Game language and commands
Inscripted offers Portuguese, English and Spanish. In automatic mode, it uses the language provided by Minecraft Java or Bedrock. Regional variations, such as British English and Mexican Spanish, use the corresponding catalog. Other languages receive Portuguese.
Use /language pt, /language en or /language es to choose. Your preference is saved between visits; /language auto returns to the client language. Changing language closes the open menu; reopen it to see the new language.
Items, NPCs, locations, menus, messages, HUD, help and suggestions are presented per player. Two people can see the same content in different languages. Custom item and player names, free-form chat, attributes and server identifiers are preserved.
Aliases for all three languages are still available regardless of the language selected. The search /find also recognizes translated names of cataloged locations. Administrative commands remain subject to the same permissions. Use /ajuda, /help67 or /ayuda to consult in-game help.
The wiki is available in Portuguese, English and Spanish. Use the selector at the top to switch languages without leaving the article; game preference is independent.
| Action | Portuguese | English | Spanish |
|---|---|---|---|
| Language | /idioma pt | /language en | /idioma es |
| Help | /ajuda banco | /help67 bank | /ayuda banco |
| Deposit Crowns | /banco depositar tudo | /bank deposit all | /banco depositar todo |
| Invite to group | /grupo convidar <jogador> | /party invite <player> | /grupo invitar <jugador> |
| Accept exchange | /troca aceitar | /trade accept | /intercambio aceptar |
| Guide to boss | /chefes guiar 1 | /bosses guide 1 | /jefes guiar 1 |
| Mobile controls | /mobile ligar | /mobile on | /movil activar |
Sources
- PlayerLanguages.java · language per player — verified on 2026-10-13 (game)
- LocalizedCommands.java · language per player — verified on 2026-10-13 (game)
- LocalizedPackets.java · language per player — verified on 2026-10-13 (game)
- commands.json · language per player — verified on 2026-10-13 (game)
Minecraft Bedrock and mobile
Add 67.inscripted.com.br, port 19132, under Play → Servers → Add Server. Sign in with your Microsoft/Xbox account and accept the resource packs. You join the same world as Java players.
Use /mobile to open the touch menu. Free hotbar slots 7, 8 and 9 and enable the shortcuts. Hold an identified weapon; tapping a shortcut uses the ability while keeping the weapon selected. Cooldowns and rules are the same as in Java.
Shortcuts are optional: /mobile off frees all three hotbar slots. They do not replace items, cannot be stored or sold, and are protected on death. The menu lets you check your status, resume the first steps, mount up and open cities and hunts.
The Bedrock account has its own character. To use your existing Java character, link your accounts through the official Floodgate service before progressing on the new account. Inventories and balances are not merged automatically.
Beta compatibility: creatures, NPCs, pets and mounts receive animated models; Items use converted icons, including flat weapon appearances that are 3D in Java. The HUD uses readable text and native menus. Automatic tests do not replace visual checking and gestures on a real device.
| Action | Control on mobile |
|---|---|
| Basic attack | Minecraft Attack Control |
| Movement | Hotbar slot 7, with shortcuts enabled |
| Utility | Hotbar slot 8, with shortcuts enabled |
| Special / mount special | Hotbar slot 9, with shortcuts enabled |
| Mount | /mobile → Mount |
| Dismount / climb into flight | Minecraft crouch/jump |
| Change mount variant | Tap the owned mount in /mount and choose Next variant |
| Buy multiple units | Tap the offer and choose the quantity in the form |
| Status, health, cooldowns and effects | /status or /mobile → My status; Textual HUD during gameplay |
Sources
- MobileControls and BedrockSupport · Bedrock integration — verified on 2026-10-13 (game)
- Converted packages and bridge versions — verified on 2026-10-13 (game)
Java Controls
| Action | Control |
|---|---|
| Resume orientation from first hunt | /pve start |
| Choose city or hunting area | Left button with Return Compass; use the selector tabs |
| Open hunting areas | /cities hunts or /bussola hunts |
| Stop tracking | Stop in the menu, /find stop or /cities stop |
| Return to selected city | Right-click with the compass; wait for channeling to finish |
| Request trade | Shift + right-click on a player |
| Status Dashboard | Shift+Q |
| Positioning the status panel | /status position 230 40 (horizontal and vertical) |
| Manage pets | /pets |
| Navigate the Vault | Buttons at the bottom of the inventory |
| Find place or creature | /find <name> or /onde <name> |
Find places and creatures
With the Return Compass On the main hand, left-click to open the selector. Use the Cities and Hunting Areas tabs. /cities hunts or /bussola hunts directly opens the 30 named hunting places, with creatures or factions, levels and access.
Use /find <name> or /onde <name> to find places, creatures and bosses. The 102 hunting points remain available; creature results also show where they spawn. Clicking an unlocked hunt, combat area or altar starts tracking along the roads. Selecting a city ends the current tracking and points the compass directly at it.
The screening remains active until you arrive or cancel it. The needle points to the next real stretch of road and the golden trail is visible only to you. The panel shows the remaining distance along the route and the direction in relation to your camera, preserving health and recharge information. The chosen target takes precedence over the automatic progression track while tracking is active.
Dial distance is straight; During tracking, the panel measures the remaining path along the road. As you approach the bonfire, a small personal light highlights your arrival.
Use Stop in the menu, /find stop, /find cancel or /cities stop to end tracking only. /cities clear also removes the selected city and restores the Refuge as a return destination.
The return city and the tracked hunt are separate destinations. Tracking a hunt, combat area, or altar preserves the previous return city. Choosing a city updates the return destination and points the compass directly at it. The right button of Return Compass channels a teleport to that city; it does not take you to the tracked hunt.
The accompanied target is saved when leaving and resumed when entering or respawning. Switching worlds ends tracking. A successful return also ends it; reload, block, or return miss preserves the target.
Sealed hunts appear in the list. Selecting them explains which boss allows access and preserves the previous trace and the return city. A sealed city can be marked, but returning requires unlocking its tier.
Without an achievable route, get back on the road and try to select your destination again. Going off the road while tracking keeps you on target without drawing a trail through obstacles.
In regions T1 to T5, the main road continues from one town to another passing the entrances to the region's six hunting areas. Follow the road to travel and use the spurs to get to the bonfires and gatherings. Fork signs indicate location, tier, levels, next city and direction.
At the entrances to hunts and exits from cities, floating panels indicate the location, tier and levels when applicable, the next city and directions. There are 30 hunting panels and 11 city panels. They complement the fork signs to help you choose the road and branch.
Sources
- CityNavigation.java — verified on 2026-10-08 (game)
- SiteSearch.java — verified on 2026-10-08 (game)
- RoadGuide.java — verified on 2026-10-08 (game)
- GuidePath.java — verified on 2026-10-08 (game)
- ReturnStone.java — verified on 2026-10-08 (game)
- ActionBarRenderer.java — verified on 2026-10-08 (game)
- Progression.java — verified on 2026-10-08 (game)
- plugin.yml — verified on 2026-10-08 (game)
- Roads and signs · verified positions and native texts — checked in 2026-10-08 (realm configuration)
- Main roads · cities, hunting entrances and branches — checked in 2026-10-08 (realm configuration)
- TrailLandmarks.java — verified on 2026-10-08 (game)
- wayfinding.yml · entrance and city panels — verified on 2026-10-08 (game)
- SiteSearch.java · personal tracking and return city — verified on 2026-10-08 (game)
- RoadGuide.java · personal tracking and return city — verified on 2026-10-08 (game)
- CityNavigation.java · personal tracking and return city — verified on 2026-10-08 (game)
- ReturnStone.java · personal tracking and return city — verified on 2026-10-08 (game)
- GuidePath.java · personal tracking and return city — verified on 2026-10-08 (game)
- Compass · selection of cities and hunts — verified on 2026-10-08 (game)
- Personal tracking · persistence and cancellation — verified on 2026-10-08 (game)
- Relative direction and arrival at the end of the road — verified on 2026-10-08 (game)
- Compass and particles along the verified path — verified on 2026-10-08 (game)
- Public labels · loaded lines and chunks — verified on 2026-10-08 (game)
- Hunts, boss arenas and T4 lairs verified on candidate map — checked in 2026-10-08 (realm configuration)
- T4 Hunting Groups and Names Verified on Candidate Map — checked in 2026-10-08 (realm configuration)
Travel T5 Hunts
Preview of the reconstruction of T5. The final validation and installation of this map on the server has not yet been verified.
The hunting circuit connects Scar Citadel → Foundry of Chains of Light → Bastion of Marked Bones → Prison of the Split Eye → Aqueduct of Seven Ruptures → Monastery of Inverted Banners → Garden of Late Judgment → Dawn Bastion. It is possible to go through it in the opposite direction.
The two cities also have a direct connection. Choose the circuit when you want to visit the hunts along the trip; The panels show neighboring places and the landmark of each hunt.
In Return Compass, use the left button and the Hunting areas tab. /find Banners finds the T5 monastery; Click on the unlocked result to start tracking. The search alone does not start the trail.
Follow the personal trail to your chosen campfire. She guides along the road; The right compass button continues to return to the selected city.
| Hunting place | Landmark and scenery | By the road |
|---|---|---|
| Light Chain Foundry | Cracked oven, three exhaust fans of different heights and an ore crane. | Scar Citadel ↔ Bastion of Marked Bones |
| Marked Bone Bastion | Large diagonal bone next to a siege cliff and burial ditches. | Light Chain Casting ↔ Prison of the Split Eye |
| Cracked Eye Prison | Eye and panopticon above barred cell wings and a chapel. | Bastion of Marked Bones ↔ Aqueduct of the Seven Ruptures |
| Seven Breaches Aqueduct | Sequence of old arches with a broken joint and repair equipment. | Split Eye Prison ↔ Inverted Banners Monastery |
| Inverted Standards Monastery | Long nave with a broken roof and a side bell tower. | Aqueduct of the Seven Ruptures ↔ Garden of Late Judgment |
| Late Judgment Garden | Petrified tree whose roots organize terraces and flower beds. | Monastery of Inverted Banners ↔ Dawn Bastion |
Sounds of travel and arrival
The previous sounds of weapons, abilities, creatures, interface and transactions have been restored. Recent custom sound effects are disabled; ambient music from regions and cities remains active.
Combat training
Attack one Training Dummy installed in the world and see the DPS panel above it. The panel adds up the attacks of all players on that dummy; To compare your equipment, do the test yourself.
Consult Training Dummy to understand the measurement and start another session.
Signs of execution
Casting and execution have separate signs on abilities with these steps. Movements, fields and buffs signal their actual activation; Vanish also signals a return. Auras use distinct sounds when turning on and off.
Effects of auras
Custom audio effects disabled at 08/10/2026 per user request; only the background ambient tracks of regions and cities remain active. The sonic descriptions of the experimental system are historical; the effects and gameplay rules remain valid.
| Aura | Effect | Beep |
|---|---|---|
| Permafrost | Applies slowness for 66 ticks to nearby players and creatures on the third step of the routine. The first pulse occurs after about 2 s; subsequent pulses occur every 3 s. | The pulse accompanies the application of slowness; turning off the aura ends the next pulses. |
| Berserk | The buff granted by the aura's current condition increases physical damage by 40% and has its duration renewed while the condition remains valid. | Short signal when accepting a new instance of the buff. Renewals do not repeat the signal. |
| Thunderstruck | The lightning damage routine returns while the player is crouched; lifting restores the pulses. | Elemental damage and hurt accompany actual contacts with other victims. |
| Righteous Fire | Calculates a pulse of fire from 5% of maximum health every 0.5 sec. Protection uses life + soul; the calculated amount can be considered combat modifiers. | External contacts use fire and hurt. Self damage does not simulate an external attack. |
| Winds of Change | Without crouching, register Rejuvenate: Five nominal applications of 1% of maximum life, every 8 ticks, after 5 ticks. Bleed reduces healing to 20% and Blood Pact doubles it, respecting maximum health. | The smooth texture only confirms measured life gain. Full life does not confirm healing. Shutting down prevents new instances; the already accepted cure ends normally. Death ends healing. |
The administrator commands use the real routines, but do not prove that keystones are obtained normally. The current equality of Berserk also supports high life on an administrator activation without keystone; this delivery preserves the condition.
Normal regeneration may contribute to the observed recovery. The Winds of Change texture requires increased health within the application of Rejuvenate.
Basic bow shooting and Smoke Bomb support horizontal or vertical aiming. Direction correction maintains speed, number of projectiles and ranges.
Multi-origin combat
The previous sounds of weapons, abilities, creatures, interface and transactions have been restored. Recent custom sound effects are disabled; ambient music from regions and cities remains active.
Ambient sounds
The ambient background tracks for regions and cities remain active. Occasional custom ambient effects are disabled.
Sound materials
The previous sounds of weapons, abilities, creatures, interface and transactions have been restored. Recent custom sound effects are disabled; ambient music from regions and cities remains active.
Service signs
The previous sounds of weapons, abilities, creatures, interface and transactions have been restored. Recent custom sound effects are disabled; ambient music from regions and cities remains active.
Sound preview
The previous sounds of weapons, abilities, creatures, interface and transactions have been restored. Recent custom sound effects are disabled; ambient music from regions and cities remains active.
