Orders

Time per day

Each character has the same time per day (currently 14 hours). For this time one or more orders can be issued. Each order needs an amount of time (given in brackets following his name / see below). After one order is finished, the character starts the next, provided he has enough time to finish this also. Orders for more than one day can be given by seperating each day with the NEXTDAY command.

Order list

The order list is based upon the following entries and is compiled dynamically.

Open order list

Basic character orders

The following orders are essential for fast play:

Movement

BOARD <ship id> (full day)
If a character is in a settlement with a port, he can enter a ship and take a passage to another seaport. A trip costs some silver coins but the spared time is well worth it.

ENTER <building id> (0)
Enters a building. If the character is already in another building he automatically leaves this one.

FLY <direction> ... (full day)
This works exactly like the order GO, but the character uses any means available (by race, winged mount, or magic item) to fly instead of move to the specified direction.

FOLLOW <character id> (1 or full day)
Follows the target character to another region. If the target stays in the local region only one hour is lost, giving the following character time for other things. It is possible to follow a character who also follows another character.

GO <direction> ... (full day)
MOVE <direction> ... (full day)
The character wanders into the specified direction. Possible directions are: n, ne, e, se, s, sw, w, nw. The directions can written out (n = north, sw = southwest or south-west). If you want to enter the chaos plane you have explicitly type GO CHAOS. Of course this works only if you are adjacent to it. Each Region needs an amount of movement points to be traversed. Look here for further information.
Example:
GO n ne - moves to the north and then to the north-east

LEAVE (0)
The character leaves the building he is in.

ORIGIN [<x> <y>] (-)
Sets the origin (0; 0) at the specified point. Using ORIGIN without x and y positions sets the origin at the local position.

Character interaction

ACCEPT <character id> [NOT] (0)

RECEIVE <character id> [NOT] (0)
You add the specified character to your accept list. He can from now on give you items. However, if you want to givem him something, he must also add you to his accept list. Using the NOT option, removes the character from your accept list.

DESCRIBE <description> (0)
Sets a new description for your character.

DISPRAISE <character id> (1)
You tell lies about another character, resulting in a slow decrease of his reputation. Notice, that other characters might hear this.

EMAIL <adress> (0)
Sets a new email adress.

GIVE <character id> <amount> <item id> (0)
Gives the character with the specified id one or more items. This works only if the receiving character issued the ACCEPT command in the same round or if both characters are members of the same group.

GROUP CREATE <group name> (0)
Creates a new group with the spcified name and makes the character a member of it.

GROUP HIDE (0)
Hides the group affiliation. It can only be found out with the order OBSERVE.

GROUP INVITE <character id> (0)
Invites another character to join ones own group. The invited character must use GROUP JOIN to enter it.

GROUP JOIN <character id> (0)
The character joins a group. GROUP JOIN is only successful if another member sets GROUP INVITE in the same round. If the character is already member of another group he leaves this one automatically. The character whose id ist being used in this command must be member of this group though he mustn't be the one who issued the GROUP INVITE command.

GROUP LEAVE (0)
Leaves the group. The group will be deleted if the last member leaves it.

GROUP NAME <group name> (0)
Changes the name of the group.

GROUP SHOW (0)
Makes the group affiliation visible to anyone who can see the character.

GROUP TALK <message> (0)
This sends a message to all group members in the same region. It works exactly like TALK GROUP.

GUILD BUILDING <guild id> <building id> (0)
A building in your possession will be conferred on the guild.

GUILD CREATE <building id> <guild name> (0)
Creates a new guild with the spcified name and makes the character a member of it. The building becomes the guilds first property.

GUILD DEGRADE <guild id> <character id> (0)
You degrade the target character by one rank. You need a minimum rank to do so.

GUILD INFO <guild id> (0)
Shows some general information about the guild. You need a minimum rank to view them.

GUILD INVITE <guild id> <character id> (0)
Invites another character to join ones own guild. The invited character must use GUILD JOIN to enter it. You must have the permission to invite other characters.

GUILD JOIN <guild id> (0)
The character joins a guild. GROUP JOIN is only successful if another member sets GUILD INVITE in the same round. If the character is already member of other guilds, all of these plus the one he wants to join must have a non-exclusive membership.

GUILD LEAVE <guild id> (0)
Leaves the guild. It will be deleted when the last member has left. If the guild possessed some items or buildings they will be lost or return into the possession of their former owner.

GUILD PROMOTE <guild id> <character id> (0)
You promote the target character by one rank up to your own. You need a minimum rank to do so. There is the special case, when the guild has no leader. Members of the next highest rank are able to promote one of them to the next rank.

GUILD REMOVE <guild id> <character id> (0)
You kick the target character out of the guild. You need a minimum rank to do this.

GUILD STATS <guild id> (0)
Shows some special information about the guild. You need a minimum rank to view them.

HIDE [<level>] (0)
Sets the stealth level. The max number equals the characters skill level in STEALTH. Setting HIDE with no Parameter sets the level to zero. The stealth level is needed for passive usage of sneaking and hiding (i.e. being invisible for all characters with a lower perception). Active skills like STEALING check against the STEALTH skill.

NAME <newname> (0)
Gives your character a new name. However, he is still identifiable through his unique character id.

MESSAGE <message> (1)
You can post a message in any settlement. The message will be displayed publicly on the news board for seven days. You need WRITING and STREETWISE on level 1 each.

OBSERVE <building id | character id | henchman id | monster id> (1)
You can observe a character, monster or building. An observed character with a higher skill in observation than the observers stealth level will notice this though.

PASSWORD <new password> (0)
Sets a new password. Use this order with care.

PRAISE <character id> (1)
You praise another character resulting in a increase of his reputation over time.

TALK (<character id> | GROUP | BUILDING | ALL) <message> (0)
This sends a message to a selected number of persons. Giving a character id addresses this character only. He must be in the same region and reachable (e.g. mustn't be in a dungeon or a private home). GROUP talks to all your group members at once. BUILDING talks to every person that is in the same building as your character. ALL talks to the citizens of a settlement. A character may or may not hear you (depends on the size of the settlement).

Learning & teaching

HIRE TEACHER <teacher id> (1)
Hires a personal teacher. It is strongly recommended to try to hire more than one teacher if there are more players in the settlement. The character will try to get the first available teacher in the list and stops searching when he's successful. As long as the character is learning (at least once per day), the teacher will help him. Note, that the teacher is paid for each learning session. If a character learns twice, the teacher also gets double pay. When the character stops learning or learns another skill, the teacher is automatically dismissed.

LEARN (<skill id> | RECIPE) (6)

STUDY (<skill id> | RECIPE) (6)
The character learns a skill. If he has any ranks in 'alchemy' he can try to learn a new recipe.

TEACH <character id> (1 or 6)
Teaches a character. Makes only sense if the other character is learning a skill with a lower level than the own one. The teacher also needs the teacher skill on a higher level than the skill level of the student is. Finally, the higher the difference between the student and the teacher skill level (and the latter's teacher skill level) the better the benefit.
Note, if the student doesn't show up (means: he does something besides learning), the teacher looses only one hour.

Money & items

BUILDING GET (<amount> | ALL) (<item id> | <item group>) (0)
If the character is currently in a building that he possesses (either directly or through a guild), he gets the specified amount of an item from the building's storage.

BUILDING GIVE <Gilden-Id> <Gebäude-Id> (0)
This order is identical to GUILD BUILDING.

BUILDING PUT (<amount> | ALL) (<item id> | <item group>) (0)
If the character is currently in a building that he possesses (either directly or through a guild), he puts the specified amount of an item from his inventory to the building's storage.

BUILDING UPGRADE <building upgrade id> (full day)
The character orders the current bulding he is in to be upgraded. A
building upgrade adds new features to any building or changes the whole building to an improved version.
Examples:
BUILDING UPGRADE CEL - a cellar is added to the current building
BUILDING UPGRADE LAB - a laboratory is added to the current building

BUY (<amount> | ALL) <item id> (1)
Buys one or more items of one kind. Typing ALL for amount buys the item as long as there is enough money left to purchase it or the settlement limit is reached. Typing no amount at all let you buy the item only once.

BUY 1 <building id> (14)
Starts the construction of the specified building. You need one full day, for setting up the place and hiring the work force. Also you must hasve the needed materials and money in your possession. You can errect buildings only in settlements. See here for a list of buildings.

CHANGE <amount> <currency> (1)
Changes the specified amount of coins to the other currency (silver to gold or vice versa). Each change costs an additional 5% fee in silver. The character must be in a settlement with a bank to use this command.

DECIPHER <item id> (1)
This order is needed to decode enciphered texts. However, success is not automatic but rather marginal.

DEPOSIT <amount> (1)
Deposits a given amount of silver in the bank. This works only in settlements where a bank exists. The current amount can also be seen only there.

DROP (<amount> | ALL) (<item id> | <item group>) (0)
Drops a specified amount of an item. Dropped things are lost forever, so be careful when using this command.
Example:
DROP 2 sic - drops 2 silver coins

EQUIP <item id> (0)
Equips an item (i.e. Sword, armor, necklace, etc.). You can have equipped a melee and a ranged weapon at the same time. Your character uses the right weapon depending on your combat position.
Example:
EQUIP sbo - equips a shortbow

PRICE <amount> <item id> (1)
You can check the local market for the sale's price of specific item without needing to have it in your inventory.

READ <item id> (0)
Scrolls, parchments and books of all sorts can be read. Essentially this works just like USE but is more convenient. Especially when you are in a building, you can read a book without the need to take it.
Example:
READ log.2 - character reads in a logbook

SELL (<amount> | ALL) <item id> [<max price>] (1)
Sells one or more items of one kind from the characters possessions. Typing ALL for amount sells the items until all are sold or the settlement limit is reached. Typing no amount sells the item once.

In poorer regions it can make sense to sell an item below its normal price to get at least some money for it. This is an alternative for droping it and getting nothing. The max price is set per item. Haggling (using the TRADER skill) is not possible with this.

Examples:
SELL 1 ISW - sells one IRON SWORD
SELL 2 ISW 40 - sells two IRON SWORDS for 40 silver coins each
SELL ALL DAG - sells all daggers that are in the character's inventory

UNEQUIP <item id> (0)
Doffs an item (i.e. Sword, armor, necklace, etc.).
Exampöe:
UNEQUIP horse - dismounts from a horse

USE <item id | skill id> (0)
Many items must be used (i.e. potions) to gain advantage of their special properties and powers. Some skills can also be used.
Example:
USE eop - character uses (drinks) an ELIXIER OF POWER

WITHDRAW <amount> (1)
Withdraws a given amount of silver from the bank. This works only in settlements where a bank is available. The current amount can also be seen only there.

Earning money

BURGLE <building id> (6)
With this command the character breaks into a building. The chance of being caught depends on your skill in STEALTH as well as some external modifiers (size of settlement, kind of building, etc.). Also, the amount of booty is strongly dependant on your skill in OBSERVATION and the same external modifiers. In simple words: breaking into a royal palace of a metropolis yields to more booty but also a higher chance of being caught, than breaking into a village school.
Note: You can't burgle any building before the 8th hour of the day. So use the time and prepare yourself.

GAMBLE [<limit>] (2)
You can earn big money as a professional gambler. In taverns people often gather for a little game of cards or dice. If you know how to bluff or just throw the right number when needed, you don't need to fear of sleeping on the sidewalk.
The limit (in silver coins) sets how much money you are willing to loose at most in this two hours. Normally 2 to 4 rounds are played and if you win, the limit will be raised by the amount of the won money. Likewise, you can loose several rounds, but the losses do not reach the limit. Also note, that there must be a tavern in the settlement.
Note: The larger a settlement is, the more good players are there. Also, the limit is higher, resulting in increased wins and losses. Seasoned gamblers know where to find novice opponents that play with a high pot.

STEAL [<character id | henchman id>] (6)
Tries to steal silver and other valueables from your target. You need an equal or higher stealth level than your victims observation skill or get caught in the act. The higher your skill stealing is the more you can get. Using this skill without an id means you steal from the residents.

WORK [<skill id>] (6)
Many skills can be used for a living, whether you are a weaponsmith or a herbalist, skills and knowledges are worth good money. All of the following skills have to be performed in a specific building. See the buildings description for more details. Many skills also need the TEACHER skill (marked with a '*'). The following skills can be used to earn money in conjunction with the WORK command:
  • Alchemy*
  • Armorer
  • Axe*
  • Bodybuilding*
  • Bow*
  • Bowyer
  • Crossbow*
  • Endurance*
  • Herbalist*
  • Joiner
  • Jousting*
  • Leadership*
  • Magic Theory*
  • Psionic*
  • Sailor*
  • Spear*
  • Sword*
  • Stealing
  • Tactics*
  • Tamer
  • Teacher*
  • Theology*
  • Trader*
  • Weaponsmith
  • Writing*
  • Giving no skill means you take a simple job as a bartender or farm hand. These menial jobs are paid bad but are better than nothing.
    Note: When giving a skill you can't perform (skill too low or no suitable building available) your character will automatically take a simple job.
    On the other hand, tries the parser to find the best skill usable in the current building to work or teach.

    Adventuring

    EXPLORE <building id> (6)
    Some buildings can be explored. There are monsters to fight, traps to avoid, and treasure to be found. Be sure to have a versatile group a your disposal.

    GOSSIP [<key word>] (1)
    This order is usefull to gather information and rumors. A key word kan be issued to specialise the information. It is also important in which building the character currently is. Rumors about magic can only be obtained in the mage guild. It is up to you if you could use the rumor you heard. A good starting point is always tavern but to get specialised information one has to enter other buildings.

    QUEST <quest id> <answer> (0)
    Sometimes you will get the chance to solve little quest. A quest can be such a mundane thing like hiring a special npc or getting ripped off to retrieve a stolen item or a kidnapped person to saving an entire region from a terrible threat.
    Quests can be found everywhere, however, many are limited to specific regions, settlements and buildings.

    Combat

    ATTACK <character id | monster id> (1)

    KILL <character id | monster id> (1)
    Attacks a specified opponent. If more characters fight together they have to be in the same group.
    NOTE: Because some creatures choose to flee if their hitpoints drop, it is strongly suggested to set the ATTACK command more than once at the same day.

    COMBAT FLEE <retreat value> <flight value> (0)
    This let you determine how much damage you take before retreating into the back row or running from combat. Setting 0 means fighting till death. Setting to 100 means you always flee. Any value inbetween sets the percentile value of the character's hitpoints at which he abandons his current position and tries to retreat/flee. Note that the second value can't be higher than the first.
    Note: Whenever you issue an ATTACK order, it is checked, if your current hitpoints are higher than your retreat value. Otherwise, the order will be ignored (with COMBAT FLEE 100 100 any ATTACK order you set will be ignored).

    COMBAT ACTION [<slot number>] (NO | <action>) (0)
    Sets an order to be executed during combat. Possible orders are casting a spell, praying for a miracle, manifesting a psi power or using an item. Combat is divided in three distinct phases: PRE, MAIN, and POST. Each spell can be cast in any one phase or none at all (e.g. artifact creation spells). If you set a spell as spell as combat spell, it will be automatically set to be used in the right phase. Items can only be used in the post combat phase. If you want to use an item before combat, you have to give the order manually before the fight starts (provided you are in the attacking party).
    The MAIN phase is somewhat special for it can hold up to three different actions (called slots). To assign an action to a slot, you can give the slot number as shown in the examples. Setting a slot number with PRE or POST actions or spells, has no effect.
    Examples:
    COMBAT ACTION 1 CAST FIA LEVEL 1 - sets the spell FIRE ARROW on level 1 as Combat Action into slot 1 (because it is a MAIN-phase action)
    COMBAT ACTION PRAY HEW LEVEL 3 - sets the miracle HEAL WOUNDS on level 3 as Combat Action
    COMBAT ACTION 1 PRAY HEW LEVEL 3 - does the same; slot number 1 is ignored

    COMBAT HELP (ON | OFF) (0)
    Setting ON helps group members if (and only if) they are attacked.

    COMBAT POSITION (FRONT | BACK) (0)
    Sets if you want to fight in melee or ranged position.

    COMBAT STYLE (NORMAL | OFFENSIVE | DEFENSIVE) (0)
    Sets if you want to fight normal, offensive (melee*1.5, defense/2), or defensive (melee/2, defense*1.5).

    Magic

    BAPTISE <char id> (1)
    You convert the target character to your beliefs. The target must agree this by setting the ACCEPT command. You can only baptise if you have a skill level of 7 or higher in theology and you must be in settlement with a shrine, temple or cathedral devoted to your deity. Consult the chapter about the gods for further information. Note, that this command requires one hour for both particpants. Baptising someone is a safer method of converting from one belief to another than the order DEITY provides.

    CAST <spell id> [LEVEL <level>] [<target id>] ... (var)
    Casts a spell.

    DEITY <deity id> (0)
    You choose your patron deity with this command. Consult the chapter about the gods for further information.

    INVOKE (<spell id> | <miracle id> | <psionic id>) [LEVEL <level>] [<target id>] ... (var)
    INVOKE is a catch-all order that can be used instead of the specific orders of the supernatural abilities (e.g. CAST or MANIFEST).
    Examples:
    COMBAT ACTION 1 INVOKE FIA LEVEL 1 - sets the spell FIRE ARROW on level 1 as Combat Action into slot 1
    INVOKE HEW LEVEL 1 - prays for a level 1 HEAL WOUNDS

    MANIFEST <psionic id> [LEVEL <level>] [<target id>] ... (var)
    Manifests a psionic power.

    MEDITATE <duration> (var)
    This order doubles the mana restoration for the given time.

    PRAY <deity id> <message> (1)
    Prays to the specified deity. Remember to always face the gods with outmost respect and awe. Don't bother them with nonsense or useless requests.

    PRAY <miracle id> [LEVEL <level>] [<target id>] ... (var)
    Prays to the deities for a miracle.

    RECIPE GIVE <character id> (<recipe id> | ALL) (0)
    Gives one or all of your recipes to another character.

    RITUAL [<skill id>] (1)
    This order prepares paraphernalia that lower the experience point cost of spells. Giving a skill is optional. Possible skills are THEOLOGY und MAGIC THEORY. More information about ritual points can be found in this section.

    SACRIFICE <amount> <item id> (1)
    With this order you sacrifice you patron deity one or more items hoping to get his or her attention. You also can use this order to regain lost karma.

    SERVICE <duration> (var)
    This order is needed to regain lost karma points. The priest prays, meditates, performs ritual ablutions, etc. Shrines, temples, and cathedrals improve the regeneration.

    Henchmen

    HENCHMAN ASSESS <henchman id> (1)
    The character gets an overview of the henchman's skills. You need a minimum OBSERVATION skill level of 5 to use this order. If you also have a skill the henchman possesses, you can appraise his current level in this skill.

    HENCHMAN DISMISS (<henchman id> | DEAD | ALL) (0)
    Dismisses a specific henchman, all dead henchmen, or all of them at once. Note, that when dismissing a henchman by their id, the remaining ones after the dismissed get a new id (e.g.: after deleting henchman 1, the next henchman becomes no. 1).

    HENCHMAN GET <henchman id> <building id> (0)
    You order a henchman from a building to follow you. This command works only with buildings that you or your group possesses.

    HENCHMAN EQUIP <henchman id> <item id> (0)
    Your henchman equips an item of your choice. The henchman must possess it and it must be of equal or higher quality than the one he had initially equiped at that position (if any).

    HENCHMAN ORDER (<henchman id> | ALL) (PASSIVE | DEFENSIVE | AGGRESSIVE) (0)
    This order defines if a given henchman should never fight, only if his master (the character) is attacked, or even when the master attacks.

    HENCHMAN POOL (MONEY | ITEMS | ALL) (0)
    After a fight, a character can collect the loot from his henchmen. If he just wants the money or the items, he can set this with the respective flags.

    HENCHMAN PUT <henchman id> <building id> (0)
    Transfers a henchmen into a building. This works only with henchmen, that receive a daily fee. Others will desert immediatly. This order works only with buildings that you or your group possesses. Henchmen in buildings still want to get their wage. So store enough silver coins in the building.

    HENCHMAN UNEQUIP <henchman id> <item id> (0)
    Your henchman doffs an item of your choice. The henchman will only unequip an item from a position where it initially wore none at all.

    HIRE HENCHMAN <henchman id> (1)
    Some buildings allow the recruiting of followers. Most followers want a daily fee for their services and desert when the character can't pay them. A character who wants to hire a henchman, must pay the wage for the first day immediatly and then at the beginning of every day.

    Miscellaneous orders

    CAPTURE <monster id> (1)
    This order allows a character or a group to try to capture a single non-player target. You need a high skill in STEALTH to be successful. The larger the group, the higher are also the overall chances to capture the target but make sure that every group member knows at least a bit about sneaking. A failed attempt may or may not result in combat. So if you want to be on the safe side, adjust your combat stats prior to a capture attempt (see the COMBAT XYZ orders). Ghosts can't be captured at all. The order is always resolved after normal attacks. In other words, your target may be killed right before your eyes.
    Note that each captured creature has a 10% chance per day to escape. However, you can put them into one your buildings (if availbale) for safeguarding.

    MAKE (<item id> | HERB) (1 hour to full day)
    This lets the character create an item of his choice (currently limited to weapons, armors, herbs or potions). He needs all the prerequesites like the basic materials, the appropriate skill levels, and the correct building to be in. See also the description of the desired item for further information. You may also use SHOW to get helpful information about the specified item.

    REST (6)
    You rent a room and lay down to increase your healing rate and fight poisons and deseases. Each resting period costs 5 silver coins and restores 5% of total hitpoints. It can also decrease one level each of the character's poison and desease level.

    RETIRE (0)
    The character leaves the game once and for all.

    SHOW (<building id | <item id> | <skill id> | <recipe id> | <spell id> | <miracle id> | <psi id> | <deity id>) (0)
    This gives you information about the specified topic. However, this information is limited in some cases.

    Examples:
    SHOW isw - shows information about a typical iron sword
    SHOW galsin - shows information about the deity Galsin

    TAME <henchman id> (6)
    TAME can be used on captured animals to turn them into loyal companions. It doesn't work with summoned or undead/ghost animals or any other creature.

    Special orders

    CREPORT (-)
    Sends the computer report. This report is a simplified version made for tools. The data is represented in XML.

    DEFAULT (-)
    All orders of the given day become default orders. When there are no orders for a day, the server will automatically use the default commands. They will also be used, when all orders for the day have been processed and there is still enough time. You can always send in new commands. Sending new default commands will overwrite the old ones.
    Beispiel:

    unit 1000
    1) attack 1
    learn swo
    learn swo
    nextday
    2) default
    learn swo
    learn swo
    nextday
    3) learn end
    learn end
    nextday
    The server stores the new orders in the sequence 1 and 3. The orders of day 2, the default commands, are put to the end of the orderqueue.

    NEXTDAY (-)
    A seperator to mark the end of the orders for one day and the beginning of the orders for the next day.

    NOREPORT (-)
    The normal report and the statistic won't be sent for the round in that NOREPORT is set.

    NOSTATISTIC (-)
    No statistic will be sent for the round in that NOREPORT is set.

    Ordersequence

    All orders will be handled in the same sequence as they are typed. For most short commands (needing no time to complete like DROP, GIVE, or NAME) the sequence is irrelevant. There are some exceptions though:

    Longer commands (needing 1 or more hours before accomplished) are dependent when they are issued. Move commands (GO and FLY) need one full day. So they have to be given at the beginning, preceeded only by short commands. Other commands should also be given as early as possible, i.e. ATTACK, minimizing the chance other characters might get the target before you.