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Console

Pillars of Eternity console

By using the console you can modify various game parameters in Pillars of Eternity and Pillars of Eternity II: Deadfire. However most console commands are classified as "cheats", and the command IRoll20s must first be entered into the console to activate those.

WARNING: Activating the console cheats causes achievements to be disabled for that game, not only for the session. Though entering IRoll20s another time or reloading a subsequently created savegame will disable cheats again, the achievements remain blocked unless a savegame from before using the command initially for the affected play through is chosen.
WARNING: Using console commands may mess up your game.

Need help with the console? Feel free to ask on the talk page.

About[ | ]

The main purpose of the console is to give developers and modders the ability to test underlying systems and mechanics on any regular copy of the game, and players the freedom to explore and tinker without restriction.

Opening the console[ | ]

For most keyboard layouts the default key that opens the console is either backtick (` - same key as tilde ~, found above tab, to the left of the 1 key on a US keyboard), or "o with diaeresis" (ö found below P, to the right of the L key on a Swedish keyboard).

On home consoles, the console can be opened by holding down the left trigger (LT on Xbox, L2 on PS4), then clicking in the right thumbstick (RS on Xbox, R3 on PS4). This will bring up the virtual keyboard, where you may type the command. After entering the command, press enter to finalize input and close the virtual keyboard. It can then be submitted by clicking (or double clicking) the right thumbstick again. A physical keyboard may also be plugged in to make inputting commands easier.

The command console for Pillars of Eternity is only available on PC, Mac, and Linux. It cannot be opened on Xbox and PS4.

Note that in Pillars of Eternity after pressing the console key, the Enter key (right thumbstick on console) must be pressed before entering a command (and then again to actually submit the command). This is not required for Deadfire.

To rebind the console key, go to Options (by pressing Esc in-game) > Controls > Interface > Toggle Console, and bind it to your key of choice.

The console can be opened up in-game, and in the main menu - but not during loading screens. Also note that the combat log/output is not visible while on the world map, which can make observing the result of entered commands difficult.

Entering commands[ | ]

A command is an instruction that defines something that the game should do or change. Internally, each command is mapped to a function (or "method"), which is a block of code that actually carries out the command.

Most commands have parameters (also called "arguments"), that are entered after the command and describe information that the command should act on. Parameters are named to give some indication as to what they are for, or what information is expected.

Each command may define any number of parameters (or sometimes none) that are required as part of the command. Unlike a traditional console, all parameters must be entered otherwise the console will return an error. Errors and output messages are shown in the combat log. While the Deadfire console will output feedback on every command - and usually nothing if the command is successful - note that the console in Pillars of Eternity will not display errors, making it tricky to find out what went wrong, if anything. To suppress errors in Deadfire, you can prefix the command with @.

An example of a typical console command is as follows:

GiveItem Item_Pet_Kaz

Here, "GiveItem" is the command, and "Item_Pet_Kaz" is its parameter. Note that most commands are NOT case sensitive. If the parameter contains spaces, enclose it, or the entire parameter section, in quotes to prevent the whitespace being flagged as the end of a parameter. Escape characters are not supported in the console, however Unity-formatted Rich Text is.

As with a traditional console, you can use the Up and Down arrow keys to cycle through previously entered commands, and use the Tab key to complete partially entered commands and parameters (but only object instances of the parameter type) to save having to type them out. Pressing tab key after a completed command or parameter will cycle to the next valid value, and shift-tab will cycle to the previous value. Deadfire has slightly more control over navigating, selecting, and cursoring through text in the console, but both games have these features.

Sometimes you might find that pressing enter to run a command also propagates the keypress to whatever window is opened in-game (for example, a dialogue window). While most UI elements handle this, some do not, which can be annoying if it affects whatever you're trying to do. In this case, you may use Control + Enter to enter a command. This works as most other UI elements are looking for keypresses with no modifiers, while the console doesn't mind either way.

Multiple commands can be chained together using  &  between commands (that is, space-ampersand-space). If you plan on entering many commands at once, look at using the built in Exec and Batch functions. You can also use BindCommand to bind a command to a key or key combination so that it executes whenever the key combination is pressed, which saves having to open the console or type anything at all.

Command classes[ | ]

In Pillars of Eternity, commands are sourced from the CommandLine and Scripts classes. No other documentation is available.

In Pillars of Eternity II: Deadfire, the commands available are pulled from the classes Game.Scripts, and Game.CommandLine. More information regarding the syntax and parameters of these commands (only in Game.Scripts) can be found in the modding documentation, either in the game directory Pillars of Eternity II\Docs\Modding\scripts.html or on Obsidian's website here.

Most if not all commands in the Scripts class of both games require "IRoll20s" in order to be used.

Referencing instanced objects[ | ]

Some commands take parameters that reference GameObject instances in-game. These objects either exist as part of the loaded scene, or are created at runtime by "instantiating" a prefab, hence the term "instances". Examples of instanced objects are characters, creatures, party members (including the player), stores, etc. Generally any object in the scene that was created and has a "presence" in game can be referred to as an instance. Because instantiated objects only exist as part of the running scene, they are unloaded and loaded in as part of it, and therefore cannot be referenced unless the player is in the location where the instance is still in memory.

Not all objects within the hierarchy can be referenced! Only GameObjects that contain an InstanceID behaviour are able to be referenced via the console. Onyx stores a GUID to GameObject lookup table of all active InstanceIDs in the scene. If GameObject with an InstanceID starts inactive, or is disabled through means other than ActivateObject, it will not be in this table, and cannot be referenced.

Wherever a command lists a parameter as a "Guid (Instance ID)", it expects either the GameObject name or GUID string of the instance. You are able to use these interchangeably. By default Unity will name an instantiated object by the name of the prefab they were instantiated from, with the suffix "(Clone)". Additional instances of the prefab will have the same name (for example, for multiple enemies of the same type), so in this case you can use the GUID, which will be unique for every created instance.

Thankfully, the console is forgiving, and doesn't always require the name to be typed in full, making it relatively easy to just guess the name of an instanced object by using a portion of its name (e.g. a "Flame Naga Archer" resolves to "CRE_Naga_Flame_Archer(Clone)" by typing in "naga".)

If this doesn't cut it, there are a number of other ways you can find the name or GUID of an instance:

  • With the command FindObject, which will print a list of GameObjects/Transforms that are named like the parameter name in the current scene. If an object has an InstanceID, its GUID will be printed in brackets beside it.
  • With the command FindCharacter, which will print all character (CharacterStats) whose display name or GameObject name contains the parameter name.
  • With the command ToggleCursorDebug to show a UI which will display the objects under the cursor.
  • With the command PrintInstance oei_hovered (poe2 only), you can get the instance id (GUID) of the object under the mouse cursor. It will be printed to the combat log, and copied to the clipboard.
  • In Pillars of Eternity, with some commands that take the name of a party member; you can use the keywords "player" to affect the player only or "all" to affect all party members.
  • In Pillars of Eternity II: Deadfire you can view the scene hierarchy (which mimics the hierarchy from the Unity Editor) with the command ToggleObjectHierarchy.
  • In both games, you can use a special GUID which always points to an instance, e.g. of a specific companion, a party member in a slot, etc.

Note that in poe1, many commands that use instanced objects are case sensitive and will NOT automatically resolve! Use FindObject to get the correct capitalization.

Many character-centric instances are unloaded on the world map, meaning any commands that reference a character instance ID will fail to find the associated object, and therefore will not work when used on the world map. This can be confusing, as the console output is not shown to indicate this. As a general rule of thumb, always use instance commands (with an instance name) in player navigable scenes, or alternatively use the cached/fixed GUIDs instead (as listed below), as these will always resolve successfully.

Special GUIDs[ | ]

There are some special constant GUIDs that always point to certain objects. Some of these GUIDs are "scoped", meaning they only apply to the context of the object on which a command or conditional was called. For example, using the this GUID in a command will automatically resolve to the instance ID of the calling object. Scoped GUIDs have little use in the console, where there is no associated context - and no way to set it.

Special guids
Name / Guid / OEI name Description
Invalid
12345678-1234-1234-1234-123456789abc
oei_invalid
An invalid object.
Player
b1a8e901-0000-0000-0000-000000000000
oei_player
The player character.
Owner
011111e9-0000-0000-0000-000000000000
oei_owner
The object that owns the piece of data this script is on. For example, if the data is an ability, the character that has the ability.
This
7d150000-0000-0000-0000-000000000000
oei_this
Same as Owner.
AnimalCompanion
2b850000-0000-0000-0000-000000000000
oei_animal_companion
The owner's Animal Companion, if it has one.
AnimalCompanionMaster
2b850001-0000-0000-0000-000000000000
oei_animal_companion_master
The owner's master, if the owner is an Animal Companion.
Speaker
5bea12e9-0000-0000-0000-000000000000
oei_speaker
In a conversation, the character speaking in the current node.
Listener
5426ab73-0000-0000-0000-000000000000
oei_listener
In a conversation, the character being spoken to in the current node.
Target
1a26e100-0000-0000-0000-000000000000
oei_target
For attacks, the target being attacked. This may be the primary target or a secondary target (such as a character hit by an AoE).
MainTarget
1a26e120-0000-0000-0000-000000000000
oei_main_target
For attacks, the primary target of the attack.
User
005e9000-0000-0000-0000-000000000000
oei_user
The character using the object (for example, opening a door).
Party
b1a7e000-0000-0000-0000-000000000000
oei_party
(Script Only) Calls the script on all active party members.
PartyAll
b1a7ea77-0000-0000-0000-000000000000
oei_party_all
(Conditional Only) The conditional passes only if it passes for each party member.
PartyAny
b1a7ea1e-0000-0000-0000-000000000000
oei_party_any
(Conditional Only) The conditional passes if it passes for any party member.
Slot0
51070000-0000-0000-0000-000000000000
oei_slot0
The character in the first party slot.
Slot1
51071000-0000-0000-0000-000000000000
oei_slot1
The character in the second party slot.
Slot2
51072000-0000-0000-0000-000000000000
oei_slot2
The character in the third party slot.
Slot3
51073000-0000-0000-0000-000000000000
oei_slot3
The character in the fourth party slot.
Slot4
51074000-0000-0000-0000-000000000000
oei_slot4
The character in the fifth party slot.
Slot5
51075000-0000-0000-0000-000000000000
oei_slot5
Unused.
Specified0
4e3d0000-0000-0000-0000-000000000000
oei_specified0
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
Specified1
4e3d0001-0000-0000-0000-000000000000
oei_specified1
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
Specified2
4e3d0002-0000-0000-0000-000000000000
oei_specified2
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
Specified3
4e3d0003-0000-0000-0000-000000000000
oei_specified3
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
Specified4
4e3d0004-0000-0000-0000-000000000000
oei_specified4
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
Specified5
4e3d0005-0000-0000-0000-000000000000
oei_specified5
A reference to a character stored by a specify script such as Void SpecifyCharacter(Guid, Int32).
SkillCheck0
6dcee000-0000-0000-0000-000000000000
oei_skillcheck0
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
SkillCheck1
6dcee001-0000-0000-0000-000000000000
oei_skillcheck1
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
SkillCheck2
6dcee002-0000-0000-0000-000000000000
oei_skillcheck2
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
SkillCheck3
6dcee003-0000-0000-0000-000000000000
oei_skillcheck3
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
SkillCheck4
6dcee004-0000-0000-0000-000000000000
oei_skillcheck4
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
SkillCheck5
6dcee005-0000-0000-0000-000000000000
oei_skillcheck5
A reference to a character stored by a skill check script such as Void SetSkillCheckToken(Guid, Operator, Int32).
Hovered
039202e3-0000-0000-0000-000000000000
oei_hovered
The object currently under the mouse.

Additionally, all companions have static IDs that always point to their current instance

Companion guids
Companion Guid Prefab name Script name
Pillars of Eternity
Edér b1a7e800-0000-0000-0000-000000000000 companion_eder c_eder
Durance b1a7e801-0000-0000-0000-000000000000 companion_ggp c_priest
Devil of Caroc b1a7e802-0000-0000-0000-000000000000 companion_caroc c_caroc
Aloth b1a7e803-0000-0000-0000-000000000000 companion_aloth c_aloth
Kana b1a7e804-0000-0000-0000-000000000000 companion_kana c_kana
Sagani b1a7e805-0000-0000-0000-000000000000 companion_sagani c_sagani
Pallegina b1a7e806-0000-0000-0000-000000000000 companion_pallegina c_pallegina
Grieving Mother b1a7e807-0000-0000-0000-000000000000 companion_gm c_mother
Hiravias b1a7e808-0000-0000-0000-000000000000 companion_hiravias c_hiravias
Calisca b1a7e809-0000-0000-0000-000000000000 companion_calisca c_calisca
Heodan b1a7e810-0000-0000-0000-000000000000 companion_heodan c_heodan
Zahua b1a7e811-0000-0000-0000-000000000000 companion_konstanten c_monk
Maneha b1a7e812-0000-0000-0000-000000000000 companion_maneha c_maneha
Pillars of Eternity II: Deadfire
Edér b1a7e800-0000-0000-0000-000000000000 companion_eder c_eder
Aloth b1a7e801-0000-0000-0000-000000000000 companion_aloth c_aloth
Maia b1a7e802-0000-0000-0000-000000000000 companion_maia c_maia
Serafen b1a7e803-0000-0000-0000-000000000000 companion_serafen c_serafen
Pallegina b1a7e804-0000-0000-0000-000000000000 companion_pallegina c_pallegina
Tekēhu b1a7e805-0000-0000-0000-000000000000 companion_tekehu c_tekehu
Xoti b1a7e806-0000-0000-0000-000000000000 companion_xoti c_xoti
Ydwin b1a7e807-0000-0000-0000-000000000000 companion_ydwin c_ydwin
Fassina b1a7e808-0000-0000-0000-000000000000 companion_fessina c_fessina
Rekke b1a7e809-0000-0000-0000-000000000000 companion_rekke c_rekke
Konstanten b1a7e810-0000-0000-0000-000000000000 companion_heodan c_konstanten
Mirke b1a7e915-0000-0000-0000-000000000000 companion_mirke c_mirke
Vatnir b1a7e916-0000-0000-0000-000000000000 lax02_companion_vatnir c_vatnir
Ryona b1a7e917-0000-0000-0000-000000000000 companion_ryona c_ryona

Referencing fixed game data[ | ]

In addition to instances, some commands require parameters that take the ID/GUID of fixed data not pertaining to a particular instance of an object. This includes things like items, maps, conversations or abilities. Wherever a command lists a parameter as "Guid (SomeTypeHere)", it expects either the name or the GUID of data of that type. Most of these IDs can be found on the associated wiki page.

The way in which fixed game data is stored differs between Pillars of Eternity and Pillars of Eternity II: Deadfire.

In Pillars of Eternity[ | ]

Pillars of Eternity takes a very static approach to game data. Every object, including items, abilities, creatures, etc, is stored in its own prefab/bundle (with the extension ".unity3d") containing all the information pertaining to it. These bundles are stored in the game directory, under:

PillarsOfEternity_Data\assetbundles\.

As such, it's trickier to find information in poe1 than it is in Deadfire, but it does mean the data is less fragmented. You can use a tool like Unity Assets Bundle Extractor to view and extract the data.

In Deadfire[ | ]

Deadfire defines the namespace Game.GameData for types that are used as game data, all of which are derived from GameDataObject. These GameDataObjects are serialized and stored in JSON-formatted ".gamedatabundle" text files that are loaded at runtime. They can be found in the following directories:

PillarsOfEternityII_Data\exported\design\gamedata - The vanilla base game Game Data Bundles. Always loaded first.
PillarsOfEternityII_Data\*_exported\design\gamedata - Expansion and DLC Game Data Bundles. Always loaded second, if the associated expansion is installed.
PillarsOfEternityII_Data\override\* - Game Data Bundles from mods. Loading can be enabled and disabled from Main Menu in the Mod Manager tab of the Options menu. The load order can also be modified in the Mod Manager.

Presumably to save disk space, the files are formatted without the indents, breaks, and spacing. To make it more readable, you can use a JSON formatter like this one for Notepad++.

Each bundle contain an array of GameDataObject's. Each entry contains the name of its underlying $type, the DebugName, ID, and of course all the relevant data from the derived type made up of GameDataComponent's. As with instanced objects, the GUID of the GameData can be used interchangeably with the DebugName.

See the types table below for an overview GameDataObject derivatives, and in which files they are found.

The console in Deadfire also provides some commands for working with and finding GameData:

  • You can also use LogDebugName to print the DebugName of a GameData GUID.
  • Use FindGameData to search for GameData entries.

See Game Data Formats - Concepts for more information.

Other referenced data[ | ]

Enumerations[ | ]

In addition to GameData IDs, some parameters take an enumeration, which can be one of a set number of named values. The input is parsed from a string to the enumeration type, but will also accept the underlying type of the enum (by default a zero-based "index", e.g. 0 for the first value, 4 for the fifth value).

Generally in the case where the underlying type is overridden, you are able to pass "between" values that will still be correctly evaluated. For example DispositionAddPoints from poe1 takes a Disposition.Strength, which defines Minor = 1, Average = 2, and Major = 7, so while you can pass the string "Minor" (which will evaluate to 1) the command will still accept 2, even though it isn't defined in the enumeration.

A list of commonly used enumerations can be found below.

Prefabs[ | ]

Some commands require the name of a prefab, and will accept either the path of the prefab prefabs/characters/poe2_creatures/cre_naga_flame_warrior.prefab, or simply the name without extension. The command FindPrefab can be used to find the name a prefab, taking an AssetBundleHint enumeration and any portion of the ID of the object.

Global variables[ | ]

Main article: Console/Globals

Both poe1 and poe2 use global variables to store persistant flags associated with the hundreds of one-time checks that are made during gameplay. These include things like whether or not the party has a particular key or item, or has taken a particular action during a quest for example. The variables themselves are basically key-value pairs, containing a tag and an integer value.

  • poe1 (XML): \PillarsOfEternity_Data\data\design\global\game.globalvariables
  • poe2 (JSON): PillarsOfEternityII_Data\exported\design\globalvariables\game.globalvariablesbundle

Global variables are not to be confused with 'global scripts, which are scripts consisting of a sequence of commands that can be executed with a single command and the globalscript ID.

See Globals for a complete list of global variables.

PrintGlobal, SetGlobalValue, SetGlobalIfGlobal, IncrementGlobalValue, RandomizeGlobalValue, RandomizeGlobalValueWithGlobal, ExportGlobals

Conditionals[ | ]

Main article: Console/Conditionals

Conditionals are functions that perform some sort of check to return a Boolean true or false. They are often used in scripted interactions and dialogue where it requires a check to be performed before allowing an action, or presenting a dialogue option for example. They are similar to regular commands, but they cannot be used directly. Instead you can use Eval to print the result of a conditional.

Note that when using Eval, if passing 1 or more parameters to a conditional, the command and its parameters must be enclosed in quotes to encapsulate it as a single argument, for example: Eval "IsAutoAttackEnabled Companion_Aloth(Clone)".

See Conditionals for a complete list of available conditionals.

Eval, FindConditional, ConditionalBreakpoint

Conversations[ | ]

Conversations are referenced similarly to GameData, however they do not appear in commands that query GameData. Each character conversation and scripted interaction is saved to its own file, the structure of which is functionally identical in both poe1 and poe2. Each contains a series of nodes that define what a character says, who they say it to, generally defining the flow of dialogue. Nodes may be conditionally shown or branched depending on whatever check is required. The ID fields are used to identify the nodes, but also reference the ID of the string in the associated stringtable. The stringtables usually have the same name as the conversation bundle.

  • In poe1 (XML): PillarsOfEternity_Data\data\conversations\.
  • In poe2 (JSON): PillarsOfEternityII_Data\exported\design\conversations\.
  • Poe1 string tables (XML): PillarsOfEternity_Data\data\localized\en\text\conversations\.
  • Poe2 string tables (XML): PillarsOfEternityII_Data\exported\localized\en\text\conversations.
ClearConversationNodeAsRead, MarkConversationNodeAsRead, LaunchRandomEncounter, SetLocalizationDebug, StartConversation, StartConversationFacingListener

Stringtables[ | ]

Any language-based text that is shown in-game is usually retrieved from a stringtable. A stringtable file is an XML-formatted text file with the extension ".stringtable". Each entry in the table contains an ID unique to that table, as well as the text itself. GameDataObject's containing a "Name" or "DisplayName" field with an integer as its value are likely referencing the ID of a string in a stringtable. Depending on the language selected, the path to a stringtable is changed to point at the directory containing the localized version of that table. Each directory is an ISO 639-1 code one of the 9 supported languages:

ISO 639-1 Name Native name
de German Deutsch
en English English
es Spanish Español
fr French Français
it Italian Italiano
pl Polish Polski
pt Portuguese Português
ru Russian Русский
zh Chinese 中文, 汉语, 漢語
  • poe1: PillarsOfEternity_Data\data\localized\<ISO 639-1>.
  • poe2: Pillars of Eternity II\PillarsOfEternityII_Data\exported\localized\<ISO 639-1>.

Quests[ | ]

Quests are essentially conversations without a speaker. They are made up of a series of objective and end state nodes, along with conditions and checks to determine the logical flow of the quest and what is considered to be a quest failure or success. Changes are made to the state of a quest when the player interacts with objects, speaks with NPCs, kills an enemy, etc.

Most quests keep track of their state using a global variable. When the variable is set to a specific value, this triggers the completion of an objective.

In poe1, quests are contained in XML-formatted .quest files, found in the following directory:

Pillars of Eternity\PillarsOfEternity_Data\data\quests\

In poe2, the logic behind all quests is found in the JSON-formatted file:

PillarsOfEternityII_Data\exported\design\quests\quests.questbundle

Stringtable IDs

Each quest entry has an accompanying stringtable used to fill out the quest log. The stringtable node system is very much associated with the series of IDs under each ObjectiveNode of the quest. The numbering system for these string tables is as follows:

  • Entry 0 is always the quest name.
  • Entries after zero with a single digit are objective NodeID's. In the journal these can be folded out to reveal more information about what you've learned about that objective. Objectives are numbered chronologically.
  • Entries starting with 10000 are the initial DescriptionIDs for each objective. 10000 is always the quest description at the top of the journal. 10001 is for the first objective, 10002 is for the second, and so on.
  • After that, objective AddendumIDs always start with 20000. The order - as well as which addendum belongs to which objective, is determined using the AddendumIDs field of each objective node, which lists the last digits of the addenda connected to the objective.
  • Entries starting with 30000 are EndStateIDs. These are always shown after the quest description in the journal, and only appear once the quest has reached an end state.
  • Entries starting with 40000 are AlternateDescriptionIDs. As the name suggests, they are descriptions that are used in place of both the root description, and objective descriptions in the case that the quest or objective was started via another route.

When using quest state related console commands, do not confuse stringtable entry IDs with the node IDs. Always use the node ID. Objective nodes are the same single-digit values, but addenda, end states, and alternate descriptions are always the stringtable entry ID, minus 20000, 30000, and 40000 respectively. The "Journal" section of quest pages lists the string table entry IDs, as these are unique across the board.

StartQuest, StartQuestWithAlternateDescription, AdvanceQuest, DebugAdvanceQuest, TriggerQuestAddendum, TriggerQuestEndState, TriggerQuestFailState, PrintQuestEvents, SetQuestAlternateDescription

Other tips[ | ]

General

  • Since both games run on Unity, you can use the slew of command line arguments that the engine provides when launching the game. Of note is the -logFile argument, used to pipe the output of the Unity Debug log to a file, which can be useful when troubleshooting errors.

In Pillars of Eternity II: Deadfire

  • Pressing the F11 key after enabling cheats via IRoll20s will display a "Debug Transition" menu which will allow you to jump to any location in the game.
    • If on the main menu screen it also will show some options for starting a new game (e.g. difficulty) and will provide you with the choice of a default party loadout instead of using your current save game.
    • Note that starting a new game with this menu will bring with it the same restrictions that a brand new character has. In order to enable access to the ship and the ship management interface, use the console command TriggerQuestEndState CP_QST_09_Port_Maje 0 to complete the quest Stranded.
  • After enabling cheats you can press Shift + T to teleport your party (or ship) to the position under the cursor.
  • Press the Delete key to refresh or clear on-screen debug UI's that are only drawn once.

In Pillars of Eternity

  • Pressing the F11 key after enabling cheats via IRoll20s (and only while in-game) will display a "World Map" debug menu with a list of all locations.
  • After enabling cheats, you are able to hover your cursor over any character and press:
    • Shift + H to revive a dead or unconscious character to full health and stamina.
    • K to instantly deal 10x their current stamina as damage (effectively killing them)
    • Shift + K to play the character's hit reaction animation, but deal no damage.
    • U to instantly apply a stamina change of -100% of a character's current stamina, maiming them and causing them to fall unconscious.
  • If E3 mode is enabled:

List of commands[ | ]

The table below uses the following format to describe console commands:

CommandName
 Parameter_1 Type_1
 Parameter_2 Type_2

The command should be entered using the command name then each parameter in sequence. See the entering commands section above for more info.

  • CommandName - The name of the command, should be entered verbatim though is not case sensitive.
  • Parameter_x - The name of the parameter, should be entered and replaced with whatever data is expected. This may be linked to a section at the bottom of the article showing where certain data is stored in the game files, or a list of valid enumerations.
  • Type_x - The type that is expected for the parameter. This is NOT part of the command and should not be entered. It is only shown in the table for reference purposes. The type is either an instanced object, game data, another id such as an enumeration, or a basic type such as a boolean or an integer.

In this case, the entered command would look something like CommandName abc def

Note: Hover over a parameter name to see more information regarding its use. Use shift-scroll to scroll horizontally if needed.
Command Description Category poe1 poe2 Cheat?
IRoll20s Allows you to use all of the commands on this list and disables achievements. In poe2, you cannot enable cheats with any god challenges enabled. General Yes Yes
AbandonShipDuel
 actor String (ShipDuelParticipant)
Forces the actor to abandon the ship combat. This causes a crew morale loss if the enemy is inferior. Ship Duel Yes Yes
ActivateCameraSplineFollow
 followTime Single
Starts animating the camera over the spline created with AddCameraSplinePoint. You can ignore the spline zoom values with ToggleCameraSplineZoom Camera Yes
ActivateNewPlayer
 objectGuid Guid (Instance ID)
Not entirely sure. Party Yes Yes
ActivateObject
 objectGuid Guid (Instance ID)
 activate Boolean
Activates/deactivates the object objectGuid. General Yes Yes Yes
ActivateObjectWithVfx
 objectGuid Guid (Instance ID)
 vfxPrefabName String
 activate Boolean
Activates/deactivates the object objectGuid, spawning a VFX prefab on its position. Calls ActivateObjectHelper internally. General Yes Yes Yes
ActivateStronghold Grants access to Stronghold screen (if player hadn't acquired it yet). Synonymous with ReactivateStronghold. See also DisableStronghold. Stronghold Yes Yes
AddAbility
 character Guid (Instance ID)
 abilityName String
Grants the target objectGuid character instance an ability, talant or phrase. See also RemoveAbility. Abilities Yes Yes
AddAbility
 objectGuid Guid (Instance ID)
 abilityGuid Guid (ProgressionUnlockableGameData)
Grants the target objectGuid character instance an ability, talant or phrase. See also RemoveAbility. Abilities Yes Yes
AddAbilityWithPopup
 character Guid (Instance ID)
 abilityName String
Grants the target objectGuid character instance an ability, talant or phrase, and triggers a popup informing the player. See also RemoveAbility. Abilities Yes Yes
AddAbilityWithPopup
 objectGuid Guid (Instance ID)
 abilityGuid Guid (ProgressionUnlockableGameData)
Grants the target objectGuid character instance an ability, talant or phrase, and triggers a popup informing the player. See also RemoveAbility. Abilities Yes Yes
AddCameraSplinePoint
 x Single
 y Single
 z Single
 zoom Single
Adds a point to the current spline, at the position xyz. Use ToggleCursorDebug to quickly get the world position.
Remove spline points with RemoveCameraSplinePoint.
View the path with ToggleDrawCameraSplineDebug.
Start the camera spline animation with ActivateCameraSplineFollow.
Camera Yes
AddCameraSplinePointAtMouse Adds the world position of the mouse cursor to the current spline, fetching the zoom level from the current zoom of the camera. See AddCameraSplinePoint for all spline commands. Camera Yes
AddCharacterWaitingForSceneTransition
 objectGuid Guid (Instance ID)
See also RemoveCharacterWaitingForSceneTransition. AI Yes Yes
AddCrewToRoster
 crewMember Guid (ShipCrewMemberData)
Adds a crew member to your roster (adds the icon to your "known crew") Ship Crew Yes Yes
AddExperience
 xp Int32
Adds experience to your current party. Quest Yes Yes Yes
AddExperiencePlayer
 xp Int32
Adds experience to the player only. Quest Yes Yes Yes
AddExperienceToActiveCrew
 xp Int32
Adds crew experience to the active crew of The Defiant. Ship Crew Yes Yes
AddExperienceToLevel
 level Int32
Adds enough experience to reach level level. Applied to all party members. Quest Yes Yes Yes
AddFatigue
 objectGuid Guid (Instance ID)
 fatigueValue Single
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel. Health Yes Yes
AddFatigueToSlot
 fatigueValue Single
 slot Int32
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel. Health Yes Yes
AddFatigueToParty
 fatigueValue Single
Obsolete - Fatigue no longer uses a time-based system. See AdjustFatigueLevel. Health Yes Yes
AddFatigueToPartyWithSkillCheck
 fatigueValue Single
 skillType String (CharacterStats.SkillType)
 comparisonOperator String (Conditionals.Operator)
 skillValue Int32
Obsolete - Fatigue no longer uses a time-based system. See AdjustPartyFatigueLevelWithSkillCheck Health Yes Yes
AddInjury
 character Guid (Instance ID)
 afflictionGuid Guid (AfflictionGameData)
 tryKill Boolean
Applies an injury/affliction to the character. Health Yes Yes
AddInjuryToPartyWithAttributeCheck
 effectId Guid (AfflictionGameData)
 attributeGuid Guid (AttributeGameData)
 comparisonOperator String (Operator)
 attributeValue Int32
 tryKill Boolean
Applies an injury/affliction to all target party members that match a conditional attribute check. RPG Yes Yes
AddInjuryToPartyWithSkillCheck
 effectId Guid (AfflictionGameData)
 skillGuid Guid (SkillGameData)
 comparisonOperator String (Operator)
 skillValue Int32
 tryKill Boolean
Applies an injury/affliction to all target party members that match a conditional skill check. RPG Yes Yes
AddInjuryToPartyWithSkillCheckScaled
 effectId Guid (AfflictionGameData)
 skillGuid Guid (SkillGameData)
 comparisonOperator String (Operator)
 skillValue Int32
 scaler String (DifficultyScaler)
 tryKill Boolean
Applies an injury/affliction to all target party members that match a conditional skill check, scaling the skill check and affliction applied by the passed scaler. RPG Yes Yes
AddItem
 itemName Guid (EquippableGameData)
 count Int32
Adds amount of the item itemname to inventory. Synonymous with GiveItem. Items Yes Yes
AddPlayerShipUpgrade
 shipGuid Guid (ShipGameData)
 upgradeGuid Guid (ShipUpgradeGameData)
Adds the specified ship upgrade to the shipGuid. Example: AddPlayerShipUpgrade SHP_Defiant SHP_UP_cannon_Durgan. Also see RemovePlayerShipUpgrade. Ships Yes Yes
AddPrisoner
 objectGuid Guid (Instance ID)
Adds a prisoner to the stronghold. Stronghold Yes Yes
AddTalent
 talentName String
Grants the player character the a talent. Abilities Yes Yes
AddTalent
 objectGuid Guid (Instance ID)
 talentName String
Grants the specified character a talent. Abilities Yes Yes
AddTargetToKiteIgnoreList
 objectGuid Guid (Instance ID)
AI Yes Yes
AddToParty
 objectGuid Guid (Instance ID)
Adds the specified character (or creature) to your party. See also RemoveFromParty. Party Yes Yes Yes
AddTurns
 amount Int32
Advances the stronghold time by amount turns. Stronghold Yes Yes
AddWear
 characterId Guid (Instance ID)
 slot String (EquipmentSlot)
 amount Single
Adds wear / durability damage to an equipped item. This only works while Abydon's Challenge is enabled.

See also ToggleDurabilityDebug, SetGodChallengeEnabled

Items Yes Yes
AdjustFatigueLevel
 objectGuid Guid (Instance ID)
 increment Int32
Adjusts the fatigue level of the character. See also SetFatigue. Health Yes Yes
AdjustMorale
 value Int32
Increases or decreases crew morale. Values less than 0 will reduce morale, values above 0 will increase morale.
See also SetMorale.
Ship Crew Yes Yes
AdjustPartyFatigueLevelWithSkillCheck
 increment Int32
 skillType String (CharacterStats.SkillType)
 comparisonOperator String (Conditionals.Operator)
 skillValue Int32
Adjusts the fatigue level of all party members given a skill check. If the comparison evaluates as true, the fatigue adjustment is applied to the character. See also AdjustFatigueLevel. Health Yes Yes
AdjustPrestige
 adj Int32
Increases or decreases Stronghold prestige by adj. Stronghold Yes Yes
AdjustSecurity
 adj Int32
Increases or decreases Stronghold security by adj. Stronghold Yes Yes
AdjustSevereInjuryDuration
 target Guid (Instance ID)
 afflictionGameData Guid (AfflictionGameData)
 duration Int32
Adjust the duration of an injury on the target. Values less than 0 will reduce remaining recovery time, greater than 0 will increase recovery time. Health Yes Yes
AdjustSupplyCount
 supplyType String (ShipSupplyType)
 value Int32
Adjust the Defiant's supply of a type of supply. Values less than 0 will reduce the supply, values above 0 will increase the supply. The supply count won't go above what your ship can hold. Ships Yes Yes
AdjustSupplyCountPercentage
 supplyType String (ShipSupplyType)
 minPercent Int32
 maxPercent Int32
Adjust the Defiant's supply of a type of supply. The value to be adjusted is a randomized percentage of the current stock (between the min and max values passed). For example if you have 10 Ammo, and set minPercent and maxPercent to 50, you gain +5 Ammo. Negative percentages are allowed to reduce the supply count. Ships Yes Yes
AdvanceDay Advance in-game time by 26 hours (1 day in Eora). Time Yes Yes Yes
AdvanceQuest
 questId Guid (Quest)
Advances to the next stage of the quest. Quest Yes Yes Yes
AdvanceTimeByHours
 hours Int32
Advance in-game time by hours. Time Yes Yes Yes
AdvanceTimeByHoursNoRest
 hours Int32
Advance in-game time by hours, without resting (wait). Time Yes Yes Yes
AdvanceTimeToHour
 hours Int32
Set the time to a specific hour of the current day. Time Yes Yes Yes
Aggression
 name Guid (Instance ID)
 aggression String (AIController.AggressionType)
Sets the AggressionType on a party member, this is the value shown under "Auto-Attack" in the AI Behaviour window (right click the AI icon in the bottom left) In addition to the GameObject name of the character, you can also use "player" to affect the player or "all" to affect all party members. AI Yes Yes
Aggression
 character Guid (Instance ID)
 aggression String (AutoAttackType)
Sets the AutoAttackType on a character. AI Yes Yes
AI Same as AIAll, but only when the mouse is hovering over a character. Debug Yes Yes
AIAll Displays a UI above all AI characters, which logs some information about the character's AI behaviour. Debug Yes Yes
AIClearCurrentAction
 objectGuid Guid (Instance ID)
Clears the CurrentAction on the AIController of objectGuid. AI Yes Yes
AIClearForcedAction
 objectGuid Guid (Instance ID)
Clears the ForcedAction on the AIController of objectGuid. AI Yes Yes
AIClearIsOnDestination
 objectGuid Guid (Instance ID)
Clears the "IsOnDestination" flag on the AIController.patrolParams of objectGuid. AI Yes Yes
AIForceAttack
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
Forces the objectGuid character to attack the targetGuid AI Yes Yes Yes
AIForfeitAction
 objectGuid Guid (Instance ID)
Forfeits a controllable character's action during Turn-based mode. AI Yes Yes
AIForfeitActionAny
 objectGuid Guid (Instance ID)
Forfeits a character's action during Turn-based mode. AI Yes Yes
AIForfeitMovement
 objectGuid Guid (Instance ID)
Forfeits a characters available movement during Turn-based mode. AI Yes Yes
AIInvestigateObject
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 movementType
String (MovementType)
 range
Single
Paths the character to the target object, stopping when within range meters of the object, returns to the previous path after investigating. AI Yes Yes
AIMoveToNextWaypoint
 objectGuid Guid (Instance ID)
Forces the objectGuid character to move to their next waypoint. AI Yes Yes
AIPathToObject
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 movementType String (MovementType)
 arrivalRadius Single
Paths the character to the target object, stopping when within arrivalRadius of the object. AI Yes Yes
AIPathToPoint
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 movementType String (MovementType) - poe2
 String (AnimationController.MovementType) - poe1
Paths the character to the target object, stopping exactly on the object. AI Yes Yes Yes
AIPickRandomDestination
 objectGuid Guid (Instance ID)
 minRange Single
 maxRange Single
Picks a random destination for the AI in a radius between minRange and maxRange, as if the character is terrified. AI Yes Yes
AIRecordRetreatPosition
 objectGuid Guid (Instance ID)
AI Yes Yes
AISetAnimationLooping
 objectGuid Guid (Instance ID)
 isAnimationLooping Boolean
Loops the character's current animation. AI Yes Yes
AISetAnimationStatusEffect
 objectGuid Guid (Instance ID)
 statusEffectAnimType String (StatusEffectAnimType)
Plays a status effect animation on the character. AI Yes Yes
AISetArrivalDistance
 objectGuid Guid (Instance ID)
 arrivalDistance Single
Sets the arrival distance on a target (clamps to above 0.05). AI Yes Yes Yes
AISetBusy
 objectGuid Guid (Instance ID)
 isBusy Boolean
Sets IsBusy on the object to isBusy AI Yes Yes Yes
AISetCurrentActionFinished
 objectGuid Guid (Instance ID)
 waiting Boolean
Sets IsActionFinished to waiting on the CurrentAction for this character. AI Yes Yes
AISetCurrentActionToForcedAction
 objectGuid Guid (Instance ID)
Sets the the CurrentAction to the ForcedAction on the character, causing it to be foreced. AI Yes Yes
AISetPackage
 objectGuid Guid (Instance ID)
 newType String (AIPackageController.PackageType)
Changes the AI package on the character. AI Yes Yes
AISetPatrolling
 objectGuid Guid (Instance ID)
 shouldPatrol Boolean
Enables or disables AI patrolling on the character. AI Yes Yes
AISetPatrolPoint
 objectGuid Guid (Instance ID)
 waypointGuid Boolean
Sets a new base patrol point for the character. AI Yes Yes
AISetScriptedBehavior
 objectGuid Guid (Instance ID)
 scriptedBehavior String (ScriptedBehaviorType)
Sets a new ScriptedBehaviorType for the character. AI Yes Yes
AISetScriptedUseObject
 objectGuid Guid (Instance ID)
 objectGuid Guid (Instance ID)
Sets the AI to interact with the object passed. AI Yes Yes
AISetWaitingToSelectAnAction
 objectGuid Guid (Instance ID)
 waiting Boolean
Sets the WaitingToSelectAnAction flag on the AIParams of the AIController's current behaviour. AI Yes Yes
AIShipAction Trigger's the AI's action during a ship duel. Ship Duel Yes Yes
AIShout Debugs information regarding the "shout" mechanic, whereby enemies will call for help to allies in a radius (during combat). Debug Yes Yes
AIShowInvestigateIndicator
 objectGuid Guid (Instance ID)
Show the "investigating" indicator on this character. AI Yes Yes
AIUnlockTurn
 objectGuid Guid (Instance ID)
Unlocks a characters turn so that they may perform more actions during Turn-based mode combat. AI Yes Yes
AllPartyMembersToBench Removes all party members from the current party. Party Yes Yes
AntiStagingWorldMap Can only be activated while on the world map. This effectively zooms the world map in on the players location, locking the camera to the edges of this stage until the player ship leaves the area. The "stages" are centered around areas in the map, with the only stages seemingly being Maje Island, and the southwestern corner of the map. Once the player leaves a stage, the map is zoomed out to cover a slightly wider area, until the entire map is in view.
This was likely used as a test during development.
World Map Yes
AnyPartyMemberUseAbility
 nameStringId Int32
Causes the first party member with the ability nameStringId to cast the ability. RPG Yes Yes
AnyPartyMemberUseAbility
 abilityGuid Guid (GenericAbilityGameData)
Causes the first party member with the ability abilityGuid to cast the ability. RPG Yes Yes
AO Toggles ambient occlusion, though this has little effect on most maps. Graphics Yes
ApplyAffliction
 objectGuid Guid (Instance ID)
 affliction String
Applies an affliction to the character.

The affliction string is the tag of the affliction, not the ID (in double quotes if required, case sensitive) - and is limited to a subset of afflictions specifically exposed to scripts: Bruised Ribs, Concussion, Sprained Wrist, Swollen Eye, Twisted Ankle, Wrenched Knee, Wrenched Shoulder, Boon_Aldwyn, Boon_Big_Durmsey, Boon_Gjefa, Boon_Iqali, Boon_Lyrinia, Boon_Orico, Boon_Serel, Confused, Dominated, Frostbite, Severe Burn, Severe Wound, System Shock, StrangeIllness

See also RemoveAffliction

Health Yes Yes
ApplyAfflictionToBestPartyMember
 affliction String
 skillType String (CharacterStats.SkillType)
Applies an affliction to the party member with the best rating in skillType. Health Yes Yes
ApplyAfflictionToPartyMember
 affliction String
 index Int32
Applies an affliction to the party member in a particular slot index. Health Yes Yes
ApplyAfflictionToPartyWithSkillCheck
 affliction String
 skillType String (CharacterStats.SkillType)
 comparisonOperator String (Conditionals.Operator)
 skillValue Int32
Applies an affliction to the party member(s) that match a conditional skill check. If the comparison evaluates as true, the affliction is applied to the character. Health Yes Yes
ApplyAfflictionToPartyWithSkillCheckScaled
 affliction String
 skillType String (CharacterStats.SkillType)
 comparisonOperator String (Conditionals.Operator)
 skillValue Int32
 scaler Int32
Applies an affliction to the party member(s) that match a conditional skill check. If the comparison evaluates as true, the affliction is applied to the character. The check will be scaled by the current enabled scaler. Health Yes Yes
ApplyAfflictionToWorstPartyMember
 affliction String
 skillType String (CharacterStats.SkillType)
Applies an affliction to the party member with the worst rating in skillType. Health Yes Yes
ApplyDamageToPlayerShip
 value Int32
 damageType String (ShipDuelDamageType)
Deals damage to the player ship during a ship duel. Ship Duel Yes Yes
ApplyDamageToShip
 ship String (ShipDuelParticipant)
 damageType String (ShipDuelDamageType)
 value Int32
Deals damage to a specific ship during a ship duel. Ship Duel Yes Yes
ApplyLegacyHistoryToGame Applies the selected history in the legacy UI to the current game. Character Yes Yes
ApplyProgressionTable
 character Guid (Instance ID)
 tableId Guid (BaseProgressionTableGameData)
Gives a character all the abilities contained in the progression table with the id tableId. See also ApplyProgressionTable. Abilities Yes Yes
ApplyRandomSevereInjuryToRandomCrew
 count Int32
 ignorePlayer Boolean
Applies a random severe injury to count of your crew. Ship Crew Yes Yes
ApplySevereInjury
 target Guid (Instance ID)
 afflictionId Guid (AfflictionGameData)
Applies a severe injury to the target. Health Yes Yes
ApplyShipEvent
 target String (ShipDuelParticipant)
 eventGuid Guid (ShipDuelEventGameData)
Applies an event to the ship (this is something that occurs during ship combat that takes crew intervention to fix). Ship Duel Yes Yes
ApplyStatusEffect
 targetGuid Guid (Instance ID)
 statusEffectGuid Guid (StatusEffectGameData)
Applies a status effect to the target. See also RemoveStatusEffect. Health Yes Yes
ApplyStatusEffectToPartyWithSkillCheck
 effectId Guid (StatusEffectGameData)
 skillGuid Guid (SkillGameData)
 comparisonOperator String (Operator)
 skillValue Int32
Applies a status effect to all target party members that match a conditional skill check. RPG Yes Yes
ApplyStatusEffectToPartyWithSkillCheckScaled
 effectId Guid (StatusEffectGameData)
 skillGuid Guid (SkillGameData)
 comparisonOperator String (Operator)
 skillValue Int32
 skillValue String (DifficultyScaler)
Applies a status effect to all target party members that match a conditional check. The check and the status effect are scaled by the scaler passed. RPG Yes Yes
AreaTransition
 areaName String (MapType)
 startPoint String (StartPoint.PointLocation)
Teleports the party to the map with the areaName at a particular startPoint. World Map Yes Yes
AreaTransition
 mapGuid Guid (MapGameData)
 startPoint String (PointLocation)
 referenceByNameStartPoint String
Teleports the party to the map with the guid mapGuid at a particular startPoint. If the startPoint passed is "ReferenceByName", the function expects a unique start point string in the last parameter, otherwise you should pass an empty/random string, e.g. "". World Map Yes Yes
ArenaVictory Triggers a victory in the current Pool of Memories [SSS] arena challenge. Arena Yes Yes
AttributeScore
 character Guid (Instance ID)
 attribute String (AttributeType) - poe2
                      String (AttributeScoreType) - poe1
 score Int32
Set an attribute of a target to the value of score e.g. AttributeScore Companion_Eder(Clone) Might 18 will give Edér a base Might score of 18). Character Yes Yes Yes
AuditSaveGame Writes all save data to a CSV in %USERPROFILE%\Saved Games\Pillars of Eternity\SaveGameAudit.csv, then opens it with your default text editor. In Deadfire, this only writes an empty file. Debug Yes Yes
Autosave Triggers autosave (same as F5). General Yes Yes Yes
BatchDelay
 seconds Single
Adds a specified delay, in seconds, to the current program routine. This yields the routine (via WaitForSeconds) before calling the next command. The time waited is scaled by the current Time.timeScale. Exec Yes
BatchDelayFrame Adds a single frame of delay to the current program routine. Exec Yes
BatchDelayRandom
 minSeconds Single
 maxSeconds Single
Same as BatchDelay, but picks a random wait time between minSeconds and maxSeconds. Exec Yes
BatchDelayRealtime
 seconds Single
Same as BatchDelay, but uses WaitForSecondsRealtime and thus is unaffected by the current timeScale. Exec Yes
BatchDeleteVar
 variable String
Unassigns and deletes a local variable that was assigned with BatchLetVar. Exec Yes
BatchEnd Marks the running batch program as terminated, effectively stopping it. Exec Yes
BatchGoto
 label String
Jumps to a specific point of execution in the running batch program. The command searches for a line at any point in the file containing BatchLabel label (case insensitive), where label is the string passed to this command. Exec Yes
BatchGotoIf
 label String
 conditional String
Same as BatchGoto, but only if the conditional evaluates to true. Conditionals with one or more parameters must be encapsulated in double quotes. Exec Yes
BatchLabel
 label String
This command does nothing during execution (and is skipped over), but it can be used to identify a point in the batch file to jump to with BatchGoto. Exec Yes
BatchLetVar
 variable String
 expression String
Assigns a local variable (the scope of which is limited to the current executing program/batch file) to the returned result of a mathematical expression. Internally this uses Mathos Parser, see their documentation for valid expression syntax. See also BatchDeleteVar and BatchPrint. Exec Yes
BatchPrint
 expression String
Prints the result of an expression to console. See BatchLetVar. Exec Yes
BatchRealDelayRandom
 minSeconds Single
 maxSeconds Single
Same as BatchDelayRandom, but uses WaitForSecondsRealtime and thus is unaffected by the current timeScale. Exec Yes
BatchWaitForCombatStart Waits until combat has started before moving to the next instruction in the loaded program. Exec Yes
BatchWaitForCombatEnd Waits until combat has ended before moving to the next instruction in the loaded program. Exec Yes
BatchWaitForCutscene Waits until cutscenes are no longer playing before moving to the next instruction in the loaded program. Exec Yes
BatchWaitForIdle
 characterId Guid (Instance ID)
Waits until the specified character's AIController is idle before moving to the next instruction in the loaded program. Exec Yes
BatchWaitForLoad Waits until scenes are no longer being loaded before moving to the next instruction in the loaded program. Exec Yes
BB Toggles Backer Beta mode (shows BB on the menu screen) Starting a new game will begin the character in the backer beta. Careful when using this in a full version save game, as doing so might break your save.

In Pillars of Eternity you can instead use the command line argument -bb to enable BB mode. When enabled, starting a new game will place the party on the map "AR_0001_Dyrford_Village" (Dyrford Village). See also E3

General * Yes
BeginShipDuel
 opponent Guid (ShipCaptainGameData)
Starts ship combat with a specific opponent. Ship Duel Yes Yes
BeginWatcherMovie Starts the watcher movie. You can stop it with EndWatcherMovie. UI Yes Yes Yes
BindCommand
 key String
 command String
Binds a key to a command so that it is called when the key is pressed. The command must be enclosed in double quotes as a single string (internal double quotes may be escaped with \"). You can only provide a single non-modifier key, and it must be a member in the UnityEngine.KeyCode enumeration.

To use a modifier, use a + as a delimiter. The modifier(s) may be one ctrl, alt, or shift. Providing more than one of the same modifier has no effect. For example Ctrl+Alt+T.

Also see UnbindCommand and BindCommand.

Console Yes
BindItemInSlot
 characterGuid Guid (Instance ID)
 characterClass Guid (CharacterClassGameData)
 slot String (EquipmentSlot)
Binds the soulbound item equipped to characterGuid in the slot specified. Items Yes Yes
BlockForShipAI Ship Duel Yes Yes
BloodyMess Every killing blow explodes the enemy into a bloody mess, shaking the screen (as if it was a Crit). General Yes Yes
Breakpoint Breaks the game process at the current execution position. Crashes the game if a debugger is not connected. See also ConditionalBreakpoint. Debug Yes
Bug Creates a bug report, saving it to %USERPROFILE%\Saved Games\Pillars of Eternity II\Bugs. Does nothing in poe1. Debug Yes Yes
CalculateDestinationPoint
 objectGuid Guid (Instance ID)
AI Yes Yes
CalculateFleeCombatDestination
 objectGuid Guid (Instance ID)
See also FleeCombat. AI Yes Yes
CalculateInteractionPoint
 objectGuid Guid (Instance ID)
AI Yes Yes
CallGlobalScriptAfterTimePasses
 id Guid (GlobalScript)
 days Guid (GlobalScript)
 hours Guid (GlobalScript)
 minutes Guid (GlobalScript)
 seconds Guid (GlobalScript)
 deleteOnZoneTransition Guid (GlobalScript)
Fires the global script with the GUID id after the specified amount of in-game time passes. Globals Yes Yes
CallGlobalScript
 id Guid (GlobalScript)
Fires the global script with the GUID id. These can be found in the file "PillarsOfEternityII_Data\exported\design\globalscripts\globalscripts.globalscriptbundle Globals Yes Yes
CameraMoveDelta
 value Single
Sets the scroll speed of the camera when using the arrow keys or screen edge panning. This is the same setting as in Settings > Camera > Scroll Speed, and will override the value set there. Camera Yes
CastAbility
 casterId Guid (Instance ID)
 ability Guid (GenericAbilityGameData)
 empower Boolean
Makes the character cast the specified ability. The ability must be one that is already known by the character. Abilities Yes Yes
CastImmediately
 objectGuid Guid (Instance ID)
Casts the selected (targeting) ability. Same as clicking after selecting an ability. AI Yes Yes
ChallengeMode
 setting String (ChallengeMode) - poe2
                   String - poe1
Toggles a challenge mode on or off. TrialOfIron or Expert Difficulty Yes Yes Yes
ChangeTeam
 objectGuid Guid (Instance ID)
 teamGuid Guid (TeamGameData)
Changes team of objectGuid to the team of teamGuid Faction Yes Yes
ChangeWaterLevel
 objectGuid Guid (Instance ID)
 newLevel Single
 time Single
Change the water level of a water plane to a new level over time. Weather Yes Yes Yes
CharacterUseAbility
 objectGuid Guid (Instance ID)
 nameStringId Int32
Casts/uses an ability on this character. See also SlotCanUseAbility. Abilities Yes Yes
CharacterUseAbility
 objectGuid Guid (Instance ID)
 abilityGuid Guid (GenericAbilityGameData)
Casts/uses an ability on this character. Abilities Yes Yes
Chipmunk Changes the pitch of all audio to be 75% higher than normal. General Yes
ChooseNewWaypoint
 objectGuid Guid (Instance ID)
AI Yes Yes
ClearAchievements Resets progress on all achievements (only in Steam version). Achievements Yes Yes
ClearActiveTownies Removes all townspeople from the current map. General Yes Yes
ClearBoundCommands Clears all keybindings that were bound with BindCommand. Console Yes
ClearConversationNodeAsRead
 conversation String - poe1
                            Guid (Conversation) - poe2
 nodeID Int32
Clears a node in a conversation as being "read", setting the conversation node's "MarkedAsRead" flag to false. See also MarkConversationNodeAsRead. Conversation Yes Yes Yes
ClearPerceptionState
 objectGuid Guid (Instance ID)
Clears the perception state on a character. AI Yes Yes Yes
ClearPreviousAttackTarget
 objectGuid Guid (Instance ID)
AI Yes Yes
ClearSkies Sets the weather forecast to "Sunny". Also a reference to the common Rauataian saying. Weather Yes Yes
ClearSpecifiedGuids Clear GUIDs saved by Specify commands. General Yes Yes


ClearStash Removes all items from the stash. Items Yes Yes
ClipCursor
 active Boolean
Calls ClipCursor from the Win32 API, which restricts the mouse cursor to the window until alt-tabbed. This is the same setting as Settings > Game > Cage Cursor, and will override the value set there. Graphics Yes Yes
CloseAllUIWindows Closes all currently open UI windows. UI Yes Yes
CloseCharacterCreation Closes the character creation screen. See also OpenCharacterCreation. UI Yes Yes
Close
 objectGuid Guid (Instance ID)
Closes the object/door/container. See also Open. OCL Yes Yes Yes
Cls Clears the combat log / console. Console Yes
CompanionAddRelationship
 sourceGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 axis String (Axis)
 strengthGuid Guid (ChangeStrengthGameData)
 onlyInParty Boolean
Modifies the relationship the source party member has with the target party member, in the axis direction, of strength strengthGuid.

An example would be CompanionAddRelationship Companion_Pallegina(Clone) b1a8e901-0000-0000-0000-000000000000 Positive Major false.

The player does not have a relationship score towards companions, and is therefore invalid when passed as the sourceId.

Companion Yes Yes
CompanionResolveRelationship
 sourceGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 mutual Boolean
Resolves the relationship the source party member has with the target party member. Companions with a "resolved" relationship can no longer have their relationship altered by eachother. Companion Yes Yes
ConditionalBreakpoint
 conditional String
Breaks at the current point of execution if the conditional does not evaluate to true. Note that this crashes the game if a debugger is not attached. See also Breakpoint. Debug Yes
ConsumeShipDrink
 value Int32
Subtracts drinks from the current drinks resource. Although you can input a negative number, it has no effect. Ships Yes Yes
ConsumeShipFood
 value Int32
Subtracts food from the current food resource. Although you can input a negative number, it has no effect. Ships Yes Yes
ContinueShipAction
 participant String (ShipDuelParticipant)
Continue an ongoing ship action on the participant. Ship Duel Yes Yes
Cosmic
 code String
Unlocks and gives you a unique cosmic pet when used with particular codes. Valid codes are Bird (Orbit), Cat (Luna), and Dog (Comet). May only be used once per save. Items Yes
CraftingDebug Adds high amount of all crafting ingredients to stash. In poe1: "You magically conjure crafting supplies of all kinds.". In poe2: "You magically conjure a limitless supply of crafting ingredients." Items Yes Yes Yes
CSharp
 source String
Encapsulates the passed source it in the following class, and then executes it.
using UnityEngine;class DynamicallyCompiled{public static void Run(){ <source here> }}"

If no errors were found, the static method Run in the class DynamicallyCompiled is executed. Due to the nature of this encapsulation, you cannot load a full .cs file. If they are required, usings must be substituted with fully qualified types.

Mono 2.10.x or older must be installed (2.10.9), and symlinks must be created between:

  • ..\steamapps\mono\mono\mini, and C:\Program Files (x86)\Mono\bin
  • ..\common\Pillars of Eternity\lib\net_2_0 and C:\Program Files (x86)\Mono\lib\mono\2.0

otherwise the command will hang on "Compiling code..."

Exec Yes
CSharpFile
 file String
Loads C# code from a file at the specified path, then calls CSharp with its contents. Exec Yes
CycleWeather Picks a random weather pattern and cycles to it. Weather Yes Yes
Damage
 amount Single
Damages all party members by amount damage. Health Yes Yes
Damage
 targetObject Guid (Instance ID)
 amount Single
Damages the targetObject by amount. Health Yes Yes
DamageQuarterHealth
 targetObject Guid (Instance ID)
Sets the targetObject's health to 25% (a quarter) of its max health. Health Yes Yes
DeactivateTrap
 trapGuid Guid (Instance ID)
 disarmTrap Boolean
Deactivates a trap. If disarmTrap is true, disarms it as well (removing it, and placing the trap in the stash). General Yes Yes
DealDamage
 objectGuid Guid (Instance ID)
 damage Single
Deals damage damage to the passed object. Health Yes Yes Yes
DebugAdvanceQuest
 questName Guid (Quest)
Debug version of AdvanceQuest. Advances to the next stage of the quest. Quest Yes Yes Yes
DecrementTrackedAchievementStat
 stat String (TrackedAchievementStat) - poe1
 stat String (TrackedAchievementStat) - poe2
Opposite of IncrementTrackedAchievementStat, subtracts 1 from an achievement that keeps track of a number of some sort. Achievements Yes Yes Yes
DeletePrefs Removes all PlayerPrefs from the registry (at HKEY_CURRENT_USER\Software\Obsidian Entertainment\Pillars of Eternity. This resets all settings to default, but you will not lose any save data. General Yes Yes
DeliverMissive
 table String (StringTableType)
 id Int32
 itemGuid Guid (ItemGameData)
Delivers a missive to the player, which presents them with a message and an item to optionally examine. General Yes Yes
DestroyItemInSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot)
Removes an item on a character equipped to a specific slot, destroying it (instead of putting it in the stash). Items Yes Yes
DestroySelf
 objectGuid Guid (Instance ID)
Destroys a character, removing it from the scene. AI Yes Yes
DestroyWeaponInSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot)
 weaponSet Int32
Removes a weapon on a character that is equipped to a specific slot, destroying it (instead of putting it in the stash). Items Yes Yes
Difficulty
 setting String (GameDifficulty)
Sets the game difficulty to the selected level. Difficulty Yes Yes Yes
DisableFogOfWar Disables fog of war entirely. Identical to NoFog.

See also RevealAllFogOfWar.

Fog of War Yes Yes
DisableMusicLoopCooldown Disables the pause/cooldown between music loops. See also EnableMusicLoopCooldown Audio Yes Yes
DisableStronghold Disables the stronghold. Stronghold Yes Yes
DisableTownieSchedule
 objectGuid Guid (Instance ID)
Disables the TownieSchedule component on the specified object, then calls ClearActiveTownies. General Yes Yes
DisableWeather Disables all current and future weather patterns. Re-enable with the command EnableWeather. Weather Yes Yes
DisplayHUDTitleText
 titleText String
 subtitleText String
 duration Single
Shows the same UI that appears when you first enter a town, with a custom title and subtitle.
See also TriggerCinematicIntro.
UI Yes Yes
DisplayHUDTitleTextUsingDatabaseStrings
 titleTable String (StringTableType)
 titleId Int32
 subtitleTable String (StringTableType)
 subtitleId Int32
 duration Single
 introDelay Single
Same as DisplayHUDTitleText, but sources the strings from a stringtable.
See also GrantXPAndDisplayHUDTitleText.
UI Yes Yes
DisplayLegacyHistoryWindow Shows the legacy history UI (picking a "legacy", your actions from poe1) UI Yes Yes
DispositionAddPoints
 axis String (Disposition.Axis)
 strength String (Disposition.Strength)
Adds the specified number of disposition points.
There are only 4 disposition ranks, each of which equals 25 points (Rank 0 (no enum): < 1, Rank 1 (enum None): 1-25, Rank 2 (enum Rank1): 25-50, Rank 3 (enum Rank2): 50-75, Rank 4 (enum Rank3): >75, lower limit inclusive, upper limit exclusive).

The underlying value of strength is an integer, so you can pass numbers to this too, instead of just Minor/Average/Major. Adding a negative strength decreases the disposition and can lower or even completely remove the player's rank in that disposition.

Disposition Yes Yes
DispositionAddPoints
 dispositionGuid Guid (DispositionGameData)
 strengthGuid Guid (ChangeStrengthGameData)
Same as poe1's DispositionAddPoints, but takes a guid instead of an integer (meaning you can't change by a fixed value, or subtract points).
The ranks are also scaled differently: Rank 0 (no enum): < 4, Rank 1 (enum None): 4-12, Rank 2 (enum Rank1): 12-25, Rank 3 (enum Rank2): 25-45, Rank 4 (enum Rank3): > 45)
Disposition Yes Yes
DozensGameRollOpponent Does the opponents roll during a game of dozens. Minigame Yes Yes Yes
DozensGameRollPlayer Does the players roll during a game of dozens. Minigame Yes Yes Yes
DrawSelectionCircle
 targetGuid Guid (Instance ID)
 show Boolean
Draws the selection circle on the target (regardless of if they are being selected or not). General Yes Yes
DumpPanelsWidgets Creates a list of all UIPanels and their UIWidgets, saving it to D:/paneldump.txt UI Yes
DumpUiFromHovered Saves information regarding the currently hovered UI panel, saving it to D:/uidump.txt UI Yes
E3 Enables "E3 Mode".

In Pillars of Eternity you can instead use the command line argument -e3. When enabled, starting a new game will show a unique "The White March - Part I" title card, and will start the party on the map "PX1_0101_Ogre_Camp_01" loading the save file "e3demo.savegame". If this save doesn't exist, the game will fail to load. Pressing F9 will disable fog of war and will hide the HUD, pressing F10 will return to the main menu.

Has no effect in Pillars of Eternity II: Deadfire, other than adding "E3" to the version info in the main menu.

See also BB

General * Yes
EmergeStart
 objectGuid Guid (Instance ID)
AI Yes Yes
EmergeLurk
 objectGuid Guid (Instance ID)
 objectGuid Int32
AI Yes Yes
EnableDeepWaterTravel Adds the "Deep Water Travel" ship upgrade. Ships Yes Yes
EnableMusicLoopCooldown Enables the pause/cooldown between music loops. See also DisableMusicLoopCooldown Audio Yes Yes
EnableSceneStreaming
 value Boolean
Enable or disable streaming of scene assets. The boolean value is not taken into account at all, and this command will always enable streaming in (pre-loading) adjacent scenes. The default behaviour is LeaveVisitedScenesInMemory.
The streaming process can be viewed with ToggleSceneLoadDebug.
World Map Yes
EnableShipDuelLogging
 enable Boolean
Enables or disables printing of additional information during a ship duel. See also ToggleShipDuelLogging Ship Duel Yes
EnableWeather Re-enable weather disabled by DisableWeather. See also CycleWeather. Weather Yes Yes
EnchantingDebug Enables the "Enchant" button on all weapons, however this doesn't have much use. UI Yes Yes
EncounterDespawn
 objectGuid Guid (Instance ID)
Encounter Yes Yes Yes
EncounterReset
 encounterGuid Guid (Instance ID)
Encounter Yes Yes
EncounterSetCombatEndWhenAllAreDeadFlag
 objectGuid Guid (Instance ID)
 boolValue Boolean
Sets the encounter flag which ends combat when all enemies are dead. Encounter Yes Yes Yes
EncounterSetPlayerRelationship
 encounterGuid Guid (Instance ID)
 relationship String (Relationship)
Encounter Yes Yes
EncounterSpawn
 objectGuid Guid (Instance ID)
Encounter Yes Yes Yes
EncounterStartWave
 encounterGuid Guid (Instance ID)
Encounter Yes Yes
EncounterStopCombat
 encounterGuid Guid (Instance ID)
Encounter Yes Yes
EndGame Triggers the end game slides. General Yes Yes Yes
EndScriptedMusic Ends scripted music that was started with PlayScriptedMusic. Audio Yes Yes
EndShipDuel Ends the ship duel. Ship Duel Yes Yes
EndWatcherMovie Ends the watcher movie that was started with BeginWatcherMovie. UI Yes Yes Yes
EndWeatherPattern
 isTransitionInstant Boolean
Ends the weather pattern in the current scene.
All also StartWeatherPattern.
Weather Yes Yes
Eval
 conditional Guid (Instance ID)
Prints the result of evaluating one of the massive list of Conditionals. The conditional and its parameter(s) must be enclosed in a string, for example Eval "IsAutoAttackEnabled Companion_Aloth(Clone)". See the associated list here, or use FindConditional. Debug Yes Yes
Exec
 filename String
Executes a series of "batch" of console commands from a file of filename with the extension .txt. The file must have one command per line, and be located either in %USERPROFILE%\Documents\Pillars of Eternity II\Batch Files or in Pillars of Eternity II\PillarsOfEternityII_Data\data\batchfiles. See the existing files in the latter folder for an example. See also StopExec

A number of control commands are used specifically to control the flow of commands used in Exec. These commands are (mostly) prefixed with "Batch", and allow batch files to have branching statements, conditionals, and even variables.

Exec Yes
ExecuteStrongholdVisitor
 tag String (StrongholdVisitor.Tag)
Kills a stronghold visitor (assuming they are already at the stronghold). Stronghold Yes Yes
ExitAmbientAnimation
 objectGuid Guid (Instance ID)
AI Yes Yes
ExportCharacter
 character Guid (Instance ID)
Exports a specified character instance to file (created in %LocalAppData%\Temp\Obsidian Entertainment\Pillars of Eternity II\characterexport, then moved to %USERPROFILE%\Saved Games\Pillars of Eternity II\ExportedCharacters\) Saves Yes
ExportGlobals Create a list of all global variable and their current values, saving it to to Pillars of Eternity xx\Output Global Variables\global_variables_YYYY-MM-DD HH-MM-SS. Debug Yes Yes
FaceTarget
 objectGuid Guid (Instance ID)
Causes the character AI to face its target. AI Yes Yes
FadeFromBlack
 time Single
 music Boolean
 audio Boolean
Fades from black, over time seconds. Fade Yes Yes Yes
FadeInAudio
 parentObject Guid (Instance ID)
 fadeTime Single
Fades out all child AudioSource's of the parentObject, with a specified fade time. See also FadeInAudio. Audio Yes Yes
FadeInGameObject
 objectGuid Guid (Instance ID)
 time Single
Fades in the AlphaControl components on the object. Fade Yes Yes
FadeInChildGameObjects
 objectGuid Guid (Instance ID)
 time Single
Fades in all child AlphaControl components that are a child of objectGuid. Fade Yes Yes
FadeInSceneVisuals
 time Single
Fades in all root AlphaControl's in the scene.

See also FadeOutSceneVisuals.

Fade Yes Yes
FadeOutAreaMusic Fades out the current area music. See also ResumeAreaMusic. Audio Yes Yes
FadeOutAudio
 parentObject Guid (Instance ID)
 fadeTime Single
Fades out all child AudioSource's of the parentObject, with a specified fade time. See also FadeInAudio. Audio Yes Yes
FadeOutGameObject
 objectGuid Guid (Instance ID)
 time Single
 fadeOutBehavior String (AlphaControl.FadeOutBehavior)
Fades out the AlphaControl components on the object. Fade Yes Yes
FadeOutChildGameObjects
 objectGuid Guid (Instance ID)
 time Single
 fadeOutBehavior String (AlphaControl.FadeOutBehavior)
Fades out all child AlphaControl components that are a child of objectGuid. Fade Yes Yes
FadeOutSceneVisuals
 time Single
Fades out all root AlphaControl's in the scene.

See also FadeInSceneVisuals.

Fade Yes Yes
FadeToBlack
 time Single
 music Boolean
 audio Boolean
Fades to black, over time seconds. Fade Yes Yes Yes
FastFowardAnimators
 target Guid (Instance ID)
Fast forwards all animators on the target (and its children) by 10 seconds. Note the incorrect spelling of "forward". General Yes Yes
FastTime
 fastTime Single
Sets the fast time scale, which is the time multiplier when the speed is set to "fast". Clamped between 0.01 and 200. May crash the game if set too high. The default speed is 1, fast speed is 1.8, and slow speed is 0.33. See also SlowTime Time Yes
Find
 name String
Prints all commands that are named like the input string. Console Yes Yes
FindCharacter
 name String
Prints the GameObject name of all instanced characters in the current scene(s) that are named like the input string. Console Yes Yes
FindConditional
 name String
Prints a list of conditionals that are named like the input string. Console Yes Yes
FindGameData
 name String
Prints the DebugName of all GameData objects that are named like the input string. Console Yes
FindObject
 name String
Prints the name of all Transform objects (specifically - though a Transform is always attached to a GameObject) in the current scene(s) that are named like the input string. If an object has an InstanceID, this is printed in brackets after it. Console Yes Yes
FindPrefab
 bundle String (AssetBundleHint)
 name String
Prints the prefab names (minus extension and path) or all prefabs in a specific asset bundle that are named like the input string. Console Yes
FleeCombat
 objectGuid Guid (Instance ID)
 canQueue Boolean
 teleportAbilityGuid Guid (Instance ID)
 minDistance Single
 maxDistance Single
AI Yes Yes
FlickerHud Disables then enables every UIRoot's GameObject. UI Yes
FlipTile
 objectGuid Guid (TileFlipper)
 frame Int32
Some locations in the game have tiles (i.e. sections of the prerendered background) that can be switched between multiple renders/frames depending on the context. This command will switch to a specfic frame on a TileFlipper object. If an invalid frame is passed, the tile appears blank. Graphics Yes Yes Yes
FocusCameraOnPosition
 targetGuid Guid (Instance ID)
 time Single
Focuses the camera on a target object, moving to it position over time seconds. Camera Yes Yes
Fog Disables line of sight (map fog) for as long as the game is running. See also SetFog. Fog of War Yes Yes
ForceCombatPathing
 objectGuid Guid (Instance ID)
 inCombatIdle Boolean
Forces the character to use combat pathing AI Yes Yes Yes
ForceInCombatIdle
 objectGuid Guid (Instance ID)
 inCombatIdle Boolean
Forces the character in the idle combat stance. AI Yes Yes Yes
ForceRandomEncounterToAttack Forces the current scripted interaction / random encounter to result in combat (only if that is an option). Encounter Yes Yes
ForceShipAiAction
 action String (ShipDuelActionType)
Forces the AI ship to take a specific action. Ship Duel Yes Yes
ForgetTarget
 objectGuid String (Instance ID)
Sets the AI's target object to null. AI Yes Yes
FowDebug
 value Boolean
Doesn't seem to have any effect. Fog of War Yes Yes Yes
FreeCamera Unlocks the camera when it is locked (e.g. when in a cutscene for example). Camera Yes Yes
FreeRecipesToggle Allows crafting without having the ingredients. Items Yes Yes Yes
FullyHeal
 character Guid (Instance ID)
Heals a character by their exact amount of missing health. Health Yes Yes
FXFade
 f Single
Sets the opacity of visual effects when the game is paused. Used to reduce visual noise in combat. This is the same as Settings > Graphics > "VFX Pause Opacity" Graphics Yes
GameCompleteSave Makes a "gamecomplete" save.

See also PointOfNoReturnSave and PreDlcSave.

General Yes Yes Yes
GameOver Shows the game over screen, as if the Watcher died. General Yes Yes
GenerateLootListInto
 objectGuid Guid (Instance ID)
 lootListGuid Guid (LootListGameData)
"Generates" the contents of a loot list into the object, effectively giving them all of the items contained within it. Items Yes Yes
GetCharacterStatsComponent
 objectGuid Guid (Instance ID)
Returns the CharacterStats component of an object.

Has no effect in console.

Helper Yes Yes
GetComponentByGuid
 T Component
 objectGuid Guid (Instance ID)
Returns the first component of type T on an object, throws an exception if none were found.

Has no effect in console.

Helper Yes Yes Yes
GetComponentsByGuid
 T Component
 objectGuid Guid (Instance ID)
Returns the component(s) of type T of an object, throws an exception if none were found.

Has no effect in console.

Helper Yes Yes Yes
GetGameDataByGuid
 T Type (GameDataObject)
 gamedataId Guid (GameDataObject)
Returns a GameDataObject of type T with a specific GUID, throws an exception if one was not found. Has no effect in console. Helper Yes Yes
GetHealthComponent
 objectGuid Guid (Instance ID)
Returns the Health component of an object. Has no effect in console. Health Yes Yes
GetObjectByGuid
 objectGuid Guid (Instance ID)
Returns a GameObject by its GUID, throws an exception if not found. Has no effect in console. Helper Yes Yes
GetPatrolParams
 objectGuid Guid (Instance ID)
Returns the PatrolParams on the AIController of the object. Has no effect in console. Helper Yes Yes
GetTransform
 objectName Guid (Instance ID)
Displays a UI which shows some Transform properties, but only for the frame it was called on. Debug Yes Yes
GetVendorComponent
 storeGuid Guid (Instance ID)
Returns the Vendor component on its GameObject. Has no effect in console. Stores Yes Yes
GiveAdvantage
 target String (ShipDuelParticipant)
Gives a ship duel participant the advantage. This influences other rolls during the duel. Ship Duel Yes Yes
GiveAllConsumableItems
 qty Int32
Gives you qty of every consumable. Items Yes Yes
GiveAndEquipPlayerCrewman
 shipGuid Guid (ShipGameData)
 job String (ShipCrewJobType)
 crewGuid Guid (ShipCrewMemberData)
Gives a crewmember to the ship with a slot to equip them to. Ships Yes Yes
GiveEncounterExperience Gives the crew experience from the active encounter. Ship Crew Yes Yes
GiveFlag
 flag Guid (ShipUpgradeGameData)
Gives you a flag. Ships Yes Yes
GiveItem
 itemName String
 count Int32
Gives the party count of an item.

See also AddItem

Items Yes Yes
GiveItem
 itemGuid Guid (ItemGameData)
Gives the party one of an item. Replaces AddItem in poe1. Items Yes Yes
GiveItemAndEquip
 characterGuid Guid (Instance ID)
 itemName String
 primary Boolean
Gives a character an item and equips it to them (if it's an equippable item). Items Yes Yes
GiveItemAndEquip
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
 primary Boolean
Gives a character an item and equips it to them (if it's an equippable item). primary is only applicable for slots that have a primary and secondary slot. Items Yes Yes
GiveItems
 itemGuid Guid (ItemGameData)
 count Int32
Gives the party count of an item, placing it in the stash. Items Yes Yes
GiveItemsToObject
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
 count Int32
Gives the object count of an item. Items Yes Yes
GiveItemsToQuickBar
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
 quantity Int32
Adds quantity of an item to the characters quick slots, including items that can't usually be placed in those slots. Items Yes Yes
GiveItemsToShipConsumeQueue
 itemGuid Guid (ItemGameData)
 quantity Int32
Adds quantity of an item (must be a consumable) to the consume queue of the ship. Items Yes Yes
GiveItemToNPC
 objectGuid Guid (Instance ID)
 itemName String
 count Int32
Gives the NPC an number of the item with itemName. Items Yes Yes
GiveItemToObject
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
Gives the object one of an item. Items Yes Yes
GiveMoney
 amount Int32
Adds <value> money.
Synonymous with GivePlayerMoney
Items Yes Yes Yes
GivePartyXP
 xp Int32
 printMessage Boolean
Gives the party xp. Party Yes Yes
GivePlayerMoney
 amount Int32
Adds amount money.

Synonymous with GiveMoney

Items Yes Yes Yes
GivePlayerShip
 ship Guid (ShipGameData)
Gives the player a specific ship. shp_submarine_base for the submarine (spoilers from the Royal Deadfire Company line) and shp_galleon_ghost_ship for the ghost ship (spoilers from the Príncipi line). Ships Yes Yes
GiveSailorTales
 count Int32
Adds count sailor tales (sailor experience) to the active crew, that is the crew in the current job slots on the ship (minus reserve). Ship Crew Yes Yes
GiveSailorTalesToCrewMember
 crewMember Guid (Instance ID)
 count Int32
Gives the crew member count sailor tales (sailor experience). Ship Crew Yes Yes
GiveTriumph
 triumph Guid (ShipTrophyGameData)
Gives you a triumph. Ships Yes Yes
GiveTrophy
 trophy Guid (ShipTriumphGameData)
Gives you a trophy. Currently has no effect. This was a planned feature similar to triumphs, but isn't used in-game. The current trophies are Arkemyr's Storybook, Ship in a Bottle, and Explorer's Globe. Ships Yes Yes
GiveWeaponAndEquip
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
 primary Boolean
 weaponSet Int32
Gives the character a weapon and equips it to a particular weapon set. If primary is true, the item is equipped to the primary slot of that set (i.e. the left slot). Items Yes Yes
God Toggle version of SetInvunerable (see that command for more info)

See also NoDamage and SetPreventDeath.

Health Yes Yes Yes
GrantXPAndDisplayHUDTitleText
 titleTable String (StringTableType)
 titleId Int32
 duration Single
 xp Single
 introDelay Single
Shows the same UI that appears when you first enter a town, but only with a title. Also grants experience on entry.

See also DisplayHUDTitleText.

UI Yes Yes
GrappleExit
 objectGuid Guid (Instance ID)
AI Yes Yes
HealParty Heals the party for the exact amount of their missing health (and stamina).

See also FullyHeal.

Health Yes Yes Yes
HelmetVisibility
 state Boolean
Sets the visibility of helmet models on all party members Graphics Yes
HideGrazes Hide grazes from being displayed (in the combat log, and above characters). Health Yes Yes
HideScriptedInteractionPortaits Hides party member portraits from the leftmost panel during a scripted interaction. Interaction Yes Yes
HitReact
 character Guid (Instance ID)
Interrupts a character. Synonymous with Interrupt. Health Yes Yes
ImportCharacter
 filename String
Imports a character from a file in %USERPROFILE%\Saved Games\Pillars of Eternity II\ExportedCharacters\ Saves Yes Yes
IncreaseWorldMapMapSize
 worldMap Guid (WorldMapGameData)
 index Int32
Increases the AreaMapStage (of the world map) to include the WorldMapGameData. World Map Yes Yes
IncrementAttemptCount
 objectGuid Guid (Instance ID)
Increments the amount of attempts the AI has made to get in range of the target. AI Yes Yes
IncrementGlobalValue
 name String
 globalValue Int32
Increments a global with the name name by globalValue. Globals Yes Yes Yes
IncrementTrackedAchievementStat
 stat String (TrackedAchievementStat) - poe1
 stat String (TrackedAchievementStat) - poe2
Adds 1 to an achievement that keeps track of a number of some sort. Opposite of DecrementTrackedAchievementStat Achievements Yes Yes Yes
IncrementTrackedAchievementStat
 stat String (TrackedAchievementStat)
 value Int32
Sets the TrackedAchievementStat to a new value. Note that this command is incorrectly named (should be "SetTrackedAchievementStat"), still works since the other command only has one parameter. Achievements Yes Yes
InteractionSelectPartyMember
 specifyIndex Int32
Has no effect. Interaction Yes Yes
Interrupt
 character Guid (Instance ID)
Interrupts a character. Synonymous with HitReact. Health Yes Yes
Invisible Makes the party invisible: No visible cloaking effect, but enemies will not attack. (Event and conversation triggers still happen.) General Yes Yes Yes
ItemDebug Adds one of every item in the game to the stash (may crash the game). Items Yes Yes
KeyDown
 keyCode String (KeyCode)
Emulates a key down event. Input Yes
KeyPress
 keyCode String (KeyCode)
Emulates a full key down/up press. Input Yes
KeyUp
 keyCode String (KeyCode)
Emulates a key up/release. Input Yes
Kill
 objectGuid Guid (Instance ID)
Kill an object. Health Yes Yes Yes
KillAllEnemies Kills all the enemies that are on the current map. General Yes Yes Yes
KillBarkstringOnSpeaker
 objectGuid Guid (Instance ID)
 instant Boolean
 runScripts Boolean
Conversation Yes Yes
KillDestructible
 objectGuid Guid (Instance ID)
Kills/destroys a destructable object. General Yes Yes
KillStrongholdVisitor
 tag String (StrongholdVisitor.Tag)
Kills a stronghold visitor. Stronghold Yes Yes
KnockDown
 targetGuid Guid (Instance ID)
 duration Single
Knocks down the target object for duration seconds. Health Yes Yes
KnockDown
 character Guid (Instance ID)
Interrupts a character, then knocks them prone. Health Yes Yes
LaunchAttackAtObject
 targetGuid Guid (Instance ID)
 attackGuid Guid (AttackBaseGameData)
Launches attack from targetGuid to targetGuid (at self). Combat Yes Yes
LaunchAttackAtObjectWithCaster
 casterGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 attackGuid Guid (AttackBaseGameData)
Launches an attack from casterGuid to targetGuid Combat Yes Yes
LaunchAttackAtPosition
 targetGuid Guid (Instance ID)
 attackGuid Guid (AttackBaseGameData)
Launches attack from targetGuid to targetGuid (at self), attacking their base position. Combat Yes Yes
LaunchAttackAtPositionWithCaster
 casterGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
 attackGuid Guid (AttackBaseGameData)
Launches an attack from casterGuid to targetGuid, attacking their base position. Combat Yes Yes
LaunchRandomEncounter
 encounterGuid Guid (WorldMapEncounterGameData)
Starts the specified scripted interaction / random encounter. Note that activating an encounter that you've previously completed is likely to just show the slide of the last state it was in, or just not work at all.

There's a bug that causes the game to fail launching a scripted interaction that is normally triggered from the world map, should you trigger it from anywhere else (leaving you in the fade). To avoid this, make sure to use this command while on the world map, otherwise use the command FadeFromBlack to bring back the screen.

See also StartScriptedInteraction, which takes a conversationbundle instead.

Encounter Yes Yes
LearnAllAbilities
 character Guid (Instance ID)
 tableId Guid (BaseProgressionTableGameData)
Gives a character all the abilities contained in the progression table with the id tableId. See also ApplyProgressionTable. Abilities Yes Yes Yes
LevelUpSoulbind
 guid Guid (Instance ID)
Advances a soulbound item to the next level, the item must be bound to a character and equipped. For example LevelUpSoulbind px1_hunting_bow_stormcaller(Clone) Items Yes Yes
LevelUpSoulbind
 owner Guid (Instance ID)
 item Guid (ItemGameData)
Advances a soulbound item to the next level, the item must be bound to a character and equipped. For example LevelUpSoulbind Character_Eder(Clone) Pollaxe_Soulbound_Lord_Darryns_Voulge Items Yes Yes
LevelUpSoulbindObject
 item Guid (Instance ID)
Advances a soulbound item to the next level, taking an instance id of the item to level (doesn't seem to work). Items Yes Yes
LoadAudioBank
 audioBank String
Not implemented. Audio Yes Yes
LoadAudioBankPlayAudioEvent
 objectGuid Guid (Instance ID)
 audioBank String
 audioEvent String
 delay Single
 ignorePause Boolean
Audio Yes Yes
LoadAudioBankPlayAudioEventAdvanced
 objectGuid Guid (Instance ID)
 audioBank String
 audioEvent1 String
 audioEvent2 String
 audioEvent3 String
 audioEvent4 String
 delay Single
 ignorePause Boolean
Audio Yes Yes
LoadAudioBankPlayAudioEventWithID
 id String
 audioBank String
 audioEvent String
 delay Single
 ignorePause Boolean
Audio Yes Yes
LoadAudioBankPlayAudioEventWithIDAdvanced
 id String
 audioBank String
 audioEvent1 String
 audioEvent2 String
 audioEvent3 String
 audioEvent4 String
 delay Single
 ignorePause Boolean
Audio Yes Yes
LoadEncounterMap
 scenarioType String
Asynchronously loads a level. The names of the levels are found World Map Yes Yes
LoadLevel
 name String
Asynchronously loads a level and transitions to it. See the enumerations MapType for poe1, and the GameData MapGameData for poe2. World Map Yes Yes Yes
LoadPartyMemberInSlot
 prefabName String
 slotIndex Int32
Loads a party member (including player) from a prefab, placing them in a specific slot. Party Yes Yes Yes
Lock
 objectGuid Guid (Instance ID)
Locks a specific container. See also Unlock. OCL Yes Yes Yes
LockAllEquipmentSlots
 objectGuid Guid (Instance ID)
Locks all equipment slots on a character.
See also UnlockAllEquipmentSlots
Items Yes Yes
LockCameraAtZoom
 zoom Single
Locks the camera at the specified zoom level. Camera Yes Yes
LockEquipmentSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot) - poe2
             String (Equippable.EquipmentSlot) - poe1
Unlocks an equipment slot on the character (doesn't seem to work).

See also LockEquipmentSlot

Items Yes Yes Yes
LockGameObjectFade
 objectGuid Guid (Instance ID)
 lockFade Boolean
Locks the AlphaControl component on this GameObject, preventing it from being faded by any other systems. Fade Yes Yes
LockMapTooltips
 state Boolean
Enables/disables always showing map tooltips (e.g. character nameplates shown when holding Tab) UI Yes Yes
LogAllObjectDebug Recursively prints the name of every object in the scene (essentially logging the entire hierarchy). This command almost always crashes/locks up the game. Rather use ToggleObjectHierarchy.

Synonymous with LogObjectDebug in poe1.

Debug Yes
LogConversationsTo
 filename String
Writes all conversations that occur to the specified file, which is saved in the Pillars of Eternity II directory. To disable this, pass an empty string "" to LogConversationTo. Careful, passing an incorrect file name can lock up the dialogue UI when it tries to write to the file. Debug Yes
LogDebugName
 dataId Guid
Prints the DebugName of a GameData object, given the GUID. Console Yes
LogItemGet
 item Guid (Item) - poe1
            Guid (ItemGameData) - poe2
 quantity Int32
 stashed Boolean
Prints "You have gained an item: <quantity>x <item>, omitting "<quantity>x" if quantity is 1. If <stashed> is true, prints "<item> added to Inventory" otherwise prints "<item> added to Stash".

Does not work in poe2, since there are multiple commands with the same name (and it takes a ItemGameData instead of its GUID).

Items Yes Yes Yes
LogItemGet
 item Guid (ItemGameData)
 quantity Int32
 destination Int32
 stashed Boolean
Poe2-only method overload of the other LogItemGet, taking an additional destination parameter. Items Yes Yes
LogItemRemove
 itemDisplayName String
 quantity Int32
Prints "You have lost an item: <quantity>x <itemDisplayName>", omitting "<quantity>x" if quantity is 1. Items Yes Yes Yes
LogObjectDebug Recursively prints the name of every object in the scene (essentially logging the entire hierarchy). This command almost always crashes/locks up the game. Synonymous with LogAllObjectDebug in poe2. Debug Yes
LogRecipeGet
 recipeName String - poe1
 recipeGuid Guid (RecipeData) - poe2
Prints "The party has gained a recipe: <recipeName/recipeGuid>." to console. Items Yes Yes Yes
ManageParty Opens the party management screen. Party Yes Yes Yes
MarkConversationNodeAsRead
 conversation String - poe1
                            Guid (Conversation) - poe2
 nodeID Int32
Marks a conversation node as read. NOTE: The conversation in question must have been played at least once for the values to exist (see StartConversation)

You can check if a conversation node has been read/played with Eval "conversationID nodeID"

See also ClearConversationNodeAsRead.

Conversation Yes Yes Yes
MouseToObject
 instanceId Guid (Instance ID)
Moves the mouse to the world position of the passed object. Input Yes
MouseToScreen
 x Single y Single
Moves the mouse to the screen position, in pixels, where 0,0 is the bottom left of the screen. Input Yes
MouseToUiElement
 path String
Moves the mouse to a UI element at the specific hierarchy path (where / denotes a child). Input Yes
MouseToWorld
 x Single y Single z Single
Moves the mouse to the world position xyz. Input Yes
MouseUp
 buttonIndex Int32
Emulates a mouse button down. 0 is left, 1 is right, 2 is middle. Input Yes
MouseDown
 buttonIndex Int32
Emulates a mouse button up. 0 is left, 1 is right, 2 is middle. Input Yes
MouseClick
 buttonIndex Int32
Emulates a full mouse click. 0 is left, 1 is right, 2 is middle. Input Yes
Msaa
 value Int32
Amount of samples used in MSAA, higher values trade performance for anti-aliasing quality. Same as setting "MSAA Samples" in Settings > Graphics. Sets QualitySettings.antiAliasing. The inputted value isn't limited, but you may be restricted to lower values depending on your hardware. See also PrintMsaa. See MultiSamples for the equivalent command in poe2. Graphics Yes
MultiSamples
 multiSamples Int32
Amount of samples used in MSAA, higher values trade performance for anti-aliasing quality. Same as setting "MSAA Samples" in Settings > Graphics. Sets QualitySettings.antiAliasing. Allowed values are 1 (off), 2, 4, and 8, though you may be limited to lower values depending on your hardware. See also PrintMultiSamples. See Msaa for poe1. Graphics Yes
NoDam Same as NoDamage true (not a toggle) Health Yes Yes Yes
NoDamage
 invulnerable Boolean
Toggles damage on or off for all characters, including non-party npcs.

Note that unlike God and SetInvunerable, attacks are still applied to the character, but damage does not go on to affect their Health. This way you can still see damage numbers.

See also SetPreventDeath

Health Yes Yes Yes
NoFog Removes the fog of war. Identical to DisableFogOfWar.

Synonymous with Fog and SetFog in Deadfire.

Fog of War Yes Yes
NoFogWorldMap Removes fog of war on world map. Synonymous with RevealAllFogOfWar. Fog of War Yes Yes
NoMiss Toggles the occurrence of Misses in combat, printing the new state to the console. Combat Yes Yes
NoShipDamage
 state Boolean
Enables/disables damage to ships in a ship duel. Ship Duel Yes Yes
Occlusion Toggles the outlining of characters when they are occluded by objects in the scene. Essentially the same as setting "Occlusion Opacity" to 0 in Settings > Graphics. Graphics Yes
OnPrisonerDeath
 objectGuid Guid (Instance ID)
Kills a stronghold prisoner. Alias of RemovePrisoner. Stronghold Yes Yes
OnHirelingDeath
 objectGuid Guid (Instance ID)
Kills a stronghold hireling. Stronghold Yes Yes
OnVisitorDeath
 objectGuid Guid (Instance ID)
Kills a stronghold visitor (as if they were killed on a mission). Stronghold Yes Yes
Open
 objectGuid Guid (Instance ID)
 ignoreLock Boolean
Opens the object/door/container.

See also Close.

OCL Yes Yes Yes
OpenArenaResult Opens the Pool of Memories [SSS] arena UI to the result screen. Arena Yes Yes
OpenArenaSelection Opens the Pool of Memories [SSS] arena UI to the challenge selection. Arena Yes Yes
OpenCharacterCreation Allows recreation of the player character. Note that all worn items and player inventory will be lost. In Pillars of Eternity, the screen does not automatically fade back in if the character selection is brought up in-game. You'll need to use FadeFromBlack 1 true true to fade back into the world.

See also CloseCharacterCreation

UI Yes Yes Yes
OpenCharacterCreationNewCompanion
 playerCost Int32
 endingLevel Int32
Opens the new character creation screen to create a new companion. UI Yes Yes Yes
OpenCrafting
 location String (Recipe.CraftingLocation)
                     String (CraftingLocation)
Opens the crafting window. Note that in poe1 the item name is case sensitive! location is unnecessary, but required. You can pass None or LleARhemen, the latter will simply not allow you to craft anything. UI Yes Yes Yes
OpenCrewRecruitment
 storeGuid String (Instance ID)
Opens the crew requirement window of particular vendor. Stores Yes Yes
OpenEnchanting
 location String (Recipe.CraftingLocation)
 itemGuid String
Opens the enchanting window to a specific item to enchant. Note that the item name is case sensitive! location is unnecessary, but required. You can pass None or LleARhemen, the latter will simply not allow you to enchant anything. UI Yes Yes
OpenEnchanting
 location String (CraftingLocation)
 itemGuid Guid (ItemGameData)
Opens the enchanting window to a specific item to enchant. location is unused, and is a remnant from the poe1 command of the same name. You can pass None or LleARhemen. UI Yes Yes
OpenInCharacterSheet
 character Guid (Instance ID)
Opens the character sheet of a character instance. UI Yes Yes
OpenInInventory
 character Guid (Instance ID)
Opens the inventory screen to a character instance.

This can be used to easily see the inventory, stats, and ability tree of any character instance, not just companions - a nice alternative to looking through game files.

Swapping to the character tab (with 'C', or the buttons at the bottom) maintains the selected character, allowing you to see their entire character sheet.

UI Yes Yes
OpenInn
 innGuid Guid (Instance ID)
Opens the inn UI of a particular vendor. Stores Yes Yes Yes
OpenInnWithRate
 innGuid Guid (Instance ID)
 rate Single
Opens the inn UI of a particular vendor with a modified rate, which is a multiplier to the usual cost of the rooms. Stores Yes Yes
OpenInventory Opens the the stash to the player. UI Yes Yes
OpenInventory
 target Guid (Instance ID)
Opens the inventory of a character (allows you to pickpocket without being noticed). UI Yes Yes
OpenInventoryOfMember
 targetGuid Guid (Instance ID)
Opens the inventory of a party member. UI Yes Yes
OpenPetMelding
 melderGuid Guid (Instance ID)
Opens the Critter Cleaver interface (since you need an instance ID, this can only be done while in The Dark Cupboard and reference the smasher with LAX_03_Store_Pet_Melder). UI Yes Yes
OpenRecruitment
 storeGuid Guid (Instance ID)
Opens the adventurer recruitment window for a particular store. Stores Yes Yes Yes
OpenStore
 storeGuid Guid (Instance ID)
Opens the store UI of a particular vendor. Stores Yes Yes Yes
OpenStoreWithRates
 storeGuid Guid (Instance ID)
 buyRate Single
 sellRate Single
Opens the store UI of a particular vendor with modified rates. See also SetVendorRates. Stores Yes Yes
OrlanGameReset Moves to the next round of Orlan's Head. Minigame Yes Yes Yes
OrlanGameRollOpponent
 character Guid (Instance ID)
 approach String (OrlansHead.Approach)
Does the opponents move during Orlan's Head. Minigame Yes Yes Yes
OrlanGameRollPlayer
 character Guid (Instance ID)
 approach String (OrlansHead.Approach)
Does the players move during Orlan's Head. Minigame Yes Yes Yes
OrlanGameRoundOver Ends the game of, moving to a new round Orlan's Head. Minigame Yes Yes Yes
OverrideFatigueWhispers
 newVolume Single
Sets the new volume of fatigue whispers. See also ReleaseFatigueWhisperOverride. Audio Yes Yes Yes
PartyMemberToActiveParty
 objectGuid Guid (Instance ID)
Moves a companion from the bench into the active party. Party Yes Yes
PartyMemberToBench
 objectGuid Guid (Instance ID)
Sends a companion to the bench (back to the ship). Party Yes Yes
PartyPathToObject
 objectId Guid (Instance ID)
Paths the party to the object. AI Yes
PartyPathToPoint
 x Single y Single z Single
Paths the party to world position xyz. AI Yes
PartyStopCombat Stops combat for all party members Combat Yes Yes
PassTurn
 objectGuid Guid (Instance ID)
Forces a specific character to pass their turn during combat in Turn-based mode. AI Yes Yes
Pause
 state Boolean
Toggles the current pause state of combat and in-game time (not the escape menu). See also TogglePause. Time Yes
PauseEditor Pauses the Unity Editor (has no effect in build). Debug Yes
PlayCommentary
 objectGuid Guid (Instance ID)
Plays the commentary of a specific object. Audio Yes Yes
PlayConversationAnimation
 objectGuid Guid (Instance ID)
 variation Int32
Plays the conversation animation of the character, with the specified variation. Conversation Yes Yes
PlayDynamicAmbientMusicEvent
 category String (AmbientMusicStateType)
 stateID String
See also StopDynamicAmbientMusicEvent. Audio Yes Yes
PlayDynamicAmbientMusicEvent
 defaultStateID String
 stealthStateID String
 conversationStateID String
See also StopDynamicAmbientMusicEvent. Audio Yes Yes
PlayDynamicCombatMusicEvent
 stateID String
See also StopDynamicCombatMusicEvent. Audio Yes Yes
PlayerSafeMode
 enabled Boolean
Disables party character AIs and all input. AI Yes Yes Yes
PlayerShipAction
 actionType String (ShipDuelActionType)
Triggers a specific ship duel action. Ship Duel Yes Yes
PlayerShipActionFireCannons Triggers the "Fire cannons" ship action. Ship Duel Yes Yes
PlayerShipActionReport Triggers the "Report to" ship action. Ship Duel Yes Yes
PlayInteractionAudioClip
 index Int32
Plays the audioclip at index of the current scripted interaction. Interaction Yes Yes
PlayInterstitial
 index Int32
Plays an "interstitial" cutscene, which is the narrated scrolling text with VO between acts and before entering The White March. UI Yes Yes Yes
PlayMovie
 movieType String (MovieType)
 alphaFadeOutTime Single
Plays one of the few movies. UI Yes Yes
PlayMusic
 filename String
Plays an audio file from a path. Audio Yes Yes
PlayScriptedMusic
 filename String
 blockCombatMusic Boolean
 fadeType String (MusicManager.FadeType)
 fadeOutDuration Single
 fadeInDuration Single
 pauseDuration Single
 loop Boolean
Plays an audio file with many parameters to determine transitioning from the current music to it. See also EndScriptedMusic Audio Yes Yes
PlayShipDuelAudioEvent
 audioEvent String
 participant String (ShipDuelParticipant)
 delay Single
 ignorePause Boolean
Plays an audio event during a ship duel. Ship Duel Yes Yes
PlaySound
 objectGuid Guid (Instance ID)
Plays the AudioSource with whatever AudioClip is currently loaded to it. Audio Yes Yes
PlaySound
 objectGuid Guid (Instance ID)
 audioCue String
Plays a sound with the name audioCue from an AudioBank component attached to the object with objectGuid. Audio Yes Yes
PlaySoundAction
 objectGuid Guid (Instance ID)
 eventType String (ChatterEventType)
Plays the sound of an associated action. Conversation Yes Yes
PlaySoundFromSoundSet
 objectGuid Guid (Instance ID)
 action String (SoundSet.SoundAction)
 variation Int32
Plays one of the many predetermined SoundAction's from a SoundSet with a variation index. Audio Yes Yes
PointOfNoReturnSave Makes a "noreturnsave", which appears as "(PRE-ENDGAME)" in the in-game save/load menus. General Yes Yes Yes
PopCustomAnimController
 objectGuid Guid (Instance ID)
AI Yes Yes
PopParty Restores a companion set from the stack saved with PushParty. Party Yes Yes
PopScriptedMusic
 delay Single
Audio Yes Yes
PopToGround
 isEnabled Boolean
Enables or disables setting the y position of objects to the ground plane when they are moved. True by default. Movement Yes Yes
PreDlcSave Makes a "predlcsave" save.

See also PointOfNoReturnSave and GameCompleteSave.

General Yes Yes
PreloadScene
 areaName String (MapType)
Begins preloading the specified scene. World Map Yes Yes
PrintConversationWordCount Prints the number of words that have been spoken in dialogue throughout the playthrough. A bit useless. Conversation Yes
PrintExecs Prints the currently running programs that were started with Exec. Exec Yes
PrintGlobal
 name String
Prints the value of a global variable "b_xyz" to the combat log. Globals Yes Yes
PrintInstance
 id Guid (Instance ID)
Prints the object name and GUID of whatever the ID parameter resolves to, and copies it to the clipboard. Can be a special GUID, such as oei_hovered to print the object under the mouse cursor. Console Yes
PrintLoadedLevels Logs all the currently loaded levels to the combat log. Debug Yes Yes
PrintMaxFPS Prints the current Application.targetFrameRate - FPS cap. Graphics Yes
PrintMsaa Prints QualitySettings.antiAliasing. Graphics Yes
PrintMultiSamples Prints QualitySettings.antiAliasing. Graphics Yes
PrintQuestEvents
 questName Guid (Quest)
Prints the events that have been triggered for a specific quest, given its questName. Debug Yes
PrintString
 text String
Logs a strong to the console (combat log) General Yes Yes Yes
ProneParty
 duration Single
Forces the party prone for duration. General Yes Yes
Push
 character Guid (Instance ID)
 left Boolean
Pushes a character, staggering them. If left is true, the character will be pushed in the worldspace left direction (-X), otherwise right (+X). Health Yes
PushParty Removes all companions from the party, placing them on a stack. Restore with PopParty. Party Yes Yes
PushScriptedMusic
 musicTrack String
 delay Single
Audio Yes Yes
QueryPlayerForFeatureName
 feature Guid (PlayerNamedFeatureGameData)
Asks the player to name the feature. Use this to rename islands you've previously named, or name them without having clearing the location. World Map Yes Yes
RandomizeGlobalValue
 name String
 minValue Int32
 maxValue Int32
Randomly sets the global with name to a random integer in between minValue and maxValue Globals Yes Yes Yes
RandomizeGlobalValueWithGlobal
 name String
 minValue String
 maxValue String
Randomly sets the global with name to a number with a range defined by between two other globals. minValue and maxValue must be valid global variable names. Globals Yes Yes Yes
RandomizeShipDuelDistance
 min Int32
 min Int32
Randomly sets the distance between two ships in a ship duel, to a value between min and max. See also SetShipDuelDistance. Ship Duel Yes Yes
RandomizeShipDuelRelativeBearing
 participant String (ShipDuelParticipant)
Randomly sets the relative bearing between participant and the other ship. See also SetShipDuelRelativeBearing. Ship Duel Yes Yes
ReactivateStronghold Grants access to Stronghold screen (if player hadn't acquired it yet). Synonymous with ActivateStronghold. Stronghold Yes Yes
RecacheExportedCharacters Caches all exported characters, so they don't get lost. Saves Yes
RecacheSavegames Caches all save games, so they don't get lost. Saves Yes Yes
RecruitCrewMember
 crewItemGuid Guid (ShipCrewMemberData)
 gameObjectGuid Guid (Instance ID)
Recruits a crew member. You can pass any object to the second (required) parameter seemingly with no repercussions, a good candidate would be the player object (Player_playername). Otherwise, just use AddCrewToRoster Ships Yes Yes
ReduceAmmoByCannonCount Subtracts 1 Ammunition supply for each cannon on the ship. Ships Yes Yes
ReduceAmmoByCannonCount
 side String (ShipCombatRelativeBearing)
Subtracts 1 Ammunition supply for each cannon on the side of the ship. Ships Yes Yes
ReduceSupplyCountPerCrewMember
 supplyType String (ShipSupplyType)
 value Int32
Uses up value of the passed supply type per crew member on the player ship. Ships Yes Yes
RefillShipSupplies Refills the ammunition, repair materials and medicine supplies of the player's ship. Ships Yes Yes
RefreshAllPanels Refreshes all NGUI UIPanel's. UI Yes
ReleaseFatigueWhisperOverride Resets the previously-set volume fatigue whispers to default. See also OverrideFatigueWhispers. Audio Yes Yes Yes
ReloadMods Reloads all currently loaded mods. Used to be "ReloadAllMods". Modding Yes
ReloadMasterUI Reloads the UI. May break some stuff, so use with caution! UI Yes
RemoveAbility
 target GameObject
 abilityName String
Removes an ability, talent, or phrase from a character.

This command does not function because of its use of a GameObject reference as a parameter (which cannot be converted from a string). You can use RemoveTalent instead, which thankfully will also remove abilities.

Abilities Yes Yes
RemoveAbility
 objectGuid Guid (Instance ID)
 abilityGuid Guid (ProgressionUnlockableGameData)
Removes an ability, talent, or phrase from a character. Abilities Yes Yes
RemoveAffliction
 objectGuid Guid (Instance ID)
 affliction String
Removes an affliction from the character.

Affliction is a tag, not ID, and is limited to a small subset of afflictions. See ApplyAffliction

Health Yes Yes
RemoveAllAbilities
 character Guid (Instance ID)
Removes all abilities from the character. Abilities Yes Yes
RemoveAllInjuries
 target Guid (Instance ID)
Removes all injuries from a specific character. Health Yes Yes
RemoveAllItemsFromObject
 objectGuid Guid (Instance ID)
Removes all items from an object. Items Yes Yes
RemoveCameraScriptedFocus Stops the camera from following whatever object it's tracking. Camera Yes Yes
RemoveCameraSplinePoint Removes the last-added camera spline point. See AddCameraSplinePoint for more. Camera Yes
RemoveCharacterWaitingForSceneTransition
 objectGuid Guid (Instance ID)
AI Yes Yes
RemoveFromParty
 objectGuid Guid (Instance ID)
Removes a companion from the party, placing them on the bench. Party Yes Yes Yes
RemoveFromPartyAndLeave
 objectGuid Guid (Instance ID)
Removes a companion from the party permanently. Party Yes Yes
RemoveItem
 itemName Guid (Item)
Removes an item from the stash. Items Yes Yes
RemoveItem
 itemGuid Guid (ItemGameData) - poe2
Removes an item from the stash. Items Yes Yes
RemoveItemIncludingEquipped
 itemName String
Removes the item specified from the stash and party members' equipment slots. Items Yes Yes
RemoveItemInSlot
 objectGuid Guid (Instance ID)
 slot String (Equippable.EquipmentSlot)
Removes an item from a slot on the character. Items Yes Yes
RemoveItems
 itemGuid Guid (ItemGameData)
 count Int32
Removes a number of items from the stash. Items Yes Yes
RemoveItemsFromObject
 objectGuid Guid (Instance ID)
 itemGuid Guid (ItemGameData)
Removes a number of items from an object (be it a container, companion, character). Items Yes Yes
RemoveItemStack
 itemName String
 count Int32
Removes a number of items from the stash. Items Yes Yes
RemoveItemStackFromNPC
 objectGuid Guid (Instance ID)
 itemName String
 count Int32
Removes a number of items from an NPC. Items Yes Yes
RemovePet
 objectGuid Guid (Instance ID)
Removes the objectGuids current pet. Items Yes Yes
RemovePlayerMoney
 value Int32
Decreases player's money by <value> coppers.

See also GivePlayerMoney.

Items Yes Yes Yes
RemovePlayerShip
 ship Guid (ShipGameData)
Takes a ship from the player.

See also GivePlayerShip.

Ships Yes Yes
RemovePlayerShipUpgrade
 type Guid (ShipUpgradeSlotType)
 index Int32
Removes an upgrade from the player's ship, taking a type to identify the slot, and an index (for when there are multiple slots of the same type). Ships Yes
RemovePrisoner
 objectGuid Guid (Instance ID)
Removes a stronghold prisoner. See also AddPrisoner. Stronghold Yes Yes
RemoveStatusEffect
 targetGuid Guid (Instance ID)
 statusEffectGuid Guid (StatusEffectGameData)
Removes a status effect from the target. See also ApplyStatusEffect. Health Yes Yes
RemoveTalent
 objectGuid Guid (Instance ID)
 talentName String
Removes the specified talent or ability from the target character. See also AddTalent. Abilities Yes Yes
RepeatLastCommand Calls the last run console command again. Console Yes
RepeatCommands
 quantity Int32
Calls the last quantity number of commands again. Console Yes
ReplaceScriptedMusic
 musicTrack String
 delay Single
Plays a music track in delay seconds, replacing any currently-running tracks. Audio Yes Yes
ReputationAddPoints
 id String (FactionName)
 axis String (Reputation.Axis)
 strength String (Reputation.ChangeStrength)
Adds reputation for the specified faction. For axis, set positive or negative depending if you want to increase or lose reputation. As mentioned, you can pass either a member of the enum ChangeStrength, or an integer as its underlying type. Example: ReputationAddPoints GildedVale Positive 4 Faction Yes Yes
ReputationAddPoints
 factionGuid Guid (FactionGameData)
 axis String (Axis)
 strengthGuid Guid (ChangeStrengthGameData)
Same as poe1's ReputationAddPoints, but takes a guid instead of a FactionName enum for the faction, and a ChangeStrengthGameData instead of a ChangeStrength enum. Faction Yes Yes
ResetActionReevaluationTimer
 objectGuid Guid (Instance ID)
AI Yes Yes
ResetAICooldowns
 character Guid (Instance ID)
Resets AI cooldowns on a specific character . AI Yes Yes
ResetFogOfWar Resets the fog of war to default on the current map Fog of War Yes Yes
ResetPrimaryAttackReevaluationTimer
 objectGuid Guid (Instance ID)
AI Yes Yes
ResetTimer
 objectGuid Guid (Instance ID)
Resets the AI timer on a character. Has nothing to do with SetTimer. AI Yes Yes
ResetTriggerCharges
 objectGuid Guid (Instance ID)
Resets the amount of charges (times the trigger has been triggered) on a trigger. The effect this has varies depending on its use. See also SetTriggerEnabled Trigger Yes Yes Yes
Rest Forces instant rest no matter where you are and no matter what your supplies are. Time Yes Yes Yes
RestoreResourcesFromRest
 characterGuid Guid (Instance ID)
Restores this characters resources as if rested. Time Yes Yes
RestoreUnequippedItems
 objectGuid Guid (Instance ID)
Restore items that were unequipped using TempUnequipItems Items Yes Yes
RestWithMovieID
 movie String (RestMovieMode) - poe1
                String (MovieType) - poe2
Same as Rest, but plays a rest movie. Time Yes Yes Yes
ResumeAreaMusic Resumes area music that was stopped with FadeOutAreaMusic. Audio Yes Yes
ReturnToMainMenu Immediately fades out and returns to the main menu. UI Yes Yes Yes
RevealAll Reveals all traps and hidden caches. General Yes Yes Yes
RevealAllFogOfWar Reveals all fog of war on the local map (does not disable line of sight).

See also DisableFogOfWar and NoFog

Fog of War Yes Yes Yes
RevealAllTraps
 revealerGuid Guid (Instance ID)
Reveals all traps General Yes Yes
RevealDetectable
 objectGuid Guid (Instance ID)
 revealerGuid Guid (Instance ID)
Reveals a specific hidden trap/cache/switch.

See also RevealAll and RevealAllTraps.

General Yes Yes
RevealWorldMapFogofWar Reveals all fog of war on the main map. Fog of War Yes Yes Yes
RevertSkeletonTransform
 objectGuid Guid (Instance ID)
AI Yes Yes
SaveLegacyHistory Character Yes Yes
ScreenShake
 duration Single
 strength Single
Shakes the screen for duration seconds, with strength Camera Yes Yes Yes
Seal
 objectGuid Guid (Instance ID)
OCL Yes Yes
SealOpen
 objectGuid Guid (Instance ID)
 ignoreLock Boolean
OCL Yes Yes Yes
SelectAbility
 ability Guid (ProgressionUnlockableGameData)
Selects a GameData ability, storing it in the SpecialGameDataID class. This is used in scripted interactions to store data on an ability. Abilities Yes Yes
SelectAbilityByIndex
 objectGuid Guid (Instance ID)
 abilityIndex Int32
Same as SelectAbility, but will retrieve the ability from an object at a specific index in their current ability list. Abilities Yes Yes
SelectWeaponSet
 objectGuid Guid (Instance ID)
 weaponSet Int32
Switches to an equipped weapon set on a character. General Yes Yes Yes
SendCompanionOnEscort
 companion Guid (Instance ID)
 visitorTag String (StrongholdVisitor.Tag)
 escortIndex Int32
Send a companion an escort. Companion escorts are an outcome of a visitor interaction, causing the companion to be out-of-action, which will resolve after a predetermined number of days. Stronghold Yes Yes
SendStrongholdVisitor
 tag String (StrongholdVisitor.Tag)
Sends the specified visitor to your stronghold, triggering their arrival. Stronghold Yes Yes
SendStrongholdVisitorDelayed
 tag String (StrongholdVisitor.Tag)
 timeHours Single
Same as above, but occurs after timeHours hours have passed. Stronghold Yes Yes
SendVisitorOnSoloEscort
 visitorTag String (StrongholdVisitor.Tag)
 escortIndex Int32
Dismiss a visitor, sending them on a "solo escort". Solo escorts are an outcome of a visitor interaction, and will resolve after a predetermined amount of days. Stronghold Yes Yes
SetActiveShip
 ship Guid (ShipGameData)
Activates (enables) a ship, which swaps it to the current ship. Ships Yes Yes
SetAdditionalCharacterCreationTarget
 mirroredPlayerGuid Guid (Instance ID)
Sets a reference on the character creation window to a character to "mirror". UI Yes Yes
SetAnimationTrigger
 objectGuid Guid (Instance ID)
 trigger String AnimationController.AnimationTrigger
Sets an animation trigger on the object, which will cause the Animator to transition to a new animation state (given it's in a position to do so). General Yes Yes
SetAutoAttackState
 character Guid (Instance ID)
 autoType Guid (Instance ID)
Sets the auto attack state on any character, this is the same as changing the "AI Behaviour" in the bottom left of the screen. AI Yes Yes
SetBackground
 objectGuid Guid (Instance ID)
 background Guid (BackgroundGameData) - poe2
 String (CharacterStats.Background) - poe1
Sets a specific character's background. See also SetPlayerBackground Character Yes Yes Yes
SetBenchedPartyMemberBusy
 objectGuid Guid (Instance ID)
 busy Boolean
Sets a benched party member as busy or not busy. Busy characters cannot be un-benched Party Yes Yes
SetCachingEnabled
 enabled Boolean
Enables or disables caching. May not be used. General Yes
SetCameraMoveDelta
 value Single
Sets the scroll speed of the camera when using the arrow keys or screen edge panning. This is the same setting as in Settings > Camera > Scroll Speed, and will override the value set there. See also CameraMoveDelta for poe1. Camera Yes
SetCameraScriptedFocus
 objectGuid Guid (Instance ID)
 hedgeAmount Single
Keeps an object within focus of the camera, tracking it as it moves. hedgeAmount should be a value between 0 and 1, where 0 is closest to the party and 1 is closest to the target. Camera Yes Yes
SetCameraTransparencyMode
 sortMode String (UnityEngine.TransparencySortMode)
Sets the transparencySortMode on all cameras. Camera Yes
SetCharacterBusyInInteration
 characterId Guid (Instance ID)
 busy Boolean
Marks a character as "busy" during a scripted interaction (this makes them unavailable when picking a party member for an action). Interaction Yes Yes
SetCharacterStatsDebug
 enabled Boolean
Enables/disabled a UI that displays information about the character under the cursor. For the toggle version of this command, see ToggleCharacterStatsDebug.

By default the bitmask is set to 111 OR
Properties | Attributes | Skills | Team | StatusEffects | Sticky.

See:

Debug Yes
SetCharacterStatsDebugFeature
 flags String (CharacterStats.DebugFlags)
 enabled Boolean
Sets/unsets a flag used to display certain information when using SetCharacterStatsDebug.

Use the Sticky flag to make the debug UI stay on the screen (or call SetCharacterStatsDebugSticky.)

Passing a string, you can only set/unset one flag at a time. However by using the bitmask representation you can change multiple debug features at once. For example, to set/unset Team, Sticky and Resources at the same time, use SetCharacterStatsDebugFeature 200 False (8 + 64 + 128 = 200). The console is unable to parse a string representation of a bitmask (such as "Team|Sticky|Resources") to its flags/bitmask equivalent.

Debug Yes
SetCharacterStatsDebugSticky
 enabled Boolean
Sets/unsets the Sticky flag in SetCharacterStatsDebugFeature, which forces the debug UI stay on the screen (instead of only when the character is being hovered over).

For the toggle version of this command, see ToggleCharacterStatsDebugSticky.

Debug Yes
SetClass
 character Guid (Instance ID)
 cl String (CharacterStats.Class)
Allows you to set the the class of a character. Character Yes Yes
SetClassLevel
 characterId Guid (Instance ID)
 characterClassId Guid (CharacterClassGameData)
 level Int32
 resetOtherClassValues Boolean
Allows you to set the level of class for a character. Also allows for enabling a class on a character. Setting resetOtherClassValues determines if the command replaces all other classes and subclasses on the character or not. Character Yes Yes
SetCompanionConversationsEnabled
 enabled Boolean
Enables or disables conversations with companions (e.g. the speech bubble in the bottom left) entirely. Companion Yes Yes
SetCompressionEnabled
 enabled Boolean
Enables or disables cache compression. General Yes
SetCurrentWeatherCondition
 weatherConditionName Guid (WeatherConditionGameData)
 duration Single
Sets the specific weather condition, which determines the weather itself. Weather Yes Yes
SetCurrentWeatherForecast
 weatherForecastName Guid (WeatherForecastGameData)
Sets the weather forecast, which determines what weather conditions are available in the area and their duration. Weather Yes Yes
SetDefaultLegacyHistory
 historyFileName String
Sets the default legacy history to use, from a file. Character Yes Yes
SetDeity
 character Guid (Instance ID)
 deity String (Religion.Deity)
Sets the deity/god followed by this character. Character Yes Yes
SetDurabilityDebug
 state Boolean
Enables/disables showing the amount of wear a piece of equipment has in its examine menu. Also shows an overlay over characters on screen. Same as ToggleDurabilityDebug, but with a state. Items Yes
SetEmbarkEnabled
 state Boolean
Allows or disallows embarking to the world map (transitioning to or from land). World Map Yes Yes
SetEndGameSlide
 imageIndex Int32
Sets the end game slide with index. Has no effect if the end game slides UI isn't showing. UI Yes Yes
SetEndGameSlide
 path String
Sets the end game slide with path. Has no effect if the end game slides UI isn't showing. UI Yes Yes
SetErlTaxActive
 state Boolean
Enable or disable the Erl tax per month. Stronghold Yes Yes
SetExactGlossaryEnabled
 val String
Sets the GameOption GLOSSARY_EXACT to the boolean passed. Doesn't seem to actually do anything. General Yes
SetExternalCrashDir
 crashDir String
Sets a new directory to move crash dumps to (note that this is saved to the PlayerPrefs (in the registry), under the key "ExternalCrashDir". Default is the poe2 game directory Debug Yes
SetFatigue
 objectGuid Guid (Instance ID)
 fatigueValue Single
Obsolete - Fatigue no longer uses a time-based system. See SetFatigue. Health Yes Yes
SetFatigue
 objectGuid Guid (Instance ID)
 fatigueLevel String (CharacterStats.FatigueLevel)
Set the fatigue level on the character. As with other parameters that take an enumeration you can pass the underlying type (0-3), or the string value. See also AdjustFatigueLevel. Health Yes Yes
SetFleeWaypointReserved
 objectGuid Guid (Instance ID)
 reserved Boolean
AI Yes Yes
SetFog
 enabled Boolean
Enables or disables fog (line of sight). See also Fog. Fog of War Yes Yes
SetFollowCameraEnabled
 enabled Boolean
Enables or disables "Use Smart Camera" (in Settings > Camera), but does not override it. Camera Yes
SetFollowCameraSpringTuneValues
 x Single y Single z Single
Sets the initial spring speed (per axis) when the camera begins following the party (when "Use Smart Camera" is enabled in Settings > Camera). Default value is 10 on all axes. Setting this value too high can crash the game. Camera Yes
SetForbidden
 objectGuid Guid (Instance ID)
 teamGuid Guid (TeamGameData)
Sets the object as "forbidden" to friendlies. See also SetOwned. OCL Yes Yes
SetForceCombat
 state Boolean
Enables or disables forced combat mode, which begins combat and will not end it until unset Combat Yes Yes
SetForcedActionToAttackForcedHostileTarget
 objectGuid Guid (Instance ID)
AI Yes Yes
SetGlobalIfGlobal
 setName String (Global Variable)
 setValue Int32
 checkName String (Global Variable)
 comparisonOperator String (Operator)
 checkValue Int32
If a condition on the global variable checkName evaluates as true, set the global variable setName to setValue. Globals Yes Yes Yes
SetGlobalValue
 name String (Global Variable)
 globalValue Int32
Sets a global variable's value. Globals Yes Yes Yes
SetGodChallengeEnabled
 challengeId Guid (GodChallengeGameData)
 state Boolean
Enables or disables a Magran's Fires god challenge.

Challenge IDs are mostly just the name of the god associated with them (e.g. Berath, Galawain) with the exception of WoedicaChallenge, Solo, TripleCrown, and Ultimate.

Achievements Yes Yes
SetHealth
 objectGuid Guid (Instance ID)
 healthValue Single
Sets the health on an object. Health Yes Yes Yes
SetHudObjectEnabled
 name String
state Boolean
Enables or disables a HUD object with a specific name. This is any object under "masterui" in the hierarchy (view with ToggleObjectDebug. UI Yes
SetInstructionSet
 name Guid (Instance ID)
 value Int32
This sets which "Class Behaviour" to use under the "AI Behaviour" panel (the head with gears in the bottom left). See also UseInstructionSet AI Yes Yes Yes
SetInteractionImage
 index Int32
Switch to the interaction image at index of the currently active scripted interaction. Interaction Yes Yes Yes
SetInteractionImage
 path String
Switch to the interaction image at the path specified (e.g. "GUI/InteractionPortraits"). Interaction Yes Yes
SetInteractionImageFromData
 gameDataId Guid (ScriptedInteractionImageGameData)
Switch to the interaction image at specified by the ScriptedInteractionImageGameData. Interaction Yes Yes
SetInvunerable
 objectGuid Guid (Instance ID)
 invulnerable Boolean
Set the invulnerability flag on a specific object. When invulnerable, incoming attacks from all sources are ignored entirely, as if they missed. Because of this, damage numbers are not shown.

Note the incorrect spelling of "Invulnerable".

For the toggle version of this command (for party members), see God

See also NoDamage and SetPreventDeath.

Health Yes Yes Yes
SetIsGuard
 objectGuid Guid (Instance ID)
 isGuard Boolean
Sets whether an AI is a guard. This will display the guard icon above the character, as well as a number of other behavioural changes. AI Yes Yes
SetIsHostile
 objectGuid Guid (Instance ID)
 isHostile Boolean
Sets hostility of an object towards the player. Faction Yes Yes Yes
SetIsReturning
 objectGuid Guid (Instance ID)
 isReturning Boolean
Sets IsReturning on the AI, making it return to its original position. AI Yes Yes
SetLegacyHistoryVariable
 historyGlobal String (Global Variable)
 value Int32
Sets a legacy history global variable. Character Yes Yes
SetLocalizationDebug
 val Boolean
Enable debugging conversation, allowing you to view all conversational dialog options when talking to a character. Debug Yes Yes
SetMapCanCamp
 mapData Guid (MapGameData)
 canCamp Boolean
Allow/disallow camping (via the Rest menu opened with 'R') on a specific map. Time Yes Yes
SetMapCanRest
 mapData Guid (MapGameData)
 canRest Boolean
Allow/disallow resting (via the Wait menu opened with 'R') on a specific map. Time Yes Yes
SetMapCanWait
 mapData Guid (MapGameData)
 canWait Boolean
Allow/disallow waiting (via the Wait menu opened with 'R') on a specific map. Time Yes Yes
SetMaxAutosaves
 quantity Int32
Sets the maximum amount of autosaves allowed per player. Saves Yes Yes
SetMaxFPS
 value Int32
Sets Application.targetFrameRate, which instructs thegame to try to render at a specified frame rate. Pass -1 on Windows/Mac/Linux to render at maximum framerate possible. Ignored if vsync is on. See also PrintMaxFPS. Graphics Yes Yes
SetMaxQueuedFrames
 frames Int32
Sets QualitySettings.maxQueuedFrames, the maximum amount of frames to be queued up by the graphics driver. This setting can be overridden from the driver settings, and will not work on non Direct3D/NVN graphics APIs. Graphics Yes
SetMetaTeamRelationship
 teamGuid Guid (TeamGameData)
 metaTeamGuid Guid (MetaTeamGameData)
 newRelationship String (Relationship)
Sets the relationship between a team and a meta team. Faction Yes Yes
SetMinimalUIState
 setMinimal Boolean
Sets the UI minimal state. Same as pressing Ctrl-H. UI Yes Yes
SetModEnabled
 mod String
 state Boolean
Enables or disables a mod. Modding Yes
SetModLoadIndex
 mod String
 order Int32
Sets the load order of a mod. Modding Yes
SetMorale
 value Int32
Sets the current crew morale. Regardless of the value set, morale will never be above 100 or below 1.

See also AdjustMorale.

Ship Crew Yes Yes
SetMouseFollowStrength
 strength Single
Sets the mouse follow strength. This magnifies the distance the camera travels when holding the "Mouse Camera Lookahead" key, bound in Settings > Controls > Party (only when "Use Smart Camera" is enabled in Settings > Camera). A value of 1.0 will allow you move your camera to the point where your party is at the very edge of the screen. The default value is 0.65. Camera Yes
SetNavMeshObstacleActivated
 objectGuid Guid (Instance ID)
 isActive Boolean
Enables or disables a NavMeshObstacle. Movement Yes Yes Yes
SetOwned
 objectGuid Guid (Instance ID)
 teamGuid Guid (TeamGameData)
Sets the ownership of an object to a team (or no team if null is passed). See also SetForbidden. OCL Yes Yes
SetPaladinOrder
 character Guid (Instance ID)
 order String (Religion.PaladinOrder)
Sets the paladin order this character belongs to.

In Pillars of Eternity II: Deadfire, the equivalent is SetSubclass.

Character Yes Yes
SetParallaxLayerVisibility
 objectGuid Guid (Instance ID)
 visible Boolean
Sets the visibility of the parallax layer of an object. Graphics Yes Yes
SetPartyStealth
 inStealth Boolean
Puts the party in or out of stealth mode Combat Yes Yes
SetPlayerBackground
 newBackground Guid (BackgroundGameData) - poe2
                       String (CharacterStats.Background) - poe1
Sets the player's background. See also SetBackground. Character Yes Yes Yes
SetPlayerCaptainLevel
 level Int32
Sets the player's captain level, or their "sailor tales". Ship Crew Yes Yes
SetPlayerCulture
 newCulture Guid (CultureGameData)
Sets the player's culture Character Yes Yes
SetPlayerGender
 gender Guid (GenderGameData)
Sets the player's gender Character Yes Yes
SetPlayerName
 name String
Sets the player's name Character Yes Yes
SetPlayerRace
 race Guid (RaceGameData)
 subrace Guid (SubRaceGameData)
Sets the player's race and subrace Character Yes Yes
SetPreparingToActParamsOwner
 objectGuid Guid (Instance ID)
AI Yes Yes
SetPreventDeath
 objectGuid Guid (Instance ID)
 preventDeath Boolean
Prevents the character from dying. Note that this is not the same as SetInvunerable, as this will not prevent the character from taking damage entirely.

Not implemented in poe2 (still a registered command, but has no effect)

Health Yes Yes Yes
SetQuestAlternateDescription
 questName Guid (Instance ID)
 questDiscriptionID Int32
Sets an alternate quest description. Quest Yes Yes Yes
SetRandomEncountersEnabled
 state Boolean
Enables or disables triggering random encounters (randomly triggered scripted interactions) during the game. Interaction Yes Yes
SetRelationshipHistoryLimit
 race Guid (RaceGameData)
 subrace Guid (SubRaceGameData)
Sets the amount of relationship-changing dialogue choices that can be saved. Note that older choices are simply cycled out. This does not influence how relationships work in poe2, and simply limits the amount of entries that are shown in the UI. It does not restore older entries. Companion Yes Yes
SetResourceLimit
 enabled Boolean
Enables or disables limiting class resources (spells per encounter, Focus, Phrases, etc). Set to false to have limitless resources. For the toggle version see ToggleResourceLimit. Abilities Yes Yes
SetRetreating
 objectGuid Guid (Instance ID)
 active Boolean
Set the retreating flag on the AI. AI Yes Yes
SetSceneLoadBackgroundThreadPriority
 priority String (UnityEngine.ThreadPriority)
Sets Application.backgroundLoadingPriority Debug Yes
SetShipDuelDistance
 distance Int32
Sets the current distance between ships. Ship Duel Yes Yes
SetShipDuelRelativeBearing
 participant String (ShipDuelParticipant)
 bearing String (ShipCombatRelativeBearing)
Sets the relative bearing between ships. If passed "Starboard" the participant's starboard side will face towards the enemy. Ship Duel Yes Yes
SetShipWageSupplyRate
 rate String (ShipSupplyRate)
Change the wages paid to crew per day. Ships Yes Yes
SetShipFoodSupplyRate
 rate String (ShipSupplyRate)
Change the food consumed by the crew per day. Ships Yes Yes
SetShipDrinkSupplyRate
 rate String (ShipSupplyRate)
Change the drink consumed by the crew per day. Ships Yes Yes
SetShipRepairPriority
 repairPriority String (ShipRepairPriorityType)
Changes which part of the ship gets priority when making repairs. Valid values are None, Hull, or Sail Ships Yes Yes
SetSkillCheckToken
 skillType String (CharacterStats.SkillType) - poe1
 OR
 skillGuid Guid (SkillGameData) - poe2
 +
 comparisonOperator String (Operator)
 skillValue Int32
Stores a token containing the party member(s) (and their scores) that match the conditional for the skill skillType. RPG Yes Yes Yes
SetSkillCheckTokenBest
 skillType String (CharacterStats.SkillType) - poe1
 OR
 skillGuid Guid (SkillGameData) - poe2
Stores a token containing the party member with the best rating in the skill skillType, as well as the score itself. RPG Yes Yes Yes
SetSkillCheckTokenScaled
 skillType String (CharacterStats.SkillType) - poe1
 OR
 skillGuid Guid (SkillGameData) - poe2
 +
 comparisonOperator String (Operator)
 skillValue Int32
 scaler DifficultyScaling.Scaler
Stores a token containing the party member(s) (and their scores) that match the conditional for the skill skillType - scaled by the scaler. RPG Yes Yes Yes
SetSkillCheckTokenWorst
 skillType String (CharacterStats.SkillType) - poe1
 OR
 skillGuid Guid (SkillGameData) - poe2
Stores a token containing the party member with the worst rating in the skill skillType, as well as the score itself. RPG Yes Yes Yes
SetSmartCameraState
 trackingState String (SmartCamera.TrackingState)
Sets the tracking state of the smart camera, which keeps the party within camera view when movie. Camera Yes Yes
SetStamina
 objectGuid Guid (Instance ID)
 staminaValue Single
Sets the stamina on the character. Health Yes Yes
SetStaminaRechargeDelay
 newTime Single
Sets the stamina recharge delay, in seconds (for all characters). The default is 3 seconds Health Yes Yes
SetStrongholdVisitorNoReturn
 tag String (StrongholdVisitor.Tag)
Send the stronghold visitor away permanently. Stronghold Yes Yes
SetSubclass
 characterId Guid (Instance ID)
 characterClassId Guid (CharacterClassGameData)
 subclassId Guid (CharacterSubClassGameData)
Sets the subclass on a character.

Subclass abilities will be granted automatically upon leveling up, or by using the command ApplyProgressionTable (with "PT_Paladin", "PT_Fighter", etc...)

Note that picking a mismatched subclass (e.g. a paladin order as a fighter class) will work for dialogue checks, but will not appear on the character sheet, and will not grant the character the subclasses active or passive abilities. When using SetClassLevel, ensure the last parameter is False to ensure the subclass isn't reset.

Character Yes Yes
SetSwitchEnabled
 objectGuid Guid (Instance ID)
 isEnabled Boolean
Enables or disables a switch (trigger used to open things) OVL Yes Yes Yes
SetTacticalMode
 mode String (TacticalMode)
Can be used to enable or disable Turn-based mode during gameplay. Valid modes are Disabled and RoundBased.
See also ToggleTacticalEventDebug.
Turn-based Mode Yes
SetTeamDefaultRelationship
 teamA Guid (TeamGameData)
 teamB Guid (TeamGameData)
 newRelationship String (Relationship)
Sets the default relationship between two teams. Faction Yes Yes
SetTeamRelationship
 teamA String
 teamB String
 newRelationship String (Relationship)
Sets the relationship between two teams. Faction Yes Yes
SetTeamRelationship
 teamA Guid (TeamGameData)
 teamB Guid (TeamGameData)
 newRelationship String (Relationship)
Sets the relationship between two teams. Faction Yes Yes
SetThreadCulture
 culture String (CultureInfo)
Sets the CultureInfo (locale, controlling the formatting of dates, numbers, etc.) for the current thread. Internally this sets Thread.CurrentCulture using this constructor. Debug Yes
SetTime
 milliHours String (poe1) / Int32 (poe2)
Advances the game time, the parameter is in milihours (eg. 9 AM is 9000, 1 PM 13000). A day has 26 hours. Time Yes Yes Yes
SetTimer
 objectGuid Guid (Conversation)
 time Single
Same as StartTimer, but with a delay. Conversation Yes Yes Yes
SetTriggerEnabled
 objectGuid Guid (Instance ID)
 isEnabled Boolean
Enables or disables a trigger used to activate things when an object enters its collider. See also ResetTriggerCharges. Trigger Yes Yes Yes
SetUILayout
 layoutMode Int32
Change the UI layout to the zero-based index (same as changing layout in Settings > Interface). UI Yes
SetUnrestrictedInventory
 state Boolean
Lifts all restrictions on the inventory (see ToggleUnrestrictedInventory for more info) Items Yes Yes
SetUserCancelEnabled
 objectGuid Guid (Instance ID)
 state Boolean
Allows or disallows cancelling of the AI's current behaviour by the user. AI Yes Yes
SetVendorFaction
 vendorGuid Guid (Instance ID)
 factionGuid Guid (FactionGameData)
Sets the faction of a vendor character. This may improve store prices, depending on your current reputation with that faction. Stores Yes Yes
SetVendorRates
 vendorGuid Guid (Instance ID)
 buyRate Single
 sellRate Single
 innRate Single
Sets the rates on a specific vendor. Each value is a multiplier of the usual cost of an item. For example if the buy rate is 0.5, and the item costs 500cp, you will be able to sell it to the vendor for 250cp. Stores Yes Yes
SetWantsToTalk
 objectGuid Guid (Instance ID)
 wantsToTalk Boolean
Set a party member as "wants to talk", which displays a speech bubble in their portrait. Conversation Yes Yes Yes
SetWeatherPattern
 weatherPatternGuid Guid (WeatherPatternGameData)
 isTransitionInstant Boolean
 duration Single
Starts a weather pattern. Similar to StartWeatherPattern, but takes a duration. Weather Yes Yes
SetWorldMapIconEnabled
 iconGuid Guid (Instance ID)
 enabled Boolean
Enables or disables a world map icon World Map Yes Yes
SetWorldMapUsableVisibility
 iconGuid Guid (Instance ID)
 visibility String (MapVisibilityType)
Sets the MapVisibilityType of a world map icon World Map Yes Yes
SetZoomRange
 min Single
 max Single
Modifies the camera zoom range you can reach with the mouse wheel. Smaller numbers mean more zoomed in, larger numbers mean more zoomed out. This value is clamped between 0.1 and 3.0. The default is 0.75 1.5. See also ToggleIgnoreZoomRange. Camera Yes Yes
ShowCommandBindings Prints the current command bindings to console. See also BindCommand. Console Yes
ShowGodChallenges Prints the currently enabled god challenges to the combat log. Debug Yes
ShowMessageBox
 table String (DatabaseString.StringTableType) - poe1
               String (StringTableType) - poe2
 id Int32
Shows a standard messagebox containing a message stored in a string table at a specific id. General Yes Yes Yes
ShowMessageBoxCustomSize
 table String (StringTableType)
 id Int32
 dimensionTag String
Shows a messagebox containing a message stored in a string table at a specific id, the dimensions of the box are changed to match the dimensionTag. General Yes Yes
ShowMods Prints the currently installed mods to the combat log. Modding Yes
ShowPrisoners Prints the amount of prisoners in the stronghold and their names. Stronghold Yes
ShowScalers Prints the currently active scalars to the console (set with ToggleScaler) Difficulty Yes Yes
ShowShipSIImage Shows the scripted interaction image for the opponent ship given their current distance from the player and damage taken. Ship Duel Yes Yes
ShowStrongholdUI
 window String (Stronghold.WindowPane)
Opens the stronghold UI to a specific tab. UI Yes Yes
ShowVOIcons
 setting Boolean
Shows an icon in the dialogue text whenever a character has a voice over line that is triggered. Debug Yes
ShipDuelCloseToBoard
 participant String (ShipDuelParticipant)
Forces the boarding of the opponents ship by the participant. Ship Duel Yes Yes
ShipDuelSurrender
 participant String (ShipDuelParticipant)
Forces the participant of a ship duel to surrender. Ship Duel Yes Yes
ShipNextTurn Advances to the next turn in the ship duel. Ship Duel Yes Yes
Skill
 character Guid (Instance ID)
 skill String (CharacterStats.SkillType)
 score Int32
Sets the specified skill on a target. For example Skill Player Athletics 6 - will give the player character a base Athletics score of 6. Modifiers from classes, leveling and items will be added to this number. Character Yes Yes
Skill
 character Guid (Instance ID)
 skillGuid Guid (SkillGameData)
 score Int32
Sets the specified skill on a target. For example Skill Player_x Athletics 6 - will give the player character a base Athletics score of 6. Modifiers from classes, leveling and items will be added to this number. Character Yes Yes
SkillCheckDebug
 value Boolean
Toggles a UI that displays information about skill checks that occur. In poe1, this only displays whenever there is a skill check. Debug Yes Yes Yes
SlotCanUseAbility
 slot Int32
 nameStringId Int32
Uses an ability with the string ID nameStringId on a party member in a specific party slot (0-5 from left to right). Note that this command is incorrectly named and marked as a conditional. It should be "SlotUseAbility". See also CharacterUseAbility. Abilities Yes Yes
SlowTime
 fastTime Single
Sets the slow time scale, which is the time multiplier when the game speed is set to "slow". Clamped between 0.01 and 200. The default speed is 1, fast speed is 1.8, and slow speed is 0.33. See also FastTime Time Yes
SoulMemoryCameraEnable
 enabled Boolean
Enables or disables the "soul memory/Watcher vision" camera effect. Camera Yes Yes Yes
SoulMemoryCameraEnableKeepMusic
 enabled Boolean
Enables or disables the "soul memory/Watcher vision" camera effect, keeping the music that is currently playing. Camera Yes Yes
SoulMemoryCameraEnableHelper
 enabled Boolean
 type String (FullscreenCameraEffectType)
 keepMusic Boolean
Enables or disables the "soul memory/Watcher vision" camera effect, with a number of additional options. Camera Yes Yes
SoulMemoryGoldCameraEnable
 enabled Boolean
Enables or disables the "soul memory/Watcher vision" camera effect, with the effect type as "FullscreenCameraEffectType.Gold". Camera Yes Yes
SpawnPrefabAtMouse
 prefabName String
Spawns a prefab at the world position of the mouse cursor. Find a prefab using the FindPrefab command. General Yes Yes
SpawnPrefabAtMouse
 prefabName String
 xOffset Single
 zOffset Single
Spawns a prefab at the world position of the mouse cursor, with an x/z offset. Find a prefab using the FindPrefab command. General Yes Yes
SpawnPrefabAtPoint
 prefabName String
 x Single y Single z Single
Spawns a prefab at a specific world position Vector3, constructed with the passed xyz values. Find a prefab using the FindPrefab command. General Yes Yes
SpecifyCharacter
 guid Guid (Instance ID)
 index Int32
Stores a character in the SpecialCharacterInstanceID store, at an index. RPG Yes Yes Yes
SpecifyRandomCrewMember
 index Int32
Picks a random crew member. The resulting crew member will be stored in the index Ship Crew Yes Yes
SpecifyRandomCrewJobMember
 jobType String (ShipCrewJobType)
 index Int32
Picks a random crew member with a specific job. The resulting crew member will be stored in the index Ship Crew Yes Yes
SpecifyCrewMemberWithExpression
 expressionID Guid (GlobalExpressionData)
 index Int32
 randomOnFail Boolean
Picks a crew member that matches an expression. If not found, randomize if randomOnFail is true. The resulting crew member will be stored in the index Ship Crew Yes Yes
SpecifyCrewMemberWithJobThenExpression
 jobType String (ShipCrewJobType)
 expressionID Guid (GlobalExpressionData)
 index Int32
 randomOnFail Boolean
Picks a crew member with a specific job. If not found, pick one that matches an expression. If not found, randomize if randomOnFail is true. The resulting crew member will be stored in the index Ship Crew Yes Yes
StartConversation
 objectGuid Guid (Instance ID)
 conversation String - poe1
 conversationId Guid (Conversation) - poe2
 nodeID Int32
Starts a conversation. Conversation Yes Yes Yes
StartConversationFacingListener
 objectGuid Guid (Instance ID)
 conversation String - poe1
 conversationId Guid (Conversation) - poe2
 nodeID Int32
Starts a conversation facing the listener Conversation Yes Yes Yes
StartCutscene
 objectGuid Guid (Instance ID)
Starts a cutscene. Conversation Yes Yes Yes
StartEncounterConversation Starts the currently-active scripted interaction / random encounter Encounter Yes Yes
StartFollowCamera Starts following with the smart camera. Camera Yes Yes
StartQuest
 questID Guid (Quest)
Begins a quest. Quest Yes Yes Yes
StartQuestWithAlternateDescription
 questID Guid (Quest)
 questDiscriptionID Int32
Begins a quest with an alternate description. See also SetQuestAlternateDescription. Quest Yes Yes Yes
StartScriptedInteraction
 conversationID Guid (Conversation)
Begins a scripted interaction conversation, taking a conversationbundle guid.

See LaunchRandomEncounter for more information.

Interaction Yes Yes Yes
StartStopwatch Starts a stopwatch. If one has already started, it is reset. This is not shown on screen, but can be seen in the object hierarchy as the object "DEBUG_Stopwatch". Debug Yes
StartTimer
 objectGuid Guid (Conversation)
 time Single
Starts a timer. See also StopTimer. Conversation Yes Yes Yes
StartWeatherPattern
 weatherPatternGuid Guid (WeatherPatternGameData)
 isTransitionInstant Boolean
Starts a weather pattern. If isTransitionInstant is true, the transition to it is instant, otherwise it is gradual.
See also EndWeatherPattern and SetWeatherPattern.
Weather Yes Yes
StopAllExec Stops all executing console commands that were started with Exec. Exec Yes
StopAudioEvent
 objectGuid Guid (Instance ID)
 audioEvent String
 fadeTime Single
 delay Single
 ignorePause Boolean
Audio Yes Yes
StopAudioEventAdvanced
 objectGuid Guid (Instance ID)
 audioEvent1 String
 audioEvent2 String
 audioEvent3 String
 audioEvent4 String
 fadeTime Single
 delay Single
 ignorePause Boolean
Audio Yes Yes
StopAudioEventWithID
 id Guid (Instance ID)
 audioEvent String
 fadeTime Single
 delay Single
 ignorePause Boolean
Audio Yes Yes
StopAudioEventWithIDAdvanced
 id Guid (Instance ID)
 audioEvent1 String
 audioEvent2 String
 audioEvent3 String
 audioEvent4 String
 fadeTime Single
 delay Single
 ignorePause Boolean
Audio Yes Yes
StopCombat
 factionGuid Guid (Faction)
Stops combat between the specific creature/faction and all other aggressors. Combat Yes Yes
StopDynamicAmbientMusicEvent
 category String (AmbientMusicStateType)
 stateID String
See also PlayDynamicAmbientMusicEvent. Audio Yes Yes
StopDynamicAmbientMusicEvent
 defaultStateID String
 defaultStateID String
 conversationStateID String
See also PlayDynamicAmbientMusicEvent_. Audio Yes Yes
StopDynamicCombatMusicEvent
 stateID String
See also PlayDynamicCombatMusicEvent. Audio Yes Yes
StopExec
 filename String
Stops executing console commands from a file that was started with Exec. See also StopAllExec Exec Yes
StopShipDuelAudioEvent
 audioEvent String
 fadeTime Single
 delay Single
 ignorePause Boolean
Plays an audio event during a ship duel. Ship Duel Yes Yes
StopTimer
 objectGuid Guid (Conversation)
Stops a timer. See also StartTimer. Conversation Yes Yes Yes
StoreAddRegenerationList
 storeGuid Guid (Instance ID)
 lootListGuid Guid (LootListGameData)
Adds a "regeneration" loot lists to the store (will be restocked with this list at the next regeneration time). Stores Yes Yes
StoreRegenerateItems
 storeGuid Guid (Instance ID)
Restock the store. Stores Yes Yes
StoreRemoveAllRegenerationLists
 storeGuid Guid (Instance ID)
Removes all "regeneration" loot lists from a store (the store will no longer be restocked). Stores Yes Yes
StoreRemoveRegenerationList
 storeGuid Guid (Instance ID)
 lootListGuid Guid (LootListGameData)
Remove the specified "regeneration" loot list from a store (the removed list will no longer be restocked). Stores Yes Yes
StringDebug
 setting Boolean
Enables or disables string debugging, which for every string fetched from the stringtables, will also display its value, ID and the name of the table it was fetched from. Debug Yes Yes
StrongholdBuildAll Builds all buildings in Stronghold. Stronghold Yes Yes
StrongholdBuild
 type String (StrongholdUpgrade.Type)
Builds a building in Stronghold. Stronghold Yes Yes
StrongholdDestroy
 type String (StrongholdUpgrade.Type)
Destroys a building in the Stronghold. Stronghold Yes Yes
StrongholdForceAdventure
 type String (StrongholdAdventure.Type)
Starts random Stronghold adventure of selected category. Stronghold Yes Yes
StrongholdForceAttack
 index Int32
Forces attack event with index <index> to occur in Stronghold. Stronghold Yes Yes
StrongholdForceBadVisitor Forces random bad visitor event to occur in Stronghold. Stronghold Yes Yes
StrongholdForceKidnapping Forces a kidnapping event to occur in Stronghold. Stronghold Yes Yes
StrongholdForcePayHirelings Forces "hirelings payday" event in Stronghold. Stronghold Yes Yes
StrongholdForcePrisonBreak Random prisoner will escape from Stronghold's Dungeons (if player has anyone imprisoned). Stronghold Yes Yes
StrongholdForceSpawnIngredients Forces spawning of ingredients in Stronghold's Curio Shop (regardless of whether it is built or not). Stronghold Yes Yes
TeleportDetectedPartyToLocation
 targetGuid Guid (Instance ID)
 detectorGuid Guid (Instance ID)
 withFade Boolean
 extraPerceptionDistance Single
Movement Yes Yes Yes
TeleportAnimalCompanionToLocation
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
Teleports the animal companion of an object to a location. Movement Yes Yes
TeleportAvailablePartyToLocation
 objectGuid Guid (Instance ID)
Teleports only the available party to an object. Movement Yes Yes Yes
TeleportObjectToLocation
 objectGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
Teleports an object to the location of another object. Movement Yes Yes Yes
TeleportPartyToLocation
 objectGuid Guid (Instance ID)
Teleports the party to an object. Movement Yes Yes Yes
TeleportPlayerToLocation
 objectGuid Guid (Instance ID)
Teleports the player to an object. Movement Yes Yes Yes
TeleportWorldMapPlayerToLocation
 objectGuid Guid (Instance ID)
 advanceTime Boolean
Teleports the world map player to an object on the map. Only for use on world map. If advanceTime is true, time will be advanced, as though the player moved this distance. World Map Yes Yes
TempUnequipItems
 objectGuid Guid (Instance ID)
Temporarily unequips all items from the character. Can be restored with RestoreUnequippedItems. Items Yes Yes
Test
 message String
Prints; in poe: "Test was message!!!!", in poe2: "Test message was 'message'." to console Debug Yes Yes
TestTutorial
 tutorialGuid Guid (TutorialGameData)
Displays a full screen tutorial window for a specific tutorial. UI Yes Yes
ToggleAchievementDebug Toggles a UI that displays information about each achievement and its current state. Achievements Yes Yes
ToggleAIScheduleDebug Toggles a UI that displays information about every AI behaviour in the current scene. Use < and > to cycle between characters. Debug Yes
ToggleAnimationOptimization When on, sets the cullingMode on all Animators to CullUpdateTransforms, which will stop animating the Animator when they are off screen - but keep updating the root transform. On by default. Debug Yes
ToggleAttackDebug Toggles a UI that displays attack information regarding targeting and AoE (doesn't seem to work currently). Debug Yes
ToggleAutoPassTurns Enables or disables automatically passing turns in Turn-based mode, which will force NPCs to pass their turns. Turn-based mode Yes Yes
ToggleCameraDebug Toggles a UI that displays information about the camera. Debug Yes Yes
ToggleCameraSplineZoom When triggering a camera spline follow movement with ActivateCameraSplineFollow, if this is set to true, the camera zoom values of the set points will be used - otherwise they will be ignored. Camera Yes
ToggleCharacterStatsDebug
 flags String (CharacterStats.DebugFlags)
Toggle for SetCharacterStatsDebug, however it will not reset the current debug features, only enable or disable the UI. Debug Yes
ToggleCharacterStatsDebugFeature
 flags String (CharacterStats.DebugFlags)
Toggle for SetCharacterStatsDebugFeature. Debug Yes
ToggleCharacterStatsDebugSticky Toggle for SetCharacterStatsDebugSticky. Debug Yes
ToggleCompileLowFrequencyScriptsOnDemand Disable/enable compilation of scripts on demand. Scripts Yes
ToggleCursorDebug Toggles a UI that displays information about the mouse cursor and objects under the cursor. Debug Yes Yes
ToggleDebugEngagement Toggles showing popups on screen for debugging engagement during combat. Debug Yes
ToggleDispositionDebug Toggles a UI that displays information about the players current disposition ranks. Debug Yes
ToggleDurabilityDebug Toggles showing the amount of wear a piece of equipment has in its examine menu. Also shows an overlay over characters on screen. See also SetDurabilityDebug Debug Yes
ToggleDrawCameraSplineDebug Toggles drawing the current camera follow spline on screen. See AddCameraSplinePoint for more. Debug Yes
ToggleExecDebug Toggles a UI that displays information about any currently running batch programs. Exec Yes
ToggleGameStateDebug Toggles a UI that displays information about the current game state. Debug Yes Yes
ToggleGhostDebug Has no effect. Debug Yes Yes
ToggleHairTransparency Toggles hair transparency. Same as Settings > Graphics > Hair Transparency Graphics Yes
ToggleIgnoreZoomRange Toggles ignoring the zoom range, which is the limit you can zoom in and out with the mouse wheel. Limited to player-navigable maps only (aka non world maps). Camera Yes
ToggleIntroDebug Toggles a UI that displays information about the main menu and splash/intro screen. Debug Yes Yes
ToggleLegacyHistoryDebug Toggles a UI that displays information about the currently imported legacy history. Doesn't seem to show anything at the moment. Debug Yes
ToggleLevelScalingDebug Toggles a UI that displays information about the level scaling of characters and creatures in the current area, as well as the level that the game expects a player in this area to be. Debug Yes
ToggleLights Toggles rendering of Lights in the scene. Same as Settings > Graphics > Lights and Glow Effect. Graphics Yes
ToggleLock
 objectGuid Guid (Instance ID)
Toggles the locked state of a container or door. OCL Yes Yes Yes
ToggleMusicDebug Toggles a UI that displays information about music and sound. Debug Yes
ToggleNavMeshVisible Toggles visibility of the NavMeshes in the scene. Debug Yes
ToggleNeedsGrimoire Toggles requiring a grimoire equipped in order to cast the spells from it. Items Yes Yes
ToggleOcclusionQuality Toggles high quality ambient occlusion. Same as Settings > Graphics > Ambient Occlusion. Graphics Yes
ToggleOceanMaskQuality Toggles high quality ocean. Same as Settings > Graphics > High Quality Ocean. Graphics Yes
ToggleObjectCountDebug Toggles a UI that displays information about the current amount of objects and components in the current scene. Debug Yes
ToggleObjectHierarchy Toggles a UI that mirrors the hierarchy and inspector in the Unity Editor.
Extremely useful. Note that while this command does not require IRoll20s to show the hierarchy, it is required in order to disable and enable components and gameobjects, or edit any field in the inspector.
Debug Yes
ToggleOnScreenErrors Toggles showing errors on screen. Debug Yes
ToggleOnyxGUIDebug Unsure. On by default. Debug Yes
ToggleOpen
 objectGuid Guid (Instance ID)
 ignoreLock Boolean
Toggles the open state of a locked container or door. If ignoreLock is true, ignores the locked state of the object. OCL Yes Yes Yes
TogglePanelClippingDebug No effect. UI Yes
TogglePause Toggles the current pause state of combat and in-game time (not the escape menu). Same as pressing Space. This is the equivalent of calling Pause and passing the inverse of the current pause state. Time Yes
ToggleParticles Toggles rendering of all shuriken ParticleSystems. Graphics Yes
TogglePartyDebug Toggles a UI that displays information about the current party's behaviours (movement, form id, position, etc). Debug Yes Yes
TogglePrecompiledScripts Disables/enables the use of precompiled scripts. Scripts Yes
ToggleProjectileCameraTracking Toggles "AutoTrackProjectiles" when using the Smart Camera. Currently does nothing. Camera Yes
TogglePseudoDeepProfile Currently does nothing. Debug Yes
ToggleRelationshipDebug Toggles a UI that displays information about companion relationships. Debug Yes
ToggleResolutionDebug Toggles a UI that displays information about the game resolution and scaling. After turning off, press the Delete key to clear the screen. Debug Yes Yes
ToggleResourceDebug Has no effect Debug Yes
ToggleResourceLimit
 enabled Boolean
Toggle version of SetResourceLimit. Abilities Yes Yes
ToggleScaler
 scaler String (DifficultyScaling.Scaler)
Toggles high level scaling on or off. Things that scale include: creature level, creature attribute, object and trap detection difficulty, trap disarm difficulty, trap effect, trap damage, trap accuracy, skill checks. Use ShowScalers to print the current scalers. Difficulty Yes
ToggleScaler
 scaler String (DifficultyScaler)
Difficulty Yes
ToggleSceneLoadDebug Toggles a UI that displays information about the loaded and loading scenes. Debug Yes
ToggleScriptHistory Toggles a UI that displays script history and information about recent scripts. Debug Yes Yes
ToggleShadows Toggles rendering of shadows. Graphics Yes
ToggleShipAIDebug Currently has no effect. Debug Yes
ToggleShipCrewDebug Toggles a UI that displays information about the current crew. Debug Yes Yes
ToggleShipDuelLogging Toggles printing of additional information during a ship duel. See also EnableShipDuelLogging Ship Duel Yes
ToggleShowFrameTime Toggles a UI that displays the current FPS. After disabling press Delete to clear the screen. Graphics Yes
ToggleSpellLimit Allows the player to cast any number of spells without a limit.

In Deadfire, this is obsolete and has been replaced with SetResourceLimit and ToggleResourceLimit. Internally this command will call the latter function.

Abilities Yes Yes Yes
ToggleStatusEffectStatModification Toggles status effect stat modifications, meaning status effects can't be influenced from any outside sources and always use their original stats. Health Yes Yes Yes
ToggleCharacterStatsDebug Toggle for SetCharacterStatsDebug, see that command for more information. Debug Yes Yes
ToggleTacticalEventDebug Toggles a UI that displays information about turn-based combat events. Debug Yes
ToggleTimedScriptsDebug Toggles a UI that displays timed script history. Debug Yes
ToggleUnlimitedActions Toggles allowing an unlimited amount of actions in Turn-based mode. Turn-based mode Yes Yes
ToggleUnlimitedMovement Toggles allowing unlimited movement in Turn-based mode. This keeps the allowed movement at infinite (or at least the maximum possible float value) every time it is set. Turn-based mode Yes Yes
ToggleUnrestrictedInventory Lifts all restrictions on the inventory. (allows: equipping items during combat, moving items to quick items slot during combat, swapping out crew without being docked at Neketaka). Also see SetUnrestrictedInventory Items Yes Yes
ToggleVegetation Toggles rendering of all vegetation (trees, bushes, etc.) Graphics Yes
ToggleWallMeshVisible Toggles visibility of the wall colliders in the scene. Debug Yes
ToggleWeatherEffects Toggles the weather effects on or off. Same as Settings > Graphics > Weather Effects. Weather Yes
ToggleZoneDebug Debug Yes
TooltipCombatAbilities
 state Boolean
Enables/disables showing ability tooltips while in combat. UI Yes Yes
TransferControl
 targetGuid GameObject
Transfers control from the selected party member to the target object.

However in poe2 this does not work from the in-game console due to there being multiple commands that the console cannot distinguish between, one with a GameObject overload, and the other with a Guid overload. In this case, use TransferControlToHoveredCharacter instead.

Debug Yes Yes Yes
TransferControlToHoveredCharacter Transfers control from the selected party member to the target object under the mouse cursor. Debug Yes Yes
TransferItem
 from Guid (Instance ID)
 to Guid (Instance ID)
 itemName String
 quantity Int32
Moves a quantity of a specific item (in stacks) from the inventory on from, to the inventory on to. Does nothing if from does not contain that item. Items Yes Yes
TransferItem
 from Guid (Instance ID)
 to Guid (Instance ID)
 itemGuid Guid (ItemGameData)
 quantity Int32
Items Yes Yes
TransferItemFromParty
 to Guid (Instance ID)
 itemGuid Guid (ItemGameData) - poe2
                    String - poe1
 quantity Int32
Moves a quantity of a specific item (in stacks) from the stash to the container (if container) or personal inventory (if character) on to. Does nothing if the stash doesn't contain that item. Items Yes Yes Yes
TransferItemInSlot
 from Guid (Instance ID)
 to Guid (Instance ID)
 slot String (EquipmentSlot)
 quantity Int32
Moves a quantity of items in a particular slot on from to the container (if container) or personal inventory (if character) on to. Items Yes Yes
TransferItemsToStash
 from Guid (Instance ID)
Moves all the items from the character or container to the stash. Items Yes Yes
TransferPlayerCrew
 toShipId Guid (ShipGameData)
 fromShipId Guid (ShipGameData)
Transfers the crew of fromShipId to the ship toShipId Ships Yes Yes
TransitionToOVSState
 objectGuid Guid (Instance ID)
 stateGuid Guid (VisualStateNameGameData)
OVS Yes Yes
TriggerCinematicIntro
 introGuid Guid (CinematicIntroduction)
Triggers an existing cinematic introduction object. This is the text that occurs when you enter a new area for the first time.
See also DisplayHUDTitleText.
UI Yes Yes
TriggerQuestAddendum
 questId Guid (Quest)
 addendumID Int32
Triggers an addendum to a quest. Quest Yes Yes Yes
TriggerQuestEndState
 questName Guid (Quest)
 endStateID Int32
Triggers the end state of a quest. Quest Yes Yes Yes
TriggerQuestFailState
 questName Guid (Quest)
 endStateID Int32
Triggers the fail state of a quest. Quest Yes Yes Yes
TriggerTextRoll
 settingsGuid Guid (TextRollSettingsGameData)
This is only used once during the opening prologue text - "Eora: a world where mortals live, die, and are...". To play it again, use TriggerTextRoll GameIntroTextRoll. UI Yes Yes
TriggerTopic
 speakerGuid Guid (Instance ID)
 topicGuid Guid (TopicGameData)
 strengthGuid Guid (ChangeStrengthGameData)
 includeReactionText Boolean
Trigger a companion "chime-in" reaction given a topic, changing their relationship towards you in some way. Only triggers for companions in the party. Companion Yes Yes
TriggerTrap
 trapGuid Guid (Instance ID)
 targetGuid Guid (Instance ID)
Triggers a trap with a specific character as the traps target. General Yes Yes
TriggerTutorial
 index Int32
Triggers a tutorial to be shown and displayed in the journal. Has no effect if the tutorial is already shown. UI Yes Yes
TriggerTutorial
 tutorialGuid Guid (TutorialGameData)
Triggers a tutorial to be shown in the top right and displayed in the journal. Has no effect if the tutorial is already shown. See also TestTutorial UI Yes Yes
TryGetComponentByGuid
 T Component
 objectGuid Guid (Instance ID)
Returns the first component of type T on an object, returns null if one was not found. Has no effect in console. Helper Yes Yes Yes
TryGetGameDataByGuid
 T Type (GameDataObject)
 gamedataId Guid (GameDataObject)
Returns a GameDataObject of type T with a specific GUID, returns null if one was not found. Has no effect in console. Helper Yes Yes
TryGetObjectByGuid
 objectGuid Guid (Instance ID
Returns a GameObject by its GUID, returns null if one was not found. Has no effect in console. Helper Yes Yes
UnbindCommand
 key String
Unbinds a command that was bound using BindCommand, see that command for key syntax. See also ClearBoundComamnds. Console Yes
UnbindItemInSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot) - poe2
             String (Equippable.EquipmentSlot) - poe1
Unbinds a soulbound item equipped by a character, resetting its soulbound level. Items Yes Yes Yes
UnequipItemInSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot) - poe2
 slot String (Equippable.EquipmentSlot) - poe1
Unequips whatever item is in the slot slot on the character, placing it in their personal inventory. Items Yes Yes Yes
UnlimitedMoney Gives you unlimited coins. Items Yes Yes
Unlock
 objectGuid Guid (Instance ID)
Unlocks a specific container. See also Lock. OCL Yes Yes Yes
UnlockAll Unlocks all containers in the area. Containers that are unlocked will be printed to the combat log. OCL Yes Yes Yes
UnlockAllMaps Unlocks all areas on the World Map. World Map Yes Yes Yes
UnlockAllEquipmentSlots
 objectGuid Guid (Instance ID)
Unlocks all equipment slots on the character (doesn't seem to work currently).

See also LockAllEquipmentSlots.

Items Yes Yes
UnlockBestiary Unlocks all Bestiary entries. Journal Yes Yes Yes
UnlockBestiaryEntry
 bestiaryId Guid (BestiaryEntryGameData)
Unlocks a specific bestiary entry Journal Yes Yes
UnlockBiography Unlocks all "Biography" entries in the journal. Deadfire does not have this feature, so this command has no effect there. Journal Yes Yes Yes
UnlockEquipmentSlot
 objectGuid Guid (Instance ID)
 slot String (EquipmentSlot) - poe2
             String (Equippable.EquipmentSlot) - poe1
Unlocks an equipment slot on the character (doesn't seem to work currently).

See also LockEquipmentSlot

Items Yes Yes Yes
UnlockPastStoryItem
 key String
Unlocks a past story item with the specified key.

See also UnlockPresentStoryItem

Journal Yes Yes Yes
UnlockPets Unlocks the pet slot for all party members (not just the player). Items Yes Yes
UnlockPresentStoryItem
 key String
Unlocks a present story item with the specified key. See also UnlockPastStoryItem Journal Yes Yes Yes
Unseal
 objectGuid Guid (Instance ID)
Unseal an object. (Sealed -> Closed or Sealed Open -> Open) See also Seal and SealOpen. OCL Yes Yes Yes
UpdateOriginalPosition
 objectGuid Guid (Instance ID)
Sets the original position of the AI to its current position. AI Yes Yes
UpdateTimer
 objectGuid Guid (Instance ID)
Updates the timer on the character with the current deltaTime of this frame. AI Yes Yes
UpdateTownieScheduleAIParams
 objectGuid Guid (Instance ID)
AI Yes Yes
UploadCharacterFileToSteamWorkshop
 characterFile String
Uploads a .character file (in the path saved to by ExportCharacter) to the Steam Workshop. Saves Yes Yes
UseInstructionSet
 name Guid (Instance ID)
 value Int32
Enables or disables use of AI instruction sets ("Class Behaviour" in the AI Behaviour panel). This is the same as left clicking the AI icon in the bottom left. See also SetInstructionSet. AI Yes Yes
UseInstructionSet
 character Guid (Instance ID)
 enable Boolean
Same as poe1, but doesn't seem to work. AI Yes Yes
UseObject
 objectGuid Guid (Instance ID)
Uses whatever object is the target of the AI. AI Yes Yes
UseStaticWindowSize
 isStatic Boolean
Set to true to make the camera operate on a fixed screen resolution of 1920x1080. Has no effect if the screen resolution is already 1080p. Graphics Yes Yes
WaitForShipAI Sets IsWaitingForAI in the ShipDuelManager to true. Ship Duel Yes Yes
WaitForDialogue
 objectGuid Guid (Instance ID)
Conversation Yes Yes
WaitForShipPlayer Sets IsWaitingForPlayer in the ShipDuelManager to true. Ship Duel Yes Yes
WorldMapRespawn
 transitMode String (WorldMapTransitMode)
Transition to and from sailing/walking on the world map. Can also be used to immediately transition to the world map from any location. World Map Yes Yes
WorldMapSetVisibility
 map String (MapType)
 visibility String (MapData.VisibilityType)
Changes the visibility of an area on the World Map. World Map Yes Yes
WorldMapSetVisibility
 mapData Guid (MapGameData)
 visibility String (MapVisibilityType)
Changes the visibility of an area on the World Map. World Map Yes Yes

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Types[ | ]

Built-in types[ | ]

The following is a subset of built-in types, and only those used by console commands.

Type Alias Description Notes
System.Boolean bool Binary, e.g. True true, false, 1, 0, yes, no (non case-sensitive)
System.Int32 int 32-bit signed integer. A whole number, e.g. 100
System.Single float 32-bit floating point. A number with a decimal point, e.g. 12.005
System.String string A sequence of UTF-16 characters, e.g. "Hello" Escape characters are not parsed in console

Deadfire types[ | ]

The following is a small subset of types from the Game.GameData namespace. This doesn't outline their members, but instead a brief description and which file the data of this type is found. Using the command FindGameData will return a list of GameData IDs that match the input string. For a full list of types, as well as their members and components attached, see Game Data Types.

File Type Description
*.gamedatabundle Game.GameData.*
attacks.gamedatabundle AttackBaseGameData Base class for all attacks
↳ AttackAbilityGameData
↳ DistractionGameData
↳ HazardAttackGameData
↳ AttackWallGameData
↳ TeleportAttackGameData
↳ BeamTeleportAttackGameData
↳ MastersCallAttackGameData
↳ AttackBeamGameData
↳ AttackMeleeGameData
↳ AttackGrappleGameData
↳ AttackRangedGameData
↳ AttackAOEGameData
↳ AttackAuraGameData
↳ AttackPulsedAOEGameData
↳ AttackRandomAOEGameData
↳ AttackFirearmGameData
↳ AttackRangedHorizontalGameData
↳ AttackSummonGameData
↳ AttackSummonRandomGameData
characters.gamedatabundle CharacterStatsGameData Character stats
CharacterClassGameData Classes
CharacterSubClassGameData Subclasses
RaceGameData Races
SubRaceGameData Subraces
CultureGameData Cultures
PersonalityGameData Personalities
GenderGameData Character gender (Male/Female/Neuter)
BestiaryEntryGameData Bestiary journal entries
factions.gamedatabundle ChangeStrengthGameData The severity of a change in relationship
Minor (4), Average (4), and Major (8).
DispositionGameData Disposition (e.g. Clever, Cruel...)
DeityGameData Deity/god
FactionGameData Factions for the reputation system
FCT_00_Dawnstars, FCT_00_Huana, FCT_00_Neketaka, FCT_00_Principi, FCT_00_RDC, FCT_00_Slavers, FCT_00_VTC, FCT_01_Tikawara_Huana, FCT_06_Gullet_Roparu, FCT_06_Slums_Criminals, FCT_09_Port_Maje, FCT_WM_Rathun, FCT_WM_Unaffiliated, LAX01_FCT_Seeker, LAX01_FCT_Slayer, LAX01_FCT_Survivor
TeamGameData Teams determine allegiances in combat
items.gamedatabundle ItemGameData Item
ItemModGameData Item mod (enchantment)
LootListGameData Loot tables
ItemListGameData Shop LootList's
RecipeData Recipes for enchanting and crafting
ConsumableGameData Consumables
EquippableGameData Armor and accessories
WeaponGameData Weapons
gui.gamedatabundle TutorialGameData Tutorial popups
statuseffects.gamedatabundle AfflictionGameData Afflictions, injuries and inspirations
StatusEffectGameData Status effects
worldmap.gamedatabundle MapGameData Maps
CityAlmanacDataGameData City almanac data (appears on city overview screens)
WorldMapEncounterGameData Contains all scripted interactions and random encounters (there's a lot).
CityGameData Contains basic data about the city.
CityMapZoneGameData Defines a zone/district in a city.
PlayerNamedFeatureGameData One of the features that the player can name
WorldMapGameData Data to do with the world map
abilities.gamedatabundle ProgressionUnlockableGameData Base class for most abilities
↳ GenericAbilityGameData
↳ GenericTalentGameData
↳ PhraseGameData
ships.gamedatabundle ShipGameData Ships
ShipCaptainGameData Ship captains
ShipCrewMemberData Ship crew members
ShipDuelEventGameData Ship events
ShipUpgradeGameData Ship upgrades (incl. flags)
ShipTriumphGameData Ship triumphs
ShipTrophyGameData Ship trophies (unused)
progressiontables.gamedatabundle BaseProgressionTableGameData Base class for ability tables
↳ CharacterProgressionTableGameData
↳ ClassProgressionTableGameData
global.gamedatabundle AttributeGameData Attributes
SkillGameData Skills
WeaponTypeGameData Weapon types
GodChallengeGameData Magran's Fires
WeatherPatternGameData Weather patterns (defines a single WeatherCondition, and how long it lasts)
WeatherForecastGameData Weather forecast (defines a series of WeatherConditions, and how long each lasts)
WeatherConditionGameData Weather condition (defines the actual weather, incl. temperature, wind, cloudiness, precipitation, air conditions, lightning)

Enumerations[ | ]

The following is a subset of enumerations that are used as parameters in some console commands.

Shared enums[ | ]

This is a list of enumerations used in both games.

Type Members
Operator
 Conditional.Operator - poe1
 Game.GameData.Operator - poe2
In poe2 operators may be parsed from the equivalent C-like relational operators, shown below in brackets

EqualTo ("=="), GreaterThan (">"), LessThan ("<"), NotEqualTo ("!="), GreaterThanOrEqualTo (">="), LessThanOrEqualTo ("<=")

GameDifficulty
 GameDifficulty - poe1
 Game.GameData.GameDifficulty - poe2
Easy, Normal, Hard, PathOfTheDamned, StoryTime

StartPoint.PointLocation
 StartPoint.PointLocation - poe1
 Game.StartPoint.PointLocation - poe2
ReferenceByName, North1, North2, South1, South2, East1, East2, West1, West2, Interior01, Interior02, Interior03, Interior04, Interior05, Interior06, Interior07, Interior08, RandomEncounter - only present in poe2
PointLocation
 Faction.Relationship - poe1
 Game.GameData.Relationship - poe2
Neutral, Hostile, Friendly

Pillars of Eternity enums[ | ]

Type Members
AchievementTracker.TrackedAchievementStat CompletedGame, CompletedAct1, CompletedAct2, CompletedAct3, NumBaseGamePrimaryCompanionsGained, NumAdventuresCreated, NumPartyMemberKnockouts, ExpertModeOn, TrialOfIronOn, PathOfTheDamnedOn, NumUniqueEnchantmentsCreated, NumUniqueFoodItemsCreated, NumUniqueScrollsCreated, NumUniquePotionsCreated, NumTrapItemsUsed, NumRestsUsed, NumEnemiesKilled, NumStrongholdUpgrades, NumBaseGameDragonsKilled, NumUniqueBaseGameMapsVisited, NumDispositionsAtLevel, NumGodsAppeased, BackedGame, NumLevelsOfOdNua, NumUniquePX1MapsVisited, NumPX1BountysCompleted, NumPX1PrimaryCompanionsGained, NumPX1DragonsKilled, NumSoulboundWeaponsFullyUnlocked, PX1DoorOfDurgansBatteryOpened, PX1RestartedWhiteForge, PX1CompletedSiegeofCragholdt, NumUniqueStrongholdAdventureTypesCompleted, DefendedPositionAsStrongholdMaster, NumPX2PrimaryCompanionsGained, NumWeaponOrShieldsLegendaryEnchanted, NumArmorsLegendaryEnchanted, PX2DefeatedMenaceOfMowrghekIen, PX2ReachedReliquaryInAbbey, PX2StoppedThreatSeenInDreams, NumPX2DragonsKilled, NumArchmagesKilled, NumPX2BountiesCompleted
AIController.AggressionType DefendMyself, Passive, Defensive, Aggressive
AIPackageController.PackageType None, DefaultAI, TownGuard, SpellCaster, Pet
AnimationController.MovementType None, Stand, Walk, Run, Sprint
CharacterStats.AttributeScoreType Resolve, Might, Dexterity, Intellect, Constitution, Perception
CharacterStats.Background Undefined, Aristocrat, Artist, Colonist, Dissident, Drifter, Explorer, Hunter, Laborer, Mercenary, Merchant, Mystic, Philosopher, Priest, Raider, Slave, Scholar, Scientist, Farmer, Soldier, Midwife, Gentry, Trapper
CharacterStats.Class Undefined, Fighter, Rogue, Priest, Wizard, Barbarian, Ranger, Druid, Paladin, Monk, Cipher, Chanter, Troll, Ogre, Wolf, Spider, Ooze, Stelgaer, Imp, DankSpore, SwampLurker, Eoten, Xaurip, Vithrack, WillOWisp, Delemgan, Pwgra, Wurm, Skuldr, Drake, SkyDragon, AdraDragon, Blight, Animat, FleshConstruct, Shadow, Phantom, CeanGwla, Skeleton, Revenant, Gul, Dargul, Fampyr, Wicht, Beetle, AnimalCompanion, WeakEnemy, HeraldOfWoedica, PriestOfWoedica, Lagufaeth, Lich, Eyeless, Kraken, PlayerTrap
CharacterStats.FatigueLevel None, Minor, Major, Critical
CharacterStats.SkillType Stealth, Athletics, Lore, Mechanics, Survival, Crafting
DatabaseString.StringTableType Unassigned = 0, Gui = 1, Characters = 4, Items = 5, Abilities = 6, Tutorial = 7, AreaNotifications = 9, Interactables = 10, Debug = 12, Recipes = 13, Factions = 14, LoadingTips = 15, ItemMods = 16, Maps = 17, Afflictions = 19, BackerContent = 20, Cyclopedia = 900, Stronghold = 938, Backstory = 942
DifficultyScaling.Scaler PX1_HIGH_LEVEL = 1, ACT4_HIGH_LEVEL = 2, ELMSHORE_HIGH_LEVEL = 4, PX2_HIGH_LEVEL = 8
Disposition.Axis Benevolent, Cruel, Clever, Stoic, Aggressive, Diplomatic, Passionate, Rational, Honest, Deceptive
Disposition.Rank None, Rank1, Rank2, Rank3 (In game these ranks are displayed as 1 higher)
Disposition.Strength Minor = 1, Average = 3, Major = 4
Equippable.EquipmentSlot Head, Neck, Armor, RightRing, LeftRing, Hands, Cape_DEPRECATED, Feet, Waist, Grimoire, Pet, PrimaryWeapon, SecondaryWeapon, PrimaryWeapon2, SecondaryWeapon2
Faction.Axis Positive, Negative
Faction.ChangeStrength None = 0, VeryMinor = 1, Minor = 2, Average = 4, Major = 6, VeryMajor = 8
FactionName None, GildedVale, DefianceBay, Dyrford, TwinElms, KightsOfTheCrucible, TheDozens, DunrydRow, HouseDoemenel, EthikNol, OvatesOfTheGoldenGrove, TheFangs, Stalwart
FullscreenCameraEffectType Purple, Gold
MapType Some notes:
  • The scene build index is 1 less than the underlying integer value of the MapType enum. For example, AR_0301_Ondras_Gift_Exterior (24) uses the scene file "level23" in PillarsOfEternity_Data. Expansion levels are not part of the built-in levels, and are instead located in the assetbundles folder.
  • The order of the MapType enums do NOT always match the order of the area map number (e.g. AR_xxxx).
  • A few levels are empty, and will not show anything when loaded (though the F11 menu will still function). These may have been remnants from development or may have existed in earlier versions of the game. These levels have been marked with an asterisk (*) below.

CompanyIntro = 0,
Map = 0,
AR_0001_Dyrford_Village = 1,
AR_0002_Dyrford_Tavern_01 = 2,
AR_0003_Dyrford_Store = 3,
AR_0004_Dyrford_Tanner = 4,
AR_0005_Cave_Ogre = 5,
AR_0006_Dyrford_Crossing = 6,
AR_0007_Temple_Skaen = 7,
AR_0008_Cliaban_Ext = 8,
AR_0009_cliaban_ruillaig_01 = 9,
AR_0010_Cliaban_Ruillaig_02 = 10,
AR_0011_Dyrford_Tavern_02 = 11,
MainMenu = 12,
HUD = 13,
AR_0101_Copperlane_Exterior = 14,
AR_0102_Copperlane_House_01 = 15,
AR_0103_Copperlane_House_02 = 16,
AR_0104_Copperlane_House_03 = 17,
AR_0105_Copperlane_House_04_Lower = 18,
AR_0106_Copperlane_House_04_Upper = 19,
AR_0108_Copperlane_Tavern_Lower = 20,
AR_0109_Copperlane_Tavern_Upper = 21,
AR_0107_Catacombs = 22,
AR_0111_Copperlane_Great_Library = 23,
AR_0301_Ondras_Gift_Exterior = 24,
AR_0201_First_Fires_Exterior = 25,
AR_0302_Ondras_Gift_Brothel = 26,
AR_0303_Ondras_Gift_Trading = 27,
AR_0304_Ondras_Gift_House_01 = 28,
AR_0305_Ondras_Gift_Lighthouse_01 = 29,
AR_0308_Ondras_Gift_Hideout* = 30,
AR_0202_First_Fires_House_01* = 31,
AR_0207_First_Fires_Keep = 32,
AR_0208_First_Fires_Palace = 33,
AR_0209_First_Fires_Ruins = 34,
AR_0110_Expedition_Hall = 35,
AR_0306_Ondras_Gift_Lighthouse_02 = 36,
AR_0307_Ondras_Gift_Lighthouse_03 = 37,
AR_0205_First_Fires_House_04_Lower* = 38,
AR_0206_First_Fires_House_04_Upper* = 39,
AR_0203_First_Fires_House_02* = 40,
AR_0204_First_Fires_House_03* = 41,
AR_0210_First_Fires_Embassy = 42,
AR_0401_Brackenbury_Exterior = 43,
AR_0402_Brackenbury_Hadret_House_Lower = 44,
AR_0404_Brackenbury_Sanitarium_01 = 45,
AR_0403_Brackenbury_Hadret_House_Upper = 46,
AR_0405_Brackenbury_Sanitarium_02 = 47,
AR_0406_Brackenbury_Reymont_Manor_Lower = 48,
AR_0407_Brackenbury_Reymont_Manor_Upper = 49,
AR_0408_Brackenbury_House_Doemenel_Lower = 50,
AR_0409_Brackenbury_House_Doemenel_Upper = 51,
AR_0410_Brackenbury_Inn_Lower = 52,
AR_0411_Brackenbury_Inn_Upper = 53,
AR_0501_Heritage_Hill_Exterior = 54,
AR_0502_Heritage_Hill_Tower_01 = 55,
AR_0503_Heritage_Hill_Tower_02 = 56,
AR_0504_Heritage_Hill_Tower_03 = 57,
AR_0505_Heritage_Hill_Mausoleum_01 = 58,
AR_0506_Heritage_Hill_Mausoleum_02 = 59,
AR_0507_Heritage_Hill_Mausoleum_03* = 60,
AR_0508_Heritage_Hill_House_01 = 61,
AR_0509_Heritage_Hill_Ground_01 = 62,
AR_0310_Ondras_Gift_House_03 = 63,
AR_0309_Ondras_Gift_House_02 = 64,
AR_0012_Dyrford_Temple = 65,
AR_0601_Stronghold_Exterior = 66,
AR_0014_Dyrford_House_01 = 67,
AR_0013_Dyrford_Mill = 68,
AR_0602_Brighthollow_Lower = 69,
AR_0603_Brighthollow_Upper = 70,
AR_0604_Stronghold_Great_Hall = 71,
AR_0605_Stronghold_Dungeon = 72,
AR_0606_Stronghold_Barracks = 73,
AR_0607_Stronghold_Library = 74,
AR_0802_Gilded_Vale_Wilderness = 75,
AR_1004_Od_Nua_Head = 76,
AR_1005_Od_Nua_Drake = 77,
AR_1006_Od_Nua_Catacombs = 78,
AR_1007_Od_Nua_Forge = 79,
AR_1008_Od_Nua_Vampire = 80,
AR_1009_Od_Nua_Ossuary = 81,
AR_1010_Od_Nua_Experiments = 82,
AR_1011_Od_Nua_Fungus = 83,
AR_1012_Od_Nua_Vithrak = 84,
AR_1013_Od_Nua_Banshees = 85,
AR_1014_Od_Nua_Tomb = 86,
AR_1015_Od_Nua_Dragon = 87,
AR_1003_Od_Nua_Ogre_Lair = 88,
AR_1002_Od_Nua_Xaurip_Base = 89,
AR_1001_Od_Nua_Old_Watcher = 90,
AR_0801_Black_Meadow_Wilderness = 91,
AR_1101_Hearthstone_Exterior = 92,
AR_1102_Hearthsong_Passage = 93,
AR_1103_Hearthsong_Market = 94,
AR_1104_Hearthsong_Home_01 = 95,
AR_1105_Hearthsong_Home_02 = 96,
AR_1106_Hearthsong_Home_03 = 97,
AR_1107_Hearthsong_Inn = 98,
AR_1201_Oldsong_Exterior = 99,
AR_1202_Oldsong_The_Maw = 100,
AR_1203_Oldsong_Noonfrost = 101,
AR_1204_Oldsong_The_Nest = 102,
AR_1301_Twin_Elms_Exterior = 103,
AR_1302_Weald_Of_Fates* = 104,
AR_1303_Hall_Of_Stars = 105,
AR_1304_Hall_of_Warriors = 106,
AR_1305_Blood_Sands = 107,
AR_1401_Burial_Isle_Exterior = 108,
AR_1402_Court_of_the_Penitents = 109,
AR_1404_Sun_In_Shadow_01 = 110,
AR_1306_Elms_Reach_Home_01 = 111,
AR_1307_Elms_Reach_Home_02 = 112,
AR_1308_Elms_Reach_Home_03 = 113,
AR_1405_Sun_In_Shadow_02 = 114,
AR_0701_Encampment = 115,
AR_0702_Ruin_Interior = 116,
AR_0703_Ruin_Exterior = 117,
AR_0704_Valewood = 118,
AR_0705_Gilded_Vale = 119,
AR_0715_Home_01 = 120,
AR_0716_Blacksmith = 121,
AR_0717_Aslaugs_Compass_Lagoon = 122,
AR_0719_Windmill = 123,
AR_0711_Temple_Eothas_Int_01 = 124,
AR_0712_Temple_Eothas_Int_02 = 125,
AR_0707_Raedrics_Hold_Ext = 126,
AR_0706_Esternwood = 127,
AR_0720_Home_02 = 128,
AR_0803_Elmshore = 129,
AR_0805_Pearlwood_Bluff = 130,
AR_0809_Pearlwood_Bluff_Cave = 131,
AR_0721_Sea_Cave_Int = 132,
AR_0708_Raedrics_Hold_Int_01 = 133,
AR_0709_Raedrics_Hold_Int_02 = 134,
AR_0710_Raedrics_Hold_Int_03 = 135,
AR_0807_Lle_a_Rhemen = 136,
AR_0808_Lle_a_Rhemen_2 = 137,
AR_0712_Backer_Inn_Lower = 138,
AR_0810_Gilded_Vale_Hideout = 139,
AR_0714_Backer_Inn_Upper = 140,
AR_0608_Warden_Lodge = 141,
AR_0609_Chapel = 142,
AR_0610_Craft_Shop = 143,
AR_0611_Artificer_Hall = 144,
AR_0612_Curio_Shop = 145,
AR_0804_Stormwall_Gorge = 146,
AR_0806_Searing_Falls = 147,
AR_0718_Madhmr_Bridge = 148,
AR_0811_Woodend_Plains = 149,
AR_0812_Twin_Elms_Northweald = 150,
AR_0722_Home_03 = 151,
AR_0313_Ondras_Gift_House_04 = 152,
AR_0314_Ondras_Gift_House_05 = 153,
AR_0315_Ondras_Gift_House_06 = 154,
AR_0813_Searing_Falls_Drake = 155,
AR_0112_Bridge_District = 156,
AR_0412_Brackenbury_Inn_Cellar = 157,
AR_0312_Ondras_Gift_Brothel_02 = 158,
AR_0723_Bear_Cave = 159,
AR_0814_Elmshore_Cave = 160,
AR_0311_Ondras_Gift_Lighthouse_01b = 161,
AR_0815_Northweald_Cave = 162,
PX1_0001_Village_Ext = 163,
PX1_0002_Steel_Flagon = 164,
PX1_0003_Steel_Flagon_Cellar = 165,
PX1_0004_Fishery = 166,
PX1_0005_Temple = 167,
PX1_0006_House_01 = 168,
PX1_0007_House_02 = 169,
PX1_0008_House_03 = 170,
PX1_0101_Ogre_Camp_01 = 171,
PX1_0102_Ogre_Camp_02 = 172,
PX1_0301_Western_Exterior = 173,
PX1_0201_Durgans_Battery_Exterior = 174,
PX1_0202_Durgans_Battery_Tower_Base = 175,
PX1_0203_Durgans_Battery_Mines = 176,
PX1_0204_Durgans_Battery_Forge = 177,
PX1_0205_Galvino_Workshop = 178,
PX1_0303_Cave_01 = 179,
PX1_0304_Cave_02 = 180,
PX1_0305_Mercenary_Camp = 181,
PX1_0306_Concelhaut_Int_01 = 182,
PX1_0307_Eastern_Exterior = 183,
PX1_0308_Cave_03 = 184,
PX1_0206_Galvino_Workshop_02 = 185,
px2_0301_abbey_ext = 186,
px2_0302_abbey_main = 187,
px2_0303_abbey_lower = 188,
px2_0401_eyeless_ext = 189,
px2_0402_eyeless_int = 190,
PX2_0601_Durgans_Battery_West_Tower_Lower = 191,
PX2_0602_Durgans_Battery_West_Tower_Upper = 192,
PX2_0501_Lords_Fort = 193,
PX2_0503_Fort_Interior = 194,
PX2_0502_Bog = 195,
PX2_0701_Stalwart_Mines = 196,
PX2_0603_Durgans_Battery_West_Tower_Elevator = 197,
PX2_0002_Abydon_Shrine = 198,
PX2_0504_Weald = 199,
PX2_0505_Haddi_House = 200,
PX2_0003_Shop = 201,
PX2_0702_Vithrack_Caves = 202,
PX2_0703_Vithrack_Interior = 203,
PX2_0506_Whitestone_Cave = 204,
PX2_0801_Yenwood = 205,
PX2_0202_Durgans_Battery_Tower_Base = 206,
PX2_0204_Durgans_Battery_Forge = 207,
AR_1501_Yenwood = 208

MusicManager.FadeType FadeOutStart, FadeOutPauseStart, FadeOutFadeIn, FadeOutPauseFadeIn, LinearCrossFade, LogarithmicCrossFade
OrlansHead.Approach EARS, NOSE
Religion.Deity None, Berath, Eothas, Magran, Skaen, Wael
Religion.PaladinOrder None, BleakWalkers, DarcozziPaladini, GoldpactKnights, KindWayfarers, ShieldbearersOfStElcga, FrermasMesCancSuolias
RestMovieMode Inn, Camp, Watcher, None
SoundSet.SoundAction Invalid, Selected, Movement, Attack, Idle, Leading, InjuredStamina, InjuredSevereStamina, InjuredHealth, InjuredSevereHealth, PlayerDeath, Rest, DeathComrade, Humor, TargetImmune, CriticalHit, CriticalMiss, InventoryFull, Scouting, FriendlyFire, ChatterOnEnter, ChatterOnExit, NOT_USED, FighterAbility, RogueAbility, PriestAbility, WizardAbility, BarbarianAbility, RangerAbility, DruidAbility, PaladinAbility, MonkAbility, CipherAbility, ChanterAbility, ImHit, ImDead, IAttack, Hello, Goodbye, Hello2, DetectableFound, LockPick, TaskComplete, Immobilized, PlayerKO, SpellCastFailure, Poisoned, EnemySpottedInStealth, CompanionDeath_Eder, CompanionDeath_Priest, CompanionDeath_Caroc, CompanionDeath_Aloth, CompanionDeath_Kana, CompanionDeath_Sagani, CompanionDeath_Pallegina, CompanionDeath_Mother, CompanionDeath_Hiravias, CompanionDeath_Calisca, CompanionDeath_Heodan, CompanionDeath_Generic, CompanionKO_Eder, CompanionKO_Priest, CompanionKO_Caroc, CompanionKO_Aloth, CompanionKO_Kana, CompanionKO_Sagani, CompanionKO_Pallegina, CompanionKO_Mother, CompanionKO_Hiravias, CompanionKO_Calisca, CompanionKO_Heodan, CompanionKO_Generic, CompanionDeath_Zahua, CompanionKO_Zahua, CompanionDeath_Maneha, CompanionKO_Maneha, PartyMemberPolymorphed, EnemyPolymorphed
StatusEffect.ModifiedStat
Value Name Displayed as Description Usage type Param type Other flags
0 MaxHealth {0} Max Health Increases the target's maximum health by Value. Additive Value
1 MaxStamina {0} Max Endurance Increases the target's maximum endurance by Value. Additive Value
2 Health {0} Health Restores the target's health by Value. Additive Value NotRevoked
3 Stamina {0} Endurance Restores the target's stamina by Value. Additive Value NotRevoked
4 MeleeAccuracy {0} Melee Accuracy Adds Value to the target's accuracy with Melee attacks. Additive Value
5 RangedAccuracy {0} Ranged Accuracy Adds Value to the target's accuracy with Ranged attacks. Additive Value
6 Deflection {0} Deflection Adds Value to the target's Deflection. Additive Value
7 Fortitude {0} Fortitude Adds Value to the target's Fortitude. Additive Value
8 Reflex {0} Reflex Adds Value to the target's Reflex. Additive Value
9 Will {0} Will Adds Value to the target's Will. Additive Value
10 StaminaRechargeRate {0} Endurance per second Increases the target's stamina regen rate by Value. Additive Value
11 AttackSpeed {0} Attack Speed Multiplies the target's attack speed by Value. ScaledMultiplier Value
12 Stealth {0} Stealth Adds Value to the target's Stealth skill. Additive Value
13 BonusDamage {0} {1} Damage The target gains a Value percent (0-100) proc of the specified DmgType. Additive Value, DmgType
14 DamageThreshhold {0} Damage Reduction ({1}) Adds Value to the target's DT of the specified DmgType. Additive Value, DmgType
15 DamageMinimum {0} Minimum Damage Adds Value to the target's minimum damage. Additive Value
16 MovementRate {0} Move Speed Sets the target's movement speed to their base plus Value. Additive Value
17 NonTargetable Untargetable The target cannot be targeted with attacks. Additive IgnoresValue
18 NonMobile Stuck The target cannot move. Additive IgnoresValue
19 KnockedDown Prone The target is knocked prone. NOTE: prefer the Prone affliction over this effect. Additive IgnoresValue
20 EngagedEnemyCount {0} enemies Engaged Adjusts the number of enemies the target can engage by Value. Additive Value
21 EngagementRadius {0} engagement Range Increases the target's engagement range by Value. Additive Value
22 DisengagementAccuracy {0} Accuracy against Disengaging enemies Increases the target's accuracy on disengagement attacks by Value. Additive Value
23 DisengagementDamage {0} Damage against Disengaging enemies The target does Value extra damage on disengagement attacks. Additive Value
24 NonEngageable Immune to Engagement The target cannot be engaged. Additive IgnoresValue
25 Damage {0} {1} Damage Applies Value damage of the specified DmgType directly to the target. Additive Value, DmgType NotRevoked
26 Stunned Stunned The target is stunned. NOTE: prefer the Stunned affliction over this effect. Additive IgnoresValue
27 BonusUnarmedDamage {0} Unarmed Damage The target does Value bonus damage with Unarmed attacks. Additive Value
28 MeleeAttackDistanceMult {0} Melee Reach Set's the target's attack distance multiplier for Melee attacks to value. ScaledMultiplier Value
29 RangedAttackDistanceMult {0} Range Set's the target's attack distance multiplier for Ranged attacks to value. ScaledMultiplier Value
30 MeleeAttackAllOnPath Melee attacks hit in a line Attack every enemy between attacker and target, when attacker is using melee. Additive IgnoresValue
31 BonusMeleeDamageFromWounds {0} {1} Damage per Wound Attacker does bonus damage on every melee attack, with the bonus proportional to how many wounds are on him. Additive Value, DmgType
32 BonusDTFromArmor {0} Armor Damage Reduction Extra Damage Threshold from any worn armor. Additive Value
33 MeleeMissThresholdDelta_DO_NOT_USE Adjustment to the Miss Threshold for melee attacks. Additive Value Obsolete - Hit types no longer use percent chances.
34 MeleeDamageRangePctIncreaseToMin {0} of Damage Range guaranteed Percentage of the full damage range used to increase the minimum damage of melee attacks. Additive Value
35 CanStun {0} chance to Stun on hit The target's attacks have Value chance (0.0-1.0) to stun his enemy. Additive Value
36 SneakAttackOnNearDead Sneak Attacks on enemies under {0} Endurance Grants sneak attack bonuses to the target when enemy is at Value percent (0.0-1.0) or less health. Additive Value
37 MeleeCritThresholdDelta_DO_NOT_USE Adjustment to the Crit Threshold for the target's melee attacks. Additive Value Obsolete - Hit types no longer use percent chances.
38 RangedCritThresholdDelta_DO_NOT_USE Adjustment to the Crit Threshold for the target's ranged attacks. Additive Value Obsolete - Hit types no longer use percent chances.
39 CanCripple {0} chance to Hobble on hit All attacks made by the target can cripple their targets. Additive IgnoresValue
40 MarkedPrey Marked Marks the target (effects of the mark are dictated by other abilities). Additive IgnoresValue
41 SuspendHostileEffects Hostile effects suspended Prevents all existing hostile effects on the target from ticking. Additive IgnoresValue
42 BonusMeleeDamage {0} Melee Damage The target does Value damage with Melee attacks. Additive Value
43 ImmuneToEngageStop Not stopped by Engagement The target will not stop moving when an engagement attack occurs. Additive IgnoresValue
44 HealthLossPctMult_DO_NOT_USE {0} Health loss Multiplicative adjustment to health loss percentage. ScaledMultiplier Value Obsolete
45 BonusDamageMult {0} {1} Damage Any damage done by the target of type DmgType is multiplied by Value. ScaledMultiplier Value, DmgType
46 FocusWhenHits {0} Focus on hit The target gains Value focus when they successfully hit with a weapon. Additive Value
47 BeamDamageMult {0} Beam Damage Damage done by the target's Beam attacks is multiplied by Value. ScaledMultiplier Value
48 DrainResolveForDeflection Drains {0} Resolve for {1} Deflection The target gains Value Resolve, the attacker gains ExtraValue Deflection. Additive Value, ExtraValue
49 ReapplyDamage {0} of all damage reapplied Remembers damage applied to the target and does it again, multiplied by Value, to the target every interval. Additive Value
50 ReapplyDamageToNearbyEnemies {0} of all damage reapplied to nearby enemies Remembers damage applied to the target and does it again, multiplied by Value, to nearby enemies every interval. Additive Value
51 ReloadSpeed {0} Reload Speed Multiplies the length of the target's reload animations by Value. Additive Value
52 DropTrap Drop Trap: {0} The target drops a copy of the TrapPrefab every interval. Value is the maximum number of traps. If ExtraValue is non-zero, the traps are cleared with the effect. Additive Value, Trap, ExtraValue
53 StasisShield {0}-pt Stasis Shield Absorbs up to Value damage to the target, and stuns the target. Additive Value
54 SuspendBeneficialEffects Beneficial effects suspended Prevents any existing non-hostile effects on the target from ticking. Additive IgnoresValue
55 DamageBasedOnInverseStamina {0} Damage by percentage of Endurance lost Does Value damage of type DmgType to the target, multiplied by the ratio of its Stamina it has lost. Additive Value, DmgType
56 Resolve {0} Resolve Adds Value to the target's Resolve. Additive Value
57 Might {0} Might Adds Value to the target's Might. Additive Value
58 Dexterity {0} Dexterity Adds Value to the target's Dexterity. Additive Value
59 Intellect {0} Intellect Adds Value to the target's Intellect. Additive Value
60 SummonWeapon Summon Weapon: {0} Summons a copy of EquippablePrefab into the target's primary weapon slot. Additive Equippable IgnoresValue
61 TransferStamina {0} Endurance Drained Reduces the target's stamina by Value and adds it to the caster. Additive Value
62 StaminaRechargeRateMult {0} Endurance Regeneration Multiplies the target's stamina recharge rate by Value. ScaledMultiplier Value
63 VesselAccuracy {0} Accuracy against Vessels Adds Value to the target's accuracy when he is attacking Vessels. Additive Value
64 BeastAccuracy {0} Accuracy against Beasts Adds Value to the target's accuracy when he is attacking Beasts. Additive Value
65 WilderAccuracy {0} Accuracy against Wilder Adds Value to the target's accuracy when he is attacking Wilders. Additive Value
66 StunDefense {0} Defense against Stunned The target gains Value defense against any attack that inflicts Stun. Additive Value DesignerObsolete - Use ResistAffliction instead.
67 KnockdownDefense {0} Defense against Prone The target gains Value defense against any attack that inflicts Knockdown. Additive Value DesignerObsolete - Use ResistAffliction instead
68 PoisonDefense {0} Defense against Poison The target gains Value defense against any attack with the Poison keyword. Additive Value DesignerObsolete - Use ResistKeyword instead.
69 DiseaseDefense {0} Defense against Disease The target gains Value defense against any attack with the Disease keyword. Additive Value DesignerObsolete - Use ResistKeyword instead.
70 DistantEnemyBonus {0} Accuracy, Deflection, Reflex against distant enemies The target gains Value to accuracy, deflection, and reflex against distant enemies. Additive Value
71 BonusDamageMultOnLowStaminaTarget {0} Damage against enemies with low Endurance Multiplies the target's damage by Value when his target has low stamina. ScaledMultiplier Value
72 BonusCritChanceOnSameEnemy {0} of Hits converted to Crits when attacking the same target as an ally Increases target's critical hit chance by Value when he is attacking the same target as a friend. Additive Value
73 BonusAccuracyForNearestAllyOnSameEnemy {0} Accuracy granted to an ally attacking the same target The target's nearest ally attacking the same enemy gets Value bonus accuracy. Additive Value
74 EnemyCritToHitPercent {0} of incoming Crits converted to Hits Crits against the target have Value (0.0-1.0) chance to be converted to Hits. Additive Value
75 HostileEffectDurationMult {0} Duration for hostile effects Multiplies the duration of all current and new hostile effects on the target by Value. ScaledMultiplier Value
76 EnemyDeflectReflexHitToGrazePercent {0} of incoming Hits converted to Grazes (Deflection or Reflex only) Changes Value (0.0-1.0) percentage of Deflection and Reflex hits against the target to grazes. Additive Value
77 EnemyFortitudeWillHitToGrazePercent {0} of incoming Hits converted to Grazes (Fortitude or Will only) Changes Value (0.0-1.0) percentage of Fortitude and Will hits against the target to grazes. Additive Value
78 ExtraStraightBounces Ranged Attacks bounce {0} times Adds Value bounces (in a straight line) to the target's ranged attacks that have no bounces. Additive Value
79 DamageToDOT {0} Damage taken converted to Damage Over Time All damage dealt by the target is multiplied by Value and converted to a DOT. ScaledMultiplier Value
80 BonusDamageMultIfTargetHasDOT {0} Damage against targets affected by a Damage Over Time Damage dealt by the target to enemies with any DOTs is multiplied by Value. ScaledMultiplier Value
81 RedirectMeleeAttacks Hostile Melee Attacks redirected to another nearby target Melee attacks against the target are redirected to another target near the attacker. Additive IgnoresValue
82 HostileAOEDamageMultiplier {0} Area of Effect Damage taken All damage done by the target's AOE attacks is multiplied by Value. ScaledMultiplier Value
83 ImprovedFlanking Improved Flanking The target is allowed to sneak attack stunned, prone, or paralyzed opponents. Additive IgnoresValue
84 DTBypass {0} DR bypass Adds Value to the target's DT bypass on all attacks. Additive Value
85 StealSpell Steals a Level {0} or lower spell Caster copies up to ExtraValue GenericSpells from the target's grimoire or ability list, with spell level no higher than Value. Additive Value, ExtraValue
86 SwapFaction Alliance flipped Makes hostiles into friendlies and vice versa (player loses control of affected characters). Additive IgnoresValue
87 AttackOnMeleeHit When the target is hit by a melee attack, AttackPrefab is launched at the attacker. Additive Attack IgnoresValue
88 MinorSpellReflection Minor Spell Reflection Hostile spells of level 3 or lower cast at the target are reflected back to their caster. Additive IgnoresValue
89 Athletics {0} Athletics Adds Value to the target's Athletics. Additive Value
90 Lore {0} Lore Adds Value to the target's Lore. Additive Value
91 Mechanics {0} Mechanics Adds Value to the target's Mechanics. Additive Value
92 Survival {0} Survival Adds Value to the target's Survival. Additive Value
93 Crafting {0} Crafting Adds Value to the target's Crafting. Additive Value
94 PushDefense {0} Defense against Push attacks Adds Value to the target's defense against any attack with a Push effect. Additive Value
95 WhileStunnedDefense {0} Defense while Stunned Adds Value to the target's defense while he is stunned. Additive Value
96 WhileKnockeddownDefense {0} Defense while Prone Adds Value to the target's defense while he is knocked down. Additive Value
97 BonusAccuracyOnSameEnemy {0} Accuracy when attacking same target as an ally Adds Value to the target's accuracy when he attacks the same target as a friend. Additive Value
98 BonusDamageMultOnSameEnemy {0} Damage when attacking same target as an ally Damage dealt by the target to same target as a friend is multiplied by Value. ScaledMultiplier Value
99 Constitution {0} Constitution Adds Value to the target's Constitution. Additive Value
100 Perception {0} Perception Adds Value to the target's Perception. Additive Value
101 CritHitMultiplierBonus {0} to Crit Damage multiplier Adds Value to the target's critical hit damage multiplier. ScaledMultiplier Value
102 BonusGrazeToHitPercent {0} of Grazes converted to Hits Changes Value percentage (0.0-1.0) of the target's weapon grazes to hits. Additive Value
103 CanStunOnCrit Attacks can Stun on Crits The target's critical hits make a Fortitude attack to inflict stun for 2 seconds. Additive IgnoresValue
104 BonusGrazeToMissPercent {0} of Grazes converted to Misses Changes Value percentage (0.0-1.0) of the target's weapon grazes to misses. Additive Value
105 BonusCritToHitPercent {0} of Crits converted to Hits Changes Value percentage (0.0-1.0) of the target's weapon crits to hits. Additive Value
106 BonusMissToGrazePercent {0} of Misses converted to Grazes Changes Value percentage (0.0-1.0) of the target's weapon misses to grazes. Additive Value
107 BonusHitToCritPercent {0} of Hits converted to Crits Changes Value percentage (0.0-1.0) of the target's weapon hits to crits. Additive Value
108 BonusHitToGrazePercent {0} of Hits converted to Grazes Changes Value percentage (0.0-1.0) of the target's weapon hits to grazes. Additive Value
109 BonusDamageProc {0} Damage as {1} When the target hits, he inflicts a proc of Value percent (100 = 100%) with type DmgType. Additive Value, DmgType
110 Confused Confused The target will act randomly. Additive IgnoresValue
111 BonusMeleeWeaponDamageMult {0} Melee Damage Multiplies damage done by the target's melee weapon and unarmed attacks by Value. ScaledMultiplier Value
112 BonusRangedWeaponDamageMult {0} Ranged Damage Multiplies damage done by the target's ranged weapon attacks by Value. ScaledMultiplier Value
113 RateOfFireMult {0} Ranged Attack Speed Multiplies the target's attack speed with Ranged attacks by Value. ScaledMultiplier Value
114 ApplyAttackEffects Additional Effects Apply the status effects and afflictions in AttackPrefab to whatever the target hits. Additive Attack IgnoresValue
115 EnemyReflexGrazeToMissPercent {0} of incoming Grazes converted to Misses (Reflex only) Changes Value percentage (0.0-1.0) of Reflex attacks that graze against the target to misses. Additive Value
116 StaminaPercent {0} Endurance The target regains Value percentage (0.0-1.0) of his stamina. ScaledMultiplier Value NotRevoked
117 EnemiesNeededToFlankAdj {0} enemies needed to Flank The target must be engaged by Value additional enemies to be able to be flanked. Additive Value
118 ConcentrationBonus {0} Concentration Adds Value to the target's Concentration. Additive Value
119 DOTOnHit {0} {1} Damage Over Time when dealt damage When the target is hit, he takes an additional Value damage of type DmgType per tick for ExtraValue seconds. Additive Value, DmgType, ExtraValue
120 SpellReflection Spell Reflection Hostile spells of level 5 or lower cast at the target are reflected back to their caster. Additive IgnoresValue
121 DisableSpellcasting Spellcasting Disabled The target cannot cast spells or switch grimoires. Additive IgnoresValue
122 ResistAffliction {0} Defense against {1} attacks The target gains Value defense against any attack that inflicts the AfflictionPrefab. Duration of existing afflictions is reduced by ExtraValue seconds. Additive Value, Affliction, ExtraValue
123 PreventDeath Prevent Death The target's health cannot drop below 1. Additive IgnoresValue
124 AdjustDurationBeneficialEffects {0} Duration of active beneficial effects Changes the duration of all non-hostile effects on the target by Value. Additive Value
125 DOTTickMult {0} Damage Over Time tick rate The tick rate of DOTs on the target is multiplied by Value (higher numbers are faster). ScaledMultiplier Value
126 AdjustDurationHostileEffects {0} Duration of active hostile effects Changes the duration of all hostile effects on the target by Value. Additive Value
127 ResistKeyword {0} Defense against {1} attacks The target gains Value defense against any attack with the Keyword. Duration of existing effects is reduced by ExtraValue seconds. Additive Value, ExtraValue, Keyword
128 TransferDT {0} Damage Reduction ({1}) stolen The target loses Value DT of the specified type, and the caster gains Value DT of the specified type. Additive Value, DmgType
129 TransferRandomAttribute {0} points stolen from a random attribute The target loses Value from a random attribute, and the caster gains Value to the same attribute. Additive Value
130 Disintegrate {0} {1} Damage Applies Value raw damage to the target. If it kills the target, the target is destroyed. Additive Value NotRevoked
131 BonusAccuracyOnSameEnemyAsExtraObject {0} Accuracy when attacking the same enemy as {1} The target gains Value accuracy when attacking the same target as (Code) m_extraObject. Additive Value
132 Duplicate_DEPRECATED Duplicate Summons a copy of the target, equipped with the weapon in EquippablePrefab. Additive Equippable IgnoresValue, Obsolete - Use a Summon attack instead.
133 GainStaminaWhenHits {0} of Damage restored as Endurance The target regains stamina equal to the final damage done, times Value, when he hits a victim. Additive Value
134 CanKnockDownOnCrit Crits can inflict Prone The target's critical hits make a Fortitude attack to inflict knock down for Value seconds. Additive Value
135 BonusAccuracyAtLowStamina {0} Accuracy when below {1} Endurance The target gains Value accuracy while his stamina is below ExtraValue percent (0.0-1.0). Additive Value, ExtraValue
136 BonusDamageMultAtLowStamina {0} Damage when below {1} Endurance The target's damage is multiplied by Value while his stamina is below ExtraValue percent (0.0-1.0). ScaledMultiplier Value
137 BonusDamageMultOnKDSFTarget {0} Damage against Prone, Stunned, Flanked enemies The target's damage is multiplied by Value when attacking a target that is knocked down, stunned or flanked. ScaledMultiplier Value
138 DamagePlusDot {0} Damage inflicted Over Time Damage rolled by the target is also applied as a DOT of type DmgType (NONE = same type as attack), where Value is multiplier for the damage and ExtraValue is duration. Additive Value, DmgType, ExtraValue
139 RangedGrazeReflection Ranged Grazes reflected back at attacker Ranged attacks against the target defended by Deflection or Reflex that graze are reflected back at the attacker with Value bonus accuracy. Additive Value
140 EnemyHitToGrazePercent {0} of incoming Hits converted to Grazes Changes Value percentage (0.0-1.0) of hits against the target to grazes. Additive Value
141 StunDurationMult {0} Stun duration Multiplies the duration of Stuns that affect the target by Value. ScaledMultiplier Value
142 KnockDownDurationMult {0} Knock Down duration Multiplies the duration of Knockdowns that affect the target by Value. ScaledMultiplier Value
143 BonusArmorDtMultAtLowHealth {0} Armor Damage Reduction when under 25% Health The target's Armor DT is multiplied by Value while his health is below 50%. ScaledMultiplier Value
144 AccuracyByRace {0} Accuracy against {1} The target gains Value accuracy against enemies of RaceType. Additive Value, Race
145 DamageMultByRace {0} Damage against {1} The target's damage against enemies of RaceType is multiplied by Value. ScaledMultiplier Value, Race
146 Fatigue {0} Fatigue The target's fatigue is increased by Value levels. Additive Value
147 DUMMY_EFFECT_IncreasedWeaponReach {0} Weapon Reach Does nothing, but is reported as Value meters of bonus weapon reach. Additive Value
148 PrimordialAccuracy {0} Accuracy against Primordials The target's damage against Primordials is multiplied by Value. Additive Value
149 StopAnimation Paralyzed Stops the target's animation. Additive IgnoresValue
150 AddAfflictionImmunity Immunity to {1} The target is immune to AfflictionPrefab (existing effects from that affliction are cleared). Additive Affliction IgnoresValue
151 Invisible Invisible The target is not rendered. Additive IgnoresValue
152 WoundDelay {0} Wound delay Adjusts the delay before Monk wounds appear on the target by Value seconds. Additive Value
153 SpellDamageMult {0} Spell Damage Damage of type DmgType done by the target's spells is multiplied by Value. ScaledMultiplier Value, DmgType
154 FinishingBlowDamageMult {0} Finishing Blow Damage Damage done by the target's Finishing Blows is multiplied by Value. ScaledMultiplier Value
155 ZealousAuraAoEMult {0} Zealous Aura Area of Effect The area of the target's Zealous Auras is multiplied by Value. ScaledMultiplier Value
156 DelayUnconsciousness Delay unconsciousness for {0} seconds If the target would become unconscious, it is delayed by 3 seconds. Additive IgnoresValue
157 NegMoveTickMult {0} Move Speed penalty tick rate Multiplies the tick rate of negative movement effects on the target by Value (higher numbers tick faster). ScaledMultiplier Value
158 BonusDamageMultOnFlankedTarget {0} Damage to Flanked targets The target's damage against Flanked targets is multiplied by Value. ScaledMultiplier Value
159 FocusGainMult {0} Focus Gain All focus gained by the target is multiplied by Value. ScaledMultiplier Value
160 DisengagementDefense {0} Defense when Disengaging The target gains Value defense against disengagement attacks. Additive Value
161 SpellDefense {0} Defense against spells The target gains Value defense against spells. Additive Value
162 RangedDeflection {0} Deflection against ranged attacks The target gains Value Deflection against ranged attacks. Additive Value
163 BonusUsesPerRestPastThree {0} Uses of per-rest abilities with 4 or more charges The target's per-rest abilities with more than three uses per rest have Value extra uses. Additive Value
164 PoisonTickMult {0} Poison effect tick rate Multiplies the tick rate of Poison effects on the target by Value (higher numbers tick faster). ScaledMultiplier Value
165 DiseaseTickMult {0} Disease effect tick rate Multiplies the tick rate of Disease effects on the target by Value (higher numbers tick faster). ScaledMultiplier Value
166 StalkersLinkDamageMult {0} Stalker's Link Damage Multiplies damage done by the target's Stalker's Link by Value. ScaledMultiplier Value
167 DamageToStamina {0} of {1} Damage converted to Endurance Value percentage (0.0-1.0) of damage of type DmgType done to the target is regained as healing. Additive Value, DmgType
168 ChanterPhraseAoEMult {0} Chant Area of Effect The area of the target's Phrases is multiplied by Value. ScaledMultiplier Value
169 BonusHealMult {0} Healing received Multiplies all healing done to the target by Value. ScaledMultiplier Value
170 IncomingCritDamageMult {0} Crit Damage taken Damage of type DmgType done to the target by critical hits is multiplied by Value. ScaledMultiplier Value, DmgType
171 SpellCastBonus {0} {1}-level Spell Uses The target has Value extra uses of ExtraValue-level spells. Additive Value, ExtraValue
172 AoEMult {0} Ability Area of Effect Multiplies the area of the target's AoE attacks by Value. ScaledMultiplier Value
173 FrenzyDurationMult {0} Frenzy Duration Multiplies the duration of any effect from Frenzy on the target by Value. ScaledMultiplier Value
174 ProneDurationMult {0} Prone Duration Multiplies the duration of any effect from Prone on the target by Value. ScaledMultiplier Value
175 WildstrikeDamageMult {0} Wildstrike Damage Multiplies the damage done by the target's Wildstrike by Value. ScaledMultiplier Value
176 ReviveAndAddStamina Revive with {0} Endurance If the target is unconscious, he revives and is healed for Value stamina. Additive Value
177 DamageToStaminaRegen {0} of Damage taken converted to Healing Over Time When the target is hit for damage of type DmgType, he recieves a HoT effect for Value percentage (0.0-1.0) of the damage with duration ExtraValue seconds. Additive Value, DmgType, ExtraValue
178 LaunchAttack Additional Attack Launches the AttackPrefab at the target. Additive Attack IgnoresValue
179 HidesHealthStamina Health and Endurance concealed The target's current health and stamina are hidden from the player. ExtraValue changes the color (0=red, 1=purple). Additive ExtraValue IgnoresValue
180 AllDefense {0} All Defenses The target gains Value to all defenses. Additive Value
181 MaxStaminaMult {0} Maximum Endurance The target's maximum stamina is multiplied by Value. ScaledMultiplier Value
182 CallbackOnDamaged CODE: Calls back an ability when the target is damaged. Description overrides string display. Additive IgnoresValue
183 ApplyFinishingBlowDamage Finishing Blow Damage dealt by the target when he has this effect is adjusted by his Finishing Blow ability. Additive IgnoresValue
184 NoEffect Does nothing. Used to apply additional VFX. Additive IgnoresValue
185 Accuracy {0} Accuracy Adds Value to the target's melee and ranged accuracy. Additive Value
186 TransferDamageToStamina Drains {0} {1} Damage as Endurance The target takes Value damage of the type DmgType, and the caster regains Value stamina. Additive Value, DmgType NotRevoked
187 CallbackAfterAttack CODE: Calls back the ability origin when the target finishes an attack. Description overrides string display. Additive IgnoresValue
188 IncomingDamageMult {0} {1} Damage taken Damage dealt to the target of type DmgType is multiplied by Value. Additive Value, DmgType
189 GivePlayerBonusMoneyViaStrongholdTurn {0} copper The player gains Value copper when a stronghold turn is processed. Additive Value
190 ArmorSpeedFactorAdj {0} armor Speed penalty Adds Value to the armor speed factor of the target (which cannot exceed 1.0). Additive Value
191 DistantEnemyWeaponAccuracyBonus {0} Accuracy against distant enemies The target gains Value accuracy with ranged weapons against distant enemies. Additive Value
192 BonusRangedWeaponCloseEnemyDamageMult {0} Ranged Damage against close enemies Damage dealt by the target with ranged weapons to nearby enemies is multiplied by Value. ScaledMultiplier Value
193 DualWieldAttackSpeedPercent {0} Dual Wield Attack Speed Adds Value percent (0-100) to the target's attack speed if the target is dual-wielding (weapon in each hand or unarmed), not including abilities. Additive Value
194 BonusShieldDeflection {0} Shield Deflection While the target is using a shield, it gains Value Deflection. Additive Value
195 ShieldDeflectionExtendToReflex Shield Deflection bonus also applies to Reflex. The target's shield Deflection bonus also applies to Reflex. Additive Value
196 ApplyWounds {0} Wounds Adds Value wounds to the target. If ExtraValue is non-zero, does an appropriate amount of raw damage to the target. Additive Value, ExtraValue
197 BonusDamageMultWithImplements {0} Damage with Implements Damage dealt by the target with implements is multiplied by Value. ScaledMultiplier Value
198 DamageAttackerOnImplementLaunch {0} {1} Damage to self when attacking with Implements The target takes Value damage of type DmgType when he attacks with an implement. Additive Value, DmgType
199 RangedMovingRecoveryReductionPct {0} Ranged Recovery when moving Reduces the recovery penalty while moving by Value percentage (0.0-1.0) when the target is using a ranged weapon. Additive Value
200 BonusGrazeToHitRatioMeleeOneHand {0} of Grazes converted to Hits with one-handed melee weapons Changes Value percentage (0.0-1.0) of the target's grazes to hits while he is wielding only a one-handed melee weapon. Additive Value
201 TwoHandedDeflectionBonus {0} Deflection while wielding a two-handed weapon The target gains Value Deflection while using a two-handed weapon. Additive Value
202 BonusDamageByRacePercent {0} Damage against {1} Damage dealt by the target against the specified RaceType is multiplied by Value percentage (0-100). Additive Value, Race
203 InterruptBonus {0} Interrupt The target gains Value Interrupt. Additive Value
204 BonusPotionEffectOrDurationPercent {0} Potion Effectiveness The duration of over-time potion effects on the target is multiplied by Value percent (0-100), or the value of non-over-time effects. Additive Value
205 ExtraSimultaneousHitDefenseBonus {0} Companion simultaneous defense bonus The target gains Value defense when he an his animal companion are hit by the same attack. Additive Value
206 BonusWeaponSets {0} Weapon Sets The target gains Value available weapon sets. Additive Value
207 BonusQuickSlots {0} Quick Item Slots The target gains Value available quick item slots. Additive Value
208 MeleeAttackSpeedPercent {0} Melee Attack Speed Multiplies the target's melee weapon attack speed by Value percent (0-100). Additive Value
209 RangedAttackSpeedPercent {0} Ranged Attack Speed Multiplies the target's ranged weapon attack speed by Value percent (0-100). Additive Value
210 TrapAccuracy {0} Trap Accuracy The target's traps gain Value accuracy. Additive Value
211 BonusDamageByTypePercent {0} {1} Damage When the target deals damage of type DmgType, it is multiplied by Value percent (0-100). Doesn't support ALL or NONE. Additive Value, DmgType
212 MeleeDTBypass {0} Melee DR Bypass The target's melee attacks gain Value DT bypass. Additive Value
213 RangedDTBYpass {0} Ranged DR Bypass The target's ranged attacks gain Value DT bypass. Additive
214 GrimoireCooldownBonus {0} Grimoire Cooldown The target's grimoire cooldown is increased by Value seconds. Additive Value
215 WeaponSwitchCooldownBonus {0} Weapon Change Recovery The target's weapon switch cooldown is increased by Value seconds. Additive Value
216 ShortenAfflictionDuration {0} {1} Duration The durations of current afflictions of type AfflictionPrefab on the target have Value seconds added. Additive Value, Affliction NotRevoked
217 MaxFocus {0} Max Focus The target's maximum focus is increased by Value. Additive Value
218 TrapBonusDamageOrDurationPercent {0} Trap Effectiveness The target's traps have their damage or status effect duration multiplied by Value percent (0-100) Additive Value
219 BonusHitToCritPercentEnemyBelow10Percent {0} of Hits converted to Crits against targets with low Endurance Converts Value percent (0-100) of the target's hits to crits against enemies with <10% stamina. Additive Value
220 AllDefensesExceptDeflection {0} All Defenses except Deflection The target gains Value to all defenses except Deflection. Additive Value
221 ApplyPulsedAOE Applies the PulsedAOE in AttackPrefab to the target. If Value is 0, the target becomes the owner. Additive Value, Attack
222 WeapMinDamageMult {0} Minimum Damage The target's minimum weapon damage is multiplied by Value. ScaledMultiplier Value
223 BreakAllEngagement Break Engagements Breaks any existing engagements with the target. Additive IgnoresValue
224 VeilDeflection {0} Deflection The target gains Value Deflection, except against veil-piercing attacks. Additive Value
225 BonusTwoHandedMeleeWeaponDamageMult {0} Damage The target's damage with two-handed melee weapons is multiplied by Value. ScaledMultiplier Value
226 BonusMeleeDamageMult {0} Melee Damage The target's damage with melee attacks is multiplied by Value. ScaledMultiplier Value, DesignerObsolete - Use BonusMeleeWeaponDamageMult instead.
227 BonusCritHitMultiplierEnemyBelow10Percent {0} to Crit Damage multiplier against targets with low Endurance The target's critical hit damage multiplier is increased by Value against enemies with <10% stamina. Additive Value
228 UnarmedAccuracy {0} Unarmed Accuracy The target gains Value accuracy with Unarmed attacks. Additive Value
229 BonusDTFromWounds {0} Damage Reduction per wound The target gains Value DT from each Monk wound he has. Additive Value
230 TransferBeneficialTime Steal {0} duration from each beneficial effect on the target The target loses Value time from each beneficial effect. The total time (multiplied by ExtraValue) is spread evenly among the caster's beneficial effects. Additive Value, ExtraValue
231 AccuracyByWeaponType {0} Accuracy when using {1} The target gains Value accuracy with weapons of the same Type as EquippablePrefab. Additive Value, Equippable
232 ExtraProjectilesByWeaponType {0} Projectiles when using {1} The target shoots Value extra projectiles with weapons of the same Type as EquippablePrefab. Additive Value, Equippable
233 SummonConsumable Summon up to {0} {1} into Quick Items Summons up to Value instances of ConsumablePrefab (0 means as many as possible) into the target's free quickslots. Additive Value, Consumable
234 TransferDamageToCaster {0} of damage taken redirected to caster as {1} damage Damage dealt to the target is multiplied by Value. The difference is dealt back to the attacker with type DmgType. Additive Value, DmgType
235 TransferAttackSpeed Steal {0} of Attack Speed Removes Value percent of the target's attack speed, and grants the caster an equivalent bonus. ScaledMultiplier Value
236 DamageToSummon {0} {1} Damage The target takes Value damage of type DmgType, and if he dies, the Summon in AttackPrefab is executed. Additive Value, DmgType, Attack
237 Destroy Destroyed The target dies. Additive NotRevoked, IgnoresValue
238 LaunchAttackWithRollingBonus Additional attack with {0} Accuracy and {1} Damage per strike Launches the AttackPrefab on the target. It recieves Value extra accuracy and ExtraValue bonus damage each time it ticks. Additive Value, Attack, ExtraValue
239 ProhibitEnemyEngagementByLevel cannot be Engaged by enemies more than {0} levels below self The target can't be engaged by enemies whose Level is less than his level plus Value. Additive Value
240 DamageShield {0}-pt {1} Damage Shield Absorbs up to Value points of damage of the specified Dmg Type that would be dealt to the target. Additive Value, DmgType
241 HealthPercent {0} Health The target regains Value percent (0.0-1.0) of his maximum health. ScaledMultiplier Value NotRevoked
242 PostDtDamagePlusDot {0} Damage inflicted Over Time Damage dealt by the target is also applied as a DOT of type DmgType (NONE = same type as attack), where Value is multiplier for the damage and ExtraValue is duration. Additive Value, DmgType, ExtraValue
243 RangedReflection {0} of Ranged attacks reflected back at attacker Ranged attacks against the target defended by Deflection or Reflex have an ExtraValue percent (0.0-1.0) chance to be reflected back at the attacker, with Value bonus accuracy. Additive Value, ExtraValue
244 SingleWeaponSpeedFactorAdj {0} single-weapon Speed penalty Adds Value to the single-weapon speed factor of the target (which cannot exceed 1.0). Additive Value
245 KeywordImmunity Immune to {0} effects The target is immune to effects with the specified Keyword. Additive Keyword IgnoresValue
246 CantUseFoodDrinkDrugs Can't use Food, Drinks, or Drugs The target cannot consume or equip 'Ingestible' consumable items. Additive IgnoresValue
247 AddDamageTypeImmunity Immune to {0} damage The target is immune to damage of the specified Dmg Type. Additive DmgType IgnoresValue
248 NegateNextRecovery Recover immediately Negates the recovery of the target's next attack to complete. Additive NotRevoked, IgnoresValue
249 GenericMarker Similar to NoEffect, but is displayed on the target. Value is the display string id (GUI table). ExtraValue is maximum stack size. Additive Value, ExtraValue
250 DamageByKeywordCount {0} {1} Damage per {2} Does Value damage of the specified Dmg Type to the target for each status effect on him with the Keyword. If ExtraValue is nonzero, only effects caused by the caster count. Additive Value, DmgType, ExtraValue, Keyword NotRevoked
251 RemoveAllEffectsByKeyword remove all {0} Removes all effects on the target with the specified Keyword. If ExtraValue is nonzero, only effects caused by the caster count. Additive ExtraValue, Keyword NotRevoked, IgnoresValue
252 SummonSecondaryWeapon Summon Weapon: {0} Summons a copy of EquippablePrefab into the target's secondary weapon slot. Additive Equippable IgnoresValue
253 GrantFocusToExtraObject grant {0} of damage dealt as Focus to {1} The (Code) m_extraObject gains focus damage dealt by the target (multiplied by the Value). ScaledMultiplier Value
254 VerticalLaunch The target is programmatically launched Value meters into the air. Additive NotRevoked
255 EnemyGrazeToMissPercent {0} of incoming Grazes converted to Misses Grazes against the target have Value (0.0-1.0) chance to be converted to Misses. Additive Value
256 BonusHealingGivenMult {0} Healing done Multiplies all healing done by the target by Value. ScaledMultiplier Value
257 StaminaByAthletics {0} Endurance Restores (Value + 5 * n) stamina to the target, where n is the target's Athletics skill. Additive Value NotRevoked
258 AttackOnHitWithMelee Additional Attack When the target hits someone with a melee attack, also hits that character with the specified AttackPrefab. Additive Attack IgnoresValue
259 AccuracyBonusForAttackersWithAffliction {1} attackers get {0} Accuracy Attackers with the specified Affliction get Value bonus accuracy when attacking the target. Additive Value, Affliction
260 RemoveAffliction Remove {0} Removes all instances of the specified affliction from the target. Additive Affliction NotRevoked, IgnoresValue
261 BonusArmorDtMult {0} Armor Damage Reduction The target's Armor DT is multiplied by Value. ScaledMultiplier Value
262 GrantAbility Grants the target the specified ability. Additive Ability IgnoresValue
263 SetBaseAttribute Sets the target's base attribute score in the specified Attribute to Value. Additive Value
264 SetBaseDefense Sets the target's base score in the specified Defense to Value. Additive Value, DefenseType
265 MindwebEffect Effect placed on creatures affected by the Mindweb ability. Additive Value
266 PhraseRecitationLengthMult {0} Phrase Recitation time The duration of the Recitation of the target's phrases is multiplied by Value (1.0 = no change). ScaledMultiplier Value
267 DamageAlwaysMinimumAgainstCCD minimum damage against Confused, Charmed, Dominated characters The target always does minimum damage when attacking a Confused, Charmed, or Dominated enemy. Additionall,y the damage is multiplied by Value. Additive Value
268 DrugDurationMult {0} Drug effect duration When the target consumes drugs, the effect duration is multiplied by Value. ScaledMultiplier Value
269 TransferStaminaReversed {0} Endurance transferred from caster Reduces the casters's stamina by Value and adds it to the target. If ExtraValue>0, it's allowed to revive unconscious characters. Additive Value, ExtraValue
270 TransferAttribute {0} {1} stolen The target loses Value from the specified attribute, and the caster gains Value to the same attribute. Additive Value
271 RestoreSpiritshiftUses Restore {0} uses of {1} Restores Value uses of each of the target's Spiritshift abilities. Additive Value NotRevoked
272 ApplyAffliction Applies the specified Affliction to the target with a duration of Value seconds. Additive Value, Affliction
273 AccuracyByClass {0} Accuracy against {1} The target gains Value accuracy against enemies of ClassType. Additive Value, Class
274 DamageMultByClass {0} Damage against {1} The target's damage against enemies of ClassType is multiplied by Value. ScaledMultiplier Value, Class
275 AfflictionShield Prevent {1} ({0} times) Grants immunity to up to Value applications of the specified Affliction that would be put on the target (0=infinite, but please consider AddAfflictionImmunity instead). Additive Value, Affliction
276 ConsumableDurationMult {0} Consumable Duration Multiplier the duration of consumable affects put on the target. Additive Value
277 DisableAbilityUse The target cannot use any active abilities. Additive IgnoresValue
278 ShortenAfflictionDurationOngoing {0} {1} Duration The durations of new afflictions of type AfflictionPrefab on the target have Value seconds added. Additive Value, Affliction
279 MeleeWeaponAccuracy {0} Melee Accuracy Adds Value to the target's accuracy with Melee weapon (non-spell) attacks. Additive Value
280 EnemyReflexHitToGrazePercent {0} of incoming Hits converted to Grazes (Reflex only) Changes Value percentage (0.0-1.0) of Reflex attacks that hit against the target to grazes. Additive Value
281 BonusHitToCritPercentAll {0} of Hits converted to Crits Changes Value percentage (0.0-1.0) of the target's hits (weapon or ability) to crits. Additive Value
282 BonusHitToCritRatioMeleeOneHand {0} of Hits converted to Crits with one-handed melee weapons Changes Value percentage (0.0-1.0) of the target's grazes to hits while he is wielding only a one-handed melee weapon. Additive Value
283 RawStamina {0} Endurance Restores the target's stamina by Value, ignoring any stat adjustments. Additive Value NotRevoked
10000 Push {0} Push Pushes the target away from the caster up to Value meters, with speed ExtraValue. Additive Value, ExtraValue
Stronghold.WindowPane Status, Actions, Upgrades, Hirelings, Companions
StrongholdUpgrade.InteriorLocation Barracks, Dungeon, Hall, House_Lower, House_Upper, Library, None
StrongholdUpgrade.Type AdditionalStorage, AritficersHall, Bailey, Barbican, Barracks, BeastVault, Bedding, BotanicalGarden, Chapel, CourtyardPool, CraftHall, CurioShop, Dungeons, Forum, Hearth, HedgeMaze, Lab, Library, MainKeep, MerchantStalls, None, RoadRepairs, SouthCurtainWall, Towers, TrainingGrounds, WardensLodge, WestCurtainWall, WoodlandTrails
StrongholdAdventure.Type None, Minor, Average, Major, Grand, Legendary

Deadfire enums[ | ]

For a full list of enumerations in Deadfire, see: Enumerations.

Type Members
Game.AlphaControl.FadeOutBehavior Destroy, Deactivate, Nothing
Game.AssetBundleHint Abilities, Animation, Audio, Cameras, CharacterHD, CharacterHeadAndSkinHD, Characters, Count, GlobalPrefabs, GUI, Items, Lists, Materials, Movies, ProgressionTables, Projectiles, Shaders, Ships, Unknown, VFX, WeaponHD
Game.ChallengeMode TrialOfIron, Expert
Game.CharacterStats.DebugFlags
Flags/bitmask
Properties = 1, Attributes = 2, Skills = 4, Team = 8, Abilities = 16, StatusEffects = 32, Sticky = 64, Resources = 128, Keywords = 256
Game.StringTableType Unassigned = 0, Gui = 1, Characters = 4, Items = 5, Abilities = 6, Tutorial = 7, Achievements = 8, AreaNotifications = 9, Interactables = 10, Debug = 12, Recipes = 13, Factions = 14, LoadingTips = 15, ItemMods = 16, Maps = 17, Afflictions = 19, BackerContent = 20, Cyclopedia = 21, PointsOfInterest = 112, StatusEffects = 644, Backstory = 942, CustomAI = 976, NewGameBonuses = 977, CompanionReactions = 1057, CompanionTopics = 1097, ShipDuel = 1284, Tooltips = 1624
Game.Disposition.Rank
In game these ranks are displayed as 1 higher
None, Rank1, Rank2, Rank3
SmartCamera.TrackingState ForceEnabled, ForceDisabled, UsingSmartSettings
Game.GameData.AmbientMusicStateType Default, Stealth, Conversation
Game.GameData.AttributeType Resolve, Might, Dexterity, Intellect, Constitution, Perception
Game.GameData.AutoAttackType Passive, DefendSelf, Defensive, Aggressive
Game.GameData.AutoAttackState Off, AutoAttack, On
Game.GameData.Axis Positive, Negative
Game.GameData.DifficultyScaler
Flags/bitmask
PX1_HIGH_LEVEL = 1, ACT4_HIGH_LEVEL = 2
Game.GameData.EquipmentSlot Head, Neck, Armor, RightRing, LeftRing, Hands, Cape, Feet, Waist, GrimoireOrTrinket, Pet, PrimaryWeapon, SecondaryWeapon, PrimaryWeapon2, SecondaryWeapon2, None, PrimaryProp, SecondaryProp, TotalEnumCount
Game.GameData.MapVisibilityType DeveloperOnly, Hidden, Locked, Unidentified, Unlocked
Game.GameData.MovementType None, Walk, Run, Teleport
Game.GameData.MovieType None, Inn, Camp, Watcher, IntroCutscene
Game.GameData.ScriptedBehaviorType None, Idle, UseScriptedObject
Game.GameData.ShipCombatRelativeBearing Fore, Starboard, Aft, Port
Game.GameData.ShipCrewJobType None, Captain, Boatswain, Navigator, Helmsman, Deckhand, Cannoneer, Cook, Surgeon, Reserve
Game.GameData.ShipDuelActionType None, SailFull, SailHalf, Board, Hold, TurnStarboard, TurnPort, TurnReverse, FireCannons, Report, BraceForImpact
Game.GameData.ShipDuelDamageType Hull, Sail, AnyCrew, AboveDeckCrew, BelowDeckCrew
Game.GameData.ShipDuelParticipant Player, Opponent, Actor, NonActor
Game.GameData.ShipSupplyType Ammunition, Medicine, Repair
Game.GameData.ShipSupplyRate None, Half, Normal, Double
Game.GameData.ShipRepairPriorityType None, Hull, Sail
Game.GameData.ShipUpgradeSlotType None, Sails, Hull, CannonsFore, CannonsStarboard, CannonsAft, CannonsPort, Flag, Misc, Wheel, Lantern, Anchors
Game.GameData.TrackedAchievementStat CompletedGame, NumBaseGamePrimaryCompanionsGained, NumAdventuresCreated, NumPartyMemberKnockouts, ExpertModeOn, TrialOfIronOn, PathOfTheDamnedOn, NumUniqueEnchantmentsCreated, NumUniqueFoodItemsCreated, NumUniqueScrollsCreated, NumUniquePotionsCreated, NumTrapItemsUsed, NumRestsUsed, NumEnemiesKilled, NumBaseGameDragonsKilled, NumUniqueBaseGameMapsVisited, NumDispositionsAtLevel, NumSoulboundWeaponsFullyUnlocked, PortMajeShipRepair, EothasHasongoConnection, EothasMagransTeethConfront, EothasUkaizoConfront, FactionHuanaQuestComplete, FactionPrincipiQuestComplete, FactionVTCQuestComplete, FactionRDCQuestComplete, ReachedNeketaka, BlowTheManDownComplete, BerkanasFollyComplete, TheMerryDeadComplete, NemnokTheDevourerComplete, NumBaseGameMajorPortsSailedTo, MaxNegativeCompanionReputationGained, MaxPositiveCompanionReputationGained, NumBaseGameIslandsNamed, NumBaseGameShipUpgrades, NumBaseGameShipsAcquired, NumBombsCreated, MaxLevelReached, MaxCaptainRankAchieved, NumBaseGameSidekicksGained, NumBountiesComplete, AssignedCrewToAllSlotsOfAShip, BuiltEachTypeOfUpgradeOnAShip, FullyEnchantedItem, InfamousCaptainAchieved, LAX2DefeatDracolich, LAX2EnterTheBeyond, LAX2DefeatNeriscyrlas, LAX2GiveRymrgandYourSoul, LAX2BecomeFrozenGuardian, LAX2EscapeWhiteVoid, LAX2DefeatBeastOfWinter, LAX2NumFateDecided, LAX2ObtainEyeOfRymrgand, LAX2NumTrinketsAcquired, LAX2NumFrozenBodiesDestroyed, LAX2NumUniqueItemsRestored, LAX2DrinkBrewMasterBrew, LAX1BecomeChampion, LAX1BecomeContender, LAX1NumCollectedArtifacts, LAX1KillBeastOfOmen, LAX01RepairFlowOfSouls, LAX01SeekerSlayerSurvivor, LAX3ArchivesComplete, LAX3CollectionsComplete, LAX3ConfrontOracle, LAX3NumPetCreated, LAX3NumWeycHeldrsCollected, LAX3NumCagesOpened, LAX3SecretsDiscovered
Game.GameData.StatusEffectAnimType None, Fire, Fear, Cold, Bleeding, Coughing
Game.GameData.WorldMapTransitMode None, Sailing, Walking

Other identifiers[ | ]

Name List
PastStoryData.Items.Key asked_question, break1, break2, break3, break4, break5, break6, break7, break8, break9, catacombs_born, catacombs_recent, catacombs_years, cilant_vision, elmshore_vision, heretic_friend, heretic_known, heretic_lie, heretic_love, heretic_mentor, heretic_sister, heretic_unmet, inquisitor, iovara_camp, iovara_trial, know_lied, leave_disgrace, leave_family, leave_horrors, leave_injuries, memory_torture, ossionus_trap, pursuaded_stay, thaos_plot, third_vision, wilderness_vision
StrongholdAttack.Tag BLEAKHOLLOW_BANDITS, BEETLES, VITHRACK, SHADE_LURKERS, TROLLS, XAURIP_WORMS, DOZENS_MERCS, DOMENEL_THUGS, UNDEAD, CRUCIBLE_KNIGHTS, SKELETONS, CEAN_GWLAS, KEEPERS_CHANTERS, LEADEN_KEY, CUTTHROAT_BANDITS, VICIOUS_MERCS, GLANFATHAN_FANGS, DRAKES, CRUEL_LORD
StrongholdVisitor.Tag

0_BAD1 (Lord Byrnwigar)
1_BAD2 (Gafol the Drunkard)
2_BAD3 (Nyry the Deft Hand)
3_PRESTIGIOUS1 (Odeyna Fyrgest)
4_PERSTIGIOUS2 (Lord Sidroc)
5_PRESTIGIOUS3 (Berolt)
6_RARE_ITEM1 (Azzuro – offers Wurmwull)
7_RARE_ITEM2 (Azzuro – offers Rebel's Call)
8_RARE_ITEM3 (Azzuro – offers Husk of the Great Western Stag)
9_SUPPLICANT1 (Supplicant from Gilded Vale)
10_SUPPLICANT2 (Supplicant from Defiance Bay)
11_SUPPLICANT3 (Supplicant from Twin Elms)
12_RARE_ITEM4 (Azzuro – offers Scâth Gwannek)
13_RARE_ITEM5 (Azzuro – offers Mabec's Morning Star)
14_RARE_ITEM6 (Azzuro – offers Rimecutter)
15_RARE_ITEM7 (Azzuro – offers Hiro's Mantle)
16_RARE_ITEM8 (Azzuro – offers Malina's Boots)
17_RARE_ITEM9 (Azzuro – offers Gyrges' Gloves)
18_PRISONER1 (Distant Relative)
19_PRISONER2 (Solmar the Shackler)
20_SUPPLICANT4 (Supplicant from Dyrford Village)
21_PRISONER3 (Geyda)
22_MESSENGER1 (Palace Messenger)
23_MESSENGER2 (Palace Messenger)
24_MARSHAL (Marshal Forwyn)
25_PRISONER4 (Solmar the Shackler)
26_PRISONER5 (Geyda)
27_RARE_ITEM10 (Azzuro – initial visit)

External links[ | ]

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