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VERBS |
YOUR ACTION FROM YOUR OWN PERSPECTIVE |
YOUR ACTION AS VIEWED BY OTHERS |
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" or ' <MESSAGE> followed by: <.> (for sentence) or <?> (for question) or (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>!" |
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A |
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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. |
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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 think I've heard enough lies for awhile, Kelista." |
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ACTION |
(Eratika jumps up and down.) >act 's sneeze sprays Kelista. |
(Eratika jumps up and down.)
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| 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] 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!
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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 >fire bow at kobold |
N/A (because others cannot see which target area of the critter has been selected by the archer)
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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
2. Aimed ambush while hidden: > amb lord head 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 4. Aimed ambush while hiding but missed target area of critter: >ambush warhorse neck 5. Aimed ambush while hidden and which failed (parry): You leap from hiding to attack! 6. Aimed ambush out in open, but with limb missing from critter: >ambush war right arm 7. ambush without right hand or right arm while out in the open: >amb troll 8. ambush without right hand or right arm while hidden: >Hide |
Aelphaba leaps from hiding to attack!
N/A
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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. |
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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] |
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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. |
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APPLAUD <PERSON> or CLAP <PERSON> |
You applaud Trakkar. |
Eratika applauds you. |
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APPLAUD <YOURSELF> or CLAP <YOURSELF> |
You clap your hands. |
Eratika claps her hands. |
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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." |
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APPRAISE <SKIN or PELT or GEM> (while away from a merchant) |
A botched appraise: >appraise jaws A much better appraise: >appraise jaws |
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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 >rem my 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 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." |
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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. |
N/A |
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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. |
N/A |
| APPRAISE <ARMOR or WEAPON> |
>appraise shield |
N/A |
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ARMOR (This verb supplies the breakage values for all basic armor types.) |
>armor 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 AsG10 cuirbouilli leather AsG11 studded armor
45 / 285 AsG12 brigandine armor AsG13 chain mail
55 / 350 AsG14 double chain
55 / 450 AsG15 augmented chain AsG16 chain hauberk
59 / 495 AsG17 metal breastplate AsG18 augmented
breastplate 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- |
N/A |
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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. |
You sling a silvery hammered tower shield off from over your shoulder. >assess my shield You remove a gleaming glaes longblade from in your spidersilk pack. You remove a long coral-tipped trident from in your tiger fur wrap. You accept Toren's offer and are now holding some imflass-lined
leather. You accept Toren's offer and are now holding some supple embossed black leathers. >assess my leather You remove some forest green brigandine from in your tiger fur wrap. You remove a greathelm from on some stone benches. |
Aelphaba hefts the longblade a few times, getting a feel for it.
Aelphaba examines the leathers closely, trying to determine how well it protects.
Aelphaba examines the greathelm closely, trying to determine how well it protects. |
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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 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. |
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| 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. |
N/A |
| ASSIST CANCEL (See also ASSIST, ASSIST POSITION, ASSIST REQUEST and HELP ASSIST) | >assist cancel
Assist request removed. You are no longer in the queue. |
N/A |
| ASSIST POSITION
(See also ASSIST, ASSIST CANCEL, ASSIST
REQUEST and HELP ASSIST)
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>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. |
N/A |
| 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. |
N/A |
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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 While hidden: >attack lord |
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ATTACK <CRITTER> or KILL <CRITTER> (with a severed right hand, out in the open and then hidden) |
Out in the open: >att troll If you hide and try to attack the critter, you still will remain hidden: >Hide |
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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 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.
>attack cat |
Aelphaba hacks at a fire cat but it has no effect.
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ATTACK <CRITTER WHICH IS IMMUNE TO PUNCTURES> or KILL <CRITTER WHICH IS IMMUNE TO PUNCTURES> |
>att golem |
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ATTACK <UNDEAD CRITTER> or KILL <UNDEAD CRITTER> (with a non-blessed weapon) |
>attack lord |
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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! |
Eratika swings a mithril hilted vultite falchion at a thunder troll! |
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ATTACK <UNDEAD CRITTER> or KILL <UNDEAD CRITTER> (concerning the Voln messaging only) (NOTE that the Voln monk says: What monk doesn't say, and what Voln members will generally tell you: |
1. A Volner killing a seeker with a Volner onlooker:
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.
2. A Non-Volner killing a skeletal warhorse with a Volner onlooker: >prep 906
3. A Volner killing a skeletal lord with a Non-Volner onlooker: You swing a silvery vultite axe at a skeletal lord! |
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! 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.
Hannal hurls a stream of fire at a skeletal warhorse!
Aelphaba swings a silvery vultite axe at a skeletal lord!
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