Uros Roleplay Forums -
Uros Roleplay Forums

The Adventurer's Codex

This guide explains the live player systems currently wired into UrosEngine: character creation, communication, economy, treasuries, auctions, locks, shops, support, travel, combat, skills, and custom crafting. Expand a section below to learn the mechanics before you step into the world.

Characters & Identity
Creating Your Character

Your character is more than a skin. During creation you choose a name, race, age, gender, height, description, and emote colour. Race matters because the creation menu reads the race configuration, including age limits and any natural racial traits.

Character age can also advance over real time if the server setting for real-time aging is enabled, so older long-lived characters may naturally age as the world moves forward.

Character Menus & Commands
/profile Opens your profile dashboard, where you can review your current character, manage alternate characters, update appearance-related settings, and switch characters.
/card [player] Opens a character card view for yourself or another nearby player.
/playtime Shows your total playtime.
/playtime top Shows the playtime leaderboard.
/money Shows your pocket and bank balances.
/afk Toggles AFK mode.
/roll [max] Rolls a random number for RP chance and conflict resolution.
Switching, PK & Consequences

The profile flow supports alternate characters, but they are treated as distinct people in the world. Your alternate character should not magically know what your other character knows. Permanent Kill (PK) exists as a serious story endpoint. Use it carefully and only in line with staff policy, event stakes, or mutual story consent.

Communication
Speech & Emotes

Uros supports immersive local speech, whispers, shouts, roleplay focus channels, OOC, LOOC, and staff/help channels. You can free-type naturally for local RP speech and use emote styles to narrate actions and environmental beats.

Normal chat In-character local speech.
* Personal emote or action.
** Environmental emote or narration.
/shout Sends a louder local message to a wider area.
/whisper Sends a very short-range local message.
/ooc Global OOC chat.
/rp Sends or focuses RP chat.
/looc Sends or focuses local OOC chat.
/chat Opens the chat settings GUI for focus/mutes.
/help Sends to the help channel.
Private Messages & Birds

There are two very different private messaging systems.

OOC Messages

  • /msg or /pm sends OOC private messages.
  • /reply answers the last private message.
  • Offline messages are stored and delivered later.

IC Messenger Birds

  • /bird <Character Name> <message> sends an in-character bird message.
  • Birds take time based on distance.
  • Birds can be intercepted in roleplay.

Good rule of thumb: use PMs for player coordination and birds for in-world correspondence.

Economy, Banking & Treasuries
Pocket vs Bank

Your character carries money in two places: pocket coin and bank coin. Pocket money is what you carry with you. Bank money is the safer long-term store used by several systems.

/money Show your pocket and bank totals.
/money pay <target> <amount> Pay another player or treasury if the system allows it.
/money top Wealth leaderboard.
/cheque <Character> <Amount> Write a bank cheque to another specific character.
Banks

NPC bankers handle deposits, withdrawals, and cheque cashing. A cheque is not a generic money note; it is written to a specific target character and only that character should be able to redeem it.

Treasuries

Treasuries are shared faction or settlement accounts. Owners and managers can add members, control who can view or withdraw, and configure salary payouts with frequency and timing. This is intended for towns, noble households, guilds, mercenary bands, and similar organizations.

Typical Treasury Uses

  • Town tax funds
  • Guild wages
  • Military pay chests
  • Construction budgets

Member Settings

  • View-only access
  • Withdraw permission
  • Role promotion and removal
  • Scheduled salaries
Playtime Rewards

If enabled, the economy module can also deposit periodic playtime rewards into your chosen balance type. That is handled automatically by the server, not manually claimed by players.

Auctions & Shops
Auction House

Auctioneer NPCs provide a safe auction market. Players can create auctions, bid on listings, or buy items instantly if a listing has a buyout. The system also tracks expiry and seller/bidder notifications.

Player Shops

The shops module supports persistent in-world shops. Some are normal private shops; some can be rentable, with landlord and tenant behaviour. Shop visuals and offline notifications are part of the current module, so players should expect shops to behave like an active, persistent market feature rather than a temporary chest setup.

/shops create Begin creating a shop while looking at the chosen shop block.
/shops create rentable Create a rentable shop if you have permission.
/shops delete Remove a shop while looking at it, subject to restrictions.
/shops list List shop data.

Because shops are an economy tool, abusing creation/deletion, hiding stock, or using exploits around rent/ownership will be treated as economy abuse rather than harmless experimentation.

Locks & Property Security
What Locks Do

Locks are character-owned protections for doors, trapdoors, gates, containers, and other supported blocks. They are not just cosmetic: the system checks ownership, membership, and lock type before allowing interaction or removal.

Current Lock Types

Private

  • Only members on the lock can use it.
  • Best for homes, stores, vaults, and private rooms.

Public

  • Protected from grief and unauthorised removal.
  • Open for public interaction.

Donation

  • Intended for containers.
  • Items may be put in, but outsiders cannot take them out.

Password

  • Prompts for a password in chat.
  • Successful entry is cached briefly so you are not prompted on every interaction.
Commands
/lock info Inspect the lock you are looking at.
/lock edit Open the lock management GUI for the targeted lock.
/lock edit add Add a character by chat prompt.
/lock edit remove Remove a member by chat prompt.
/locks Open your character’s locks list.

Use locks for RP property, but remember that a lock is not a magical invisibility shield. Staff can still inspect and audit them, and theft from an unlocked/public container may still be an in-character crime even if the system permits the interaction.

Combat & Consequences
Combat Sessions

Combat is not intended to be random brawling. The engine supports structured combat sessions, reporting, freezing/unfreezing, and revive handling. This means staff can review and manage combat outcomes much more directly than on a normal survival server.

/combat start Start a combat session.
/combat join Join an existing session.
/combat ready Mark readiness.
/combat leave Leave if the rules of the session allow it.
/combat report Review or file session information.
/revive <player> Revive an unconscious player during combat.

If combat begins, do not treat logging out as a clean escape. Combat logging is treated as a major rules issue and also undermines staff review tools.

Skills & Crafting
Skills

The current skills module is profession-based. Characters specialise into a primary and secondary profession, and progression is intended to support long-term crafting, gathering, and economic identity. The player-facing command is simple:

/skills Opens the professions GUI.

Available professions currently include Carpentry, Masonry, Smithing, Mining, Logging, Farming, Fishing, Tailoring, Cooking, and Brewing, with Enchanting reserved as a hidden/default skill path for later progression work.

Custom Crafting

The engine includes a custom crafting module with recipe configs for multiple stations, including anvils, cauldrons, campfires, crafting tables, and stonecutters. This means progression and economy can be tied to recipe completion, not just vanilla craft spam.

Current Crafting Direction

  • Station-based recipe categories
  • Recipe config files per item
  • Profession-linked progression paths

What to Expect

  • Not every vanilla recipe should be assumed available
  • Some items may require custom stations or components
  • Progression is intended to support the server economy, not bypass it
Travel, Warps & Utilities
Travel Commands
/utp Teleport to configured key locations if you have access.
/warp Staff/admin-managed warp system for public destinations and inspection.
/back Returns you to your previous location if permitted.

Treat travel commands as server systems, not in-character teleportation unless the setting or event explicitly frames them that way.

Settings & Miscellaneous
/settings Opens your player settings.
/modreq Opens or submits a support request.
/mr Staff ticket management command.
/bug Bug triage information and tracker link.

Still unsure? Ask in /help, open a /modreq, or speak to staff on Discord.