Orders

Order Formats
General Orders
Town Orders
Wilderness Orders
Dungeon Orders
Horse Orders
Plunder & Unclaimed Equipment
Standing Orders
Special Encounters & Locations
Official Alliance Orders

Order Commands
The following is a list of the order commands used in Crasimoff’s World.

Orders fall into four different categories.
 1)  General orders which can be used anywhere.
 2)  Town orders which are used only when in town.
 3)  Wilderness orders which are used only when in the open.
 4)  Dungeon orders which are used only when down a dungeon.

Order Formats
This is the format or style which should be used when inputting your orders on your turn card. Order formats are always a letter followed by 1, 2 or 3 sets of numbers. The exceptions are the X and RC orders when you name your character. These numbers are input into the computer and tell the computer what it is that you wish to interact with. You cannot input a name such as Dark Kin, town, etc. as the computer will not know to which one you are referring.

Similar things which you will meet or interact with always have similar number ranges. These are:

0                  =  Your groups current location
1-15            =  Individual chars in your party
16                =  Plunder
20-89          =  Shops and dungeon rooms
90                =  All party equipment
95                =  All fighters
96                =  All thieves
97                =  All priests
98                =  All mages
99                =  Your group
101-750      =  Item classes
801-1000    =  Monster classes
1001-2000  =  Group or player numbers
2001-9999  =  Individual NPC & monster nos
10,000+      =  Individual Item/ID numbers

Some things, such as monsters and items have both a class and an individual item number. This is because there is a general number which covers all things in the category, ie all Dark Kin everywhere belong to monster class 813 but an individual Dark Kin group number will have a number between 2001 and 9999. This makes sure that you always interact with the correct group of  Dark Kin.

Similarly, if you are carrying two long swords, rather than just say two swords, the actual individual ID numbers will be shown. This may seem complicated, but after only a few turns it will become quite straight forwards. The reason it is like this is because Crasimoff’s World is very detailed. Every item, of which there are over 90,000, 18,000 monster groups, etc. has its own set of statistics which can change as the game progresses. Two swords may look the same but that does not necessarily make it so. This depth in the game is one of the things which makes Crasimoff’s World such a unique gaming environment.

The following is a description of each order. When you fill in your orders, you should fill in the numbers which go inside the brackets (). Please don't input the brackets.
 

General Orders

A  (target/0)  (attitude)
Attitude Change. Attitude will affect how your group reacts when it encounters other groups, NPCs or monsters. Attitude can be 1,2 or 3. 1 is friendly, 2 is neutral and 3 is hostile.  Your general attitude will be set by specifying 0 as the first parameter. Entering a player, NPC, monster class or monster group number will set your attitude towards that particular target. It will not affect your general attitude. You may specify one  general attitude and up to eight special attitudes. Entering an attitude of 0 for a target for which you already have a specific attitude will cancel that specific attitude.
For example: A  0  1  would set your group to a general attitude of friendly but with the order  A  1023  3  their attitude to player 1023 will be hostile.  A  818  0  would cancel any specific attitude set towards monster type 818.

You can also select a general attitude to the various groups in the game. The numbers to use are as follows:
All parties  =  170        All monsters  =  180
All NPCs  =  190         All alliances  =  200
For example: A  180  3  would set your party attitude as hostile to all monster. A  170  1  would make your party friendly towards all parties.

AS  (character/97-99)  (ASC for each ranked spell)
Automatic Spell Conditions. This order allows you to control the use of when ranked spells and powers are used in combat. For instance, a mage can now just use sleep spells for large groups of small monsters or powerful death spells for small groups of huge monsters. It may look complex at first but you should quickly get the hang of it.

The system is as follows. Each spell can be given a value from 0 to 9. The order sets all six spells at once, so remember to use 0's for spells that aren't ranked.

The order is    AS    (Character or 97 or 98 or 99)     (6 Digits - one for each ranked spell)

Each of the digits indicate if the spell will be used in a combat.

0) No condition - Always cast (the default setting)
1) Don't use when engaging weaker monster groups
2) Don't use when engaging smaller monster groups
3) Don't use when engaging player parties
4) Don't use when engaging weaker or smaller monster groups
5) Don't use when engaging parties or weaker monster groups
6) Don't use when engaging parties or smaller monster groups
7) Don't use when engaging parties or weaker or smaller monster groups
8) Don't use when engaging monster groups
9) Don't cast!

For Example: AS 12 038380 - Your character 12 will always use the 1st ranked spell, the 2nd ranked spell will not be used when engaging player parties, the 3rd will not be used when engaging monster groups, the 4th will not be used when engaging player parties, the 5th will not be used when engaging monster groups, the 6th will always be used.

Smaller monster groups are those with fewer members than the party. Weaker monster groups are those where the total health of the monsters is less than 1/5 that of the party. The spells and powers section of the turn results has been improved to make this clearer.

C  (character)  (spell)  (target)
Cast Spell. The mage or priest indicated will try to cast a spell, or miracle. If the spell does not require a target enter a "0" for the target. Details of individual spells will be given on your printout as you discover them.

If the target of the spell is not currently in range, the spell will be stored, ready to be cast. If that particular target is fought on the same turn, an attempt will be made to cast this spell in preference to any specified by the O order.  Only one such stored spell can be stored per character per turn.

For example: C  11  23  4020  tells character 11 to cast spell number 23 on monster 4020 if in range; if it is not in range but is later encountered and fought character 11 will automatically (if possible) cast spell 23 on monster 4020.

Special note: This order can also be used by Mages to experiment with new spells. Instead of writing a spell number just write the numbers of the powders with which you wish to experiment and a target of 0. To show which powders you wish to use, write the last digit from the spell powder number. Each spell requires 1, 2, or 3 different powders. You can only use each powder once in a spell although different  combinations of the same powders can give different results.
For example: C  2  346  0  tells character 2 to experiment using one portion each of the spell powders 303, 304 and 306.

CP (character/95-99) (0/1)
Combat Preference. You can specify whether your characters will prefer to use melee weapons (option 0) or missile weapons (option 1) at the start of combat. Your character's preferred choice of weapon will be underlined on the party statistics table.
For example: CP 96 1 will set all your party's thieves to use missile weapons.

Note, at the start of combat, mages and priests will try to cast any suitable spells rather than use weapons, see Automatic Spell Conditions above.

E  (target)
Engage Enemy. Attacks by monsters, or resulting from a hostile attitude will begin combat automatically but a group wishing to initiate combat against a particular target should use this order. The target could be a specific monster, a monster type, NPC or another group. This order remains in effect until you either find your target, issue another Engage order or the end of the turn whichever comes first.
For example: E  2123  tells your group to attack on sight if they meet, or are in the same place as, monster group 2123.

F  (%)
Flee Factor. Very few groups will wish to fight to the death. The percentage you specify is the amount of damage spread over the whole party you are prepared to take before attempting to flee. If you set a high level, several characters could be severely injured or even die while others are unharmed before you reach your limit. It is also not always possible to immediately break away from a battle, especially if the monster you fight is a lot faster than your party.
For example: F  25  orders your group to retreat once they have sustained losses of twenty five percent or more.

G  (character/99)  (target)  (amount)
Give Money. Give money to another character, group, monster, or NPC. If '99' is written for character your group will club together to give the gold to the target. If you give a target of 0 your character or group will attempt to bury or hide the money in the group's current location. Write a target of '99' to divide the amount amongst the other characters in your party.
For example: G  12  1  200  would have character 12 give 200 gold to character 1.

H  (character/95-99)  (target)  (item)
Hand Item. As give money but the specified item is transferred instead of money. Again, a 0 as target will have your group or character attempt to hide or bury the item wherever they happen to be.
For example: H  3  4  150  tells character 3 to give character 4 item 150 (a suit of cloth armour).

Special note for Mages: Only mages may carry spell powders. They can not be given to non-mage characters. Also, each order to transfer powders will transfer five units of that powder (Or all units available if less than five.).

I  (target)
Investigate. Your group will investigate the target and tell you all it can about it. This order will be an important source of information, especially at the beginning of a game. You can investigate almost anything, your party, items,  monsters, shops, etc. A target of '0' will cause our group to search its current location. The target must be a number. To find out about things with names, such as cities, add them to your chatlist.
For example: I  801  will ask your group to find out all they can about monster type 801.

K  (target)
Keep Eyes Open. Your group will keep a special look out for the monster or group specified, until either a new K order is issued or you use a target of zero to cancel it. When in effect, this greatly reduces their chances of ambushing you.
For example: K  819  tells your group to be alert for any monsters of type 819.

N  (character/95-99/0)
New Money Distribution. This order will redistribute your group's wealth. If you write a character number, ALL the money in your group will be given to that character. Code '99' will distribute the money evenly amongst all group members. Code '0' will distribute the money to minimise your group %loads. Ie, the character with the least equipment will usually end up carrying the most gold.
For example: N 99 will share your party’s gold out equally amongst all party members.

O  (character)  (rank)  (spell/0)
Order of Casting. Once combat is initiated spell casting occurs automatically. With this order your mage or priest can prepare up to six spells ready for casting. These can be all different or the same spell can be used two or more times. When a battle begins, the spell caster will look at the first spell and if this is suitable (see Automatic Spell Conditons above), will start to cast it. Once this has been cast, he will try to cast the next one down the list. If a spell is unsuitable, such as healing when nobody is injured, or missing ingredients or points are too low, the spell will be ignored.

Each spell or priest power takes time to prepare and cast. Generally the more powerful the spell, the more time it takes to cast. If a mage or priest is hit during the casting of a spell or power, his concentration is interrupted and he moves on to missile or melee combat.

For example: O 3 4 6 will set character three to have spell number 6 as his fourth ranked spell in the event of combat.

P  (0/god)
Pray. Your Priests will lead your group in prayer. Regular prayer to all gods, (target of 0), has a chance of increasing the priests skill level. Prayer to a specific god will shift the alignment of your group slightly towards that particular god. Priests who are of extreme alignment will have to adopt a more neutral outlook before gods of the other alignments accept their prayers.

GODS
K’nor         - 1       V’garn        - 5
T’gellen     - 2       A’nis           - 6
A’dicne     - 3       L’noval        - 7
F’nor         - 4       A’stall          - 8

For example: P  5  instructs your group to pray to god 5 (The Lord of Death - V’garn).

Q  (character)  (character)  (character)
Quit Group. The chosen characters will leave your group and form a completely separate new party. Both your new party and the original group must have at least six members when they are formed, so your original group must have at least twelve members before the Q order can be issued. The new group will be completely independent from the original group. You will send in turns for each, and each will be charged a turn fee. It will not be possible to rejoin the two groups into a single group at a later stage.

     For example: Q   6   7   8
                             Q  10  12  13
                             Q  14   0   0
will form a new group consisting of characters 6,7,8,10,12,13
and 14. All other characters will remain in the original group.

R  (time)
Rest Group. Your group will rest for 1 to 4 hours. Resting groups will use 2 movement points per hour resting. Any fatigued characters will be greatly refreshed and the injured will heal slightly. While resting, fit characters will have a look round their current location which increases the chances of them finding any interesting features, such as hidden cave systems.
For example: R  2  will rest your group for 2 hours and use 4 movement points.

SP (target party number) (99)
Scout Character/Party. This order allows a party with a Thief profession to scout a target party that is in the same location. A random selection of characters are checked and in addition the plunder is always checked. The order will only show important items like + equipment and special items. The target party may be aware that they were scouted.
For example: SP  1845  99  will see one of your thieves scout out group 1845.

SP (target party number) (item number)
Scout Character/Party for Item. This order allows a party with a Thief profession to scout a target party that is in the same location for a specific item. A random selection of characters are checked and in addition the plunder is always checked. Since the character carrying out the action is looking for something specific, it is more likely to work than just generally scouting a party. The specific item number must be used, the item type number will not work. The target party may be aware that they were scouted.
For example: SP  1845  4566  will see one of your thieves check group 1845 for item 4566.

S  (speed)
Select Speed. Choose how fast your group wishes to travel. A separate speed can be selected for travel in the three different environments. Speed can be 1, 2 or 3. 1 is fast and 3 is cautious. Your group will remember the speed set for each environment and will return to that speed whenever they re-enter that environment. To change speed simply issue another S order while in the right environment. Speed will have different effects depending upon environment, see Dungeon, Town and Wilderness orders for more information.
For example: S  1  selects rapid movement for your group in the current environment.

Note: if one or more of the characters in your group are badly injured or very fatigued then your group may be forced to move more slowly than expected.

S  (target)
Steal. A thief from your party will attempt to steal money and items from another party, monster or NPC. Unsuccessful stealing may result in an unwanted attack by the monster group or party concerned!
For example: S  2487  sends your thief to rob monster group 2487.

SI (target party number) (character) (item)
Steal Item from Character. This order can only be used by a party with a Thief profession, on a party in the same location. A specific item is stolen from the designated character position. This order also automatically checks the plunder slot in addition to the designated character. The specific item number must be used, the item type number will not work. Only items that are not equipped can be stolen.
For example: SP  1845  12  4566  your thief will try to steal item 4566 from party 1845 char 12.

SI (target party number) (99) (item)
Steal Item from Party. This order can also only be used by a party with a Thief profession, on a party in the same location. A specific item is stolen from the party, as several random characters are checked. This order also automatically checks the plunder slot in addition to the designated character. Due to having to check several characters it is harder to succeed in comparison to just stealing from a specific character. The specific item number must be used, the item type number will not work. Only items that are not equipped can be stolen.
For example: SP  1845  99  4566  your thief will try to steal item 4566 from party 1845.

U  (character)  (item)  (target)
Use Item. The character will attempt to use the item on the target. The target could be a character, another item, a monster, or a group. This order can be used for just about anything but usually to equip with a new weapon or activate a magical item.
For example: U  11  202  4523  would tell character 11 to use item 202 on monster group 4523.

To equip the character with a new weapon or use a magical item on himself, you should use a target of '0'.
For example: U  2  114  0  equips character 2 with 114 (an astoff ballista).

U  (character)  (weapon)  (character)
Use Weapon at Practise.  This is virtually the same as the normal USE order but it allows  character to gain some weapon skill by weapon training. There are two ways to practise with weapons.

1) A character tries to gain some basic understanding with a weapon by practice. After a certain level of skill in using a weapon has been achieved (depending upon the character type) this  order will have no effect.
For example: U  4  109  4  will have character four practice by himself in the use of 109 (a flail) to hopefully gain some skill.

2) It is easier, if a character is taught by another more skilled in the weapon than himself. For this to succeed, the teacher must have a sufficiently greater skill with the weapon and the learner must have sufficient experience (100 EXP) which is converted to weapon skill.
For example: U  5  110  3  causes character 3 to attempt to train character 5 in the use of maces.

X  (character)  (name)
Xpel Character. This order allows you to remove an unwanted character from your group or to bury a dead character. The character will depart with their possessions, unless you transfer them to another character first. It will not be possible to change your mind so be sure that you really want to do this before issuing the order.
Note: The X and RC orders are the ONLY orders in which one of the parameters is a word.
For example: X 3 Ravenhall will have character 3 leave your party.

Y  (quest)
Yes to Accept Quest. Issue this order to accept a quest which was offered on your previous printout. A maximum of three quests are allowed per party. When you have completed your quest, issue the Y (quest) order again to receive your reward. If you forget what you still have to do, or where to go, issue a Y (quest) order and you will be reminded.
For example: Y 1232  will have your group start or end quest number 1232

Z  (quest)
Zap Quest. If you have accepted a quest which you no longer wish to complete, you may cancel the quest with this order.
For example: Z 1232 will have your party cancel Quest number 1232 before you have finished it.

SX  (target/99)
Change Sex. A character can be either male or female. To change the sex of one of your characters issue the SX order with the target the character number you wish to change sex. To change the whole party’s sex use 99 as the target.
For example: SX  5  will change the sex of character number 5.

SC (character) (character)
Swap Character. You can change the party’s marching formation using this order.
For example: SC 6 2 will have character six move to the second position in your party. If a character was already in slot 2, they will swap places with character 6.

RC (character) (new name)
Rename Character. If you decide that you do not like a character name you can use this order to rename him/her/it.
For example: RC 3 Darius Darkslayer would rename character 3 to Darius Darkslayer

JA (alliance number)
Join Alliance. If you wish to join an alliance then you should try to discover their alliance number with which you can then issue this order.
For example: JA 130 would let alliance number 130 know that your group were interesting in joining and they would then let you know whether they accept you or not.

NA
No Attack. This option makes it possible to avoid combat with all other player-controlled parties. To switch it off, issue an NA order. The first time you do this, you will change status immediately but the second and subsequent times it will take between four and seven turns to take effect. If you have been peaceful towards all other parties during the previous ten turns, you can choose to return to NA status by issuing an NA order
For example: NA  will toggle the No Attack status of your party.
 

Town Orders

B  (character/95-99)  (shop/0)  (item)
Buy. Attempt to buy an item or service from a shop. The shops and items available in your current location will be shown whenever you end your turn in a village, town or city. If '99' is used instead of a character number, everybody in your group will try to buy the item. If you want to buy an item and don't know the shop number, write 0 for the shop and your party will try to find a shop selling it. If a character tries to buy something and they don't have enough gold, the rest of the party will lend the gold so the purchase can still go ahead. Cities are large and have several suburbs, each with a lot of different shops. If you buy an item from a shop in a different suburb, you will move to the suburb where the shop is located. Some shops offer special services, such as training, tithes, etc. Special services are 'used' by the Buy order.
For example: B  1  34  102  will tell character 1 to purchase item 102 from shop 34.  B  99  34  152  will tell the whole party to each buy an item 152.  B  96  34  152 will tell all the thieves to each buy an item 152.
Note 1 - magical powders can only be bought and handled by mages, and are priced per packet of 5. If you use the 99 option, only your mages will buy powders.
Note 2 - the prices shown for transport and inns are per character.

H  (character/99)  (shop)  (item)
Sell Item. You can sell your unwanted equipment and treasure items to shops by handing them to shop keepers. If the shop keeper wants to buy your item, you will receive some gold, if not he will give it back. As a general rule, hand the same sort of items to the same sort of shop. Inns, for example, are not likely to buy swords. If  you use 99, everybody in your group will try to hand the item to the shop keeper.
For example: H  2  45  151  tells character 2 to try to sell item 151 to shop 45.

I  (target)
Investigate. This order has several special uses while in town. A target of '0' will instruct your group to search the town for hidden shops and other groups. If you give a shop number as the target you will try to find out how well protected the shop is and if the shop has any special services or items on sale. Finally, if you specify a shop service as the target, your group will scour the town in an attempt to find a shop providing that service.
For example: I  25  tells your group to learn what it can about shop number 25.

J  (type)  (amount)
Join New Member. Your group will attempt to recruit new members of the specified type. You should offer at least 50 gold as no self-respecting adventurer will join for less. Even then, you may not get the type of character you require. The more money you offer the more likely you are to get the adventurer you wanted and possibly others turning up too. Offer a small fortune and you may get a highly skilled applicant.

When the recruits apply, you will see what they are like and can either accept or reject them on your next turn using the X (Xcept recruit) order. The new recruits do not appear until the end of the turn so it is a good idea to finish the turn in town!
For example: J  11  70  will offer 70 gold hopefully for a dwarf priest.

                     CHARACTER TYPES
Human Fighter (HF)  1 Dwarf Fighter (DF) 9
Human Mage (HM) 2 Dwarf Mage (DM) 10
Human Thief (HT) 3 Dwarf Thief (DT) 11
Human Priest (HP) 4 Dwarf Priest (DP) 12
Elven FIghter (EF) 5 Halfbreed Fighter (BF) 13
Elven Mage (EM) 6 Halfbreed Mage (BM) 14
Elven Thief (ET) 7 Halfbreed Thief (BT) 15
Elven Priest (EP) 8 Halfbreed Priest (BP) 16

L  (suburb/shop)
Locate Suburb/Shop. This order will move your group around town. Villages and towns only have one suburb, but each city has up to five, with shops, temples, guilds, and merchants in each. To get a list of the shops in a suburb you must end your turn there. Suburbs are numbered 1-5. You will be told how many suburbs there are in a city, and which one you are currently located in.
For example: L  3  will move you to suburb number 3. L  34  will move you to the suburb containing shop number 34.
Note: If you issue the following orders in town your group will automatically move to the right shop - B, G, H, I, T, W. You do not have to move to the shop with an L order first.

M  (direction code)
Move Out of Town. Use this order when you wish to leave town. You may write no more than seven digits in the movement code.
For example: M  333  will have your group leave the town and move three sectors to the east.

S  (speed)
Select Speed. Speed can be 1, 2 or 3. Your town speed will remain the same until another 'S' order is issued while in a town. Town movement does not use up movement points or fatigue characters but moving slowly increases your chances of spotting concealed shops and special shop services. It also makes you a good target for thieves and pickpockets.
For example: R 3 will have your group move slowly in town.

T  (shop)
Talk. This order replaces the Track order whenever your group is in town. Your group will seek out the shop specified and chat with the owner of the shop, and any NPCs whom they meet there.
For example: T  22  instructs your group to talk with the owner of shop 22 and any customers.

VA (target party/0)
Visit Arena. Your group will issue a challenge to another player's party. The player controlling the other party will be notified of your party's desire for a duel. If they accept the challenge, next time they are in a city or town, they should issue their own VA order, this time against your party. The duel will then occur immediately, irrespective of where the first party is currently located.

If your challenge is not accepted, you can issue another order against a different party. This will cancel your original challenge so you should wait a couple of turns before doing this. Only one VA order is allowed per turn. A target 0 will cancel the prospective duel and select no new target, this is a special case and can be used anywhere.
For example: VA 1230 will request a duel with party 1230.

W  (shop)
Wait and Rob. Your thieves will approach the shop and when a suitable opportunity presents itself they will break in and take anything of value found. Shops selling expensive items will offer the best rewards but are also likely to have good defences. Robberies can attract the attention of the town guard.
For example: W  31  instructs your thieves to break into shop 31 and take any money and/or items they find there.

X  (recruit)  (name)
Xcept Recruit. In towns this order is used to accept a potential recruit as a new character to your party. A party can have a maximum of fifteen members. You have a free choice of name but it can be no more than twenty characters in length. We reserve the right to change any names deemed unsuitable.

The new recruit will take the first free character slot from your party listings. e.g. if characters 1-6 are all taken then the recruit will become character number 7. It is important to remember this if you wish to issue the character with any orders on the turn they join your party. If you use the recruit number rather than the character number, the orders will fail.
For example: X  23 Slystar  will accept recruit number 23 into your group and he will be given the name Slystar.
 

Wilderness Orders

D  (direction)
Dungeon Entry. If a dungeon/cave/lair is present and you have found the entrance, your group will enter the dungeon. The direction parameter allows you to specify how the party will move if dungeon stairs are discovered. Specify 0 to ignore stairs, 1 to move up and 2 to move down. Note - If you choose to move up stairs, when you enter a dungeon for the first time, you will usually return immediately back to the surface by the stairs you have just entered by!
For example: D  0  tells your group to enter a dungeon and start exploring that level.

I  (target)
Investigate. This order can be used in any environment but has a special use in the wilderness. Issuing the order with a target of zero will cause your group to investigate your current location, AND look into the neighbouring sectors for anything of interest.
For example: I  0 has the group search its surroundings.

L  (town)
Look for Town. Your group will try to find the town. If they know where it is they will move towards it as far as possible. You must write the town number, not the town name. If you do not know the number of the town you cannot use this order.
For example: L  43  tells your group to move towards town number 43.
Hint: Although you may not know where a town is located, one of your characters might.

M  (direction code)
Move. Move your group with this order. They will move from sector to sector following the movement code given. A maximum of seven movement directions may be entered per M order. If movement ends in a town sector, not necessarily at the end of your turn, your group will automatically enter that town.
For example: M  557  will move your group south two sectors and then west one.

S  (speed)
Select Speed. Speed can be 1, 2 or 3.  Your wilderness speed will remain the same until another 'S' order is issued while in the wilderness. A group with speed one has 26 movement points, with speed two, 21 points and with speed three, 15 points. Your total number of movement points is the number available for the whole turn. The slower you move, the more time you have to search each sector for hidden features, the less likely you are to be ambushed and heavily loaded characters will also lose less energy.
For example: S  2  selects a normal speed of 21 movement points.

T  (target)
Track. This allows you to track monsters, NPCs and other groups through the wilderness.  If they discover the trail, they will follow the tracks until they meet what they are following, lose the trail, or run out of movement points.
For example: T  849  tells your group to follow the trails of any monsters of type 849.

W  (target)
Wait and Ambush. Your group will prepare an ambush against the group or monster type indicated. If you meet the target during your turn you will start combat immediately. This order remains in effect until your next turn begins. e.g. at the end of your turn your group will lie in wait and attack the target if it passes through your current location. Should this occur, you will be told the results of the combat on your next turn.
For example: W  3222  tells your group to ambush monster group number 3222.
 

Dungeon Orders

D  (direction)
Depth Control. Use this order to indicate whether you wish to move up or down within a dungeon. The direction parameter is 0 to remain on the same level, 1 to move up, and 2 to move deeper. Whenever the group finds dungeon stairs they will move in the specified direction. You will continue to do this until you either issue another Depth order, or leave the dungeon.
For example: D  2  would move your group down any stairs found to lower dungeon levels.

I  (target)
Investigate. When used in a dungeon this order has an extra use. If you write a room number as the target your group will move to that room (as though an L order had been issued), and will then explore the room with an 'I  0' order, briefly examining everything discovered there. You must know where the room is located for this order to work. The results will be shown on your printout as two separate orders.

L  (direction/room)
Locate Room. Your group will explore the dungeon, moving in the specified movement direction or to the particular room. To move to a room, you must know where it is already.
For example: L  1  would tell your group to explore, moving in a northerly direction from its current location. L  23  will move your group back to room 23.

M  (direction code)
Move out of Dungeon. A party in the room with stairs leading out can use this order to return to the outside world and then travel in the direction indicated by the direction code. The direction code can consist of up to seven directions.
For example: M  233  will move you out of the dungeon, then north-east, east, and east again.

S  (speed)
Select Speed. Speed can be 1, 2 or 3. You can change this by doing another Select Speed order while in the dungeon.  Each room you enter normally costs two movement points so a group with speed one can explore thirteen dungeon rooms per turn, ten at speed two, and just seven at speed three. The advantage of moving slow is that your group is more likely to spot traps and ambushes, and will lose less energy.
For example: S  2  selects a normal speed of ten rooms per turn.

T  (target)
Track. This is the same as the Wilderness order of the same name. Your group will attempt to follow the target. The target could be a monster, an NPC, or another group.
For example: T  830  tells your group to look for tracks made by a type 830 monster.

W  (target)
Wait and Ambush. Your group will prepare an ambush against the group or monster type specified. This is the same as the Wilderness order of the same name.
 

Horse Orders

RM   [char/99] [number]
Mount/Dismount. If your group possesses steeds then they will mount up if they are not already mounted up or dismount if they are. The order can be used for specific characters to mount a specific horse type they might own.
Horse Number is 701 - 703  whilst Mountup is 708 and Dismount is 709.
For Example: RM 1 701 Character 1 mounts a mule (if dismounted) or dismounts if already mounted.
For Example: RM 99 708 All characters mount up. This tries each different horse type in turn. Speed benefits are only gained if all characters are mounted.
 

Plunder and Unclaimed Equipment
Equipment picked up from combat, handed to your party or simply found lying in the wilderness or dungeons goes to a separate store of Plunder and Unclaimed Equipment on the party, rather than straight on to a random character's equipment list. This makes it easier for more experienced parties to get rid of unwanted items. This is controlled by the H (hand) order, using the number 16 to represent the plunder and 99 to represent all items.

H  16  1   123456 -  Character 1 is handed item number 123456
H  16  2   99          -  Character 2 is handed all the plunder items
H  16  23  65432  -  Try to sell unclaimed item 65432 at shop 23
H  16  20  99         -  Try to sell all unclaimed items at shop 20
H  16  0   13579   -  If in the wilderness then dump item 13579 from the plunder (gone forever). If in a settlement then go around all the shops selling item 13579 at the first place that will buy it
H  16  0   99         -  If in the wilderness then dump all the items from the plunder (gone forever). If in a settlement then go around all the shops selling all plunder items at the first place that will buy them

Hint -  Plunder is not guarded as well as personal items. It should be sold or handed to party members as quickly as possible as it is easy pickings for the local thieves' guilds.
 

Standing Orders
You can specify five orders which you wish to become standing orders. These will be processed every turn until either changed or cancelled. They are always processed last, after your normal 15 orders, making a total of 20 altogether. Standing orders must be written in the order slots 1 to 5 on your turn card. To indicate that you wish an order to be a standing order you should double up the first letter.
For example: If you wanted to set standing order 1 to be P 0 and standing order 3 to be I 99 you would write:

Order no 1    PP   0
Order no 2    U    3   101    3
Order no 3    II   99

V  (standing order number)
Vanquish. This clears a standing order to not in use.
For example: V  1  This stops standing order 1.
 

Special Encounters & Locations
During the travels of your group, sooner or later you will have a Special Encounter. These are normally situations where the usual orders are not applicable and a new special order can be used. It can be a Hidden Shrine, Lost Astoff Vault, Runic Monolith, Wiseman… the list is endless.

When you have a Special Encounter you will receive details at the bottom of the encounter of the new order which can be used. It can be anything from an Answer Riddle order to an Accept Gift order and can lead to Heroic Quests.

Example: As the party prepare to settle down to sleep, a faint light can be seen off in the darkness. What at first appears to be a flickering candle flame gets closer until it becomes obvious that the light is simply floating in mid air. The faint light slowly begins to show up a white, ethereal figure for whom the flickering flame is its heart. The figure resembles a bearded man dressed in plate armour with a sorrowful look upon his face. "Fear you not," whispers the ghostly knight, "for I cannot harm you and you can do me no ill. Cursed I am to find no rest until one answers for me the riddle of the rival brothers. Listen and if you know the answer then speak it I beg of you." The spirit pauses and then starts to speak its riddle;

"No twins could ever with us compare,
 So like in shape and size;
 Our bodies white like ermine fair,
 As black as jet our eyes:
 But tho' so like in every feature,
 We rival brothers be;
 Yet so obdurate is our nature,
 We often disagree."

"The word will break the curse," says the ghost, "and my blade is yours if you release me from this limbo."

[When dealing with this encounter, you must deliver an Answer Riddle order in the following way: [AR] [char] [answer to the riddle] [riddle code]. The code for this riddle is 802.]
 

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