What is custom here
A custom 99/99 server with faster progression rates and dozens of custom systems where you control a squad of your own alt characters as trusts (alt-trusts) through expansions that have been leveled up by 50+ levels to increase their difficulty. Two of
those systems have no equivalent anywhere — a weapon that casts spells while you swing it, and a
ring that makes one spell cast a second — and they are spotlit below. Under them is the rest of it,
grouped and short, with a link on every line for when you want the long version.
Start here
Nine sections. The first two are the ones nobody else has, the third is
every job that plays differently here than it does on retail, and the fourth is how much of
Vana'diel is open.
Spotlight
Weapon Burst — your weapon casts
A Weapon Burst is an augment you put on a wielded weapon. Once it is on, every attack round —
hit or miss, and once per round rather than once per swing — that weapon rolls to fire a real
spell at what you are fighting. Not a proc animation with a damage number stapled to it: a real
cast, with real damage, real resists, real enmity, and it can magic burst inside a
skillchain window like any other nuke. The roll itself doubles while the target is holding a
skillchain, so a squad that chains is a squad whose weapons join in.
How you get one
- Climb the Gauntlet. /arena is fifty floors of
rising enemies with up to eighteen seats, and clearing floor N pays every real player
inside N Burst Tokens. A full fifty-floor clear is 1,275.
- Buy it on the Drift Exchange. Every burst costs the same:
5,000 Burst Tokens plus 750 Drift Coins — roughly four deep arena runs — from
the shelf under the rotating daily offers in
/quests.
- Put it on a weapon. The Exchange quotes the price and shows the item's four
slots; only then is there a button that spends.
The rules worth knowing
- One Weapon Burst per weapon. The shop refuses a second, though you can swap the
element in the slot the burst already holds.
- Wielded weapons only — main hand, off hand or ranged. Never ammo, and never
anything stackable.
- At most one burst resolves per round, even with three burst weapons on. All
three still roll, so more of them is more consistent.
- Your squad's weapons burst too. Alt-trusts inherit the gear they are wearing,
augments included, with nothing to switch on.
The ten bursts
The percentages are per attack round for a 480-delay weapon, which is the
benchmark the rate is stated at. The roll is normalised by your actual round delay — dual wield,
martial arts and haste included — so a dagger rolls cooler per round and a greatsword hotter, and
every weapon class lands about the same procs per minute. A roll past the listed weights is the
window closing on nothing.
Every burst is the real spell, cast by whoever is swinging, so it hits and
lands on that character's own magic skill, stats and gear — never the weapon's. A job with no rank
in the skill named brings zero skill to the resist roll: the elemental bursts are at their best on
a job that can nuke, Shield never rolls to land at all, and the tier II enfeebles carry potency
floors that need no skill, though landing them still does.
| Weapon Burst | What it can cast | Per round | Lands on | Scales with |
| Fire |
Fire 20% · Fire II 10% · Fire III 5% · Fire IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Ice |
Blizzard 20% · Blizzard II 10% · Blizzard III 5% · Blizzard IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Wind |
Aero 20% · Aero II 10% · Aero III 5% · Aero IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Earth |
Stone 20% · Stone II 10% · Stone III 5% · Stone IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Thunder |
Thunder 20% · Thunder II 10% · Thunder III 5% · Thunder IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Water |
Water 20% · Water II 10% · Water III 5% · Water IV 3% |
38% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Light |
Fire II · Thunder II · Aero II, 10% each |
30% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Dark |
Stone II · Water II · Blizzard II, 10% each |
30% |
What you are hitting |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Shield |
Blink · Stoneskin · Phalanx · Cocoon, 10% each |
40% |
You, the wearer |
Enhancing Magic skill sizes Phalanx and, with MND, Stoneskin; Blink and Cocoon are flat. Nothing to resist |
| Enfeeble |
Poison II · Blind II · Paralyze II · Slow II, 15% each |
60% |
What you are hitting |
Enfeebling Magic skill and Magic Accuracy to land; the MND gap sets Paralyze II and Slow II, INT sets Blind II, and Enfeebling skill alone sets Poison II |
The Weapon Burst post
Spotlight
X-Magic — your spells cast twice
X-Magic is the caster's half of the same idea, and it goes on a ring. Wear one and a
spell you cast can immediately cast a second spell — free, no MP, no recast, resolved on the
spot. It is never a copy of what you just cast: you pick a kind when you buy, and each kind only
answers the sort of casting it is for, because a healer's augment should not be paying out on
nukes and a nuker's should not be waiting for you to cure something. Every proc names itself in
your chat log, so you can see it working.
How you get one
The same price as Weapon Burst, out of the same purse: 5,000 Burst Tokens
plus 750 Drift Coins, from the same shelf in /quests.
That is deliberate — your tokens arm your melee or arm your caster, and not both at once.
The shelf now shows four of these augments per Vana'diel day, rotating
on the same clock the daily offers use. The Augments tab beside it still lists every one,
whether or not it is on today's shelf.
The rules worth knowing
- Rings only, either hand, and one X-Magic per ring.
- Two rings of the same kind stack the chance. It never makes the follow-up hit
harder, and it gives back most on fast spells.
- The follow-up is a real spell. Real damage, real resists, it can magic burst, and
it builds real enmity.
- The follow-up cannot itself proc. No chains, and at most one X-Magic resolves per
cast.
- Your alt-trusts get it automatically from the gear they wear. Put a ring on your
alt and it works.
The six kinds
The percentages are what the table sends once the window is open, and the window
opens on any cast of about a second and a third or longer; a faster cast scales the chance down in
proportion. Fast Cast and haste are inside that measurement, so gearing for speed is not what
costs you procs — the spell's own class is. Without the rule, spamming the cheapest spell in your
list would be the only correct way to use X-Magic. A cast into an open skillchain window doubles
the chance.
The follow-up is the real spell, cast by you with the same skill, stats and
gear the spell you just cast used. Cures and buffs never roll to land; anything aimed at an enemy
resists on the skill named in the last column plus Magic Accuracy and the stat gap.
| X-Magic | Fires when you cast | What comes out | Per cast | Scales with |
| Elements |
A spell aimed at an enemy |
Fire II 10% · Blizzard II 10% · Thunder II 9% · Aero II 9% — never the element you just cast |
38% |
INT against the target’s INT, Magic Attack Bonus and Magic Damage+ for the number; Elemental Magic skill, Magic Accuracy and that INT gap to land it |
| Grace |
A spell aimed at an ally, or at yourself |
Cure III 14% · Regen 10% · Protect 8% · Shell 8% |
40% |
Cure III reads MND, VIT, Healing Magic skill and Cure Potency; Regen, Protect and Shell are flat by tier. Nothing to resist |
| Ruin |
A spell aimed at an enemy |
Bio 14% · Dia 14% · Gravity 10% · Addle 10% |
48% |
Enfeebling Magic skill lands Dia, Gravity and Addle (MND for Dia and Addle, INT for Gravity); Dark Magic skill and INT drive Bio and its damage-over-time |
| Siphon |
A spell aimed at an enemy |
Aspir 20% · Drain 15% |
35% |
Dark Magic skill sets how much is drained and, with INT and Magic Accuracy, whether it lands |
| Veil |
Any spell at all — the follow-up always lands on you |
Stoneskin 11% · Phalanx 10% · Aquaveil 10% · Blink 9% |
40% |
Enhancing Magic skill sizes Stoneskin (with MND), Phalanx and Aquaveil; Blink is flat. Nothing to resist |
| Song |
Any Minuet, Minne, Paeon or Ballad |
The same family one tier below, two seconds later, on the same target — a tier I casts tier II instead |
Always |
Singing skill plus your instrument’s Wind or String skill, and the instrument’s own song bonuses — the same numbers as the song you sang |
Song is the one that does not roll. Cast any Minuet, Minne, Paeon or
Ballad and two seconds later the same family one tier below is cast on the same target — a tier I
casts tier II instead, so the bottom of a family is still worth wearing the ring for. The
follow-up occupies one extra song slot that only X-Magic: Song can fill, and each new follow-up
replaces the previous one, so it lengthens your rotation rather than adding a second bard. A cast
fires one X-Magic at most, and Song claims it: on song casts a second ring sits out.
Elements never repeats the element you just cast. That is so it opens a
magic burst window for your party instead of piling onto the one that is already there. Ruin
deliberately stays off Weapon Burst's enfeeble list, so a character wearing both systems feels
two things happening rather than one thing printed twice.
The X-Magic post
Reference
Job balance — how each job differs from retail
Every job that plays differently here than it does on retail, in classic job order, with the
number. Jobs that are not on this list — Dragoon, Blue Mage, Puppetmaster, Dancer,
Scholar, Geomancer and Rune Fencer — play exactly as retail does, apart from the server-wide numbers
under the table.
Every recast below is the base number the ability carries. On top of it
the server takes 15% off every job ability recast, every job, so Boost's 30 seconds is 25 seconds
in play and Barrage's 3 minutes is 2:33.
| Job | On DriftwoodXI | Retail |
| WAR |
Warcry lasts 60 seconds |
30 seconds |
| MNK |
Boost’s attack bonus is +25% per press |
+12.5% |
| MNK |
Boost’s base recast is 30 seconds |
15 seconds |
| MNK |
Impetus’s critical hit rate bonus caps at 35% |
50% |
| MNK |
Formless Strikes lasts 30 seconds |
3 minutes |
| MNK |
Formless Strikes’ base recast is 5 minutes |
10 minutes |
| MNK |
Chakra restores twice the HP |
1x |
| WHM |
Club skill is rank S- |
B+ |
| WAR |
Great Axe skill is rank S+ |
A+ |
| WAR |
Axe skill is rank S- |
A |
| WHM |
Divine magic skill is rank S- |
A |
| BLM |
Elemental magic skill is rank S+ |
A+ |
| BLM |
Dark magic skill is rank S |
A |
| RDM |
Enfeebling magic skill is rank S+ |
A+ |
| THF |
Dagger skill is rank S+ |
A+ |
| PLD |
Sword skill is rank S |
A+ |
| BST |
Axe skill is rank S+ |
A+ |
| RNG |
Archery and Marksmanship skills are rank S+ |
A+ |
| NIN |
Katana skill is rank S+ |
A+ |
| NIN |
Ninjutsu skill is rank S |
A |
| NIN |
Throwing skill is rank S- |
A+ |
| RUN |
Great Sword skill is rank S |
A+ |
| WHM |
Divine magic deals 1.75x damage |
1x |
| BLM |
Elemental magic deals 1.75x damage |
1x |
| RDM |
Enspell damage 1.75x |
1x |
| RDM |
Saboteur’s base recast is 2 minutes 30 seconds |
5 minutes |
| THF |
Sneak Attack and Trick Attack base recast is 45 seconds |
60 seconds |
| PLD |
Chivalry’s base recast is 5 minutes |
10 minutes |
| DRK |
Dark magic damage (Bio, Kaustra) deals 1.75x |
1x |
| DRK |
Souleater costs half the HP for the same damage bonus |
Full HP |
| BST |
Ready gains a charge every 25 seconds |
30 seconds |
| BST |
Scythe skill is rank A |
B- |
| BRD |
Every Bard has All Songs +1 innately |
None |
| BRD |
Buff song duration is doubled |
1x |
| RNG |
Barrage’s base recast is 3 minutes |
5 minutes |
| SAM |
Hasso and Seigan last 15 minutes |
5 minutes |
| SAM |
Meditate, Hagakure, Sengikori and Konzen-ittai recast in 5 minutes |
3 minutes |
| NIN |
Ninjutsu deals 1.75x damage |
1x |
| NIN |
Innin and Yonin last 15 minutes |
5 minutes |
| SMN |
Every party-wide Blood Pact: Ward has twice the radius |
1x |
| COR |
Every Phantom Roll and Double-Up has three times the radius |
1x |
Server-wide
These apply to every job at once, so they are not repeated in the table.
- Weapon skills deal 1.5x damage.
- Cures restore 1.5x.
- Blue magic deals 1.5x damage.
- Items are 3x, deliberately the outlier — potions and ethers are a combat strategy here, not vendor fodder.
- The enmity tools are worth double: Provoke, Flash, Sentinel and the rest had their flat and percentage enmity doubled, because enmity from damage scales with damage and enmity from a button does not.
- Job ability recasts are 15% faster than the base numbers above.
- Elemental magic recasts on 3x the retail timer — the counterweight to its 1.75x damage and to ancient magic’s shortened cast times. Dark, enfeebling and enhancing black magic recast as retail does.
The balance pass post
Where the server is
Expansions — how much of Vana'diel is open
4 of 6 are open right now. Expansions open one
at a time, once each has been play-verified here — never before they work. What is still dark is
listed rather than hidden, because the shape of what is coming is half the answer. This is the
same list the launcher shows on its own Expansions tab, in release order.
-
Final Fantasy XI
Open
Base game · 2002
The three starting nations, the original jobs, and everything through Bastok, San d’Oria and Windurst’s own storylines.
-
Rise of the Zilart
Open
RoZ · 2003
The Zilart mission line, Tu’Lia and Ru’Aun, and the six advanced jobs.
-
Chains of Promathia
Open
CoP · 2004
Tavnazia, Sea and Sky, and the Promyvion climbs.
-
Treasures of Aht Urhgan
Open
ToAU · 2006
Aht Urhgan, its 48 missions and Whitegate, and Blue Mage, Corsair and Puppetmaster. Every monster out there is raised 60 levels — endgame, not level 60 content.
-
Wings of the Goddess
Not yet
WotG · 2007
The Crystal War past, Campaign, and Dancer and Scholar.
-
Seekers of Adoulin
Not yet
SoA · 2013
The Ulbuka continent, Reives and Skirmish, and Geomancer and Rune Fencer.
The add-on scenarios (A Crystalline Prophecy, A Moogle Kupo d'Etat, A Shantotto
Ascension) and the Abyssea trilogy have no tile of their own: they are small, and they arrive
with the expansions around them. Nothing above is a release date — an expansion opens when it
has been played through on this server, and that is the only schedule there is.
Why one at a time
What is in today
Everything else that is different
The rest of it, short. Each line links to the page that goes deeper.
Progression and the numbers
Generous, not trivial — the fights still have to be fought.
-
The rates. Experience, gil, capacity points, tabs and fame pay triple; drops are doubled; Fields and Grounds of Valor pages pay 1.5x and are enabled everywhere; weapon skill and skillchain points are ten times retail, Magian trials included. Movement is 1.5x on foot and mounted, and death costs half of what retail charged and only from level 31.
The full table·The numbers at a glance
-
Level without interruption. Jobs start at level 1 and the limit break quests have been removed, so you go to 99 without stopping. Your support job runs at the same level as your main job. Six jobs start unlocked and every other one can be accepted at level 1.
What you start with
-
Skill-ups without the grind. Every swing rolls for a combat skill-up, hit or miss, and every roll under your cap lands. A fresh weapon catches up inside a session.
Every swing counts
-
Merits, roughly doubled. The Weapon Skill category went from a combined 15 points to 70, both job ability groups from 10 to 20, and HP, MP and the seven attributes to 30 upgrades each. Lowering a merit refunds the point it cost, which it never used to.
The dwmerits window·What changed
-
Ascension. Limit points stop vanishing once your merits are full — every one is banked for life, and the bank buys permanent Mastery tiers: HP, MP, attributes, accuracy, attack, damage taken and regen.
Limit points as a currency
-
The item level ceiling. The item level ceiling has moved in brackets — 104, then 109, then 114, now 119. Every classic armor family climbs from the Outfitter to item level 109 through the forge, the Empyrean weapons sit on the Arms Dealer shelf at level 99, and Oboro in Port Jeuno takes weapons on toward 119; Antonia in Upper Jeuno sells the Arasy item level 119 weapons at 3,000,000 gil apiece. A reforged item level 109 piece now climbs one rung further, to its +1 at item level 119, at the same forge — the raid shop itself still sells nothing above item level 109.
The armor ladder·Empyreans and Oboro
Your account is your party
The thing the whole server is built around: one client, sixteen characters, six of them fighting together.
-
The Squad. Register up to five of your own characters and summon them as party members. They wear their own gear, fight on their real jobs and bank real experience to their own rows, and when one levels up mid-fight it is put back to full HP and MP on the spot.
DWSquad·How it works
-
Rule sets, the way FFXII did it. Write ordered gambits for each squad member — an ally under 40% HP gets the biggest Cure that member can land — pick which weapon skills they use and at how much TP, and set how far back each one stands.
DWGambits·Rule sets·Weapon skills
-
Alliances, battlefields and pets. Squads join alliances up to eighteen strong, battlefields that refuse trusts admit your own characters instead, and squad summoners, dragoons, beastmasters and puppetmasters bring their real pets along.
Alliances·Burning circles·Pets
-
The mercenary board. List one of your characters with an hourly rate and the rule sets you wrote for it, and other players hire it as a trust while you are logged off. Your gear, your gambits, their gil.
DWMerc
Content built for here
Battlegrounds and contracts that do not exist in retail, every one of them entered from a window rather than a walk.
-
The Gauntlet. Fifty floors of rising enemies, up to eighteen seats, alt-trusts summonable inside. Clearing floor N pays every real player inside N Burst Tokens plus experience and capacity points — this is where Weapon Burst and X-Magic are paid for.
DWArena
-
The Raid. Eighteen boss trials across thirteen venues, at five tiers from Easy to Promyvion -- or all of them in one arena as a Chain Trial, or boss after boss as a Circuit with a Grand Circuit leaderboard -- entered from anywhere and reaching into Chains of Promathia. Clears pay driftmarks, which buy the raid shelf and the Reforge tab, now two rungs deep: item level 109, and since Treasures of Aht Urhgan its +1 at 119 -- and the board now pays extra for variety: the day's element, a chain of different trials, and repeats that step down.
DWRaid·The raid grows·The wind pair
-
Nemesis. Two hundred and forty famous notorious monsters -- the Sky gods, the Sea Jailers, the Zeni monsters and the Salvage chariots joined on 2026-09-10 -- each fought a hundred levels above its retail self in a private arena. Your own chest, their real drops, and one to four random augments on what comes out -- and every victory pays your account a trophy for that monster, fifty of which buy its item level 119 +1 with four Super Auged augments.
DWNemesis·The announcement
-
Unleashed. Every two to three hours a Legend-tier notorious monster breaks loose at an outdoor site in a real zone and the whole server is told where — never when. Ten minutes to gather, then it wakes, and it answers to no claim: anyone in the zone may strike, heal or buff. Every account that took part is paid Drift Coins and Driftmarks at the kill and rolls for an Esper Core, and the fare to the site is free while it stands.
DWUnleashed·The announcement
-
Politics. Six seats of power — the Crown, four Mayors and the Royal Treasurer — won by a vote of every account on a four-week season clock, and climbed a rung at a time: a town, then Jeuno, then the Crown. Real levers, public records, a Chronicle nothing edits.
DWPolitics
-
The Drift Board. Ten daily contracts and nine weekly ones roll on the Vana’diel clock, accepted from where you are standing rather than from a quest giver you walk to. Under your own board sits a contract for the entire server that every credited kill on every account pushes.
DWQuest·Contracts in your pocket
-
How much of Vana’diel is open. The base game, Rise of the Zilart, Chains of Promathia and Treasures of Aht Urhgan are live; the rest open one expansion at a time, once each has been play-verified here. The Expansions section above has the whole roadmap, tile by tile. Dynamis runs on a one-hour shared lockout, Garrison restarts every ten minutes, and the road to Tu’Lia is open.
The expansion roadmap·Content unlocked·Why one at a time·Aht Urhgan is open·Finishing CoP
The economy, and your time
Most of these exist because the retail answer was a walk, a second client, or an hour.
-
Storage that follows the account. A thousand warehouse slots your whole account shares, earned up to two thousand and extendable with gil, opened with /warehouse from anywhere. Beside it, /bags reaches every bag on every character you own without logging out.
DWWarehouse·DWBags
-
A market that tells the truth. Every listing at its real price, buy orders that escrow your gil, selling from anywhere with no listing fee, and an account wallet. Beside it the conquest exchange puts every nation’s shelf and every merchant’s counter in one window, payable in points or gil, mounts included.
DWAH·DWCPX
-
The shelves. Drift Coins from contracts buy the Exchange’s rotating augments, the Outfitter’s artifact, relic and Empyrean +2 sets, the Jeweler’s Promathia-era accessories, the Arms Dealer’s relic and Empyrean weapons, and the Artisan’s crafting-guild key items and Lu Shang’s Fishing Rod. The Pop-Items shelf is priced in Dynamis hundred-pieces and job testimonies instead of points.
The Outfitter·The Drift Exchange·The Arms Dealer·The Driftmark armory
-
Crafting, fishing and gathering. Every craft reaches 70 and three of them reach 110 on one character, HQ chance is doubled, and harvesting tools never break. /craft shows the crafter’s ledger the game hides, and /fishing costs out a route from 0 to 110.
Crafting with an identity·DWCraft·DWFishing
-
Drops and chests. A Rare drop your main already owns goes to the next character on your account instead of being destroyed. Treasure caskets are rarer than retail but three in four are the locked kind and full of randomly augmented gear, and Treasure Hunter is tuned exactly as retail tuned it, on top of the doubled rates.
Rare drops·Caskets·Treasure Hunter
-
Spoils. Every monster that pays you experience carries a small chance of handing you an ordinary piece of equipment with one to four random augments on it — straight into your bags, no treasure pool and no lot, levelled to the thing you killed, and about half the time picked for a job somebody in your squad plays. Real notorious monsters (an hour-long timer, a placeholder or a pop — not one that respawns like its camp) are ten times likelier, one award in twenty is Super Auged — higher-rolling augments, announced to the whole server — a four-augment award is announced too, and full bags never lose the item. The same kills can also hand your account a Rune: one augment, banked, that the window’s Runes tab puts on a piece of your own gear it fits, at a random rank in that item’s Super Auged range.
DWSpoils
-
Enemies that read honestly. Aggro and link radius are halved, and the /check con agrees with the experience curve — anything that pays experience cons Easy Prey or better. Ordinary enemies carry less padding at high level while notorious monsters keep theirs, and a con-coloured pearl sits over every nameplate around you.
They notice you later·The honest con·DWCon
The client and the launcher
You bring your own copy of Final Fantasy XI. Everything after that is handled.
-
The launcher sets up everything. Press Install Ashita and it downloads a checksum-verified Ashita v4 with the whole DriftwoodXI add-on set, configures it, and keeps both itself and the add-ons current. It can also verify your game files against a published manifest and point at any FFXI install.
Download·How it installs·Verifying files
-
HD textures without touching a file. The launcher ships XIPivot, the DAT overlay loader, and two switches under Alternate graphics — NextHD textures and XICombinedMaps. Flip one on and it downloads and layers the pack over the stock game, modifying nothing.
HD packs
-
Yours stays yours. Your own controller mapping and camera settings survive a launch, streamer mode hides your login name everywhere it used to leak, and a Custom commands box carries anything you used to keep in default.txt.
Controller and UI·Streamer mode
-
Linux. There is a by-hand guide for Linux players on this site, and the launcher itself now ships an AppImage.
The Linux guide·The announcement
-
A posted add-on list. Everything the launcher installs is allowed. Anything not on the allowed list is not, until somebody asks and it gets added there by name, for everyone.
The allowed list
None of it is sold
There is no cash shop and there never will be one, so nothing on this page can
be bought with money. One account per player, sixteen characters on it, and everything above is
reached by playing.
Create account
See the 33 add-ons
Every command