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order table
order name type parameters execution location description
; compiler control [<comment>]

and compiler control

appoint_leader organizational action [<date>], [<retries>], <group>, <new leading character>[, <urgent?>] anywhere Appoint a new leader for the given group. Note that the leader of a group always "owns" the group that he or she leads. Thus any previous leader may not take it lightly if he or she is deposed.
arrest character action [<date>], [<retries>], <char./group>, <target character>[, <preparation days>, <urgent?>, <bribe amount>] habitation, estate, buildings within those Go to the character, identify and arrest him. If the character doesn't manage to flee he will be arrested. Violence occurs only very rarely.
assassinate character action [<date>], [<retries>], <character>, <target character>[, <preparation days>, <urgent?>, <enter target building?>, <bribe amount>] anywhere outside a dungeon Sneak up to the character, identify and assassinate. If the attempt fails, combat will be started if the order is urgent. If the attempt succeeds there may be no need to sneak away.
assign_duty organizational action [<date>], [<retries>], <char./group>, <target>, <duty type>[, <follow target?>] anywhere
attack character action [<date>], [<retries>], [<repeats>], <char./group>, <target char./group/building/estate/habitation>[, <urgent?>, <maximum number of enemies>, <take prisoners?>] anywhere Go up to the target (character, group, estate, habitation or building) and attack it. In the case of an estate the ruling residence residence (e.g. manor or castle) will be attacked. The target, if it is a estate, habitation or building, will be conquered and placed under the ownership of the character leading the attacking group if successful. A group needs at least about 20 persons to be able to attack a habitation.
befriend character action [<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation days>, <urgent?>, <bribe amount>] anywhere outside a dungeon Try to make the certain character your friend by good will and being nice to him or her, so that the character will possibly change loyalties (i.e. join you game position).
begin_Mys compiler control <game>, <position>, <name>, <account>, <password>[, <compile date>]

bribe character action [<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation days>, <urgent?>, <bribe amount>] anywhere outside a dungeon Try to alter a character's loyalty to another character by trying to bribe him or her.
buy character action [<date>], [<retries>], [<repeats>], <char./group>, <amount1>, <item1>[, <max price1>, <amount2>, <item2>, <max price2>, ...] habitations (in area for food) A character or group goes to the market (if available) and buys the given items until the given number or the given maximum price is reached. If in an area with estates you can buy food (only). You can buy food from estates in only very limited quantities. The maximum varies greatly depending upon how well the peasants are currently stocked (usually up to 100 is possible near harvest time).
call_to_arms organizational action [<date>], [<retries>], , <target estate/habitation/region>[, <troops amount>, <urgent?>] anywhere Raise troops by feudal levy (or whatever the appropriate term for the culture is), i.e. mobilize. If a region is ordered to mobilize then this simply causes a subsequent order to each estate and habitation therein to be issued. For each habitaion or estate called to arms the player must either own it or be its feudal lord (or be feudal lord of its region). Habitations and estates with low morale will refuse to supply troops.
capture character action [<date>], [<retries>], <char./group>, <target character>[, <preparation days>, <urgent?>, <enter target?>, <bribe amount>] anywhere outside a dungeon Go or sneak up to the character, identify and capture him. If the attempt fails combat will surely be started. If successful, there may be no need to sneak to away.
cast_item_spell character action [<date>], [<retries>], [<repeats>], <character>, <item>[, <target(s)>, <urgent?>] anywhere
cast_spell character action [<date>], [<retries>], [<repeats>], <character>, <spell formula>[, <casting time>, <target(s)>, <focus item to use>, <ingredients>, <aura to use>, <go below 0% aura?>, <urgent?>, <effect factor desired>] anywhere The following parameters are used:
chart character action [<date>], [<retries>], [<repeats>], <char./group>[, <days doing this>, <game object type1>, ...] an area Create a map of the surrounding lands/sea. The charting skill determines the distance from the starting spot and accuracy of resulting map:
charting skill charting distance (in areas)
0 0
1 1
2 1.41
3 1.73
4 2
5 2.23

chat character action [<date>], [<retries>], [<repeats>], <character>[, <target character>, <days doing this>, <urgent?>, <print ids?>, <keyword1>, <keyword2>, ...] anywhere outside a dungeon A character may use this try to get certain information from another character or to just hear some rumors or stories. The target character may be generic inhabitant of a habitation (use character #0).
claim_reward character action [<date>], [<retries>], [<repeats>], <char./group>, <target character or building>[, <deed>, <character to deliver>, <give items even if incomplete?>] anywhere Go to the target and claim a reward for a specific deed. If the target is rewarding for only a single deed, then the deed-parameter can be left away, otherwise it must be specified.
combine_soldier_units organizational action [<date>], [<retries>], <soldier unit>, <own soldier unit> anywhere outside of a dungeon Put all the soldiers from the second soldier unit into the first soldier unit. The soldier units must belong to the same character and be of the same type and origin. Both soldier units must also be located in the same group. If not, simply issue a Transfer_Soldier_Unit order beforehand.
convince character action [<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation days>, <urgent?>, <bribe amount>] anywhere outside a dungeon Try to alter character's loyalty to another character by trying to convince him or her using rational arguments.
craft_item character action [<date>], [<retries>], [<repeats>], <char./group>, <amount>, <item>[, <days doing this>, <variation>] anywhere Create an item by building it from the proper materials and with the proper skill. To find out whether and how an item can be crafted simply attempt the order on that item.
create_group organizational action [<date>], [<retries>], <character>[, <group name>, <location>] anywhere This creates a new group with the given character as leader. If the new group is at the same location as the character and the character is not already part of a group, then that character will also join the new group.
create_warrant character action [<date>], [<retries>], <character>, <target>, <region>, <number of minor offenses>, <number of major offenses>, <offence description>, <bounty>[, <player's order?>, <bounty variation>] inside region
destroy_item character action [<date>], [<retries>], <char./group>, <amount1>, <item1>[, <amount2>, <item2>, ...] anywhere To destroy the listed items in the possession of the executor. Note that some magical items items are indestructible.
dismiss character action [<date>], [<retries>], <character>, <target character>[, <preparation days>, <urgent?>] anywhere outside a dungeon Used to fire a hired or following character, i.e. one which directly or indirectly obeys the main character. The executing character *must* be the direct superior to the target character.
dissolve_group organizational action [<date>], [<retries>], <group> anywhere
end_Mys compiler control

enter_building character action [<date>], [<retries>], <char./group>, <target building>[, <urgent?>] anywhere outside a dungeon Use this to enter a building normally without trickery or force. If it is building you cannot permanently reside in, then the character will automatically leave the building again on the same day. In effect, a "visit_building"-order will have been executed. You can permanently reside in any building that belongs to either your position or an ally of a military alliance, or else if the building is an inn. If you reside in an inn you will need to pay a daily fee but you will automatically be supplied (i.e. you won't use up any of your food).
enter_habitation character action [<date>], [<retries>], <char./group>, <target habitation>[, <hide undesirable items?>, <pay tolls?>, <bribe amount to avoid toll payment>, <hide items to avoid toll payment?>, <bribe amount if entry denied>, <sneak if entry denied?>, <fight if entry denied?>, <fight if arrested?>, <urgent?>] outside of a habitation Try to enter a habitation, usually by simply passing through the town gates. Trickery or force can be used too.
equip character action [<date>], [<retries>], <character>, <combat equipment?>[, <clinch weapon>, <melee weapon>, <secondary melee weapon>, <ranged weapon>, <mount>, <armor item1>, <armor item2>, ...] anywhere Change a character's equipment constellation to these items.
escape character action [<date>], [<retries>], <character>[, <preparation days>, <urgent?>, <bribe amount>] anywhere outside a dungeon The character must first become aware that he or she must escape, and will then start looking for an opportunity try to run away.
examine_building character action [<date>], [<retries>], [<repeats>], <char./group>[, <target building>] anywhere outside a dungeon Get obvious information about a building.
examine_habitation character action [<date>], [<retries>], [<repeats>], <char./group>[, <target habitation>] inside this habitation Get obvious information about a habitation.
examine_item character action [<date>], [<retries>], [<repeats>], <character>, <target item>[, <detailed?>] anywhere outside a dungeon Get obvious information about an item.
exit_building character action [<date>], [<retries>], <char./group>[, <target building>, <urgent?>] from within building To simply leave a building.
exit_dungeon character action [<date>], [<retries>], <char./group> inside dungeon Interrupt any adventuring and try to get out of that wicked dungeon!
exit_habitation character action [<date>], [<retries>], <char./group>[, <urgent?>, <bribe amount to avoid tolls>, <sneak if leaving is denied?>, <fight is leaving is denied?>, <exit through port?>] from inside habitations To exit habitation; guards may be watching for tolls on goods being exported.
explore_dungeon character action [<date>], [<retries>], <char./group>, <target dungeon>[, <days>, <exit if time expires?>, <max danger level>, <parley possible?>, <steal treasures?>, <assassinate?>, <primary goal>, <primary object>, <secondary goal>, <secondary object>, <concise report?>] anywhere outside a dungeon Enter and explore a dungeon. This is the standard (and only) order for adventuring through ruins, lairs, monster dens, etc. Only groups of up to about 10-20 people at most can execute this order. You will usually need someone with the skill adventuring, construction, mining/surveying (for caves) or discover/disarm traps (for buildings) to actually find the entrance.
find character action [<date>], [<retries>], <char./group>, <target>[, <preparation days>, <search in habitations?>, <search in dungeons?>, <search in buildings?>] anywhere outside a dungeon To go searching for a certain target. Often, you "find" places (like dungeons) before you can enter them. This will often be automatically done as part of that other order (like "explore_dungeon") but the time used in finding the target will be deducted from that order. When something is especially well hidden (as dungeons often are) you must spend a lot of time finding it. In such cases it is better to issue a separate Find order.
There are two main hurdles that must be overcome when searching for something. First, there must be enough time and people available to scour the the possible location. In the case of an area being scoured that has thick vegetation or is very hilly this may take many, many days. A single person searching in a forest area will need about three months to make a complete walk-through. Then it must be considered that the target being sought may be well hidden and the search party must have appropriate skills (scouting, perception) of at least the same level as the "hiddeness" of the target. If not, the chances of success will be greatly reduced.
forage character action [<date>], [<retries>], [<repeats>], <char./group>[, <days doing this>, <urgent?>, <forage fields?>, <only legal game?>] area or estate Try to find and get some food via hunting and gathering in the outdoors. May also forage tilled fields for food, which is slightly illegal. Only possible for groups no larger than about 100 persons.
Note that the former possibility (i.e. hunting in the wild) takes up a lot of time and will need at least a full day.
A character at a beginning skill level (around 1) in "foraging" can only gather enough food for his or her own survival in the wild. Only at higher levels will they be able to support larger numbers of people.
free character action [<date>], [<retries>], <character>, <target character or group>[, <urgent?>] anywhere outside a dungeon Sets an imprisoned or enslaved character free.
has_ableness expression <char./group/soldier unit>

has_item expression <char./group/building>, <item>

has_time_left expression <char./group/soldier unit>

hire character action [<date>], [<retries>], <character>[, <target character>, <preparation days>, <urgent?>, <money amount>, <character class>, <character class level>] anywhere outside a dungeon Used to hire a certain character or generates a character of a certain class which possibly will be taken into service. To trigger the generation of a character give a 0 for the target character or leave away the parameter.
if compiler control

in_same_area expression <area or own building/character/group/habitation1>, <area or own building/character/group/habitation2>

inside_building expression <own character/group>, <building>[, <ignore groups?>]
This returns true (=$YES) if the given character or group is inside of the given building, otherwise false (=$NO).
inside_group expression <own character/group/soldier unit>, <group>

inside_habitation expression <own character/group>, <habitation>[, <ignore groups?>, <ignore buildings?>]
This returns true (=$YES) if the given character or group is inside of the given habitation.
is_my_follower expression <character>

join_group organizational action [<date>], [<retries>], <character>, <target group>[, <urgent?>, <as leader?>] anywhere outside a dungeon To find and join a group. If character and group are within the same area but somewhat apart from each other, then the character will move towards the group.
kidnap character action [<date>], [<retries>], <char./group>, <target character>[, <preparation days>, <urgent?>, <enter target building?>, <bribe amount>] anywhere outside a dungeon Sneak to the character, identify and kidnap. If the attempt fails a combat will start. If successful, there may be no need to sneak to away.
leave_group organizational action [<date>], [<retries>], <character>[, <group being left>, <urgent?>] a group Leave a group. That's all. Farewell.
list compiler control

market_prices character action [<date>], [<retries>], [<repeats>], <char./group> habitation Send the character or group around the city looking for prices of items on the markets. A person with the trading skill will greatly improve upon the amount and accuracy of the information gained thus.
move character action [<date>], [<retries>], <char./group>, <step directions>[, <minimum speed>, <travel mode>, <enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left stream?>, <use roads?>, <pay tolls?>] an area Travel along the map, i.e. from area to area:
move_to character action [<date>], [<retries>], <char./group>, <target>[, <minimum speed>, <travel mode>, <enforce travel mode?>, <night travel?>, <prefer downstream?>, <prefer left stream?>, <use roads?>, <pay tolls?>] an area This order works exactly the same as a move-command but the step directions are calculated from the coordinates of the target's location on the first day of its execution. The moving character or group must know the location of the target (see note below) and it must be located on the same map. The step directions are a direct line from the moving character or group to the target's location (no path optimizing is implemented!). If the target's location is not known then the order fails. Also note that the route is not altered anymore even if the target moves during the course of the order.

The parameters are the same as in the move order, except:
not compiler control

odd_jobs character action [<date>], [<retries>], [<repeats>], <character>[, <days>, <accept illegal job?>, <urgent?>] inside habitations A character tries to earn some cash by doing some odd jobs inside a habitation. The money earned depends on the character's class level and on the habtitation's situation. Very entertaining reading.
WARNING: This order *cannot* be executed if the character is inside a group. Extract the character from any groups first before executing this order. The only exception this is any odd-jobs that the character accepts during a day in which he/she has nothing else to do, then the character may be inside a group. But again, the explicitly given ORDER WILL NOT WORK IF INSIDE A GROUP!
or compiler control

order_successful expression <compiler tag>[, <include half successful?>]
The result is whether the given order was successfully executed or not. Thus the execution of an order can be linked to the success of previous ones.
plunder character action [<date>], [<retries>], [<repeats>], <char./group/soldier unit>, <target char./group/building/estate/habitation>, <days doing this>[, <urgent?>, <make prisoners?>] anywhere
query_quest character action [<date>], [<retries>], <char./group>, <target character or building>[, <quest>] anywhere Get the details on a quest, i.e. the reward granted by the target and what needs to be done.
relieve_duty organizational action [<date>], [<retries>], <char./group>[, <duty type>] anywhere This is used to relieve the character or group of its current duty.
rescue character action [<date>], [<retries>], <char./group>, <target character>[, <preparation days>, <urgent?>, <enter target?>, <bribe amount>] anywhere outside a dungeon Go or sneak to the character, identify and free him. If the attempt fails they might try to fight their way out.
rest character action [<date>], [<retries>], [<repeats>], <char./group/soldier unit>[, <days>] anywhere Get refreshed with a small rest.
reveal_knowledge character action [<date>], [<retries>], [<repeats>], <character>, <target character or building>[, <preparation days>, <urgent?>, <keyword>] anywhere outside a dungeon Used to let a character tell all (or at least most) of the stories he or she knows. If a character is put under pressure he or she may become less loyal.
revoke_all_orders organizational action [<date>], [<retries>], [, <until order date>, <from order date>] anywhere
revoke_orders organizational action [<date>], [<retries>], <char./group>[, <until order date>, <from order date>, <include group members?>, <include subgroups?>] anywhere Revokes all orders issued before and up to the given "until" date. This includes potentially *all* orders issued with a turn file (they are stored immediately upon receiving). Note that this order is executed immediately when it is received, i.e. on the very first day of your turn no matter for which day the order was indicated to be executed. This is this way, so that you can remove all old orders from previous turns.
Dungeon adventures can't be revoked (the poor suckers have to find a way out first).
seduce character action [<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation days>, <urgent?>, <money amount>, <only for enjoyment?>] anywhere outside a dungeon Try to seduce another character, with all the natural consequences.
sell character action [<date>], [<retries>], [<repeats>], <char./group>, <amount1>, <item1>[, <minimum price1>, <amount2>, <item2>, <minimum price2>, ...] a habitation (with market) Go to the marketplace and sell some items.
send_message character action [<date>], [<retries>], <character>, <target>, <message>[, <seal of character>, [<send without seal?>] anywhere Send a message to another character. If the target is not a character then the message will be sent to the owning character of that target.
separate_from_group organizational action [<date>], [<retries>], <group>[, <parent group>, <urgent?>] a group Let a subgroup separate from its parent group.
set_account_parameter organizational action , <parameter type1>, <parameter value1>, ...

set_character_parameter organizational action [<date>], <character>, <parameter type1>, <parameter value1>, ...

set_date compiler control [<new date>]

set_group_parameter organizational action [<date>], <group>, <parameter type1>, <parameter value1>, ...

set_position_parameter organizational action <parameter type1>, <parameter value1>, ...

set_tactic organizational action [<date>], [<retries>], <character>, <tactic>[, <group>, <pretended tactic>, <desperation tactic>, <hide true tactic?>, <late desperation tactic>] anywhere Change the character's combat tactic. Either in single combat (leave away group parameter), or for fighting with in a group.
set_urgency compiler control <new urgency>
Set the default urgency for this player position.
special_action character action [<date>], [<retries>], [<repeats>], <game world object>, <description> anywhere
split_soldier_unit character action [<date>], [<retries>], [<repeats>], <soldier unit>, <amount to split off>[, <group to transfer to>, <urgent?>] anywhere outside of a dungeon Split off a number of soldiers from a soldier unit thus creating a new soldier unit.
spy character action [<date>], [<retries>], [<repeats>], <character>, <target>[, <preparation days>, <urgent?>, <enter target?>, <bribe amount>, <spying goal1>, <spying goal2>, ...] anywhere outside a dungeon Sneak up to the target, to obtain information by spying. Sneak away afterwards. If the operation fails guards will attack. If no guards are present maybe the target itself will attack. A dungeon will never be entered.
steal character action [<date>], [<retries>], [<repeats>], <character>, <target>[, <preparation days>, <urgent?>, <bribe amount>, <amount>, <item>] anywhere outside a dungeon Sneak up to the target, identify the most valuable items (carry capacity!), steal and sneak away. If attempt fails guards will attack. If no guards present owner (if person) will attack.
strip_prisoner character action [<date>], [<retries>], <char./group>, <target character or group> anywhere Take away the items of prisoners
switch_parent_group organizational action [<date>], [<retries>], <group>, <new parent group>[, <urgent?>] a group A subgroup will switch its parent group.
teach character action [<date>], [<retries>], [<repeats>], <character>, <skill or language>[, <days>, <salary>, <pupil number restriction>, <pupil1>, <pupil2>, ...] anywhere outside a dungeon Makes a teacher available to pupils on a certain day.
then compiler control

threaten character action [<date>], [<retries>], [<repeats>], <character>, <target character>[, <preparation days>, <urgent?>, <money amount>] anywhere outside a dungeon Try to turn character's loyalty to another character by trying to threaten him or her. If the target character doesn't obey, a fight will possibly occur.
train character action [<date>], [<retries>], [<repeats>], <char./group/soldier unit>, <skill or language>[, <teacher>, <training days>, <as pure training time?>, <maximum salary>] anywhere outside a dungeon This is used for characters to improve or acquire skills or to learn languages.
Note that training only makes sense if you spend serious amounts of time, that means weeks, not days or fractions of a day. Also, training orders, once given, have priority over older orders. Meaning that all older tasks will be ignored thereafter. This is because you need to concentrate on the training to be sure it is effective. Also, you don't want to have the teacher waiting on the pupils while they are off doing something else.
transfer_item organizational action [<date>], [<retries>], [<repeats>], <game world object>, <recipient>, [<urgent?>], <amount1>, <item1>[, <amount2>, <item2>, ...] anywhere This is used to transfer items from the possession of one game component to another. The giver and the recipient must be in the same physical location. Note that characters may be unwilling to part from their items if they are greedy, disloyal or don't like the recipient. An important factor when transferring to someone who does not belong to your position is whether they belong to an economic alliance of yours.
Also, a receiving character or group that does not belong to the same game position or economic alliance must have its "allow item transfer"-flag enabled or the transfer will be refused.
transfer_soldier_unit organizational action [<date>], [<retries>], <soldier unit>, <target group>[, <urgent?>, <switch owner?>] anywhere outside of a dungeon Transfer the soldier unit from its current group to the target group.
treat_wounds character action [<date>], [<retries>], [<repeats>], <character>, <target character or group>[, <days doing this>] anywhere
visit_building character action [<date>], [<retries>], [<repeats>], <char./group>, <target building>[, <days doing this>, <urgent?>, <demand magic service?>, <money amount>] anywhere outside a dungeon
visit_taverns character action [<date>], [<retries>], [<repeats>], <char./group>[, <target tavern>, <days doing this>, <urgent?>, <money amount>, <rumor significance>] habitation or tavern A group shall spend some time in the local taverns to seek enjoyment and possibly gain some information.
Note that there is no need to issue an Exit_Building order after this one; exiting the taverns is automatically included when the visit is over
xor compiler control