VERBS YOUR ACTION FROM YOUR OWN PERSPECTIVE YOUR ACTION AS VIEWED BY OTHERS
HALF-ELVEN

 This verb is used to change the language that you are speaking. Half-elven is the language of the half-elves, 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 Half-Elf language. N/A
HALFLING

 This verb is used to change the language that you are speaking. Halfling is the language of the halflings, 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 Halfling language. N/A

HANDS
(to see what is in your hands); same as GLANCE

You glance down to see a heavy backpack in your right hand and nothing in your left hand.

N/A

HEALTH

>health
You seem to be in one piece.
Maximum Health Points: 215
Remaining Health Points: 215
Maximum Spirit Points: 10
Remaining Spirit Points: 10

N/A

HELP >help

Type HELP <subject> for help on...

Assist
Combat
Commands
Constable
Creatures
Death
Deeds
DFRedux
Directions
Experience
Fame
Feedback
GameMasters
Hurl
Inventory
Lockers
Magic
Merchants
Movement
Mstrike
NPC
Ranged
Report
Rerolling
Shields
Silvers
Skills
Talking
Trip
Valuables
Wands
Weapons

N/A
HELP ASSIST (See also ASSIST, ASSIST CANCEL, ASSIST POSITION, and ASSIST REQUEST) >help assist

ASSIST puts you in line to speak to a Host. Hosts are player volunteers who can answer questions about the way the game works and can refer you to a GameMaster if their help is needed. If you decide you no longer need help after you've typed ASSIST or pressed the CALL GM BUTTON, type ASSIST CANCEL. If you need to log off while waiting for a response (the line can often be very long), you will be placed back in line when you return. If you can't stay on line long enough to make it to the front of the line, use FEEDBACK instead.

See also REPORT and FEEDBACK.

N/A
HELP COMBAT (See also AMBUSH, ATTACK, CAST, FIRE, HURL, MSTRIKE or TRIP) >help combat

Combat begins with the ATTACK command (you may also use KILL). You need a weapon in your right hand, unless you mean to fight bare-fisted. Use the INVENTORY or GLANCE command to see what's in your hands.

Some examples:

>ATTACK ORC

>KILL SECOND GOBLIN

Here's what an attack looks like:

You swing a golden mithril broadsword at a cave troll!
AS: +122 vs DS: +37 with AvD: +32 + d100 roll: +10 = +127
... and hit for 10 points of damage!
Quick slash to the cave troll's upper right arm!
Just a nick.
Round time: 5 sec.

(type HELP COMBAT 2 for more)

>help combat 2

HELP COMBAT PAGE 2

Now, here's what all those numbers mean:

Attack Strength (AS)

Your character, as well as the creatures you are fighting, has an Attack Strength in combat when using a weapon or aimed spell. This AS includes bonuses for stats, superior weapons, skill in that weapon type or aimed spell skill, and various magic spells or effects.

Defensive Strength (DS)

The defensive strength is subtracted from a combat roll due to the defender's advantages, including bonuses for Reflexes, shield, and any magical item or protection. Armor does not affect your DS unless it is magical.

Your AS and DS are also affected by adverse conditions. If the area is dark or filled with fog, it may be hard to hit anything. Injuries can hinder you. If you are seated or prone, you will be far easier to hit.

(type HELP COMBAT 3 for more)

>help combat 3

HELP COMBAT PAGE 3

Attack vs Defense (AvD) and Damage Factors (DF)

Each form of attack, whether a weapon or an aimed spell, varies in its effectiveness against various forms of armor. This takes the form of two modifiers to the attack, the Attack vs Defense (AvD) and Damage Factor (DF).

The AvD affects your chances to hit the target. It is a bonus or a penalty. For example, a dagger would have a large penalty to hit against plate armor, as it is difficult to penetrate.

The Damage Factor (DF) affects the amount of damage you do to your target if your attack hits. DF does not affect your chances to hit in the first place. You will not see the DF in the combat equations, as it is not displayed. In general, larger weapons have higher (better) DF's.

(type HELP COMBAT 4 for more)

>help combat 4

HELP COMBAT PAGE 4

Attack Resolution

There are several steps to an attack with a weapon or aimed spell. The first is to determine whether the attack hits the target. To hit, your attack strength (AS) is compared to the target's defense strength (DS), then modified by the attack vs defense (AvD) factor. Finally, a 100-sided die (d100) is added. If the result exceeds 100, you hit. The formula looks like this: AS - DS + AvD + 1d100 = result.

Next, the system calculates how many health points of damage you did to the target. This is determined by both the result, which you see, and the damage factor, which is not displayed.

Once you have hit, the system determines just what part of your foe's body you hit. This is generally determined randomly, and some body parts, such as the arms, are far more likely to be hit than are others, such as an eye.

(type HELP COMBAT 5 for more)

>help combat 5

HELP COMBAT PAGE 5

Critical hit resolution is next. If you do sufficient health point damage, you achieve a critical result. The more health point damage your strike does, the more severe will be the resulting crit. The critical results are also modified by the location of the hit and the style of weapon. For example, a light strike to the left hand with a scimitar might only produce a slash, which may or may not bleed. A very heavy strike to the head with a morningstar may end the fight instantly.

Note that the ambush skill has two additional effects. If you attack from hiding, ambush skill can either increase the rank of any critical hit you inflict on a foe, help you aim a shot at a particular body part, or both. If you attack a foe from melee, ambush skill and combat maneuvering skill combine to determine your chances of hitting a particular body part. For any aimed shot, the command is AMBUSH <Target> <Body Part>, e.g. AMB TROLL RIGHT EYE. Aimed shots are very difficult to achieve at low levels.

(type HELP COMBAT 6 for more)

>help combat 6

HELP COMBAT PAGE 6

You may adjust how much of your combat skill is devoted to attack and how much is used to defend you. You do this by converting some portion of your Attack Strength to Defense Strength. The mechanism to do so is the Stance command.

There are five possible stances you may adopt in combat. They range from Offensive, or all-out attack, to Defensive, which devotes all of your attack skill to defense. To see all of the stances, type STANCE HELP while in the game.

To adopt a defensive stance, you must generally have a weapon in your hand, as you cannot parry incoming attacks barehanded. The exception to this is the Brawling skill which will allow you to defend yourself with an empty right hand. Note that some attacks may never be parried. An arrow shot from hiding or a wizard's lightning bolt are examples of this.

END HELP COMBAT

N/A
HELP COMMANDS >help commands

In GemStone, you play a daring adventurer in a world filled with magic and mystery. To explore this world, use simple English sentences to tell the computer what you want to do. You will almost always start with a VERB. Sometimes your commands will be a single word, and sometimes they'll be a longer sentence.

For example:

INVENTORY

ATTACK KOBOLD

PUT MY BROADSWORD IN MY BACKPACK

For more information, type HELP COMMANDS 2

>help commands 2

Commands can usually be abbreviated, and can leave out articles and other connecting words:

ATT KOBOLD in place of ATTACK KOBOLD

PUT BRO ON BEN in place of PUT MY BROADSWORD ON STONE BENCH

For more information, type HELP COMMANDS 3

>help commands 3

Using adjectives to describe objects will save you trouble.

If a drake dagger (a valuable magical weapon) and a rusty dagger are in front of you, you need to tell the computer which you want, or it will guess.

GET DRA DAG will get the drake dagger.

GET DAG might get either dagger.

If you want to put your trusty broadsword away:

PUT MY BRO IN MY BACK will put your broadsword in your backpack.

PUT BRO IN BACK could put your sword into a backpack on the ground.

For some examples of commands, type HELP COMMANDS 4

>help commands 4

Examples of some of the hundreds of GemStone commands:

INVENTORY: Displays what you have.

INFO: Shows the status of your character.

HEALTH: Shows the health of your character.

EXPERIENCE: Shows experience information on your character.

LOOK: LOOK alone shows you the current room.

LOOK AT...: Allows you to look at objects, creatures and other characters

WEALTH: Shows silvers carried and debts.

QUIT: Logs off GemStone III. Your character is saved as you left it.

STATUS: Displays all characters presently online.

SET: Allows you to customize information you receive.

Some commands for manipulating objects:

GET THE RAPIER

DROP THE GREEN GEM

KNOCK ON DOOR

OPEN CHEST

EXAMINE THE CHEST

LOOK BEHIND THE BED

UNLOCK THE WOODEN DOOR WITH THE RED KEY

ATTACK ORC

PUT THE SWORD IN MY SHEATH

WAVE WAND AT KOBOLD

N/A
HELP CONSTABLE (See also ACCUSE) >help constable

The town of Wehnimers is patrolled by an NPC called the Constable. He will arrest people for committing crimes such as assault, murder, or public endangerment. If you are arrested, your inventory will be taken and you will be fined. If you pay the fine within one hour you will find your things in a box in the constabulary. Hurry, or they will be gone.

The constable protects the NPCs in town as well as the players.  He also occasionally patrols the catacombs and within earshot of town. Remember, that even if the constable doesn't arrest you, you can be removed from the game for killing other players.

N/A
HELP CREATURES >help creatures

A great deal of time in GemStone is spent hunting vicious creatures of various sorts. Killing them brings experience and often treasure, not to mention the satisfaction of knowing that you have made the world a safer place. If you type SET MONSTERBOLD, creatures and NPCs will stand out when you see them. If you kill a creature, you can try to SKIN it or SEARCH it to see what you may find. Skins and other things that you find on creatures often may be sold at the pawn shop in town.

The first creatures you are likely to meet are kobolds, rats and roltons. If you meet anything else and you don't know what it is, be careful!

N/A
HELP DEATH (See also DEPART and HELP DEEDS) >help death

Death can come from magical spells, weapons, the claws and fangs of creatures, poisons, disease, and from a variety of other sources.

If you die, don't panic. This isn't as serious as it is in the real world. In GemStone, you will have ten minutes or so during which a friendly cleric can resurrect you, bringing you back to life. If no cleric does so, or if you type DEPART, your body will decay.

What happens when your body decays depends on whether or not you have DEEDS. If you do not have DEEDS, you risk losing your character altogether. It's important to learn how to get DEEDS and get some before 2nd level. A DEED is used up whenever you die, so try to have more than one at all times.

Assuming you have DEEDS, the result of decaying rather than being raised by a cleric is that you will lose a hefty amount of experience. You will find yourself alive in the temple in town with all your belongings.

For more information, type HELP DEEDS or HELP COMBAT.

N/A
HELP DEEDS (See also DEPART and HELP DEATH) >help deeds

Death is not final here, as long as you maintain a bit of favor with Lorminstra, the Goddess who guards the gates of death. Her favor is measured in DEEDS, and you should always have a few after first level. To get them, make frequent donations at the temple in town of gems and silver. Type DIR TEMPLE to find the temple. Exactly where and how to leave the silver is a puzzle. If you can't figure it out, ask someone to give you a hint or two.

For more information, type HELP DEATH.

N/A
HELP DFREDUX >help dfredux

DFREDUX is the innate ability of a character to gain resistance to damage caused by melee attacks through training in certain physical related skills. DFREDUX applies only to characters.

DFREDUX is composed of primary skills and weapons skills. Both sets of skills are calculated to determine overall reduction in the amount of damage that is inflicted upon the targetted character. Knowledge of spells will reduce additional resistance modifier to reflect a lack of total dedication to the physical training regimen.

Primary skills: 2 Weapons Combat, Armor Use, Shield Use, CM, Multi-Opps, Climbing, Swimming, Ambush, Physical Training. (e.g., the rank of each skill is summed to determine overall primary value)

Weapon skills: One Handed Edged, One Handed Blunt, 2-Hand Weapon, Polearms, Brawling. (e.g., the rank of each skill is summed to determine overall weapons value)

Spell penalty: the highest rank of known spell for each spell list known incurs a penalty equal to n*(n+1); where n is the highest rank spell known in each particular spell list. (i.e., a character has 27 ranks of Minor Elemental spells and 10 ranks of bard base spells: the spell penalty is 27*(27+1) + 10*(10+1) = 756 + 110 = 866)

dfredux = [primary skills + weapon skills - spell penalty - special_1]

Note: Primary skills count for more than Weapon skills. Special_1 is an age based mod.

The DFREDUX modifies the damage factor of the attack directed at the character, reducing the damage amount proportional to the total dfredux value. A visit to the local trainer is all you need to activate (if any) dfredux.

N/A
HELP DIRECTIONS (See also DIRECTIONS) >help directions

Finding your way around Elanthia can be tricky at first. If you haven't reached 2nd level, you can get help by typing DIR. Everyone else is on their own. Your best bets are to travel with someone who knows the way, or to get a map from the GemStone Software Library on your provider network. In fact, you probably shouldn't leave town until you've gotten a map or directions from a friend.

N/A
HELP EXPERIENCE (See also EXPERIENCE) >help experience

Experience is a measure of what you have learned from adventuring. Certain activities, such as killing creatures, healing, resurrecting, opening chests, and many others, give experience points. If you type EXPERIENCE, you'll see how much experience you have. When you gain enough experience, you'll be able to advance a level by going to the Inn in town and typing CHECK IN at the front desk.

But before you can use your experience, it must be absorbed. Every time you learn something, it fills up your head and is only absorbed slowly.

When you type EXPERIENCE, you'll see not only how much experience you have, but how full your head is. (You can tell this by reading the "Your mind is ..." line) When your head is full, you will no longer be able to learn anymore until you have rested a bit. Resting works best at magically strong places known as nodes.

N/A
HELP FAME (See also FAME and FAME HELP) >help fame

When you are victorious in combat, solve a quest, or accomplish certain other tasks, you gain FAME. FAME is a measure of your fame in Elanthia. Being famous won't help you kill things or change your character in any other way, but you can brag about it and every now and then it may help you or hurt you to be famous.

N/A
HELP FEEDBACK >help feedback

Feedback sends email to a GM who will read it and respond to your concerns. We try to respond in a day or two whenever possible, although on occasion the number of letters can delay this. Feedback can be used in place of an ASSIST, to appeal a decision made by a GameMaster, or simply to share your feelings with us.

You will find an option for Feedback on the main GemStone screen which you pass through in order to play.

See also REPORT and ASSIST

N/A
HELP GAMEMASTERS >help gamemasters

GemStone is more than a huge multiplayer computer game. It is an evolving world thanks to you and the GameMasters who run things. GameMasters answer questions, help customers with technical problems that arise in the game, and make sure that things run smoothly. If you need to speak to a GameMaster, see REPORT, ASSIST, and FEEDBACK for ways to contact one. GameMasters also work behind the scenes programming everything from spells to sneezes, creating hideous monsters, beautiful scenery, and everything else you see around you.

Simutronics' first goal is your enjoyment, so if you ever question a GameMaster's decision, do not hesitate to send FEEDBACK. We won't take offense, honest!

N/A
HELP HURL (See also HURL) >help hurl

HURL the is action verb to invoke thrown weapon combat. Any weapon type can be thrown with variable effectiveness based upon weapon characteristics. If the weapon impacts the target, it may glance off or become lodged upon the target. If the weapon misses the target, then it may fall to the ground nearby and may be picked up after a certain time delay or it may become lost in the surrounding environ. Take care that you don't throw away your most prized possessions.

Your strenth bonus affects the size of the weapon you may be able to effectively throw. Heavy weapons will tend to do more damage than lighter weighted ones. However, lighter weapons are easier to aim when thrown.

USAGE:

HURL <target> - throws held weapon at specified target.

HURL <target> <body location> - attack specified targeted body location.

N/A
HELP INVENTORY (See also INVENTORY) >help inventory

Your character can carry items with him or her while adventuring.  These items are called your inventory, and can be viewed by typing INVENTORY. You can carry one item in each hand. Anything else you carry must be worn (to wear something you are holding, type WEAR <item>). If you are carrying a container of some kind, you can see what is in it by typing LOOK IN <item>. Typing GET <item> will cause you to pick up an object with a free hand, either from a container or from the ground. Things you carry add weight, so be careful or you may be slowed down in a fight.

N/A
HELP LOCKERS >help lockers

Carrying all the treasure you're likely to find may get tiring.  If that happens, try going to the Moot Hall where one can find a long hall filled with curtained openings. Inside, are lockers which can hold up to 10 items. If you use them, you'll be charged 10 silvers for every item in them each time you go there. In Icemule, try looking in Clovertooth Hall.

OPEN LOCKER

PUT MY WAND IN LOCKER

GET SCROLL IN LOCKER

CLOSE LOCKER

N/A
HELP MAGIC (See also CAST) >help magic

In GemStone, many players can cast spells if they know them.

To learn a spell, you must select the Spell Research skill when training. You may then cast it if you have enough mana by typing PREPARE <spell> and then CAST <spell>. In place of <spell> you must use either the spell name or its number.  Most combat spells that aren't aimed like a weapon using the Spell Aiming skill, can be resisted by the target.

Whether a target resists depends on many factors, including the level of caster and target, the number and type of spells the caster knows, and other spells already cast on either of them. You can't cast a spell from memory if you are not of the same level as the spell or higher.

PREPARE SWARDING1 prepares the Spirit Warding I spell.

PREPARE 101 prepares the Spirit Warding I spell.

CAST ORC casts a prepared spell at an orc.

CAST casts a prepared spell on yourself.

For more information, type HELP MAGIC ITEM.

N/A
HELP MAGIC ITEM >help magic item

Almost anything you find might be a magic item. Magic items usually don't act as armor or hold anything, but when activated, they cast a spell as if you knew the spell and had cast it yourself. Most have a set number of charges and some can be recharged by powerful wizards.

To use a magic item, you probably need to RUB, WAVE, RAISE, TAP, WEAR, EAT, or DRINK it. If it can be WAVEd, you can aim it at a monster, which is the healthiest thing to do with a wand that casts lightning bolts.

Magic items can be dangerous, so you might want to ask a Bard to look at yours for you. By singing, Bards can often tell something about the item without risking the spell in it.

RUB STATUE

WEAR RING

WAVE MY GOLD WAND AT OTHER ORC

For more information, type HELP MAGIC or HELP WANDS.

N/A
HELP MERCHANTS >help merchants

From time to time, merchants wander through town and sell Things or provide services, such as altering the appearance of your items or improving them in some way. Merchants usually set up a temporary shop such as a tent. Inside you should look for SIGNs, and NOTICEs telling you what they sell, as well as a LIST you may be able to JOIN to get in line. There may also be a table with items that can be purchased without waiting in line. Use the GET and BUY command for that.

Merchants are likely to be very popular when they appear and everyone will appreciate any effort you can make to keep things moving along in their tents, such as not making too much noise and being ready when your turn comes.

N/A
HELP MOVEMENT (See also DRAG, GO, MARCH, SASHAY, SNEAK, STRIDE, STUMBLE and TRUDGE) >help movement

If you want to go somewhere, you'll need to be standing. Typing LOOK will give you an idea of some of the places you can go from where you are. You can go in a compass direction by typing it:

NORTH (N will do.)

SOUTHEAST (SE will do.)

If you see a portal of some sort, try using the GO command.

GO DOOR will take you through the black door.

GO PLANK will cause you to walk across the wooden plank.

GO CORNER will cause you to go over to the dark corner.

CLIMB TREE will cause you to climb up the oak tree.

N/A
HELP MSTRIKE (See also MSTRIKE) >help mstrike

MSTRIKE is the ability to engage and strike multiple targets or in cases of highly trained individuals, the ability to strike a target multiple times. The number of targets one can engage is dependent upon the ranks of Multi-Opponent combat skill.

USAGE:

MSTRIKE - attacks as many targets as skill allows.

MSTRIKE <target> - attack specified target as many times as skill allows.

N/A
HELP NPC >help npc

In addition to the players and monsters that populate Elanthia, you will meet Non Player Characters, or NPCs, from time to time. These are mainly citizens that populate the towns. Some just wander around, some have interesting things to tell you, and some can actually help you, either with information or in more tangible ways. There is a healer in Wehnimers who will patch you up for silver, a gypsy who will tell your fortune, and many others.

ASK BLACKSMITH ABOUT JOB

GIVE FORTUNETELLER 50

PET MUTT

N/A
HELP RANGED (See also AIM, COCK, FIRE and LOAD) >help ranged

Ranged Weapon Help Text -

There are currently two types of mundane ranged weapons in GemStone: The Bow, and the Crossbow. Their uses are slightly different, however each require use of the LEFT hand for the weapon, instead of the right, as melee weapons do.

Bows -

Firing the bow also includes loading (or nocking) the arrow as one command, however you must be holding the arrow in the right hand for this to work. Place your bow in the left hand, the arrow in the right, and FIRE MY BOW AT <creature>.

Crossbows -

Crossbows require first cocking the weapon and loading it with a bolt. Heavy Crossbows require heavy bolts, and light crossbows require light bolts. Hold the crossbow in the left hand and COCK the weapon. Then get a bolt, and LOAD the crossbow. You may then FIRE MY CROSSBOW AT <creature>. Crossbows have an added benefit of providing a +50 attack strength if the shooter is kneeling.

Aiming -

You can AIM either a crossbow or a bow simply by specifying the body part you'd like to aim at prior to shooting [e.g. AIM left leg]. This will be your preferred target location until you decide to either aim for another location, or stop specific aiming alltogether.

AIM CLEAR, or AIM RANDOM to stop aiming.

N/A
HELP REPORT (See also REPORT) >help report

REPORT sends a message to all online GameMasters. It should only be used to report emergency technical problems or policy violations by other players. If you notice a bug or typo, use the BUG or TYPO command instead. To use the command, type REPORT followed by a brief sentence stating what the problem or policy violation is.

REPORT I got a one round stun ten minutes ago and I'm still stunned.
REPORT Hyperjerk just ran up and killed me. I've never seen him before.
REPORT Hyperjerk is using profanity.

Gamemasters will usually not respond verbally to a report, but will monitor and act on the situation. Please don't misuse REPORT, as it can be very distracting. On the other hand, don't hesitate to use it to let us know about a problem quickly.

See also ASSIST and FEEDBACK.

N/A
HELP REROLLING >help rerolling

You can change your character any time you like. Very few players use the character they first roll up for long. After you've experimented a bit, you'll have a better idea of what type of character you'd like to play as well as what skills and abilities that character will need to get by.

To reroll, go to the Raging Thrak Inn, which is just northwest of the town square. You can get DIRECTIONS there if you aren't 2nd level yet. Once inside, head south to the main desk and type CHECK IN. You will then be in the Character Manager and have an option to retire your character and/or the entire character family. Retiring just the character keeps your last name and family fame.

N/A
HELP SHIELDS >help shields

To use a shield, hold it in your left hand. If you have your shield in your right hand, type SWAP. Shields make it harder for your enemies to hit you, especially if you have the shield skill. Normal shields subtract 20 from an enemy's roll to hit you, while magical shields may do more. When not in use, a shield can be slung over your back with the WEAR SHIELD command.

N/A
HELP SILVERS (See also DEPOSIT and WITHDRAW) >help silver

Wealth in Elanthia is measured in silver. If you type WEALTH, you will see how many silver coins you are carrying. Silver coins that you have will not appear as objects and can not be seen with the INVENTORY command. There is a bank in town (type DIR BANK to find it) and you can deposit silver there for safe keeping. If you save a lot of silver and withdraw it, the bank may give you a note in place of all those heavy coins.  To use a bank note, be sure it is in your right hand.

GET COINS will pick up the coins in front of you.

GIVE STUMP 100 will give Stump 100 of your coins.

DROP 100 COINS will drop 100 of your coins on the ground.

N/A
HELP SKILLS (See also SKILLS) >help skills

Your GemStone character can train in whatever skills you wish.  Training is done whenever you gain a level. Depending on your profession, some skills may be much easier for you to learn than others. Skills usually increase by 5% for each time you train. This number is then used when you try to do something requiring that skill in order to see if you succeed.

For more information, see HELP EXPERIENCE

N/A
HELP TALKING (See also SAY) >help talking

To talk, simply type ' or ", followed by what you want to say.

If you type one of the following:

'Greetings, sir!

"Greetings, sir!

SAY Greetings, sir!

... everyone in the room will see:

Eratika says, "Greetings, sir!"

When talking, try not to use all capital letters or extra punctuation. What you say, as much as what you do, helps to create the fantasy atmosphere of GemStone.

N/A
HELP TRIP (See also TRIP) >help trip

TRIP is the ability to trip a target using two-handed polearms. Effectiveness of the skill is dependent upon player polearm skills and mitigating environmental and target conditions.

USAGE:

TRIP <target> - attempt to trip specified target

N/A
HELP VALUABLES (See also EXCHANGE and REGISTER) >help valuables

In the course of your adventures, you may come across valuable items that you hope to keep. These can include magical weapons and armor, as well as any other useful item. If you buy a valuable item from another player, use the EXCHANGE verb. Using EXCHANGE helps avoid someone swapping items on you, or running off with your silver or item. Any valuable item not from a merchant should be REGISTERed with the town clerk. The clerk works in the Registrar's Office up the stairs in Moot Hall, just east of the Town Square. If an item is not REGISTERed, GameMasters often cannot replace it if it is lost to a system error.

EXCHANGE BROADSWORD WITH STUMP FOR 1000 SILVER

REGISTER MITHRIL BROADSWORD

N/A
HELP WANDS >help wands

Most wands are magical items that cast a spell when waved.  They require Magic Item Use skill to wave and Spell Aiming skill if they cast elemental spells in combat.

WAVE GOLD WAND AT ORC

WAVE MY WAND

WAVE WHITE WAND AT BANTHIS

For more type HELP MAGIC or HELP MAGIC ITEM.

N/A
HELP WEAPONS >help weapons

To use a weapon in combat, hold it in your right hand and ATTACK a monster. If your weapon is in your left hand, type SWAP.

You will only be able to use a weapon effectively if you are trained in the right skill. For instance, to use a broadsword, a falchion, an axe, or a dagger, you will need the Edged Weapons skill.

For more information, see HELP COMBAT

N/A

HICCUP

You hiccup.

Eratika hiccups!

HICCUP (while hidden)

You hiccup.

You hear someone hiccup!

HIDE
(immediately just after someone has found you already hiding and who just POINTed at you, ruining your hiding spot)

You haven't had enough time to find another hiding spot yet!

Eratika looks around for a moment before sighing disappointedly.

HIDE
(when botched but not in front of a critter) (NOTE: When you botch, either your skill at hiding could use some improvement in the trainer, and/or your injuries are preventing you from hiding as well as you usually do )

>hide
You fail to slip into hiding.
Roundtime: 10 sec.

>hide
Your injuries hinder your attempt to hide.
You fail to slip into hiding.
Roundtime: 10 sec.

You notice Eratika botch an attempt to conceal herself.

 

You notice Eratika botch an attempt to conceal herself.

HIDE
(when botched in front of a critter) (NOTE: When you botch, (1) either your skill at hiding could use some improvement in the trainer, (2) your injuries are preventing you from hiding as well as you usually do and/or (3) you are well trained in hiding but the creature is insanely perceptive. Undead and animals are known to be
very perceptive.)

>hide
You fail to slip into hiding.
Roundtime: 10 sec.

>hide
Your injuries hinder your attempt to hide.
You fail to slip into hiding.
Roundtime: 10 sec.

A rolton notices you botch an attempt to conceal yourself.

 

A rolton notices you botch an attempt to conceal yourself.

HIDE
(when in front of a critter)

>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so

N/A

 

 

HIDE
(when not in front of a critter)

>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so. (Although others STILL may have seen you; you just don't know it.)

>hide
Roundtime: 3 sec.
You see Trakkar turn his head in your direction as you hide.
You attempt to blend with the surroundings, and feel somewhat sure that no one has noticed your doing so.

 

Sometime you see the hider hide, and sometimes, you don't. ;)

 

 


You notice Eratika slip into a hiding place.

 

 

HIDE
(while at a private table)

You crawl under the and hide. Lost a fork or something?

Eratika crawls underneath the table and hides.

HIDE
(while at special mud pools)

You stick your head down in the warm mud, secure in the fact that no one can see you.

Eratika sticks her head into the mud as if assuming that if she can't see you, then you can't see her.

HISS

You hiss.

Eratika hisses.

HISS (while dead)

Your spirit lets out a faint, ghostly hiss... or perhaps it was just some air leaking out of your corpse.

A faint, ghostly hiss emanates from the corpse of Eratika.

HISS (while hidden)

You hiss.

Someone hisses in the shadows.

HISS <CRITTER or HOUSE PET>

You hiss at the rolton.

Eratika hisses at a rolton.

HISS <ITEM>

You glance at the orc toe and hiss.

Eratika glances at a raspberry marinated orc toe and hisses.

HISS <ITEM> (while hidden)

You glance at the orc toe and hiss.

You hear someone hiss nearby.

HISS <PERSON>

You hiss at Trakkar.

Eratika hisses at you.

HISS <PERSON> (while hidden)

You hiss at Trakkar.

Someone... or something... hisses behind you.

HISS <YOURSELF>

You inhale sharply, hissing through your teeth.

Eratika inhales sharply, hissing through her teeth.

HIT or PUNCH <CRITTER> (when you are not in Voln or you have not learned the symbol yet) Actually, using a weapon would probably be a bit more effective. Eratika looked like she was about ready to punch the kobold.
HIT or PUNCH <CRITTER> (when you are in Voln and you have learned the symbol) You attempt to punch a wraith!
MB: 40 vs MB: 101 = -61 -- Lose advantage!
THT 66, d100 roll: 61, modified: 0
A clean miss.
Round time: 11 sec.
Gallinda attempts to punch a wraith!
MB: 40 vs MB: 101 = -61 -- Lose advantage!
THT 66, d100 roll: 61, modified: 0
A clean miss.
HIT or PUNCH <HOUSE PET> The spider monkey is rather docile. Perhaps you should reconsider. N/A
HIT or PUNCH <ITEM> Actually, using a weapon would probably be a bit more effective. Eratika looked like she was about ready to punch the box.
PUNCH or HIT <PERSON> (when you are not in Voln) You punch Trakkar! Eratika walks over and punches you!
HIT or PUNCH <YOURSELF> Okay, you punch yourself in the side of the head. Feel better? Eratika just punched herself!
HIT or PUNCH TABLE (while sitting at a private table) You pound your fist on the long wooden table! Brianus pounds his fist on the long wooden table!
HIT or PUNCH TABLE (while standing at a private table) Actually, using a weapon would probably be a bit more effective. Eratika looked like she was about ready to punch the table.

HOLD <DEAD PERSON>

You reach down and tenderly cradle Eratika's lifeless hand in yours.

Trakkar reaches down and tenderly cradles your lifeless hand in his.

HOLD <PERSON OF THE OPPOSITE SEX>

You clasp Trakkar's hand tenderly.

Eratika clasps your hand tenderly.

HOLD <YOURSELF> or SWAP (with empty hands)

You wring your hands.

Eratika wrings her hands.

HOLD HAND <PERSON OF SAME SEX>

You reach out and hold Eratika's hand.

Kelista reaches out and holds your hand.

HOWL

You throw your head back and howl!

Eratika throws her head back and howls!

HOWL (while dead)

You howl in frustration at your nonliving state!

Eratika's spirit howls in frustration!

HOWL (while hidden)

It would be hard to do that and stay hidden.

N/A

HUG <CRITTER>

I don't think you ought to be hugging when you've only just met.

N/A

HUG <HOUSE PET> (message will sometimes vary according to type of house pet)

You give a spider monkey a hug.

Eratika gives a spider monkey a hug.

HUG <ITEM or PERSON>

You hug Trakkar.

Please note:  If you are missing both arms, the following message will appear:

>hug Kassy

You try to hug Kassyopia but end up just bumping into her.

Eratika hugs you.

 

 

 

Phatall tries to hug you but ends up just bumping into you.

HUG <PERSON> (in dance area)

You draw Eratika closer into your arms in a slow, romantic dance.

Trakkar draws you closer into his arms in a slow, romantic dance.

HUG <YOURSELF>

Pleased with yourself, eh?

Eratika is hugging herself.

HUM (for bards)

You softly hum a merry tune, embellishing upon the melody's jaunty lilt.

Eratika softly hums a merry tune, embellishing upon the melody's jaunty lilt.

HUM (for non-bards)

You hum distractedly as your mind wanders.

Kelista hums distractedly to herself.

HUM (while hidden)(for bards)

You softly hum a merry tune, embellishing upon the melody's jaunty lilt.

You hear someone humming softly to herself in the shadows.

HUM (while hidden)(for non-bards)

You hum distractedly as your mind wanders.

You hear someone humming softly to herself in the shadows.

HURL <CRITTER> (see also HELP HURL)

NOTE: This command will throw your handheld weapon at specified target.

While there are no specific throwing weapons, hurlers have experimented with the various available weapons. It appears that the only two races that can hurl two-handed weapons, for example, are dwarves and giantkin (all other races will suffer back and chest injuries). You can also throw two weapons at a time, by training in the two-weapon combat skill (which is responsible for the AS of the thrown weapon in your left hand).

 

>hurl rat

With a quick flick of your wrist, you deftly send a drake dagger into flight.
You throw a drake dagger at a giant rat!
AS: +107 vs DS: -10 with AvD: +25 + d100 roll: +100 = +242
... and hit for 58 points of damage!
Deft strike to the back cracks vertebrae!
The giant rat collapses to the ground, emits a final squeal, and dies.
Glancing blow. Momentum carries a drake dagger past its target to land nearby.
Roundtime: 5 sec.

You will get the following message if you attempt to grab your weapon and it is still in the shadows. You will be able to retrieve it, but only after some seconds pass:

>get dagger

The dagger is out of your reach.

If you have a weapon which is too heavy for you to throw, you risk causing injury to your back and/or to your chest. Even if you do not receive any injuries, your round time will be much longer than 5 seconds:

>hurl rat

You gotta be kidding! You can barely lift a rusty broadsword, much less throw it!
You throw a rusty broadsword at a giant rat!
AS: +127 vs DS: -10 with AvD: +36 + d100 roll: +74 = +247
... and hit for 97 points of damage!
Off-balanced slash!
Enough force to sever the giant rat's right hand!
Amazing!
The giant rat shrieks as it slumps to the ground and licks at its wounded right claw.
The giant rat twitches and dies.
A rusty broadsword is lodged in a giant rat.
Roundtime: 26 sec.

NOTE: When you hurl a weapon at a critter from a hidden position, that is not called ambushing, but rather, "sniping." (Note that using a ranged weapon -- such as a crossbow -- is also called "sniping.")

>hide

Roundtime: 3 sec.

>hurl rat
With a quick flick of your wrist, you deftly send a drake dagger into flight.
You throw a drake dagger at a giant rat!
AS: +107 vs DS: -10 with AvD: +25 + d100 roll: +43 = +185
... and hit for 37 points of damage!
Slash to the giant rat's lower back!
The giant rat collapses to the ground, emits a final squeal, and dies.
Glancing blow. Momentum carries a drake dagger past its target to land nearby.
Roundtime: 5 sec.

 

A quick flick of Phoroneus's wrist sends a drake dagger into flight!
Phoroneus throws a drake dagger at a giant rat!
AS: +107 vs DS: -10 with AvD: +25 + d100 roll: +100 = +242
... and hits for 58 points of damage!
Deft strike to the back cracks vertebrae!
The giant rat collapses to the ground, emits a final squeal, and dies.
Glancing blow. Momentum carries a drake dagger past its target to land nearby.

 

 

 

 

 

 

 

 

 

 


Phoroneus throws a rusty broadsword at a giant rat!
AS: +127 vs DS: -10 with AvD: +36 + d100 roll: +74 = +247
... and hits for 97 points of damage!
Off-balanced slash!
Enough force to sever the giant rat's right hand!
Amazing!
The giant rat shrieks as it slumps to the ground and licks at its wounded right claw.
The giant rat twitches and dies.
A rusty broadsword is lodged in a giant rat.

 

 

 

 

 

 

 

 

A drake dagger flies out of the shadows toward a giant rat!
AS: +107 vs DS: -10 with AvD: +25 + d100 roll: +43 = +185
... and hits for 37 points of damage!
Slash to the giant rat's lower back!
The giant rat collapses to the ground, emits a final squeal, and dies.
Glancing blow. Momentum carries a drake dagger past

 

HURL <CRITTER> <BODY LOCATION>

NOTE: This command will allow you to attack the specified targeted body location. Locations include right/left leg, right/left arm, right/left hand, right/left eye, back, abdomen, chest, head and neck.

Usually aimed hurling is done from a hidden position. Throwing weapons while hidden is called "sniping."

To aim well with a thrown weapon, you must train in ambushing and perception.

Working on this section. ;)