VERBS

YOUR ACTION FROM YOUR OWN PERSPECTIVE

YOUR ACTION AS VIEWED BY OTHERS

" or ' <MESSAGE> followed by:

<.> (for sentence) or <?> (for question) or
<!> (for exclamation)

(The ' and the " are the shorter way of using the verb SAY)

You say, "<MESSAGE>."

You ask, "<MESSAGE>?"

You exclaim, "<MESSAGE>!"

Eratika says, "<MESSAGE>."

Eratika asks, "<MESSAGE>?"

Eratika exclaims, "<MESSAGE>!"

A

ACCEPT

(When some one offers to GIVE you an item, you may use ACCEPT in order to agree to take the item from that person and keep it.  Note that one of your hands must be empty in order to accept an item.  See also DECLINE.)

You accept Trakkar's offer and are now holding a heavy backpack.

Eratika has accepted your offer and is now holding a heavy backpack.

ACCEPT CONFIRM (used after EXCHANGE is used)

You hand Trakkar 100 silvers.

You accept Trakkar's offer and are now holding an acid-stained vultite wall shield.

Eratika hands you 100 silvers.

Eratika has accepted your offer and is now holding an acid-stained vultite wall shield.

ACCUSE (See also HELP CONSTABLE)

NOTE: You must ACCUSE someone of thieving in front of the constable, or nothing will happen.

(Er, if anyone has a successful record of the constable arresting someone for theft, please let me know.)

NOTE that I, Eratika, did not even attempt to steal from Kelista (hey, I'm a bard; I'm lousy at stealing!). Yet the first time Kelista accuses me of being a thief, the constable is willing to issue a warrant for my arrest (although nothing happened after he made that statement):

>accuse Eratika

You make your accusation to the constable. After a brief moment of consideration, the constable turns to you and says, "I'll issue a warrant for Eratika's arrest immediately!"

Shortly thereafter, Kelista accuses me again:

>accuse Eratika

You make your accusation of Eratika to the constable. After a brief moment of consideration, the constable turns to you and says, "I'm afraid there's not enough evidence against Eratika for me to issue a warrant for her arrest."

A third attempt yielded this result:

>accuse Eratika

You make your plea to the constable. The constable turns toward you and says, "I think I've heard enough lies for awhile, Kelista."

 

 

 

 

 

 

Kelista exchanges a few words with the constable. After a moment, the constable turns to Kelista and says, "I'll issue a warrant for Eratika's arrest immediately!"

 

 


Kelista exchanges a few words with the constable. After a moment, the constable turns to Kelista and says, "I'm afraid there's not enough evidence against Eratika for me to issue a warrant for her arrest."

 

 

 

Kelista exchanges a few words with the constable. After a moment, the constable turns to Kelista and says, "I think I've heard enough lies for awhile, Kelista."

ACTION 
(A command that you can use to emote any message you wish.  The resulting message will always be enclosed in parentheses.)

(Eratika jumps up and down.)

>act 's sneeze sprays Kelista.
(Eratika's sneeze sprays Kelista.)

(Eratika jumps up and down.)


(Eratika's sneeze sprays Kelista.)

ADVICE >advice

Welcome to GemStone III, one of the top multiplayer games in the world!

Whenever you are having trouble, simply type ADVICE and I will try and size up your situation and give you some instructions.

I see you have already learned how to move, and your new character is well supplied already. Well done!

>advice

Now, let's see some of your character's stats.

Type: INFO

(Remember to then type ADVICE again for more guidance)

>advice

Your character's health is key to survival. You should check it often when you are in combat or something bad happens which may damage your character.

To do so, at any time, type: HEALTH

(Remember to then type ADVICE again for more guidance)

>advice

On this world, money is expressed in silver pieces. You start with a small loan (your debt) so that you can buy supplies to get started. You must spend this money wisely! Once you are underway, there will be plenty of ways to acquire more.

To check your personal finances type: WEALTH

Later, I'll show you how to get to the bank where you can stash your money in a (relatively) safe place.

(You know the routine -- type ADVICE again for more guidance)

>advice

On this world, money is expressed in silver pieces. You start with a small loan (your debt) so that you can buy supplies to get started. You must spend this money wisely! Once you are underway, there will be plenty of ways to acquire more.

To check your personal finances type: WEALTH

Later, I'll show you how to get to the bank where you can stash your money in a (relatively) safe place.

(You know the routine -- type ADVICE again for more guidance)

>advice

To see where you are, type: LOOK. You will see obvious exits, but also keep an eye out for portals, doors, ladders, and other ways of moving from one place to another.

>advice

GemStone III is a multiplayer environment which means you are not alone in the game. Other players, just like you, are running their characters around the game. You can see who is online at any time by typing: STATUS or WHO.

This will show you everyone who is online with you, but not where they are. When another player is in the same room with you, their character will show up when you do a LOOK. You can then talk with them. This is done by simply prefixing your message with a quote. For example to say hello you would type: "Hello there!

Everyone in the room would see this. Don't be discouraged if someone seems to waltz right by. After awhile players tend to rush through familiar rooms and might miss your greeting.

Seek help from other players when you can! The vast majority are going to be quite friendly and perhaps take you under their wing and give you some advice this automated feature you are using now never could. It will not take long for you to realize what makes a multiplayer computer game unbeatable fun!

>advice

Another useful command is INVENTORY, which lets you know what you're wearing, and holding in each hand. Keep in mind that this will only show you what other people might see when they look at you. To find out what's inside your heavy backpack, you would still have to type: LOOK IN backpack.

Most of the things that you type in GemStone III can be abbreviated, some down to a single letter. For example, you can type I, H, or L, instead of INVENTORY, HEALTH, or LOOK.

>advice

It is generally not polite to walk around town armed.

Type: PUT my broadsword in my backpack

>put my broadsword in my backpack

You put a broadsword in your heavy backpack.

>advice

Unless you are about to head off to combat, you should probably stow your shield away to keep your hands free.

Type: WEAR SHIELD

>wea shie

You sling a reinforced shield over your shoulder.

>advice

You now have the basics you need to go adventuring, so it would be a wise idea to deposit your remaining silvers in the bank, which is on the western side of Main Square.

After you've saved up enough, you may want to start paying off your debt, which is done in Moot Hall, on the eastern side of Main Square.

If you'd like to head to the bank now, type: DIRECTIONS TO BANK

(This can be abbreviated DIR BANK)

>direction to bank

We're working on renovating the map of the Landing, but currently we simply don't know where we are. Perhaps you can get some help from a passerby.

>advice

You have chosen the profession of bard. You will find many powers in your magical voice, but while young you must learn to hone your combat skills in order to survive in a dangerous land.

>advice

Well, you seem to be in pretty good shape. There are several different things you could do at this point, but nothing is absolutely crucial...

You could wander around and explore the town, perhaps browse through the merchandise in one of the over a dozen shops.

You could head over to Moot Hall, on the east side of the Town Square, and pay off your debt.

You could head out hunting again, either in the catacombs or the forest outside the main gate. Or you can talk to other adventurers, and ask for advice about other places to go and hunt.

For directions to specific places around town, type: DIRECTIONS

>directions

We're working on renovating the map of the Landing, but currently we simply don't know where we are. Perhaps you can get some help from a passerby.

>advice

A good summary of the different commands can be obtained by typing HELP.

N/A
AGREE (for young characters only, who wish to visit with a Mentor who can help them learn more about the game) Note: This command will work only after you view a message similar to this one:

You hear the voice of a crier nearby, "Gnafelot is now available to answer new adventurers' questions at Silverwood Manor in Wehnimer's Landing. (Go outside and use DIR SILVERWOOD to find the way there.)"

(If you would like to be teleported to Gnafelot, just type AGREE within the next minute.)

>agree

Your surroundings suddenly change...

[Silverwood Manor, Courtyard]
Painted a pristine shade of white, a short stone wall lines the entire expanse of the courtyard. Leading towards the entry of the manor, short boxwood hedges line the multicolored stone path.
Also here: Mentor Gnafelot
Obvious paths: east, out.

Note that when you are done consulting with the Mentor, you leave by typing OUT, and it will return you to the room you originally were in before you typed AGREE:

>out

Leaving your Mentor? Okay, you're being returned to where you came from!

 

 

 

 

 

 

 

 

 

Strina suddenly vanishes from sight!

 

 

 

 

 

 

 

 



Strina appears in a puff of smoke, blinking in surprise.

AIM

[NOTE: this verb is used for hunting with a bow or crossbow; usage is: AIM (right/left leg, right/left arm, right/left hand, right/left eye, back, abdomen, chest, head and neck).  The critter must actually possess the body part you are targeting for an aim to be successful; as strange as it may sound, some critters do not have abdomens or eyes, etc.]

(Whatever body part you specify, this will be your preferred target area until you decide to either aim for another body part, or stop specific aiming all together. Type AIM CLEAR, or AIM RANDOM to stop aiming. Note that aiming at a target area will add at least one second to your round time)

>aim abdomen

You're now aiming at the abdomen of your target when using a ranged weapon.

(the information below is included so that the aiming function is easier to understand)

>get 1 arrow
You remove a single arrow from some arrows.
You nock an arrow in your long
bow.

>fire bow at kobold
You fire an arrow at a kobold!
AS: +83 vs DS: +10 with AvD: +25 + d100 roll: +49 = +147
... and hit for 39 points of damage!
Strike to abdomen punctures stomach!
The kobold crumples to a heap on the ground and dies.
Round time: 8 sec.

 

N/A (because others cannot see which target area of the critter has been selected by the archer)

 



Ellidrin removes a single arrow from some arrows.
Ellidrin nocks an arrow in her long bow.


Ellidrin fires an arrow at a kobold!
AS: +83 vs DS: +10 with AvD: +25 + d100 roll: +49 = +147
... and hits for 39 points of damage!
Strike to abdomen punctures stomach!
The kobold crumples to a heap on the ground and dies.

AMBUSH <CRITTER> <BODY PART> [(1) aimed and out in the open, (2) aimed and hidden, (3) hidden and not aimed, (4) missed target area, (5) parry, (6) aimed ambush out in open, but with critter's limb missing, (7) ambush without right hand or right arm while out in the open, and (8) ambush without right hand or right arm while hidden.]

(Usage is: AMBUSH <CRITTER> right/left leg, right/left arm, right/left hand, right/left eye, back, abdomen, chest, head and neck. The critter must actually possess the body part you are targeting for an ambush to be successful; as strange as it may sound, some critters do not have abdomens or eyes, etc.  Also, when ambushing from hiding, the wound's severity is increased, provided that you are training in the Ambush skill (as it's quite possible for a player with zero trainings in Ambush to successfully aim an attack from the open or from hiding).  Note that AMBUSH always includes at least a 5% parry rate. Also note that AMBUSH always adds 3 second of round time unless your base round time is below 5 seconds; also see ATTACK for reference to special Voln messages which may occur when one successfully kills undead critters by AMBUSHing, ATTACKing, CASTing, FIREing, HURLing, MSTRIKEing or TRIPing)

1. Aimed ambush out in the open [Note that this guarantees at least a minor wound if you hit the part you aimed for and if you connect (>100 end roll)]::

>ambush war left arm
You swing a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +200 with AvD: +35 + d100 roll: +64 = +199
... and hit for 41 points of damage!
Hard hit shatters shield arm.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 90]
The skeletal warhorse groans in agony as its bones crack under the force of the blow!
Roundtime: 6 sec.

 

2. Aimed ambush while hidden:

> amb lord head
You leap from hiding to attack!
You swing a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +177 with AvD: +41 + d100 roll: +40 = +204
... and hit for 75 points of damage!
Incredible blast shatters head into a red spray.
You hear a sound like a weeping child as a white glow separates itself from the skeletal lord's body as it rises, disappearing into the heavens.
The skeletal lord wails in terrifying pain one last time and lies still.
Vultite axe clashes with visored helm!
[STR/DU: 85/200 vs. 35/551, d100(Open)= 41]
Roundtime: 6 sec.

3. While hidden but not aimed (Note that this is identical to using ATTACK from hiding, except that you add round time for ambushing):

>amb lord
You leap from hiding to attack!
You swing a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +298 with AvD: +41 + d100 roll: +81 = +124
... and hit for 36 points of damage!
Right hand severed at the wrist!
The lord's splintered lance falls to the ground.
The skeletal lord is stunned!
The skeletal lord groans in agony as its bones crack under the force of the blow!
Roundtime: 6 sec.

4. Aimed ambush while hiding but missed target area of critter:

>ambush warhorse neck
You leap from hiding to attack!
You swing a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +215 with AvD: +35 + d100 roll: +31 = +151
... and hit for 81 points of damage!
Wicked slash slices open the skeletal warhorse's chest!
Heart and lungs pureed!
Sickening!
You hear a sound like a weeping child as a white glow separates itself from the skeletal warhorse's body as it rises, disappearing into the heavens.
The skeletal warhorse falls to the ground motionless.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 13]
Roundtime: 6 sec.

5. Aimed ambush while hidden and which failed (parry):

You leap from hiding to attack!
You fail to find an opening for the strike.
Roundtime: 5 Sec.

6. Aimed ambush out in open, but with limb missing from critter:

>ambush war right arm
A skeletal warhorse is already missing that!

7. ambush without right hand or right arm while out in the open:

>amb troll
You cannot attack with a severed right arm or hand.
Roundtime: 3 sec.

8. ambush without right hand or right arm while hidden:

>Hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>amb troll
You leap from hiding to attack!
You cannot attack with a severed right arm or hand.
Roundtime: 3 sec.

 

 

 


Aelphaba swings a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +200 with AvD: +35 + d100 roll: +64 = +199
... and hits for 41 points of damage!
Hard hit shatters shield arm.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 90]
The skeletal warhorse groans in agony as its bones crack under the force of the blow!

 


Aelphaba leaps from hiding to attack!
Aelphaba swings a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +177 with AvD: +41 + d100 roll: +40 = +204
... and hits for 75 points of damage!
Incredible blast shatters head into a red spray.
The skeletal lord wails in terrifying pain one last time and lies still.
Vultite axe clashes with visored helm!
[STR/DU: 85/200 vs. 35/551, d100(Open)= 41]

 

 

 

 



Aelphaba leaps from hiding to attack!
Aelphaba swings a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +298 with AvD: +41 + d100 roll: +81 = +124
... and hits for 36 points of damage!
Right hand severed at the wrist!
The lord's splintered lance falls to the ground.
The skeletal lord is stunned!
The skeletal lord groans in agony as its bones crack under the force of the blow!

 


Aelphaba leaps from hiding to attack!
Aelphaba swings a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +215 with AvD: +35 + d100 roll: +31 = +151
... and hits for 81 points of damage!
Wicked slash slices open the skeletal warhorse's chest!
Heart and lungs pureed!
Sickening!
The skeletal warhorse falls to the ground motionless.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 13]

 

 




Aelphaba leaps from hiding to attack!
Aelphaba parries with a skeletal lord a bit.

 

 

N/A

 

 


N/A

 

 

 




Aelphaba leaps from hiding to attack!

APPLAUD or CLAP

You applaud.

Note that if you are missing a hand or an arm, you'll get this message instead:

You wave an arm around in a vain attempt to applaud.

Eratika applauds.

 

 

Angelianna waves an arm around in a vain attempt to applaud.

APPLAUD <CRITTER or HOUSE PET> or CLAP <CRITTER or HOUSE PET>

You look at a rolton and clap your hands.

Eratika looks at a rolton and claps her hands.

APPLAUD <DEAD CRITTER> or CLAP <DEAD CRITTER> You look at the dead kobold and applaud. Eratika looks at the dead kobold and applaud. [sic]

APPLAUD <ITEM> or CLAP <ITEM>

You glance at a raspberry marinated orc toe and clap your hands.

Eratika glances at a raspberry marinated orc toe and claps her hands.

APPLAUD <PERSON> or CLAP <PERSON>

You applaud Trakkar.

Eratika applauds you.

APPLAUD <YOURSELF> or CLAP <YOURSELF>

You clap your hands.

Eratika claps her hands.

APPRAISE <SINGLE ITEM> (while at an appropriate merchant)

You ask the gem dealer to appraise some polished pink coral.

The gemcutter takes the pink coral and inspects it carefully before saying, "I'll give you 365 for it if you want to sell."

Eratika asks the gem dealer to appraise some polished pink coral.

The gemcutter takes the pink coral and inspects it carefully before saying, "I'll give you 365 for it if you want to sell."

APPRAISE <SKIN or PELT or GEM> (while away from a merchant)

A botched appraise:

>appraise jaws
You turn the warhorse jaws over in your hands, meticulously inspecting for flaws. As best you can tell, the 10 warhorse jaws in your bundle are in decent shape.
Roundtime: 100 sec.

A much better appraise:

>appraise jaws
You turn the warhorse jaws over in your hands, meticulously inspecting for flaws. You estimate that of the 10 jaws in your bundle, 1 is crude quality, 1 is poor quality, 3 are fair quality, 3 are fine quality, 1 is exceptional quality, and 1 is outstanding quality. You estimate that the total value of your warhorse jaws is approximately 2500 silvers.
Roundtime: 100 sec.




Aelphaba turns a bundle of warhorse jaws over in her hands, meticulously inspecting for flaws.

 

 

 


Aelphaba turns a bundle of warhorse jaws over in her hands, meticulously inspecting for flaws.

APPRAISE <MY CONTAINER> (while at an appropriate merchant, such as the fur and gem shops. You must hold the container in your hand. Note that after the merchant appraises your container, you may wish to SELL <MY CONTAINER>)

>look in my wrap
In the tiger fur wrap you see a skeletal warhorse jaw, a green garnet, a violet spinel, a gleaming glaes longblade, a gold ring, a skeletal warhorse jaw, a skeletal warhorse jaw, a skeletal warhorse jaw, a skeletal warhorse jaw, a bundle of skeletal warhorse jaws and a skeletal warhourse jaw.

>rem my wrap
>You remove a sabre-tooth tiger fur wrap from your shoulders.
>appraise wrap
>You ask Dakris to appraise the contents of a sabre-tooth tiger fur wrap.

Dakris takes the tiger fur wrap and inspects the contents carefully before saying, "There are 4 items that I do not deal with at all. I did find 32 items that I'll give you 13271 silver for, if you want to sell."
Dakris then returns a sabre-tooth tiger fur wrap to you.

 

 

 

 

 


Aelphaba removes a sabre-tooth tiger fur wrap from her shoulders.
Aelphaba asks Dakris to appraise the contents of a sabre-tooth tiger fur wrap.

Dakris takes the tiger fur wrap and inspects the contents carefully before saying, "There are 4 items that I do not deal with at all. I did find 32 items that I'll give you 13271 silver for, if you want to sell."
Dakris then returns a sabre-tooth tiger fur wrap to Aelphaba.

APPRAISE <PERSON> (appraising as a cleric)

You glance at Trakkar and immediately realize he has 0 spirit levels out of a maximum of 10, and is currently preserved for 2236 seconds.
You also notice that he has minor bruises on his neck, a fractured and bleeding left arm, some minor cuts and bruises on his right leg, some minor cuts and bruises on his left leg, minor cuts and bruises on his chest, deep lacerations across his abdominal area, a swollen left eye, and minor bruises about the head.
He has a mangled left arm.
He is bleeding slightly from the left arm, and from the abdomen.
He is also quite dead.

N/A

APPRAISE <PERSON> (appraising as a non-cleric)

>You take a quick appraisal of Trakkar and find that he has minor bruises on his neck, a fractured and bleeding left arm, some minor cuts and bruises on his right leg, some minor cuts and bruises on his left leg, minor cuts and bruises on his chest, deep lacerations across his abdominal area, a swollen left eye, and minor bruises about the head.
He has a mangled left arm.
He is bleeding slightly from the left arm, and from the abdomen.
He is also quite dead.

N/A

APPRAISE <ARMOR or WEAPON>

>appraise shield

Careful examination indicates that "a white cross-bolted shield" has a strength of 54 and a durability of 195.  You also determine the current state of the cross-bolted shield to be at 99.99% integrity.
N/A

ARMOR

(This verb supplies the breakage values for all basic armor types.)

>armor
Standard armor baseline strength & durability statistics

 Item           Strength / Durability

                 -Armor-

AsG1 normal clothing    10 / 230

AsG2 flowing robes       10 / 230

AsG5 light leather         10 / 250

AsG6 full leather           20 / 285

AsG7 reinforced leather 35 / 270

AsG8 double leather      35 / 290

AsG9 leather breastplate
                                   35 / 300

AsG10 cuirbouilli leather
                                   45 / 270

AsG11 studded armor    45 / 285

AsG12 brigandine armor
                                   49 / 325

AsG13 chain mail          55 / 350

AsG14 double chain      55 / 450

AsG15 augmented chain
                                   55 / 480

AsG16 chain hauberk    59 / 495

AsG17 metal breastplate
                                   60 / 475

AsG18 augmented breastplate
                                   65 / 505

AsG19 half plate           65 / 575

AsG20 full plate            69 / 665

 

           -Armor Accessories-

leather helm                  30 / 200

visored helm                 40 / 290

metal aventail                45 / 300

arm greaves                  25 / 185

leg greaves                   25 / 200

 

               -Shields-

wooden shield               45 / 155
N/A

ASSESS <ITEM>

(for everyone other than highly-trained warriors; Also, note that with decent information on armor you can instantly classify any unusual-looking armor into the correct armor type and sub group after assessing it: All you need to know is what kind it is and what body parts it covers; also note that to assess an item it must be in your right hand.) 

Simu’s Command Guide adds, “This command is used in order to learn the specific capabilities of a set of armor. ... Anyone other than a highly-trained warrior may be able to determine it's group, subgroup, and coverage. Advanced warriors will be able to determine an armor's padding, but not it's enchantment. Warriors may also determine the capabilities of the weapons they are trained well in. 
For more specific information on armor, visit the Elanthian Armor Guide in The Armory.”

You sling a silvery hammered tower shield off from over your shoulder.

>assess my shield
You examine the shield closely and you don't note anything, aside from the fact that it would be classified as a shield, and protects the bearer if carried in the left hand.

You remove a gleaming glaes longblade from in your spidersilk pack.
>assess long
You heft the weapon a few times...but note nothing unusual about it. It looks as if you require skill in edged weapons in order to use it effectively, though.

You remove a long coral-tipped trident from in your tiger fur wrap.
>assess my trid
You heft the weapon a few times...but note nothing unusual about it. It looks as if you require skill in polearms in order to use it effectively, though.

You accept Toren's offer and are now holding some imflass-lined leather.
>assess my leath
You examine the leather closely and you don't note anything, aside from the fact that it would be classified as soft leather armor, and covers the torso and arms.

You accept Toren's offer and are now holding some supple embossed black leathers.

>assess my leather
You examine the leathers closely and you don't note anything, aside from the fact that it would be classified as soft leather armor, and covers the torso, arms, legs, neck, and head.

You remove some forest green brigandine from in your tiger fur wrap.
>assess brig
You examine the brigandine closely and you don't note anything, aside from the fact that it would be classified as rigid leather armor, and covers the torso, arms, legs, neck, and head.

You remove a greathelm from on some stone benches.
>assess great
You examine the greathelm closely and you don't note anything, aside from the fact that it would be classified as miscellaneous armor, and covers the head and neck.

 

 


Aelphaba examines the shield closely, trying to determine how well it protects.

 

 

 

Aelphaba hefts the longblade a few times, getting a feel for it.

 

 



Aelphaba hefts the trident a few times, getting a feel for it.

 

 

 


Aelphaba examines the leathers closely, trying to determine how well it protects.

 

 

 

 

Aelphaba examines the leathers closely, trying to determine how well it protects.

 

 



Aelphaba examines the brigandine closely, trying to determine how well it protects.

 

 

 

Aelphaba examines the greathelm closely, trying to determine how well it protects.

ASSESS <ITEM> (for highly trained warriors; they are able to detect more information about the items than others. For example, such warriors may detect more than simple classification and body coverage for armor, they can detect such things as padding and weighting as well. Note that they cannot detect any enchantments. They also can detect more information than others when assessing shields and weapons, if they are skilled enough through training. Note that warriors can only have that special weapons assessment skill with the kind of weapons they are highly trained in, such as one hand blunt or pole arm, etc.; they may then detect weightings, etc., in weapons which fall into the classification of the warrior's chosen weapons specialty)

Simu’s Command Guide adds, “This command is used in order to learn the specific capabilities of a set of armor. ... Anyone other than a highly-trained warrior may be able to determine it's group, subgroup, and coverage. Advanced warriors will be able to determine an armor's padding, but not it's enchantment. Warriors may also determine the capabilities of the weapons they are trained well in. 
For more specific information on armor, visit the Elanthian Armor Guide in The Armory.”

For example, Murgin is a warrior of 50 general trainings, and this is what he saw when he assessed some forest green brigadine armor (Murgin has a 209 skill level in armor, which is 109 times of training in it):

On his first try, Murgin sees that the brig is padded but not to what degree:

Examining the brigandine closely, it looks like it's padded against critical blows. It also looks as if it would be classified as rigid Leather armor, and covers the torso, arms, legs, neck, and head.

On his second try, Murgin doesn't see that the brig is padded at all:

You examine the brigandine closely and you don't note anything, aside from the fact that it would be classified as rigid leather armor, and covers the torso, arms, legs, neck, and head.

On his sixth try, Murgin sees the DEGREE of padding:

Examining the brigandine closely, it looks like it's heavily padded against critical blows. It also looks as if it would be classified as rigid leather armor, and covers the torso, arms, legs, neck, and head.

 

 

 

 

 



Murgin examines some forest green brigandine closely, trying to determine how well it protects.

 

 



Murgin examines some forest green brigandine closely, trying to determine how well it protects.

 

 

 


Murgin examines some forest green brigandine closely, trying to determine how well it protects.

ASSIST (See also ASSIST CANCEL, ASSIST POSITION, ASSIST REQUEST and HELP ASSIST) >assist

Try typing these commands if you need assistance:

Advice: Getting started in GemStone III.

Directions: Common places in town.

Help: General information.

Bug: Reporting bugs.

Typo: Reporting typos.

Comment: Message to staff which doesn't require response.

Queue: Current size of the assist queue.

Policy: GemStone III player policy.

Assist Request: Requesting assistance for technical problems.

Assist Position: Checking your position in the assist queue.

Assist Cancel: Remove yourself from the assist queue.

Refer: Checking your position in the referral queue.

Report: The "911" of GemStone III, for emergencies only.

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ASSIST CANCEL (See also ASSIST, ASSIST POSITION, ASSIST REQUEST and HELP ASSIST) >assist cancel

Assist request removed. You are no longer in the queue.

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ASSIST POSITION (See also ASSIST, ASSIST CANCEL, ASSIST REQUEST and HELP ASSIST)

 

>assist position

Your previous request is still pending. You are number 1 in the Premium User queue.

You may cancel your request for assistance at any time by typing ASSIST CANCEL.

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ASSIST REQUEST (See also ASSIST, ASSIST CANCEL, ASSIST POSITION and HELP ASSIST) >assist request

You need to specify the reason why you need assistance. To do so, type ASSIST REQUEST <your reason for assisting goes here>

>assist request Um, this isn't a request, sorry, just testing. I will cancel immediately. :)

Your request has been sent to the GM's currently onduty.
You are number 1 in the queue.
You may cancel your request for assistance at any time by typing ASSIST CANCEL.

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ATTACK <CRITTER> or KILL <CRITTER> (while out in the open and then hidden)

(Note that if you ATTACK <CRITTER> and then just type ATTACK alone, you will automatically hit the critter you previously just attacked. This is nice in a crowded room when you or others come running in, yelling, "Chase!")

Note that in order to attack you must be holding a weapon in your right hand.  If you don’t have a weapon (or if you don’t even have a hand <g>), you won’t be able to attack a critter.

Out in the open:

>attack warhorse
You swing a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +230 with AvD: +35 + d100 roll: +36 = +141
... and hit for 29 points of damage!
Whoosh! Several ribs driven into lungs.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 69]
The skeletal warhorse groans in agony as its bones crack under the force of the blow!
Roundtime: 5 sec.

While hidden:

>attack lord
You leap from hiding to attack!
You swing a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +298 with AvD: +41 + d100 roll: +60 = +103
... and hit for 1 point of damage!
A feeble blow to the skeletal lord's left arm!
Roundtime: 5 sec

 


Aelphaba swings a silvery vultite axe at a skeletal warhorse!
AS: +300 vs DS: +230 with AvD: +35 + d100 roll: +36 = +141
... and hits for 29 points of damage!
Whoosh! Several ribs driven into lungs.
Vultite axe clashes with steel barding!
[STR/DU: 85/200 vs. 95/480, d100(Open)= 69]
The skeletal warhorse groans in agony as its bones crack under the force of the blow!



Aelphaba leaps from hiding to attack!
Aelphaba swings a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +298 with AvD: +41 + d100 roll: +60 = +103
... and hits for 1 point of damage!
A feeble blow to the skeletal lord's left arm!

ATTACK <CRITTER> or KILL <CRITTER>  (with a severed right hand, out in the open and then hidden)

Out in the open:

>att troll
You cannot attack with a severed right hand.

If you hide and try to attack the critter, you still will remain hidden:

>Hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
>att troll
You cannot attack with a severed right hand.

NOTE that if you AMBUSH with a missing right hand, you will always leap out of hiding, but you still will not be able to injure the critter. . . . Well, Amerlise reveals this funny exception: "If you ambush with a non-weapon in your right hand (say, you SWAP while in hiding with your weapon/shield out), people will see 'Amerlise leaps from hiding to attack!' but you won't actually come out of hiding, or even incur RT. The exception is if you hit that 5% automatic parry chance."

 


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ATTACK <ENCHANT-BASED CRITTER> or KILL <ENCHANT-BASED CRITTER> (without an appropriately enchanted weapon) (According to Amerlise, "Most critters that have this limited immunity are simply immune to weapons lower than a certain enchant. Vruul, for instance, are immune to any weapon fewer than three enchants. Of course, vruul are undead, so a drake weapon wouldn't work on them anyway, but a firecat or cyclops could not be struck with a feras weapon, to my knowledge. In other words, in every instance I know of, it's purely enchant-based. As an aside, this is also true of creatures which can break non-magical weaponry and shields, most notably gargoyles and sentinels."

First, attacking with a plain broadsword:

>att cat
>You hack at a fire cat but your broadsword has no effect!
Roundtime: 5 sec.

Now attacking that same critter with the same broadsword, only now the weapon is temporarily "enchanted" because it has the minor elemental edge spell in it:

Hannal gestures and utters a phrase of magic.
Hannal gestures at you.
A bright glow forms around your broadsword for a moment, then seems to seep into the weapon, giving it an inner glow.

 

 

>attack cat
You swing a broadsword at a fire cat!
AS: +295 vs DS: +176 with AvD: +35 + d100 roll: +34 = +188
... and hit for 36 points of damage!
Mighty blow cracks several ribs.
Your broadsword fades some.
Roundtime: 5 sec.

 

 

Aelphaba hacks at a fire cat but it has no effect.

 

 


>prep 902
You concentrate on the Minor Elemental Edge spell...
Your spell is ready.
>cast aelp
You gesture at Aelphaba.
A bright glow forms around Aelphaba's broadsword for a moment, then seems to seep into the weapon, giving it an inner glow.
Cast Roundtime 3 Seconds.



Aelphaba swings a broadsword at a fire cat!
AS: +295 vs DS: +176 with AvD: +35 + d100 roll: +34 = +188
... and hits for 36 points of damage!
Mighty blow cracks several ribs.
Aelphaba's broadsword fades some.

ATTACK <CRITTER WHICH IS IMMUNE TO PUNCTURES> or KILL <CRITTER WHICH IS IMMUNE TO PUNCTURES>

>att golem
You swing a broadsword at a steel golem!
AS: +295 vs DS: +60 with AvD: +24 + d100 roll: +33 = +292
The steel golem is immune to punctures.
Your broadsword fades some.
Roundtime: 5 sec.


Aelphaba swings a broadsword at a steel golem!
AS: +295 vs DS: +60 with AvD: +24 + d100 roll: +33 = +292
The steel golem is immune to punctures.
Aelphaba's broadsword fades some.

ATTACK <UNDEAD CRITTER> or KILL <UNDEAD CRITTER> (with a non-blessed weapon)

>attack lord
You hack away but the undead is immune to that form of attack!
Roundtime: 5 sec.


Aelphaba hacks at a skeletal lord but it has no effect.

ATTACK <LIVE CRITTER> or KILL <LIVE CRITTER> (NOTE: critters are either live or undead; if undead, Voln members will see special messages upon the undead critter's death. See directly below.)

You swing a mithril hilted vultite falchion at a thunder troll!
AS: +251 vs DS: +95 with AvD: +37 + d100 roll: +73 = +266
... and hits for 114 points of damage!
Blow cracks a rib and punctures a lung.
Breathing becomes a challenge.
The thunder troll howls in agony one last time and dies.
The bright luminescence fades from around a thunder troll.
The silvery luminescence fades from around a thunder troll.
The deep blue glow leaves a thunder troll.
Hilted vultite falchion clashes with leather armor!
[STR/DU: 90/200 vs. 10/80, d100(Open)= 66]
Roundtime: 5 sec.

Eratika swings a mithril hilted vultite falchion at a thunder troll!
AS: +251 vs DS: +95 with AvD: +37 + d100 roll: +73 =3D +266
... and hit for 114 points of damage!
Blow cracks a rib and punctures a lung.
Breathing becomes a challenge.
The thunder troll howls in agony one last time and dies.
The bright luminescence fades from around a thunder troll.
The silvery luminescence fades from around a thunder troll.
The deep blue glow leaves a thunder troll.
Hilted vultite falchion clashes with leather armor!
[STR/DU: 90/200 vs. 10/80, d100(Open)=3D 66]

ATTACK <UNDEAD CRITTER> or KILL <UNDEAD CRITTER> (concerning the Voln messaging only) 

(NOTE that the Voln monk says:
"As a member of the Order of Voln, it is your duty to continue our good work throughout the land. You must go forward and seek out those poor unfortunate beings and release them from their cursed condition so that they are free to meet Lorminstra's mercy. The Lords of Liabo will look upon those acts with great favor. Once you have proven Your dedication to this purpose you may return here to take the next step along the Path to enlightenment. During this period of trial you will be able to receive an indication of how favored you are with the Lords by going to the Meditation Chamber here in the monastery for a brief period of prayer. You should seek the aid and counsel of your fellow brethren in
this undertaking. To help you in this, let me teach you the Symbol of Recognition."

What monk doesn't say, and what Voln members will generally tell you:
You get favor for observing releases even if you didn't participate. You
will usually see the white glow when releasing an undead or witnessing anyone else, whether you know them or have helped them, or not. NOTE that Volners will see such messages whether the hunter killed the undead critter by AMBUSHing, ATTACKing, CASTing, FIREing, HURLing, MSTRIKEing  or TRIPing it.)

1. A Volner killing a seeker with a Volner onlooker:

 



>attack seeker
You swing a deep green vultite falchion at a seeker!
AS: +305 vs DS: +189 with AvD: +35 + d100 roll: +43 = +194
... and hit for 82 points of damage!
Horrible slash to the seeker's head! Brain matter goes flying!
Looks like it never felt a thing.

You hear a sound like a weeping child as a white glow separates itself from the seeker's body as it rises, disappearing into the heavens. (Voln message)

The seeker screams, "Nooooo!" as she clatters to the ground into a lump of ancient bones and rotting robes.
The silvery luminescence fades from around a seeker.
Roundtime: 6 sec.


 

2. A Non-Volner killing a skeletal warhorse with a Volner onlooker:

>prep 906
You concentrate on the Minor Fire spell...
Your spell is ready.
>cast warh
You gesture at a skeletal warhorse.
You hurl a stream of fire at a skeletal warhorse!
AS: +243 vs DS: +191 with AvD: +45 + d100 roll: +61 = +158
... and hit for 58 points of damage!
The skeletal warhorse falls to the ground motionless.
A skeletal warhorse no longer seems distracted.
Cast Roundtime 3 Seconds.

 


 

3. A Volner killing a skeletal lord with a Non-Volner onlooker:

You swing a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +192 with AvD: +41 + d100 roll: +75 = +224
... and hit for 100 points of
damage!
Massive blow smashes through ribs and drives the skeletal lord's heart out the back.
You hear a sound like a weeping child as a white glow separates itself from the skeletal lord's body as it rises, disappearing into the heavens.
The skeletal lord wails in terrifying pain one last time and lies still.
Vultite axe clashes with chain mail!
[STR/DU: 85/200 vs. 95/300, d100(Open)= 50]
Roundtime: 6 sec.

1. A Volner witnessing another Volner killing a seeker (it is irrelevant whether the killer is a Voln member, so long as the onlooker is in Voln, the onlooker will see the special message):

Aelphaba swings a deep green vultite falchion at a seeker!
AS: +305 vs DS: +189 with AvD: +35 + d100 roll: +43 = +194
... and hit for 82 points of damage!
Horrible slash to the seeker's head! Brain matter goes flying!
Looks like it never felt a thing.

You hear a sound like a weeping child as a white glow separates itself from the seeker's body as it rises, disappearing into the heavens.  (Voln message)

The seeker screams, "Nooooo!" as she clatters to the ground into a lump of ancient bones and rotting robes.
The silvery luminescence fades from around a seeker.


2. A Volner witnessing a Non-Volner killing a skeletal warhorse:

 

Hannal hurls a stream of fire at a skeletal warhorse!
AS: +243 vs DS: +191 with AvD: +45 + d100 roll: +61 = +158
... and hits for 58 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the skeletal warhorse's body as it rises, disappearing into the heavens.
The skeletal warhorse falls to the ground motionless.
A skeletal warhorse no longer seems distracted.

 



3. A Non-Volner watching a Volner kill a skeletal lord:

Aelphaba swings a silvery vultite axe at a skeletal lord!
AS: +300 vs DS: +192 with AvD: +41 + d100 roll: +75 = +224
... and hits for 100 points of damage!
Massive blow smashes through ribs and drives the skeletal lord's heart out the back.
The skeletal lord wails in terrifying pain one last time and lies still.
Vultite axe clashes with chain mail!
[STR/DU: 85/200 vs. 95/300, d100(Open)= 50]