To use any language that your character has access to, simply type the corresponding command before speaking the language. To return to Common, simply type "--". Console command -language shows player all the languages available to their current character.
When putting an emote or speech on quick slot, don't forget to put /tk before it. More details are listed in article about communication in game.
When character speaks in a different language, player can surround parts of text with square brackets to speak those parts in common. Example: -el This is elven [and this is common].
Even when speaking a non-common language, anything written between star characters or double colons (i.e. *emotes* or ::emotes::) come out untranslated. The same is true for anything written in square brackets "[ ]", though the brackets are themselves not printed. So, for example, typing in Celestial "I pray.. *sighs heavily* the heavens will end the corruption in [Cordor] soon", prints "I qnaz. *sighs heavily* yrel relajelcl find elct yrel vunnoquiuc ic Cordor luuc." This allows third parties to pick out place names, or anything else that your PC speaks directly in common. It is also possible to write an emote between double brackets (i.e. [[emotes]]) will come out untranslated and surrounded in single brackets, making it possible to easily use that emote style.
There are three commands to change the way the chat is relayed, most of it related to the languages. Mind that "untranslated" refers to the raw text, regardless whether the character can translate the language or not.
colour_mode [number(0, 1, 2, 3)]
- Variant 0: Both translated and untranslated text are coloured.
- Variant 1: Untranslated text is not coloured but translated is.
- Variant 2: Untranslated text is coloured but translated is not. [Recommended]
- Variant 3: Neither is coloured.
prefix_mode [number(0, 1, 2)]
- Variant 0: Render all language prefixes.
- Variant 1: Render all language prefixes except Common. [Recommended]
- Variant 2: Doesn't render any language label.
- The prefix has a DC 21 lore check to recognize the language being spoken. Otherwise it will appear as [unknown].
console_mode [number(0, 1, 2, 3, 4)]
- Variant 0: No untranslated text is not relayed to combat chat.
- Variant 1: All untranslated text is relayed to the combat chat.
- Variant 2: All untranslated text is relayed to the combat chat, except Common. [Recommended]
- Variant 3: All untranslated text is relayed in the main chat, and the translation goes to the combat chat.
- Variant 4: All untranslated text is relayed in the main chat, and the translation goes to the combat chat, excluding Common.
Characters can speak any language given to them by their subrace or class, as well as any languages learned through other methods (see below). These are the only ways to speak languages.
Understanding languages that you can't speak is possible through several different methods. Your character's comprehension of language is based on their lore score. When another character speaks a language that your character doesn't have access to by default, a d20 is rolled against your character's Lore score. Scoring at least a 41 allows you to understand what is being said. For example:
- Lore Skill: 24
- d20 roll: 18
- 24 + 18 = 42.
- 42 ≥ 41, thus, your character will understand the line of text being spoken.
A few notes regarding this:
- Items increasing Lore Skill do not count towards your Lore score as it pertains to Language. Adding +2 Lore to all of your items won't increase your character's chances of understanding other languages.
- Natural Ability Modifier, Feats (Skill Focus, Epic Skill Focus, Courteous Magocracy), Spells (Fox's Cunning, Legend Lore, Identify), Bardic Knowledge, and spells cast by items like the Legendary Mirror will affect your character's chances of understanding other languages.
- 1 is not auto-fail, 20 is not auto-succeed. You must simply beat a DC of 41. (confirmed by Fire Boar from code)
- Your character will make the above roll each and every time a line of text in another language is given. Understanding one line doesn't mean he'll understand the next.
Characters can learn to speak and understand new languages in one of two ways:
- Language learning system is based around phrasebooks that can be found in bookshelves in the modules. With a phrasebook in your inventory, you will slowly progress in the learning of the language when you listen to the language. A plethora of little factors exist, but they are meant to remain secret. Please note: this is not a quick process.
The amount of bonus languages you can learn is equal to your natural intelligence modifier. Free, bonus languages (Common, racial languages, class languages) do not count toward the cap. If you take the Gift of Tongues, then your intelligence modifier counts as +4 higher, allowing you to learn more languages, and faster.
If you fully learn more languages than what your intelligence score can support, the oldest language will be forgotten. You can, however, start learning and abandon as many languages as you want.
Natural ability bonus is gained on character creation, by increasing ability on leveling up or from epic feats. It is not counting effects that temporary increase or decrease this number (such as temporary spell effects or bonuses from items).
Soft intelligence helps to learn languages faster.
Phrasebooks allow characters to learn new languages. Phrasebook will still work with weight reduction, changed name or changed description. They work even when character is polymorphed/wildshaped. They do not disappear after their purpose has been fulfilled.
High-INT characters will learn languages faster. If you have three Draconic phrasebooks then only one will be used. But you can have Elven, Draconic and Hin phrasebooks in your inventory without any conflicts (This also means you can have different language books in your inventory and it will not slow the speed that you learn any one language).
Progress is saved in the character, not the phrasebook. This means that if you lose, sell or gift the phrasebook, you can acquire a new one at a later date and continue progressing through the language where you left it.
You can check your progress through the languages using the -language command. While you can't tell the exact progress, you can see a rough indicator measured in Unknown, Beginner, Intermediate, Advanced, Fluent, where Fluent represents a completely learnt language.
The system supports learning Animal language, Sign language, and Thieves cant through phrasebooks, but the books themselves are not available in game making them impossible to learn through this method. They will still be granted automatically with the proper race or class.
- Listed also here.
- -- ... Common
- -ab ... Abyssal
- -an ... Animal language
- -ce ... Celestial
- -dr ... Draconic
- -dw ... Dwarven
- -el ... Elven
- -gi ... Giant
- -gn ... Gnome language
- -go ... Goblin language
- -ha ... Halfling language
- -in ... Infernal
- -or ... Orc language
- -si ... Sign language
- -th ... Thieves cant
- -un ... Undercommon
- -xa ... Xanalress
Languages by race
Note - All races speak Common by default.
|Forest Gnome|| Animal language|
|Genasi||No Additional Languages|
|Goblin|| Goblin language|
|Human||No Additional Languages|
|Orog|| Orc language|
|Rock Gnome||Gnome language|
|Svirfneblin|| Gnome language|
|Tiefling|| Infernal if Lawful|
Abyssal if Chaotic or Neutral
|Wild Dwarf||No Additional Languages|
Languages by class
|Red dragon disciple||Draconic|
|Cleric|| Celestial if any Good|
Infernal if Lawful Evil
Abyssal if Chaotic Evil or Neutral Evil
|Blackguard|| Infernal if Lawful|
Abyssal if Chaotic or Neutral
|Warlock|| Infernal with Infernal Pact|
Abyssal with Abyssal Pact
Animal language with Unseelie Fey Pact