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3.2 APPENDIX - ORDER DESCRIPTIONS

* Order Summary Table

This table summarizes the following information for all available orders:

Order - The name of the order.

Who - This column shows who can carry out the order:

Full Turn - Is this a full turn order.

AP cost - The base AP cost of the order.

Priority - The phase the order is processed in.

Stance - The minimum faction stance of both factions involved needed to carry out this order. SAME indicated this action can only be carried out between same-faction entities.

Protect - Indicates if this order is affected by PROTECT. OWNER in the Protect column means the faction in question must be the owner of the location.

Territory - This column describes the location limitations on an order. An X means it is location independent, L means the only the current location is considered for the order, while T indicates the containing territory is considered for the order.

More friendly stances are better, so a minimum stance of NEUTRAL means any of NEUTRAL, FRIENDLY, or ALLIED are allowed.

Order Who Full Priority AP cost Stance Protect Territory
ADDRESS F N 0 0 N/A N X
ALIAS F N 0 0 N/A N X
ARTICLE F N 0 0 N/A N X
ARTICLEEND F N 0 0 N/A N X
ASSASSINATE C N 7 6 N/A N T
ATTACK CRU N 10 0 (1) N/A N L (3)
BESTOW C N 1 0 ALLIED N T
BLESS C N 7 3 N/A N X
BRIEF F N 0 0 N/A N X
BUILD CU Y 11 10 N/A Y T
BUY CU N 8 (2) 0 NEUTRAL Y T
CAPTURE CU Y 9 10 N/A Y L
CAROUSE CU Y 12 10 N/A Y L
CAST C N 7 0 N/A N T
CHRISTEN CU N 1 0 N/A OWNER L
CLAIM C N 5 1 N/A Y (3) T
CMOVE CRU N 10 0 (1) N/A Y L
COLONIZE U Y 11 0 N/A Y T
COMBAT CRU N 1 0 N/A N X
COMMAND CRU N 0 0 N/A N X
COMMENT CRU N 1 0 N/A N X
COMPUTER F N 0 0 N/A N X
CSAIL CU N 10 4 (1) N/A Y L
DECIMATE C N 7 4 N/A N L
DECLARE F N 0 0 N/A N X
DEPOSIT C N 4 0 N/A Y (4) T
DESCRIBE CRU N 1 0 N/A N X
DESTROY CRU N 6 4 (1) N/A OWNER L
DETAIL F N 0 0 N/A N X
DISBAND CRU N 3 0 N/A N X
DROP CRU N 2 0 N/A N L (3)
DROPALL CRU N 2 0 N/A N L (3)
EMAIL F N 0 0 N/A N X
END F N 0 0 N/A N X
ENTER CRU N 1 1 N/A Y L
ENTERTAIN CU Y 11 10 N/A Y T (3)
EQUIP CRU N 5 0 N/A N X
EXAMINE C Y 11 10 N/A N X
EXIT CRU N 1 1 N/A Y L
FILE CRU N 1 0 N/A N X
FIND F N 0 0 N/A N X
FIRST CRU N 4 0 N/A N X
FOLLOW CRU N 5 0 SAME N L
FORAGE CU N 6 2 N/A Y T
FOUND C Y 11 12 N/A Y T
GAME F N 0 0 N/A N X
GIVE CRU N 3 0 FRIENDLY N T
GIVEALL CRU N 3 0 FRIENDLY N T
GOTO CRU N 10 0 (1) SAME Y L
HARVEST CU Y 11 10 N/A Y T
HIRE C N 7 2 N/A Y T
IMPRISON C N 7 4 N/A N T
KEEP CRU N 5 0 N/A N X
KIDNAP C N 7 6 N/A N T
LAST CRU N 4 0 N/A N X
LEAVE CRU N 5 0 N/A N L
MAKE CU Y 11 10 N/A N X
MARKETBUY CU N 14 0 N/A N X
MARKETSELL CU N 14 0 N/A N X
MERGE CRU N 3 0 SAME N T
MOVE CRU N 10 0 (1) N/A Y L
NAME FCRUN 1 0 N/A N X
NEWS F N 0 0 N/A N X
NOLOOT FCRU N 1 0 N/A N X
PACIFY C N 7 3 N/A Y T
PASSWORD F N 14 0 N/A N X
PATROL CU N 1 0 N/A N T (3)
PAYRANSOM C N 8 0 N/A N T
PILLAGE CU N 4 5 N/A OWNER T (3)
PORTAGE CRU N 10 3 (1) SAME Y L
PROMOTE CRU N 4 0 NEUTRAL N L
PROTECT CU N 5 0 N/A N L
QUIT F N 0 0 N/A N X
RALLY C N 7 2 ALLIED N T
RANK CRU N 1 0 N/A N X
RELEASE C N 9 0 N/A N X
RELINQUISH C N 1 1 N/A N X
RESTART F N 0 0 N/A N X
RESERVE CRU N 0 0 N/A N X
REVEAL CRU N 1 0 N/A N X
SABOTAGE C Y 11 10 N/A N T
SACRIFICE C N 7 1 SAME Y L
SAIL CU N 10 4 N/A Y L
SCOUT CU N 10 3 (1) N/A N T
SELL CU N 8 0 NEUTRAL Y T
SET CRU N 1 0 N/A N X
SETRANSOM C N 7 0 N/A N X
SHARE FCRU N 1 0 N/A N X
SHOW CRU N 1 0 N/A N X
SLAY C N 9 0 N/A N X
SMITE C N 7 3 N/A N X
SPELLS C N 1 0 N/A N X
SPLIT RU N 2 0 N/A N X
SPY C Y 11 10 N/A N T
STANCE F N 0 0 N/A N X
STEAL C N 7 3 N/A N T
STRATEGY CRU N 1 0 N/A N X
STUDY CU Y 13 (2) 10 NEUTRAL Y L
SUBVERT C N 7 4 N/A N T
TAKE CRU N 4 0 SAME Y X
TAKEALL CRU N 4 0 SAME Y X
TARGET CRU N 1 0 N/A N X
TAX CU N 6 3 N/A Y T
TAXING CU N 1 0 N/A N X
TEACH C Y 13 (2) 10 NEUTRAL Y T
TELL CU N 1 0 N/A N T
TEMPLATE F N 0 0 N/A N X
TRANSFER CRU N 3 0 FRIENDLY N T
UNEQUIP CRU N 2 0 N/A N X
UNKEEP CRU N 5 0 N/A N X
USE CU N 7 2 N/A N X
USURP C N 5 2 N/A N X
VACATION F N 0 0 N/A N X
WIDTH F N 0 0 N/A N X
WIMPY FC N 0 0 N/A N X
WITHDRAW CRU N 4 0 N/A N X
WORK CU Y 11 10 N/A Y T
XMOVE CRU N 10 0 (1) N/A Y L
XSAIL CU N 10 4 (1) N/A Y L

(1) - The AP cost of these orders varies by the action taken (see the order description).

(2) - This order actually takes place after the indicated phase, but before the next.

(3) - See the specific order description for details.

(4) - For DEPOSIT, the protect status of the banking structure is used.

* The Orders

Each order described in this section will define the order itself and the parameters it requires. The following conventions are used to define orders:

The keyword ENTITY can refer to any of the following:

CREATURE, UNIT, and CHAMPION all refer to specific types of entities. They can have the same format as an ENTITY, but must refer to an entity of the appropriate type.

Note: CREATURES are UNITS, but UNITS are not necessarily CREATURES!

NEW is used to refer an alias assigned to a newly created entity or to an entity named in an ALIAS order and can be replaced by any string the player desires. Remember that double quotes (") must be used around strings with white space. Aliases must be unique across an entire set of orders.

BUILDING or VESSEL refers to the structure tag or the full name of the desired structure. It does NOT refer to a specific building or vessel.

FACTION refers to a faction's ID.

LOCATION refers to any territory or structure ID, generally one that is visible to the entity issuing the order.

ITEM refers to the item tag or full name in most cases. In the case of some orders, GIVE, DROP for example, it can also be an unknown item ID.

NUMBER refers to a simple number.

PASSWORD refers to the faction's password for the current game.

SPELL refers to the tag or full name of a spell.

STRING refers to a string of letters and numbers, which can include white space.

TITLE refers to the tag or name of a title.

Other references are described in the individual order descriptions.

Each order has a priority shown, which indicates which phase of the turn the order is processed. It also lists its action point cost. Full-turn orders are so indicated.


Order: ADDRESS PASSWORD NEW-ADDRESS

Priority: 0 Action Points: 0

Change the public email address for a faction to NEW-ADDRESS. This address is the one reported by the FIND command. This change will take effect immediately. The faction PASSWORD is required for this command. If no address NEW-ADDRESS is provided, the faction public email address is cleared.


Order: ALIAS NEW ENTITY

Priority: 0 Action Points: 0

This faction order allows you to assign a working name to an ENTITY to ease order writing. NEW can be used anywhere in your orders to refer to ENTITY. ENTITY must be the ID of an existing entity of your own faction, and cannot be an alias itself.


Order: ARTICLE [SIGNED]

Priority: 0 Action Points: 0

Submit an article to the Eldritch Chronicle. The lines following an ARTICLE, up to the matching ARTICLEEND order will be added verbatim to the Chronicle. If the keyword SIGNED is included in the ARTICLE order, the submitted article will be signed with the faction's name and ID.


Order: ARTICLEEND

Priority: 0 Action Points: 0

End an article submitted to the Eldritch Chronicle. One ARTICLEEND order is required for each ARTICLE order. If the ARTICLEEND order is missing, the game engine will automatically insert one before the END order of the enclosing GAME/END orders and flag the problem as an error.


Order: ASSASSINATE ENTITY

Priority: 7 Action Points: 6

Attempt to kill a single figure in the target ENTITY using thievery. This order requires a specific level of the thievery skill to carry out. The target of the ASSASSINATE order must be in the same territory as the assassin. The skill report for the appropriate skill level will indicate when this order becomes available.


Order: ATTACK LOCATION | ENTITY

Priority: 10 Action Points: 0

Launch an attack against the indicated LOCATION or ENTITY, ignoring most faction stances and combat settings. This order does not affect an entity's current combat setting or a faction's stance. Other entities may be drawn into the conflict as normal.

If a LOCATION is specified as a target, the issuing entity must be able to reach it subject to the normal rules of movement. If an ENTITY is specified, the attacker must be in the same territory as the target, and be able to reach the target's location. An attacker in a structure is considered to be in the containing territory when testing to see if they can reach the ATTACK order's target.

If the entity issuing the attack order is the owner of a vessel, and the vessel can move to the target of the ATTACK order, the entire vessel will be involved in the attack, including all occupants. Vessel captains will never leave their ship when carrying out an attack.

ATTACK itself costs 0 action points, but the attacking entity will be charged for both the combat and the cost of moving into the new destination if applicable. Note that if the attacker is the leader of an army, the entire army is considered the attacker for purposes of determining if the destination can be reached using normal combined movement.

If the target of an ATTACK order is a LOCATION, the attack will be converted to a MOVE (or SAIL) order if either the target is unowned, or the issuing entity's faction is at least friendly with the target owner's faction, and the target is not protected against the issuing faction.


Order: BESTOW CHAMPION

Priority: 1 Action Points: 0

Allows a champion to give their title to another champion without going through the process of RELINQUISHing and CLAIMing. The target champion must be in the same location and each champion's faction must be ALLIED with the other. For purposes of this order, entities within structures are considered to be in the containing territory.


Order: BLESS LOCATION | ENTITY

Priority: 7 Action Points: 3

Priests of Life or Death magic who have accumulated great favor with their gods can pray for their deity to BLESS their allies, bringing good fortune to the chosen target. Of course unworthy priests may find drawing attention to themselves is a bad idea.


Order: BRIEF 0 | 1

Priority: 0 Action Points: 0

A faction using the BRIEF 1 order will have all skills, items, races, and spells shown in the brief format (tag only shown), rather than the standard long format. BRIEF 0 restores the default long format behavior.


Order: BUILD [BUILDING] | [VESSEL] | [ROAD]

Priority: 11 Action Points: 10 (full-turn order)

Allows an entity with the proper skill and materials to build the indicated BUILDING or VESSEL type, or if the keyword ROAD is used, to work on the roads in their current location. If BUILDING, VESSEL, or ROAD is not indicated, or the BUILDING or VESSEL matches the entity's current location, the entity will help build the structure it is currently in. This order is also used to repair damaged structures.

An entity is automatically made the owner of any new structure created with the BUILD order (even if that means moving them from an existing structure).

Note that if an entity is too large (either has a mass greater than the building's capacity, or a figure size that is larger than the building can contain), this order will fail.


Order: BUY [NUMBER1] ITEM [NUMBER2]

Priority: 8 Action Points: 0

Offer to buy up to NUMBER1 of the indicated ITEM, paying up to the maximum of NUMBER2 coins per item purchased. If NUMBER1 is not specified, the buyer will attempt to match the amount of the lowest priced uncontrolled 'for sale' offer in the buyer's location. If NUMBER2 is not specified, the buyer will attempt to match the lowest price uncontrolled 'for sale' offer OR outbid the highest priced uncontrolled 'wanted' offer by $1. An uncontrolled offer is any offer not issued by a player faction. The buyer will automatically reduce the amount they buy to the level they can afford.


Order: CAPTURE NEW CREATURE [NUMBER]

Priority: 9 Action Points: 10 (full-turn order)

Attempt to capture up to NUMBER of the indicated CREATURE, placing them in a unit referenced by the alias NEW. This order is used to capture uncontrolled creature units. To use this order, the issuing entity must have the appropriate skill (usually Animal Mastery to capture mundane creatures, or spellcraft to capture supernatural creatures).

If no NUMBER is given, the maximum possible creatures will be captured. The maximum number is equal to the total figures in the capturing entity times their LoM in the capture skill.

CAPTURE can only be used to capture uncontrolled creatures. Note that CREATURE is the unit ID of the CAPTURE target, not the creature's race.


Order: CAROUSE

Priority: 12 Action Points: 10 (full-turn order)

Entities issuing the CAROUSE order must be in a tavern or other similar location. Carousing entities spend an entire turn carousing and spending money, gaining a morale check with a significant bonus for doing so. Creature units cannot CAROUSE.


Order: CAST SPELL [STRING1] [STRING2]

Priority: 7 Action Points: 0

Cast the indicated SPELL, with optional parameters STRING1 and STRING2. The parameters to a spell are determined by the type of the spell or the spell itself and can be viewed using the SHOW order (see also the appropriate section of the rules on spell casting mechanics).


Order: CHRISTEN STRING

Priority: 1 Action Points: 0

An entity issuing the CHRISTEN order gives its current location the name indicated in STRING. Only the owner of a location may issue this order. Christening a city costs $50, and christening a territory costs $100. Cities and territories can only be christened once!


Order: CLAIM TITLE

Priority: 5 Action Points: 1

A champion issuing the CLAIM order will attempt to lay claim to the indicated TITLE. Only title holders and their followers may TAX. To claim a title, the champion must have the skills and coins indicated. A champion may only hold one title at a time. A faction stance of at least ALLIED with a territory's owner is required to CLAIM a title in a protected territory.


Order: CMOVE DEST [...]

Priority: 10 Action Points: 0

This order allows an entity to conditionally move to a specific destination based on its current location. When a CMOVE order is processed the entity will see if its current position matches any of the destinations indicated in the order. If it does, it will attempt to move to the next position listed. An entity issuing a CMOVE order will only move one location at a time. All the usual restrictions on movement apply.

Any number of destinations can be specified in a CMOVE order, limited only by the 255 character order length restriction. Unlike the MOVE or SAIL order, CMOVE destinations must be the ID of the desired location. For a more complete discussion of CMOVE, see the MOVEMENT section of the rules.


Order: COLONIZE

Priority: 11 Action Points: 0 (full-turn order)

The entity issuing a COLONIZE order disbands and adds its figures to the population of its containing territory. If there is no population present, a new population is established. If there is an existing population of the same race, the population is increased by the size of the entity. If there is an existing population of a different race, the local stability will be degraded. Note that colonizing a territory does not guarantee a population will be viable. Many territories in the wilds will not support a native population.


Order: COMBAT AGGRESSIVE | DEFENSIVE | AVOID

Priority: 1 Action Points: 0

Set the current entity's combat status to the indicated value. See the COMBAT section of the rules for details on the effects of combat status.


Order: COMMAND ENTITY

Priority: 0 Action Points: 0

Indicate the following orders should be applied to indicated ENTITY. The entity designated must be controlled by the issuing player's faction.


Order: COMMENT STRING

Priority: 1 Action Points: 0

The COMMENT command sets the hidden comment of the current entity to STRING. Note that comments with spaces must be enclosed in double quotes ("). If no STRING is given, the current comment is removed. Comments are only visible to the entity's controlling faction and appear in both the turn report and the long and short orders templates. The only limit on description length is the limit on order line length (255 characters).


Order: COMPUTER 0 | 1

Priority: 0 Action Points: 0

This order turns on or off the generation of a computer readable turn report. COMPUTER 1 turns on the report, COMPUTER 0 turns it off. When generated, the computer readable report is mailed as a separate message to the player.


Order: CSAIL DEST [...]

Priority: 10 Action Points: 4

This order allows an entity to conditionally sail to a specific destination based on its current location. When a CSAIL order is processed the entity will see if its vessel's current position matches any of the destinations indicated in the order. If it does, it will attempt to sail to the next position listed. An entity issuing a CSAIL order will only move one location at a time. All the usual restrictions on sailing apply.

Any number of destinations can be specified in a CSAIL order, limited only by the 255 character order length restriction. Unlike the SAIL order, CSAIL destinations must be the ID of the desired location. Note that the captain of a ship pays the order action point cost for a CSAIL order while the ship pays the action point cost of the actual move. Only complete vessels can be CSAILed.


Order: DECIMATE

Priority: 7 Action Points: 4

A champion issuing this order slays 10% of their followers in an attempt to bolster the morale of all following units by striking fear into their hearts. Only a champion's immediate followers are affected, and champions are never slain by decimation. At least 1 figure from each affected unit is slain. All decimated units gain morale bonus that lasts for a variable number of turns (depending on how much impact the DECIMATE had).


Order: DECLARE ( FACTION | DEFAULT ) ALLIED | FRIENDLY | NEUTRAL | UNFRIENDLY | HOSTILE

Priority: 0 Action Points: 0

Declare your faction's public stance towards the indicated FACTION. Note that private stance always takes precedence over public stance. A DECLARE informs the other faction involved of your declaration (See the STANCE command). If the keyword DEFAULT is used in place of the FACTION, your default public stance will be changed to the indicated value.


Order: DEPOSIT NUMBER

Priority: 4 Action Points: 0

Deposit the indicated NUMBER of coins into your faction inventory. Each deposit has 20% deducted from it for the administrative cost of performing the deposit. If the entity does not have sufficient funds to deposit the amount indicated and pay the fee, no deposit is made. A banking structure must be present for a DEPOSIT to succeed. DEPOSIT is not affected by SHARE. Only coins may be deposited into the faction inventory.


Order: DESCRIBE STRING

Priority: 1 Action Points: 0

The DESCRIBE command sets the description of the current entity to STRING. Note that descriptions with spaces must be enclosed in double quotes ("). If no STRING is given, the current description is removed. The only limit on description length is the limit on order line length (255 characters).


Order: DESTROY [ITEM]

Priority: 6 Action Points: 4

This order allows an entity to destroy an ITEM in its possession, or if no ITEM is specified, destroy the building or vessel it is within. Destroying a vessel in the middle of the ocean when you can't swim is a bad idea.


Order: DETAIL NUMBER

Priority: 0 Action Points: 0

Set the current level of combat reporting for your faction to NUMBER, where 0 <= NUMBER <= 5. 0 is the least detailed combat report, 5 is excruciatingly long and will generate huge reports if your faction is involved in many combats. The default detail value is 3.


Order: DISBAND CONFIRM

Priority: 3 Action Points: 0

Disband the current entity and make its members uncontrolled. Note that entities that are disbanded will generally not stick around to be rehired. The CONFIRM keyword is required to prevent accidental entity disbanding.


Order: DROP [NUMBER] ITEM {OUTSIDE]

Priority: 2 Action Points: 0

Drop up to NUMBER ITEMs into the current location. If no NUMBER is specified, all ITEMs of the appropriate type are dropped. ITEM must be the tag or unknown ID of an item in the entity's possession. DROP is not affected by SHARE. If OUTSIDE is specified, the items are dropped outside any structure the issuing entity is in.


Order: DROPALL [WALK | RIDE | SWIM | FLY] [OUTSIDE]

Priority: 2 Action Points: 0

Drop all unequipped, unkept items into the current location. DROPALL is not affected by SHARE. If one of the movement rates is specified, the entity will drop items until they can move at the given rate. If OUTSIDE is specified, the items are dropped outside any structure the issuing entity is in.


Order: EMAIL PASSWORD NEW-ADDRESS

Priority: 0 Action Points: 0

Change the address to which turn reports are sent to NEW-ADDRESS. This change will take effect immediately, causing the current turn report to be sent to the NEW-ADDRESS address. The faction PASSWORD is required for this command.


Order: END

Priority: 0 Action Points: 0

End all orders. Any further lines of information in this message will be ignored. Note: There is only one END order per complete orders set, not one per COMMAND section!


Order: ENTER LOCATION

Priority: 1 Action Points: 1

This order allows an entity to ENTER the indicated LOCATION. Only buildings and vessels can be entered using this order. All the normal restrictions of movement apply to this order.


Order: ENTERTAIN

Priority: 11 Action Points: 10 (full-turn order)

This command allows a entity with the entertain skill to earn coins by entertaining the local populace. Entertainers earn coins equal to the coins available for work in the local region plus 2 coins per level of entertain skill. Note that entertainers in buildings draw their entertainment income from the containing territory's entertainment pool, and the protect status of both the building and the containing territory apply. Entertain is not possible in vessels.


Order: EQUIP ITEM

Priority: 5 Action Points: 0

The current entity will ready as many as possible of the indicated ITEM for use. The number that can be readied is limited by the number the entity has, the figures in the entity, and the equip locations available. Unknown items cannot be equipped.


Order: EXAMINE ITEM

Priority: 11 Action Points: 10 (full-turn order)

This command allows a champion to take a close look at the indicated unknown ITEM. This might reveal hidden information. Only unknown items may be examined.


Order: EXIT

Priority: 1 Action Points: 1

This order allows an entity to leave their current location and move into the containing territory. It can only be used if the entity is in a building or vessel. All the normal restrictions of movement apply to this order.


Order: FILE LEFT3 | LEFT2 | LEFT1 | CENTER | RIGHT1 | RIGHT2 | RIGHT3

Priority: 1 Action Points: 0

Set the combat file of the current entity to the indicated value. For details on file's effect in combat, see COMBAT.


Order: FIND FACTION

Priority: 0 Action Points: 0

This order is used to find the public email address of FACTION. This order can appear anywhere within the game/end section of the orders. See the ADDRESS command for details on how to set a faction's public address.


Order: FIRST ITEM

Priority: 4 Action Points: 0

This order allows an entity to rearrange the order of its inventory by placing the indicated item first in their inventory list. This can be used to change the priority of equipped weapons and armor, as each equip location is filled from the inventory in order, first to last.


Order: FOLLOW CHAMPION

Priority: 5 Action Points: 0

The current entity joins the indicated champion's army, provided there is room. The entity will become the last entity in the army arrival order. Entities can only follow champions of their own faction.


Order: FORAGE

Priority: 6 Action Points: 2

A foraging entity attempts to find enough food in the wilds to support themselves for the turn. The base chance of successfully foraging is 50%. Woodcraft, hunting, and fishing skills all increase the chance by 5% per level. The entity's location will further affect their chances, and very large groups will have a more difficult time finding enough to survive. Entities cannot forage in cities. An entity can only make one forage attempt per turn.


Order: FOUND STRING [ENTITY] [...]

Priority: 11 Action Points: 12 (full-turn order)

Attempt to found a new city in the current territory. Only champions may issue this order. The champion attempting to found the city must have at least 5th level skill in leadership and administration, be carrying 100 timber, 100 stone, 100 lumber, 10000 coin, and be followed by an army of at least 500 figures that can contribute at least 4 action points each. If founding the city is successful, it will be named STRING. If one or more ENTITYs are specified they will be used to establish the basic racial makeup and population of the city.


Order: GAME GAME-ID FACTION PASSWORD

Priority: 0 Action Points: 0

This order marks the beginning of a set of orders for FACTION in game GAME-ID. Note that the faction PASSWORD is required. The GAME-ID will be assigned when play begins, and will be the letter 'g' followed by the game's unique ID number.


Order: GIVE ENTITY [WALK | RIDE | FLY | SWIM | NUMBER] ITEM [...] [NUMBER2]

Priority: 3 Action Points: 0

This order transfers NUMBER ITEMs from the current entity to ENTITY. If NUMBER is omitted, all such ITEMs are transferred. If one of the movement keywords is used, the target will be given as much of the indicated item as they can carry at the given movement rate. Any number of different items can be specified subject to the maximum order length limit. If NUMBER2 is specified, the giver will keep at least that many of each given item (assuming they have that many). Items can only be given if the factions involved have private stances of at least FRIENDLY. For purposes of this order, entities in structures are considered to be in their containing territory. GIVE is not affected by SHARE.


Order: GIVEALL ENTITY [WALK | RIDE | SWIM | FLY]

Priority: 3 Action Points: 0

Give all unequipped, unkept items to the indicated ENTITY. GIVEALL is not affected by SHARE. If one of the movement rates is specified, the issuer will give the target as much as they can carry at the given movement rate.


Order: GOTO DEST | ENTITY

Priority: 10 Action Points: 0

Move towards the indicated location or entity by the best possible route. An entity will move as far as possible along the route. The GOTO order will only find paths to locations that are within 30 moves of the issuing entity. GOTO only considers locations that have been visited (in the case of territories), or seen (in the case of buildings/vessels), by the issuing entity's faction. Vessels targeted by the GOTO order must be owned by the same faction as the issuing entity. Only same faction entities can be selected as the target of this order.


Order: HARVEST [NUMBER] ITEM

Priority: 11 Action Points: 10 (full-turn order)

Allows an entity with the proper skill to harvest ITEM, provided the item is available for harvesting in the current territory. Note that the harvest order is used for the collecting of all products. If NUMBER is specified the entity issuing the order will harvest at most NUMBER of ITEM.


Order: HIRE NEW ( NUMBER1 | ALL ) ENTITY NUMBER2 [UNIT]

Priority: 7 Action Points: 2

Attempt to hire up to NUMBER1 or ALL of ENTITY, creating an entity with alias NEW. Only champions may attempt to hire. NUMBER2 indicates the amount you are willing to spend PER FIGURE to hire ENTITY. HIRE can only be used to hire uncontrolled entities. If you are attempting to hire from a Townsman Commoner unit, the word "commoners" can be used in place of ENTITY. Entities within structures are considered to be within the containing territory for purposes of this order.

If the optional UNIT is specified, the newly hired unit will automatically attempt to MERGE with the indicated unit before carrying out any other orders. This merge is subject to the normal MERGE order limitations. UNIT cannot be an ALIAS and must refer to an existing unit.

The base cost of hiring an entity is roughly equal to 5 times the entity's upkeep cost. The cost is further modified by the local economy (a strong economy raises the price), the skill level of the entity being hired (skilled entities are more expensive), and the skills of the champion doing the hiring (negotiation and leadership both lower hiring costs).

If a champion does not have enough coins to hire the indicated NUMBER of figures, he will automatically attempt to hire fewer.


Order: IMPRISON CHAMPION

Priority: 7 Action Points: 4

The issuing champion attempts to capture the target champion and make them a prisoner. The chance of successfully imprisoning a target is based on the total number of imprisoning faction entities versus target faction entities in the territory and stealth vs. observation.


Order: KEEP ITEM

Priority: 5 Action Points: 0

This order allows an entity to mark the listed inventory item(s) as KEPT. KEPT items are not affected by DROPALL, GIVEALL, or TAKEALL orders.


Order: KIDNAP CHAMPION

Priority: 7 Action Points: 6

The issuing champion attempts to kidnap the target champion and make them a prisoner using stealth rather than force. The issuing entity and the target must be in the same territory. This order requires a specific level of the thievery skill to carry out. The skill report for the appropriate skill level will indicate when this order becomes available.

KIDNAP is resolved using the normal stealth based actions rules.


Order: LAST ITEM

Priority: 4 Action Points: 0

This order allows an entity to rearrange the order of its inventory by placing the indicated item last in their inventory list. This can be used to change the priority of equipped weapons and armor, as each equip location is filled from the inventory order, first to last.


Order: LEAVE

Priority: 5 Action Points: 0

The current entity stops following its current leader. The entity will be placed immediately after its former leader in the arrival order of the current location.


Order: MAKE ITEM

Priority: 11 Action Points: 10 (full-turn order)

The entity attempts to make as many of the given ITEM as possible. Making items has costs involved, and the entity carrying out the make order must be able to pay the costs to successfully make the item. Each LoM allows each figure to use one set of input items to make the appropriate number of output items. Thus a single figure with 1st construction skill issuing a MAKE CART order (LoM 2), could use up to 4 timber and 4 cattle (2 sets of input items) to make 2 carts.


Order: MARKETBUY NUMBER1 ITEM NUMBER2

Priority: 14 Action Points: 0

Prepare to buy up to NUMBER1 of the indicated ITEM, paying up to the maximum of NUMBER2 coins per item purchased. This order will add a "Wanted:" transaction to the current location's description, and the actual transaction will take place NEXT turn. The buyer will automatically reduce the amount they buy to the level they can afford. Note: MARKETBUY requires all numeric values be specified.


Order: MARKETSELL NUMBER1 ITEM NUMBER2

Priority: 14 Action Points: 0

Offer to sell up to NUMBER1 of the indicated ITEM, for the minimum price of NUMBER2 coins per item. This order will add a "For Sale:" transaction to the current location's description, meaning the transaction will take place NEXT turn. The seller can only offer up to the amount they have available.


Order: MERGE ENTITY ( [NUMBER] | [MAX] )

Priority: 3 Action Points: 0

This order merges up to NUMBER of the current unit with the given ENTITY. If no NUMBER is given the entire unit is MERGEd with the target. If the keyword MAX is used, the maximum possible figures will be merged with the target. Both units involved must be of the same race, the same faction, and champions can never be MERGEd. Units within structures are considered to be in the containing territory for this order. Skills are averaged across the MERGEd units, although each original unit retains its inventory unless the entire unit is merged.


Order: MOVE DEST [...]

Priority: 10 Action Points: 0

Move through one or more destinations, each specified with the ID of the destination, or one of the standard directional indicators (N, NE, SE, S, SW, NW). An entity will complete as many moves as it can of those listed, subject to the limits of its action points. If any move cannot be made, none of the subsequent moves will be processed. If the destination for an entity is protected (see PROTECT), the entity cannot MOVE there unless they ATTACK.

Any number of destinations can be specified in a MOVE order, limited only by the 255 character order length restriction.


Order: NAME STRING

Priority: 1 Action Points: 0

The NAME command changes the name of the current entity to STRING. Note that names with spaces must be enclosed in double quotes ("). The NAME command can also be used to name a faction. In this case, the order should appear after the GAME order, but before any COMMAND orders. The only limit on name length is the limit on order line length (255 characters).


Order: NEWS 0 | 1

Priority: 0 Action Points: 0

A faction issuing the NEWS 1 order will start receiving the Eldritch Chronicle. Issuing a NEWS 0 order will cancel the Chronicle. The default value for NEWS is 1.


Order: NOLOOT 0 | 1

Priority: 1 Action Points: 0

If NOLOOT is set to 1, the entity in question will loot as normal after a battle, but any loot recovered will be left upon the battlefield (possibly to be picked up later by looting units). This option can be used to insure an army on the move does not pick up extra gear that may stop them from making a critical move. NOLOOT 0 restores normal looting behavior. If a NOLOOT order is placed in the faction section of a set of orders, all a faction's entities are set to the appropriate NOLOOT value.


Order: PACIFY NUMBER

Priority: 7 Action Points: 3

A champion issuing this order attempts to calm the local populace by making appearances and speeches, and expending NUMBER coins as gifts. The successful champion will increase the stability of the territory.

The success of PACIFY is based on a combination of the champion's leadership, administration, and negotiation skills; their race versus the territory's native race; and the number of coins spent. Champions that hold a title that can tax a territory have a greater chance of success.


Order: PASSWORD OLD-PASSWORD NEW-PASSWORD

Priority: 14 Action Points: 0

This command allows a player to change their faction password. Note that the password command does not take effect until the orders are actually processed. Also, the password order must appear within a set of orders which have the current password. Both the OLD-PASSWORD and NEW-PASSWORD are required.


Order: PATROL 0 | 1

Priority: 1 Action Points: 0

An entity receiving the PATROL 1 order will respond to or initiate any combat within a 1 move range as if the entity were in the same hex as the combat. This allows a combat entity to provide defenses for an entire area. PATROL 0 takes the entity out of patrol mode. Important note: If a leader is patrolling, he will automatically bring all his followers along if he responds to the battle. Followers will NOT drag their leader or the rest of their army into a fight. See the COMBAT section for further details.


Order: PAYRANSOM CHAMPION1 CHAMPION2 | NUMBER ITEM

Priority: 8 Action Points: 0

Offer a ransom payment for CHAMPION1. If CHAMPION2 is specified, a prisoner exchange is offered, otherwise the indicated number of the appropriate item must be paid to effect the release of the prisoner. A prisoner exchange can only be carried out between the respective imprisoning champions. Anyone can pay a ransom payment.

Prisoners lose their prisoner status only if they are returned to their original faction. If a champion obtains a new prisoner via a PAYRANSOM order and they already have a prisoner, the newly acquired prisoner is freed.


Order: PILLAGE

Priority: 4 Action Points: 5

This order allows an entity to take money from the local populace by force. To successfully pillage, an entity must have 10 or more figures with at least 1st level in one combat skill, and weapons equipped (siege weapons are not considered weapons for purposes of pillage). Martial Arts skilled units can pillage without weapons. Only a territory's owner (or entities of the same faction) can pillage. Each pillaging figure can take up to $40 from the local populace. Note that pillaging will have a negative impact on a territory's economy. Entities within buildings will attempt to pillage in the building's containing territory. Entities in vessels cannot pillage.


Order: PORTAGE VESSEL DEST

Priority: 10 Action Points: 3

The entity issuing this order attempts to portage the vessel indicated by ID VESSEL to the listed destination. The portaging entity must be OUTSIDE the vessel being portaged, and must have sufficient excess capacity to move the vessel plus its contents. The destination is specified with the ID of the destination, or one of the standard directional indicators (N, NE, SE, S, SW, NW). If the destination is protected (see PROTECT), the entity cannot PORTAGE there. PORTAGE costs the indicated 3 AP, spent preparing the vessel for portaging, plus the move cost of the destination. A champion issuing the PORTAGE order will automatically enlist the aid of their followers. The vessel portaged must be owned by the portaging faction, or be unowned.


Order: PROMOTE ENTITY

Priority: 4 Action Points: 0

An entity that issues this order promotes the ENTITY to a position ahead of it in the arrival order in the current location. Both entities must be in the same location and either following the same leader or following no one for the order to take place. PROMOTE requires that both factions involved have at least FRIENDLY private stances. Units cannot be promoted to a lower position in the arrival order.


Order: PROTECT 0 | STANCE

Priority: 5 Action Points: 0

Giving the command PROTECT STANCE indicates the entity in question will defend the location against incursions or use by all entities towards which the protecting entity's faction does not have at least the indicated stance (the STANCE is the minimum required to use the location). For example issuing a PROTECT NEUTRAL will prevent UNFRIENDLY or HOSTILE faction entities from entering a territory. Only a location's owner can protect it. Entities which cannot seen by at least one entity of the protecting entity's faction cannot be protected against. PROTECT 0 causes the issuing entity to stop protecting.


Order: QUIT PASSWORD

Priority: 0 Action Points: 0

The QUIT command is used to drop out of the current game. It instructs the server to stop sending turns to the faction's player, and converts the player's faction into uncontrolled entities. The faction's PASSWORD is required. The player will receive a final report showing the quit order taking effect.


Order: RALLY [ENTITY]

Priority: 7 Action Points: 2

A champion issuing this order attempts to rally the indicated ENTITY by spending time with them, giving speeches, and the like. The ENTITY targeted by a RALLY order gains an immediate morale check with a bonus determined by the champion's leadership skill. Champions can only rally entities of their own or allied factions.

If no target is specified the champion issuing the order will attempt to rally the entity with the worst morale in the current location. Note that attempts to RALLY a race that dislikes the rallying champion may have detrimental effects.


Order: RANK FRONT | RANK1 | RANK2 | RANK3 | RANK4 | RANK5 | RANK6 | RANK7 | REAR

Priority: 1 Action Points: 0

Set the combat rank of the current entity to the indicated value. For details on rank's effect in combat, see COMBAT. Note that FRONT and REAR are synonyms for RANK1 and RANK7.


Order: RELEASE

Priority: 9 Action Points: 0

The issuing champion releases their prisoner, who automatically reverts to their former faction affiliation.


Order: RELINQUISH

Priority: 1 Action Points: 1

When a champion issues this order, they release any title they hold, making it available to anyone else.


Order: RESTART PASSWORD ( NORMAL | BENEATH ) [RACE]

Priority: 0 Action Points: 0

A faction that issues the RESTART order is destroyed, and the player is given a new faction as if he had just joined the game. The starting position is selected by choosing either NORMAL or BENEATH. All entities of a restarted faction are destroyed. The player can optionally indicate the RACE of his new faction with the identifying tag of the desired race, otherwise he will restart with his present race. The new faction will have the same password and name as the faction it is replacing. The player will receive a turn report for both factions the turn he restarts. The faction PASSWORD is required.

BENEATH positions are limited or impossible for some races. If a BENEATH position is not available for the player's chosen race, a NORMAL position will be used instead.

Note: The RESTART order is disabled in close ended games.


Order: RESERVE NUMBER

Priority: 0 Action Points: 0

Set the issuing entity's reserve time. An entity entering combat will wait NUMBER rounds before entering the battlefield. NUMBER can range from 0 to 30 inclusive, with 0 being the default.


Order: REVEAL 0 | 1

Priority: 1 Action Points: 0

An entity receiving the REVEAL 1 order will be viewed as if it had a 0 Stealth rating. REVEAL 0 returns the entity to normal stealth behavior.


Order: SABOTAGE LOCATION

Priority: 11 Action Points: 10 (full-turn order)

Try to sabotage the target LOCATION, which must be either a building or a vessel. The entity attempting sabotage must be in the same territory as the target. A successful sabotage does structure damage equal to 1d3 * LoM of sabotage. This order requires a specific level of the thievery skill to carry out. The skill report for the appropriate skill level will indicate when this order can be carried out.


Order: SACRIFICE [NUMBER] ITEM

Priority: 7 Action Points: 1

When a priest of life or death magic is within a religious structure, they can attempt to gain the favor of the gods by sacrificing items of value. When a sacrifice is carried out, the priest will gain some knowledge of how pleased their gods are with their behavior. This order requires a specific level of a religious skill to carry out. The skill report for the appropriate skill level will indicate when this order becomes available. If no NUMBER is indicated or NUMBER is greater than the entity's current inventory all items of the appropriate type will be SACRIFICEd.


Order: SAIL DEST [...]

Priority: 10 Action Points: 4

The SAIL order allows the issuing entity to sail the vessel they own to the indicated destination. The destination specified can be a location ID, or one of the standard directions (N, NE, SE, S, SW, NW). The vessel will attempt to complete as many moves as possible, subject to the normal limits of movement (action points, protected locations). For mundane vessels, the destination must be an ocean or coastal hex or a port city.

Any number of destinations can be specified in a SAIL order, limited only by the 255 character order length restriction. Note that the captain of a ship pays the order action point cost for a SAIL order while the ship pays the action point cost of the actual moves. Only complete vessels can be SAILed.


Order: SCOUT [ 0 | 1 ]

Priority: 10 Action Points: 3

An entity that issues this order to control scouting. When scouting, a faction will receive a full report for any territory the entity enters during the turn, even if no faction entities remain in the territory at the end of the turn. There are two forms of the order:

Issuing a SCOUT order (with no 0 or 1 indicated), causes the issuing entity to scout their current territory. This form of the order costs 3 AP.

Issuing a SCOUT 0 or 1 order causes the entity to stop or start scouting respectively. This form of the order costs 0 AP. Scouting entities automatically try to scout any territory they enter as soon as they arrive, paying the cost of scouting then, 3 AP.

Entities on vessels or moving by magical means cannot SCOUT. Scouting status does not carry over from turn to turn.


Order: SELL [NUMBER1] ITEM [NUMBER2]

Priority: 8 Action Points: 0

Offer to sell up to NUMBER1 of the indicated ITEM, for the minimum price of NUMBER2 coins per item. If NUMBER1 is not specified, the seller will attempt to match the amount of the highest priced uncontrolled 'wanted' offer in the seller's location. If NUMBER2 is not specified, the seller will attempt to match the highest price uncontrolled 'wanted' offer OR undersell the lowest priced uncontrolled 'for sale' offer by $1. An uncontrolled offer is any offer not issued by a player faction. The seller will limit the amount they offer to the amount they have available.


Order: SET COMBAT STRATEGY TARGET RANK FILE

Priority: 1 Action Points: 0

Allows you to set all combat values for an entity at once. All values are required. See the individual orders for details on appropriate values.


Order: SETRANSOM [ CHAMPION | ( NUMBER ITEM ) ]

Priority: 7 Action Points: 0

Set the ransom for the issuing champion's prisoner. If a CHAMPION is specified, a prisoner exchange is offered, otherwise the indicated number of the appropriate item must be paid to effect the release of the prisoner. If no ransom is specified, any current ransom is cleared.


Order: SHARE 0 | 1

Priority: 1 Action Points: 0

An entity receiving the SHARE 1 order will automatically share any coins they have with all other sharing, same-faction entities in the same territory. SHARE 0 prevents the unit from sharing. SHARE considers entities in structures to be within the containing territory. SHARE specifically does not apply to DROP, DEPOSIT, GIVE, GIVEALL or SACRIFICE orders. If a SHARE order is placed in the faction section of a set of orders, all a faction's entities are set to the appropriate share value.


Order: SHOW STRING [LEVEL]

Priority: 1 Action Points: 0

This order returns the available information for the order, building, vessel, skill, spell, item, or race with the indicated NAME. The optional LEVEL is used to get information for a specific skill level (default level is 0). Orders, races, buildings, and vessels can be SHOWn by any entity. If NAME is a spell, the entity issuing the SHOW order must be able to cast the spell. If NAME is an item, the entity must possess and understand at least one of the items, or be able to make or harvest the item. If NAME is a skill, the entity must know the skill to the desired level. NAME can indicate either the appropriate tag or the full name of the desired target.


Order: SLAY [PUBLIC]

Priority: 9 Action Points: 0

Slay the issuing champion's prisoner. The prisoner gains one escape attempt before being slain. If the keyword PUBLIC is specified, the execution is carried out publicly, and a notice is placed in the Chronicle documenting the execution.


Order: SMITE LOCATION | ENTITY

Priority: 7 Action Points: 3

Priests of life or death magic who have accumulated great favor with their gods can pray for their deity to SMITE their foes, causing harm to befall the chosen target. Of course unworthy priests may find drawing attention to themselves is a bad idea.


Order: SPELLS [SPELL1] [SPELL2] [SPELL3] [SPELL4]

Priority: 1 Action Points: 0

A champion issuing this order sets up to four combat spells that are used in order any time the champion is involved in combat. Issuing SPELLS with no spells indicated clears all current spells. The spells will be cast in order as long as the champion has spell points to do so. If all specified spells are cast and the champion still has spell points left, the sequence is restarted.


Order: SPLIT NEW NUMBER

Priority: 2 Action Points: 0

Split off NUMBER figures of the current unit and create a NEW group. Champions cannot be split. The unit issuing a split order must retain at least one figure or the order will fail -- in other words, NUMBER must be less than the total figures in the original group.


Order: SPY ENTITY | FACTION

Priority: 11 Action Points: 10 (full-turn order)

Try to spy on ENTITY or FACTION. A successful spy mission will reveal detailed information about the target. The target entity or an entity of the target faction must be in the same territory as the spy. This order requires a specific level of the thievery skill to carry out. The skill report for the appropriate skill level will indicate when this order becomes available.


Order: STANCE ( FACTION | DEFAULT ) ALLIED | FRIENDLY | NEUTRAL | UNFRIENDLY | HOSTILE

Priority: 0 Action Points: 0

Declare your faction's private stance towards the indicated FACTION. Private stance is the one actually used for combat and order determinations (See the DECLARE command). If the DEFAULT keyword is used, your default private stance will be changed to the indicated value.


Order: STEAL ITEM ENTITY

Priority: 7 Action Points: 3

Try to steal ITEM from ENTITY. The thief must be in the same territory as the target. This order requires a specific level of the thievery skill to carry out. The skill report for the appropriate skill level will indicate when this order becomes available.


Order: STRATEGY FLEE | RETREAT | GUARD | SUPPORT | RANGED | ENGAGE | CHARGE | HOLD | CAST

Priority: 1 Action Points: 0

Set the issuing entity's combat strategy to the indicated value.


Order: STUDY SKILL [NUMBER | DEFAULT] Priority: 13 Action Points: 10 (full-turn order)

Study the indicated SKILL, paying up to the indicated NUMBER of coins for a teacher. If the keyword DEFAULT is used instead of NUMBER, the entity will attempt to pay for the lowest priced teacher available, or 0 if no teacher is available. An entity studying must always pay the base costs of studying, which is skill dependent. NUMBER and DEFAULT are not required, and if not specified, the study price will be set to 0.


Order: SUBVERT NEW ENTITY NUMBER

Priority: 7 Action Points: 4

Try to subvert ENTITY for NUMBER coins, creating entity NEW. NUMBER is the total coins spent to subvert the target entity. Subvert success or failure is modified by LoM of thievery, leadership, and negotiation skills. The target entity must be in the same territory as the subverting champion. This order requires a specific level of the thievery skill to carry out. The skill report for the appropriate skill level will indicate when this order becomes available.


Order: TAKE [ENTITY] [WALK | RIDE | FLY | SWIM | NUMBER] ITEM [...]

Priority: 4 Action Points: 0

This order takes up to NUMBER ITEMs from either the current location or the optional same faction ENTITY, provided the items (and ENTITY) are actually in the same territory as the entity issuing the order. If one of the move keywords is specified, the entity will take only as much as it can carry using that movement type. If no amount is specified, all such ITEMs are taken. Any number of different items can be specified subject to the maximum order length limit. Items cannot be taken from protected locations.


Order: TAKEALL [ENTITY] [WALK | RIDE | SWIM | FLY]

Priority: 4 Action Points: 0

Take all unequipped, unkept items from either the current location or the optional same faction ENTITY. TAKEALL is not affected by SHARE. If one of the movement rates is specified, the issuer will take only as much as they can carry at the given movement rate. Note that locations do not equip or keep items, so TAKEALL will take all available items from the current location. Items cannot be taken from protected locations.


Order: TARGET NEAR | WEAK | STRONG | PUNY | POWERFUL | CHAMPION | MISSILE | BIG | SMALL | MELEE | FLYING

Priority: 1 Action Points: 0

Set the issuing entity's combat target to the indicated type. See COMBAT for details of combat targets.


Order: TAX

Priority: 6 Action Points: 3

When an entity issues this order, it attempts to collect taxes in the current territory. Entities in structures are considered to be in the containing territory for purposes of this order, and the protect status of the containing territory is used. Each entity can only tax (by whatever means) once each turn. Furthermore, if any figures in an entity have previously taxed, the entire entity is disqualified from taxing. To be able to tax an entity must be a title holding champion, or be following such a champion and have at least one offensive combat skill known to 1st level. See also: TAXING.


Order: TAXING 0 | 1

Priority: 1 Action Points: 0

If an entity issues the TAXING 1 order, it automatically attempts to collect taxes each turn. If it issues the TAXING 0 order it stops automatic tax collection. If an entity is automatically taxing, its entry in the turn report will show it. Note the TAXING order does not have an action point cost, but actually taxing does (see TAX). Taxes collected automatically are subject to the same restrictions as the TAX order.


Order: TEACH SKILL [NUMBER1] [NUMBER2]

Priority: 13 Action Points: 10 (full-turn order)

Teach the indicated SKILL for NUMBER1 coins per figure, up to NUMBER2 level. If the NUMBER2 is not given, then the maximum level the champion can teach is assumed. If the price is not given, the champion is teaching for no charge. Teach is usable only by champions.


Order: TELL ENTITY [QUIET] STRING

Priority: 1 Action Points: 0

This order allows an entity to tell a specific target entity something. The message given appears in the Rumors section of the target entity's turn report. Normally the report will be of the form: "Bill [C100] tells ENTITY: STRING". The STRING will be displayed exactly as entered. Any entity can issue a tell order, but the recipient must be in the same territory as the teller (structures are discounted). Note: Only GM factions can use the QUIET option, which generates a message in the form: "Someone tells ENTITY: STRING".


Order: TEMPLATE LONG | SHORT

Priority: 0 Action Points: 0

Set the amount of additional information about units shown in the orders template. The short form shows only the entity its ID, and its comment. The long form shows the entire unit description.


Order: TRANSFER FACTION [ALIAS]

Priority: 3 Action Points: 0 (full-turn order)

This order transfers the entity issuing the order to the designated FACTION. When an entity is transferred, all its current orders are removed (to prevent abuse of transferred entities). Entities can only be transferred between factions with private stances of at least FRIENDLY. The target faction must have an entity in the same location as the entity being transferred, with entities in buildings or vessels considered to be in the containing territory. If ALIAS is specified, the TARGET faction can create a set of orders for the newly acquired entity using the alias.

Note: As a curb to potential abuse, TRANSFERing champions to other factions will drastically reduce the rate at which new champions join or rise from the ranks of your faction. Mutual transfers of champions between factions will negate most of this penalty.


Order: UNEQUIP ITEM

Priority: 2 Action Points: 0

The current entity will unready the indicated ITEM.


Order: UNKEEP ITEM

Priority: 5 Action Points: 0

This order allows an entity to unmark the listed inventory item(s) as KEPT. KEPT items are not affected by DROPALL, GIVEALL, or TAKEALL orders.


Order: USE ITEM [STRING]

Priority: 7 Action Points: 2

The current entity will try to use the indicated ITEM. Only identified items can be used. Using an item will cause a magical effect to occur if the item has such an effect. To use an item an entity must either be carrying or in the same location as the target item. In the case of an item that summons an entity, STRING creates an alias for the newly created entity.


Order: USURP TITLE [NUMBER]

Priority: 5 Action Points: 2

The champion issuing this order attempts to lay claim to TITLE held by another champion. NUMBER represents optional coins spent to improve the chance of USURPing the title. The base chance of successfully usurping a title is equal to 5% per level of difference of leadership, plus 5% per level of difference in the skill required to CLAIM the title. There is a -100% chance of success if the current title holder is present in the title territory (including inside a structure). Each 1000 coin spent on the attempt to USURP increases the chance of success by 1% (subject to the effects of the local economy).


Order: VACATION [STRING NUMBER]

Priority: 0 Action Points: 0

This order allows you to automatically have your turn reports mailed to an additional address for a period of time. The game engine will automatically forward a copy of your turn report to the email address specified by STRING. This forwarding will continue up to and including the turn specified by NUMBER. If you specify 0 for NUMBER, the forwarding will continue until you cancel it. Issuing a VACATION command with no address and turn cancels any current mail forwarding. Note that only one VACATION address is valid at a time, with subsequent VACATION orders replacing earlier ones.


Order: WIDTH NUMBER

Priority: 0 Action Points: 0

This order sets the width of the report used for a faction's turn report to NUMBER. NUMBER must be greater than 40. The default report width is 78.


Order: WIMPY NUMBER

Priority: 0 Action Points: 0

This order sets the percentage losses a champion on the battlefield will allow his forces to take before ordering a retreat. This affects both sounding general retreats and ordering individual units to retreat. Wimpy values can range from 30 (fairly wimpy) to 100 (fight til death). Only champions may issue this order. If a WIMPY order is placed in the faction section of a set of orders, all a faction's champions are set to the appropriate wimpy value.


Order: WITHDRAW NUMBER [ITEM]

Priority: 4 Action Points: 0

Withdraw the indicated items from the faction inventory. If no item is specified, coins are withdrawn. If an insufficient number of the appropriate item are available, none are withdrawn.


Order: WORK

Priority: 11 Action Points: 10 (full-turn order)

This order causes the entity to work for the standard wage available in the current region. Note work is not available in all regions. Entities which have no other orders will always attempt to WORK.


Order: XMOVE DEST [...]

Priority: 10 Action Points: 0

This order allows the issuing entity to travel along the indicated course as far as possible each turn. When the XMOVE order is processed, the entity will see if its current position matches any of the destinations indicated in the order. If it does, it will attempt to move as far along the indicated route as possible, starting with its current position. When the entity in question reaches the last location in the list of destinations, the entity will stop, and the order will rewrite itself with the locations reversed. This allows point to point caravans to be automated.

Any number of destinations can be specified in a XMOVE order, limited only by the 255 character order length restriction. Note that the destinations specified by the XMOVE order must be location IDs, and that the '@' retained order modifier must be used to gain any benefit from XMOVE.


Order: XSAIL DEST [...]

Priority: 10 Action Points: 4

This order allows the issuing entity to sail its vessel along the indicated course as far as possible each turn. When the XSAIL order is processed, the entity will see if its vessel's current position matches any of the destinations indicated in the order. If it does, it will attempt to move as far along the indicated route as possible, starting with its current position. When the vessel reaches the last location in the list of destinations, it will stop, and the order will rewrite itself with the locations reversed. This allows point to point sailing to be automated.

Any number of destinations can be specified in a XSAIL order, limited only by the 255 character order length restriction. Note that the destinations specified by the XSAIL order must be location IDs, and that the '@' retained order modifier must be used to gain any benefit from XSAIL. Note that the captain of a ship pays the order action point cost for a SAIL order while the ship pays the action point cost of the actual moves. Only complete vessels can be XSAILed.


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