ELDRITCH Rulebook (V3.21)

Copyright © 1998, 1999, 2000, 2001, 2002, 2003 Mark A. Thomas, all rights reserved.

Last Updated: July 4, 2003


CONTENTS

  1. OVERVIEW
    1. WHERE TO BEGIN
    2. THE BASICS
    3. STARTING OUT
    4. VICTORY AND DEFEAT
  2. THE RULES
    1. IDENTIFICATION
    2. FACTIONS
    3. ENTITIES
    4. ITEMS
    5. SKILLS
    6. MAGIC
    7. RACES AND CREATURES
    8. TERRITORIES
    9. CITIES
    10. BUILDINGS AND VESSELS
    11. LAIRS
    12. TERRAIN FEATURES
    13. THE WORLD MAP
    14. TIME, CLIMATE, WEATHER AND EVENTS
    15. MOVEMENT
    16. VIEWING
    17. OBSERVATION AND STEALTH
    18. COMBAT
    19. THE ECONOMY AND PRODUCTION
    20. VICTORY CONDITIONS
    21. ORDERS
  3. APPENDICES
    1. APPENDIX - GETTING STARTED
    2. APPENDIX - ORDER DESCRIPTIONS
    3. APPENDIX - COMMON ITEMS
    4. APPENDIX - BASIC SKILLS
    5. APPENDIX - MAJOR RACES
    6. APPENDIX - BUILDINGS AND VESSELS
    7. APPENDIX - COMMON TERRAIN DESCRIPTIONS
    8. APPENDIX - COMBAT DETAILS
    9. APPENDIX - COMPUTER FORMAT TURN REPORTS
    10. APPENDIX - CREDITS


[1] OVERVIEW

Eldritch is a computer moderated, play-by-email, strategy game of exploration and conquest for a variable number of players. Each player controls a FACTION, a group of champions and units, in a fantasy world where they can build an empire, explore the world, engage in trade, and/or study powerful magic. Each game of Eldritch runs either as an open-ended game, or until one or more factions meets the defined victory conditions.

This manual is divided into 3 sections; this OVERVIEW, which describes how to start playing Eldritch and the features of the beginning turn report; THE RULES, which provide a detailed description of the game's features; and the APPENDICES, which provide summary information about many of the things in the game world, detailed order descriptions, and complete information about the combat system.

Throughout the manual, you'll find brief paragraphs marked "HINT:". These offer some guidance to beginning players, and are based on the observations of those who have played before. You will also find references to other sections of the manual denoted with "SEE ALSO:". Check the contents for details on where to find the referenced sections.

When new phrases or concepts are first introduced, they are denoted with capital letters in the containing text.

When examples are given, they will look like this:

   ---
   This would be an example.
   ---


1.1 WHERE TO BEGIN

To familiarize yourself with Eldritch, start out reading THE BASICS, then at least skim THE RULES and look over the ORDERS section in detail. Doing so will give you a good overview of the game and let you get started if you so choose.

If you've read THE BASICS and THE RULES, and want some further guidance, see the following sections:

APPENDIX - GETTING STARTEDHints on how to get your faction off the ground.
APPENDIX - ORDER DESCRIPTIONSDetails on each available order.
APPENDIX - COMMON ITEMSStarting information on basic materials, weapons and goods.
The FAQThe answers to many common questions can be found in the FAQ, which can be downloaded from the main Eldritch web page.

Eldritch is a game with lots of details. If you're feeling overwhelmed at first, don't worry! Begin with a few basic goals and get comfortable with the game system. Once you understand the basics of movement, harvesting, buying and selling, you can branch out into more esoteric areas.


1.2 THE BASICS

* Reports and Orders

Eldritch is a play-by-email game, meaning each player receives regular emailed REPORTS from a game server and mails back ORDERS for the next turn. It's easiest to use the provided ORDERS TEMPLATE to create your orders. The template provides the skeleton needed for the game server to process your mail, and space for each entity's orders.

Currently the server sends all reports as text files and expects orders in the same format. Most computer systems provide a simple editor that allows text editing. Consult your system's user's guide for more information.

HINT: Many modern mail programs automatically wrap text to a specific width before sending it. You should be sure your mailer is not going to mess up your orders after they're sent!

The most basic orders message might look something like this:

   ---
   game G44 F23 "xyzzy" 11

   # Unit [U8484]
   command U8484
   name "Workers"
   work

   # Champion [C382]
   command C382
   name "Bill" # I like the name Bill.
   study blades

   end
   ---

In this set of orders we see the GAME order being used, giving the game (G44) and faction (F23) these orders are for along with the faction's PASSWORD. The orders are being submitted for turn 11.

Next, the orders file contains instructions for two entities, U8484 and C382, each of which gets a new name and is ordered to WORK or STUDY a skill. The COMMAND order denotes the beginning of a entity's orders. Orders for the faction itself should appear after the GAME order but before any COMMAND orders.

We also see the # character being used to insert a few comments in the orders file. Anything following a # on a line is considered a comment.

Finally, we see the END order, which tells the server that the orders are complete. Both the GAME and END orders are required, and anything before or after these orders will be discarded.

When submitted, orders are run through a simple syntax-checking program that will send back a confirmation message to the player and note any obvious errors. The orders are also queued for the next turn. All previous orders received for the faction are automatically overwritten by the new orders.

HINT: If you find a mistake in orders you've just submitted, it's a good idea to wait for your confirmation and syntax check to come back before submitting new orders. Because of the variations in Internet mail, it's quite possible to have a second message get delivered before the first.

Any mix of upper and lower case letters can be used in the orders file as the game server ignores case (with the exception of names and descriptions, which preserve case). Thus the following orders are identical:

   ---
   name "Bill"
   NAME "Bill"
   ---

But these would actually assign different names:

   ---
   name "Bill"
   name "bill"
   ---

SEE ALSO: For a detailed description of the orders file, see ORDERS. For individual order descriptions, see APPENDIX - ORDER DESCRIPTIONS.

* Submitting Orders

For Eldritch, your game administrator will give you the mail addresses to use for submitting orders, administrative issues, and the player's mailing list. These addresses will also be listed in each turn report you receive.

* Contact Information

The current contact information for Eldritch is:

Removed as inaccurate

The support server listed above allows the player to retrieve reports (GET), check game status (STATUS), send messages to other players in games (MESSAGE), or retrieve contact information (CONTACT). Full details on all server options can be retrieved by sending a message to [email protected] with HELP in the message body.


1.3 STARTING OUT

* Starting a Faction

You can sign up for any open game of Eldritch via the web site form. Each game of Eldritch can have different signup requirements, so be sure you review your signup information to insure it's complete. At a minimum you will need to provide your name, address, email address, and the game you're signing up for. If you don't have access to a web browser, you can contact the moderator directly at the email address above for further information and assistance.

NOTE: Any player caught cheating by the game administrator will be ejected from the game. Cheating includes taking advantage of game bugs, attempting to submit orders for other factions, playing multiple factions, or abusing the game server in any way.

* The First Report

Let's begin by taking a look at information from a typical first turn report. Actual reports vary depending on game conditions and startup rules:

   ---
   Player: John Doe ([email protected]).
   Eldritch game [G90] turn 1 (index 2) run January 04, 1999 at 06:34 PM (V02.00).
   No victory conditions set.
   World map is 20 by 20 territories in size.
   There were 1 factions active at the end of the turn.
   ---

The first thing we see is your current player information, which lists your name and the mailing address the server will send your turn reports to.

Next in the report is information on the current game, the turn, when it was run, and the version of the game engine it was run with. Also listed here are the victory conditions and/or control point conditions for the current game, the size of the game map, and the number of factions being played.

Next we see the actual faction information:

   ---
   Report for faction The Empire [F3].
   Current faction inventory: 5000 COINS [coin], 25 lumber [lmbr],
       25 stone [ston], 25 granite [gran], 25 horses [hrse] 
   Current faction funds: $5000
   Power: 2408 Resources: 9201.
   Major victories: 0 Explored hexes: 0 Discoveries: 0 Towns founded: 0.
   Words of power: none
   ---

First is your faction's name and ID, followed the money and equipment available to your starting faction. These things are your FACTION FUND and represent the pooled resources of your beginning faction. They can't be stolen and are available to any member of your faction using the WITHDRAW order. Champions can DEPOSIT coins (but not items) back into your faction fund, but only if they find or build a banking structure.

Next we see your power, resources and current victory points. These are a measure of your faction's entities and skills (power), the coin value of all its possessions (resources), and the victory points the faction had at the end of the turn. Power and resources are provided as a simple measure and have only indirect bearing in the game. Victory points are used to determine the game's winner in a close ended game. Also listed here would be control points if the game was set up to use them.

Finally we see a list of notable deeds your faction has accomplished during the course of the game, and any magical words of power your faction's mages have learned.

If someone had won the game on this turn, the victory report would also be shown in this section.

Next we see a listing of each faction in the game. Each listing includes their public mail address, their faction ID, and their current public stance towards you. You might also see power, resource and victory point ratings here:

   ---
   Faction Summaries (e-mail) [Their public stance]
   The Empire [F3] ([email protected]) [allied]
   ---

SEE ALSO: Full details on IDs and TAGs in IDENTIFICATION.

If you had declared any FACTION STANCES, they would appear next, but since this is a starting faction, there are none. A faction stance indicates how your faction treats another, and can have a value of ALLIED, FRIENDLY, NEUTRAL, UNFRIENDLY, or HOSTILE. Friendlier stances allow you to trade with others and support them militarily, while less friendly stances allow you to block others from entering your territory or automatically attack enemy entities.

SEE ALSO: FACTION STANCES for full details on the workings of faction stances.

The next section of the report details your rankings relative to the other players in the game in a number of areas:

   ---
   Rankings: 

   You rank 1st (1) in total entity figures (87). 
   You rank 1st (1) in significant military victories (12). 
   You rank 1st (1) in explored territories and discoveries (10). 
   You rank 1st (1) in total resources (3944).
   ...
   ---

The number (or range of numbers) in parenthesis after your rank shows the actual position you and anyone tied with you hold in the overall rankings (i.e. if you were 2nd and there was a 3 way tie for 1st, you would see 4).

In victory point games rankings for victory points include both factions and coalitions in the rankings.

- Starting Entities

Your starting faction consists of a variable number of champions and normal units. Champions are unique individuals with greater abilities, while normal units represent collections of average people. The entities in your first turn report will look something like this:

   ---
   * Eyraud [C42] of The Empire [F3] 1 Human [humn] (champion) (defensive
     support near rank7 center wimpy: 30) mounted S/O: 0/0 Init: 9 Life: 7
     Morale: normal AP: 15/15 SP: 5/5 Upkeep: $12 Load: 682 (X) Cap W: 965
     R: 780 Skills: 3rd blades [blde], 1st leadership [lead] Items: 1 iron
     broadsword [iswd] 1 equipped, 1 horse [hrse] 1 equipped.
   * Dosavo [C43] of The Empire [F3] 1 Human [humn] (champion) (defensive
     support near rank7 center wimpy: 30) mounted S/O: 0/0 Init: 9 Life: 7
     Morale: normal AP: 15/15 SP: 5/9 Upkeep: $10 Load: 681 (X) Cap W: 965
     R: 780 Skills: 2nd fire [fire], 1st leadership [lead] Items: 5 daan
     saps [daan], 1 horse [hrse] 1 equipped.
   * Adzixiapes [C44] of The Empire [F3] 1 Human [humn] (champion) (defensive
     support near rank7 center wimpy: 30) mounted S/O: 0/0 Init: 9 Life: 7
     Morale: normal AP: 15/15 SP: 5/5 Upkeep: $10 Load: 680 (X) Cap W: 965
     R: 780 Skills: 1st leadership [lead], 3rd ranching [ranc] Items: 1
     horse [hrse] 1 equipped.
   * Esdags [C45] of The Empire [F3] 1 Human [humn] (champion) (defensive
     support near rank7 center wimpy: 30) mounted S/O: 0/0 Init: 9 Life: 7
     Morale: normal AP: 15/15 SP: 5/5 Upkeep: $10 Load: 680 (X) Cap W: 965
     R: 780 Skills: 1st agriculture [agri], 1st leadership [lead] Items: 1
     horse [hrse] 1 equipped.
   * Unit [U358] of Faction [F3] 25 Humans [humn] (unit) (defensive engage
     near rank4 center) S/O: 0/0 Init: 17 Life: 5 Morale: normal AP: 15/15
     Upkeep: $125 Load: 2050 (M) Cap W: 2875 Skills: 2nd blades [blde]
     Items: 25 bronze broadswords [bswd] 25 equipped. 
   * Unit [U359] of Faction [F3] 25 Humans [humn] (unit) (defensive engage
     near rank4 center) S/O: 0/0 Init: 17 Life: 5 Morale: normal AP: 15/15
     Upkeep: $125 Load: 2000 (M) Cap W: 2875 
   - Erd [C594] of Townsmen [F1] 1 Human [humn] (champion)
   - Commoners [U463] of Townsmen [F1] 15 Humans [humn] (unit)
   ---

First we see each entity is marked with either a '*' or a '-'. Entities marked with '*' belong to your faction, while entities marked with '-' belong to someone else (in this case the entities belong to the special Townsmen faction [F1], which is controlled by the game server).

Entities are listed in the order they arrived in the location, meaning Eyraud was the first entity here. Arrival order is important because it determines when orders are processed, giving the first entities in a location first shot at taxes, work, or resources.

The first entity in any location is called the OWNER. Owners have some special privileges, detailed later.

HINT: You can use the PROMOTE and DEMOTE orders to rearrange entities in the entity list.

Let's take a look at our first champion, Eyraud, section by section:

   ---
   * Eyraud [C42] of The Empire [F3] 1 Human [humn] (champion)
   ---

We can see that Eyraud belongs to our faction (the '*' character), and has the ID, [C42]. Champions always have IDs that begin with 'C', while normal units have IDs beginning with 'U'.

Next the name and ID of the controlling faction, yours, is listed.

Finally, we see this entity is made up of one Human, and it's a champion (champion entities are always made up of a single figure). We also see an identifier, [humn], listed. This is a TAG, and can be used to refer to Humans as a race in orders (NOT individual Humans).

Note that in a game with victory points, entities can have victory point values. These are listed immediately after the entity type indicator.

HINT: If you don't like the name of one of your champions, units, or your faction, use the NAME order to change it.

   ---
   (defensive support near rank7 center wimpy: 30) mounted S/O: 0/0 Init: 9
   Life: 7 Morale: normal
   ---

The next section describes how Eyraud will behave in combat. All entities have a COMBAT setting, a STRATEGY, and a TARGET, a RANK, a FILE. Champions have an additional WIMPY setting. The combat setting determines when the entity will join combat; rank and file indicate where they'll line up on the battlefield; strategy tells them how to behave in battle; and target tells them whom to attack. The champion-only wimpy setting determines how much damage this champion will allow entities on his side to take before ordering them to retreat from the battlefield. We can also see that this champion is mounted, which will give them certain advantages on the battlefield.

Eyraud's DEFENSIVE combat setting means he'll join a battle if any other entities of his faction are already involved, and that he'll attack any hostile entities he encounters. His strategy of SUPPORT means he'll hold his position and direct allied troops, and the NEAR target means he'll focus his attention on the nearest entities on the battlefield. His RANK7 rank and CENTER file mean he'll be near the back center of his side's formation.

HINT: Early in the game, it's a good idea to change entity combat settings to AVOID. Putting your champions in back is also a good idea.

Next we see Eyraud's stealth and observation ratings (S/O). He has no skills which affect these values so they're both 0 (stealth and observation ratings have a slight random variation, but the numbers shown in the turn report are the base values).

The next three values, INITIATIVE (Init:), LIFE, and MORALE describe how fast, how tough, and how happy Eyraud is. Low initiative and high life values are good. Poor morale can cause entities to flee combat, disobey orders, or even desert, while high morale can inspire them to fight more fiercely. Morale ranges from broken (the worst) through shaken, low, normal, fierce, and (the highest) inspired. Certain entities will have unthinking morale, meaning they carry on mindlessly no matter what their mental state.

   ---
   AP: 15/15 SP: 5/5 Upkeep: $12
   ---

Next we see ACTION POINTS (AP:), which define how much Eyraud can do in a single turn or during a round of combat; then SPELL POINTS (SP:), which affect the spells Eyraud can cast (normal units do not have spell points). The AP and SP values shown are current/maximum values at the end of the turn. Both APs and SPs are raised to maximum at the beginning of each turn.

Finally, we see Eyraud's UPKEEP, the number of coins per turn it takes to keep him happy. If an entity does not have the coins to pay upkeep, any other entities of the same faction in the same place will share theirs, or the entity will try and withdraw money from the faction fund. Unpaid upkeep may cause entities to desert, starve or suffer from poor morale. Numbers that appear in turn reports marked with a '$' are in units of COIN, the basic monetary unit in Eldritch.

   ---
   Load: 682 Cap W: 965 R: 780
   ---

Next we see Eyraud's current LOAD, his weight plus the weight of all items in his possession, and his CAPACITIES (Cap). There are four possible capacities, walking, riding, flying and swimming (denoted with W, R, F, and S respectively). Load is measured in kilograms, and we note that Eyraud can carry quite a bit because he possesses a horse, which adds its capacity to its owner's.

HINT: Be careful when withdrawing or carrying large amounts of money. Coins have weight, and it's easy to overload a single figure with cash!

   ---
   Skills: 3rd blades [blde], 1st leadership [lead]
   ---

Next we see that Eyraud has two skills: blades, the ability to use edged weapons such as swords, and leadership, which allows him to lead others (a full description of new skills discovered always appears elsewhere in the turn report). Like races, skills have tags that allow them to be referred to in orders.

HINT: To review a skill's properties, you can have an entity which knows the skill issue a SHOW order.

   ---
   Items: 1 iron broadsword [iswd] 1 equipped, 1 horse [hrse] 1 equipped.
   ---

Eyraud possesses a horse, and a sword, and he is currently using both. For items in an inventory, we see the number carried, its name, and its tag. Certain special items (magical items in particular) will often appear as unidentified. Instead of an item tag, these items will have an ID (for example [x484]), which can be used to reference the item in orders. Unknown items can be identified using the EXAMINE order.

To take advantage of weapons, armor, mounts, and most magical items, they must be EQUIPped. Items that are equipped are shown with the word "equipped" in the entity's inventory, along with the number actually in use. In most cases a specific skill is required to equip items.

Items with victory point values have these values listed immediately after the item's tag in the inventory list.

HINT: Use the SHOW order to display detailed information about items, including the skill needed to equip it. An entity can show information about any identified item it's carrying, can make, or can harvest.

- Other Entities

Our sample entity list has two other entities shown, both owned by the game server controlled Townsman faction [F1]:

   ---
   - Erd [C594] of Townsmen [F1] 1 Human [humn] (champion)
   - Commoners [U463] of Townsmen [F1] 15 Humans [humn] (unit)
   ---

The first entity is a champion, who has shown up in the territory. You can hire champions in the same way you can hire people from the Commoners, but they'll cost more.

The second entity here is a Commoner unit. These people can be hired by any champion that offers them the right amount of money.

SEE ALSO: the HIRE order.

- The Starting Location

Every new faction starts in one or more locations on the world map. There are three location types in Eldritch:

Territories are the fundamental location type. Each territory represents a land area on the world map. There are overland territories (the surface of the world), Beneath territories (the area under the world's surface), cities (below) and lairs (special territories contained within other territories).

Cities are special territories contained within overland or Beneath territories. Cities are of great importance in Eldritch. They provide a safe place to live for the native population, which in turn provides your faction with people to tax, commoners to hire, and markets for goods. They also have a civilizing effect on the surrounding countryside, increasing its population and tax base.

Finally structures represent buildings and vessels on the world map. Each structure is contained within a territory.

Let's take a look at our sample faction's starting location section by section. The example we have is for a city, but reports for territories are very similar:

   ---
   Yarym [L513] village in Mal [L69] (9, 3) plain. 6738 Humans [humn]
   Taxes: $3208 Work: $8 ($1925) Entertainment: $385.
   ---

The first thing we see is some identifying information for our starting city and its location on the world map. We see that the village of Yarym [L513] is in territory [L69] in the region known as Mal. Like entities, all cities and territories have an ID. We also see the territory's coordinates are (9, 3), and that its terrain is plain. We'll skip the details of how the world map coordinates work for now.

IMPORTANT: Cities are contained WITHIN territories. To move to neighboring territories an entity within a city must FIRST move into the containing territory, THEN to the desired destination.

Next we see some information about who lives in this city, and the local economy. Note that the race of the city's population is Human, which is the same as our faction's starting race.

We also see the available tax revenue, $3208, that someone working here would earn $8 per turn, and up to $1925 is available as pay. Finally we see that up to $385 could be earned by entertaining the local population.

HINT: This revenue can be obtained by issuing the TAX, PILLAGE, WORK or ENTERTAIN orders.

In the next part of the report we see some general information about the local conditions:

   ---
   Signs of cattle and horses passing through are evident along the tracks
   and trails. Climate is temperate. This turn was winter in Krakhaog; next
   will be spring in the month of No. Conditions this turn were normal
   precipitation, howling winds, and normal temperatures. Next month Ka the
   Frog will be ascendant.
   ---

The first sentence gives us a description of the (primitive) local roads. Roads improve the rate at which entities move, but are expensive to maintain and build. Any victory point value assigned to this location would be listed here as well.

HINT: Use the BUILD order to improve local roads.

Next we see a description of the climate, the time of year and the weather. Each turn in Eldritch represents one month, so we can see what it was like this turn, and the month and season for the next turn. We can also see the constellation that will be ascendant next month. For now we'll simply note that climate and weather can affect movement and the products available in a territory, and that the month affects the weather. We'll ignore constellations and other celestial events for now.

SEE ALSO: TIME, CLIMATE, WEATHER AND EVENTS.

HINT: If you keep track of the weather in several territories over the year, you can predict what the average weather will be in coming months. For example spring is usually windy and wet.

The next section of the report shows the titles that are available in this location:

   ---
   Titles:
     Marshall [mrsh] ($618) for $515.
     Mayor [mayr] ($2575) for $3090, requires 2nd administration [admi].
     Parish Priest [ppri] ($1030) for $1545, requires 2nd religious [ANY].
   ---

Titles can be CLAIMed by champions, and allow the title holder's followers to collect taxes available in the title's territory (and possibly others as well). Looking at the mayor title, we see that it allows the collection of up to $2575 in taxes, and costs $3090 to claim. It also requires that the claimant have at least 2nd level administration skill.

- The Marketplace

The next sections of a location's report show the goods and services offered. Note that one or more of these sections can be missing from the report if there are no appropriate items or services offered. The first section shows items that are wanted here:

   ---
   Wanted:
     granary [L514]: 27 corn [corn] @ $11; 23 oats [oats] @ $11
     lumberyard [L516]: 22 timber [timb] @ $10
   ---

We see that there are two buildings (the granary and the lumberyard) offering to buy various products. Note that buildings have IDs just like cities and territories. Looking briefly at the granary's list of items, we see it wants to buy 27 corn, and is willing to pay a MAXIMUM price of $11 each.

Next we see the items that are being sold:

   ---
   For sale:
     granary [L514]: 10 barley [barl] @ $11
     lumberyard [L516]: 5 lumber [lmbr] @ $26; 10 timber [timb] @ $12
   ---

This report very similar to the items wanted report, except the prices given are the MINIMUM prices the seller will accept for their product.

Finally, we see the skills that are being taught here:

   ---
   Skills taught:
     lumberyard [L516]: 3rd lumbering [lumb] @ $15
     shrine [L517]: 1st administration [admi] @ $10
   ---

As with items for sale, the prices given are the MINIMUM price the teacher will accept in payment per person taught, and that each teacher can teach at most one entity.

HINT: To successfully sell something in a marketplace, make sure you offer it at a price lower than the maximum price the buyer will pay and below the competition's selling price!

- Products

Though not present in cities, other territories have products, items which can be harvested by entities with appropriate skill. For example you might see:

   ---
   Products:
     26 barley [barl]; 16 cattle [catt]; 29 corn [corn]; 22 cotton [cott]; 14
     tobacco [toba]; 29 wild horses [whor]
   ---

Each product indicates its name, tag, and the quantity available. Some products will require that the harvesting skill be known before they can even be seen.

HINT: To harvest any product, entities must have the appropriate skill, be in the same territory and issue the HARVEST order. For example an entity with novice agriculture skill could harvest some of the barley above by issuing the HARVEST BARL order.

- Buildings and Vessels

Following the entity list, the turn report will show any buildings in the current location, for example:

   ---
   granary [L514] (granary [grny]) protected, owner: granary owner [U141] of
     Townsmen [F1] (complete)
   ---

We first see the building's name and ID, followed by its type and tag. Next we see the building is PROTECTED, which means the owner (who's listed next) will try to restrict certain actions in the building. Next we see the information on the building's owner. There may be other people in the building, but we can't see them from outside. Finally, we see the status of the building's construction (complete or incomplete).

HINT: Be careful if you attack the building owners in a city with militia, the militia will defend them!

SEE ALSO: The PROTECT order, and the sections on FACTION STANCES, MOVEMENT AND PROTECT, and BUYING AND SELLING ITEMS.

- Exits and Locations

The next section of the report shows where we can go from the current location, and if we're in a city, other nearby territories:

   ---
   Exits:
     To (H) Mal [L69] (9, 3) plain contains Yarym [L513] village
   Other nearby locations:
     Baur [L49] (9, 2) hill
     Baur [L70] (10, 3) mountain
     Mal [L90] (10, 4) plain
     Mal [L89] (9, 4) plain
     Mal [L88] (8, 4) plain (obscured)
     Mal [L68] (8, 3) plain
   ---

Note that the exit shows where it goes ([L910 in Thaoaw), and the maximum size of the entity that can pass through it (H for huge).

We can see from the list above that we appear to be in a region of plains near a mountain range, and that this city only has one way out, into the containing territory [L69]. Note that L88 is obscured, most likely due to weather. Cities in obscured territories cannot be seen.

NOTE: Entities can't move directly to a city's nearby locations. They first have to move into the containing territory!

HINT: It pays to keep a map of the world as you explore it so you can plan your activities and conquests.

SEE ALSO: See the ENTITY CHARACTERISTICS section for a detailed discussion of sizes.

- Information

The last section we'll cover in detail is the Information section, which displays general information your entities have requested and reports on new skills learned the previous turn. In our sample turn report, this section contains several things, a report on Humans (our starting race), and reports on the skills known by each of our entities. As an example, below is the report for novice leadership:

   ---
   leadership [lead] (novice): This skill determines how well a champion can
   organize his forces and provide them with inspiration. It directly affects
   the maximum entities a champion can lead, and the morale of these entities
   on the battlefield. Each level of leadership provides a +5 morale roll
   adjustment to a champion with the skill, +1 morale roll adjustment to any
   followers they have, and increases the number of followers they can have
   by 1. Leadership morale bonuses are cumulative, meaning a follower of a
   champion who is in turn following a champion gains a bonus from both
   champion's leadership. It costs $20 per turn to study. Only champions may
   learn this skill.
   ---

Skill reports will show details of what can be done with the skill, along with the base costs of and limits on studying the skill.

HINT: The skill and race reports you see can be reviewed using the SHOW order.

SEE ALSO: See the APPENDIX - BASIC SKILLS for full novice skill reports of all available skills.

- Other Sections

There are several other sections to the standard turn report including:


1.4 VICTORY AND DEFEAT

Some games of Eldritch define victory conditions - the point at which a faction is declared the winner. The first faction or coalition that meets the victory conditions is declared the winner, and the game ends. See VICTORY CONDITIONS for a full description of victory point calculations and victory conditions. Open-ended games of Eldritch do not have victory conditions, and continue so long as there are players.


[2] THE RULES

This section of manual contains in-depth discussion of all Eldritch's rules.


2.1 IDENTIFICATION

Everything in the Eldritch game world has some form of identification, either a TAG, an ID, and/or an ALIAS. Taken together these are referred to as IDENTIFIERS. Any mixture of upper and lower case characters can be used in identifiers but all are reduced to lower case by the game engine. This means that the aliases "One" and "one" are identical for game purposes.

Tags identify all items, spells, skills, and races. Tags are three or four character abbreviations. Some sample tags are:

   ---
   [whea] - Refers to the item wheat.
   [mane] - Refers to the skill of maneuvering.
   [humn] - Refers to the race of humans.
   ---

Locations, factions, champions, and units all have unique IDs, which allow them to be referenced in orders. An ID consists of a single letter followed by a number. The letter indicates the type of ID and the number is the unique identification for the particular thing the ID refers to. The following are some sample IDs:

   ---
   [F47] - Identifies faction # 47.
   [L695] - Identifies location # 695
   [C444] - Identifies champion # 444
   ---

In the turn an entity is created, the player will not know its ID until after the turn report is received, so the entity is referenced by an ALIAS. Aliases are defined by the order that created the new entity or the ALIAS order. Aliases can be any name the player desires, but must be unique across a complete set of orders. Aliases can contain any characters except the double quote (") the comment character (#), the pipe (|), or the asterisk (*). Aliases that contain white space must be contained in double quotes. Some sample aliases:

   ---
   newguys
   "farmers to be"
   xxx
   ---

NOTE: Aliases are temporary names, and in no way alter or affect the entity's actual descriptive name. Aliases can only be used in the turn the entity is created, or during the turn an ALIAS order has been issued.

Some things, buildings and vessels for example, have both IDs and tags. Use the ID to refer to a specific instance of the thing and the tag to refer to the thing in general. For example you always MOVE into a building specified by an ID, but you BUILD a type of building by its tag. Which to use is clarified in the individual order descriptions.

It is possible to refer to items, spells, and skills by name, or any starting part thereof instead of by tag. For example tapestries [tape] could be referred to as tape, tapes, tapestr or tapestri. If using a name, be sure a unique name is specified, otherwise unpredictable results could occur. For example "iron b" could refer to an "iron broadsword [iswd]" or an "iron bill [ibil]". In cases such as this, the game engine will choose the object it finds first in the database, which may or may not be the object desired. Object tags are always safe to use, as they are unique throughout the entire game. Also note that names with spaces in them must be enclosed in double quotes.

NOTE: Many items are impossible to identify with unique names (such as "bronze", which will be interpreted as "bronze tools"). It is strongly recommended that you use tags to identify things in orders.

The discussion above DOES NOT apply to objects identified with IDs. In this case the ID must always be used.

When shown in turn reports, IDs and tags are always surrounded with square brackets [] for example [U575] or [whea]. Aliases are never shown in turn reports as they are only temporary names.

HINT: Aliases can look like IDs but this practice is not recommended. Both the player and the game server can be confused by such aliases.


2.2 FACTIONS

Each player in the game controls a FACTION. Factions start with a fund of coins and equipment and a number of entities under their control. All factions have the following characteristics:

NAME - A faction's name is a way of identifying, and perhaps conveying a message about, a faction. When entities of a faction can be seen by entities of another, their faction name is visible to the observers. Faction names can be as colorful or boring as the player desires.

ID - A faction's ID is used to refer to the faction in orders. A faction ID consists of the letter 'F' followed by a unique number.

FACTION FUND - The faction fund is money and equipment that is available to all faction entities. These items can obtained by individual entities using the WITHDRAW order. They cannot be lost or stolen until it is actually in the hands of a entity.

HINT: It pays to keep at least a small cash reserve in your faction fund to cover entities that can't pay for their own upkeep.

Factions can also have:

STARTING RACE - A faction's starting race determines the race and starting location of its initial followers. A faction's starting race must be one of the 16 major races, and is chosen by the player when they begin play. Of course the faction can control entities of any race during the course of the game.

SEE ALSO: APPENDIX - MAJOR RACES.

CONTROL POINTS - Each faction may have a number of control points allocated to it. Control points determine how many champions, titles, and independent units a faction can control during any turn. If a faction exceeds their control point limit, units will automatically leave the faction, beginning with the least valuable, until the maximum control point value is reached. The control point costs of units, champions, and titles are determined by the moderator on a game by game basis.

When a player starts the game, their faction will have a number of champions and units, and a faction fund. During the course of the game, additional people can be hired and formed into more entities or added to existing units.

A faction is destroyed and the player removed from the game if it ends a turn with no entities under its control. Starting entities are not special, so long as the faction controls one entity, they can continue.

* Faction Stances

A STANCE measures a faction's diplomatic feelings towards another faction. Stances are used to initiate combat and to see if entities can move through or use protected locations. There are two stances tracked between factions, PUBLIC and PRIVATE. A public stance is set via the DECLARE order, and sends a notice to the other faction involved of the stance declaration. A private stance is set via the STANCE order, and sends no notice. A faction's private stances are used in all calculations involving stance with the exception of faction trustworthiness (below).

Differences between public and private stances can be discovered using the SPY order. Each faction in the game starts off with NEUTRAL public and private stances toward every other faction. The default stances can be changed using the DECLARE / STANCE orders.

The following stances are possible:

ALLIED - The faction in question is a formal ally who is supported militarily. Allied entities can give to each other, use each other's lands, and will defend each other from hostile actions.

FRIENDLY - The faction is one that will usually not be attacked. They will be supported militarily if attacked, but not as aggressively as an allied faction. Friendly entities can give to each other, use each other's lands, and will defend each other from hostile actions.

NEUTRAL - Entities of neutral factions will usually not be attacked.

UNFRIENDLY - Unfriendly factions are automatically attacked by AGGRESSIVE entities.

HOSTILE - Hostile factions are automatically attacked by all AGGRESSIVE or DEFENSIVE entities.

SEE ALSO: Further details on the effects of stance can be found in the COMBAT, MOVEMENT AND PROTECT, OBSERVATION AND STEALTH, and BUYING AND SELLING ITEMS. The ORDER SUMMARY TABLE details the exact effects of faction stance on specific orders.

* Faction Trustworthiness

This characteristic measures how honest a faction is with its public stance declarations. Each time combat takes place, the differences between public and private stances for all participants are recorded. Each private stance which is less friendly than the public lowers the trustworthiness rating of the faction. Each private stance which matches the public raises the rating. Private stances which are more friendly than public have no effect. A faction will never know its own trustworthiness, and other factions can only discover it using the SPY order. A faction begins the game with a trustworthiness of 100.

* Special Factions

There are at least two special factions in the game, the Townsmen [F1], and the Creatures [F2]. These factions control entities not controlled by players. Entities belonging to these factions are considered UNCONTROLLED entities. These factions have public and private stances of NEUTRAL with all player factions, and UNFRIENDLY with each other.

HINT: Setting your private stance to either of these factions as UNFRIENDLY or HOSTILE early in the game is a good way self-destruct your faction.

The special Commoner units of the Townsmen faction have three additional characteristics:

The special Militia units of the Townsmen faction have additional characteristics as well (Militia units can be recognized by their special 'nohire' indicator in turn reports):

There may be additional non-player factions in the game, each representing some special group or cause. The exact makeup of these factions varies from game to game, but their presence is indicated in the Faction Summary section of the turn report by having their email address set to NPF (non-player faction).


2.3 ENTITIES

ENTITY refers to any collection of figures within the game. It can refer to UNITS, CREATURES, CHAMPIONS, or ARMIES.

* Entity Types

A UNIT represents a collection of figures of the same race. Units contain a variable number of figures tha all carry out the same orders. Though units cannot issue all orders, they are much less restricted than creatures.

Units can be obtained in a number of ways:

CREATURES are units with additional limitations. Creatures cannot issue many orders, and there are no creature champions. Furthermore, creature units must be directly led by someone who can control them or they have a good chance of running wild. Summoned creatures will immediately follow the champion who summoned them unless the champion cannot accept more followers.

Creatures can be obtained in a number of ways:

CHAMPIONS are unique entities with special abilities and powers. Champions can lead armies and hire new entities. They also have access to a number of skills normal entities do not, including leadership, administration, and all spellcraft skills. There are only a few orders a champion cannot issue.

Champions can be obtained in a number of ways:

Each champion can lead one or more other entities, the entire collection being called an ARMY. Armies are a convenient way to manipulate collections of entities. A champion can directly lead one entity (unit, creature, or champion) per level of leadership known (excluding novice). The number of creature units that can be led is further limited by the champion's knowledge of the creature's controlling skill. A champion can control one creature unit per level of mastery of the creature's controlling skill. For example wyverns are controlled by 2nd level animal mastery. A champion with 3rd animal mastery could control two units of wyverns.

Who is following whom can be determined by looking at the relationships between entities in the turn report:

   ---
   * Eric the Red [C10] of The Alliance [F1] 1 Hobgoblin [hobg]
     Units:
       * Guardsmen [U3] of The Alliance [F1] 10 Hobgoblins [hobg]
       * Guardsmen [U9] of The Alliance [F1] 10 Hobgoblins [hobg]
       * Bill the Cleric [C51] of The Alliance [F1] 1 Hobgoblin [hobg]
         Units:
         * Healers [U5] of The Alliance [F1] 5 Hobgoblins [hobg]
   * Guardsmen II [U7] of The Alliance [F1] 10 Aviar [avia]
   ---

In this example, Eric has followers Guardsmen [U3], [U9] and Bill the Cleric [C51]. Bill is leading Healers [U5]. Guardsmen II [U7], aren't following anyone. Followers are always considered to be part of both their leader's army and any army their leader is a part of. For example [U5] above is in both [C10]'s and [C51]'s army.

Note that the leadership requirement only applies to entities being directly led by a champion. In the example, [C10] would need a minimum leadership of 3 to lead [U3] and [U9],and [C51]. [U5] does not count against [C10]'s leadership.

Entities change their following using the FOLLOW or LEAVE order. Entities that leave a location are automatically removed from any army they were a part of unless the leader initiated the move. Followers in an army will automatically move when their leader moves, and members of an army will never be left behind by a moving army. In the above example if a MOVE order is issued for [C10], [U3], [C51], and [U5] will all follow along. A MOVE order for [C51] will only affect [C51] and [U5], causing them to leave [C10]'s army.

Units that are not part of an army often suffer from poor morale.

SEE ALSO: RACES AND CREATURES for more information on controlling creatures. See the ORDER SUMMARY TABLE for the limits of whom can issue which orders.

HINT: It pays to have your normal units FOLLOW a champion at all times. The champion can pick up some skill at leadership, and the followers gain a morale bonus.

* Entity Characteristics

All entities have the following characteristics:

FIGURES - Each entity is made up of one or more figures, a single person or creature. A champion is a single figure, whereas a normal unit is made up of one or more figures. Only figures of the same race may be combined in a single unit.

ID - Each entity has an ID that uniquely identifies it. For a champion, this ID is the letter 'C' followed by the champion's ID number. For other entities, the ID is the letter 'U' followed by the unit's ID number. These IDs are used to refer to the entity in orders.

NAME - Each entity has a unique name that is determined by the controlling player. Names are purely cosmetic, and can be changed by the NAME order.

DESCRIPTION - Each entity in the game has an optional description, a cosmetic label visible to any faction that can see the entity. Descriptions can be changed with the DESCRIBE order.

RACE - Each entity has a specific race, which affects many entity statistics including upkeep, attacks, maximum figures per entity, and size.

ACTION POINTS - Action points (APs) measure the activities an entity can carry out in a single turn OR during a single action in combat. APs are used for movement, attacking, harvesting items, building buildings, casting spells, and other time consuming actions. APs regenerate fully at the beginning of each turn.

SPELL POINTS - Only champions have spell points (SPs). They measure amount of magical power available to the champion each turn. Champions have a single pool of SPs that must last them through all combats and spell casting they engage in for the entire turn. The SPs a champion has is determined by their race and the total levels of spellcraft skills they have. SPs regenerate fully at the beginning of each turn.

SEE ALSO: MAGIC.

LIFE POINTS - Life points represent how many points of damage each figure in the entity can take before it is destroyed. Champions have life points equal to thrice their race's normal value.

MASS - Mass is the sum of the mass of all figures plus the mass of all items they are carrying. Mass (along with capacity and size) is used to determine how an entity moves, and to determine if an entity will fit within a location.

CAPACITY - Each entity has up to four capacities that determine how much it can carry at each of the four movement rates. Capacities measure the total mass the entity can carry, including the mass of the figures themselves.

SIZE - Size measures how large a single figure of an entity is, which determines if an entity can enter a location. The following table summarizes possible sizes:

Size Code Description
tiny T negligible size (coins, gems, keys)
very small V can be carried hidden (mace, dagger, scroll)
small S small races or a large item (large pack, ratton)
medium M human sized
large L ogre sized
extra large X horse to small truck sized (rhino, large bear)
huge H really big (dragons, whales)

Note that an entity's actual size can be increased if it is carrying items larger than itself.

SEE ALSO: MOVEMENT.

INVENTORY - Inventory shows the items an entity is carrying, and how many are equipped if applicable. When viewing entities controlled by other factions, the player will only see items which are visible (very small items are hidden in bags or packs).

SEE ALSO: ITEMS.

MORALE - Each entity has a morale that affects how well the entity fights and obeys orders. Entities with poor morale will refuse orders, desert, flee combat, and suffer from attack and defense penalties. Entities with high morale fight and resist certain magic spells more effectively.

Entities make morale checks, a test to see if their morale rises or falls, under various conditions. Units which are not in a city or structure and not following a champion must make a morale check each turn. Certain spells and battlefield conditions during combat will force morale checks. Finally broken or shaken entities must make morale checks each turn. Morale checks can be harmful or beneficial, depending on circumstance.

Entities that are veterans of combat are hardened by their experiences and gain the benefit of a minimum morale. An entity's morale will never fall below this minimum value.

An entity's morale can be raised by following a strong leader, by using the CAROUSE, DECIMATE, or RALLY orders. Certain entities have a morale of unthinking, meaning they are never affected by morale.

NOTE: The named morale values listed in the turn report are only a general representation of the actual morale value that ranges from 0 to 20. The table below outlines the morale names vs. their possible values. Players never know the numeric value of an entity's morale.

Value Morale
0 unthinking
1 broken
2-5 shaken
6-9 low
10-15 normal
16-19 fierce
20 inspired

HINT: Make sure you review your entity's morale once in a while. Widespread morale problems can make it difficult to get things done.

SKILLS - All entities can learn skills that expand and improve their abilities.

SEE ALSO: SKILLS.

UPKEEP - Upkeep is the coins per figure per turn required to maintain and feed an entity. Upkeep costs are determined by the race of the entity, whether it is a champion, what skills it knows, and whether it carries an item or owns a structure that requires upkeep.

Any turn an entity cannot pay its upkeep, it must make an immediate morale check with appropriate penalties. Also, each figure in the entity has a 15% chance of starving to death or deserting (this is in addition to the desertion caused by broken morale). Finally, any structure owned by the entity has a chance of falling into disrepair.

If an entity does not have enough coins to pay its own upkeep, any same faction entities in the same location will give it coins if possible. This sharing happens irregardless of an entity's SHARE setting (see the SHARE order). Finally, an entity will attempt to WITHDRAW coins from its faction fund to pay its upkeep. Entities in buildings are considered to be in the containing territory when determining if they can get/give upkeep aid.

INITIATIVE - Initiative measures how often the entity can act during combat. Entities with LOW initiative act more often.

COMBAT - All entities have a combat setting, which determines how aggressive they are in starting or joining combat.

RANK AND FILE - These values determine where in the combat formation an entity is placed.

STRATEGY - Strategy determines what the entity does during combat.

TARGET - An entity's target determines whom it acts on during combat.

RESERVE - An entity's reserve status indicates how long they will delay their entry onto the battlefield.

Champions an additional combat setting:

WIMPY - This value represents a champion's breaking point in combat. If the champion's side has sustained combat value losses greater than the champion's wimpy value, the champion will sound a general retreat. They will also order individual units to retreat if the unit has sustained combat value losses greater than the champion's wimpy value. WIMPY values range from 30 to 100 inclusive.

SEE ALSO: COMBAT and the APPENDIX - COMBAT DETAILS for details of initiative, combat, rank, file, strategy and target values.

Entities can also be:

TAXING - Entities that are taxing automatically attempt to collect taxes wherever they are each turn.

PATROLLING - Patrolling entities will respond to combat or engage enemy units within a 1 territory radius of their current location, provided they can actually reach the destination territory. Note that a patrolling leader will only respond to a distant combat if all their followers can also reach the destination. Patrolling vessel owners cause all entities in the vessel to be considered patrolling. Non-patrol owners imply no one is considered patrolling. See the PATROL order.

PROTECTING - Entities that are protecting are guarding their current location against incursions by entities who fail to meet their selected protect stance requirements. If possible these entities will be prevented from using or taking advantage of services offered by the location. Only a location's owner can effectively PROTECT. See the PROTECT order for full details of PROTECT mechanics.

REVEALING - Revealing entities automatically show themselves even if they would normally be hidden via stealth. See the REVEAL order.

SHARING - Sharing entities will share their coins with all other sharing, same faction entities in the same territory. See the SHARE order.

LOYAL - Certain non-player-controlled entities in the game will appear as 'loyal'. These special entities are loyal to some neutral cause, be it a trade house, guild, or military organization. These entities are the same as any other uncontrolled entity except they are much more expensive to HIRE or SUBVERT.

NOHIRE - Militia units cannot be hired or subverted. These units are marked 'nohire' in turn reports.

MOUNTED - An entity with sufficient mounts capable of carrying all figures (each figure must have a single mount capable of carrying it) is considered mounted. Mounted entities gain an advantage in combat.

* Prisoners

Champions can imprison or be imprisoned by champions of other factions. Imprisoned champions are treated as part of the imprisoning faction, but have limited value. All prisoners are restricted as follows:

The imprisoning faction will receive a full report on the prisoner, but NOT any associated skill reports. The prisoner's original faction receives a report on any prisoner that indicates they are imprisoned, but not where or by whom.

SUBVERT attempts against prisoners are made at a penalty relative to the imprisoning champion's observation skill. If the SUBVERT attempt is made by the imprisoning faction, no approach test is made, but a failed attempt allows the prisoner an escape attempt.

- Imprisonment and Escape

Prisoners are obtained in one of two ways:

  1. The IMPRISON order.
  2. During post combat where the victor has a chance to imprison losing side champions that were involved in the battle (not observers).

To determine if a champion becomes a prisoner, two values are used, the imprisoning champion's IMPRISON VALUE, and the target champion's ESCAPE VALUE.

Imprison Value (IV) is equal to the champion's observation plus 50% their stealth, plus 1 for each 3 same-faction figures in the same territory or on the battlefield (including observers).

Escape Value (EV) is equal to the champion's stealth plus 50% their observation, plus 1 for each same-faction entity in the same territory or on the battlefield (including observers), plus 5 for each round of combat that passes after the champion leaves the battlefield. EV is reduced to 20% its normal value if the champion is already a prisoner.

The chance of actually imprisoning a champion or keeping a prisoner is:

   chance = (100 * IV) / (EV + IV) percent

For example:

Kredoc, with a stealth rating of 15 and an observation of 8 is sneaking into an enemy city. Corlis with observation 16 and stealth 1 managed to spot him and makes an attempt to IMPRISON him. There is a unit of 20 figures from Kredoc's faction present, and a unit of 50 figures from Corlis' faction present.

   Kredoc's EV is: 15 + 8 * 50% + 20 = 39
   Corlis' IV is: 16 + 1 * 50% + 50 / 3 = 33
   The chance of imprisonment is: (100 * 33) / (39 + 33) = 46%

Assuming the imprison attempt was successful, and all other conditions remain the same, at the end of the turn, Kredoc's escape attempt would be:

   Kredoc's EV is: 15 + 8 * 50% + 20 = 39 * 20% (prisoner) = 8
   Corlis' IV is: 16 + 1 * 50% + 50 / 3 = 33
   The chance keeping prisoner: (100 * 33) / (8 + 33) = 80%

Prisoners make escape attempts under each of the following conditions:

  1. Each prisoner makes a single escape attempt during the post turn phase.
  2. If a prisoner's upkeep is not fully paid they make an escape attempt during the post turn phase with a +10 bonus to their EV.
  3. Prisoner's that are forced to participate in combat make an escape attempt at the end of the battle.
  4. If a prisoner's captor is imprisoned the original prisoner makes an escape attempt or escapes automatically if their captor's imprisoning faction cannot hold them.

SEE ALSO: The IMPRISON, RELEASE, SLAY, PAYRANSOM and SETRANSOM orders.


2.4 ITEMS

Materials, weapons, artifacts, and forms of transportation are all ITEMS. Items can be harvested, bought and sold, made, equipped or carried. Many items affect the entity equipping or using them, and most require specific skills to use or equip. Items can have the following characteristics (note that some of these characteristics can only be discovered by experimentation):

NAME - Items have names, which more fully describe the item.

TAG - Each item has a tag, which is used to refer to the item in orders.

UNKNOWN ID - If an item is unknown (generally a magic item that is not identified), then it will have an unknown ID that can be used to refer to the item in orders

SEE ALSO: EXAMINE.

MASS - Items have mass, which is used in movement calculations. Mass is measured in kilograms.

CAPACITIES - Items have capacities just as entities do. Most items have a capacity of 0, meaning they must be carried by an entity with excess capacity, but some items, such as wagons and carts, have the ability to carry other items.

SIZE - Items have size, which has the same possible values as an entity's size.

SEE ALSO: MOVEMENT.

EQUIP - Some items can be EQUIP. If so, it has a specific location or locations where it can be used. Only one item can be equipped in any one location. Items can be equipped in the following locations:

Most items require certain skills be known before they can be equipped. For example an entity needs to know a certain level of maneuvering before they can equip most types of armor.

NOTE: When multiple items that use the same equip location are equipped, as many of the first list item as possible are equipped, then as many of the second as possible, as many of the third as possible, and so forth.

COST - For items which can be made, the cost reflects what raw materials are needed to create the item.

ATTACK - Items can have attack values which are available to an entity that has the item in question equipped.

DEFENSE - Items can have defense values that are added to an entity's overall defense when the item in question equipped.

CATEGORY - Some items are part of a broad category of items, such as gems or herbs. These items can sometimes be substituted for each other.

HINT: Make sure your combat entities have enough capacity to move with all their gear. Overloaded entities can easily be run down and destroyed on the battlefield.

SEE ALSO: COMBAT. For details on some common items, see the

* Mounts as Items

Mounts, creatures which can be ridden, and transport such as wagons, rafts and carts are treated as items rather than separate entities. This eases the management burden of these items for the player.

Each figure in an entity can control up to two mounts or conveyances that use animals such as wagons and carts. Additional mounts/conveyances will gradually die off or fall into disrepair. The animal mastery [amst] skill allows the control of 2 additional mounts/conveyances per figure per level.

* Item Decay

Items which are affected by the passage of time, such as agricultural products and farm animals, will slowly decay away to nothing. Each turn up to 5% of these items in an entity's possession may disappear.

* Magic Items

As play progresses, entities will discover magical items. Usually items will be unidentified and a champion with appropriate skill will have to EXAMINE them to reveal their purpose. Once a champion has identified an item, he or she is free to use it, provided the appropriate skill is known. It's important to note that if an item requires EXAMINE to use, it will become unidentified if it changes hands. The exception being items bought, sold, and given, as the seller is assumed to pass on working knowledge of the item in question.

In addition to the mundane characteristics listed, items can have numerous magical effects, but the discovery of these is left to the enjoyment of the player. Some possible magical effects are combat bonuses, initiative bonuses, spellcasting ability, creature control, movement bonuses, and skill bonuses. Of course there are those nasty cursed items out there too, so a wise champion is careful about what he or she chooses to use.

NOTE: Certain items will allow a champion to cast spells that would normally be unavailable. Spells cast via items never require components other than the item itself, though the champion must still pay the SP and AP costs.


2.5 SKILLS

Any entity in the game can possess one or more skills. Each skill is known to a certain level, which determines the benefits gained. Skills can be improved with practice, or be lost when they are unused. Champions can learn any skill, but units are limited to a subset of the available skills. Any entity may learn any number of different skills. Skills have the following characteristics:

NAME - A descriptive name.

TAG - Each skill has a tag, which is used to reference the skill in orders.

EXPERIENCE - Skill level is determined by the number of experience points an entity has in the skill in question. Experience points are gained by using the skill in question, or by using the STUDY order. The exact number of experience points a particular entity has in a skill is never known.

Skill experience can also be lost. Each turn the entity in question fails to use a skill, it has a chance of losing an experience point. The probability of losing a point increases in direct proportion to the number of figures in the entity. Champions never lose experience.

SKILL LEVEL - An entity's skill level represents the average experience of each figure within the entity. The maximum skill level for any skill is 9th.

SKILL ABILITIES - Each time a skill level is reached for the first time by any entity, a skill report is given for the skill and level. This report outlines the abilities gained including items that can be made, equipped or harvested; creatures that can be captured or controlled; and spells that can be cast. This report can be re-shown at any time by having an entity with the appropriate skill issue the SHOW order.

When units are combined, each skill's experience is averaged across all figures in the new combined unit. For example if 10 humans with 4 experience in hunting (2nd level) is merged with 10 humans with 0 experience in hunting (0 level), the resulting unit will have a final experience of 2 (1st level).

Many races have skills they are good (or bad) at. Racial skill abilities are generally listed in the race descriptions. Some races also have native abilities that are reflected in entity's starting skills.

* Level of Mastery

Many abilities are gained by reaching specific levels in appropriate skills. An entity's LEVEL OF MASTERY (LoM) in any ability is equal to its current level in the applicable skill minus the base skill level plus one. Thus LoM ranges from 1 upward.

LoM affects the speed at which the entity carries out the appropriate task. For example an entity with a LoM of 4 for harvesting hides would be able to harvest 4 hides per figure per turn. An entity with a LoM of 2 for building a tavern would contribute 2 man-months of work per figure per turn to such construction. A spell-caster will improve the duration and power of a spell he casts as he raises his LoM.

* Novice Skills

You have to start somewhere in each profession. As soon as you begin to accumulate experience points in a skill area, you gain a 'novice' skill level. Although the novice skill rating does not grant any skill benefit (e.g. like gathering more corn per turn), it is an important step on the road to skill mastery. It also serves as a reminder to the player that a particular entity has some experience in an area. Any action available via a novice level skill is available to an unskilled entity as well.

SEE ALSO: All the novice level skill descriptions are available in the APPENDIX - BASIC SKILLS.

HINT: An entity can learn a new skill without studying by performing some action (such as harvesting or making) that uses a novice level skill. The action may teach them something about the skill.

* Studying Skills

Entities may spend time studying skills to improve their abilities. To study a skill, an entity must spend a full turn focusing on the skill desired. An entity that studies with a teacher will gain more experience studying than an entity which studies on its own. Studying costs a number of coins per figure studying, depending on the skill being studied, and the fee charged by any teacher used.

On average, an entity without any experience in a skill will just reach first level in a turn, while a unit studying with a teacher will be well on their way to second level.

HINT: It always pays to have teachers for your studying entities. An entity trying to learn a new skill on its own may take several turns of studying just to learn the basics!

* Teaching Skills

Champions can TEACH any skill which they know, providing an experience bonus to an entity studying under their tutelage. A teacher's level in the skill must exceed the student's level for teaching to have an effect. Certain buildings will automatically teach appropriate skills to any entity that pays the necessary fee. The fee a teacher charges is in addition to the basic costs of studying, and is charged per figure. Studying with a teacher nearly doubles the benefits of studying. Each teacher (including buildings) can teach one entity each turn.

* Skill Upkeep Costs

Skilled entities are more expensive to maintain. For each skill known, an entity must pay an additional 1/25th the training cost of each skill times the number of levels known. For example a champion with knowledge of 4th level fire [fire] would pay an additional ($40 * 4) / 25, or $6.

* Racial Skill Maximums

Each race in the game has varying capacities for learning each of the skills available. When an entity reaches their racial maximum in a skill, the skill entry will be marked with an asterisk (i.e. 5th* animal mastery [amst]). Further progress in the skill is still possible, but the experience required to advance increases dramatically. The median skill level across all races (major and minor) is 4th.

* Skill Summary

The table below summarizes all available skills. The costs shown are for each figure studying (excluding any teacher fees).

Skill Tag Cost Type
Administration admi $20 Miscellaneous skill. Champion only.
Agriculture agri $15 Craft skill.
Air airs $40 Major magical skill. Champion only.
Ambush ambu $20 Combat skill. Champion only.
Animal Mastery amst $15 Craft skill.
Armorer armo $15 Craft skill.
Artifice arti $50 Magic skill. Champion only.
Ash ashs $50 Minor magical skill. Champion only.
Blades blde $10 Combat skill.
Bowyer bowy $15 Craft skill.
Brewing brew $15 Craft skill.
Construction cons $15 Craft skill.
Crushing crsh $10 Combat skill.
Darkness dark $50 Minor magical skill. Champion only.
Death deat $40 Major magical skill. Champion only.
Earth eart $40 Major magical skill. Champion only.
Electricity elec $50 Minor magical skill. Champion only.
Endurance endu $10 Miscellaneous skill.
Engineering engi $15 Craft skill.
Entertainment ente $15 Craft skill.
Fire fire $40 Major magical skill. Champion only.
Fishing fish $15 Craft skill.
Healing heal $15 Craft skill.
Hunting hunt $15 Craft skill.
Ice ices $50 Minor magical skill. Champion only.
Leadership lead $20 Miscellaneous skill. Champion only.
Life life $40 Major magical skill. Champion only.
Light lght $50 Minor magical skill. Champion only.
Lumbering lumb $15 Craft skill.
Magma magm $50 Minor magical skill. Champion only.
Maneuvering mane $10 Combat skill.
Martial Arts mart $10 Combat skill.
Mineral mnrl $50 Minor magical skill. Champion only.
Mining mini $15 Craft skill.
Missile mssl $10 Combat skill.
Negotiation nego $20 Miscellaneous skill.
Observation obse $20 Miscellaneous skill.
Ooze ooze $50 Minor magical skill. Champion only.
Parry prry $10 Combat skill.
Pole Arms pole $10 Combat skill.
Ranching ranc $15 Craft skill.
Rust rust $50 Minor magical skill. Champion only.
Seamanship seam $15 Miscellaneous skill.
Shipwright ship $15 Craft skill.
Siege Craft sieg $10 Miscellaneous skill.
Smoke smke $50 Minor magical skill. Champion only.
Steam stea $50 Minor magical skill. Champion only.
Tactics tact $20 Combat skill. Champion only.
Thievery thie $20 Miscellaneous skill. Champion only.
Thrown thrw $10 Combat skill.
Void void $50 Minor magical skill. Champion only.
Water watr $40 Major magical skill. Champion only.
Weaponsmith weap $15 Craft skill.
Weaving weav $15 Craft skill.
Woodcraft wood $15 Craft skill.

SEE ALSO: APPENDIX - BASIC SKILLS for novice level skill descriptions.


2.6 MAGIC

Available only to champions, spellcraft skills allow the casting of SPELLS and, in conjunction with the artifice skill, the creation of magical items. In addition to the standard characteristics of normal skills, spellcraft skills have three additional characteristics:

TYPE - Spellcraft skills are divided into MAJOR and MINOR spheres. The major spheres are the most basic elements of magic, while the minor spheres are blends of two major spheres.

OPPOSITION - Each spellcraft skill has another that is directly opposed to it by its very nature. Opposition spellcraft skills cannot be known by a single champion.

RELATED - Knowledge of a particular spellcraft skill to a great enough level allows the champion to freely study the related spellcraft skills.

The spheres of magic and the relationships between them are:

Sphere Tag Type Opposition Related
Life life Major Death Light, Electricity, Steam, Mineral
Death deat Major Life Darkness, Void, Ash, Rust
Fire fire Major Water Ash, Magma, Light, Smoke
Earth eart Major Air Mineral, Magma, Rust, Ooze
Air airs Major Earth Void, Smoke, Electricity, Ice
Water watr Major Fire Steam, Ice, Ooze, Darkness
Light lght Minor Darkness Fire, Life
Mineral mnrl Minor Void Earth, Life
Steam stea Minor Ash Water, Life
Electricity elec Minor Rust Air, Life
Smoke smke Minor Ooze Air, Fire
Magma magm Minor Ice Fire, Earth
Ooze ooze Minor Smoke Earth, Water
Ice ices Minor Magma Air, Water
Void void Minor Mineral Air, Death
Ash ashs Minor Steam Fire, Death
Rust rust Minor Electricity Earth, Death
Darkness dark Minor Light Water, Death

The actual spellcraft skills that can be studied are limited as follows:

  1. Any sphere that is already known may be studied regardless of sphere conflicts.
  2. Any unknown major sphere can be studied, provided it does not conflict with a known sphere.
  3. Any sphere known to 3rd level allows a champion to study its related spheres, provided the new sphere does not conflict with a known sphere.
  4. If a teacher is available, unknown minor spheres can be studied, provided the new sphere does not conflict with a known sphere.

Magical spheres conflict under the following conditions:

  1. Any sphere conflicts with its opposition sphere.
  2. Knowledge of any sphere to 3rd level will also conflict with its opposition sphere's related spheres.

* Sources of Knowledge

Religious buildings or mage's guilds which are dedicated to an sphere of magic will teach spellcraft skills. In addition, scattered across the lands are nodes - gateways from the elemental planes. Each will teach the appropriate sphere at no cost, but nodes are dangerous places, subject to elemental forces and allowing the passage of elemental creatures to the normal plane of existence. The following table lists the spheres and their associated nodes:

Sphere Node
Darkness Black Forest
Ooze Blighted Swamp
Light Blinding Desert
Fire Burning Sands
Electricity Crystal Forest
Death Forbidden Jungle
Ice Glacier
Earth Great Peak
Life Great Plain
Steam Hot Springs
Air Howling Cave
Mineral Iron Hill
Ash Salt Flat
Smoke Smoking Plain
Void The Nothing
Magma Volcano
Rust Wasteland
Water Whirlpool

* Spells

Spells are channeled energies from one of the elemental planes, focused by the spell caster to achieve a specific end. All spells have the following characteristics:

NAME - A descriptive summary of the spell.

TAG - A brief name, used to refer to the spell in orders.

DURATION - An indication of how long the spell lasts once it is cast.

AP COST - The action point cost of casting the spell.

SP COST - The spell point cost of casting the spell.

RANGE - The distance the spell can be cast.

COMPONENTS - More powerful spells require components, special magical items, to cast. When casting spells with components the caster must have the listed components in their personal inventory. Components are ALWAYS used, even if the spell casting fails!

EFFECTS - One or more effects that modify how the target of the spell acts.

Descriptions of individual spells are shown each time a champion reaches a new level in a skill that allows the casting of the spell. Descriptions can be redisplayed by having any champion that can cast the spell issue the SHOW order.

Only one instance of a particular spell can affect a single target. If multiple spells with the same effect are cast upon a target, only the most powerful effect is applied. For example if a unit has two stealth enhancing spells cast upon them, only the more powerful applies.

The details of the magic skills and spells are intentionally left vague to allow for player discovery.

* Spell Casting Mechanics

Spells fall into one of three categories. COMBAT spells, GLOBAL spells, and HEALING spells. Combat spells are only used during an actual combat, and their casting is specified using the SPELLS order. Global spells are cast using the CAST order. Healing spells are cast automatically at the end of combat should they be required. Spells also fall into one of the following categories. In each case, NAME indicates the desired spell, and can be the spell's tag or name.

OVERLAND - These spells target a world territory, which is specified by its coordinates. The format of the cast order for these spells is:

    CAST NAME X Y.

Where X and Y are the coordinates of the desired target territory.

ENTITY - These spells target an entity in the same territory as the caster. The format of the cast order for these spells is any of:

    CAST NAME ENTITY
    CAST NAME ALIAS
    CAST NAME FACTION ALIAS
    CAST NAME NEXT
    CAST NAME

Where ENTITY, ALIAS, or FACTION ALIAS specify a target entity in the current location. If the keyword NEXT is used or no parameters are specified, the caster will select a same-faction entity from the caster's current territory that does not already have the chosen spell or a conflicting cast upon them. Entities are selected in the following order:

  1. The caster.
  2. Members of the caster's army.
  3. Members of any army the caster is part of.
  4. Any same faction entity in the current territory.

SELF - These spells target the caster. The format of the cast order for these spells is:

    CAST NAME

SAME - These spells target the caster's location. The format of the cast order for these spells is:

    CAST NAME

Global spells which summon entities can optionally take a the form:

    CAST NAME ALIAS

Allowing the newly summoned entity to be given orders in the turn it was summoned.

LOCATION - These spells target a location next to the caster's. The format of the cast order for these spells is:

    CAST NAME LOCATION

Where LOCATION is the ID of the target location. In this case the target must be reachable via one of the exits from the caster's location.

SPECIAL - These spells have special parameters, which are specified in the spell description.

Note that entities summoned by spells will automatically try to FOLLOW their summoning champion.

HARMFUL OVERLAND INSTANT SPELLS - A special case. Due to a design weakness in the game that allows a single spell of this type to wreak utter havoc on armies by killing leaders, champions are immune to the effects of these spells. See the mailing list archives for detailed and painful discussion.

* Spell Use in Combat

All champions with spell casting ability will attempt to cast spells, unless they are fleeing. Each time a champion gains initiative and is not otherwise engaged, they will attempt to cast the next spell on their combat spell list (see the SPELLS order). If the spell targets an entity, (friendly or hostile) the champion will target an entity according to their combat TARGET setting (see the COMBAT order). If the spell targets something else (such as a friendly or hostile side, or the battlefield), the champion will simply cast the spell if at least 50% of the target entities are not affected by the spell.

* Spell Defenses and Conflicts

There are two broad categories of magical defensive spells:

PROTECTION spells block magic from reaching the target. They have a percentage chance of completely blocking any spell they are protecting against. Protection [prot], and Protection from SPHERE spells fall into this category. These spell specifically DO NOT protect against instant, direct damage spells such as fireball [fbll].

DEFENSIVE spells protect against magical attacks, i.e. the spells PROTECTION spells do not block. Lifebane [liba] and deathbane [deba] are examples of this type of spell. These spells work exactly like a defense provided by armor or a shield, except they defend against magical effects. DEFENSIVE spell specifically DO NOT block unit affecting spells such as air swirl [aswl] or ash cloud [acld].

Spells that offer physical protection work as DEFENSIVE spells. Their protection is applied as a defense against specific attack types.

Many protective spells operate both as PROTECTION and DEFENSIVE spells.

DISPELL magic works provides a percentage chance to dispell any appropriate spell on the target. Spells in this category include magic burn [mabu] and death of magic [dmag].

Spells conflict if:

  1. They are both harmful or both beneficial.
  2. The are of opposition spheres or of opposition related spheres and one spell or the other is higher than a third level spell.

When a new spell is cast, this is what happens:

For each existing spell:

  1. Check to see if it provides PROTECTION against the incoming spell. If it does, check and abort the new spell if successful.
  2. Check to see if the new spell DISPELLs the old. If so, dispell the old spell and continue with the next exisiting spell at step 1.
  3. Check for spell conflicts. If two spells conflict, the more powerful spell dispells the weaker. Power is based on spell level and level of mastery of the caster.

* Magic Items

When a spellcaster reaches a level of spellcraft skill that allows them to make a magic item, they'll receive a report on the item. However they cannot actually create the item unless they have an equivalent level of artifice skill. Spellcraft grants the theoretical knowledge needed, while artifice provides the practical abilities. When making magical items it is the spellcraft skill LoM that determines how many of the item are made.

* Words of Power

Through advanced study, mages can learn spells that will reveal words of power. Gaining understanding of one or more of these ancient incantations provides additional power for all mages in the faction. Each sphere of magic has its own word of power, which aids mages with knowledge of the same sphere. In addition to their magical benefits, gaining words of power can earn a faction victory points if appropriate to the game.

SEE ALSO: VICTORY CONDITIONS in THE RULES.


2.7 RACES AND CREATURES

There are over 100 races in Eldritch, each having unique characteristics which affect an entity's action points, spell points, capacities, mass, initiative, combat bonuses, initiative, life, movement, maximum unit size, figure size, equip locations, skill advantages and upkeep.

All native populations and a player's starting entities are made up of one of the MAJOR races. These are the most civilized and common races in Eldritch, and most faction entities will be made up of one of these races. The major races all like or dislike each other to some degree, and these feelings will affect how well the local population reacts to title holders and how easy it is for a champion to hire members of other races.

In addition to the major races, there are a number of minor races in the game. Factions may encounter isolated groups of these races, but they are never present in sufficient numbers to actually inhabit a location.

Finally, there are numerous creature races that inhabit the world. Creatures are distributed across the lands according to their habitat needs and are less common in more civilized lands.

Creature units tend to run wild, and must always be following a champion with the appropriate controlling skill. For mundane creatures, the controlling skill is usually animal mastery; for magical creatures, it is usually a spellcraft skill. The skill required to control a creature can only be discovered by learning the appropriate skill.

Uncontrolled entities of major or minor races can be the target of a HIRE order. Uncontrolled entities of a creature race can be CAPTURED. Controlled entities made up of major or minor races can be SUBVERTed.

Champions can be either a major or minor race, but never a creature race.

A description of most races found in the game can be retrieved using the SHOW order. Some mysterious races cannot be shown.

HINT: Study each entity of each race you control carefully. They all have their own strengths and weaknesses.

SEE ALSO: The APPENDIX - MAJOR RACES for a description of each major race.

* Racial Likes and Dislikes

All races in Eldritch have feelings towards the other races. These feelings range from like through neutral and dislike to hatred. Racial feelings affect hiring costs, follower morale, and title-holder effectiveness. The racial preferences of the major races can be found in the APPENDIX - MAJOR RACES. The racial preferences of other races must be discovered by trial and error.


2.8 TERRITORIES

Territories represent large areas of the world, each with its own terrain, population, and economy. The world map is divided into a series of OVERLAND territories. Each overland territory is hexagonal, with neighbors located to the north, northeast, southeast, south, southwest, and northwest. Beneath the surface, territories represent a large contiguous area of caverns, tunnels and passages, with random connections to neighboring territories and the surface.

Territories have a number of features of interest to a faction:

NAME - Each territory has a name, which identifies the region it is part of. You can use the CHRISTEN order to rename territories.

ID - Each territory has a unique ID, which is the letter 'L', followed by the territory' ID number. This ID is used to refer to the territory in orders.

TERRAIN - Terrain defines the basic characteristics of the territory, including the cost of moving into a territory, available products, uncontrolled entities, and inhabiting race. A territory is also COASTAL if one of its neighbors has water terrain.

SEE ALSO: The APPENDIX - COMMON TERRAIN DESCRIPTIONS for detailed descriptions of the various terrain types and their movement costs.

CLIMATE - Overland territories have a base climate, which affects its overall weather pattern. The extreme northern and southern portions of the world are arctic, while the equatorial region is tropical. The area between these extremes is temperate.

WEATHER - Each overland territory has its own weather which affects its fertility, move costs, and the morale of entities within.

SEE ALSO: The section on TIME, CLIMATE, WEATHER AND EVENTS.

SIZE - Some territories limit the number and size of entities that can enter them. Most territories have a size of huge, meaning any size figure can fit within.

MOVE COSTS - Each territory has move costs, which determine how many action points it costs an entity to move into it. There are different costs for each territory terrain type, and climate, weather, roads, and magic can further modify these values.

ROADS - Each territory has roads, which range from basic footpaths to stone paved roads with well-built bridges and fords. Roads can increase the cost of movement if they are very bad or decrease it if they are well maintained (most uninhabited areas will have very bad roads). Roads are expensive to build and maintain, decay over time, and are affected by harsh conditions of terrain and climate.

EXITS - Exits lead to neighboring territories or cities. Each exit will show the ID of the destination territory, and possibly the direction of the exit if applicable (only exits between overland territories convey direction information). In addition, each exit has a maximum size, restricting which entities can actually use it.

SEE ALSO: MOVEMENT and BUILDING ROADS.

PRODUCTS - Each territory will produce one or more items that can be HARVESTed by entities with the appropriate skill. The products available in a territory are determined by its terrain and climate. Note that some products can only be seen by an entity with the skill to harvest them. Some buildings can increase the amount of available of products (though they will not change which products are available.

TRANSACTIONS - There are sometimes transactions available in a territory. These transactions are the goods and services offered or desired by the population of the territory. Transactions include taught skills, wanted items, and items for sale. The number and type of transactions in a territory are affected by the inhabiting race and any buildings in the territory.

SEE ALSO: THE ECONOMY AND PRODUCTION.

OWNERSHIP AND ARRIVAL - Ownership of a territory is given to the entity which has been there the longest. Entities that arrive later are placed after the original entity in arrival order. The owner of a territory can PROTECT it, and orders within a territory are carried out in arrival order, so entities which have been there the longest have first shot at products, work, entertainment, and taxes.

POPULATION - Territories may have a native population, which will affect the goods demanded, the race of entities available for hire, and the local tax base. Each territory is inhabited by only one race.

* Hamlets

Some territories contain hamlets. These tiny population centers provide a slight population increase to the containing territory, and the locals often buy and/or sell a few minor goods.

CONTROLLING CITY - Cities extend their influence over the surrounding territories, how far and how much depending on the size of the city. City influence has a civilizing effect, and generally will increase the population of a territory, however territories inhabited by a race different from the controlling city will actually fade away as the city's population pressures mount.

TITLES - Territories with sufficient population, or containing certain buildings will have titles available. Champions can CLAIM available titles and use them to tax the native population.

TAXES - Territories that have a native population generate taxes, which can be collected by a champion holding a proper title, or his qualified followers.

SEE ALSO: TAXES in THE ECONOMY AND PRODUCTION, and the TAX, TAXING, PILLAGE, CLAIM, BESTOW, RELINQUISH and USURP order descriptions.

UNCONTROLLED ENTITIES - Many territories will have entities that are uncontrolled. Some of these entities will be hostile, while others will be available for hire or capture. The entities available in a territory are determined by the native population, and the terrain. Occasionally, creatures will wander about, sometimes appearing in unusual locations.

Populated areas will usually contain a unit of Commoners, which will be a unit of the inhabiting race. These represent people available for hire in the current territory or city.

FERTILITY, CIVILIZATION, STABILITY, AND ECONOMY - These factors are hidden from the player, but affect many aspects of a territory. For example the more fertile a territory is, the more of each product is available. Increased civilization levels increase the number of transactions and improves roads, while an increased economy increases the tax base.

There are many ways a faction can affect these hidden values, the methods are left to the discovery of the player.

* Building Roads

Entities with construction or engineering skill can BUILD roads in a territory. At least 1st level construction or engineering skill is required to work on roads, and higher levels have greater effect. Each turn an entity spends working on a territory's roads has a chance of improving them. An entity provides one unit of work for each level over the basic requirement per turn they work.

Roadwork can use stone, timber, granite, and lumber and each unit of work consumes one unit of any such material the building entity possesses. For example an entity with 5th construction could provide up to 5 units of work per figure on roads, using 5 units of stone, timber, granite, or lumber per figure (materials are used in the given order). If raw materials are not available, then the amount of work done is reduced.

There may be no obvious improvement in road quality in a territory when work is done. Depending on terrain and climate, the work required can be considerable.

Highly advanced areas automatically gain road improvements as the native population works to improve their local environment.

HINT: The beginning faction can safely ignore roads. They're expensive and labor intensive!

* Peacebond Territories

In certain Eldritch games territories may be peacebonded. No combat can be carried out in these territories.


2.9 CITIES

Some territories contain cities. A city is a concentration of population ranging in size from tiny hamlet to huge metropolis. It improves the civilization level of surrounding territories, provides markets for many goods, and allows the construction of many buildings. A city is in all respects its own territory, albeit one which is completely contained within another. Players can control cities by obtaining ownership just as a normal territory. There is never more than one city within a territory.

If a city is in a coastal territory then the city will also be connected to a water hex and considered a coastal city. Certain buildings (docks and shipyards) can only be built in coastal cities. If there is more than one water hex adjacent to the territory one will be randomly selected for the water connection when the city is founded.

NOTE: The report generated for cities shows both the potential exits from the city, and other surrounding territories. It is NOT possible to move directly from the city into the nearby territories! An entity can only leave a city via one of the listed EXITS.

Unowned cities automatically generate a militia, which will take over the ownership of the city. This unit will be a member of the Townsmen faction [F1] and PROTECT (neutral) and PATROL the city. Militia units, like commoner units, can exceed the maximum racial unit size. Note that townsman faction has a default stance of neutral with all player factions, meaning no player faction will be able to claim titles in a militia-protected city. Militia entities cannot be hired, imprisoned, or subverted.

HINT: Never leave a city you control unoccupied! If you do, the Townsmen will form a militia unit to protect themselves. This includes moving all your entities into buildings within the city.

* Founding Cities

Champions can FOUND a new city in any territory that is not in the area of influence of an existing city. The city's racial makeup is determined from the race currently inhabiting the territory, the terrain of the territory, and the race of the founding champion. Once a city is founded, it will attract sufficient natives to create a measurable population. With time, this population will increase, providing markets and a tax base. Eventually the population will spill out into the surrounding territories, expanding the city's area of influence.

Founding cities can gain victory points for the founder's faction.

SEE ALSO: The FOUND order, VICTORY CONDITIONS.


2.10 BUILDINGS AND VESSELS

Buildings represent small artificial areas contained within territories while vessels are essentially mobile buildings. Vessels specifically do not include small conveyances such as carts and wagons, which are treated as items. Buildings and vessels are referred to generally as structures.

The structures that can be built in a territory are dependent upon the terrain, whether there is a city present, and other structures already in the territory. Many structures can only be built in a city. Buildings are further limited in that only one building of each type can be built in any territory or city.

Buildings will automatically attract an owner if they are in a populated territory and they are empty at the end of the turn. The owner will be a member of the Townsmen faction [F1], and will PROTECT (neutral) the building.

An entity in a structure that wishes to move must first move out into the structure's containing territory.

Structures have the following characteristics:

ID - Each structure has a unique ID, which is the letter 'L', followed by the structure's ID number. The ID is used to refer to the structure in orders.

ACTION POINTS - Vessels have action points, which are used in movement calculations.

MASS - Vessels have mass which is used in movement calculations.

CAPACITY - Capacity determines the maximum mass a structure can contain. Capacity is reduced in damaged or partially completed structures, and overloaded vessels can be destroyed if they are at sea, causing the occupants to drown!.

SIZE - Like territories, structures have a size, which limits the figures which can enter it. Most structures have a size of large.

SEE ALSO: MOVEMENT, VESSEL MOVEMENT, and the SAIL order description.

COMBAT BONUSES - Structures provide combat bonuses to contained entities. These bonuses are detailed in the APPENDIX - COMBAT DETAILS and the APPENDIX - BUILDINGS AND VESSELS. Incomplete buildings provide partial bonuses in combat, so a 20% complete tower provides 20% the normal tower combat bonuses.

SEE ALSO: COMBAT AND STRUCTURES

ECONOMIC BONUSES - Many buildings affect the local economy by providing additional knowledge, demands, or goods in the territory. Many buildings also improve the general civilization level of an area. This increases the maximum population of territories and the influence exerted by cities. Vessels do not affect territories.

STRUCTURE POINTS - Structure points determine how much damage a structure can take before it's destroyed. Each structure point is equal to 5 entity life points for damage purposes. The effectiveness of a structure is proportional to how damaged it is.

UPKEEP - Certain structures must pay upkeep. The owner must pay this each turn. A structure will sustain damage each turn its upkeep is not paid. Structures that are reduced to 0 hit points are destroyed. Damaged structures can still be used, and they can be repaired using the BUILD order.

Only structures that are 90% 'complete' will provide any of the benefits listed above. A structure is complete when 90% of its build costs have been paid. A structure that is not 100% complete (i.e. has materials missing or has sustained damage during the turn) will suffer 1 point of structure damage in the post turn phase unless it was the target of a successful BUILD order during the turn.

* Constructing Buildings and Vessels

Entities with certain skills can build structures. The following conditions must be met to build a new structure:

  1. Each structure has material costs associated with it, which must be paid by the building entity.
  2. For buildings, no other building of the same type can be present in the current location.
  3. The builder must have the necessary skill.
  4. Certain other structures might need to be present.
  5. The current location might need to be coastal or a city.

To begin construction of a structure, an entity must have the required skill, and at least one of the materials required to build it. For example an entity attempting to build a tavern must have at least 2nd level construction and one unit of lumber or stone.

When building structures that require either timber or stone for materials, an entity can use lumber or granite as a replacement material (lumber for timber, granite for stone). Note that this replacement does not work the other way, timber cannot be used for lumber, nor stone for granite.

Each unit of materials required for construction requires one man-month of labor to add to the structure. Once construction begins, all entities working on a structure automatically contribute any needed items they possess to the project. Each entity working on a structure contributes one man-month of labor per figure per LoM of the appropriate skill. When sufficient man-months and materials have been spent, the structure is complete.

The entity beginning work on a structure is automatically placed within and becomes the owner. To work on a partially completed structure, an entity must be within it.

The materials, skills and prerequisite structures for any new structure can be viewed by having any entity issue an appropriate SHOW order.


2.11 LAIRS

Scattered across the face of the world are numerous lairs - ruins, caves, tunnels, and other mysterious places. Lairs have an evil reputation, and are usually inhabited by strange and hostile creatures. Only champions or creatures led by champions will enter lairs.


2.12 TERRAIN FEATURES

When exploring the world map, entities may discover terrain features. Each time a faction discovers one of these features, their discovery generates local gossip about the find. Discovery of terrain features can earn victory points (see VICTORY CONDITIONS).


2.13 THE WORLD MAP

The world map refers to all territories in the game. It consists of the OVERLAND map, a hex map of variable size (the size of the world is reported in each turn report). The east-west and north-south edges of the overland map wrap around and join. In addition to the overland map, there are rumored to be vast caverns and alternate planes of existence, which connect to it at certain locations.

Each territory on the overland map has a coordinate, which defines where it is in the global scheme of things. The upper left corner of the world map is location (0, 0), and numbers increase to the right and down. Each odd column of the map is shifted down to allow for the staggered effect of a hex map. For example:

   ____        ____        ____
  /    \      /    \      /
 /(0,0) \____/(2,0) \____/(4,0)
 \      /    \      /    \
  \____/(1,0) \____/(3,0) \____
  /    \      /    \      /       N
 /(0,1) \____/(2,1) \____/(4,1)   |
 \      /    \      /    \      W-+-E
  \____/(1,1) \____/(3,1) \____   |
  /    \      /    \      /       S
 /(0,2) \____/(2,2) \____/(4,2)
 \      /    \      /    \
  \____/(1,2) \____/(3,2) \____
  /    \      /    \      /

Overland map coordinates are used to target OVERLAND spells.

Note that overland territories have IDs as usual. The IDs of the overland territories begin at L0 in the upper left corner, and increase in left to right, top to bottom order. If either the coordinate or the ID of any territory is known, the other can be determined:

Given the coordinates X, Y:

   ID = (Y * world width) + X

Given the ID:

   X = ID modulo world width
   Y = ID / world width (dropping any fraction)

These calculations can be useful for determining the IDs or coordinates of distant targets.

An overland map territory is adjacent to six other overland territories, and may connect to one or more other territories, depending on local conditions. Non-overland territories connect to one or more other territories depending on local conditions.


2.14 TIME, CLIMATE, WEATHER, AND EVENTS

* Time

The game calendar consists of 16 months of 30 days each. Each month and its associated season affect the overall fertility and average weather of all overland territories. Weather conditions affect combat and movement throughout the year. Each turn in Eldritch represents one month of game time. The following table summarizes the months and seasons (note that seasons are reversed in the southern hemisphere):

Month Season
Eu winter
Krakhaog winter
No spring
Hieao spring
Zaya spring
Siba summer
Alnish summer
Ealum summer
Luo summer
Altdaska summer
Naerok autumn
Rhe autumn
Seradz autumn
Morsk winter
Lezvu winter
Cegim winter

* Climate

As stated previously, each overland territory has a fixed climate type, which modifies its average weather, and fertility.

ARCTIC - Arctic climates are cold and unforgiving. Average winds are high, average temperatures are low. Precipitation is usually in the form of snow. The most common terrain in arctic climates is tundra. The northernmost and southernmost 10% of the world map has an arctic climate.

TEMPERATE - The most common climate is temperate. In this climate, the weather is moderate, and any sort of terrain can be found. The most common form of precipitation in the temperate zone is rain, though snow is found in higher elevations and areas near the arctic regions. Temperate zones extend from the edge of the arctic zone down towards the equator of the world, where the tropical climate takes over.

TROPICAL - Tropical climates are warmer than temperate, and both temperature and precipitation are above average. Most forests are jungle in tropical climates, and tundra is never found, while deserts are more common. The tropical climate dominates the central 30% of the world map.

* Weather

Weather measures the monthly average of the following characteristics for each territory:

PRECIPITATION - The amount of precipitation falling. Precipitation can have a value of none, light, normal, heavy, or extreme. Precipitation affects products available for harvest (extremes lower the amount of product available, normal amounts increase it), and movement (extreme precipitation can increase move costs by 1 AP). The type of precipitation that falls is a function of temperature.

WIND - The average amount of wind. Wind can have a value of calm, light, normal, gusty, or howling. Above average winds increase the costs of movement by 1 or 2 APs, and can damage buildings. In particular, flying units suffer movement penalties from wind. None, gusty, and howling winds affect the strength (+1, -1, -3 respectively) of missile fire attacks in combat situations.

TEMPERATURE - The current temperature relative to the territory's normal temperature. Temperature can have a value of cold, cool, normal, warm, hot. Extremes of temperature lower products available, and can lower morale of entities as well. Extremes of temperature can amplify the effects of precipitation.

* Events

In addition to climate and weather, Numerous other events can occur during the course of a turn. Celestial events occur in each territory each month, and are rumored to affect the flow of magical energies. Each month a different constellation will be ascendant over a territory, and solar and lunar eclipses can occur from time to time. Festivals and ceremonies take place in cities, affecting the local population and economy. Finally, natural events occur randomly across the lands. These can have both good and bad effects. The effects of events are left to player discovery.


2.15 MOVEMENT

Each turn entities can move through one or more locations. The distance that can be moved is determined by the entity's action points, movement capacities, mass (including carried items), the terrain it is trying to move through, local weather, roads, and the effects of magic. An entity will always move using the movement type that uses fewest action points. If an army is moving, each contained entity will move at its best rate, and no entities will ever be left behind. If an entity within an army cannot complete a move, the entire army will not move.

* Movement Types

WALKING - Almost all entities can walk. Walking is the slowest form of travel, but it generally allows the greatest carrying capacity. The average entity can walk 2 to 3 hexes through open terrain in clear weather.

RIDING/RUNNING - Entities with appropriate mounts can ride, and certain races can run. This movement rate is faster than walking in all but the roughest terrain, but most entities can carry less at this speed.

FLYING - Entities with wings or under the effects of certain spells can fly. Flying is the fastest form of transport, though capacities of flying entities are usually quite limited. Also, flying entities are greatly affected by poor weather, and in strong winds or precipitation they are often grounded and forced to walk.

SWIMMING - Swimming entities have the ability to move across water terrain without the aid of vessels. Swimming entities generally move at the same speed as walking entities.

When an entity tries to move into a new location the follow process is used to determine success and see how many action points the move costs (ignoring, for the moment, the effects of PROTECT):

  1. For each movement type possible, the entity's mass is subtracted from its capacity for that movement type. If the result is positive, it means the entity can employ that movement (1).
  2. For each available movement type, the action point cost for the destination is calculated (2).
  3. The lowest action point cost is selected, and if that is less than or equal to the entity's available action points, the entity can complete the move.

(1) Entities moving into or out of structures can complete their move even if they are overloaded.

(2) The destination determines the cost of movement, except when moving into or out of structures or cities. See Buildings, Vessels, and Cities for details.

HINT: Riding is almost always better than walking!

* Combined Movement

When armies (a champion and their followers) move, the combined mass and movement capacities of ALL entities in the army (including the leader) are used in the movement calculations, rather than the individual masses and capacities. Thus a walking champion leading a dragon could actually move at the flying movement rate assuming the dragon has sufficient extra capacity to carry the champion.

WARNING: Using combined movement to enter battle, particularly using flight/swimming over ocean terrain is very dangerous. The loss of a flying entity can result in great loss as the rest of the army drowns!

* Buildings, Vessels, and Cities

The cost of moving into or out of any of these places is always 1 AP, no matter what the destination terrain or conditions.

Entities within a structure must move out of the structure (by specifying its containing territory in a MOVE order or issuing an EXIT order), before they can make further moves, UNLESS they are moving between two ships in the same territory. In this case they can move directly between the two vessels, allowing mid ocean transfers.

Entities leaving a city must first move into one of the exit territories listed before they can move into any territory listed as a nearby location.

* Movement and Protect

If the owner of a destination successfully PROTECTs against a moving entity's faction, the moving entity must use the ATTACK order to advance. Note that entities that cannot be seen by at least one entity of the protecting faction in the destination cannot be protected against.

Protect success or failure involving movement often generates informative messages about intruding and protecting entities for both parties involved.

* Vessel Movement

For a vessel and its contents to move, the ship's owner must have sufficient seamanship (or other skill for unique vessels) to command the vessel in question and there must be sufficient crew available to operate the vessel. To count as crew, an entity must have at least 1st level of the seamanship skill - each additional level counts as an additional sailor (i.e. a 3rd level seamanship figure counts as 3 sailors). Entities that are at least neutral toward the owner's faction and qualify as crew will automatically assist in the sailing of any vessel they are on.

Normal ships can travel through any territory with a terrain type of ocean, underground lake, or coastal territories. Other vessels have different movement restrictions detailed in their individual vessel descriptions. Passengers can board the vessel at any point simply by moving onto it (normal movement limitations apply of course), but may only leave if they can move into the surrounding terrain type (thus walking entities cannot leave the vessel at sea). The exception to this rule is that entities can move directly between vessels (subject to the normal movement rules), anywhere, allowing ship to ship transfers at sea.

Each vessel type has action points that determine how far it can move. The captain of the vessel expends action points equal to the cost of the SAIL order for the first SAIL order issued in a turn. Subsequent SAIL orders have no cost to the captain. Sailors on board are charged 1 AP per territory sailed (beginning with those at the top of the arrival order and charging the number of sailors required to sail the vessel). Other entities being carried by a vessel do not expend action points when the vessel moves. The vessel itself expends action points for each territory it moves into. Mundane vessels pay the SWIM move cost when entering ocean hexes. They pay 8 APs to move into a coastal hex (including cities). Other vessels pay movement costs as appropriate to their movement type.

SAIL, CSAIL, and XSAIL are equivalent in terms of AP costs.

* About CMOVE/XMOVE

These special movement orders allow entities to move through a set of locations repeatedly. They are most useful for setting up supply routes and patrol areas. The CMOVE order will examine the entity's current location, comparing it to each location specified in the order. If it finds a match, it will attempt to move the entity to the next location specified in the order. If for example, the following CMOVE order was given to an entity:

   ---
   @CMOVE L474 L585 L888 L433 L474
   ---

and the entity is currently in L888, it would attempt to move to L433. Note that the first and last locations in the CMOVE list are the same. This allows the entity to circle forever on the given path.

There are a couple of limitations on the CMOVE order:

Creating a path that crosses itself does no good. For example:

   ---
   @CMOVE L55 L66 L77 L66 L88 L55
   ---

It looks as if this will send the entity from L55 to L66 to L77 back to L66 to L88, then back to L55. What will actually happen is the entity will move from L55 to L66 to L77 to L66, then back to L77. Remember that the CMOVE order always starts looking for the entity's current location at the first location listed.

You should always be sure the first and last locations on a CMOVE list are the same. That insures the entity will be able to loop continuously.

The XMOVE order carries out the same sort of movement as the CMOVE order, except it will move the entity as far as possible along the XMOVE track. Also, once the end of the XMOVE order is reached, the entity automatically stops and the order is rewritten with locations reversed. For example if an entity in L100 issues this order:

   ---
   @XMOVE L100 L200 L300 L400
   ---

They will move from L100 to L200 to L300 to L400 (all in one turn if possible), Once they reach L400, the XMOVE order will be rewritten as:

   ---
   @XMOVE L400 L300 L200 L100
   ---

Obviously these orders are most useful when combined with the '@' order option.


2.16 VIEWING

Each entity in the game can see the territory containing it, including all territory information, contained buildings and their owners, and other entities within the territory (subject to the rules of observation and stealth). Each entity can also see minimal information on adjacent territories, weather and magic permitting. Normally an entity can see the direction, terrain, and city within an adjacent territory. However heavy or extreme precipitation and certain spells will reduce what's visible to direction information only. Such territories are marked as obscured.

If an entity is within a structure, it can see the contents of the structure and the structure's containing territory.

If an entity is within a city, it can see (but not move into) the territories surrounding its containing territory.

When entities of other factions are in view, their name, ID, equipped items, and large carried items are automatically seen. Small carried items, skills, and morale are visible through the use of spying.

Entities passing through territories do not see the full details of the area they pass through unless they are SCOUTing.

Entities that pass through a territory may be spotted by entities in the territory. Spotting entities receive a brief report on who they saw and where.

Only entites that are still alive at the end of the turn generate reports. This includes any scouting results the dead entity may have generated.


2.17 OBSERVATION AND STEALTH

Entities with certain skills have OBSERVATION and STEALTH ratings. Entities which are stealthy can only be seen by an entity with an observation rating equal to or greater that the stealth rating of the entity. A stealthy entity is always exposed to factions towards which its faction has a private stance of friendly or allied, and a stealthy entity which is revealing itself (see the REVEAL order), patrolling, or protecting is always visible. The following tables outline the skills which grant stealth and observation ratings. The minimum stealth or observation rating is 0.

* Observation Skills

Skill Observation levels granted
Thievery 1 per 2 levels
Observation 2 per level
Tactics 1 per 3 levels
Hunting 1 per 2 levels

* Stealth Skills

Skill Stealth levels granted
Thievery 2 per level
Observation 1 per 2 levels
Ambush 1 per 3 levels
Hunting 1 per 3 levels

Certain races also have racial bonuses to stealth and/or observation abilities. These bonuses are detailed in the individual race descriptions. Stealth and observation bonuses modify final stealth and observation ratings, not skills.

Stealth and observation values have a random variation of up to plus or minus 20% the entity's calculated stealth/observation (minimum variation is 1). Thus an entity with a calculated stealth of 8 could have an actual value of 6-10. This random variance is increased by a large number of figures in an entity. The stealth value is further modified by the items the entity is carrying, with heavily loaded entities are more likely to be spotted. Finally entities in structures owned by other factions have a -4 penalty applied to their stealth rating.

NOTE: Stealth and observation values shown in turn reports are the base values, unmodified by the random factor.

* Actions Based on Stealth

There are a number of activities that use stealth and observation to determine their success or failure. These actions are available only to champions with the appropriate levels of thievery skill. All such actions take place in three steps:

APPROACH - The entity carrying out the activity approaches the target. Each entity that can view the agent and which is allied, friendly, or of the same faction as the target has a chance of stopping the agent before he or she reaches his or her goal.

PERFORM - If the approach is successful, the agent can attempt to perform the activity. Success is based on the mission, the agent's LoM of the action being done, and the observation rating of the target.

If the target of a stealth action is a building or vessel, the owner's faction is used to determine who will attempt to stop the agent. If the target is unowned, all factions are considered neutral.

The target of a stealth activity is always informed of the action if it succeeds. The identity of the agent is not revealed unless an observing entity could view the agent. If the action fails and the agent was not observed, the activity is not reported to the target.

When determining stealth and observation values, the target's location is used to figure any appropriate modifications (for example the -4 stealth penalty for being in a structure controlled by a different faction).

ESCAPE - Once the determination is made as to the success or failure of the basic mission, the agent must escape the scene of the crime. The chance of escape is based on the agent's stealth and the target's best allied, friendly, or same faction observation present. If the target is dead, subverted, or kidnapped, there is a chance of a clean escape equal to the agent's stealth as a percentage (i.e. a 9 stealth gives a 9% chance of a clean escape). If a clean escape is not made, there is always a minimum 5% chance of the agent being attacked while escaping.

If the escape attempt fails the agent was seen and will be attacked by the observing entity. Once the attack is initiated, it is resolved as if the observing entity had issued an ATTACK order with the agent as the target. Spying is the exception to this rule. Due to its passive nature, a champion engaged in spying has no chance of being attacked. Note that this attack takes place after the mission is actually carried out.

In the following sections, observation refers to the observation rating of the entity attempting to thwart the agent, stealth refers to the agent's stealth rating. Target observation refers to the observation rating of the target entity (or building owner).

IMPORTANT: Stealth rating is not the same as thievery skill! The level of mastery of the following skills is based on thievery, not stealth rating. The thievery skill is required for all the following actions, but the necessary level needed for each listed action can only be discovered by champions with the appropriate skill.

ASSASSINATE - The selective killing of a single figure in an enemy entity. This is most useful against champions. The assassin can target any enemy entity within the same territory.

Chance of stopping = (observation - stealth) * 10%
Chance of success = LoM assassination * 15% - target observation * 5%
Chance of attack (*) = (best observation - stealth) * 10%

KIDNAP - The selective imprisonment of a single champion. The kidnapper can target any enemy champion within the same territory.

Chance of stopping = (observation - stealth) * 10%
Chance of success = LoM kidnap * 15% - target observation * 5%
Chance of attack (*) = (best observation - stealth) * 10%

SABOTAGE - The act of damaging or destroying a building or vessel. The saboteur can target any structure within their territory or their current location. A successful sabotage attempt does 1d3 points of damage per LoM of sabotage. If the mission fails, there is a 25% chance the owner of the structure will spot the saboteur.

Chance of stopping = (observation - stealth) * 5%
Chance of success = LoM sabotage * 15% - target observation * 5%
Chance of attack = (best observation - stealth) * 5%

SPY - The act of learning detailed information about an enemy entity or faction. The spy can target any entity within the same territory, or any faction whose entities he can observe. There is no chance of stopping a spy on the approach. Spying upon an entity will reveal all items being carried by the entity, the entity's combat status and morale, and its skills (though not the levels of the skills). Spying upon a faction will reveal some of the faction's private stances, the faction's relative power and resources, and the faction's trustworthiness. There is a 25% chance the target will notice the spying attempt if it fails.

Chance of stopping = 0%
Chance of success = LoM spying * 15% - target observation * 5%
Chance of attack = 0%

STEAL - The act of taking items from an enemy entity without their knowledge or permission. The stealing entity names the target and what they want to steal before the attempt is made. Any enemy entity within the same territory can be targeted by this order.

Chance of stopping = (observation - stealth) * 5%
Chance of success = LoM stealing * 15% - target observation * 5%
Chance of attack = (best observation - stealth) * 5%

SUBVERT - The act of taking control of an enemy entity by paying for their loyalty. Any entity in the same territory can be targeted by this order. The base chance of subverting an entity is shown below. This chance is further modified by the morale of the target entity, its leadership or leader's leadership, and the amount of money offered to change sides.

Chance of stopping = (observation - stealth) * 5%
Base chance of success = LoM subversion * 10% + money factor
Chance of attack (*) = (best observation - stealth) * 5%

(*) If the target is dead, subverted or kidnapped, there is a 1% per stealth rating of the agent chance of a clean escape with no chance of attack.


2.18 COMBAT

The following discussion gives a broad overview of the combat system in Eldritch.

SEE ALSO: For a more detailed discussion, see the APPENDIX - COMBAT DETAILS.

* Initiating Attacks

Combat takes place when an entity issues the ATTACK order, or two or more entities are in the same territory (or an entity is within the PATROL area of another entity) and faction stances and entity combat status indicate an attack will take place.

Combat always takes place in a territory or city. If an attack is carried out within a building or vessel, then the combat location is the containing territory (though participants may remain in their original building or vessel).

* Participants

Once an attack is initiated, other entities may be drawn into the combat, depending on their combat status, faction stance, and the entities already involved in the conflict.

HINT: It pays to study the locale to see who might be pulled into a combat if you're about to attack someone. Just because an entity isn't in the same place doesn't mean it can't be in the fight.

* The Battlefield

The battlefield consists of a hex grid sized to comfortably contain all forces involved in the combat. Each hex has space for one entity, and has its own terrain type, which can affect both movement and the defenses of any entity within the hex.

* Combat and Structures

If an entity is within a structure at the beginning of combat, they gain the benefits of the structure. Entities that ENGAGE or CHARGE the enemy lose this benefit as they advance. Entities with other strategies may lose this advantage if they move closer to the enemy (one third of the time).

Retreating or fleeing entities within a building automatically leave the battlefield the first time they gain initiative. Retreating or fleeing vessel owners remove themselves, their vessel, and all entities that began the battle on board from the battlefield the first time they gain initiative.

* The Battlefield at Sea

When combat takes place at sea, flying and swimming entities behave normally, but walking and riding entities are limited to the area of the battlefield represented by the vessel(s). Vessels are assumed to be separated until vessels close and grapple with each other. At that point, walking and riding entities can move normally.

Entities aboard a vessel cannot flee or retreat unless they are the ship's owner.

HINT: Trading vessel captains should probably have a strategy of RETREAT or FLEE to avoid losing their entire ship in battle.

* Entity Combat Value

All entities have a combat value calculated for them which is based on the total figures multiplied by entity life, attack values and defense values. Champions gain additional combat value from tactics, ambush, leadership, and magical skills. This value is used to determine final reserve values, control champion battlefield orders, and score victory points.

* Entity Positioning

When combat is initiated, each side's entities will be placed on the battlefield according to their rank and file. the highest ambush skills and missile abilities of each side will determine the distance between front ranks.

HINT: Put your champions in the back. They may be tough individuals, but even the toughest fighter will fall to concentrated attacks from 30 or 40 men.

* Entity Actions

Each time an entity gains the initiative, it can move, cast spells, issue orders, fire missile weapons, engage in melee, or attempt to leave the battlefield. The actions an entity carries out are dictated by their combat strategy. An entity can have a strategy of FLEE, RETREAT, GUARD, SUPPORT, RANGED, ENGAGE, CHARGE, HOLD, or CAST. See the COMBAT order for details on setting combat strategy.

* Combat Target

Once an entity decides what to do, they must decide whom to do it to. The target of an entity's actions is determined by its combat target, which can be one of NEAR, WEAK, STRONG, PUNY, POWERFUL, CHAMPION, MISSILE, MELEE, FLYING, BIG, or SMALL. An entity's combat target is set using the COMBAT order.

* Combat Resolution

Combat is resolved as a series of actions carried out by individual entities. Each acts in an order determined by its initiative and AP usage, and carries out one action. Once an entity has acted, the next entity moves, and so on until the combat is over.

* Ending Combat

Combat continues until one side is destroyed, one side retreats, or both sides are exhausted (30 rounds).

* Post Combat

When the battle is over, the victorious side retains possession of the territory the combat took place in, and the loser is driven into neighboring territories. If there are no safe places to retreat, the losers are trapped and slain outright. Entities that were drawn in from other places will return to their original locations.

Entities with the ability to heal or cast healing spells will attempt to heal their allies. Wounded figures either die or recover from their wounds fully, depending on how wounded they are.

Victorious entities can loot the losers and the dead, gaining a portion of what they were carrying.

All entities that participated in the combat are charged a number of action points, the amount depending on whether they were victorious or defeated.

The local territory will be destabilized by the battle. The local economy may suffer, titles may vanish in the chaos, and production may be harmed.

If the battle was a major victory, the victorious faction(s) can gain a pre-determined number of victory points. Major victories are defined as a battle with non-F1/F2 factions involved on both sides, and total starting combat values of each side of at least 3000.


2.19 THE ECONOMY AND PRODUCTION

Factions in Eldritch can generate funds to maintain their empire by producing items needed by the local population, engaging in trade with other factions, taxing the local population, or by owning buildings which buy or sell products. The following sections discuss the economy and the ways it can provide income.

* Income Sources

BUILDING INCOME - If a building bought or sold items or taught skills during the turn, the building's owner receives a portion of the profits.

DEMANDS - Buildings and native populations generate one or more demands for items. The demands generated by native populations depend upon the population's race, while building demands are determined by the type of building. Though buildings and the native population determine what is demanded, the size of the population and the local civilization level determine how much is demanded. Factions can generate income by meeting these demands.

GOODS - Certain buildings will generate goods for sale. The amount available is dependent upon the size of the native population and the local civilization level. Factions can buy these items for later resale at a profit.

WORK - Each territory with a native population generates work based on its population. Entities that issue the WORK order or which end the turn with sufficient APs automatically work. Note that the amount earned by working may not even be enough to pay an entity's upkeep!

ENTERTAINMENT - Each territory with a native population generates entertainment revenue, which can be earned by entities issuing the ENTERTAIN order. Only entities with the entertainment skill can issue the ENTERTAIN order.

CREATING ITEMS - Entities with the appropriate skills and raw materials can MAKE advanced items to sell or use. Advanced items often have a much greater value than the raw materials used in their construction, making them better trade commodities. Advanced items can also improve combat abilities, improve movement or carrying capacity, or allow the creation of new buildings, so they may be intrinsically useful to the creating faction as well.

HARVESTING - Entities with the appropriate skills and in a suitable location can HARVEST items from the surrounding lands. These items can generally be sold at a profit or be used to make more valuable items. Of course to sell the items they may have to be transported to an appropriate market. The wise trade faction selects its marketplaces with care, as sometimes the cost of getting the goods to market outweighs the profits to be made.

* Taxes

Each territory generates taxes based on local economy and population. The more population, demands, goods, knowledge, and products a territory has, the larger its tax base. Taxes can be collected by entities within a territory. Each figure in an entity collects a base of 30 coins in tax per turn (modified by certain skills).

To collect taxes in a territory, an entity must meet one of the following criteria:

  1. It must be a champion holding a title from either the territory itself, the territory's controlling city, or another territory controlled by the same city.
  2. It must have at least 1st level in some offensive combat skill and be following a champion that meets criteria 1.

For taxation purposes, entities within a structure are considered to be within the containing territory.

Taxes can also be PILLAGEd by military units, but pillaging will harm the economy, and repeated pillaging can destroy the local population.

- Titles

Each title has the following characteristics:

NAME - A description of the title.

TAG - Used to reference the title in orders.

TAX AMOUNT - The maximum taxes this title allows the holder and his followers to collect.

COST - The cost of buying the title.

SKILL - The skill required to CLAIM and hold the title.

Titleholders can lose their title if the title's territory can no longer support it. They can also lose title if:

SEE ALSO: The TAX and TAXING order descriptions.

* Buying and Selling Items

A clever faction can often turn a profit simply by studying the available markets and moving materials between them. Since each market has different demands and prices, sometimes simply acting as a transportation agent can turn a handsome profit. When items are offered for sale and there are multiple buyers, the following process is used to determine who sells what to whom:

For each item type being bought, the buyer offering the highest price and the seller offering the lowest price are paired (the most desperate to BUY and SELL).

First the buyer and seller are checked to see if they will trade with each other. If faction stances are at least neutral they will trade. If a building is responsible for a trade and is protected from the other participant, the transaction will fail.

If the buyer is offering at least the amount the seller is asking, a sale is possible. The actual selling price is negotiated. The price is equal to the adjusted average of the selling price and the buying price. The price is adjusted by the relative negotiation skills of the buyer and seller. The following formula is used:

   bp = buyer price
   sp = seller price
   bn = buyer negotiation skill
   sn = seller negotiation skill
   final price = sp + (((bp - sp) * sn) / (bn + sn))

The deal is made, and the inventories of both parties are adjusted. If either the buyer or seller have completed their offered transaction, it is removed from consideration. Otherwise, the buyer continues to buy with the next available seller.

Note: When buying and selling, the buyer often receives a small break, as the averaging process for prices always rounds down to the nearest whole number of coins.

Example
-------
Bill (nego 4) has offered 10 grain for sale at a price of 14 coins.
Mary (nego 1) has offered 14 grain for sale at a price of 16 coins.
Frank (nego 2) has offered to buy 7 grain at 25 coins.
Jim (nego 8) has offered to buy 8 grain at 21 coins.
John (nego 4) has offered to buy 9 grain at 12 coins.

Frank has the first shot at buying grain, since his offer is the highest. He
negotiates with Bill, and the final price is calculated:
final price = 14 + ((25 - 14) * 4) / (2 + 4))
final price = 14 + (11 * 4) / 6
final price = 21

Frank buys 7 grain at 21, and is done buying. Bill still has 3 grain to
sell. Jim now gets to buy. He first negotiates with Bill, and the final
price is calculated:
final price = 14 + ((21 - 14) * 4) / (8 + 4)
final price = 14 + (7 * 4) / 12
final price = 16

He buys Bill's remaining 3 grain, but still wants 5, so he buys them from
Mary:
final price = 16 + ((21 - 16) * 1) / (8 + 1)
final price = 16 + (5 * 1) / 9
final price = 16

Finally John has no chance to buy grain, as his offer is too low to attract
a seller.
- Wandering Traders

Each turn, wandering traders will appear at various locations, offering to buy or sell a special selection of goods. Wandering traders move about continuously, so the goods they offer and items they're willing to buy change with each appearance.

* Teaching and Studying Skills

The process for determining who studies what with whom is identical to the process used for buying and selling. Remember that the prices shown for teaching are per figure in the student entity.

* City Economies

It is important to watch the economy of a city you're trading in closely. The construction of a new building can have a drastic impact on the marketplace, causing demands to appear or disappear, or prices to fluctuate. In addition, prices will change as the city grows, and the seasons advance.


2.20 VICTORY CONDITIONS

A close ended game of Eldritch ends when the game's victory conditions are met by a faction or a coalition of factions. There are two victory conditions defined:

In the case of multiple possible victors, the highest victory point total wins. In the case of equal victory point totals, single faction victors win out over coalition victors. Faction/faction and coalition/coalition ties are each credited with the victory.

* Victory Points

Victory points are awarded for a variety of things. The following table summarizes the standard ways victory points can be won. The victory point value of the following items vary from game to game. The moderator will provide a game-specific listing of the victory point values for any victory point based game.

Victory Conditions
Total taxes collected in the current turn
Total trade conducted in the current turn
Faction power
Title held at the end of the current turn
Victory point territory or structure owned
Victory point item owned
Victory point entity controlled
New city founded
Major victory won (1)
Territories explored (2)
Terrain feature discovered (3)
Word of Power discovered (4)

(1) Major victories are defined as a battle with player factions involved on both sides, and total starting combat values of each side of at least 3000.

(2) A territory is "explored" by the first player controlled entity that ends a turn in the hex.

(3) Only entities that first explore a territory are given credit for discovering terrain features.

(4) See MAGIC.

* Coalition Victories

Eldritch games can be won by a coalition of factions. A coalition is defined as a group of factions who have the same set of ALLIED private stances. For example:

   ---
   A is allied with B and C
   B is allied with A and C
   C is allied with A and B and D
   D is allied with C

A and B are a coalition because they are mutually allied. C is not part of the coalition because they also have D allied. D and C are not a coalition because C has A and B allied but D does not.

All members of a coalition sum their victory points when determining if they have achieved victory, but coalition wins are more expensive than single faction wins. Each member of the coalition beyond one reduces the value of the coalition's total victory points by a percentage (typically 15%). For example a three faction coalition with 40, 50, and 40 victory points each would have 130 total VP * 70% (100% - 15% * two additional members) = 91 coalition victory points.

In games where a victory point total must be maintained for multiple turns, the members of a coalition must not change in any way to gain credit for a turn of victory points.

* Bragging Rights

Each close ended game that runs to a victorious end earns the victor(s) and runner(s) up a place in the Eldritch Hall of Fame and bragging points. These points are awarded as follows:

For Points Awarded
Single Faction Victor 10 points
Coalition Victor 10 points minus 1 per member beyond 1
Single Faction Runner Up 1/2 the victor(s) point award
Coalition Runner Up 1/4 the victor(s) point award


2.21 ORDERS

* Order Processing

Orders are processed according to the schedule below. All orders in each phase are carried out for each entity within the game before the next phase is begun. Within a single location, orders are processed according to the arrival order of the entities there. Each entity's orders for a given phase are completely processed before the next entity's orders are begun. If an entity has multiple orders for the same phase, they are processed in the order they appear in the orders file.

Within a territory, orders are first carried out for entities within the territory, then for entities within any structures within the territory, in the order the structures appear in the turn report.

The sequence in which territories have their orders processed within a single phase is random, but all territories will complete each phase before any territory starts the next.

BUY, SELL, STUDY, and TEACH orders actually take place immediately after the phase in which the order is processed. All these orders for all entities are first registered, then processed separately from other orders. This is so the proper transaction ordering can be done (see BUYING AND SELLING for details).

Orders that refer to an ALIAS as the target of the order (for example, giving to an alias) are delayed until the phase when the target entity can begin receiving orders. When the order's phase is reached, it is attempted, and if the target is not yet available, the order is re-added to the end of the issuing entity's order list. This process continues until the target is created or the phases are complete. If all phases are completed without executing the order, it is discarded. For example:

   ---
   command c80
   hire new1 5 u44 35
   give new1 100 coin
   give new1 5 iswd
   move l999

   command new1
   name "Guards"
   follow c80
   combat aggressive
   ---

These orders would be processed in the following order:

Phase 7:
   hire new1 5 u44 35   # new1 now exists
   give new1 100 coin   # These give orders were moved to the end of the
   give new1 5 iswd     # orders list
   # ... some other entities perhaps
   name "Guards"        # The new unit starts to process its orders
   combat aggressive    # FOLLOW happens after NAME and COMBAT because
   follow c80           # it normally happens in a later phase
# ... other phases
Phase 10:
   move l999

There are several orders that are designated FULL-TURN orders. Only one full-turn order can be carried out by an entity each turn. Full-turn orders can be combined with non-full-turn orders provided the entity carrying out the orders has sufficient action points available.

The full-turn orders are: BUILD, CAPTURE, CAROUSE, COLONIZE, ENTERTAIN, EXAMINE, FORGET, FOUND, HARVEST, MAKE, SABOTAGE, STUDY, TEACH, WORK.

* Orders and Morale

Entities that suffer from low morale will sometimes refuse orders. Once an entity has refused an order in a turn, they will refuse all susequent orders. The following orders are not affected by morale and always executed normally: ADDRESS, ARTICLE, ARTICLEEND, CAROUSE, CHRISTEN, COMMAND, DESCRIBE, DISBAND, EMAIL, END, FIND, FIRST, FOLLOW, GAME, KEEP, LAST, MERGE, NAME, QUIT, SHOW, TELL, UNKEEP, VACATION, WITHDRAW, WORK.

* Order Limits

See the Order Summary Table in the APPENDIX - ORDER DESCRIPTIONS for details of which types of unit can issue which orders.

* Order Files

Each turn an Eldritch player submits an order file to the game server. This order file contains detailed instructions for each entity the player's faction controls. The game server loads all the order files from all the players, then processes each order for each entity as described in the section on ORDER PROCESSING. Any order file submitted overwrites ALL previous orders. Partial order updates are not supported.

NOTE: The game engine automatically retains a copy of your orders template and will use that as your current orders if you do not submit an orders file.

All orders consist of strings of characters that are parsed by the orders engine. The maximum length of a single line of orders is 255 characters (additional characters are discarded). Each order must be placed on a single line.

The general form of a set of orders is:

   game <game ID> <faction ID> <password>

   [administration orders]

   [faction orders]

   command <ID>
   [entity orders]

   command <ID>
   [entity orders]

   [...]
   end

The GAME and END orders mark the beginning and end of the orders to be processed, respectively. Only one of each should appear in an orders file. Any material before the GAME order or after the END order is discarded.

Orders for the faction, or administrative orders should be placed immediately after the GAME order and before any COMMAND orders.

Each COMMAND order introduces the orders for a specific entity indicated by the ID. All subsequent orders will be given the entity named in the COMMAND order.

SEE ALSO: The GAME, END, and COMMAND orders.

* Templates

Each turn report generated for a faction automatically includes a template set of orders which includes COMMAND orders for all entities in the faction.

* Naming Things

Names, aliases, passwords, and descriptions can contain any printable character except the comment character (#), the double quote ("), the pipe character (|), or the asterisk character (*). If they contain a space or tab character, they must be enclosed in double quotes ("). The following are examples of legal names as they might appear in orders:

  Bill
  "The Mage"
  "Local Security - contact [email protected] for information"
  "$%&^"

* Special Order Information

# is used to delimit a comment within a set of orders. Anything on a line following (and including) the # sign is discarded.

   ---
   name "Legion of Doom" # My cool army
   # This section of orders is for production
   ---

" is used to mark the beginning and end of a string containing white space if it could be confusing in the context. This is handy for names containing spaces. Note that the # character is ignored within quotes.

   ---
   name "Lords of Destruction"
   ---

@ placed in front of an order is used to mark orders which are retained from turn to turn in the orders template generated.

   ---
   command U30
   name "The Tax Men"
   @tax
   ---

Would automatically insert the following in the orders template for U30:

   ---
   # The Tax Men [U30]
   command U30
   @tax
   ---

@ orders that follow a COMMAND order that names an alias are transferred to the resulting new entity. For example:

   ---
   command new1
   name "Caravan"
   @cmove l100 l102 l100
   ---

Would create the following in the next orders template (assuming new1 was successfully created as [U39]):

   ---
   # Caravan [U39]
   command U39
   @cmove l100 l102 l100
   ---

! is used to mark orders which should have their error messages suppressed. This is useful for standing orders that you know are going to cause error messages. For example:

   ---
   # Caravan [U39]
   command U39
   @cmove l100 l102 l100
   @!give c99 corn
   ---

Any failed GIVE orders would be silently ignored.

- is used to mark order which should have normal messages suppressed. This is useful if you really don't care about an order's result. For example:

   ---
   # Caravan [U39]
   command U39
   @-cmove l100 l102 l100
   ---

Only failures of the CMOVE order would be reported.

+N allows you to delay an order until a future turn and have it automatically count itself down and go off when you say. You accomplish this by prefixing the order with +N, where N is the number of turns to delay the order. For example if you submitted the following:

   ---
   +2 move ne
   ---

Next turn in your orders template it would be:

   ---
   +1 move ne
   ---

Then:

   ---
   move ne
   ---

Note that delayed orders are automatically retained (as if they had an '@' in front of them) until they go off. Once they go off, they're removed. '@' and delayed orders can be combined. For example if you had a group you wanted to move across four or five hexes, then start working, you could do:

   ---
   command u888
   move ne n
   +1 move ne n
   +2 @work # This could also have been written @+2 work
   ---

And the orders would be processed in the sequence they're listed. After three turns you would have:

   ---
   command u888
   @work
   ---

In your orders template. This allows you to submit orders for turns where you won't be able to send an orders mail (because your orders template is automatically used as the default set of orders for your faction).

$N allows you to execute orders indexed to specific months. The months are numbered 1-16, and by specifying $N, where N is the month you want the order to go off, you can have a repeated order. For example:

   ---
   $1 work
   ---

This would cause the unit to WORK each Eu. Even better you could set up a well trained military unit like so:

   ---
   $1 study blde
   $2 study mane
   $3 study prry
   $4 study endu
   ...
   ---

For convenience, the current turn's index is listed at the beginning of the turn report immediately after the turn number. Again, indexed orders are treated as if they had a '@' character in front of them.

+N or $N can appear with '!' or '@' in any combination, but including both +N and $N is illegal. Thus any of the following are legal:

   ---
   +5!@ move n
   $5@! move n
   @!+5 move n
   ---

%X/Y or %Y is used to establish a variable cyclic counter that counts down X and executes the given order every Y turns. For example:

   ---
   %0/3 move n
   ---

Means execute MOVE N now and in three turns. In the next template the order would be rewritten as:

   ---
   %2/3 move n
   ---

Then:

   ---
   %1/3 move n
   ---

And so on. If you write the initial order as %Y instead of %X/Y it is interpreted as %0/Y, meaning the order will go off in the current turn and again in Y turns. % orders are retained in the orders template.

The special order modifiers are ignored for GAME, END, ARTICLE, ARTICLEEND orders.

* COMMAND and Order Modifiers

Using @, %X/Y, +N, and $N with a COMMAND order are special cases. These modifiers can only be used when the parameter to the COMMAND is an ALIAS (all other cases silently ignore the modifiers). Under these conditions, the orders following the command are added to the aliased unit normally, but the modified COMMAND order and all following orders (up to the next COMMAND order) are also retained by the previous entity. This is useful to establish a set of standing orders for creating new units. For example:

   ---
   command C100
   @hire NewGuys 5 commoner 30

   @command NewGuys
   set defensive engage near rank1 center
   @study blde
   ---

Would end up looking like this in the following turn's template (assuming the HIRE worked):

   ---
   command C100
   @hire NewGuys 5 commoner 30

   @command NewGuys
   set defensive engage near rank1 center
   @study blde

   command U549 # This was the unit created last turn.
   @study blde
   ---

Or even fancier:

   ---
   command C100
   @hire New1 5 commoner 30
   @hire New2 5 commoner 30

   %0/2command New1
   name Swordsmen
   set defensive engage near rank1 center
   @study blde

   %1/2command New1
   name Archers
   set defensive ranged near rank3 center
   @study mssl

   @command New2
   name Horsemen
   set avoid retreat near rank7 left3
   @study amst
   ---

Next turn (assuming HIREs both work) you would have:

   ---
   command C100
   @hire New1 5 commoner 30
   @hire New2 5 commoner 30

   %1/2command New1
   name Swordsmen
   set defensive engage near rank1 center
   @study blde

   %0/2command New1
   name Archers
   set defensive ranged near rank3 center
   @study mssl

   @command New2
   name Horsemen
   set avoid retreat near rank7 left3
   @study amst

   # Swordsmen [U467]
   command U467
   @study blde

   # Horsemen [U468]
   command U468
   @study amst
   ---

Then the next turn:

   ---
   command C100
   @hire New1 5 commoner 30
   @hire New2 5 commoner 30

   %0/2command New1
   name Swordsmen
   set defensive engage near rank1 center
   @study blde

   %1/2command New1
   name Archers
   set defensive ranged near rank3 center
   @study mssl

   @command New2
   name Horsemen
   set avoid retreat near rank7 left3
   @study amst

   # Swordsmen [U467]
   command U467
   @study blde

   # Horsemen [U468]
   command U468
   @study amst

   # Archers [U709]
   command U467
   @study mssl

   # Horsemen [U710]
   command U468
   @study amst
   ---


[3] APPENDICES


3.1 APPENDIX - GETTING STARTED

This section provides some basic guidance for getting started in Eldritch, and is not required reading by any means. The beginning player might pick up some hints and tips here if they feel lost.

* Exploration

It pays to send out a small number of unskilled, single-figure scouts (not champions!) to explore the neighboring territories. Finding good sources of raw materials and potentially dangerous locations (magical nodes and lairs) is critical to a faction's success. Don't be too concerned if your scouts get killed or desert due to poor morale, they're cheap and easy to replace.

Don't forget you have to move into a city's containing territory BEFORE you move to neighboring locations.

HINT: Nodes provide a good place to learn magic, but they are also occupied by dangerous creatures and subject to wild magic. Be careful!

* Tax Base

It's always a good idea to establish a tax base early on in the game. When starting out, claim the best title in or near your starting at once and start taxing. If you find a nearby location with good resources and a title available, claim it quickly and start taxing there too. Paying for titles is a good use of your starting faction fund, but don't spend so much doing so that you can't afford troops to do your taxing!

HINT: If you establish your tax base in the territory containing a militia protected city, the town militia will help defend the area from creature incursions!

* Beginning Skills

Early on, the skills you have your entities study should reflect your long term goals. If you're going to be a peaceful trade and production faction, have your champions study negotiation, administration, and craft skills. If you plan on making war, study combat skills, tactics and ambush.

The craft skills you should study depend on what you want to develop nearby. Agriculture, animal mastery, mining, lumbering, and construction are all important first skills, as they allow you to start providing cities with goods they want, build new structures, and harvest the raw materials for weapons. Later, weaponsmith, bowyer, armorer, and engineering skills will allow the creation of weapons and the construction of fortifications.

HINT: Leaving a champion in your starting city as a trade agent is a good way to establish a trade route.

* Taking the City

When you begin playing Eldritch, you usually only control a small area, but obviously controlling cities is a good thing. When you build sufficient forces to wipe out a city's militia, give it a shot. Remember to have a champion with tactics and ambush skill available to support your troops. Militia units can be well equipped and well armed, so it pays to have at least a two to one advantage over the militia forces.

Spell casters can swing the balance in the player's favor. Using either offensive spells to attack the militia or defensive spells to aid their own troops, magic users can provide a crucial edge. A summoned creature or two can be a big help too.

Remember that combat in a city will cause chaos and disrupt the local economy. Don't be surprised if demands and goods drop for a few turns after a battle takes place. Claim any titles available with strong leaders to reassure the local population.

HINT: Missile weapons (even the lowly sling) will allow you to hit the enemy before they can hit you.

* City Building

As soon as you can, start building up any city you take. Remember that many buildings require other buildings be constructed before they can be built, so do some research before you start building. Good early choices for new construction are stables, smiths, markets, taverns, shrines and towers.

HINT: The greater the development of a city, the greater the population of the surrounding territories. Building a city increases the tax base of neighboring territories too! The downside is the bigger the city the bigger its militia! Try and take over a city before you start building it up.

* Trade

An easy way to generate money early on is to start farming nearby territories. Almost every city will have a granary or mill, which will demand grains. Grains are easy to harvest and not too heavy to transport except for the weakest of races. Establish a trade route between the grain production territory and the city, and keep an entity in town to do the actual trading. He'll gradually improve his negotiation skill as he sells grain for your faction. He can either give the profits back to the caravan to distribute to the farmers or hire new entities in town.

HINT: Become familiar with the CMOVE / XMOVE orders to establish maintenance free trade routes. Leaving an agent in each city you find as a trade agent is a good way to establish a trade route.

* Raid

If you find a group of weak creatures nearby, build a force you think will be able to kill them and attack. Creatures often carry valuable treasure which can greatly benefit your faction. Be careful you don't bite off more than you can chew though! Use the SHOW order to find out about new races.

HINT: If you spot a group of creatures that you can capture, make sure you do! Captured creatures are a nice addition to combat capabilities.

* Magic

Magic is an important element in the game, but don't devote too much effort to it early on. Magic skills are expensive to study, and advanced spells require rare herbs and gems as components.

HINT: If you find a source of magical components, try to figure out which spellcraft skill the component is used for, then study that skill.


3.2 APPENDIX - ORDER DESCRIPTIONS

* Order Summary Table

This table summarizes the following information for all available orders:

Order - The name of the order.

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

Full Turn - Is this a full turn order.

AP cost - The base AP cost of the order.

Priority - The phase the order is processed in.

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

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

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

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

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

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

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

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

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

* Order Processing Schedule

Phase Orders
--- ACTION AND SPELL POINTS RESTORED TO MAXIMUM, SPELLS EXPIRE, UNCONTROLLED UNITS DETERMINE THEIR ACTIONS FOR THE TURN
0 ADDRESS, ALIAS, ARTICLE, ARTICLEEND, COMMAND, DECLARE, DONATE, EMAIL, END, FIND, GAME, OPTION, QUIT, STANCE, VACATION
1 BESTOW, CHRISTEN, COMBAT, COMMENT, DESCRIBE, NAME, NOLOOT, PATROL, RELINQUISH, REVEAL, SHARE, SHOW, SPELLS, TAXING, TELL
--- COMBAT CHECK PERFORMED
2 DROP, DROPALL, SPLIT, UNEQUIP
3 DISBAND, GIVE, GIVEALL, LEAVE, MERGE, TRANSFER
4 DEMOTE, DEPOSIT, ENTER, EXIT, FIRST, LAST, PILLAGE, PROMOTE, TAKE, TAKEALL, WITHDRAW
5 CLAIM, EQUIP, FOLLOW, KEEP, PROTECT, UNKEEP, USURP
6 DESTROY, FORAGE, TAX
7 ASSASSINATE, BLESS, CAST, DECIMATE, HIRE, IMPRISON, KIDNAP, PACIFY, RALLY, SACRIFICE, SETRANSOM, SMITE, SPY, STEAL, SUBVERT, USE
--- COMBAT CHECK PERFORMED
8 BUY, PAYRANSOM, SELL
--- BUY/SELL transactions processed.
9 CAPTURE (F), RELEASE, SLAY
10 ATTACK, CMOVE, CSAIL, GOTO, MOVE, PORTAGE, SAIL, XMOVE, XSAIL, SCOUT
--- COMBAT CHECK PERFORMED
11 BUILD (F), COLONIZE (F), EXAMINE (F), ENTERTAIN (F), FORGET (F), FOUND (F), HARVEST (F), MAKE (F), SABOTAGE (F), WORK (F)
12 CAROUSE (F)
13 STUDY (F), TEACH (F)
--- STUDY/TEACH transactions processed.
14 MARKETBUY, MARKETSELL, PASSWORD
--- UPKEEP CHARGED, PRISONERS ATTEMPT ESCAPE, OVERLOADED ENTITIES DUMP EXCESS OR DROWN, OVERLOADED VESSELS SINK, WORLD ECONOMY UPDATED, SPELL EFFECTS "GO OFF" (1), POPULATION AND WEATHER UPDATES PERFORMED, TOWNSMEN CLAIM EMPTY STRUCTURES
--- TURN REPORTS GENERATED

(1) - This refers to non-instant spells that have periodic effects such as damaging spells. All other spells affect their targets when they are cast.

* The Orders

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

The keyword ENTITY can refer to any of the following:

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

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

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

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

FACTION refers to a faction's ID.

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

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

NUMBER refers to a simple number.

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

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

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

TITLE refers to the tag or name of a title.

Other references are described in the individual order descriptions.

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


Order: ADDRESS PASSWORD NEW-ADDRESS

Priority: 0 Action Points: 0

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


Order: ALIAS NEW ENTITY

Priority: 0 Action Points: 0

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


Order: ARTICLE [SIGNED]

Priority: 0 Action Points: 0

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


Order: ARTICLEEND

Priority: 0 Action Points: 0

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


Order: ASSASSINATE ENTITY

Priority: 7 Action Points: 6

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


Order: ATTACK LOCATION | ENTITY

Priority: 10 Action Points: 0

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

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

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

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

If the target of an ATTACK order is a LOCATION, the attack will be converted to a MOVE (or SAIL) order if either the target is unowned (or no owner is visible), or the issuing entity's faction is at least friendly with the target owner's faction, and the target is not protected against the issuing faction.


Order: BESTOW CHAMPION

Priority: 1 Action Points: 0

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


Order: BLESS LOCATION | ENTITY

Priority: 7 Action Points: 3

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


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

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

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

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

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


Order: BUY [NUMBER1] ITEM [NUMBER2]

Priority: 8 Action Points: 0

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


Order: CAPTURE NEW CREATURE [NUMBER]

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

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

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

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


Order: CAROUSE

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

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


Order: CAST SPELL [STRING1] [STRING2]

Priority: 7 Action Points: 0

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


Order: CHRISTEN STRING

Priority: 1 Action Points: 0

An entity issuing the CHRISTEN order gives its current location the name indicated in STRING. Note that a STRING containing spaces must be enclosed in double quotes ("). Only the owner of a location may issue this order. Christening a city costs $50, and christening a territory costs $100. Cities and territories can only be christened once!


Order: CLAIM TITLE

Priority: 5 Action Points: 1

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


Order: CMOVE DEST [...]

Priority: 10 Action Points: 0

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

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


Order: COLONIZE

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

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


Order: COMBAT PARAMETERS

Priority: 1 Action Points: 0

The COMBAT order is used to set any or all of the issuing entity's combat values. Any combination of the following parameters can be given to the COMBAT order. See the COMBAT documentation for details on what each means.

CombatAGGRESSIVE, DEFENSIVE, AVOID
StrategyFLEE, RETREAT, GUARD, SUPPORT, RANGED, ENGAGE, CHARGE, HOLD, CAST
TargetNEAR, WEAK, STRONG, PUNY, POWERFUL, CHAMPION, MISSILE, BIG, SMALL, MELEE, FLYING
RankFRONT, RANK1, RANK2, RANK3, RANK4, RANK5, RANK6, RANK7, REAR
FileLEFT3, LEFT2, LEFT1, CENTER, CENTRE, RIGHT1, RIGHT2, RIGHT3
WimpyWIMPY NUMBER
ReserveRESERVE NUMBER

FRONT / RANK1, CENTER / CENTRE, and RANK7 / REAR are synonyms.

Only Champions can use the WIMPY NUMBER option. WIMPY values range from 30 to 100 inclusive.


Order: COMMAND ENTITY

Priority: 0 Action Points: 0

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


Order: COMMENT STRING

Priority: 1 Action Points: 0

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


Order: CSAIL DEST [...]

Priority: 10 Action Points: 4

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

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


Order: DECIMATE

Priority: 7 Action Points: 4

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


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

Priority: 0 Action Points: 0

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


Order: DEMOTE

Priority: 4 Action Points: 0

An entity issuing a DEMOTE order automatically moves to the last spot in the arrival order (if they are not following a champion), or the last spot in their current army (if they are following a champion).


Order: DEPOSIT NUMBER

Priority: 4 Action Points: 0

Deposit the indicated NUMBER of coins into your faction inventory. Each deposit has 20% deducted from it for the administrative cost of performing the deposit. If the champion does not have sufficient funds to deposit the amount indicated and pay the fee, no deposit is made. An unprotected banking structure must be in the same territory as the champion issuing the DEPOSIT order. DEPOSIT is not affected by SHARE. Only coins may be deposited into the faction inventory.


Order: DESCRIBE STRING

Priority: 1 Action Points: 0

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


Order: DESTROY [ITEM]

Priority: 6 Action Points: 4

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


Order: DISBAND CONFIRM

Priority: 3 Action Points: 0

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


Priority: 0 Action Points: 0

DONATE AMOUNT

DONATE the given AMOUNT to the sponsored players fund. The donated amount will be transfered from the donating player's account to the general sponsored player's fund.

AMOUNT should be specified as a bare number (i.e. 10, 5.00, .25, etc). The maximum donation accepted by this order is 10.00. Larger donations can be submitted directly to the moderator.


Order: DROP [NUMBER] ITEM [OUTSIDE]

Priority: 2 Action Points: 0

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


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

Priority: 2 Action Points: 0

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


Order: EMAIL PASSWORD NEW-ADDRESS

Priority: 0 Action Points: 0

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


Order: END

Priority: 0 Action Points: 0

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


Order: ENTER LOCATION

Priority: 4 Action Points: 1

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


Order: ENTERTAIN

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

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


Order: EQUIP ITEM [ITEM ...]

Priority: 5 Action Points: 0

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


Order: EXAMINE ITEM

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

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


Order: EXIT

Priority: 4 Action Points: 1

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


Order: FIND FACTION

Priority: 0 Action Points: 0

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


Order: FIRST ITEM

Priority: 4 Action Points: 0

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


Order: FOLLOW CHAMPION

Priority: 5 Action Points: 0

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


Order: FORAGE

Priority: 6 Action Points: 2

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


Order: FORGET SKILL

Priority: 11 Action Points: 10

Forget the indicated SKILL. When this order is issued the entity will forget everything they know about the skill.


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

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

Attempt to found a new city in the current territory. Only champions may issue this order. The champion attempting to found the city must have at least 5th level skill in leadership and administration, be carrying 100 timber, 100 stone, 100 lumber, 10000 coin, and be followed by an army of at least 500 figures that can contribute at least 8 action points each. If founding the city is successful, it will be named STRING. If one or more ENTITYs are specified they will be used to establish the basic racial makeup and population of the city.


Order: GAME GAME-ID FACTION PASSWORD NUMBER

Priority: 0 Action Points: 0

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


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

Priority: 3 Action Points: 0

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


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

Priority: 3 Action Points: 0

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


Order: GOTO DEST | ENTITY

Priority: 10 Action Points: 0

Move towards the indicated location or entity by the best possible route. An entity will move as far as possible along the route. The GOTO order will only find paths to locations that are within 30 moves of the issuing entity.

GOTO only considers locations that have been visited (in the case of territories), or seen (in the case of buildings/vessels), by the issuing entity's faction. More specifically you must have received a full report on a territory in some previous turn for it to be considered as part of a GOTO path. Territories that you have simply passed through DO NOT count!

Vessels targeted by the GOTO order must be owned by the same faction as the issuing entity. Only same faction entities can be selected as the target of this order.


Order: HARVEST [NUMBER] ITEM

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

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


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

Priority: 7 Action Points: 2

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

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

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

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


Order: IMPRISON CHAMPION

Priority: 7 Action Points: 4

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


Order: KEEP ITEM

Priority: 5 Action Points: 0

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


Order: KIDNAP CHAMPION

Priority: 7 Action Points: 6

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

KIDNAP is resolved using the normal stealth based actions rules.


Order: LAST ITEM

Priority: 4 Action Points: 0

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


Order: LEAVE

Priority: 3 Action Points: 0

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


Order: MAKE ITEM

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

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


Order: MARKETBUY NUMBER1 ITEM NUMBER2

Priority: 14 Action Points: 0

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


Order: MARKETSELL NUMBER1 ITEM NUMBER2

Priority: 14 Action Points: 0

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


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

Priority: 3 Action Points: 0

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


Order: MOVE DEST [...]

Priority: 10 Action Points: 0

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

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


Order: NAME STRING

Priority: 1 Action Points: 0

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


Order: NOLOOT 0 | 1

Priority: 1 Action Points: 0

If NOLOOT is set to 1, the entity in question will loot as normal after a battle, but any loot recovered will be left upon the battlefield (possibly to be picked up later by looting units). This option can be used to insure an army on the move does not pick up extra gear that may stop them from making a critical move. NOLOOT 0 restores normal looting behavior. See the OPTION for setting NOLOOT faction wide.


Order: OPTION PARAMETERS

Priority: 0 Action Points: 0

The OPTION order is used to set one or more faction wide options. The options to be set are specified by the parameters, which can be any combination of the following:

ATTACHMENT | NOATTACHMENT: Send reports as file attachments or as part of a regular message. See also the ZIP/NOZIP and GZIP/NOGZIP options.

BRIEF 1 | 0: Setting BRIEF YES shows all skills, items, and races in the brief format (tag only shown), rather than the standard long format. BRIEF NO restores the default long format behavior.

COMPUTER 1 | 0: This option controls the computer readable turn report. COMPUTER YES turns on the report, COMPUTER NO turns it off. When generated, the computer readable report is mailed as a separate message to the player.

DETAIL 0 - 5: This sets the the detail level of combat reporting for your faction. 0 is the least detailed report, 5 is the most detailed. The default DETAIL value is 3.

GZIP/NOGZIP: Send reports as file attachments that have been compressed with gzip, a freely available archiver. GZIP and NOGZIP imply ATTACHMENT and NOATTACHMENT respectively.

NEWS 1 | 0: A faction issuing the NEWS YES order will start receiving the Eldritch Chronicle. Issuing a NEWS NO order will cancel the Chronicle. The default value for NEWS is YES.

NOLOOT 1 | 0: This option sets all entities under the faction's control to the indicated NOLOOT value. See the NOLOOT order for details.

SHARE 1 | 0: This option sets all entities under the faction's control to the indicated SHARE value. See the SHARE order for details.

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

WIDTH NUMBER: This sets the faction's turn report width to NUMBER. NUMBER must be greater than 40. The default report width is 78.

WIMPY NUMBER: This order sets the wimpy value for all champions in the faction to NUMBER. Individual champion wimpy values can be set with the COMBAT order.

ZIP/NOZIP: Send reports as file attachments that have been compressed with zip, a commonly used archiver. ZIP and NOZIP imply ATTACHMENT and NOATTACHMENT respectively.


Order: PACIFY NUMBER

Priority: 7 Action Points: 3

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

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


Order: PASSWORD OLD-PASSWORD NEW-PASSWORD

Priority: 14 Action Points: 0

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


Order: PATROL 0 | 1

Priority: 1 Action Points: 0

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


Order: PAYRANSOM CHAMPION1 ( CHAMPION2 | ( NUMBER ITEM ) )

Priority: 8 Action Points: 0

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

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


Order: PILLAGE

Priority: 4 Action Points: 5

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


Order: PORTAGE VESSEL DEST

Priority: 10 Action Points: 3

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


Order: PROMOTE ENTITY

Priority: 4 Action Points: 0

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


Order: PROTECT 0 | STANCE

Priority: 5 Action Points: 0

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

The PROTECTOR is defined as the entity that is actually PROTECTing plus are all same-faction entities in the same territory, including entities in structures. INTRUDER is defined as the entity that is carrying out the possibly blocked action plus all same-faction entities in the same territory, including entities in structures. If movement is involved the entire moving stack is considered in the destination territory for purposes of protect determination. If the protected location is a building the entire territory is considered for purposes of protect resolution.

Protect success or failure is determined by comparing the protector total CV versus the intruder total CV. If the intruder has five times the protector's CV the protection is broken and the intruder can carry out the action normally. In all other cases the intruder's action fails.

Protect success or failure may generate informative messages for both the intruder or protector factions.


Order: QUIT PASSWORD

Priority: 0 Action Points: 0

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


Order: RALLY [ENTITY]

Priority: 7 Action Points: 2

A champion issuing this order attempts to rally the indicated ENTITY by spending time with them, giving speeches, and the like. The ENTITY targeted by a RALLY order gains an immediate morale check with a bonus determined by the champion's leadership skill. Champions can only rally entities of their own or allied factions. Unthinking entities and prisoners cannot be rallied.

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


Order: RELEASE

Priority: 9 Action Points: 0

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


Order: RELINQUISH

Priority: 1 Action Points: 1

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


Order: REVEAL 0 | 1

Priority: 1 Action Points: 0

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


Order: SABOTAGE LOCATION

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

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


Order: SACRIFICE [NUMBER] ITEM

Priority: 7 Action Points: 1

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


Order: SAIL DEST [...]

Priority: 10 Action Points: 4

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

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


Order: SCOUT [ 0 | 1 ]

Priority: 10 Action Points: 3

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

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

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

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


Order: SELL [NUMBER1] ITEM [NUMBER2]

Priority: 8 Action Points: 0

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


Order: SETRANSOM [ CHAMPION | ( NUMBER ITEM ) ]

Priority: 7 Action Points: 0

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


Order: SHARE 0 | 1

Priority: 1 Action Points: 0

An entity receiving the SHARE 1 order will automatically share any coins they have with all other sharing, same-faction entities in the same territory. SHARE 0 prevents the unit from sharing. SHARE considers entities in structures to be within the containing territory. SHARE specifically does not apply to DROP, DEPOSIT, GIVE, GIVEALL or SACRIFICE orders. See the OPTION for setting SHARE faction wide.


Order: SHOW STRING [LEVEL]

Priority: 1 Action Points: 0

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


Order: SLAY [PUBLIC]

Priority: 9 Action Points: 0

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


Order: SMITE LOCATION | ENTITY

Priority: 7 Action Points: 3

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


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

Priority: 1 Action Points: 0

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


Order: SPLIT NEW NUMBER

Priority: 2 Action Points: 0

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

SPLIT only transfers figures to the new unit. Inventory is not transferred.


Order: SPY ENTITY | FACTION

Priority: 7 Action Points: 4

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


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

Priority: 0 Action Points: 0

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


Order: STEAL ITEM ENTITY

Priority: 7 Action Points: 3

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


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

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


Order: SUBVERT NEW ENTITY NUMBER

Priority: 7 Action Points: 4

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


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

Priority: 4 Action Points: 0

Take up to NUMBER ITEMs from either ENTITY or LOCATION, provided they are actually in the same territory as the entity issuing the order. If no ENTITY or LOCATION is given the issuing entity's current location is assumed. If one of the move keywords is specified, the entity will take only as much as it can carry using that movement type. If no amount is specified, all such ITEMs are taken. Any number of different items can be specified subject to the maximum order length limit.


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

Priority: 4 Action Points: 0

Take all unequipped, unkept items from ENTITY or LOCATION. If no ENTITY or LOCATION is given the issuing entity's current location is assumed. TAKEALL is not affected by SHARE. If one of the movement rates is specified, the issuer will take only as much as they can carry at the given movement rate. Note that locations do not equip or keep items, so TAKEALL will take all available items from them.


Order: TAX

Priority: 6 Action Points: 3

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


Order: TAXING 0 | 1

Priority: 1 Action Points: 0

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


Order: TEACH SKILL [NUMBER1] [NUMBER2]

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

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


Order: TELL ENTITY [QUIET] STRING

Priority: 1 Action Points: 0

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


Order: TRANSFER FACTION [ALIAS]

Priority: 3 Action Points: 0

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

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


Order: UNEQUIP ITEM [ITEM ...]

Priority: 2 Action Points: 0

The current entity will unready the indicated ITEM(s).


Order: UNKEEP ITEM

Priority: 5 Action Points: 0

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


Order: USE ITEM [STRING]

Priority: 7 Action Points: 2

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


Order: USURP TITLE [NUMBER]

Priority: 5 Action Points: 2

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


Order: VACATION [STRING NUMBER]

Priority: 0 Action Points: 0

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


Order: WITHDRAW NUMBER [ITEM]

Priority: 4 Action Points: 0

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


Order: WORK

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

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


Order: XMOVE DEST [...]

Priority: 10 Action Points: 0

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

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


Order: XSAIL DEST [...]

Priority: 10 Action Points: 4

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

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


3.3 APPENDIX - COMMON ITEMS

* Agricultural Goods

The easiest agricultural products to find and HARVEST are the grains, wheat [whea], oats [oats], barley [barl], corn [corn] and rice [rice]. These products make a good basis for trade, as almost any city will demand one or more grain. All of these products are harvested using the agriculture skill.

* Animals

Initially animals are more important as a source of transportation than as a trade item. Finding wild horses [whor], camels [wcam], or reindeer [wrei] early on allows you to MAKE horses [hrse], camels [came], or reindeer [rein], which can be used to transport goods. All of these are HARVESTed using the animal mastery skill.

Food animals can be HARVESTed using the ranching skill, but generally these are less important for the beginning faction as only larger cities will have significant markets for food animals.

* Materials

To create structures, you will need access to both stone [ston], and timber [timb]. Stone is HARVESTed with the mining skill, timber with the lumbering skill. Lumbering also allows the HARVESTing of oak [oak], a basic weapon material, and the MAKING of lumber [lmbr]. BUILDing of fortifications will require granite [gran], which can also be HARVESTed with the mining skill.

* Weapons

The crudest weapons, slings [slin] and clubs [club], require only basic skill and materials to MAKE. Basic weaponsmith skill, and leather or timber will allow the creation of these crude weapons.

To create more advanced weapons, you will need a source of metal. The easiest metal to obtain is bronze [bron] that can be MADE from tin [tin], copper [copp], and coal [coal]. All of this can be done using the mining skill. Once you have bronze, you can MAKE basic weapons such as bronze broadswords [bswo], maces [bmac], and daggers [bdag]. The addition of oak allows the creation of spears [bspe], javelins [bjav], and some pole arms. More advanced weapons can be made from iron and other, more advanced materials. Missile weapons are more difficult to make, generally requiring special materials and higher skill levels. All weapons require the weaponsmith or bowyer skills to MAKE, while most of the materials for weapons are harvested or made using the mining, or lumbering skills.

* Armor

Making armor requires access to metal (see the Weapons section above) and leather, which can be MADE from hides using the weaving skill. Lightweight armor and shields can be made using only hides, leather and oak, but the protection provided is minimal. All armor requires the armorer skill to make.

* Items and Magic

Advanced spells and magic items all require components to use/make. Each sphere of magic has an herb and a gemstone that is used to power its spells and items. Creating magic items also requires body parts of strange creatures as components. Finding a source of these herbs and gems is important for a magic using faction. Herbs can be harvested using the woodcraft skill, and gems can be harvested with the mining skill. Gems and herbs won't even be noticed by unskilled entities.


3.4 APPENDIX - BASIC SKILLS

Each time an entity reaches a new level in a new skill, the faction will automatically receive a skill report for the skill. The following are the skill reports received for each skill at novice level:

Skill: administration [admi] (novice): Champions with the administration skill increase the amount of taxes each figure under their command collects in a territory by 7% per level (reduced by 50% for each additional leader between the taxer and the champion). They are also less likely to lose a title they have claimed if they are not present in the title's territory.

Skill: agriculture [agri] (novice): Entities with the agriculture skill can harvest agricultural products from the land. Increased skill levels increase both the kinds and amounts of products that can be harvested. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: barley [barl], corn [corn].

Skill: air [airs] (novice): Allows the casting of spells involving the sphere of air. Champions with knowledge of air spellcraft may not study earth spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MAJOR sphere of magic.

Skill: ambush [ambu] (novice): This skill covers the use of cover and surprise in combat and determines success in the critical opening moments of combat. Ambush determines the relative locations of opposing sides and the initial initiative bonus or penalty given to each entity at the beginning of combat. Each three levels of difference in ambush gives a -1 initial initiative adjustment to the side with the higher skill. Only the highest ambush skills on each side are considered. It costs $20 per turn to study. Only champions may learn this skill. This skill is a COMBAT skill.

Skill: animal mastery [amst] (novice): This skill allows the harvesting of and maintenance of pack animals such as horses, llamas, and elephants. It also allows an entity to capture and control creature units such as wargs, bears, and wyverns. Higher levels of animal mastery allow the taming of more exotic creatures. Each LoM for a specific creature increases the number of creatures that can be captured per turn by one. Each level of animal mastery beyond novice allows each figure to maintain two additional pack animals or animal powered conveyances. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: wild horse [whor].

Skill: armorer [armo] (novice): This skill allows the creation of all forms of armor. Each LoM for a specific armor increases the amount per turn that can be created. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the making of: hide shield [hshd].

Skill: artifice [arti] (novice): A champion with this skill can use their knowledge of magic to create items of great power. These include scrolls, potions, amulets, rings, and weapons. Each sphere of magic has its own particular items it allows, but to create any of them requires the skill of artifice as well. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a CRAFT skill.

Skill: ash [ashs] (novice): Allows the casting of spells involving the sphere of ash. Champions with knowledge of ash spellcraft may not study steam spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: blades [blde] (novice): Blades covers the use of swords, great swords, knives, daggers and similar slashing or stabbing weapons. It does not include axes. Each level of mastery of a blades weapon gives a +1 strength bonus, and each 2 levels give a +1 damage bonus to the appropriate attacks. Blades gives a unit 1 level of engagement skill per 4 levels of blades known. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill. Allows the equipping of: bronze dagger [bdag], iron dagger [idag], steel dagger [sdag], white steel dagger [wdag].

Skill: bowyer [bowy] (novice): This skill allows the construction of all forms of bows and crossbows. Each LoM for a specific weapon increases the amount per turn that can be created. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the making of: sling [slin].

Skill: brewing [brew] (novice): This skill allows the creation of beverages such as beer, ale, wine, and whiskey from various agricultural products. Each LoM for a specific beverage increases the amount per turn that can be created. It costs $15 per turn to study. This skill is a CRAFT skill.

Skill: construction [cons] (novice): This skill allows the construction of normal buildings such as smithies, granaries, warehouses, inns, and markets. Also allows the creation of simple vehicles such as wagons and carts. Each level of construction increases the labor an entity can supply when assisting in the construction of a building. Each LoM for items increases the number that can be created. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the making of: cart [cart],sledge [sled]. Allows the building of: hut [hut].

Skill: crushing [crsh] (novice): This skill covers the use of maces, clubs, hammers, axes and similar bludgeoning weapons. Each level of mastery of a crushing weapon gives a +1 strength bonus and each 2 levels give a +1 damage bonus to the appropriate attacks. Crushing gives a unit 1 level of engagement skill per 4 levels of crushing known. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill. Allows the equipping of: club [club].

Skill: darkness [dark] (novice): Allows the casting of spells involving the sphere of darkness. Champions with knowledge of darkness spellcraft may not study light spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: death [deat] (novice): Allows the casting of spells involving the sphere of death. Champions with knowledge of death spellcraft may not study life spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is RELIGIOUS. This skill is a MAJOR sphere of magic.

Skill: earth [eart] (novice): Allows the casting of spells involving the sphere of earth. Champions with knowledge of earth spellcraft may not study air spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MAJOR sphere of magic.

Skill: electricity [elec] (novice): Allows the casting of spells involving the sphere of electricity. Champions with knowledge of electricity spellcraft may not study rust spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: endurance [endu] (novice): Entities with the skill of endurance are tougher than normal entities and gain 1 action point per two levels of endurance and a 10% life bonus per level of endurance. Entities also gain a 10% carrying capacity bonus for each level of endurance they have. It costs $10 per turn to study.

Skill: engineering [engi] (novice): Allows the construction of advanced military buildings such as towers, fortresses, and keeps, and the creation of siege engines. Each level of engineering increases the labor an entity can supply when assisting in the construction of a building or siege engine. It costs $15 per turn to study. This skill is a CRAFT skill.

Skill: entertainment [ente] (novice): The entertainment skill allows entities to provide entertainment to the local population for money, and to boost the morale of same faction, friendly or allied entities when combined with the CAROUSE order. If carousing entities are in the same location as a entity that is entertaining, the carousing entity gains an additional +3 bonus to its morale roll. Any other entities which were entertained, and are then required to make a morale check gain a bonus of +1 to their roll. Entertaining entities earn coins equal to the local work value plus 2 per level of entertainment known. It costs $15 per turn to study. This skill is a CRAFT skill.

Skill: fire [fire] (novice): Allows the casting of spells involving the sphere of fire. Champions with knowledge of fire spellcraft may not study water spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MAJOR sphere of magic.

Skill: fishing [fish] (novice): Allows the harvesting of products from the ocean and shoreline, such as fish, seaweed, and shellfish. Each LoM for items increases the number that can be harvested. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: abalone [abal], catfish [catf].

Skill: healing [heal] (novice): Entities with this skill can attempt to heal entities at the end of combat. Each level of healing allows 5 attempts to heal. Each attempt has a 15% chance of success per level of healing skill. Healers can also help reduce the effects of certain damaging spells cast outside of combat. It costs $15 per turn to study. This skill is a CRAFT skill.

Skill: hunting [hunt] (novice): Allows the harvesting of animals and animal products from the wild. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: hide [hide].

Skill: ice [ices] (novice): Allows the casting of spells involving the sphere of ice. Champions with knowledge of ice spellcraft may not study magma spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: leadership [lead] (novice): This skill determines how well a champion can organize his forces and provide them with inspiration. It directly affects the maximum entities a champion can lead, and the morale of these entities on the battlefield. Leadership provides a positive morale adjustment to a champion with the skill and any of their followers as well. Leadership morale bonuses are cumulative, meaning a follower of a champion who is in turn following a champion gains a bonus from both champion's leadership. It also increases the number of direct followers they can have by 1. A champion with novice leadership cannot lead any followers. It costs $20 per turn to study. Only champions may learn this skill.

Skill: life [life] (novice): Allows the casting of spells involving the sphere of life. Champions with knowledge of life spellcraft may not study death spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is RELIGIOUS. This skill is a MAJOR sphere of magic.

Skill: light [lght] (novice): Allows the casting of spells involving the sphere of light. Champions with knowledge of light spellcraft may not study darkness spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: lumbering [lumb] (novice): Allows the harvesting of timber and specialty woods from forested regions. Each LoM for items increases the number that can be harvested. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: timber [timb].

Skill: magma [magm] (novice): Allows the casting of spells involving the sphere of magma. Champions with knowledge of magma spellcraft may not study ice spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: maneuvering [mane] (novice): This skill covers moving in armor and effective use of cover in combat. It allows a entity to equip heavier armor, use special mounts, and act more quickly in combat. Each three levels of maneuvering gives a -1 initiative bonus to the entity, and lowers the attack strength of all melee attacks targeting the entity by 1. Maneuvering gives a unit 1 level of engagement skill per 3 levels of maneuvering known. It costs $10 per turn to study. This skill is a COMBAT skill.

Skill: martial arts [mart] (novice): This skill covers unarmed combat and brawling. Each level of mastery of martial arts grants a +1 attack strength bonus to unarmed melee attacks. Each 2 levels of martial arts provide a +1 damage bonus to unarmed melee attacks and reduce enemy melee attack damage by 1. Each 3 levels also decreases the entity's initiative by 1. Finally, martial arts gives a unit 1 level of engagement skill per 4 levels of skill. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill.

Skill: mineral [mnrl] (novice): Allows the casting of spells involving the sphere of mineral. Champions with knowledge of mineral spellcraft may not study void spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: mining [mini] (novice): Allows the mining of metal, the quarrying of stone and granite, the mining of gems, the construction of new mines, and the creation of alloys from base metals. Each LoM for a particular item improves the amount that can be harvested or made. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: stone [ston].

Skill: missile [mssl] (novice): This skill covers the use of all bows, crossbows, slings and similar weapons. Each level of mastery of a missile weapon gives a +1 strength bonus to the appropriate attack. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill. Allows the equipping of: sling [slin].

Skill: negotiation [nego] (novice): Entities with this skill are able to haggle more effectively and can buy and sell items at better prices. It costs $20 per turn to study.

Skill: observation [obse] (novice): This skill allows an entity to see hidden or otherwise obscured objects or creatures. Each level of Observation increases the likelihood of seeing a hidden thing. It costs $20 per turn to study.

Skill: ooze [ooze] (novice): Allows the casting of spells involving the sphere of ooze. Champions with knowledge of ooze spellcraft may not study smoke spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: parry [prry] (novice): This skill covers using weapons and shields and movement in combat defensively. Parrying increases an entity's defense against physical attacks. Parry gives a +1 defense strength modification per level and a +1 damage absorption bonus per two levels to any shield equipped. Parry gives 1 level of engagement skill per 4 levels known. It costs $10 per turn to study. This skill is a COMBAT skill.

Skill: pole arms [pole] (novice): This skill covers the use of weapons such as halberds, pikes, glaives, and similar weapons, including the use of spears as melee weapons. Each level of mastery of a pole arm weapon gives a +1 strength bonus, and each 2 levels give a +1 damage bonus to the appropriate attacks. Pole arms gives a unit 1 level of engagement skill per 3 levels of pole arms known. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill.

Skill: ranching [ranc] (novice): Allows the harvesting of various forms of livestock, pigs, cattle, and sheep, from the land. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the harvesting of: cattle [catt].

Skill: rust [rust] (novice): Allows the casting of spells involving the sphere of rust. Champions with knowledge of rust spellcraft may not study electricity spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: seamanship [seam] (novice): Allows the sailing of vessels. Seamanship also affects the value of ambush skills when combat takes place at sea. It costs $15 per turn to study.

Skill: shipwright [ship] (novice): This skill allows the building of vessels. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the making of: raft [raft].

Skill: siege craft [sieg] (novice): This skill covers the use of large siege machinery, such as catapults, scorpions, rams, and siege towers. Each level of siegecraft gives a +1 strength bonus to the appropriate attacks. It costs $10 per turn to study.

Skill: smoke [smke] (novice): Allows the casting of spells involving the sphere of smoke. Champions with knowledge of smoke spellcraft may not study ooze spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: steam [stea] (novice): Allows the casting of spells involving the sphere of steam. Champions with knowledge of steam spellcraft may not study ash spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: tactics [tact] (novice): This skill affects how well collected entities fight in concert. Only the highest tactics skill on each side is considered. Tactics provides a +1 defense and attack bonus per 3 levels of skill for *all* entities on a side. Further, each entity on the side with the highest tactics gains a -1 initiative bonus per three levels advantage in tactics. It costs $20 per turn to study. Only champions may learn this skill. This skill is a COMBAT skill.

Skill: thievery [thie] (novice): The skill of thievery subsumes all skills dealing in stealth, assassination, theft, and deceit. Champions skilled in thievery can move silently, steal items, spy on entities, sabotage buildings, or kill targets without engaging in combat. It costs $20 per turn to study. Only champions may learn this skill.

Skill: thrown [thrw] (novice): The thrown weapons skill covers the use of weapons such as throwing axes, javelins, and spears. Each level of mastery of a thrown weapon gives a +1 strength bonus, and each 2 levels give a +1 damage bonus to the appropriate attacks. It costs $10 per turn to study. This skill is a COMBAT skill. This skill is an OFFENSIVE skill.

Skill: void [void] (novice): Allows the casting of spells involving the sphere of void. Champions with knowledge of void spellcraft may not study mineral spellcraft. It costs $50 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MINOR sphere of magic.

Skill: water [watr] (novice): Allows the casting of spells involving the sphere of water. Champions with knowledge of water spellcraft may not study fire spellcraft. It costs $40 per turn to study. Only champions may learn this skill. This skill is MAGICAL. This skill is a MAJOR sphere of magic.

Skill: weaponsmith [weap] (novice): Allows the creation of any weapons except siege engines or bows. It costs $15 per turn to study. This skill is a CRAFT skill. Allows the making of: bronze tool [btoo], club [club].

Skill: weaving [weav] (novice): This skill allows the conversion of agricultural products such as cotton, flax and wool into cloth. It also includes the skills of leather working. It costs $15 per turn to study. This skill is a CRAFT skill.

Skill: woodcraft [wood] (novice): Allows the foraging of herbs and other naturally occurring substances. It costs $15 per turn to study. This skill is a CRAFT skill.


5.0 APPENDIX - MAJOR RACES

* Race Summary Table

Race Tag Upkeep AP SP Init Life Unit Mass W R F S
Aviar avia 5 16 4 16 4 70 50 80 0 60 0
Dwarves dwrf 7 16 4 18 6 70 80 115 0 0 0
Elves elve 5 16 6 15 4 60 70 90 0 0 0
Fiends fien 5 16 6 20 8 40 100 140 0 0 0
Formicites form 4 14 3 20 5 100 65 105 0 0 0
Hobgoblins hobg 4 15 4 18 6 50 85 135 0 0 0
Humans humn 5 15 5 17 5 70 80 115 0 0 0
Ice Gnomes ignm 5 15 7 19 4 80 50 70 0 0 0
Jagu jagu 5 16 5 16 6 40 95 125 0 0 0
Mantids mant 6 17 4 18 7 70 75 100 0 0 0
Wild Men wmen 4 18 5 17 7 40 95 135 105 0 0
Ogres ogre 6 15 4 21 11 50 190 280 0 0 0
Ratton rttn 4 17 6 14 3 40 50 65 0 0 0
Serpent Mensemn 5 16 6 17 5 50 85 115 0 0 95
Shadow Men shmn 6 15 8 19 4 40 40 50 0 0 0
Ursans ursa 6 16 5 21 9 60 150 200 0 0 0

* Racial Preference Table

Other Race
Raceavidwrelvfieforhobhumignjagmanwmeogrrttsemshmurs
avia L D L D D H L D H H N N D H N L
dwrf D L N H N H L L N D L L H D D L
elve L N L H D H L D N H N D D N D N
fien D H H L D L D H D L D N N N L D
form D N N N L N N N N D N N N N N N
hobg H H H L D L D D N L N D N L N D
humn L L L D N H L N D H N D H H D L
ignm D L D H N H N L N N N N H N L N
jagu H N D N N N D N L L L L N H L D
mant H D H L H L H N L L N N H N N D
wmen N L N D N N N N L N L L H H D L
ogre N L D N D D D L L N L L H H D N
rttn D H D N N N D D N D D D L L L N
semn H D N L N L H N H N H D L L L D
shmn N D H L N N D L L D D D L L L D
ursa L L N D N D L N N D L L D H D L

Key:

* Major Race Descriptions


Race: Aviar [avia]

The Aviar are a race of bird-like humanoids capable of flight. They average 5 feet in height, and are delicately built. Aviar have keen sight, and are extremely good at judging distance, making them excellent scouts and very accurate with thrown and missile weapons.

They have an affinity for magic involving the spheres of air and life. They have no love for the magics of earth and death. Aviar are most often found in temperate or tropical climates, preferring hilly or mountainous terrain.

Aviar are herbivores, and as such are excellent farmers. They fare less well with livestock. Their nimble reflexes and keen sight give them a slight advantage in other craft skills, including weaving, bowyer, fishing, woodcraft, and weaponsmithing.

In combat Aviar use ranged weapons and prefer shields and light armor to burdensome plate or chain. They have no great talent for war, but can hold their own when pressed into battle.

Aviar are a MAJOR race. Mass/figure: 50 Capacities/figure: W: 80, F: 60. Size: small, Upkeep/figure: $5, Max unit size: 70, AP: 16, SP: 4, Life: 4 Initiative: 16. Racial modifiers: Observation 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 9 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: hill, mountain, peak.

This race has a combat disadvantage in: dark cavern, underground lake, fungal woods, marshy grotto, collapsed cavern.


Race: Dwarves [dwrf]

Dwarves are a race of short, stocky humanoids, most often found inhabiting the mountains and hills of the world. Though only 4 1/2 to 5 feet tall, dwarves are strong and tough.

Dwarves are talented users of earth magic, but relatively weak in all other spheres, particularly air. Their skill at metalwork and construction make them talented artificers.

Dwarves are exceptional at skills involving construction, metalwork, and engineering. They are less talented at crafts involving living things, preferring to trade for foodstuffs, livestock, and the ingredients for their famous alcoholic beverages.

In combat Dwarves use heavy crushing weapons, preferring the axe to all other weapons. Dwarven warriors can run for days on end, and their skilled armorer's wares are not wasted either. Dwarves are talented at the finer arts of war, particularly siegecraft and tactical maneuvering, though they prefer a stand up fight rather than guerrilla warfare.

Dwarves are a MAJOR race. Mass/figure: 80 Capacities/figure: W: 115. Size: medium, Upkeep/figure: $7, Max unit size: 70, AP: 16, SP: 4, Life: 6 Initiative: 18. Racial modifiers: Tactics 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 10 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: hill, mountain, peak, dark cavern, fungal woods.

This race has a combat disadvantage in: plain, swamp, desert, marshy grotto.

This race has a movement advantage in: hill, mountain, peak, dark cavern.

This race has a movement disadvantage in: plain, tundra, desert.


Race: Elves [elve]

Elves are found in many regions of the world, though they prefer the forests and jungles to other terrain. In general Elves are tall, 6 feet or more, and slender. They have keen senses and quick, nimble hands.

Elves are talented magic users, particularly in the spheres of life, air, and water. They avoid death magic at all costs, and are not so talented at fire and earth magic.

Elves are skilled at crafts related to their native woods, particularly woodcraft and lumbering. They are less skilled at agriculture and ranching, preferring to live off the natural bounty of the land. Elves have a deep respect for all living things, an attitude which leads many to study the healing arts, and others to become entertainers.

In combat Elves typically avoid heavy melee weapons, preferring light blades, or their favorite, the bow. They have no great love of war, but will use whatever means necessary to assure victory if pressed. Elves wear but light armor in battle, favoring mobility over confrontation.

Elves are a MAJOR race. Mass/figure: 70 Capacities/figure: W: 90. Size: medium, Upkeep/figure: $5, Max unit size: 60, AP: 16, SP: 6, Life: 4 Initiative: 15. Racial modifiers: Observation 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 9 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: forest, jungle, dense jungle, fungal woods.

This race has a combat disadvantage in: plain, swamp, tundra, ice pack, desert, badlands, marshy grotto.

This race has a movement advantage in: forest, jungle, dense jungle.

This race has a movement disadvantage in: tundra, ice pack, desert, badlands.


Race: Fiends [fien]

Fiends are a race of chaotic humanoids who inhabit the Beneath and the barren wastes of the world. They are large and strong, with vaguely canine features.

Fiend mages study the arts of fire, death and darkness, preferring destruction to aid. They are weak in the spheres of water and life, and only average in earth and air.

Fiends are below average in most crafts that involve living things, but show more skill when it comes to creating weapons and armor. They excel at siege craft, and many a fortress has fallen to Fiendish catapults. Because of their large size and pounding gait, Fiends are terrible thieves.

In combat Fiends prefer heavy, crushing weapons as suits their strength, though they are proficient with most weapons. Their chief weakness in combat is poor leadership and direction. Fiendish armies often descend into chaos when leaders retreat or are slain.

Fiends are a MAJOR race. Mass/figure: 100 Capacities/figure: W: 140. Size: medium, Upkeep/figure: $5, Max unit size: 40, AP: 16, SP: 6, Life: 8 Initiative: 20. Racial modifiers: Tactics 1.

Attack value: slash damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 10 speed: 10 APs: 3 damage: 1d3 base range: 1 ammo: unlimited.

This race has a combat advantage in: mountain, tundra, desert, dark cavern, fungal woods.

This race has a combat disadvantage in: swamp, dense jungle, marshy grotto.

This race has a movement advantage in: mountain, dark cavern, fungal woods.

This race has a movement disadvantage in: swamp.


Race: Formicites [form]

The Formicites are a race of ant-like beings. Though slow and not particularly tough, the Formicite's ability to cooperate with each other and their almost mindless devotion to carrying out their tasks makes them a very efficient race. Their unique hive-mind mentality makes most of the major races uneasy around them, not that the Formicites care.

If Formicites have a weakness it is in their lack of magical skill. Mindless devotion is not enough to perfect magical skills, and the innovation required is simply not part of the Formicite mindset.

Formicites are herbivores and excel at farming. Their superior organizational and planning skill makes them excellent at administration, construction, and engineering. Formicites are fair hands at most craft skills, making up for their lack of skill with incredible focus. They have absolutely no talent for entertainment or brewing, as they don't see the need for either.

The typical Formicite warrior uses blades and thrown weapons in combat. They are but average warriors, and somewhat fragile, though their large and machine-like armies have sent more than one foe scrambling for cover.

Formicites are a MAJOR race. Mass/figure: 65 Capacities/figure: W: 105. Size: medium, Upkeep/figure: $4, Max unit size: 100, AP: 14, SP: 3, Life: 5 Initiative: 20. Racial modifiers: Observation 1.

Attack value: pierce damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 10 speed: 10 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: plain, tundra, desert.

This race has a combat disadvantage in: swamp, forest, jungle, dense jungle, mountain, peak, fungal woods, marshy grotto.

This race has a movement advantage in: plain, desert.


Race: Hobgoblins [hobg]

Hobgoblins are a race of warlike humanoids. Some claim they are an offshoot of the Human race, but their jutting canine teeth and hairless, green skin argue against it. Hobgoblins are most common in the Beneath, but they are highly adaptable, settling in most any sort of terrain.

Hobgoblins are somewhat talented in a wide range of magical skills. Though they study all forms of magic they have no true strength, except perhaps fire and earth magic.

The Hobgoblin's greatest weakness is in the craft skills, which they despise, preferring to raid or pillage what they need. Their chaotic nature makes them a particularly disorganized race, and only strong leaders can control this tendency.

Hobgoblins delight in all forms of war, and are proficient with all forms of weapons and armor. They are similarly talented at creating the material of war. They are flexible warriors, comfortable fighting in a wide range of terrains and climates. Their greatest weakness is their dependence on strong leadership to hold their military forces together.

Hobgoblins are a MAJOR race. Mass/figure: 85 Capacities/figure: W: 135. Size: medium, Upkeep/figure: $4, Max unit size: 50, AP: 15, SP: 4, Life: 6 Initiative: 18. Racial modifiers: Tactics 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 10 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: plain, forest, hill, mountain, dark cavern, fungal woods.

This race has a combat disadvantage in: swamp, marshy grotto.


Race: Humans [humn]

Humans are a race of generalists, somewhat talented at everything. They are a fairly peaceful race, and get along well with many of the other major races.

They are fair hands at magic, particularly the spheres of life, fire, and earth. They have little skill in the spheres of darkness and air, and are not particularly talented at artifice either.

Humans are highly skilled at taming wild beasts, possessing a natural empathy for creatures of all sorts. They are fair hands at most of the craft skills related to living things, but dislike being beneath the earth, making them weak at mining and construction related skills. Humans love the sea and are often found roaming its surface in their well constructed ships.

In combat, Humans employ a variety of weapons, though they prefer swords and pole arms. Humans tend to use cavalry, and mounted knights often employ lances in combat. Humans favor open battlefields that allow them to employ mounted charges followed by infantry attacks, but are proficient fighters in a wide range of terrain types.

Humans are a MAJOR race. Mass/figure: 80 Capacities/figure: W: 115. Size: medium, Upkeep/figure: $5, Max unit size: 70, AP: 15, SP: 5, Life: 5 Initiative: 17.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 10 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: plain, forest, hill.

This race has a combat disadvantage in: swamp, dark cavern, underground lake, fungal woods, marshy grotto.

This race has a movement advantage in: plain.

This race has a movement disadvantage in: dark cavern, fungal woods, marshy grotto.


Race: Ice Gnomes [ignm]

The Ice Gnomes are a secretive race that inhabit the polar reaches of the world and occasionally, the Beneath. They are a small race, standing less than 4 feet tall on average.

Ice Gnomes show an amazing proficiency for the magics of water, ice, and darkness as suits their dark and cold climes. They have no talent for the magics of fire, but are proficient in most other spheres.

Ice Gnomes are but average farmers, faring better with ranching and fishing. They are talented shipwrights and reasonable sailors despite their small size. They love trade, and their harsh living conditions have made them effective at administering their meager holdings.

Ice Gnomes are weak fighters, preferring trade to combat. If they are forced to fight, they prefer to strike at range with crossbows or spears.

Ice Gnomes are a MAJOR race. Mass/figure: 50 Capacities/figure: W: 70. Size: small, Upkeep/figure: $5, Max unit size: 80, AP: 15, SP: 7, Life: 4 Initiative: 19. Racial modifiers: Stealth 1, Observation 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 3 count: 1 strike rank: 9 speed: 9 APs: 3 damage: 1 base range: 1 ammo: unlimited.

This race has a combat advantage in: tundra, ice pack.

This race has a combat disadvantage in: swamp, desert, badlands, marshy grotto.

This race has a movement advantage in: tundra, ice pack.

This race has a movement disadvantage in: desert, badlands.


Race: Jagu [jagu]

The Jagu are a race of cat-like beings most often found in the tropical regions of the world. Standing well over 6 feet tall on average, Jagu are a lithe and active race noted for their fierce pride.

Jagu excel at the arts of fire and death magic, but have an inbred fear of water, making them terrible at that sphere. They are average to good in most other spheres.

Jagu are exceptional hunters, using ambush, observation and stealth to great advantage in their native jungles. They have little talent for growing or building things but are reasonably proficient in most craft skills, particularly those involving warfare. Their fear of water makes them poor sailors and shipwrights.

They are fierce warriors, using a wide variety of pole arms and bladed weapons. Their heightened senses give them a combat advantage in close terrain. They prefer light armor to heavy, and are not particularly skilled with heavy weapons.

Jagu are a MAJOR race. Mass/figure: 95 Capacities/figure: W: 125. Size: medium, Upkeep/figure: $5, Max unit size: 40, AP: 16, SP: 5, Life: 6 Initiative: 16. Racial modifiers: Observation 1.

Attack value: slash damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 8 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: oasis, forest, jungle, dense jungle, hill.

This race has a combat disadvantage in: swamp, coastal ocean, deep ocean, dark cavern, underground lake, fungal woods, marshy grotto.

This race has a movement advantage in: forest, jungle, dense jungle.

This race has a movement disadvantage in: mountain, peak, dark cavern, marshy grotto.


Race: Mantids [mant]

Mantids are a race of hunter arachnids. Standing well over 7 feet tall, and with four arms as opposed to the standard two, they are fierce foes. Mantids typically inhabit harsh desert and tropical climes.

Mantids have little talent for the magical arts, being average in all spheres.

Mantids are carnivores, and are proficient at raising what food they cannot hunt down and kill (much preferring freshly hunted game to livestock). They have little talent or interest in growing things.

In warfare Mantids excel. They are masters of ambush, and their hunter instincts make them strong tacticians. Their four arms make them terrible opponents in close combat, and Mantid martial artists are fearsome indeed. Their true weakness on the battlefield likes in the fact that the Mantid body shape prevents the wearing of armor. Similarly they have no fingers on which to wear rings.

Mantids are a MAJOR race. Mass/figure: 75 Capacities/figure: W: 100. Size: large, Upkeep/figure: $6, Max unit size: 70, AP: 17, SP: 4, Life: 7 Initiative: 18. Racial modifiers: Stealth 1, Tactics 1, Ambush 1.

Attack value: slash damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 9 speed: 9 APs: 2 damage: 1d2 base range: 1 ammo: unlimited; blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 12 speed: 10 APs: 3 damage: 1d3 base range: 1 ammo: unlimited.

This race has a combat advantage in: plain, oasis, desert, badlands.

This race has a combat disadvantage in: swamp, forest, jungle, dense jungle, marshy grotto.

This race has a movement advantage in: desert, badlands.

This race has a movement disadvantage in: swamp, marshy grotto.


Race: Wild Men [wmen]

Found in nearly any climate or terrain, the Wild Men are sub-race of Humans. Less civilized and more chaotic than the typical Human culture, they have great endurance, and can run for days without pause.

Wild Men are talented mages in the spheres of life and earth, though they disdain the use of death magic. They are average in most other spheres.

Wild Men excel at wilderness arts, including woodcraft, hunting, and fishing. They have some talent at farming and ranching, but are not skilled at construction related crafts.

In combat Wild Men favor the blade and the bow, but other weapons are common as well. Their stealthy nature makes them talented at ambushing their foes, and they prefer hit and run tactics to strong confrontation.

Wild Men are a MAJOR race. Mass/figure: 95 Capacities/figure: W: 135, R: 105. Size: medium, Upkeep/figure: $4, Max unit size: 40, AP: 18, SP: 5, Life: 7 Initiative: 17. Racial modifiers: Stealth 1, Observation 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 9 speed: 9 APs: 3 damage: 1d3 base range: 1 ammo: unlimited.

This race has a combat advantage in: oasis, forest, jungle, hill, tundra, dark cavern, fungal woods.

This race has a combat disadvantage in: swamp, marshy grotto.

This race has a movement advantage in: forest, fungal woods.


Race: Ogres [ogre]

The largest of the major races, Ogres are huge and hulking. Though feared by many as crude and violent giants, Ogres are actually more civilized than some other races. They are most often found in temperate or tropical climes, and inhabit a variety of terrain.

Ogres use earth magic but are but average in most of the other spheres.

Ogres are slow but powerful, capable of carrying great loads (a good thing, since they are too large to be carried by a horse). They tend to build homes of stone, and are excellent miners. They are talented at weaponsmithing and excel at the creation of armor (a good thing, since slow moving Ogres take their share of damage on the battlefield). They are only average at most other craft skills.

In combat Ogres use heavy crushing weapons, and wear massive armor. Ogres prefer fighting in close terrain, where they can close with their enemy and engage in melee. They have little talent for stealth or ranged weapons.

Ogres are a MAJOR race. Mass/figure: 190 Capacities/figure: W: 280. Size: large, Upkeep/figure: $6, Max unit size: 50, AP: 15, SP: 4, Life: 11 Initiative: 21.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 5 count: 1 strike rank: 10 speed: 10 APs: 3 damage: 1d3+1 base range: 1 ammo: unlimited.

This race has a combat advantage in: forest, jungle, hill, mountain, dark cavern, fungal woods.

This race has a combat disadvantage in: swamp, marshy grotto.

This race has a movement advantage in: hill, dark cavern.

This race has a movement disadvantage in: swamp, marshy grotto.


Race: Ratton [rttn]

One of the smallest of major races, Ratton are among the most despised. Standing only 3 1/2 to 4 feet tall, they have a rodent-like appearance. By nature they are secretive and deceptive, earning them the dislike of most races.

Ratton are excellent mages, mastering death, water, darkness, void and artifice skills with ease. They are talented at most other spheres as well, with their greatest weakness being the sphere of life.

Ratton are reasonably skilled at most craft skills, favoring those involving living things over creating or building things.

In battle Ratton suffer for their small size and low strength, being proficient only with missile weapons. This combined with talentless leaders makes them fare poorly on the battlefield.

Ratton are a MAJOR race. Mass/figure: 50 Capacities/figure: W: 65. Size: small, Upkeep/figure: $4, Max unit size: 40, AP: 17, SP: 6, Life: 3 Initiative: 14. Racial modifiers: Stealth 2.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 3 count: 1 strike rank: 9 speed: 9 APs: 3 damage: 1 base range: 1 ammo: unlimited.

This race has a combat advantage in: city.

This race has a combat disadvantage in: swamp, marshy grotto.


Race: Serpent Men [semn]

Inhabiting the jungles, forests, and swamps of the tropics, the Serpent Men are at home in the water as well as on land. They are somewhat larger than Humans and have an almost fishy appearance.

Serpent Men are masters of water magic, surpassing all races in its practice. They also excel at life and air magic, though they are terrible at fire and its related spheres.

Being carnivorous and a hunter race, Serpent Men have little interest in craft skills save as they pertain to war, but they are proficient hunters. Their sharp senses and hunter's skills give them advantages both in observation and in thievery. Their natural affinity for water makes them natural sailors.

In combat they use a variety of weapons, though they avoid heavy armor. They are a somewhat chaotic race, but fierce leaders makes up for their lack of organization to some degree.

Serpent Men are a MAJOR race. Mass/figure: 85 Capacities/figure: W: 115, S: 95. Size: medium, Upkeep/figure: $5, Max unit size: 50, AP: 16, SP: 6, Life: 5 Initiative: 17. Racial modifiers: Observation 1, Ambush 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 10 speed: 9 APs: 3 damage: 1d2 base range: 1 ammo: unlimited.

This race has a combat advantage in: oasis, swamp, forest, jungle, coastal ocean, deep ocean, underground lake, marshy grotto.

This race has a combat disadvantage in: plain, desert, badlands.

This race has a movement advantage in: swamp, marshy grotto.

This race has a movement disadvantage in: tundra, ice pack, desert, badlands.


Race: Shadow Men [shmn]

The oldest and most mysterious of all the major races, Shadow Men primarily inhabit the Beneath. They are physically weak, being only partially corporeal, sometimes fading almost completely from sight in the dark.

Shadow Men are the masters of most forms of magic, disdaining only the spheres of life. They are most proficient with darkness, death and water magics, where they excel.

Shadow Men are but average at most craft skills, but are highly organized and efficient. They have some small talent for construction and engineering, and are comfortable enough underground to make reasonable miners.

Shadow Men are very poor at combat, preferring to strike from a distance. They have almost no skill with melee weapons, and their fragile nature makes them so much fodder for the tougher races.

Shadow Men are a MAJOR race. Mass/figure: 40 Capacities/figure: W: 50. Size: medium, Upkeep/figure: $6, Max unit size: 40, AP: 15, SP: 8, Life: 4 Initiative: 19. Racial modifiers: Stealth 1.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 3 count: 1 strike rank: 10 speed: 10 APs: 3 damage: 1 base range: 1 ammo: unlimited.

This race has a combat disadvantage in: swamp, marshy grotto.


Race: Ursans [ursa]

The bear-like Ursans are the only race that rivals the Ogres in size. A peaceful race, the Ursans are disinclined to fight (though they are capable when provoked). They inhabit a wide range of climates, preferring woods and plains to other terrain.

Ursans are masters of life magic and talented at many other spheres, though they have no skill at death magic or its related spheres.

They are skilled in the arts of healing and practice most crafts related to living things with some skill. Ursans enjoy the company of others, and make excellent leaders, and strong negotiators.

In combat Ursans favor heavy crushing weapons with which they can apply their great strength. They are not particularly skilled at combat tactics, but can hold their own on the battlefield.

Ursans are a MAJOR race. Mass/figure: 150 Capacities/figure: W: 200. Size: large, Upkeep/figure: $6, Max unit size: 60, AP: 16, SP: 5, Life: 9 Initiative: 21.

Attack value: blunt damage, melee attack, mart based, base level: 0, engage: 4, strength: 4 count: 1 strike rank: 10 speed: 10 APs: 3 damage: 1d3 base range: 1 ammo: unlimited.

This race has a combat advantage in: plain, forest, jungle.

This race has a combat disadvantage in: swamp, marshy grotto.


3.6 APPENDIX - BUILDINGS AND VESSELS

Listed here are the descriptions of all mundane buildings and vessels found in the game.

animal trainer [antr]: The animal trainer buys and sells more exotic animals than the simple stable. To build requires: stable [stbl]. Structure points: 15, Size: huge, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

armorer [armr]: The armorer is skilled in creating all forms of protection used in combat, though the items bought or sold depend on the desires of the local populace. To build requires: artisan's guild [argd]. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

artisan's guild [argd]: When local craftsmen band together into an artisan's guild, the quality of merchandise in a town often improves. In addition, the artisan's guild itself will often provide instruction in appropriate crafts. Without an artisan's guild to establish standards of quality and ethics for craftsmen, many advanced trade structures cannot be built. To build requires: market [mrkt], stable [stbl], lumberyard [lmyd]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 lumber [lmbr], 30 stone [ston].

bowyer [bwyr]: The bowyer is an expert at making ranged weapons of all types. To build requires: hunting lodge [hntl]. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

brewery [brwr]: The brewery provides for the entertainment needs of the common man, selling a variety of alcoholic beverages. Of course the brewery will also buy the raw materials needed to create its products, and will often teach its craft for a fee. To build requires: artisan's guild [argd]. Structure points: 15, Size: large, Capacity: 30000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 lumber [lmbr], 40 stone [ston], 10 iron [iron], 10 copper [copp].

casino [csno]: The casino provides a greater variety of entertainment and more revenue than a simple tavern. To build requires: tavern [tvrn]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It allows CAROUSING. Items to build: 30 lumber [lmbr], 40 stone [ston].

cathedral [cath]: The cathedral is the pinnacle of the builder's art, and serves as a symbol of a city's status and power. When properly dedicated, the cathedral will provide training in religious spellcraft. To build requires: church [chch], engineer's guild [engd]. Structure points: 40, Size: large, Capacity: 50000 Upkeep: 15. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It is a RELIGIOUS structure. Items to build: 80 lumber [lmbr], 160 granite [gran].

church [chch]: A church provides increased stability and quality of life to a town. It may also provide training in the healing arts and, when properly dedicated, religious spellcraft. To build requires: shrine [shrn], artisan's guild [argd]. Structure points: 30, Size: large, Capacity: 40000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It is a RELIGIOUS structure. Items to build: 20 lumber [lmbr], 30 stone [ston].

dock [dock]: The dock allows the construction of some kinds of ships. In addition it can create demands for shipbuilding supplies and provide training in sea related skills. To build requires: artisan's guild [argd]. Structure points: 15, Size: huge, Capacity: 50000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It can only be built in a COASTAL area. Items to build: 40 timber [timb], 20 lumber [lmbr], 20 stone [ston].

engineer's guild [engd]: The engineer's guild provides training in a variety of skills, including construction, engineering, mining, shipwright, and siegecraft. The engineer's guild will also create demands for construction materials, and produce limited amounts of advanced materials such as steel and white steel. Finally the knowledge an engineer's guild imparts on the local populace will increase the availability of mineral products in the territory. To build requires: merchant guild [mcht], church [chch]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 40 lumber [lmbr], 50 stone [ston].

farm [farm]: A farm increases the agricultural products available in a territory, though it does not change which products are available. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 20 lumber [lmbr], 16 stone [ston].

fish market [fmkt]: The fish market buys products harvested from the deeps of the ocean. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 lumber [lmbr], 20 stone [ston].

fortress [frtr]: The fortress is the most advanced military structure available, providing a great defensive advantage to entities within its walls. Fortresses often create a new title in their containing city. Fortresses also create demands for basic military arms and armor, and will teach basic military skills. To build requires: engineer's guild [engd]. Structure points: 100, Size: huge, Capacity: 40000 Upkeep: 30. Increases overrun requirements by: 50%. Reduces attacking melee figures by: 40%. Reduces attacking non-melee figures by: 50%. Engagement skill bonus: 4. Attacker strike rank penalty: 3. It can only be built in a CITY. Items to build: 80 lumber [lmbr], 200 granite [gran].

granary [grny]: One of the most basic structures built in a town, the granary buys many agricultural products. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 timber [timb].

healer [helr]: The healer will create demands for a number of magical herbs. Also it will often teach the healing skill. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

herbalist [hrbl]: The herbalist buys and sells a variety of herbs and plants and will also teach the skills needed to harvest these items. It may also teach the healing skill. To build requires: healer [helr]. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

hunting lodge [hntl]: The hunting lodge is a combination trading post and tavern. It will create demands for a variety of basic wilderness products such as hides, furs, and lizard skins. It will also buy basic beverages to support its business. Finally, the hunting lodge may provide instruction in wilderness skills. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 10 lumber [lmbr], 20 stone [ston].

hut [hut]: The hut is the most basic of structures. Little more than a single room with a roof, the hut provides only primitive shelter. Structure points: 3, Size: large, Capacity: 1000 Upkeep: 2. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 6 timber [timb].

jeweler [jwlr]: The jeweler buys and sells all manner of valuable gems and metals. To build requires: artisan's guild [argd]. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 lumber [lmbr], 30 stone [ston].

keep [keep]: The keep is more advanced defensive structure that can be built in any territory. Keeps also create demands for basic military arms and armor, and will teach basic military skills. Structure points: 75, Size: extra large, Capacity: 30000 Upkeep: 20. Increases overrun requirements by: 40%. Reduces attacking melee figures by: 35%. Reduces attacking non-melee figures by: 50%. Engagement skill bonus: 3. Attacker strike rank penalty: 2. Items to build: 40 lumber [lmbr], 80 granite [gran].

knight's order [kngh]: The knight's order provides additional stability to the city it is built in. It will also create demands for weapons and armor, and provide instruction in military skills. To build requires: monastery [mona], church [chch], weaponsmith [wpsm]. Structure points: 30, Size: large, Capacity: 20000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 30 lumber [lmbr], 40 stone [ston], 20 granite [gran].

lumberyard [lmyd]: The lumberyard is a basic structure that creates demands for wood raw materials and can produce finished lumber. The lumberyard will also teach the lumbering skill, and will increase the available wood products in its territory. Structure points: 15, Size: extra large, Capacity: 30000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 20 timber [timb].

mage's guild [mggd]: The mage's guild will buy all manner of magical herbs and gems, and when properly dedicated will teach magical spellcraft skills. To build requires: artisan's guild [argd]. Structure points: 30, Size: large, Capacity: 20000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It is a MAGICAL structure. Items to build: 30 lumber [lmbr], 40 stone [ston], 20 granite [gran], 15 copper [copp], 15 tin [tin], 15 iron [iron].

mage's tower [mtwr]: Mages require peace and quiet for their magical research, and the mage's tower is the ideal location for such studies. These towers will also teach magical spellcraft skills when properly dedicated. Structure points: 15, Size: extra large, Capacity: 15000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It is a MAGICAL structure. Items to build: 20 lumber [lmbr], 40 granite [gran], 10 copper [copp], 10 tin [tin], 10 iron [iron].

market [mrkt]: The market greatly increases the goods bought and sold within a city and can provide instruction in administration and negotiation skills as well. To build requires: smithy [smth], tavern [tvrn], mill [mill]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 30 lumber [lmbr], 40 stone [ston].

merchant guild [mcht]: This guild buys and sells the finest of goods and will teach both negotiation and administration. The merchant guild is the only place one can buy and sell certain exotic goods. It is rumored that the leader of the merchant guild, the Merchant Prince, collects a tax on all goods traded within the city, but that's just a rumor. To build requires: armorer [armr], brewery [brwr], jeweler [jwlr], weaponsmith [wpsm]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 15. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It is a BANK. Items to build: 50 lumber [lmbr], 80 stone [ston].

mill [mill]: The mill buys grain products and provides the resulting flour to the community. To build requires: granary [grny]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

mine [mine]: A mine increases the amount of mineral products available in a territory, however it also has a negative impact on agricultural production. Mines will also teach the mining skill. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 20 timber [timb].

miner's guild [mngd]: The miner's guild will provide instruction in the skill of mining, and buy basic materials needed for mining such as timber, granite and stone. The miner's guild also provides a slight increase in the mineral products available in its containing territory. To build requires: engineer's guild [engd]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 30 lumber [lmbr], 60 stone [ston].

monastery [mona]: A monastery serves as a civilizing influence in its containing city. It also creates a variety of demands, will provide instruction in the martial arts, and when properly dedicated will provide instruction in religious spellcraft. To build requires: shrine [shrn], market [mrkt]. Structure points: 15, Size: large, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It is a RELIGIOUS structure. Items to build: 30 lumber [lmbr], 60 stone [ston].

palisade [pali]: The most primitive defensive structure, a palisade is nothing more than a wall of spiked timbers. It provides only a minimal defense, and creates few, if any, demands on the local economy. Structure points: 30, Size: huge, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 15%. Reduces attacking melee figures by: 15%. Reduces attacking non-melee figures by: 25%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 30 timber [timb].

quarry [quar]: A quarry increases the amount of stone and granite available in its containing territory. The mining skill can also be learned at a quarry. Structure points: 15, Size: huge, Capacity: 20000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 40 timber [timb].

ranch [rnch]: A ranch increases the animal products available in a territory at the cost of some agricultural production. The ranch does not change which products are produced in a territory. Structure points: 15, Size: huge, Capacity: 40000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 20 timber [timb], 16 stone [ston].

shipyard [shyd]: The shipyard allows the construction of the most advanced mundane ships. It will also create demands for shipbuilding supplies and provide training in the skills of seamanship and ship construction. To build requires: engineer's guild [engd], dock [dock]. Structure points: 30, Size: huge, Capacity: 50000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. It can only be built in a COASTAL area. Items to build: 60 timber [timb], 40 lumber [lmbr], 40 stone [ston].

shrine [shrn]: A shrine is the simplest of religious structures, and serves as a civilizing influence in its containing territory. Shrines can also provide instruction in healing, administration, leadership, and religious spellcraft (provided it is properly dedicated). Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It is a RELIGIOUS structure. Items to build: 10 lumber [lmbr], 20 stone [ston].

smithy [smth]: The smithy buys basic metals and coal, offering in return refined metals. The smithy will occasionally teach the weaponsmith skill. Structure points: 15, Size: huge, Capacity: 40000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 timber [timb].

stable [stbl]: The stable buys mundane wild animals and trains them, providing a source of pack animals and mounts. It will also buy grain to feed its charges. The stable can also provide training in the animal mastery skill. To build requires: smithy [smth]. Structure points: 15, Size: huge, Capacity: 40000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 20 timber [timb].

stockyard [styd]: The stockyard buys and sells all manner of livestock and food animals. It also can provide training in the skills needed to raise these creatures. Structure points: 15, Size: huge, Capacity: 40000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 40 timber [timb].

tavern [tvrn]: A tavern provides a place to relax and have a drink or two while being entertained. Taverns buy all manner of beverages and can provide training in administration and entertainment. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It allows CAROUSING. Items to build: 20 lumber [lmbr], 30 stone [ston].

thief's guild [thgd]: The thief's guild is a secretive organization which will purchase valuables and provide training in some of the less savory arts such as thievery. It is rumored that the Master of Thieves collects protection money from the local populace, but that's only a rumor. To build requires: merchant guild [mcht], casino [csno]. Structure points: 30, Size: large, Capacity: 10000 Upkeep: 10. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 30 lumber [lmbr], 40 stone [ston].

tower [twer]: A minor defensive structure, towers are often erected in outlying regions to provide local stability and defense. Towers often create a title in their containing territory. Towers create demands for basic military equipment and in some cases will provide training in basic military skills. Structure points: 55, Size: extra large, Capacity: 15000 Upkeep: 10. Increases overrun requirements by: 30%. Reduces attacking melee figures by: 30%. Reduces attacking non-melee figures by: 40%. Engagement skill bonus: 3. Attacker strike rank penalty: 2. Items to build: 20 lumber [lmbr], 40 granite [gran].

weaponsmith [wpsm]: The weaponsmith buys all manner of raw materials suitable to his craft, and sells all sorts of weapons. The weaponsmith can also provide training in weaponsmithing and various related skills. To build requires: artisan's guild [argd]. Structure points: 15, Size: large, Capacity: 10000 Upkeep: 5. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. It can only be built in a CITY. Items to build: 10 lumber [lmbr], 20 stone [ston].

workhouse [wrkh]: The workhouse provides a relatively safe working environment for craftsmen out in the wilds. Leaderless units working in a workhouse often have better morale than those without shelter. Structure points: 15, Size: extra large, Capacity: 20000 Upkeep: 3. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 15%. Engagement skill bonus: 1. Attacker strike rank penalty: 1. Items to build: 30 timber [timb].

longship [lshp]: The longship is a small oared vessel. 15 sailors are required to SAIL this vessel. The captain must have 2nd seamanship [seam] to SAIL this vessel. Items to build: 20 lumber [lmbr], 8 ropes [rope], 12 canvas [canv]. Structure points: 6, Size: huge, Mass 1500, Capacity: 7250, Upkeep: 5, Action Points: 22. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 10%. Engagement skill bonus: 1. Attacker strike rank penalty: 1.

galley [glly]: The galley is a large oared vessel. A dock [dock] is required to build this vessel. 30 sailors are required to SAIL this vessel. The captain must have 4th seamanship [seam] to SAIL this vessel. Items to build: 30 lumber [lmbr], 12 ropes [rope], 16 canvas [canv]. Structure points: 8, Size: huge, Mass 2250, Capacity: 10075, Upkeep: 10, Action Points: 30. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 10%. Engagement skill bonus: 1. Attacker strike rank penalty: 1.

galleon [glln]: The galleon is a massive sailing vessel, capable of carrying great loads. A shipyard [shyd] is required to build this vessel. 50 sailors are required to SAIL this vessel. The captain must have 5th seamanship [seam] to SAIL this vessel. Items to build: 30 lumber [lmbr], 30 oak [oak], 15 ropes [rope], 25 canvas [canv]. Structure points: 16, Size: huge, Mass 5000, Capacity: 19000, Upkeep: 10, Action Points: 30. Increases overrun requirements by: 10%. Reduces attacking melee figures by: 10%. Reduces attacking non-melee figures by: 10%. Engagement skill bonus: 1. Attacker strike rank penalty: 1.

man of war [manw]: The man of war is the ultimate expression of the shipmakers art. They are three masted ships with considerable capacity and speed. A shipyard [shyd] is required to build this vessel. 60 sailors are required to SAIL this vessel. The captain must have 6th seamanship [seam] to SAIL this vessel. Items to build: 45 lumber [lmbr], 45 oak [oak], 22 ropes [rope], 40 canvas [canv]. Structure points: 34, Size: huge, Mass 7000, Capacity: 28000, Upkeep: 18, Action Points: 30. Increases overrun requirements by: 30%. Reduces attacking melee figures by: 30%. Reduces attacking non-melee figures by: 40%. Engagement skill bonus: 3. Attacker strike rank penalty: 2.


3.7 APPENDIX - COMMON TERRAIN DESCRIPTIONS

This section describes the more common terrain types found in world. Other, more unusual types are left to player discovery.

* Descriptions

PLAIN - A large open expanse of fairly flat land. Plains are generally grassy, and provide the best agricultural prospects.

OASIS - A fertile location, usually found in the midst of a desert. Oases usually contain a spring, lake, or other water source. Oases can produce unique creatures and items.

SWAMP - A large wetlands. Swamps are very difficult to move through, and are often the last areas to be civilized and explored. Many hostile creatures inhabit swamps, but the rich plant life often produces the rarest of herbs.

FOREST - Forests are the best source of timber, and are good sources of game as well.

JUNGLE - Jungles are very similar to forests, and are found in tropical regions. Jungles tend to have more hostile creatures inhabiting them, but they often produce unusual herbs and items.

DENSE JUNGLE - Like a jungle, only more so. Dense jungle is nearly uninhabitable, the only long term residents being fierce creatures able to survive in the difficult environment.

HILL - Hills range from low, rolling mounds to steep, rocky escarpments. Hills are a good source of stone and make excellent locations for mines.

MOUNTAIN - Much larger and more difficult to traverse than hills, mountains are the richest source of stone and minerals. They are also very difficult to pass through, and are often inhabited by fierce creatures.

PEAK - The highest mountains are peaks, grim, stony heights that bear no life. Only the hardiest creatures survive in these areas.

IMPASSABLE PEAK - As the name says, these peaks are so high and steep that they completely block travel. They are only reachable by magical means.

TUNDRA - Bleak, cold wasteland, tundra is found only in the northernmost and southernmost climates. While tundra is the least fertile land, it does give rise to some unique herbs, creatures, and products. Tundra is found only near the northern and southern poles in the arctic climate.

ICE PACK - Not even true land, the ice pack is a wasteland of dense ice and glacier. Almost nothing can be found here.

DESERT - Deserts are dry wastelands, often sandy or rocky. As such they are poor sources of food, but can produce some unique creatures and items.

BADLANDS - If there is a hell, the badlands must be modeled on it. Bone dry, lifeless wastelands, inhabited by who knows what.

DEEP OCEAN - Oceans can only be traversed by flying, swimming, or using a vessel. Oceans are a good source of food items, but pirates, storms, and the occasional sea monster make ocean travel dangerous.

COASTAL OCEAN - Near the shore, the ocean is a bit shallower, and harbors a greater variety of life than the deeps.

UNDERGROUND - Lairs, ruins, and caves have their own unique terrain types, and are often home to hostile creatures. The underground regions can produce bizarre items which are found no where else in the world. Flight is impossible in the confines of caverns.

* Movement Costs

The following table summarizes the basic movement costs for each terrain type. Note that movement costs are affected by road conditions, weather and spells, so the actual move costs will vary.

Movement Type
Terrain walk ride fly swim
plain 4 3 2 -
oasis 4 3 2 -
swamp 7 6 4 5
forest 5 4 3 -
jungle 6 5 4 -
dense jungle 8 7 5 -
hill 6 5 3 -
mountain 7 6 4 -
peak 9 8 5 -
tundra 6 5 3 -
ice pack 7 6 4 -
desert 5 4 2 -
badlands 8 7 4 -
coastal ocean - - 3 4
deep ocean - - 3 4
impassable peak - - - -
city 1 1 1 -
dark cavern 5 5 - -
underground lake - - - 4
fungal woods 5 4 - -
marshy grotto 7 6 - 5
collapsed cavern - - - -
lair 1 1 - -


3.8 APPENDIX - COMBAT DETAILS

The following sections describe the combat process in detail. These details are probably of more interest to the more experienced player, and may prove overwhelming to the beginner.

SEE ALSO: For a brief discussion of the combat system, see COMBAT.

* Initiating Attacks

As previously stated, combat takes place when an entity issues the ATTACK order, or two or more entities are in the same territory (or an entity is within the patrol area of another entity) and faction stances and entity combat status indicate an attack will take place. The latter case is checked each time a COMBAT CHECK is indicated on the Order Processing Schedule. Each combat check phase tests for new battles in all territories. The order of territory processing is random.

The following table outlines when entities will automatically initiate an attack:

Opponent faction Initiating entity's combat status
Aggressive Defensive Avoid
Allied No Attack No Attack No Attack
Friendly No Attack No Attack No Attack
Neutral No Attack No Attack No Attack
Unfriendly Attack No Attack No Attack
Hostile Attack Attack No Attack

* Participants

The following entities will be considered as potential participants in any battle:

  1. Entities in the combat territory.
  2. Entities in buildings which are in the combat territory.
  3. Entities in vessels which are in the combat territory.
  4. Entities which are patrolling and within a territory or city within one move of the combat location. Patrolling entities in structures are considered to be within the containing territory. Patrolling entities must be able to reach the scene of the battle subject to the normal rules of movement.

If a patrolling entity is within a building, and they are drawn to another territory to participate in combat, they will leave their building.

The patrol status of entities in vessels is determined by the vessel's owner. If the owner is patrolling the entire vessel is considered patrolling. Vessels and their occupants ONLY patrol into areas they can reach by sailing. Their vessel must be capable of sailing (i.e. not damaged and properly manned).

Patrolling leaders will only be considered participants if all their followers can reach the battle.

The following table outlines when entities will be drawn into combat:

Involved entities Other entity's combat status
Aggressive Defensive Avoid
Same army Join Join Join
Same faction Join Join Avoid
Allied Join Join Avoid
Friendly Join Avoid Avoid
Neutral Avoid Avoid Avoid
Unfriendly Avoid Avoid Avoid
Hostile Avoid Avoid Avoid

Entities with a combat status of AVOID will join combat under the following conditions:

When determining who will join a combat, an entity within a structure is assumed to be within the containing territory, though they begin the combat within the structure.

If a vessel owner joins a combat, all other entities aboard the vessel will also join on the same side as the vessel owner. This implies that entities may be forced to fight on a side they would ordinarily not join. Entities forced to attack entities of the same faction automatically change their combat strategy to RETREAT.

* The Battlefield

The battlefield is a hex map sized to hold all involved entities in their chosen formation. Each hex on the battlefield has a terrain type (randomly determined from the containing territory's terrain) that affects the cost of movement through the hex and may provide defensive strength adjustments. The following battlefield terrain types are possible:

Move cost
Terrain walk ride fly swim defense
open 3 2 2 - -1
rough 4 4 2 - 1
wooded 4 5 3 - 2
rocky 5 6 2 - 2
water - - 2 4 0
structure 4 - 5 4 (1) 0 (2)

(1) Only applicable to certain creatures which can reach across structure spaces to allow shipboard attacks from ocean hexes.

(2) Individual building types have their own defenses.

* Combat and Structures

Structures are not physically represented on the battlefield. When entities involved in a combat are within a vessel, or within a building that is in the same territory as the battle, they begin the battle within the structure. Such entities will gain the defensive benefits of the structure. Structures provide the following benefits to those inside. The exact value of the bonuses mentioned is provided in each structure's description:

Incomplete buildings provide partial bonuses in combat, so a 20% complete tower provides 20% the normal tower combat bonuses.

Entities that ENGAGE or CHARGE are assumed to have left the protection of the structure to close with the enemy. Other strategies that close with the enemy lose their protection 1/3rd of the time.

Entities that retreat or flee from a building automatically leave the battlefield the first time they have initiative (they are assumed to have left under the cover of the building. Entities in vessels cannot flee or retreat unless they are the owner of the vessel. Vessel owners remove themselves, their vessels, and any entities that began the battle on board from the battlefield the first time they gain initiative.

* The Battlefield at Sea

The delay in starting melee combat is equal to the starting distance between the sides, indicating how long the vessels take to close to grappling range. Once the vessels have grappled, combat continues as normal except that when a vessel's owner flees or retreats, all entities on that ship are considered to have done the same.

* The Battlefield Beneath

The only difference between Beneath combat and other combat is that flying movement is impossible in the Beneath.

* Entity Combat Value

All entities have a combat value calculated for them which is based on the total figures multiplied by entity life, attack values and defense values. Champions gain additional combat value from tactics, ambush, leadership, and magical skills. This value is used to determine final reserve values, control champion battlefield orders, and score victory points.

* Entity Positioning

When combat is initiated, opposing sides are placed on opposite sides of the battlefield. The distance between the front ranks of entities will be the most favorable distance for the side with the highest ambush skill. This distance is determined using the following criteria:

  1. The initial distance is set to 2.
  2. Any terrain modifier is applied (see below).
  3. The ideal range for the side with the highest ambush skill is calculated. Ideal range is the average long range of all possible attacks (non-ranged attacks have a long range of 1).
  4. The maximum adjustment possible is found by subtracting the lower ambush skill from the higher.
  5. The initial distance is adjusted towards ideal range by up to the maximum adjustment.

Ideal range is defined as long range for ranged attacks, and maximum range for all other attacks. Only entities that are on the battlefield at the start of the combat are considered in range calculations (i.e. reserve units do not count).

For example if the attacker has ambush 5, the defender has ambush 3, and the attacker's ideal range is 6, The difference between ambush skills is 2, added to the base initial distance of 2 gives an actual initial distance of 4.

When combat takes place at sea, the highest average of seamanship and ambush skills for each side is used to determine initial positions.

Terrain affects the initial starting range according to the following table:

Terrain Distance
plain +3
oasis 0
swamp -1
forest -1
jungle -2
dense jungle -3
hill 0
mountain -1
peak -2
impassable peak -2
tundra +1
ice pack +1
desert +2
badlands 0
coastal ocean +2
deep ocean +3
city -1
underground -2

Entities are then arranged on the battlefield according to their rank and file. Note that when more than one entity occupies the same rank and file position, the position is expanded to the side to accommodate the additional entities. entities are laid out as follows:

                      north (attackers)
rank7  right3 right2 right1 center  left1  left2  left3
rank6  right3 right2 right1 center  left1  left2  left3
rank5  right3 right2 right1 center  left1  left2  left3
rank4  right3 right2 right1 center  left1  left2  left3
rank3  right3 right2 right1 center  left1  left2  left3
rank2  right3 right2 right1 center  left1  left2  left3
rank1  right3 right2 right1 center  left1  left2  left3

rank1   left3  left2  left1 center right1 right2 right3
rank2   left3  left2  left1 center right1 right2 right3
rank3   left3  left2  left1 center right1 right2 right3
rank4   left3  left2  left1 center right1 right2 right3
rank5   left3  left2  left1 center right1 right2 right3
rank6   left3  left2  left1 center right1 right2 right3
rank7   left3  left2  left1 center right1 right2 right3
                      south (defenders)

Each rank is separated by row of empty hexes from the adjacent ranks.

If a side's front rank is empty, the rank(s) behind it are moved forward, rank2 becoming rank1, rank3 becoming rank2, etc. This process continues until the front rank contains at least one entity. Thus a side with only a rear rank would end up with all entities on the front rank.

All reserve entities are marked, and each side's reserve numbers are independently decremented until at least 1/3rd of their forces (measured by combat value) are committed to the battlefield (to prevent setting all units to reserve 30 and avoiding combat all together).

Entities which are reaching the battlefield from a different territory (i.e. patrolling), will have their arrival delayed by one round per two APs cost of reaching the battlefield territory. If this delay is greater than their reserve value, the delay is used. If the entity's reserve value is greater, it will be used.

Patrolling entities in vessels use the vessel's move cost to determine their patrol delay.

Patrolling entities that participate in back to back battles in the same remote territory do not suffer the movement delay in the second and subsequent battles as they are considered already in the territory.

Note that the entity attacking to start a battle and same territory attackers are NOT affected by movement delay as they started the fight.

After patrol adjustments, reserves are collapsed forward again until at least one entity is on the battlefield for each side.

Entities which have a reserve value of one or more (after including movement costs above) are not placed on the battlefield initially. Instead they are placed on the battlefield on the round equal to their reserve number (attackers on the north, defenders on the south). Reserve entities will be placed in an appropriate east/west location depending on their FILE setting, but enter the battlefield at the rear.

Reserve entities are not considered part of the battle until they enter the field, which means that reserve champions do not contribute their tactics and ambush skills to the battle before they enter the battle.

Once all reserve and patrol delays are calculated the CV totals of the on-field forces are compared. If the defenders have a 20:1 or greater CV advantage over the attackers, the attackers will refuse battle. No battle takes place but all potential witnesses to the battle receive a notice that battle was refused.

* Entity Actions

The following actions can be taken by an entity each times it gains the initiative in combat.

MOVE - The entity can move one hex during its initiative. Depending on strategy, an entity may move to engage the enemy, avoid the enemy, protect an ally, or gain a better view of the battlefield. Entities that continue to move without interruption for other actions gain momentum, which decreases the AP cost of subsequent moves. Each round of movement gains one point of momentum, and each two momentum points reduces move costs by 1 AP. The maximum AP reduction possible is 2 for normal units, 3 for charging units, 4 for normal mounted units, and 5 for charging mounted units. The minimum AP cost for a move is 1.

CAST - If a champion has the skill, spell points and action points available to cast, it may cast one spell. Champions will try to cast spells in all strategies except FLEE. Champions will not waste spells if their side has a 5:1 advantage in CV on the battlefield. Inactive spell casters will start to cast if there are active enemy spell casters (5% chance per level of enemy spell cast), or if their side suffers significant losses (1/3rd the caster's wimpy value).

MISSILE FIRE - If the entity is within range of an enemy entity, and has at least one AP, it can fire its missile weapon(s) at the enemy. See ATTACK RESOLUTION for details of how missile attacks work.

ATTACK - If the entity is next to an enemy entity, and it has at least one AP, it can attack the enemy. See ATTACK RESOLUTION for details of how attacks work. Charging entities with appropriate mounts or weapons gain a +2 attack strength bonus.

RETREAT - An entity which chooses to retreat moves at maximum speed toward the friendly side of the battlefield. If the entity reaches the edge of the field, it is removed from the combat and cannot return. Retreating entities suffer a -1 defense penalty and gain a -2 initiative bonus. Entities which retreat can counter-attack if attacked, but will never initiate attacks. See POST COMBAT for details on the fate of retreating entities.

FLEE - An entity which chooses to flee moves at maximum speed toward the friendly side of the battlefield. If the entity reaches the edge of the field, it is removed from the combat and cannot return. Fleeing entities suffer a -3 defense penalty, but gain a -3 initiative bonus. Entities which are fleeing automatically lose all attack abilities until they have left the battlefield (including counter-attacks). See POST COMBAT for details on the fate of fleeing entities.

ORDERS - Champions may issue orders to entities on their side. These orders include directives to attack specific enemies, orders to retreat, and general retreats. Orders can only be issued within a champion's tactical range, which is equal to 3 * tactics + 4. Retreat orders are issued based on the champion's wimpy value, with low wimpy value champions issuing retreat orders after fewer losses.

RALLY - Champions can attempt to rally troops on the battlefield. Rally attempts can only be made on entities within the champion's leadership range, which is equal to 3 * leadership + 4.

HOLD - This action is carried out by supporting entities with no other actions available.

* Combat Strategy

The following section describes what an entity will attempt to do with the given strategy. Champions with spell casting abilities will attempt to use selected spells (see the SPELLS order) for all strategies except FLEE.

FLEE - Entities with this strategy automatically move away from the enemy at the fastest speed possible.

RETREAT - Retreating entities fall back in an orderly fashion. Retreating entities can cover the flight of fleeing entities.

GUARD - Guarding entities attempt to interpose themselves between the nearest enemy entity and a friendly entity (which ally is guarded is determined by the guarding entity's TARGET setting). Guarding entities remain in buildings or vessels, provided those they guard are inside as well. Guarding entities with no one to guard will automatically change their strategy to ENGAGE for the remainder of combat.

SUPPORT - This strategy allows an entity to remain on the battlefield without directly engaging the enemy. It is most useful for champion leaders and spellcasters. Supporting entities will use action points to maintain at least a 3 hex range between themselves and enemy entities. Supporting entities will remove themselves from combat (considered to have retreated) if they are forced to the edge of the battlefield.

RANGED - Entities using this strategy will stand and target enemy entities with ranged attacks. Ranged entities will use action points to maintain distance between themselves and enemy entities. Ranged entities will remove themselves from combat (considered to have retreated) if they are forced to the edge of the battlefield or if they have no effective ranged attack (running out of ammo for example). For purposes of this strategy, a ranged attack is any attack with a range greater than one. Note that some ranged weapons, spear, and axe for example, can be also be used in melee, but entities using RANGED strategy will not do so unless attacked.

ENGAGE - Entities with this strategy move forward to engage the enemy in melee combat.

CHARGE - Entities with this strategy move forward at maximum speed to engage the enemy. Some entities gain an initial combat bonus when charging. Entities must have a morale of at least normal to use this strategy. Entities automatically change their strategy to ENGAGE if they are unable to maintain their CHARGE status.

HOLD - Holding entities maintain their battlefield position and attack any enemy that comes within range. HOLD entities will begin to RETREAT if all other entities on the battlefield have a strategy of HOLD, RETREAT, or FLEE.

CAST - Champions with the CAST strategy behave like SUPPORT champions except they will not issue orders or attempt to attack enemies. They will only cast spells. If they cannot cast any spells due to a lack of spell points or components they will begin to RETREAT.

Note: Entities with RETREAT or FLEE selected as a strategy will automatically leave the battlefield if they are at least 1/2 the battlefield's height from the nearest enemy entity.

* Combat Target

Combat target determines who an entity will act on when they gain the initiative. The following combat targets are possible:

NEAR - Target the nearest entity.

WEAK - Target the entity with the weakest single figure combat rating.

STRONG - Target the entity with the strongest single figure combat rating.

PUNY - Target the entity with the weakest total combat rating.

POWERFUL - Target the entity with the strongest total combat rating.

CHAMPION - Target a champion.

MISSILE - Target an entity using a long range attack (range > 1).

MELEE - Target an entity using a melee attack.

FLYING - Target a flying entity. (1)

BIG - Target the entity with the most figures.

SMALL - Target the entity with the least figures.

(1) Entities that have no chance of hitting flying targets (namely ground based melee troops) will automatically revert to the next target type from the chart below.

If a target of the appropriate type cannot be found, the entity will look for an alternate target. Entities use the following logic for finding targets:

   CHAMPION => MISSILE => NEAR
   WEAK => PUNY => NEAR
   STRONG => POWERFUL => NEAR
   BIG => POWERFUL => NEAR
   MELEE => POWERFUL => NEAR
   FLYING => POWERFUL => NEAR
   SMALL => PUNY => NEAR

Note: The normal rules of viewing, stealth and observation apply on the battlefield, but given the chaotic nature of combat there is always a 50% chance any entity will be seen no matter what their stealth rating. Also, picking champions out of a large mass of enemy units is very difficult, so the chance of spotting an enemy champion is reduced, depending on the total size of allied forces on the battlefield.

The combat ratings referred to in the WEAK, STRONG, PUNY, and POWERFUL target types are calculated from the total values of all attacks and defenses, life, and number of figures in an entity.

* Champion Wimpiness

Each champion on the battlefield has a wimpy setting that determines when they will order entities to retreat or sound a general retreat. If a single entity within their tactical range has taken losses greater than their wimpy setting, they will order the entity to retreat. If the champion's side has taken losses greater than their wimpy setting, they will sound a general retreat.

* Combat Vision

Each entity involved in combat has a vision range that determines how much of the battlefield they can see. This range is equal to 6 + entity observation rating + tactics level + 1/2 their direct leader's vision range (NOT the highest tactics on the side).

* Combat Resolution

The following additional terms are used to describe combat:

COMBAT CLOCK - The order of each combat is determined by the combat clock. This clock starts at zero, and is incremented to indicate the passage of time.

MOVE TIME - Each entity is given a move time (initially equal to their initiative). Each time the entity moves, its move time is increased (see below). Entities who are attacked multiple times before reaching their next move time can be pinned (expending all their energy defending themselves), which delays their next move time.

RANGE - The range between entities is determined by finding the shortest path between their current battlefield locations. Entities which are flying add one to their range unless they are engaging in melee attacks against ground based entities, or engaging in combat with other flying entities, which negate this advantage (flying entities cannot be attacked with melee weapons unless they attack first or their opponent is also flying).

COMBAT ROUND - A combat round is 15 ticks of the combat clock. It is used to determine the maximum length of a combat and time periodic spell effects.

The following procedures are used to resolve combat:

  1. Each entity's beginning initiative is calculated, based on the entity's native initiative and any bonuses from leader's skills (ambush), plus a small random factor.
  2. The combat clock is initialized to zero.
  3. While combat is not done and for each entity:

    If an entity's move time is less than or equal to the combat clock:

    1. Add one-half the entity's base AP value to its current APs.
    2. Perform any required morale checks.
    3. Carry out one action subject to the entity's APs.
    4. Increase its move time by (initiative * used APs) / maximum APs.
    5. Add one-third the entity's base AP value to its current APs.

If multiple entities have the same move time, the entity with the lowest initiative goes first, with remaining ties resolved randomly.

Note that an entity can gain the initiative and have a negative action point total if they've been attacked and have defended themselves. Entities never have an action point total higher than their maximum.

* Attacks

All entities have one or more attacks available to it. Each attack has the following characteristics:

TYPE - The attack type indicates the class of damage it does, and also which defense values are applied against it. The physical attack types are structure, slash, crush, pierce. Physical attacks can also have the added types of ranged and/or melee, which indicate how the attack can be used. Some weapons are both ranged and melee (spears can be thrown or wielded hand to hand for example). Magic attack types are equal to the source sphere of magic. There are also several special attack types, the details of which are left to the discovery of the player.

ENGAGEMENT - This is the attack's ideal engagement range. Engagement values range from 1 to 4, with 1 being pole arm range, down to 4 being hand to hand. The difference between the actual and ideal engagement values reduces the number of figures that can use the attack by 25%.

Attacks with a range greater than 1 are unaffected by engagement and have an engage value of 0. Some attacks (mount attacks for example) have a negative engage value, indicating they are not considered for calculating an entity's ideal engagement range. The absolute value of this number is used when actually calculating attack counts.

STRENGTH - The measure of this entity's ability to successfully hit an opponent. Strength indicates the number of chances out of 20 each figure in an entity has of succeeding in at attack. I.e. an attack with a strength of 15 will succeed 15 of 20 times. Attack strength is a function of the appropriate offensive skill, morale, and weapons used.

COUNT - The number of tries this attack grants the attacker. Certain attacks can attack several targets with a single attack (for example a dragon's tail could strike multiple targets when swung as a weapon). Some attack counts scale upward or downward depending on the size of the target (scaling).

STRIKE RANK - The measure of when this attack occurs in an attack resolution, with lowest going first. Strike rank is a function of weapon length and speed. Strike ranks range from 1 to 20.

SPEED - How quickly this attack is carried out, with low speeds being faster. Attacks with low speed values are generally carried out more times per clash. Attacks with a speed value of -1 can only be carried out once per clash.

COST - The number of action points this attack costs.

DAMAGE - The damage rating of this attack. This indicates the range of damage done by each successful attack. Damage is expressed as XdY+Z, where X indicates the number of Y-sided dice to throw, and Z indicates a constant addition or subtraction to the total of the dice rolls. Note that any of X, Y, or Z can be 0. Damage is a function of weapons used and the appropriate offensive skill. Some powerful spells and artifacts do fatal damage, which automatically kills the target.

RANGE - Range is the effective reach in battlefield hexes of this attack. Range category (below) defines what range means for various attack types.

Flying entities are considered to be at +1 range from ground based entities, and cannot be attacked by non-flying entities using melee attacks unless the flying entities first engage in melee attacks.

RANGE CATEGORY - Range category determines what the attack's range means:

Melee attack - Attacks in this category constitute hand to hand combat and always have a range of one. All range one attacks are considered melee attacks. Swords, axes, and claws all fall into this category.

Ranged attacks - The range figure for this category represents maximum medium range. Long range begins at and extends to twice medium range. Short range begins at range two and extends to half medium range. Extreme range begins at maximum long range and extends to maximum long range plus medium range. For example an entity of longbowmen might have a medium range of 5, which means short range is 2, medium 3-5, long 6-10, and extreme is 11-15. Ranged attacks get a +1 strength bonus at short, a -2 penalty at long, and a -5 penalty at extreme ranges. Ranged attacks cannot be used in melee attacks (any range one attack). Bows, hurled spears, and hurled boulders fall into this category.

Other attacks - Any attack which does not specify either melee or ranged attack falls into this category. These attacks may have a range greater than one and are effective from range one up to the indicated range. Electrical discharges and gaze attacks fall into this category.

AMMO - The number of times an attack can take place in a single combat. For example archers have a limited number of arrows, or dragons may only breathe a limited number of times.

* Defenses

A defense represents the probability an entity can successfully prevent an attack. Defenses have the following characteristics:

TYPE - The type of attack(s) this defense is useful against. Defense types are equivalent to attack types.

STRENGTH - The number of chances out of 20 this defense has of stopping an attack of the appropriate type.

COUNT - The number of attacks this defense blocks. Certain defenses can block several incoming attacks (for example a wall shield).

DAMAGE ADJUSTMENT - The amount of damage this defense can absorb. A normal defense will never completely stop an attack, but in certain rare cases, powerful spells and artifacts, full defenses can be found which will negate entire attacks.

* Attack Resolution

Each time an entity attacks an enemy, the following process is carried out:

Each entity's strike rank modifier (SRM) is calculated according to the following table:

Strike Rank Modifier Value (1)
Random adjustment +1 to -1
Charging (2) -2
Mounted (2) -2
Attacks (3) +1 per attack
Used APs +1 per 20%
Ranged attack +1 per 2 range for defender

(1) The strike rank modifier is limited to values from -10 to +10.

(2) Only applies to melee attacks.

(3) Each time an entity defends a significant attack its attack total is increased by one. This total is reduced by one each time the entity gains initiative.

Each entity's attacks have their strike ranks set to the attack's base strike rank plus the entity's strike rank modifier.

   ---
   U100 is 10 figures armed with steel swords (strike rank 5 speed 12). U200
   is 10 figures armed with steel pikes (strike rank 2 speed 30). U100
   attacks U200. U100 is charging, but their current APs are only 12 of
   16. They have been in three clashes since their last initiative, so their
   attack count is 2 (3 minus 1 for gaining initiative) Their SRM is:
      -2 for charging
       0 for random adjustment
      +1 for used APs
      +2 for attacks
   U100's total is +1. Their sword attack will first go off on a strike
   count of 6 (steel swords are 5 + 1), then at 18 (6 + speed 12), and 30
   (18 + speed 12).
   U200 has been heavily engaged and has an attack count of 5. They are also
   at 4 of 16 APs. Their SRM is:
      +1 for random adjustment
      +3 for used APs
      +5 for attacks
   U200's total is +9. Their pike attack will first go off on a strike count
   of 11 (steel pikes are 2 + 9), but they're too slow to get in another
   attack (11 + speed 30 is greater than the maximum strike count of 30).
   ---

If this is a melee attack, the engagement number is calculated using the following process:

  1. If the entities have fought each other before, their last engagement number is used, otherwise the number is set to the lowest engagement number in use by at least 20% of either unit.
  2. Each entity's engagement skill is calculated (see table below).
  3. Each entity's ideal engagement number is calculated based on the weighed average of their attacks' engagement numbers.
  4. The entity with the higher engagement skill can shift the engagement number towards their ideal value by one point per three levels of engagement skill advantage (with a minimum adjustment of one). The attacker wins engagement skill ties.

Engagement Skills Value
Blades [blde] 1/4 levels
Crushing [crsh] 1/4 levels
Maneuvering [mane] 1/3 levels
Martial Arts [mart] 1/4 levels
Parry [prry] 1/4 levels
Pole Arms [pole] 1/3 levels
In structure by structure

   ---
   U100 has 8th blades and 6th maneuvering, for an engage skill of 4. U200
   has 3rd pole arms and 2nd maneuvering for an engage skill of 1. U100's
   swords are engagement 3, U200's pikes are engagement 1. The two units
   have not fought before so their initial engagement number is 1. U100 has
   the advantage by 3, so they shift the engagement 1 point in their favor
   to 2.
   ---

The defender's attack total is increased by one if the attacker has at least 50% of the defender's mass.

   ---
   The two units are nearly equal in mass, so U200's attack count is
   increased to 6.
   ---

A strike counter is started, beginning at -10 and running to 30.

If an entity has an attack with a strike rank that matches the current strike counter, and is considered effective (see below) the attack is carried out. Ties always favor the attacker.

The attacks of the entity that initiated the clash are always considered effective, as are all melee attacks. The defender may consider their attacks ineffective if they estimate their attack strength is too low. This occurs when entities clash at range greater than one and the defending entity's attack strength is less than 6 for ranged strategy, 8 for engage strategy, or 12 for charge strategy.

   ---
   At 6 U100's sword swings are carried out against U200. At 11 U200's pike
   attacks are carried out against U100. U100 swings again at 18 and 30.
   ---

The attack and defense strength modifiers for the attack are calculated. Strength modifiers include skills, weapons, spells, charge bonuses, morale bonuses, item modifiers, racial bonuses, unit facing, terrain, range, weather, and target movement.

The maximum possible attacking figures is calculated. Attackers are limited by the relative figure sizes of the entities (see table), the total figures in each entity (up to 60% of the larger entity can be engaged), and the attack's ideal engagement number relative to the actual engagement number (each point of engagement difference reduces figures by 25%).

For physical attacks, the number possible is adjusted by the relative size and number of the attacker and defender. Each defender can only be attacked by a number of attackers based on the following table:

Defender Size Attacker Size
T V S M L X H
T 3 2 2 2 2 2 2
V 5 3 2 2 2 2 2
S 8 5 3 2 2 2 2
M 13 8 5 3 2 2 2
L 21 13 8 5 3 2 2
X 39 26 18 13 10 3 2
H 65 44 30 23 18 10 3

For melee attacks, an attacker can overrun a defender if they have sufficient numbers. An overrunning attacker engages with three times the normal number of figures. For purposes of overrun, defending champions count as three figures each. The following table outlines the figure ratio required to achieve overrun. Equipped items (including mounts) are considered when determining entity sizes.

Defender Size Attacker Size
T V S M L X H
T 8 8 6 6 4 -- --
V 12 8 8 6 6 4 --
S 18 12 8 8 6 6 4
M 26 18 12 8 8 6 6
L 36 26 18 12 8 8 6
X -- 36 26 18 12 8 8
H -- -- 36 26 18 12 8

If the entity that initiated the clash overruns and kills the defender, the attacking entity retains any momentum they may have.

Finally if the attack takes place at a range greater than 1, the number of possible attacks is increased by 150%, 300% if it is a true ranged attack.

   ---
   In the first attack to be resolved, size is not a factor. 60% of U100 is
   potentially available to attack (6 figures). Engagement is 2, one off of
   the sword's ideal value of 3, reducing this number by 25% to 5.

   In the fourth attack to be resolved, all but one of U200 are dead, but
   all 10 of U100 are alive. Only 3 of U100 can reach the sole survivor of
   U200, reduced to 2 by the 60% rule. Engagement subtracts 25%, not enough
   to reduce the number further, so 2 of U100 attack.
   ---

The attacker rolls a d20 for each possible attack (figures times counts per attack). Each die roll less than or equal to the strength value of the current attack is counted an attack success. A roll of 1 is a critical success and bypasses the defense step below. A roll of 20 always fails.

   ---
   In the first attack U100 makes 5 rolls, and scores 4 hits. One roll is a
   one, making it a critical success.
   ---

For each attack success, roll the attack's damage. The attack's damage is equal to base damage value multiplied by momentum bonus (below). Any applicable skill, race, or magical bonuses are added to this number, giving total damage.

When entities clash on the battlefield their total momentum can provide a damage bonus to physical melee attacks. A clash's total momentum is equal to attacker momentum plus modified defender momentum:

Attack Direction Modifier
front 100%
front flank 50%
rear flank -50%
rear -100%

Total momentum values range from 0 (neither side with momentum) to 20 (front to front clash of mounted, charging troops at full speed).

Each entity's total damage modifier is calculated by multiplying the total momentum above by a value from the table below based on the entity's facing in the clash. Attackers always have front facing, while the defender's facing is dependent on their last action.

Facing Modifier
front 4
front flank 3
rear flank 1
rear 0

The final formula is:

total damage modifier = 100% + (total momentum * table value)%

Total percentages range from 100% to 180%. For each successful hit in a clash, base attack damage (prior to any skill or magical bonuses) is multiplied by this percentage.

   ---
   An attacker with 10 momentum attacks the rear flank of a unit with 6
   momentum.

   Total momentum = 10 + -50% * 6 = 7
   Total damage modifier (attacker): 100 + (7 * 4) = 128%
   Total damage modifier (defender): 100 + (7 * 1) = 107%
   ---

For each non-critical attack success, check each defense that can block the attack's type. The chance of a defense blocking an attack is a percentage equal to the number of figures protected by the defense versus the total figures in the target.

   ---
   Half of U200 is wearing plate mail, and all are wearing helms, so for the
   3 non-critical successes there is a 100% chance of a helm blocking the
   attack and a 50% chance the plate mail will block it.
   ---

Note that each attack does a minimum of 10% of its initial damage, no matter how well defended the target is.

Apply the remaining damage to the current life point total of a random figure in the defending entity. If the new life point total of the figure is less than or equal to zero, the figure dies. This means any one attack success can only be applied to one figure, even if the attack does more damage than the figure can sustain. As figures are slain they will randomly drop equipment in proportion to the figures slain vs. the total figures in the entity.

   ---
   The four attacks end up doing 1, 1, 2, and 5 points each. Four figures
   are selected at random from U200 and the damage applied. The last attack
   kills one figure.
   ---

Once the attack has been resolved, increment the attack's strike rank by its speed. Continue processing the strike counter.

Once the strike counter reaches 30, expend the action point cost of the attack on a per figure basis. (1)

   ---
   U100 attacks 4 times with steel swords (AP cost 4) for a total cost of 16
   APs.
   ---

(1) When one entity has a significant mass advantage over the other, they pay a reduced action point cost relative to their mass advantage. For purposes of this calculation only the mass of figures and mounts are considered.

* Spell Attack Resolution

When resolving spell attacks, there are two possible methods of determining the results. For direct damage spells, such as Fireball or Lava Burst, the attacks are resolved just as a normal physical attack. For spells which affect entire entities, such as Mindshock or Blindness, a majority of the figures within the entity must resist the spell or it affects the entire entity.

Spell attacks are never counter-attacked.

* Morale and Combat

Each time an entity gains initiative in a battle, it may be forced to make one or more morale checks. Any of the following situations will force an entity to make a morale check:

Situation Bonus
Loss of 50% of figures Negative
Loss of 20% of figures in a single attack Negative
Unit has no leader present Negative
Ally destroyed Negative
Ally morale falls to broken Negative
Ally fled/retreated Negative
Entity attacking overwhelming opponent Negative
Side with highest tactics Positive
Side with highest leadership Positive
In a building Positive
Entity attacking weak opponent Positive
Entity inflicts 20% loses in single attack Positive

- Shattered Entities

Entities that have suffered significant losses and/or have poor morale may be SHATTERED. Shatter is tested each time an entity gains initiative. Shattered entities are removed from the battlefield when they shatter. Such entities are treated as if they had retreated (or fled if their strategy is FLEE) on the round they shatter for purposes of post combat effects and sacking. Shatter takes place according to the following table:

Current Morale Figure Losses
Unthinking 90%
Broken 40%
Shaken 50%
Low 65%
Normal 70%
Fierce 85%
Inspired 95%

* Ending Combat

Combat continues until one of the following conditions is met:

  1. One side or the other has no entities left on the battlefield. The remaining side is the victor. Entities that successfully flee or retreat or that have not yet entered the battlefield due to reserve status or arrival delay are NOT considered to be on the battlefield.
  2. More than 30 combat rounds have passed. In this case neither side is the victor or loser.
  3. Both sides are destroyed, both sides retreat, or neither side has an valid combat entity on the battlefield. In this case neither side is the victor or loser. (*)

(*) Note that fleeing entities can NEVER achieve a victory or a tie. In case 3 above, fleeing entities are not considered valid combat entities.

* Post Combat

Once combat is complete, the following takes place:

Victorious entities retain possession of the territory in which the combat took place. Victorious entities which were pulled from other territories because they were patrolling return to their starting locations. This includes victorious entities that fled or retreated. If the combat was initiated by an attack order and the attacker is victorious, the attacker will move into the destination territory, taking ownership from any units that may still be there. Note: If the leader of an army attacked, his entire army will follow him, otherwise, only the attacker will move.

If a vessel owner initiated an attack, the entire vessel will advance into the territory where the battle took place. Vessel owners will never leave their vessels as the result of combat unless they are driven out of them.

If an entity fled the combat, they automatically have their combat set to AVOID, and their combat strategy set to FLEE. Entities that have fled will obviously not initiate combat.

Losing entities either return to their starting location, or a neighboring safe territory if combat took place in their starting territory. Safe territories are empty or contain only allied, friendly or same faction entities. If there are no safe territories adjacent to the combat, the losing entities are trapped and completely destroyed!

If there is no victor or loser, entities return to their starting locations. This may mean that another battle will be fought later in the same turn.

Entities that have the ability to heal may attempt to heal themselves or others.

Once healing is complete remaining wounded figures are checked for death. A wounded figure has a chance of death equal to the percent of its maximum life it has lost. Thus a figure that normally has 4 life but has taken 1 points of damage has a 25% chance of dying. Wounded figures that survive are restored to full health.

Victorious entities gain the spoils of the conflict. Each losing entity is sacked by a random victorious entity. Dead losers are sacked twice. Victorious entities that are still on reserve are not eligible to sack. Each sacking has a 50% chance to take a random amount of each item carried by the losing entity. Losing entities that never entered or left the battlefield before the battle ended have a greatly reduced chance of being sacked.

A looting entity will pick up as much at they can carry and still be able to make a move to the battlefield's territory. Usually this limit will be walking capacity, but in the case of a battle at sea, swimming capacity would be used instead (non-swimming units having a difficult time getting that loot from the bottom of the ocean).

Surviving entities may gain skill uses in any combat skills they know. Spell casters may gain ability in their appropriate spheres of magic, and healers may gain in healing skill.

If a side sustained a loss of 20% of their total combat value, each entity on the side is charged a number of action points according to the following criteria:

  1. Entities that flee are automatically reduced to 0 action points.
  2. Victorious entities are charged 4 action points.
  3. Losing entities are charged 8 action points.
  4. If neither side is victorious, each is charged 6 action points.

The victors only pay action points for a battle if the enemy side had a total starting combat value of at least 20% of the victor's combat value. Other conflicts are considered trivial.

Patrolling entities that did not reach the field of battle are charged a percentage of the AP cost above determined by how long the battle lasted versus how long it would take them to arrive.

Entities that advance/withdraw into a new territory at the end of combat always pay the move costs for moving to the new territory.

If the battle was a major victory, the victorious faction(s) gain a victory point. Major victories are defined as a battle with non-F1/F2 factions involved on both sides, and total starting combat values of each side of at least 3000.

Victorious entities have their minimum morale increased by 1 if the battle was counted as a major victory.

The territory the combat took place in is destabilized by an amount proportional to the size of the battle. Destabilization can reduce population, products available, markets for goods, and taxes available. It can also cause titles to vanish.


3.9 APPENDIX - COMPUTER FORMAT TURN REPORTS

The Eldritch game engine can be instructed to generate a computer friendly turn report (see the OPTION order). This appendix describes the format of this file (V03.04).

Each computer report is made up of a number of sections. Each section begins with a header line, contains one or more data lines, and is terminated by an end line. The order of sections within the report is not fixed (i.e. sections can appear in any order). A header line is defined as:

<header>

Where <header> is the actual name of the section.

An end line is defined as:

+++

Each data line is made up of one or more data fields, separated by pipe '|' characters. Empty or unknown fields will contain an asterisk '*' character.

In the descriptions below, [...] indicates the previous field can occur more than once in the section. <cont> is used to indicate a continuation of a line that is actually one line in the actual report format.

The following sections can appear in the turn report:


VERSION

Version:
VXX.XX
+++


XX.XX - the version of the computer format file (may not match the game version).


PLAYER

Summary information on the player.

Player:
NAME|PRIVATE|PUBLIC
+++


GAME

Summary information on the game itself.

Game:
GID|TURN|FACTIONS|WIDTH|HEIGHT|ENDTURN|ENDVP|VTURNS
DUEDATE
+++


FACTION

This section contains information on the player's own faction.

Faction:
FID|NAME|BALANCE|POWER|RESOURCES|VP|VPT|FLAGS|DETAIL|WIDTH|VMAIL|VTURN
INVENTORY
+++

INVENTORY is a standard inventory section showing the faction's current inventory.


FACSUMMARY

This section contains 1 record per remaining faction in the game.

FacSummary:
FID|NAME|EMAIL|POWER|RESOURCES|VP|STANCE
+++


STANCES

This section displays the current faction's public and private stances. Unlisted stances are assumed to be neutral/neutral. There can be more than one data line in this section.

Stances:
FID|NAME|PUBLIC|PRIVATE
[...]
+++

If you have changed your default stance, this list will contain a field of the form:

*|default|PUBLIC|PRIVATE

Which defines your default stances.


RANKINGS

This section contains the faction's rankings for the current turn. There can be more than one data line in this section.

Rankings:
RANKING
[...]
+++


ERRORS

This section contains all error messages generated for the current turn. There can be more than one data line in this section.

Errors:
MESSAGE
[...]
+++


ACTIONS

This section contains all action messages generated for the current turn. There can be more than one data line in this section.

Actions:
MESSAGE
[...]
+++


INFORMATION

The information section contains all the information that appears in the information section of the normal turn report.

Information:
INFO-BLOCK
[...]
+++

-----
START-LINE
CONTINUE-LINE|START-LINE
CONTINUE-LINE|START-LINE
[...]

Note that information in this section appears just as it does in the normal turn report, except that no line wrapping is performed. This implies that very long lines of data are possible in this section.

Thus a complete INFORMATION section would look like this:

Information:
----- 
Skill: birdwatching [brwt] (novice): It costs $10 per turn to study. This
 skill is a craft skill.
Allows the equipping of: 
Item: binoculars [bino]: These devices grant a +1 observation skill when
 equipped.
-----
Skill: birdwatching [brwt] (1st): It costs $10 per turn to study. This
 skill is a craft skill.
+++


RUMORS

This section contains all rumor messages generated for the current turn. There can be zero or more data lines in this section.

Rumors:
MESSAGE
[...]
+++


COMBAT

The combat section contains all the information that appears in the combat section of the normal turn report.

Combat:
COMBAT-BLOCK
[...]
+++

*** Combat in <place description>

While the last line of a COMBAT-BLOCK always has the form:

*** Combat complete in <place description>

The rest of the COMBAT-BLOCK appears just as it does in the normal turn report, except that no line wrapping is performed.


LOCATIONS

This section contains one description block for each location within the game. Each location description contains all the information on itself and the entities it contains.

Locations:
LOCATION-DESC
[...]
+++


TERRITORY and CITY

Territories and cities have the same report format, which takes one of two forms. FULL reports are received for any territory the player has direct information for (i.e. an entity in the location). BRIEF reports are received for any territory the player has only peripheral information for (i.e. they have an entity in a neighboring location). The format of the brief report is:

-----
CODE|TYPE|ID|NAME|TERRAIN|X|Y|FLAG|CITY
+++

The format of the full report is:

-----
CODE|TYPE|ID|NAME|TERRAIN|X|Y|FLAG|CITY|POP|RACE|TAXES| <cont>
   WORK|TWORK|TENT|ROAD|CLIMATE|SEASON|NSEASON|NMONTH| <cont>
   RAIN|WIND|TEMP|CONST|SOLAR|LUNAR|CONTROL|UPKEEP|CASH|VP
EXITS
TITLES
PRODUCTS
TRANSACTIONS
SCRYERS/SCOUTS
ENTITIES
INVENTORY
SPELLS
+++

For EXITS, TITLES, PRODUCTS, TRANSACTIONS, SCRYERS/SCOUTS, ENTITIES, INVENTORY, and SPELLS, see below.


VESSEL

-----
CODE|ID|NAME|TNAME|TTAG|LOCID|CSTRUC|MSTRUC|CAP|AP|MAXAP| <cont>
   FLAGS|OID|ONAME|OFID|OFNAME|INDEX|VP
MATERIALS
ENTITIES
INVENTORY
SPELLS
+++

For ENTITIES, INVENTORY, and SPELLS, see below.


BUILDING

-----
CODE|ID|NAME|TNAME|TTAG|LOCID|CSTRUC|MSTRUC|CAP|FLAGS| <cont>
   OID|ONAME|OFID|OFNAME|VP
MATERIALS
ENTITIES
INVENTORY
SPELLS
+++

For ENTITIES, INVENTORY, and SPELLS, see below.


SCRYERS/SCOUTS

The optional scryer report lists any faction entities who scryed or scouted a location during the turn. The format is:

Scryers/Scouts:
ID|NAME
+++


ENTITIES

There are two forms of entity reports, full and brief. The overall format of the entity report is:

Entities:
ENTITY-REPORT
[...]
+++

The brief ENTITY-REPORT has the format:

-----
RTYPE|NAME|ID|FNAME|FID|DESC|FIG|RACE|RTAG|TYPE|FLAGS|SIZE
INVENTORY
SPELLS
+++

The full ENTITY-REPORT has the format:

-----
RTYPE|NAME|ID|FNAME|FID|DESC|FIG|RACE|RTAG|TYPE|FLAGS|SIZE
LEADER|COMB|STRAT|TARG|RANK|FILE|STE|OBS|INIT|LIFE|MORALE| <cont>
   CAP|MAP|UPKEEP|CSP|MSP|LOAD|WALK|RIDE|FLY|SWIM|RESERVE|WIMPY|VP
COMMENT
TITLENAME|TITLELOCNAME|TITLELOCID
SP1NAME|SP1TAG|SP2NAME|SP2TAG|SP3NAME|SP3TAG|SP4NAME|SP4TAG
INVENTORY
SKILLS
SPELLS
+++

Note that the lines beginning with TITLENAME and SP1NAME are present only for champions.

See below for INVENTORY, SKILLS, and SPELLS


EXITS

The EXITS section consists of one or more lines of data, each describing a single exit.

Exits:
SIZE|DEST|DIR
[...]
+++


TITLES

Titles:
NAME|TAG|TAX|HOLDERNAME|HOLDERID|COST|SNAME|STAG|SLEVEL
[...]
+++


PRODUCTS

Products:
AMOUNT|ITEMNAME|ITEMTAG
[...]
+++


TRANSACTIONS

This section contains up to three subsections. All are optional.

Transactions:
Wanted:
BUYER|ID|ITEMNAME|ITEMTAG|AMOUNT|PRICE
[...]
+++
For sale:
SELLER|ID|ITEMNAME|ITEMTAG|AMOUNT|PRICE
[...]
+++
Skills taught:
TEACHER|ID|SKILLNAME|SKILLTAG|LEVEL|PRICE
[...]
+++
+++


INVENTORY

Inventory:
NUMBER|NAME|TAG|NUMBEREQUIPPED|PERMANENT|KEPT|VP
[...]
+++


MATERIALS

Materials:
TAG|NAME|NUMBER
[...]
+++


SPELLS

Note that diseases and events are also listed in this section of the report.

Spells:
SPELL-TEXT
[...]
+++


SKILLS

Skills:
NAME|TAG|LEVEL
[...]
+++


TEMPLATE

Template:
+++

The template section consists of a copy of the template section of the turn report with a reduced set of comments.


3.10 APPENDIX - CREDITS

Eldritch was designed and programmed by Mark A. Thomas. Art Gower and Paul Knight-Morris provided additional creative input.

Alpha testers:

Art Gower, Paul Knight-Morris

Beta testers:

Art Gower, Atte Kotiranta, Bob McLain, Brian P. Enright, Bryan Donaldson, Carter Apps, Chris Heid, David Bauze, David Calvert, David Kalnins, Dirk Beijaard, Dirk Schepens, Don Pack, Jim Moore, Jiri Klouda, Joey Browning, John Sassaman, Jor Bratko, Joseph D. Wilkinson II, Kaitlyn Turner, Karl Low, Kelan Sisk, Kenneth H. Mitchell, Kurt Haack, Mark Coletti, Micah Sisk, Neil M. Matsui, Nic Davey, Nick Shrock, Oyvind Bjartveit, Paul Knight-Morris, Pedro Martinez, Peter Godfrey, Ragnar Wikman, Randy Cudworth, Rich Staats, Robin Lee Powell, Ron Cudworth, Sean Burnett, Sergey Glukhov, Stewart Vachal, Vincent Archer, Wolf Laudien

Special thanks:

Douglas Selph and Gary Weis for providing EldWorld and GEM.

Gary Weis, for providing valuable source code used in the Eldritch scenario editor.

==END==