Viewer quick start
Play from Twitch chat
- Open a channel running Queen's Court.
- Type
!lookto inspect the current threat. - Type
!attackto enter the fight. - Open the Extension to reveal, equip, train, and forge.
Official game guide
Queen's Court is a persistent Twitch loyalty RPG. Your character, level, skills, health, gear, and rewards travel with you while live commands and support bring the adventure onto the stream.
Choose your path
Start here, then use the full guide when Wonderland gets strange.
Viewer quick start
!look to inspect the current threat.!attack to enter the fight.Broadcaster quick start
For viewers
You do not need a cheshyre.com login to begin playing through verified Twitch chat.
Use !look to see the global creature's level, health, visible gear, and active Court event.
Use !attack. You roll d20 + Perception + item accuracy against threat AC; its normal attack rolls d20 + Threat Accuracy against your build's Defense.
Earn persistent progress through combat and Twitch support, then invest IP, recover ingredients, and forge your loadout.
Chat commands can create your Court record without website OAuth. Reveal My Character is Twitch's revocable identity-sharing permission for the Extension. A cheshyre.com Twitch login and policy acceptance are only needed for website account features such as making your one permanent character choice.
The shape of Wonderland
Your progression travels with you, but not every encounter is shared the same way.
| Activity | Who shares it | How it starts | What the overlay shows |
|---|---|---|---|
| Wonderland threat | The whole Queen's Court | !attack |
The creature idles; your toon enters, strikes, and exits. |
| Quest | One broadcaster's channel | !quest or the Queens Court reward |
The party gathers for 60 seconds, then a four-checkpoint expedition runs for exactly 2 minutes. |
| Endgame phased boss | One opted-in broadcaster's channel | !boss |
The boss, phases, party vitals, stamina, and attacks take precedence. |
Your long-term Court rank and display tier—not a combat modifier.
Your chosen combat strengths.
Persists between encounters.
Power and visible character layers.
Build your champion
Everyone has a visible toon. What you earn changes both its power and its presence on stream.
Until you choose, your equipped gear appears on the default 8-bit Court Wanderer. The website offers six Court appearances.
Once selected, your appearance is permanently locked. There is no reroll, update, or delete option.
Upper armor, lower armor, left weapon, and right weapon layers update automatically when equipped. Better rarities add more elaborate visuals and effects.
Every blueprint has authored combat stats. Weapon dice, power, accuracy, tempo, and critical profile describe how it fights; armor can trade Armor Rating, evasion, vitality, healing, attack power, skills, and traits. Defense starts at 10 and authored evasion can raise it to 18. Rarity sets tier and presentation, never a blind AC or flat damage value.
Adds one moderated damage point every two levels, shortens idle cadence by 1.5% per effective point above 1 after authored weapon tempo (bounded to 12–24 seconds), and opens 19–20 crits at 5 and 18–20 at 8. Criticals are ×1.5.
Adds a 1.25% landed-damage layer per effective point above 1, capped at 11.25%, multiplicatively combined with Armor Rating. It also counters named ruin checks.
Raises maximum HP, adds healing power, and counters boss roar/attrition checks.
Its full effective value—including fractions—adds to normal player attack checks. Item accuracy is added separately; Perception also counters illusions and contributes to quests.
Its full effective value counters named area attacks and quest hazards. It is not a universal chance to avoid normal incoming attacks; those target build Defense.
Improves deterministic salvage recovery and adds 3 percentage points per effective point above 1 to the crafting bonus-find roll, capped at 30%.
Empowers identified Bits and subscriber battle spells by 5% per effective level. Magic 5 adds another 10 percentage points for +35% total power, and Magic 10 adds another 25 percentage points for +85% total power. Authored spell caps remain in force, and Magic never raises ordinary weapon damage, follows, or raids.
Effective Skills still stop at 10. Positive whole points from equipped gear and active potions beyond that cap become up to 3 Potential Mastery in the matching skill. For example, 9.5 trained Health with +1 Health gear becomes Effective Health 10 plus 0.5 Health Mastery. A debuff that lowers the final Effective Skill below 10 suspends Active Mastery without erasing its Potential; the Mastery returns when the skill is back at 10. Mastery never satisfies trained-level requirements such as Reforge.
Each active point grants: Combat +2% ordinary weapon damage; Defense +1 percentage point landed-damage reduction; Health +5 maximum HP; Perception +2% deterministic recovery on a failed non-natural weapon-accuracy or illusion check; Dodge +2% deterministic recovery on a failed non-natural named-special check; Scavenge +1 percentage point material/reagent bonus-find chance; and Magic +5 percentage points authenticated Bits/subscriber support power. Relevant quest checks also receive +1 Mastery Edge per active point, capped at +3. Scavenge Mastery does not raise salvage beyond its existing 100% cap.
Ways to progress
Combat and eligible Twitch support can grant progress. During live encounters, support can also become visible damage, healing, stamina, or other battle magic.
XP rates, crafting costs, loot chances, and damage formulas are live balance settings and may be tuned without changing the core rules in this guide.
The Wonderland Forge
Finished gear is no longer a random crate roll. Recover tiered ingredients, choose an exact recipe, then develop that individual item.
45 weapons, 35 chest pieces, and 35 leg pieces across five rarities.
One material, reagent, and blueprint-fragment type at every rarity.
Healing and timed build buffs brewed from materials and reagents.
Whole-point milestones; each paid action jumps to the next real stat gain and bundles the intervening rank costs.
Exploration supplies common ingredients. Level 5 / 10 / 15–20 / 25 / 30 threats supply Common / Uncommon / Rare / Unique / Legendary materials. A resolved quest places one outcome-tier blueprint fragment into its bounded shared event pool; a defeated boss places two. These are event pools, not per-player guarantees.
Spend a recipe's materials, blueprint fragments, and gold to create one exact gear instance, or combine materials and reagents into a potion. Every gear definition has one deterministic recipe.
Temper gear from 0 to 10, then fill its single socket with a compatible reagent. Temper jumps directly to the next whole-point primary-stat gain and charges all intervening rank costs; Temper 10 uses a whole-number maximum derived from 18% of the authored stat, with a minimum +1. Sockets and enchantments use whole authored stat grants, whole Skill bonuses never become hidden fractional ranks, and sockets add listed build effects without erasing the item's chassis.
At Temper 10 with a filled socket, an enchantment locks further Temper and socket changes. Eligible completed gear can later replace that enchantment through a power-neutral Reforge whose costs are fully sunk. Salvage destroys an item after confirmation, returns recoverable materials at 50% plus 5% per completed Effective Scavenge level—including current gear and potion effects—up to 100%, and always returns 0 Gold. Scavenge Mastery does not increase salvage.
Choose an equipped slot, or hover, focus, or tap a rarity tile to inspect its authored stats and compare it with the relevant equipped item. The server shows exact weapon dice/power/accuracy/tempo, Armor Rating, evasion, vitality, healing, skills, traits, development, and salvage return. An authored gear, socket, or enchantment skill bonus is a whole temporary point—not IP or permanent training. A comparison at Effective 10 says, for example, “+1 Combat → +1 Combat Mastery”; a partial cap crossing shows its split between Effective Skill and Mastery. Rarity alone never supplies Defense, Armor Rating, or damage.
Timed performance potions last 30 minutes. Only one can be active, and potion use has a 10-minute cooldown. Potions list whole authored stat and Skill grants. Whole-point Skill bonuses apply exactly as listed; the server keeps the largest whole fixed-stat set that fits the build's combat-output cap, suppressing an unsafe point to 0 instead of showing a decimal. Ordinary NPC, boss, and spell hard caps still limit final output. Your inventory previews the applied values before use and warns when a threshold leaves no measurable benefit; the active effect shows the authoritative result. You cannot drink one after joining a recruiting or active quest or boss. A potion active when you join is captured with that encounter's build, while its world timer still determines whether it applies to later encounters.
Normal encounters
Twelve Wonderland creatures can stalk the global Court, ranging from level 5 to level 30.
!look reveals the creature, display level, fixed AC, exact HP, gear, and active Court event.
!attack makes two independent checks: your d20 + Perception + item accuracy must meet threat AC, then d20 + Threat Accuracy must meet your Defense to hit you. Natural 1 always misses and natural 20 always hits.
Either side, both sides, or neither side can land damage. Your active hand rolls its authored die and adds whole-number weapon power, attack power, moderated Combat, and temporary point modifiers; two weapons alternate. Rage then adds 3% damage per stack, up to 15%. Armor Rating and Defense reduce landed incoming damage with bounded diminishing returns.
When the creature falls, XP and gold are split by contribution, while every contributor recovers level-appropriate crafting materials with Scavenge chances for extra finds.
| Threat tier | Level 5 | Level 10 | Level 15 | Level 20 | Level 25 | Level 30 |
|---|---|---|---|---|---|---|
| Fixed AC | 5 | 7 | 10 | 12 | 14 | 16 |
Level is not a combat requirement: your character level is progression identity only. It is never added to accuracy, Defense, readiness, or damage. Each Rage stack adds 3% damage (maximum 15%) rather than accuracy, and Dodge applies only when a special or quest explicitly names it.
A manual player attack that damages the creature starts a five-minute cooldown. A missed player attack does not consume it, regardless of the threat's separate roll against your Defense.
Regeneration begins five minutes after combat, then restores 5 HP for each ten-minute interval.
When a boss battle is active, join with !boss and your champion strikes automatically for free. !attack routes to the boss as an optional 1-stamina burst.
Automatic channel expeditions
Quests belong to the broadcaster's channel. After one short signup, the party's snapshotted skills drive every turn without more chat commands.
Use !quest when no quest exists, or redeem the Queens Court reward, to open one of five locations.
Other players use !quest once during the signup window. Their skills, gear, active effects, and active potion are snapshotted when they join.
Checks resolve automatically at 0:30, 1:00, 1:30, and 2:00. No commands are needed during the expedition.
Recruited players share contribution-weighted, event-capped XP, Gold, IP, and crafting pools. Narrow, Solid, Great, Heroic, and Mythic outcomes set crafting-material quality; every return places one matching blueprint fragment into the bounded shared event pool and may add a reagent or extra fragment.
Every skill has a moment: Perception + Dodge scout the route; Defense + Health weather danger; Health + Scavenge protect supplies; Combat + the party's strongest support skill—including Magic—finish the run.
Visible checkpoint updates: every 30-second checkpoint sends one lean channel notice with the check percentage, affected and saved counts, condition, and pressure. The full consequence and readiness breakdown also appears in the Extension and OBS overlay.
Solo-friendly build scoring: every v2 participant receives a floor, then the checkpoint blends 55% relevant effective skills, 25% stage build readiness, 10% snapshotted potion preparation, and 10% party role coverage. Quest difficulty is stable and never rises with the starter's character level.
Four readiness stages: Scout favors counters and utility; Attrition favors survival and counters; Recovery favors utility and survival; Finale favors offense plus the strongest supporting axis. The website and Extension show these values before departure.
Underperformance has bounded consequences: every checkpoint below 75% threatens the party with its themed debuff, but each player rolls an independent save using that checkpoint's rounded completion percentage. Only failed saves attempt stacks: a 40–74% result attempts one stack and a result below 40% attempts two, subject to admission rules and the global three-stack cap. The final percentage is the rounded mean of all four checks. Condition and pressure remain visible story state without raising later targets or subtracting from the result; only an admitted debuff can mechanically affect a later relevant skill check.
No outright failure state: the percentage tier determines the quest's bounded reward pool, which recruited players share by contribution. In exceptionally large groups, integer apportionment can leave a low-contribution participant with zero of a particular currency.
Channel cooldown: after a quest resolves, that channel normally waits ten minutes before opening another.
Automatic timing: expedition checkpoints remain server-driven even when another scene has display precedence on stream.
Consequences that travel with you
Quest setbacks and failed boss specials can leave a temporary effect that matters anywhere its named skill or mechanic is used. No recovery command is required: the timer expires automatically.
| Effect | For each stack | Where it matters |
|---|---|---|
| Tired | -1 effective Combat; your automatic-strike interval during boss fights increases by 15%. | Combat quest checks, landed damage and critical milestones, and your boss-fight auto-strike cadence. The boss's own serialized cadence and the normal manual-attack cooldown are unchanged. |
| Bleeding | -1 effective Health; -10% healing received from player !heal actions during boss fights. |
Health quest and boss checks. Each boss turn also deals 2 damage per stack, up to 6 at three stacks. Support-event party healing and normal passive HP regeneration are unchanged. |
| Disoriented | -2 effective Perception. | Perception quest checks, normal and boss attack checks, and other boss actions that explicitly use Perception. |
| Bruised | -1 effective Defense and -3 Armor Rating. | Defense quest and boss checks plus landed incoming damage in normal and boss combat. The build's authored Defense target does not change. |
Ten minutes per stack: one, two, and three total stacks last 10, 20, and 30 minutes from the accepted application. Three stacks is the maximum.
No hidden refresh: a retry of the same source event or an application attempted at the stack cap does not extend the timer.
Your trained sheet stays intact: a debuff changes only the effective value used by a check. An effective skill can reach 0, never a negative number, and returns to its trained value when the effect expires.
Visible everywhere: !stats, the Extension, and the OBS stage show the consolidated effect, total stacks, and remaining time. Checkpoint notices mention an effect only when it was actually admitted.
Endgame channel raids
Boss fights are opt-in, cadence-driven RPG battles that happen independently in each broadcaster's channel. Every player may join; readiness comes from Perception, Combat, Health, Defense, Dodge, complementary gear, and party synergy—not character level.
One scheduled chance in each enabled channel.
Join with !boss.
Late arrivals may still join.
Action economy
You enter battle with 3 stamina and recover 1 point every 20 seconds. Combat skill levels 2, 4, 7, 9, and 10 each unlock another capacity slot, up to 8. Automatic strikes are free, so stamina is reserved for an optional burst or the manual guard, tank, heal, and rally actions.
!strikeJoined champions act automatically. Weapon tempo sets strike speed, Combat trims it modestly, Tired slows it, and two equipped weapons alternate. !strike or !attack spends 1 stamina only when you want an extra burst.
!guardPrepare for the next incoming blow, reducing its damage and influencing the boss's target choice.
!tankChallenge the boss, strongly influence its weighted target choice, and gain defense-scaled damage reduction against its next scheduled attack.
!heal [@player]Heal yourself by default, or target a living party member by Twitch login.
!rallyMake a Perception check and empower the living party with one or two stronger-attack stacks.
The Vorpal Tulgey Colossus is level 40 / AC 17, the Looking-Glass Tyrant Regent is level 45 / AC 19, and the Crowned Jabberwock Ascendant is level 50 / AC 21. These levels identify the boss tier; they are not an ordered player requirement or a combat modifier.
Your strikes use d20 + Perception + item accuracy against boss AC: 17 for Tulgey, 19 for Looking-Glass, and 21 for Jabberwock. A normal boss attack uses d20 + Threat Accuracy against its target's Defense. Both checks meet or beat the target; a natural 1 misses, and a natural 20 on the boss's normal attack hits critically.
Your seven effective skills, both weapon profiles, Defense, Armor Rating/DR, vitality, healing, readiness, active effects, potion, and selected automatic role are snapshotted when you join. Weapon dice/power/tempo and Combat scale outgoing damage; boss power/phase, Armor Rating, Defense, penetration, and stance resolve incoming damage. Level stays visible as progression identity but never changes readiness or combat. Later gear, skill, potion, or role changes apply to your next encounter.
The boss acts every 30 seconds; the Extension and OBS read that value from the live fight rules. Specials replace the normal Defense check with the named skill against boss DC: area attacks test Dodge, Tulgey's roar tests Health, Looking-Glass illusions test Perception, and Jabberwock ruin tests Defense. Failed specials can apply temporary Bruised, Tired, Disoriented, or Bleeding effects.
Bits, subscriptions, gifts, streaks, raids, and follows can damage the boss and support the party. Identified supporters can be pulled into the fight automatically. Magic adds 5% per effective level to identified Bits and subscriber spell damage and healing, with a further 10-percentage-point boost at Magic 5 and a further 25-point boost at Magic 10. That reaches +35% at level 5 and +85% at level 10 without lifting the spell's hard cap. Follows and raids remain unscaled.
A defeated champion cannot rejoin that boss. They return to the general world at 15 HP and can recover there.
Damage, healing, tanking, prevented damage, support magic, rallying, and activity all count. Escapes are rated by damage completion, a kill is Heroic, and a kill with at least 8 minutes left reaches Mythic. Engaged champions share bounded currency and crafting pools based on result, tier, and contribution; defeating the boss improves the shared material haul, places two matching blueprint fragments into the bounded shared event pool, and can add another. Those two fragments are not guaranteed to every participant. Scavenge adds a bounded chance for bonus materials or reagents. A witness who never engages receives no payout.
Boss combat runs continuously without commands. Assault strikes every automatic turn; Guardian tanks first and then guards itself; Medic heals the lowest-health ally at or below 72% HP and otherwise strikes; Tactician rallies while anyone is unrallied and otherwise strikes; Pathfinder strikes above 50% personal HP and then guards itself. Normal boss attacks roll d20 + Threat Accuracy against Defense; specials use their named skill counters. Failed specials may add bounded effects, while Bleeding damage ticks only on boss turns. Strike, guard, tank, heal, and rally remain optional manual decisions.
Command grimoire
Commands are case-insensitive. Type them in a connected broadcaster's Twitch chat.
| Command | Aliases | Use | Chat behavior |
|---|---|---|---|
!look | !threat | Inspect the current global creature. | Posts creature, level, HP, gear, and event. |
!attack | !fight | Attack the normal creature, or spend 1 stamina on an optional boss burst. | Posts a compact combat result. |
!level | !lvl | Check your level and XP toward the next level. | Posts your progress. |
!stats | !hp | Check health and full player stats. | Posts your current stat line. |
!inventory | !inv, !gear | Check equipped armor, weapons, damage, and mitigation. | Posts your loadout summary. |
!quest | — | Start a quest, or join during its 60-second recruitment. | Posts party size and launch time; no command is needed after departure. |
!quests | — | Read recruitment or automatic expedition progress. | Posts the current checkpoint, condition, pressure, and time without changing the quest. |
!boss | !boss join | Join a channel boss during its lobby or live battle. | Intentionally quiet; confirm in the Extension or OBS stage. |
!boss status | !boss help | Check boss state or recall boss commands. | Details stay in the Extension/overlay to avoid chat spam. |
!strike | !attack | Spend 1 stamina on an optional extra boss attack; free automatic strikes continue without it. | Posts one compact manual-strike result. |
!guard | — | Manually spend 1 stamina to brace and influence boss targeting. | Resolved quietly in the Extension and OBS stage. |
!tank | — | Manually spend 2 stamina to draw weighted aggro with stronger defense. | Resolved quietly in the Extension and OBS stage. |
!heal [@player] | — | Manually spend 2 stamina to heal yourself or a living ally. | Posts one concise healing result. |
!rally | — | Manually spend 2 stamina to empower the living party. | Resolved quietly in the Extension and OBS stage. |
Normal attacks, manual boss bursts, and boss heals get concise public results. Automatic player strikes, scheduled boss attacks, joins, status checks, guard, tank, and rally rely on the Extension and OBS stage; major lifecycle, phase, and outcome summaries can still reach the room. Queen's Court does not use whispers.
For broadcasters
The same compact, channel-specific overlay handles normal combat, quests, Twitch support, and phased bosses.
Install and activate Queen's Court, then open its broadcaster Config page from your Twitch Extension dashboard.
Use Connect Twitch Channel so chat commands, subscriptions, bits, channel points, and other supported events can reach your channel's Court.
In Stream Overlay, choose Copy Overlay Link. This read-only URL is signed for your channel—treat it like a private stream key.
Paste the URL into a Browser Source. Set width to 960, height to 540, and leave custom CSS blank. Position the compact stage where it complements your layout.
Use Open Preview in Config, then crop, scale, and position the Browser Source in OBS. The page background is transparent.
Allow hourly boss fights is per channel and off until you enable it. Turning it off also cancels a live lobby or battle in your channel.
The overlay chooses the active state. Bosses take precedence and the normal creature returns when channel activity ends.
State requests time out safely, polling resumes after Browser Source suspension, and one recovery loop prevents duplicate requests.
Extension Chat is preferred when Twitch allows it. A connected broadcaster authorization is the fallback; whispers are never required.
The overlay distinguishes enemy AC and Threat Accuracy from each champion's Defense and Armor Rating, shows automatic roles, phase specials and counters, and keeps checkpoint readiness and debuff timers visible without chat commands.
The signed URL is channel-scoped and read-only, but anyone holding it could view your live Court state. Never paste it into chat, Discord, screenshots, or public documentation.
When the rabbit hole misbehaves
Try the smallest relevant fix first.
Make sure the command is being sent in the broadcaster's own connected channel rather than a Shared Chat copy. The broadcaster should open Extension Config, confirm the channel is connected, and use Refresh Authorization if Twitch permissions show a warning.
!boss did not post a confirmationThat is intentional. Bare !boss joins an available lobby or battle, but personal boss details stay out of public chat. Open the Extension panel or watch the OBS stage to confirm your toon and party state.
For normal combat, check your health and successful-hit cooldown with !stats. During a boss, join with !boss and wait for the battle to begin; your free automatic strikes continue even at zero stamina. The yellow bar is only for optional manual actions. A defeated boss participant cannot return to that same fight.
A channel quest may already be recruiting, may already be on its automatic 2-minute expedition, or may be in its normal post-quest cooldown. New quest signups are also unavailable while a live boss occupies the channel. Use !quests to check recruitment or expedition progress.
Choose Reveal My Character in the Extension and approve Twitch identity sharing. If it remains hidden, reopen the panel or revoke and re-grant the Extension identity permission in Twitch settings. This does not require sharing a password with Queen's Court.
After a new site release, refresh the Browser Source once so OBS loads the current overlay code. The current overlay then times out hung requests and recovers automatically after a source resume. If it still fails, confirm that the complete signed URL is unchanged.
Common questions
No. The public leaderboard can include players with Court progress whether or not they have authenticated on cheshyre.com. Website authentication is for personal account features.
No. You can use the default Court Wanderer for as long as you like, but the first custom appearance you confirm is permanent. Gear can still be changed at any time.
No. The normal Wonderland creature is global, but each quest and boss belongs to one broadcaster's channel. Another channel has its own party, schedule, and boss state.
Yes. Late joining remains available during the live battle while the boss is accepting champions. Once defeated, a player cannot rejoin that boss.
Ordinary chat lines are not currently an XP source. Playing the game and eligible Twitch support events drive progression; exact rates can be rebalanced over time.
Use the Queen's Court Extension tabs: Character manages equipment, potions, and development of the exact selected item; Train invests IP; and Forge creates weapons and armor while Alchemy brews potions. An initial enchantment costs materials and Gold but 0 IP, then locks Temper and socket changes. Eligible completed gear can later replace its enchantment through a power-neutral Reforge whose materials, Gold, and IP are fully sunk. Salvage returns eligible materials but always 0 Gold.
The Court is waiting
Find a live Queen's Court creator, enter chat, and let your character write the next scene.