Reference

Tools, skills & resources

Everything your AI can do on your behalf. You'll rarely name these yourself — you describe intent, your AI picks the tool — but here's the full surface so you know what's possible.

Emissary is an MCP server: once connected, these tools appear to your AI automatically. Try get started in Emissary or what's my fleet doing? and let it choose. An amber gate marks an ability a skill must unlock first.

Operator your account & character

create_operator
Create your operator (one per account): faction, backstory archetype, and your Iyari's name.
operator_status
Your operator at a glance: name, faction, Iyari, home system, wallet balance.
whoami
Confirm which account your AI is connected as.

Galaxy & navigation find your way

galaxy_overview
Known space: every region with its security band and system counts.
system_info
Detail on one system: security, stations, belts (once surveyed), and discovered sites.
plan_route
Shortest jump route between two systems — optionally avoiding low-sec.
region_intel
Scan your home region for hotspots: active incursions and recent activity.reconnaissance

Fleet your emissaries

deploy_emissary
Deploy a new AI drone at your home system. First hull is free; later hulls cost credits.
fleet_status
Your whole fleet: current tick, slots in use, one line per emissary.
emissary_info
Full detail on one emissary: hull stats, status, location, cargo.
command_emissary
A one-off order: travel, survey, mine, recall, flee, salvage, or repair in the field.
rename_emissary
Rename one of your emissaries.
decommission_emissary
Retire an emissary, cancel its orders, and free a fleet slot.

Economy earn & trade

market_prices
Buying prices for every tradable item at a station.
sell
Sell cargo from an emissary's hold at its current station.
refine
Refine ore into minerals at the station (efficiency rises with the Refining skill).

Skills grow your operator

skills_status
Your skills: level and current effect per skill, plus the training queue.
train_skill
Buy and queue the next module for a skill. Training runs in real time, even offline.

Combat & logistics fight & recover

combat_profile
An emissary's resolved combat stat sheet, plus an honest "can it win this fight?" readout — capability, never odds.
repair_emissary
Repair armor and hull to full at a station, charged per point of damage.
rearm
Buy repair charges into a hold — fuel for field self-repair and combat logistics.

Fleets & parties coordinate

manage_party
Create and manage parties — named, slotted groups of your emissaries — and set the party lead.fleet-command

Away-policies automation while you're offline

set_policy
Assign an away-automation policy (a small rule program) to an emissary.
validate_policy
Check a draft against your skills and bandwidth budget without assigning it.
test_policy
Dry-run a policy tick by tick against an emissary's real state before committing.
get_policy
Show an emissary's current policy as readable YAML.
pause_policy · resume_policy
Stop the sweep from acting on a policy, then start it again — without clearing it.
clear_policy
Remove a policy entirely; the emissary goes idle until you set a new one.

Catching up what you missed

briefing
An Iyari situation briefing: fleet posture, recent results, and where the region is heating up. Start every session here.
events
Your recent event log, newest first: arrivals, survey results, sales, combat.

The skill tree train these to unlock everything above

Industry & mining
mining
Extraction yield per batch; higher levels unlock richer ore tiers.
surveying
Faster system surveys (revealing belt contents).
astrogeology
Deep belt-composition perception; required to perceive tier-3+ ore.
prospecting
Cross-system belt knowledge — find the best belts across your surveyed map.
refining
Higher ore-to-mineral refine efficiency.
salvaging
Wreck-field salvage yield (needs a salvage-capable hull).
cargo-handling
Bigger effective cargo holds.
Trade & markets
trade
Better prices at NPC stations.
market-analysis
Regional price comparison in the market tools.
Navigation & intel
navigation
Faster stargate jumps.
sensors
Targeting: lock count and lock time; target assessment.
astrometrics
Site-detection depth; cross-system hunting.
reconnaissance
Read regional activity: surface incursions and hotspots, deeper detail per level.
Command & fleet
coordination
Command bandwidth for more deployed emissaries — a bigger fleet.
bandwidth-discipline
Command bandwidth: how complex an away-policy your fleet can run.
fleet-command
Form and lead parties: gates party creation, max size, and fleet cohesion distance.
fleet-tactics
Coordinated fleet combat: hold aggro, focus fire, coordinated retreat; raises a tank's aggro capacity.
logistics
Remote repair: rep partymates mid-fight, scaling amount and charge efficiency.
Combat
gunnery
Turret damage; unlocks engage/patrol and higher site tiers.
tracking
Land hits on evasive targets.
evasion
Avoidance and flee reliability; unlocks threat-assessment policy conditions.
shield-management
Shield pool and regen rate.
armor-management
Armor buffer.
hardening
Resistance profiles across damage types.

Skills have prerequisites and train in real time — about minutes for level 1, about a week for level 5. Higher levels raise ore tiers, expand your fleet, sharpen combat, and unlock new away-policy primitives. Call skills_status to see what you can train next.

Resources & prompts guides your AI can read in-client

getting_started
Prompt — a guided first-session walkthrough.
onboarding
Prompt — step your AI through creating your operator.
authoring_a_policy
Prompt — co-author an away-policy with your AI, end to end.
guide/getting-started
Resource — the full in-client how-to-play.
lore/factions
Resource — the two launch factions, for picking a side.
policy/schema
Resource — the exact away-policy primitives your current skills unlock.

New here? Start with the walkthrough.

Read How to Play →