Custom commands and what happens when you make a character
Every command a player can type on DriftwoodXI in one place — the squad, your account's shared bags, gambit rule sets, per-member job tags and the small quality-of-life ones — plus what a brand-new character is handed on day one, and where merits, job points and trusts come from.
DriftwoodXI's custom commands all start with ! and are typed into the chat box like anything else. Everything on this page is available to every player — nothing here needs a GM, a key item or a quest first.
The small ones
| Command | What it does |
|---|---|
!mh | Opens the Mog House menu wherever you are standing — storage, the Moogle, the lot. |
!moghouse | The same Mog House menu as !mh. Two names for one thing; use whichever you remember. |
!home | Warps you to your own starting nation's home point — Mog House, auction house and the rest, wherever you happen to be. |
!chars | Lists every character on your account, with the job and level each one is sitting on. |
!geteffects | Your active status effects with time remaining on each. !geteffects <name> reads someone else. |
!trustengage 0 / !trustengage 1 | When trusts and squad members start swinging. 0 is retail — they wait for you to land a melee hit. 1 starts them the moment you engage. |
!build | Prints the exact server build the map is running. Worth pasting when you report a bug. |
The squad
Up to five of your own characters, summoned as party members. The full explanation is in The Squad — bring your own characters as trusts; this is the command sheet.
| Command | What it does |
|---|---|
!squad set <1-5> <character> | Register one of your characters to a squad slot. |
!squad clear <1-5> | Un-register a slot. |
!squad list | Who is registered, who is out, and each member's job tag. |
!squad call / !squad dismiss | Bring the whole squad in / send them all home. |
!squad xp | How much experience each member out has earned back to their own row. |
!squad engage | All of them onto your current target. |
!squad disengage | All stand down, and stay down. |
!squad come | All regroup on you. |
!squad rest | All stand down and recover HP/MP. |
!squad menu | Bags, gear and rule sets as client dialogs, no typing. |
!squad help | The whole vocabulary, in game. |
Squad members are your own characters rather than trusts, so !squad call needs no trust spell and nothing unlocked first.
How they fight when you say nothing
| Command | What it does |
|---|---|
!squad behavior aggressive | Cure late, use every offensive ability. |
!squad behavior defensive | Cure early, lean on the defensive abilities. The default. |
!squad behavior passive | No decisions at all — yours to drive completely. |
!squad behavior off | No rules, but they still swing and spend TP. |
!squad behavior | Ask what each of them is running right now. |
They skillchain and magic burst off each other on aggressive or defensive either way.
Talking to one member
Every summoned member answers to a job tag — !blm, !whm, !war. Two of the same job are numbered by slot: !blm and !blm2. !squad list prints each member's tag next to their name.
| Command | What it does |
|---|---|
!blm stone | Cast on your current target. |
!whm cure3 me | Target by name, by me, by another member's tag, or by slot number. |
!war provoke / !war fastblade | Job abilities and weapon skills use the same verb as spells. |
!blm | What that member can be asked to do right now. |
!whm spells / abilities / ws | The full lists, when the summary truncates them. |
!pld engage / disengage / come / rest | One member only. |
!whm behavior passive | One member's profile, without touching the others. |
Rule sets — writing how they fight
The gambit system. Ordered rules of the form "ally under 40% HP → cast the biggest Cure I can afford". Fourteen ready-made sets ship with the server if you would rather not write your own. Full post: Rule sets — write how your squad fights.
| Command | What it does |
|---|---|
!squad rules | What each member currently out is running. |
!squad rules presets [page] | The fourteen shipped sets, one per role. |
!squad rules use <member> <set> | Put a set to work. all assigns to everyone; when <job> binds it to a job. |
!squad rules list | The sets stored on your account. |
!squad rules show <set> | One set, rule by rule, in priority order. |
!squad rules new <name> | Start empty. |
!squad rules copy <set> <name> | Start from a shipped set and change it. |
!squad rules rename / delete <set> | Housekeeping. |
!squad rules add <set> party hp<40 cure | Add a rule — who, when, what, plus an optional retry:n. |
!squad rules del <set> <n> / move <set> <n> | Remove a rule, or change its priority. |
!squad rules posture <set> <what> <value> | The standing settings behind the rules. |
!squad rules report [member] | What a summoned member is really running — including which rules are inert and why. |
!squad rules export <set> | Turn one of yours into a share code. |
!squad rules import <code> [name] | Take somebody else's. |
!squad rules vocab [topic] | Everything a rule is allowed to say. |
!squad rules menu [character] | Assignment as a client dialog instead of typing. |
!squad rules help | The whole grammar, with examples. |
Your account's bags
One inventory across every character you own, from whichever one you happen to be playing. Full post: One inventory across your whole account.
| Command | What it does |
|---|---|
!squad who | Your characters, and how full each one's bags are. |
!squad bag <char> [where] [page] | One character's bags, a page at a time. |
!squad find <text> | Search every bag on the account at once. |
!squad send <char> <item> [qty] | Push an item straight into another character's bags. |
!squad fetch <char> <item> [qty] | Pull one back into your own. |
!squad box [char] | What is waiting to be collected. |
Gear — automatic, and yours to override
| Command | What it does |
|---|---|
!squad gear <char> | What that member will wear, and what it beat. |
!squad equip <char> <slot> <item> | Pin one piece. |
!squad equip <char> <slot> auto | Un-pin it. none leaves the slot empty instead. |
!squad unpin <char> | Drop every pin on that character. |
The two addons that do all of it in a window
Both ship with the server and are installed from the launcher's Addons tab. Neither can do anything the typed commands cannot — they send the same commands you would type.
| Command | What it does |
|---|---|
/dwbags (or /bags) | Every bag on your account in one searchable window, with transfers between characters and a gear panel per squad member. |
/gambits (or /dwgambits) | The visual rule-set editor — build rules from dropdowns, reorder by priority, assign to anyone on the account. |
!dwq and !dwg are the machine-readable versions of the storage and rule commands — they are what those two addons actually send. Typing one yourself is occasionally useful when something looks wrong and you want to see the raw answer.
What happens when you make a character
A new character is handed enough to walk out the door, and nothing that skips the game. What you get:
- Every map, so no zone is a blind walk.
- The hub home point crystals already unlocked — the three nations, Jeuno and the old-world town hubs. Everything behind a story gate still has to be touched in person: Sky, Sea, the [S] zones, Tavnazia and the rest.
- The four party-gate key items — Pouch of Weighted Stones, Loadstone, Portal Charm and Bracelet of Verve. These open the doors that are locked by a headcount rather than by a key or a quest, like Garlaige's Banishing Gates and the Quicksand Caves weight plates. Your squad gives you a party's power but not a party's bodies, so without these those doors would be shut permanently rather than merely hard.
- 5,000 gil to start on.
- The six starter jobs — WAR, MNK, WHM, BLM, RDM and THF. The other sixteen unlock through their own quests, and every one of those quests can be accepted at level 1. The job is the quest; there is no level gate in front of it.
And one thing that only exists here: anything one character on your account unlocks, all of them have. Maps, home points, outpost warps, survival guides, mounts, learned spells, jobs and weapon skills all mirror across the account on login. Missions, quests, fame and rank deliberately do not — those stay personal to the character that earned them.
Merits, job points and trusts
All three are reached by playing, and none of them are hard to find.
Merit points at 75, job points at 99. There is no Genkai chain on this server — your level cap is 99 from your first login and there are no limit break fights to clear. So Maat, standing in Ru'Lude Gardens where he always did, just hands the key items over: reach 75 on any job and he gives you Limit Breaker, reach 99 and he adds Job Breaker. One conversation, no fights. The menus themselves still read your current main job, so merit mode wants the 75 on the job you are actually wearing — and the points are still earned at the cap, which was always the point.
Trusts are ordinary questing. The Trust: San d'Oria, Trust: Bastok and Trust: Windurst quests open at level 5 and give you your nation's permit; after that, cipher items teach you the rest, traded in the usual way. You can call up to five at once, with no Rhapsodies progress needed to lift the cap — that gate is handled for you.
Trusts and the squad are not rivals, and it is worth being clear about which is which. A trust is a stranger who fights the way the game decided. A squad member is your own character — real jobs, real gear out of their own bags, real experience earned back to their own row, and rule sets you write yourself. The squad is the more powerful of the two by a distance. Trusts are there for the moments you want a party without thinking about it.
Everything else is played for. Spells are bought, dropped and learned, which is most of what a low-level mage does with their time. Weapon skills unlock from skill level, which is the one system that rewards actually swinging the weapon you intend to use.
