age)2Creates an item in your bag and announces it the way a quest reward is announced.An item code, written the way the game data writes it, such as ircht01, then optionally how many.
%goldpoint (Golden Age)2Adjusts your Gold Point balance, which belongs to your account rather than to one character, and updates the figure on screen.A whole number, positive or negative, no larger than 100,000,000 either way. Zero, a missing number and anything that is not a number all fail. Taking the balance below zero fails and prints what the balance actually is.
%race boss (Golden Age)3With no argument it reports your own race rank and the full race roster, read back from the database. With a slot it grants that rank, taking it off whoever held the slot before. clear takes a rank away.Nothing, for the report. Otherwise a slot from 0 to 8, or clear, and optionally a player name. Without a name it acts on you. A slot it does not recognise prints how to type the command rather than failing quietly.
%credits (Golden Age)4Adds credits to your own account, or removes them, and records the amount and your reason in the ledger the control panel shows.An amount, then a reason, and the reason is not optional. A negative amount removes. One adjustment is capped at 100,000,000; run it twice if you meant it.

Slot 0 on %race boss is the patriarch and slots 1 to 8 are vice ranks. A rank carries the leadership aura, the race chat channel and the launcher tier that goes with the slot, and it is written to the database, so it survives a logout and a restart.

Names That Were Retired

These names no longer exist and answer with the ERROR receipt if you type them. %allskill and its alias %allstats became %allskills, which takes no argument and goes straight to the cap. %fullmiracle became %heal, one name for the full restore instead of two. %full force is gone because %allskills grants the forces now. %show me the dalant and %show me the gold are gone in favour of %money and %gold. The two %no ... spellings are gone because the commands they switched off are toggles.

%town Is Eaten by the Golden Age Client

Worth knowing before you test it. The Golden Age client keeps a short list of % names it handles by itself, and town is one of them. Type it in the game and the client turns it into an ordinary return-to-base request instead of sending the command, so what you get is the race recall it has always been. The current-map behaviour in the table is what the server does when the command really reaches it, which today means from our own test tools rather than from the game window.

The Levels, and Who Enforces Them

The five staff levels mean the same thing on every game we run, and GM Accounts is where they are described. What differs here is enforcement.

Golden Age enforces a level per command, which is what the Level column above is. Level 0 is a real tier there and means every player, which is what the player command set uses. Level 1 Moderator gets the four read-only commands, because situational awareness discloses nothing and changes nothing. Level 2 Game Master gets everything that changes your own character or the world around it, which is the working set of a tester. Level 3 Administrator gets %race boss alone, because it writes another account’s rank into the database and hands out something the whole race lives with. Level 4 Super Administrator gets %credits, because credits are meant to be worth real money. Levels stack, so an Administrator runs the level 1 and level 2 commands as well, and %help prints the part of the table your own account reaches.

The other three episodes do not tier anything. Giga 4 Part 2, Red Army and Secret of Holystone check that you are staff and stop there, so any grant of Moderator or above runs every command that episode has. Grant the level you actually mean rather than the lowest one that happens to work. The split reaches those three once their command sets have settled.

Timing differs the same way. On the three untiered episodes your level is read once, when your character enters the world, so a grant given or taken away while you are online does not apply until you log out and back in. Golden Age re-reads it on every command you type, so a revoke there stops that account at once even mid-session.

New permissions are the slower direction on all four. The client works out whether it will send a command at all from what it was told when your character entered the world, so a promotion, or an operator opening the player command set, reaches anyone already in the world at their next login. Log out and back in before you decide a new grant did not take.

Changing What Is Open

Both controls are server settings, under GM Commands in the control panel. Neither needs a rebuild, and neither touches the other three episodes.

Let every player run the safe GM commands is the whole player set as one switch, and it is on by default. Turn it off and everything goes back to needing a grant, which is what a public server wants. That is the entire undo: nothing in the access levels list below has to be edited to take anything back. GM accounts covers the rest of what the switch controls, including the FireGuard prompt, and the one part of it that waits for the next login.

GM command access levels moves individual commands, and it wins over that switch in both directions. It takes a comma-separated list of command=level pairs, written without the percent sign and spelled exactly as %help prints them, so money=2,jump=0 closes the money command back to Game Master while opening jumping to everybody. A name with spaces is written the way it is typed. Level 0 is every player, 1 Moderator, 2 Game Master, 3 Administrator, 4 Super Administrator. Anything you leave out keeps the level it already had.

A name that does not match a real command is rejected and written to the server log rather than quietly dropped, because the failure that matters here is an operator who believes they locked something down and did not. Read the log after you save. When your list opens anything to level 0 the log says so by name as well, so you can check that what you opened is what you meant.

The player set never includes %race boss or %credits, whatever the switch says. The access levels setting is a per-command instruction and will move even those two, which is precisely why it makes you name them one at a time.

Worth Knowing

The list below is the set of things that look like faults and are not.

  • The currency commands REPLACE rather than add. Running %money 500 twice leaves you with 500, not 1,000, and both currencies have a ceiling. The client can only show a purse up to 4,294,967,295, so a grant past that point makes the number on screen permanently disagree with what is stored, and nothing corrects it later.
  • %lv clears your experience. Setting a level below the one you had throws that progress away with no confirmation and no way back.
  • Your bars can read wrong after %lv on three of the four. Golden Age sends the rebuilt maxima and the refilled values together, so what you see is real. Giga 4 Part 2 sends no new maxima at all, and Red Army and Secret of Holystone send them only when they actually changed, and before the heal lands. In all three cases the server values are correct and a relog settles it. This is the single most common confusing result on Giga 4 Part 2.
  • %matchless is melee only, and only against monsters. Skill and force attacks ignore it completely, so a caster who turns it on and then casts sees nothing change. The normal roll to hit still happens first, so a swing can miss even with it on.
  • %neverdie covers damage and nothing else. It does not protect you from any other way of dying, and it does not revive you. Turn it on while you are already dead and you stay dead until a normal revival.
  • The toggles last one session. %neverdie and %matchless are forgotten at logout and nothing on screen tells you they are on. The reply says neverdie ON or neverdie OFF, and that receipt is the only indication you get, so read it rather than assuming which way the toggle went.
  • Granted forces need a relog. The client learns your forces when it enters the world, so what %allskills grants appears only after you log out and back in. The receipt says so.
  • Accretia gets no forces from %allskills, and the command says as much. The race has none to grant. Everything else it does, the mastery lines and the heal, happens as normal.
  • %pass quest takes the first quest you have not finished, rather than the last one you picked up, and with no unfinished quest it prints no active quest and then fails. Golden Age hands over every reward slot at once, items included, instead of offering the usual choice. The other three pay experience and dalant only and skip item rewards entirely, so there it does not exercise a quest’s full payout.
  • %allskills shows the bars at zero on three mastery lines. Weapon, defence and shield land on the exact number the cap level starts at, so the bar for each reads empty while the level beside it reads the maximum. Both are correct.
  • %heal fills the bars and nothing else on Golden Age. A dead character gets full numbers and is still dead, and DP is left alone. In the original wording %heal is a half restore, and here it is bound to the full one because that is what a tester means by it. %fullheal is not a command at all and answers with the ERROR receipt.
  • %* wants a space after the asterisk on Golden Age. %* ircht01 works and %*ircht01 answers with the ERROR receipt. It refuses out loud when your bag has no room, when the code is not one the game data knows, and when the server has no content database loaded. A weapon or armour piece created this way arrives with a durability of 1, so repair it before you test with it.
  • The three named teleports go to three different places on Golden Age. %town is the map you are standing on, %port is a race’s Ether landing port, and %hq is a race’s headquarters. They used to be two commands sharing one destination, which is why an older note may tell you %port goes to a start point.
  • %port and %hq take a race, not a map. Either will happily drop a Bellato character into Accretia territory, which is useful and is also an easy way to strand a test character.
  • %town refuses out loud on a map that has no entry point of its own. Several dungeons and a few outdoor maps carry no start, entry or safe marker at all. It tells you that and sends you to your race home town rather than guessing at a spot.
  • Teleports do not check whether you are dead. %town, %port, %hq and %jump all work while you are lying dead, and you arrive still dead.
  • %jump does not refresh the destination map’s daylight. On Golden Age %town, %port and %hq send the new map’s lighting and in-game clock as you arrive, and %jump does not, so a jump across maps can leave the old map’s sky and a stopped clock on screen until you enter a map properly. Your position and your character are unaffected.
  • %jump does not check the ground. Bad coordinates put you inside terrain or outside the playable area, and %town is the way back. Twelve map codes are common to all four episodes: NEUTRALA, NEUTRALAS1, NEUTRALAS2, NEUTRALB, NEUTRALBS1, NEUTRALBS2, NEUTRALC, NEUTRALCS1, NEUTRALCS2, RESOURCES, SETTE and TRANSPORT01. Red Army and Secret of Holystone recognise ten more, Golden Age nineteen more, and anything unknown answers unknown map: and the code you gave.
  • %xyz output does not paste into %jump. It rounds the position to whole units, which is not precise enough when the exact spot matters, and it names the map as a number while %jump wants the map code.
  • %total and %circle count only players who are in the world. Anyone still on the character screen is invisible to both, so the figure is lower than the number of connections. %circle counts the whole map you are standing on rather than a radius around you, despite the name.
  • %race boss needs its target online. An offline name fails and says so. There is no in-game election on our servers, so on Golden Age this command is the only way a rank ever changes hands.
  • Staff accounts differ outside these commands too. On every episode a staff character returns to character select at once instead of waiting out the logout timer, and can read chat from the other races. Golden Age also lets staff whisper past another player’s block, and Red Army and Secret of Holystone also exempt staff from the ordinary rules on what a character may be named.