Orders are commands which you issue to your characters. They are the means by which you accomplish all of your actions in the game. Each character can issue two orders a turn, though they do not have to issue two orders. A list of orders you can issue to your characters is to be found later in these rules, together with a description of each order, and the prerequisites needed to successfully issue that order.
Each order falls into a certain type. The following types of orders can only be done by a character once per turn:
That is to say that a character may not, for example, issue two command orders in a turn. Neither could they enact two agent orders, nor cast two healing spells or attempt two movement orders. However, it is possible for them to perform, for example, a command order and an agent order (provided they have the appropriate skill ranks), or a movement order and a healing spell.
All other orders in the game may be issued twice per turn without restriction. These are called:
Most orders have prerequisites. Prerequisites are those factors needed to successfully issue the order. Prerequisites might include the character having a particular skill, resource materials, and/or costs, as well as location requirements.
Note: miscellaneous orders often require the character to have a particular skill. However, a miscellaneous order requiring command skill is still a miscellaneous order and not a command order, therefore can be issued twice per turn.
If an order fails, the cost (be it gold or resource materials) is not paid. The exception to this rule is order 705 (Research Spell), which uses 1000 gold whether or not the order is successful.
Each order also indicates whether any additional information is required to accomplish the order. Be sure to include all additional information required, and in the correct order, or the order may fail.
Assuming the order does not automatically succeed, the success of an order is primarily determined by the skill rank involved (the type of the order). In general, the rank is added to a randomly generated number (between 1 and 100), other relevant modifiers are added or subtracted, and if the resulting sum exceeds a hidden number which represents the difficulty of the task, then the order is successful. In some cases, the extent to which a character succeeds or fails is also determined by this sum, in others there is a second roll.
Such orders will have an associated 'difficulty' rating to help you judge whether a character is ready to attempt that order. These orders are rated as easy, average, and hard. Actual difficulties within each of these ratings will vary, but guidelines are given below:
Some orders, on the other hand, automatically succeed. This means that if the prerequisites are all fulfilled then the order will succeed, although that is not to say the order will necessarily achieve the intended result. For example, the instruction to your commander ordering their army to attack an opponent’s force might succeed, but the battle may nevertheless be lost. Orders have both an 'order number' and an 'order code'. The order number indicates where in the game's sequence of events the order is executed. The lower the number, the sooner it is executed.
Orders are executed in ascending order according to their number, not in the order that you issue them to your characters.
The order code serves as a handy mnemonic (way of remembering) for the order itself. If you are writing a turn by hand (instead of using one of the software packages available), you must use the order number when you are filling out your turn sheet. You may include the code as well, if you like, but if there is any disparity between code and number, and we cannot determine from the context of the order which you intended, we will use the number.
See the Orders Page.