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Commands
All mod chat commands start with /essence. Use Tab completion to discover registered branches and identifiers. Start with /essence help; operator menus appear to sources with permission level 2.
| Reference | Permission | Typical work |
|---|---|---|
| Player commands | No operator requirement | Wallets, Bonuses, Attunement, Ascension and milestones |
| Administration commands | Level 2 | Grants, resets, tier/item edits, profile reload/rebuild and export |
| Diagnostics and testing | Level 2 | Saved balance explanations, player/machine snapshots and scoped invariant checks |
| Native team and machine commands | No operator level for ordinary actions; status bypass/recovery have level-2 rules | Beta.5 membership, processing, retained advanced links and own-item recovery |
| Membership authority and machine recovery | Level 2 | Beta.5 readiness/activation and narrow binding repair |
The multiplayer branches below were introduced in beta.5. Native membership approval and machine management require their actual membership capabilities; operator level is not a general foreign machine-access grant.
<argument> is required; [argument] is optional. Angle/square brackets are notation, never characters to type. all is accepted only by operations that explicitly offer it; some register it as a branch and Attunement handles it as a reserved category value. Entries identify one of these source contexts:
| Context | Player | Console |
|---|---|---|
| Server | Yes | Yes |
| Player | Yes, own context | No |
| Target | Self if omitted, or one explicit online player | Supply the trailing player argument |
Targets use Minecraft's single-player entity selector argument. Online names and selectors resolving to exactly one player are accepted. There is no offline-player or mass-edit support. @s selects the sender in game; it does not select a player from the server console. A console can use a suitable single-player selector such as @p; verify which player it resolves to before a mutation. Sender permissions remain in force when targeting someone else.
Examples on mutation pages target the in-game operator with @s. Use them only in a staging world or after the backup recommendation beside the operation.
For Essence, Bonus/stat, Skill, milestone and player-tier arguments, short IDs normally default to essence_ascendance:. Thus offense means essence_ascendance:offense. They do not silently default to minecraft: or correct letter case.
Use quoted full IDs:
/essence balance "essence_ascendance:offense"
/essence bonuses show "essence_ascendance:melee_damage"
/essence debug balance item "minecraft:iron_ingot"Quotes matter: the command string argument does not accept : or / in an unquoted token. Completion quotes qualified IDs for you. Minecraft resource identifiers use lowercase letters, digits, _, - and .; their path can also contain /.
Two exceptions deserve attention:
-
debug balance item <id>directly looks up the full saved item ID;iron_ingotdoes not acquire aminecraft:prefix. -
admin item tier set <tier>takes a serialized item-tier name, not a namespaced ID.
team arguments use UUIDs for team/request/member IDs, and machine arguments use three-coordinate block positions. They do not accept these registry-ID conventions. There are no custom UUID tab suggestions; provider choices for admin membership prepare do have them. Status/request output supplies clickable suggestions with the current receipt IDs. See their canonical entries for names, coordinate grammar, source restrictions and examples. Bare team is a status alias; bare admin membership shows help; bare machine is not executable.
Essence categories are offense, defense, vitality, mobility, gathering and utility. Bonus list/gameplay category arguments accept these case-insensitively. Attunement category arguments resolve Essence IDs. Tier names are latent, dormant, awakened, resonant, ascendant and transcendent; individual handlers still require a known registered tier.
| Term used in the references | Exact accepted command range |
|---|---|
| Positive amount | Integer 1..9,223,372,036,854,775,807 |
| Nonnegative amount | Integer 0..9,223,372,036,854,775,807 |
| Attunement percent | Integer 0..100 |
| History page | Integer 1..2,147,483,647, then bounded by actual stored pages |
| Balance Skill rank | Integer 1..1000, then bounded by the saved generated curve |
Accepted syntax does not guarantee funds, storage capacity, a valid purchase, or an existing rank. Large amounts can fail overflow or cap validation.
| Command | Meaning | Consequence |
|---|---|---|
/essence balance |
Your available wallet Essence | Reads currency |
/essence debug balance summary |
The installed generated profile | Reads resolved balance data |
/essence admin balance rebuild |
Generate a replacement from current inputs/environment | Writes files and replaces runtime authority |
Diagnostic entries say when normal reconciliation occurs: chapter alignment, equipment attribute synchronization or machine link refresh. These do not spend Essence or grant progress, but are not a promise of absolutely no incidental state effects. Attribute synchronization can clamp health to its current maximum.
Admin target mutations refresh the player's progression state. Output goes to the command sender; ordinary successes are not broadcast to all operators. Sanitize player names, ownership, locations and local paths before sharing output.
There are no separate /archive, /essence skills, /essence stat or top-level /essence rebuild aliases. Skills are purchased through the Nexus; administrative Skill commands are testing/recovery tools.
Implementation: root registration, arguments, IDs and permissions.
Home · Configuration · Rebuilding · Issues
Beta.9 · Minecraft 1.21.1 · Fabric / NeoForge. Pack makers: tune the settings and rebuild. Players: use the Ascendance Archive for gameplay and current server values. Version and upgrade guidance.
- How pack balance works
- Apply changes and rebuild
- Skill, Bonus and global settings
- Overrides and customization
- Item valuation and economy
- Progression and power
- Integrations and compatibility
- Worked scenarios