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Controls

  1. Keys
    1. Wildercord
    2. Wildercord: Master’s Arts
    3. Wildercord: Master forms
    4. Wildercord: Lore
  2. Other actions with the usual keys
  3. In the Cord screen
  4. In the spell wheel
  5. Commands for everyone
  6. Commands for operators

Keys

All keys are in Options > Controls > Key Binds, and you can change every one. They sit under four headings: Wildercord, Wildercord: Master’s Arts, Wildercord: Master forms and Wildercord: Lore. The ? badge in the Cord screen always shows your current keys.

A press counts as a hold once it’s down for a quarter of a second. Anything shorter is a tap.

Wildercord

Key Default What it does
Cast spell (hold to charge) R Tap to cast your selected spell. Hold to charge it (up to +40% power at full charge, which takes 1.5 seconds), then let go. Keep holding past full to overchannel.
Next spell (hold for the wheel) V Tap for your next spell. Hold for the spell wheel (with two or more spells).
Open Cord K Opens the Cord screen.
Open backpack B Opens the backpack in your Backpack slot. Press it again (or E) to close. See Backpacks.
Aura Z Once you know a breathing method: tap for Aura Slash (from Edge), sneak and press for Aura Guard (from Flow), double-tap for Aura Step (from Form), hold for Dominion (Sovereign). Tap, then press and hold for Awakening (from Edge). See Aura.
Cast spell 1 to 4 not set Casts that spell straight away, without selecting it. Taps only, no charging.
Cast spell 5 (the tome’s) not set The same for the fifth spell, while the Tome of the Fifth Page counts. See Casting Gear.
Next loadout not set Loads your next saved loadout. Refused while you charge a spell, duel or are sealed in ice.
Magic visual settings not set Opens your visual and casting settings. See Performance and Visual Settings.

A double tap of the Aura key means two taps close together (within about 0.4 seconds). From Form, a single tap waits that long before it slashes, so a step never fires a slash too.

Wildercord: Master’s Arts

These need a blade in your main hand, a breathing method, and the aura stage shown. See Aura.

Key Default What it does
Spellcut U Edge. After a short windup, cuts down up to 3 hostile bolts in front of you and slashes foes nearby. 14 aura, 3 second rest.
Rising Break Y Form. A rising strike that breaks extra stance and lifts ordinary foes. 20 aura, 5 second rest.
Driving Cut J Form. A committed 5-block thrust that breaks a damaged held spell and seals the caster’s casting for 1 second. 18 aura, 4 second rest.

Wildercord: Master forms

Key Default What it does
Equipped Master form C Uses the Master form you have equipped. It does nothing in Creative, so the game’s Save Toolbar (C + a number) still works there.

Wildercord: Lore

Key Default What it does
Open lore journal H Opens your Lore Journal: leads, places, people, what you learned and what was said. Only when no other screen is open.

Other actions with the usual keys

Do To
Put a Cord in the slot above your offhand (E), or shift-click it Wear it
Put a staff, focus, tome or sash in its gear slot, or shift-click it Wear it. See Casting Gear
Use a rune Learn it for good
Use a Knot Learn it (no runes needed)
Use a Mana Crystal +10 max mana, up to 100 crystals
Use a Spell Scroll Cast its spell once
Use a Torn Page Read a secret spell’s riddle
Use a Breathing Manual Learn its breathing method (read another method’s manual twice to switch)
Sneak and stand still with a blade, once you know a method Breathing stance: aura flows in
Cast while sneaking with a blade, from Edge The spell flows into the blade. Your next Aura Slash within 5 seconds carries it
Sneak and stand still wearing a Cord Meditate: mana comes back twice as fast. Meditate 10 seconds unhurt to form a ready Heart Circle
Hold sneak while charging Steady your hands and trace the spell’s glyph. See Sigil tracing
Meditate with a Blank Rune in hand, in the right place and time Attune it. See Runes of the World
Sneak and use a Wandering Duelist Hear its offer. Do it again within 10 seconds to call its school’s Sword Master (needs Aura Form or Heart Circle VIII)
Sneak and punch a Training Dummy Pick it back up
Sneak and use your familiar Tell it to stay or follow

In the Cord screen

Input Does
Click a rune in the Codex Add it to the end of the selected spell
Drag a rune onto a socket Insert it there
Click a threaded rune Take it off
Drag a threaded rune Move it, put it in another spell, or drag it off to remove it
Click a spell’s row Select it for editing and casting
Type, or Ctrl+F Search the Codex
Ctrl+B (or Catalog) Open the Rune Catalog
Backspace / Ctrl+Backspace Delete a letter / clear the search
Page tabs Spells, Passives, Grimoire, Cosmetics
Ctrl+L (or the list badge) Open the loadouts panel
Ctrl+M Open the selected spell’s mastery panel
In loadouts: ↑/↓, Enter, Ctrl+R, Delete Pick, load, rename, delete (press twice)
In loadouts: Ctrl+S / Ctrl+N Save over the picked loadout (press twice) / save as new
Esc Close the panel, clear the search, leave the search box, then close the screen

The screen doesn’t pause the game. Full details on The Cord Screen.

In the spell wheel

Input Does
Hold V, point at a spell, let go Select it
Click a spell, or press its number (1 to 5) Select it
Point, then press V or Enter Select the one you point at
Right-click or Esc Close without choosing

Commands for everyone

Command Does
/master challenge <name> Call that Sword Master: ember, gale, stone, rime, thunder, verdant, hollow, starlit, hourglass, crimson, tide, iron, dune, echo, dawn or venom (needs Aura Form or Heart Circle VIII; not on Peaceful)
/master join Join a Master trial that’s gathering near you
/master ready Start the trial you called
/master victories List the Masters you’ve beaten
/vow, /vow take <vow>, /vow release <circle> See and choose your Circle Vows. Releasing one costs 5 levels
/party invite <player>, accept <player>, decline <player>, leave, list, kick <member>, disband Form a party of up to 8. Your spells spare party members
/duel <player>, /duel accept <player>, /duel decline <player>, /duel stats [player] Duels
/loadout save, load, delete, list Manage loadouts
/runelab practice enter / leave Enter or leave the practice arena
/runelab research, notebook, trial, familiar, builds Research and saved builds
/sethome, /home, /delhome, /homes, /warp, /warps, /spawn, /rtp, /back Travel. See Getting Around
/tpa, /tpahere, /tpaccept, /tpdeny, /tpcancel, /tptoggle Teleport requests
/waypoint add, remove, list, track, untrack, share Waypoints

A server can switch the travel commands off. Teleports have a short warmup and a cooldown.

Commands for operators

These need operator permission (or cheats on in single player).

Command Does
/wildercord learnall Learn every rune and reveal every fusion recipe
/wildercord learn <rune> Learn one rune (feather_fall, on_hit…)
/wildercord spell <1-5> <runes...> Thread a whole spell at once
/wildercord mana Fill your mana
/wildercord circles <0-20> Set your Heart Circles
/wildercord condense <mana> Add condensed mana toward your next circle
/wildercord innate <rune> Choose your innate rune
/wildercord runebound Turn the nearest monster into a Runebound
/wildercord event mana_storm / starfall / rift [here] Start a world event
/wildercord practice enter, leave, moving, reset, stress <1-24>, benchmark Practice arena tools. See Performance
/wildercord visualstats [reset] Show visual effect counters
/wildercord reset Forget every rune and spell (Heart Circles are kept)
/wildercord reload Reload the server settings and report any problems
/wildercord aura method <method>, stage <stage> and more Aura testing tools: set your breathing method, stage and the rest
/setwarp <name>, /delwarp <name> Manage public warps
/wildercord-upgrade Places a few small encounters, such as the training pavilion, in old terrain, with a preview first and a way back. It doesn’t add the 54 sites. Server owners only. See Pavilion Upgrade for Old Worlds
/gamerule wildercord:allow_duels false Turn duels off

Players on the same /team count as allies, so your helpful spells reach them. See friendly fire.

Type to find a guide, rune or recipe.