VERBS YOUR ACTION FROM YOUR OWN PERSPECTIVE YOUR ACTION AS VIEWED BY OTHERS

DANCE

You dance around the room to music only you can hear.

Eratika dances around the room to music only she can hear.

DANCE ( while in water)

You glide around in the water in what you hope is a graceful water ballet.

Eratika splashes around in the water, attempting to perform a water ballet.

DANCE (while at a private table)

You climb up on the table and do a wild, stomping, flailing, twirling, kicking, whirling, gyrating dance! Once out of breath, you hop off the table and collapse in a chair.

Eratika climbs up on the table and does a wild, stomping, flailing, twirling, kicking, whirling, gyrating dance! Once out of breath, she hops off the table and collapses in a chair.

DANCE (while at special mud pools)

You wallow around in the mud, snorting like a warthog and emerge from the pool covered in mud from head to toe.

Eratika wallows around in the mud, snorting like a warthog and emerges from the pool covered in mud from head to toe.

DANCE <PERSON> (in dance area)

You dance lightly across the dance floor with Eratika.

Trakkar dances you lightly across the dance floor.

DANCE <PERSON> (when not joined and group open)

You invite Eratika to dance with you.

You are offered the next dance by Trakkar who reaches over, gently clasps your hand and smiles.

DANCE <PERSON> (while at special mud pools)

You splash mud in all directions while trying to dance with Trakkar in this slippery goo.

Eratika splashes mud in all directions while trying to dance with you in this slippery goo.

DARK ELF

This verb is used to change the language that you are speaking. Dark Elf is the language of the dark elves, and can not be spoken nor understood by the other races.

There are several Elanthian languages, which are:  Common, Dark Elf, Dwarf, Elven, Giantman, Guild, Half-Elven, Halfling and Sylvan.

You are now speaking the Dark Elf language. N/A

DECLINE

When another player offers to give you an item (using the GIVE verb), you may use this verb in order to decline to take the item from them. You may also ACCEPT.

Offer declined.

Eratika has declined the offer.

DEPART (when you are dead)
(See also HELP DEATH and HELP DEEDS)

NOTE: This messaging is for when you DO have a deed.

(Use depart only when you are dead and you have absolutely no hope of rescue.  Although you could just wait 10 - 16 minutes -- the exact number of minutes depend on your particular race -- and then simply decay (which achieves the same effect), departing allows you to shorten that waiting time period. NOTE: You cannot depart if a cleric has cast "life keep" at you or if an individual pours life keep into you.  Life keep preserves your soul and so it must wear off before you are allowed to depart. Also note that you can die a "spirit death" and end up in purgatory if you use a certain secret society's signs which can drain the last of your life force.  The actual time period allotted in minutes before decay occurs -- assuming no lifekeep, departing or resurrection -- is as follows for each race: Dark Elf is 10, Dwarf is 16, Elf is 10, Giantman is 13, Half-elf is 10, Halfling is 16, Human is 14 and Sylvankind is 10.)

>depart
Being dead is truly boring...but things could be worse. You could be bored AND in pain.
If you wish to depart this plane, so as to immediately continue on your journey, please type DEPART CONFIRM.

>depart confirm
Slowly the world begins to dissolve into a grainy montage of color...

[Purgatory]
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.
Also in the room: All the spirits of those who could not choose.
Obvious exits: light and darkness.

Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.

In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, "For thy deed, my promise to intercede shall be fulfilled." Taking you by the hand, the Goddess leads you back to mortality...

Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite bewildered by what has transpired, but alive...

[Hall of Rebirth]
Sunlight streams through the ice, illuminating the room with clean, golden light. Faint rainbows dance on the walls, playing across the huge mural hanging on the southern wall. The air is still and cool, layered with peace and serenity. You cannot help but feel calm here, as if something loving was watching over you.
Obvious exits: out.

Note: If someone pours lifekeep (usually from a white flask) or casts the lifekeep spell (Preservation Spell #305) into your dead body, you will not be able to depart until it wears off:

>depart

Your soul has been magically bound to your corpse. You cannot yet leave.

 

 

 

 


Aelphaba's body decays into compost.

DEPART (when you are dead)
(See also HELP DEATH and HELP DEEDS)

NOTE: This messaging is for when you DO NOT have a deed, but are temporarily protected from permanent death while you are still very young.

(Use depart only when you are dead and you have absolutely no hope of rescue.  Although you could just wait 10 - 16 minutes -- the exact number of minutes depend on your particular race -- and then simply decay (which achieves the same effect), departing allows you to shorten that waiting time period. NOTE: You cannot depart if a cleric has cast "life keep" at you or if an individual pours life keep into you.  Life keep preserves your soul and so it must wear off before you are allowed to depart.   Also note that you can die a "spirit death" and end up in purgatory if you use a certain secret society's signs which can drain the last of your life force.  The actual time period allotted in minutes before decay occurs -- assuming no lifekeep, departing or resurrection -- is as follows for each race: Dark Elf is 10, Dwarf is 16, Elf is 10, Giantman is 13, Half-elf is 10, Halfling is 16, Human is 14 and Sylvankind is 10.)

>depart
Being dead is truly boring...but things could be worse. You could be bored AND in pain.
If you wish to depart this plane, so as to immediately continue on your journey, please type DEPART CONFIRM.

>depart confirm
Slowly the world begins to dissolve into a grainy montage of color...

[Purgatory]
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.
Also in the room: All the spirits of those who could not choose.
Obvious exits: light and darkness.

Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.

You are not sure when it started, but you suddenly realize that an old man has entered into a conversation with you. He speaks of things left undone, of special children who were chosen to make a difference. You cannot quite grasp what he is talking about, but he seems to be referring to you. Although he seems to find it excruciatingly difficult, the man grants you back your mortal life.

"Heed this!" he says, "Thy future relies upon thy deeds, for even I am powerless beyond a point!"

Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite bewildered by what has transpired, but alive...

[Temple, Altar]
The altar is plain, and bears only onyx bowls of smoldering incense and smoking paraffin. Draped behind it is a cloth banner, appliqued with an ancient mystical pattern. A legend is embroidered along the bottom. On the far side of the room at the end of an aisle, you see two pillars.
Obvious exits: out.

Note: If someone pours lifekeep (usually from a white flask) or casts the lifekeep spell (Preservation Spell #305) into your dead body, you will not be able to depart until it wears off:

>depart

Your soul has been magically bound to your corpse. You cannot yet leave.

 

 


 

 

Frumpy's body decays into compost.

DEPOSIT <AMOUNT or NOTE> (while in the Landing; you'll see other similar messages while in other areas)

This verb is used inside banks at teller windows in order to deposit coins or notes into a bank account.

You deposit 6451 silvers in your account. The teller carefully records the transaction and says, "Thank you, Eratika. Have a nice day!"

Eratika has a quiet word with the teller.

DESCRIBE <CRITTER>

This verb is used in order to see a description and sometimes an image of a critter in the room with you.

The minotaur magess is an ugly, brutish looking beast. Taller than most average men, the minotaur has a bull-like appearance while her muscular body is humanoid with thick arms and broad shoulders. The minotaur magess feet end in hooves that rattle the ground with every step. Despite her barbaric features, a great intelligence is reflected in the depths of her eyes and mannerisms.

N/A

DIAGNOSE <PERSON>

With a practiced eye, you glance over Trakkar:  He is in perfect health.

Eratika glances at you with a concerned expression, checking for injuries.

DIAGNOSE <PERSON> <FULL> (must do with empty hands; you'll also get a message about how long any bandages will last, if you have good first aid training)

>diagnose Trakkar full
You start a careful diagnosis of his condition . . .
Roundtime: 5 sec.
He has 68 health points, out of a maximum of 102.
He has a minor right arm injury, a minor left arm injury, a minor left hand scar, a minor neck injury, a medium neck scar, a minor chest injury, a minor abdomen injury, a medium abdomen scar.

If you do not have good first training, here is the type of message you'd see:

>diagnose Hannal full
You start a careful diagnosis of his condition . . .
Roundtime: 56 sec.
He has some type of back injury, some type of old back damage.

For a really messy example, here is what Aelphaba, a ranger skilled in first aid, saw when she diagnosed her friend, Ashren:

>diag ashre full
You start a careful diagnosis of Ashren's condition . . .
Roundtime: 5 sec.
He has 0 health points, out of a maximum of 135.
He has a severe right arm injury, a severe left arm injury, a medium right leg injury, a medium left leg injury, a severe right hand injury, a severe left hand injury, a severe nervous system injury, a severe head injury, a severe neck injury, a severe chest injury, a severe abdomen injury, a severe back injury, a severe right eye injury, a severe left eye injury.

From his lack of breathing and no sign of a pulse, you make the astute determination that he has most certainly met with an untimely and quite tragic death. Some blood is still seeping from the corpse's chest. Some blood is still seeping from the corpse's abdomen. Some blood is still
seeping from the corpse's head. Some blood is still seeping from the corpse's neck. The left leg is currently tended, and the bandages should last another 1337 seconds. The chest is currently tended, and the bandages should last another 941 seconds. The right hand is currently tended, and the bandages should last another 890 seconds. The abdomen is currently tended, and the bandages should last another 950 seconds. The right arm is
currently tended, and the bandages should last another 893 seconds. The right leg is currently tended, and the bandages should last another 930 seconds. The left arm is currently tended, and the bandages should last another 896 seconds. The back is currently tended, and the bandages should last another 964 seconds. The left hand is currently tended, and the
bandages should last another 887 seconds. The head is currently tended, and the bandages should last another 759 seconds.


Eratika carefully diagnoses your injuries.

(NOTE: Others will see: Eratika begins a careful examination of Trakkar -- she takes his pulse, checks his temperature, and checks for broken bones or any other ailments.)

 

 

 

Frumpy carefully diagnoses your injuries.

 

 

 


 

Aelphaba carefully diagnoses your injuries.

DIAGNOSE <YOURSELF> I believe you meant to type HEALTH. N/A
DIRECTIONS

(NOTE: This command will only work in the three cities in which a character may be born: Wehnimer's Landing, Icemule Trace, and Ta'Vaalor. Also note that any character may use this command, and no longer just the very young ones.)

 
When in Wehnimer's Landing:
>directions

Here are the places I can help you find in Wehnimer's Landing:

Town Square - A common gathering area.

Temple - The local Religious Establishment.

Healer - The Local Empath.

Herbalist - For those aches and scratches.

Armory - For those needing a fresh suit (of armor).

Weaponry - For those who think sharper is better.

Furrier - Purchaser of fine skins and pelts.

Pawnshop - Place to sell odds and ends.

Bank - A safe place to stash cash.

Town/City Hall - Administration offices are here.

Catacombs - Hunting area for young adventures.

Gemcutter - Sell your bright baubles here.

Tavern - For quaffing and swapping lie... tales of adventure.

Inn - Resting, traning, and some privacy.

General Store - For miscellaneous supplies.

Locksmith - Lockpicks sold here.

Silverwood Manor - For new adventurer help.

North Gate - Access to the world beyond.

Clothier - Clothing shop.

Cleric's shop - Priestly items.

Museum - Historical artifacts and depictions.

The command format is DIRection <destination name> <steps shown>

When in Icemule Trace:
>directions

Here are the places I can help you find in Icemule Trace:

Temple - The local Religious Establishment.

Healer - The Local Empath.

Herbalist - For those aches and scratches.

Armory - For those needing a fresh suit (of armor).

Weaponry - For those who think sharper is better.

Furrier - Purchaser of fine skins and pelts.

Pawnshop - Place to sell odds and ends.

Bank - A safe place to stash cash.

Town/City Hall - Administration offices are here.

Gemcutter - Sell your bright baubles here.

Tavern - For quaffing and swapping lie... tales of adventure.

Inn - Resting, traning, and some privacy.

General Store - For miscellaneous supplies.

Locksmith - Lockpicks sold here.

Silverwood Manor - For new adventurer help.

North Gate - Access to the world beyond.

East Gate - Access to the world beyond.

West Gate - Access to the world beyond.

South Gate - Access to the world beyond.

Alchemist - Magic component shop.

Clothier - Clothing shop.

The command format is DIRection <destination name> <steps shown>

When in Ta'Vaalor:
>directions

Here are the places I can help you find in Elven nations - Ta'vaalor:

Temple - The local Religious Establishment.

Healer - The Local Empath.

Herbalist - For those aches and scratches.

Armory - For those needing a fresh suit (of armor).

Weaponry - For those who think sharper is better.

Furrier - Purchaser of fine skins and pelts.

Pawnshop - Place to sell odds and ends.

Bank - A safe place to stash cash.

Town/City Hall - Administration offices are here.

Catacombs - Hunting area for young adventures.

Gemcutter - Sell your bright baubles here.

Inn - Resting, traning, and some privacy.

General Store - For miscellaneous supplies.

Locksmith - Lockpicks sold here.

Silverwood Manor - For new adventurer help.

Amaranth Gate - Access to the world beyond.

Vermilion Gate - Access to the world beyond.

Victory Gate - Access to the world beyond.

Annatto Gate - Access to the world beyond.

Alchemist - Magic component shop.

Cleric's shop - Priestly items.

Music shop - Musician's tools.

The command format is DIRection <destination name> <steps shown>

When in a city which is not a "starting" area for new characters, such as Ta'Illistim:
[Ta'Illistim, Mzaarine Wey]
The buttressed stonework of the Sapphire Gate looms high above, casting shadows across the cobblestoned street beyond.
Obvious paths: southwest.

>directions

Directions aren't available in your current area.

The command format is DIRection <destination name> <steps shown>

N/A

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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N/A

 
DIRECTIONS <DESTINATION NAME>

(NOTE: This command will only work in the three cities in which a character may be born: Wehnimer's Landing, Icemule Trace, and Ta'Vaalor. Also note that any character may use this command, and no longer just the very young ones.)

While in Wehnimer's Landing, for example:
[Wehnimer's, Land's End Rd.]
You are scrutinized by vigilant soldiers as you arrive at the wide gateway guarding the land route to Wehnimer's Landing.
Obvious paths: south.

>dir bank

Directions towards the First Elanith Bank: South.

Type DIR STOP to stop these direction suggestions.

As you follow the directions, moving south (to continue the example above), you will continue to receive automatically updated directions. In other words, you have to type the DIR <destination area> command only once:

>s

[Wehnimer's, North Ring Rd.]
This road girds the town along the inner side of the north palisade. To the north are the two high spires of the land guardtowers. Opposite the gates, you see the shop of Dakris the Furrier.
Obvious paths: north, east, west.

Directions towards the First Elanith Bank: West.

Type DIR STOP to stop these direction suggestions.

 

If you stay in the same room, the message response to your earlier entered command will continue to repeat itself (unless you follow the direction the message tells you to follow, or you type DIR STOP):

Directions towards the First Elanith Bank: West.

Type DIR STOP to stop these direction suggestions.

Once you've arrived at your target destination, you'll receive this message:

You made it! I knew you could find the place.


Also note that if you step outside the city limits of Wehnimer's Landing, Icemule Trace or Ta'Vaalor, you will see this message:

>dir bank

[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing.
Obvious paths: north, east, northwest, southwest.

I don't know the way from here to the First Elanith Bank.

If you stay in the room a moment more, you will see the following message, which tells you that the direction reminder has been shut off (the same result as if you had entered DIR STOP):

I don't know the way from here to the First Elanith Bank.

You're beyond the areas where I can help you with directions so I'll leave you alone.

N/A

DIRECTION <DESTINATION NAME> <# of STEPS TO BE SHOWN>

(Note that once you follow these directions, new directions will be given to you automatically until you reach your destination or use DIRECTION STOP)

>dir furrier 7

 Directions towards Dakris's Furs: East, North, North, North, North, East, GO furrier's shop, and you're there.

 

N/A
DIRECTIONS STOP

(This command is used to stop your earlier entered command, DIRECTIONS <DESTINATION AREA>)

>dir stop

The direction reminder has been shut off.

Note that you will receive this message even if you haven't been using the DIRECTIONS <DESTINATION AREA> command.

N/A

 

DISARM MY <ITEM> (when there is a trap, AND you have sufficient skill to actually SEE the trap, you get one of several messages such as this one for a sulphur trap. If a trap exists but your skill to see it is insufficient, you will not know a trap exists and it will be set off when you try to open it with a lockpick)

 >disarm my strong
You carefully begin to examine the strongbox for traps...

Feeling around the inside of the lock, you notice that the casing is coated with a rough, grainy substance. You lean forward and peer between the walls of the casing. Examining the lock closely, you notice a small bladder filled with a strange liquid wedged between the tumblers. With your face this close to the lock, you pick up the faintest scent of sulphur.


Geratch begins to meticulously examine a scratched silver strongbox.

DISARM MY <ITEM> (when trying to discover if there is a trap, and you discover there is no trap)

disarm my coffer
>You carefully begin to examine the coffer for traps...
Roundtime: 16 sec.
You discover no traps.


Geratch begins to meticulously examine a dented steel coffer.

DISARM MY <ITEM> (when you have already disarmed the box once AND your skill is sufficient enough to detect a trap, you may disarm the box once again and try to disarm the trap itself. If successful, you will get messages such as this one for a sulphur trap.  If you are unable to successfully disarm the trap, there is a chance you will trip the trap and be injured or even die, or you just may not be able to disarm the trap, and not set it off.)

An attempt to disarm a box which does not set off the trap:

>disarm my strong
Having discovered a trap on the strongbox you begin to carefully attempt to disarm it...
The darn thing is built too tightly. You can't seem to get the trap disarmed without setting it off by accident!
You still have a good enough picture of the trap in your mind, that you could try to disarm it.
Roundtime: 44 sec.

A successful attempt to disarm the box:

Having discovered a trap on the strongbox you begin to carefully attempt to disarm it...

You carefully use the tip of your dagger to scrape away the rough, grainy substance which lines the walls of the casing. After a few moments, you feel comfortable with the small section you have cleaned. You take out a thin needle and carefully slide it between the walls of the casing, taking great care not to touch them. As the tip of the needle punctures the small bladder, a strange clear gel oozes forth from the hole. The gel gives off a strong odor of sulphur. As the air hits the gel, it begins to harden and turn to dust, blowing away in the wind as if it never existed.

 

 

Having found a trap on the strongbox, Geratch calls for silence as he begins to attempt to disarm it. Everyone holds their breath...

 

 

 

 

Having found a trap on the strongbox, Geratch calls for silence as he begins to attempt to disarm it. Everyone holds their breath...

Geratch looks up with a big grin on his face!

DISMISS

>dismiss
You wave your hand in a dismissive gesture.

Eratika waves her hand in a dismissive gesture.

DISMISS (while hidden)

>dismiss Trakkar
You dismiss Trakkar indifferently, even though no one can see you do it.

N/A

DISMISS <CRITTER or HOUSE PET> (when you are not the pet's owner)

You wave a hand at the rolton, shooing it off.

Eratika waves a hand at the rolton, shooing it off.

DISMISS <HOUSE PET> (when you are the pet's owner)

>dismiss monkey
You wave a hand at your spider monkey, shooing it off.
A spider monkey stands and wanders off.

Note that dismissing your pet without "naming" it will not work:

>dismiss pet
I could not find what you were referring to.

Aelphaba waves her hand at her spider monkey, shooing it off.
A spider monkey stands and wanders off.

 

 

N/A

DISMISS <DEAD CRITTER> You wave a hand at the dead kobold, dismissing it indifferently. Eratika waves a hand at the dead kobold, dismissing it indifferently.

DISMISS <ITEM>

You wave a hand at the wooden box, dismissing it indifferently.


You wave at the Eratika disk in a dismissing gesture.
The Eratika disk disintegrates, dropping everything on the ground.

>dismiss vine
You dismiss your vine.
The thorny vine suddenly stops moving, drops to the ground, and dissolves away.
(note this is the same as the spell running out)

>dismiss swarm
With a motion of your hand, you disperse your swarm.

Eratika waves a hand at the wooden box, dismissing it indifferently.

Eratika waves at the Eratika disk in a dismissing gesture.
The Eratika disk disintegrates, dropping everything on the ground.


The thorny vine suddenly stops moving, drops to the ground, and dissolves away.

 


With a motion of her hand, Aelphaba disperses her swarm and the buzzing
fades.

DISMISS <PERSON>

You wave a hand at Trakkar, dismissing him indifferently.

Eratika waves a hand at you, dismissing you indifferently.

DISMISS <YOURSELF>

You chatter to yourself, debating with your alter ego.

Eratika chatters to herself, apparently engaged in a spirited debate with her alter ego.

DRAG <ITEM or PERSON> <DIRECTION> (with one hand free, you may pull something from one room to another. A person (dead or alive) must have his or her GROUP OPEN to be dragged. Direction can either be a compass direction (east, southeast, etc.) or a portal (e.g. door, gate, path, etc.)

 


You grab Trakkar and drag him east with you . . .

[Moot Hall, Upstairs Corridor]
This part of the upstairs corridor is fairly busy. Also in the room: Trakkar who is lying down
Obvious exits: west.

>drag trakkar west
You grab Trakkar and drag him west with you . . .

Eratika is trying to drag you, if you want to prevent her from doing so type "GROUP CLOSE".

Eratika grabs you and drags you east with her.

[Moot Hall, Upstairs Corridor]
This part of the upstairs corridor is fairly busy. Also in the room: Eratika
Obvious exits: west.

Eratika grabs you and drags you west with her.

DRINK <BEVERAGE>

You take a drink from your sparkling wine.

Eratika takes a drink from her sparkling wine.

DROOL

You drool.

Eratika drools.

DROP <ITEM> or PUT <ITEM>

You drop a heavy backpack.

Eratika drops a heavy backpack.

DROP <ITEM> in <garbage disposal ITEM> or PUT <ITEM> in <garbage disposal ITEM>

(NOTE: If you DROP or PUT something without telling WHERE to put it, you will drop the item to the floor)

As you place a leather sheath into a wooden barrel you feel pleased with yourself at having cleaned up the surrounding area. N/A
DROP <ITEM> in <non-garbage disposal ITEM> or PUT <ITEM> in <non-garbage disposal ITEM>

(NOTE: If you DROP of PUT something without telling WHERE to put it, you will drop the item to the floor)

You put a white flask in your hooded greatcloak. Eratika put a white flask in her hooded greatcloak.

DUCK

You duck your head.

Eratika ducks her head.

DUCK
(while at Coastal Cliff's mud pool)
You duck under the surface of the mud and hide. (the individual who ducked becomes hidden from others' view)
DUCK
(while at Sovyn's mud pool)
You duck under the mud for a moment and then come up looking like some ancient monster. Seashimmer ducks under the mud for a moment and then surfaces like some ancient monster with a scary look on her face.
DUCK (while in water) You duck down under the water for a moment. N/A

DWARVEN

This verb is used to change the language that you are speaking. Dwarven is the language of the dwarves, and cannot be spoken nor understood by the other races. 

There are several Elanthian languages, which are:  Common,

Dark Elf, Dwarf, Elven, Giantman, Guild, Half-Elven, Halfling and Sylvan.
You are now speaking the Dwarven language. N/A