Click on any part of the turn card for an explanation of that section, then click on the explanation to return to the turn card.
This 1st order, B 99 26 159, specifies that every party member(99) should attempt to (B)uy Helmets(159) from the armourer, shop number 26.
This 2nd order, B 95 27 151, specifies that all our party's fighters(95) should attempt to (B)uy Leather Armour(151) from another armourer, shop number 27.
Order number 3, B 1 23 104, orders character 1 to try to (B)uy a Long Sword(104) at the Weapon Smiths, shop number 23.
Order number 4, B 2 24 120, orders character 2 to try to (B)uy a Battle Axe(120) from a Weapon Smith, shop number 24.
Order number 5, B 3 24 118, orders character 3 to try and (B)uy a Sling(118) from the same Weapon Smith (shop number 24) as in order 4.
Order number 9, CP 3 1, sets character 3's (C)ombat (P)reference to missile(1) (so, in combat, he'll use the sling he's just bought).
Order number 11, K 3636, sets the party so that is (K)eeping a look out for monster group number 3636.
Order number 12, M 11, tells the party to (M)ove north(1) then north(1) again. (This was the last known location of monster number 3636)
Order number 14, E 3636, tells the party to (E)ngage monster number 3636 in combat if it is in the same location as them.
This adds (or if already on removes) words from your chat list. Every time you meet a shopkeeper or friendly humanoid monster, your chatlist is checked against what they know, and you may receive information based on the word recognised.