VERBLIST CA - GE
Verbs in red are New as of AUG 2002
| CACKLE CALENDAR
CAST CHALLENGE (AND WARN) CHANNEL CHANT
CHARGE CHEAPSHOT CHECK BALANCE CHEER CHECK IN CHORTLE
CHUCKLE CLAP CLEAN CLENCH CLIMB CLOSE COCK
COMBATA COMMENTS COMMON CONCUSSION CONVERT
COUGH COVER COWER
CRACK KNUCKLES CRAWL CRINGE CUDDLE CURTSY CURE
DANCE DECLINE DEMEANOR DEPART DEPART CONFIRM DEPOSIT DESCRIBE DIAGNOSE DIG DIRection DISARM DISBAND DISMISS DRAG DRINK DROOL DROP DUCK DUST EAT ENCHANT ENCUMBR ENTER ENGRAVE EVENT EXAMINE EXCHANGE EXHALE EXIT EXPEL EXPERIENCE EXPRESS EXTINGUISH FALL FESTIVAL FIDGET FIX FIND FIRE FLAG FLAIL FLINCH FLIRT FLUSTER FOLD FOLLOW FORAGE FORUM FRET FROWN FURROW GAG GAMES GASP GAWK GAZE GEM GET |
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| Verb | YOU see | OTHERS see |
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| CACKLE | You cackle! | Thoryn Cackles! |
| CALENDAR | You get the list of days, months & Holidays of Elanthia | n/a |
| CAST | After prepping a spell depends on spell you cast
Defense: >cast You gesture. A dim aura surrounds you. (Forcing stance down to guarded) Cast Roundtime 3 Seconds. Attack: >cas sabre You gesture at Sabre. You hurl a stream of water at Sabre! AS: +174 vs DS: +468 with AvD: +23 + d100 roll: +64 = -207 A clean miss. Cast Roundtime 3 Seconds. |
call lightning can do damage or disenigrate items |
| CHANNEL (# of mana points) (person in room) | same as Send
You face Deaff, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 50 points were successfully transferred to Deaff. |
Jypsie faces you, closes her eyes and begins chanting. Suddenly, a small bolt of energy arcs between the two of you. You gain 50 mana points! Jypsie opens her eyes, looking slightly drained. |
| CHANT | ||
| CHARGE [For WIZARDS only...] | Before proceeding, a wizard must have a talented bard sing to
a valuable gem such as a diamond or ruby to make sure the gem is "pure."
Once the gem is considered ready, the wizard then pours a potion on the gem
to further prepare it for becoming an blue orb, which in turn will increase
the charges in the targeted item. See POUR POTION ON MY
<GEM>. The wizard will need a LOT of mana, especially if
he or she is charging ruby amulets, which have wall of force charges in them.)
(Successful Orb and Charging: >prep 517 You concentrate on the Charge Item spell... Your spell is ready. >cast my emerald You gesture at an emerald. The emerald quickly expands into a blue pulsating orb! Cast Roundtime 3 Seconds. >prep 517 You concentrate on the Charge Item spell... Your spell is ready. >cast orb You gesture over the pulsating orb while muttering a few arcane phrases. The orb resonates in response to each of your gestures and words. It grows in size! >cast orb You gesture over the pulsating orb while muttering a few arcane phrases. The orb resonates in response to each of your gestures and words. It shines brightly for a moment, flickering in color and humming tones of enchantment! (aha...this means it is ready for charging) >get amu from sack You remove a ruby amulet from in your large sack. >rub orb You gesture over the pulsating orb while holding a ruby amulet near it. A strand of pure essence leaps from the orb and onto the amulet! The item glows with a bright hue as the fingers of essence caress it. (that means charges are going in) >rub orb You gesture over the pulsating orb while holding a ruby amulet near it. A strand of pure essence leaps from the orb and onto the amulet! You are unable to add any more charges. Nothing else seems to happen. (it's full!) (edited for length) |
Note: With rubbing, failures can range from destroying the targeted
item and getting hurt, losing all mana, or simply being forced to "try again."
With casting at the orb, failures range from having the orb shrink or even
imploding the orb into oblivion!
You can recharge wands and other items in Melghorin's Reach as well. Grhim gestures and utters a phrase of magic. Grhim gestures at an emerald. The emerald quickly expands into a blue pulsating orb! Grhim gestures and utters a phrase of magic. Grhim gestures over the pulsating orb while muttering a few arcane phrases. The orb resonates in response to each gesture and word from Grhim! It grows in size! Grhim gestures over the pulsating orb while muttering a few arcane phrases. The orb resonates in response to each gesture and word from Grhim! It shines brightly for a moment, flickering in color and humming tones of enchantment! Grhim gestures over the pulsating orb while holding a ruby amulet near it. A strand of pure essence leaps from the orb and onto the amulet! The item glows with a bright hue as the fingers of essence caress it. Grhim gestures over the pulsating orb while holding a ruby amulet near it. A strand of pure essence leaps from the orb and onto the amulet! Nothing else seems to happen. |
| CHEAPSHOT [Rogues in Guild Only] |
>cheapshot footstomp troll
You raise your heel high, bringing it down solidly on a war troll's foot! MS: +72 - MD: +59 + MAvA: +15 + d100: +11 == +39 Failed! The war troll wiggles its toes slightly, making sure they're all there. Roundtime: 5 sec. |
Jylia raises her heel high, bringing it down solidly on a war troll's foot! MS: +72 - MD: +59 + MAvA: +15 + d100: +11 == +39 Failed! The war troll wiggles its toes slightly, making sure they're all there. Roundtime: 5 sec. |
| CHECK IN [at an inn when you want to train or reroll] |
You exchange a few silvers for a room key from the innkeeper and
you wander off to your room..
(on your return from the room...) Leaving your room, you check back out of the Raging Thrak Inn, wander over to the front desk and hand the room key back to the innkeeper. He nods to you and smiles, wishing you a good day. |
Jylia moves to the wooden desk to get her key from
the proprietor. With a yawn, Jylia wanders off to her room.
Jylia just wandered in and handed her room key back to the innkeeper behind the desk. |
| CHECK BALANCE [used to check what you have in your bank account] | The teller thumbs through the books and says, "Your balance is currently at 184300 silvers. Is there anything else I can do for you today?" | Johnet has a quiet word with the teller. |
| CHEER |
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| CHORTLE
[a kind of choked up laugh ] |
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| CHUCKLE |
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| CLAP |
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| CLEAN [ITEM or CRITTER or PERSON]
used in warrior guild and heating recources |
see warrior guild | also see heating recources (fireplace etc) |
| CLENCH |
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| CLIMB (OBJECT) | Necessary in certain areas, such as trees, walls, etc. If the climb looks difficult, it is suggested that you do not attempt it unless you have trained in climbing. You climb the bank Jypta climbs the bank. | Visuals vary |
| CLOSE | Can be used on personal pocketed items you are wearing as well as doors, lockets, boxes etc. | visuals vary |
| COCK [For archers] | Cock bow/crossbow | visuals vary |
| -- | ||
| COMBATA | only works in the Gladiator Arenas. SEE GLADIATOR GAMES | n/a |
| COMMENTS | Where <message> is a detailed description of the situation or person you wish to comment on. Comments will be read by a staff member, but you will not receive a reply. If you wish to receive a reply to your comment, please use REPORT, ASSIST or GemStone III Feedback instead of COMMENT. Comment (message) comment testing and researching verbs, pardon me. Your COMMENT has been logged. | n/a |
| COMMON | common language, everyone speaks common.
You are now speaking the Common language. |
n/a |
| CONCUSSION or CON | old ice age verb, still usable, tells you how much health you have left
con - Health Points left: 155 n/a |
N/A |
| COUGH |
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| COVER |
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| COWER |
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| CRACK KNUCKLES [same as PINCH] | You crack your knuckles! | Jylia cracks her knuckles! |
| CRAWL [Necessary in small areas such as Magru's or fire phantom areas] | You crawl southeast | Kythe crawls southeast |
| CRINGE |
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| CRY [try the cry verb while hiding too] |
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| CUDDLE (person) [You must be joined to a person while sitting for this to work.] | You slide over to Kullani and cuddle her in your arms. | Greyslayer slides over to Kullani cuddling her in his arms. |
| CURTSY |
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| CURE [For Empaths only] | PREPare a healing spell first, then CURE any matching wound appropriate
to the spell.
>prep 1111 cure >You concentrate on the Limb Scar Repair spell... Your spell is ready. You concentrate. Your right leg feels better. Cast Roundtime 3 seconds. |
If you wish to heal a certain area, then type CURE (bodypart)
Jypsie gestures and utters a phrase of magic. Jypsie concentrates. Jypsie's rightt leg looks better. |
| D | * | * |
| DANCE [This is one of the verbs that varies depending on where you are.] |
In dance tent --------> DANCE - (for wedding tent and other special dance areas):
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| DECLINE [you can decline offers that people give you] |
You decline. | Jypsie declines your offer. |
| DEPART [Used only when you are dead and have absolutely no hope of rescue] |
* | * |
| DEPART CONFIRM | * | * |
| DEPOSIT [amount or note] |
You deposit 8614 silvers in your account. The teller carefully records
the transaction and says, "Thank you, Jypsie. Have a nice day!"
You deposit a 8000 silver note in your account. The teller carefully records the transaction and says, "Thank you, Jypsie. Have a nice day!" |
Jypsie has a quiet word with the teller.
Jypsie has a quiet word with the teller. |
| DESCRIBE [critter] | Will give you the creatures description (if it has one) | n/a |
| DIAGNOSE [person] | With a practiced eye, you glance over Loshen: He is in perfect health. |
Jypsie glances at you with a concerned expression, checking for injuries. |
| DIAGNOSE [person][full]
[gives you all of the person's injuries as well as the severity, You must have both hands free] |
You start a careful diagnosis of Sabre's condition . . .Roundtime: 44 sec. He is in perfect health. | Jypsie carefully diagnoses your injuries. |
| DIG | I've heard in some areas it is necessary to dig but have not found them yet. | * |
| DIRection <destination name> <steps shown>
[Up until 2nd training, this will tell you how to get to certain places in town.] |
Type DIR to see a list of the areas/buildings around the town your in,
then type DIR (area you want to find).
Type the following in the last column to get to your destination Direction D (Down), U (Up), O (Out), E (East), W (West), N (North), S (South), NE (Northeast), SE (Southeast), NW (Northwest), SW (Southwest). It will automatically tell you which direction to go to your destination...
>dir locksmith >east Directions towards Larton's shop: GO black door. >go door You made it! I knew you could find the place.
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Jyzell just went east. Jyzell just arrived. |
| DIRection STOP | Type DIR STOP to stop these direction suggestions.
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Folks simply see you either going in a direction or arriving. |
| DISARM [MY 'BOX'] (already disarmed)
[used on boxes that have traps with various messages to tell you which trap you have encountered.] It is smart to disarm a box first to SEE IF there is a trap, then disarm AGAIN to disarm the trap if there is one. |
>disarm my box You carefully begin to examine the box for traps... Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which has been bent from striking range of the vial. |
Jypsie begins to meticulously examine an engraved mithril box.
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| DISARM [MY 'BOX'] (trapped & no trap) |
using Call lightning (#125)
using unlock spell (#408)
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| DISBAND [you can disband your group if you are the leader] | You disband your group. Your group status has been set to closed. | n/a |
| DISMISS [to dismiss an item, person, disk and even yourself. Try it hidden too ;)] |
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| DRAG [person]or item] [direction]
[you drag something/someone to your destination] |
drag Jyzel north- You grab Jypsie and try to drag her, but she doesn't budge. You grab Jypta and drag her southeast with you | Fremie grabs you and tries to drag you, but you resist and stand firm. Fremie grabs Jypta and drags her southeast with him. |
| DRINK [liquid]
[you can drink a variety of beverages, as well as out of some pools] |
You take a drink from your sparkling wine. | Sabre takes a drink from his sparkling wine. |
| DROOL | you drool. Get a napkin already, sheesh! | Aronious drools |
| DROP [item]
[drop an item that you have in your right hand.] |
You drop a canvas pouch. | Dites drops a canvas pouch. |
| DUCK
DUST <player>|HANDS|<item> |
You duck your head.
>dust hands - You dust off your hands. >dust sabre - You dust Sabre off. >dust kul - You dust yourself off. >dust backp - You dust off a backpack.
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Jypsie ducks her head
Kullani dusts off her hands. Kullani dusts you off. Kullani dusts herself off. Kullani dusts off a backpack. |
| E | * | * |
| EAT |
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| ENCHANT - (by wizards only)
(A LOT of mana must be infused into the area -- see INFUSED -- and the wizard should enchant only at workshops or other areas with intense mana pools. Note that there is a formula - which could change at anytime - for roughly calculating what amount of increasingly difficult enchants a particular wizard can do successfully with an item such as armor. There is also a formula for determining how much mana is needed for enchanting from a 1x to a 2x, etc. A wizard cannot enchant the item until he or she has prepared it with a grot t'kel potion or similar potion, see POUR POTION ON MY <ARMOR, WEAPON, SHIELD>) |
See Wizard Verbs | See Wizard Verbs |
| ENCUMBR
[results vary on how much your carrying)] |
Here are a few of the results [minus the roundtime]
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| ENTER [place] | Enter Inn | Lady Jypsie just arrived. |
| ENGRAVE MY Shield:
[Go to engraver and have yer shield engraved with your house' coat of arms, when done, LOOK at your shield and you will see the coat of arms (picture)] |
* | * |
| EVENT
[Type to find out the happeneings around town such as merchants, seminars, etc.] |
shows you the upcoming events | n/a |
| EXAMINE MY [weapon/shield/armor]
[it will show "INTEGRITY" by %, the lower the percentage the closer it is to Breakage.] |
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| EXCHANGE <OBJECT> WITH <PERSON> FOR <AMOUNT>
[recommended when you want to sell something to someone] |
>exchange band with sabre for 2 silvers
You offer your silver alloy band to Sabre for 2 silvers. He has 30 seconds to accept the offer. Type CANCEL to prematurely cancel the offer. |
Loshen offers you his silver alloy band for 2 silvers. Enter ACCEPT CONFIRM
to pay the silvers and accept the offer or DECLINE to decline it. The offer
will expire in 30 seconds.
>accept confirm You hand Loshen 2 silvers. You accept Loshen's offer and are now holding a snake-etched silver alloy band. |
EXHALE |
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| EXIT (or QUIT)- When you want to leave the lands | *connection to the game has dropped | Loshen just left.
(If you have name highlighted or did not set flag, you will also see..) - * Loshen returns home from a hard day of adventuring. |
| EXPEL <person> - must be member of the guild or house
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see House verbs | see House verbs |
| EXPERIENCE - gives a listing of your experience, fame, deeds, and mana | Level: 23 Experience: 670172 Next level at: 700000 exp. Exp. until next lvl: 29828 Family Fame: 7402692 Character Fame: 7402692 Deeds: 7 Deaths this level: 0 Mana: 69/69 Max |
n/a |
| EXTINGUISH <ITEM> It puts out whatever is on fire (cigar) | * | * |
| F
FALL - you can also fall off tables, beds and more in your homes You fall over. Clumsy oaf! Zapp falls over.
FESTIVAL - Festival of Oleani Official Schedule of Events It varies n/a FIDGET You fidget. Zapp fidgets. FIX MY <Weapon> <armor>or <Shield> - used to repair damage to your weapon/ shield/ armor before breakage becomes fully implemented The onyx-bound shield is restored to its original condition. n/a FIND - The usage for this command is: find <player1> <player2> ... <player9> and will provide a list of those players present you wish to find provided they are questing. <person> Brave Adventurer Questing: Zapp
FIRE - for archerers only {weapon} AT {target} FLAG - To set these flags, type 'flag' then the name of the flag.To clear flags, type 'flag' "!" then the name of the flag.(example flag !Killgroup) Flag names may be abbreviated. Flag type to see all the options n/a FLAIL You flail your arms about. Jypsie flails her arms about.
FLINCH You flinch Jypta flinches FLIRT
FLUSTER You blush and babble a few incoherent words, looking foolish but sincere Zapp blushes and babbles a few incoherent words, looking sincerely flustered
FOLD -
FOLLOW <Name> You join Zapp. Jypta joins your group. FORAGE - for herbs, sticks and flowers
Examples: FORAGE FOR ACANTHA LEAF - FORAGE FOR STEM
FORUM - SCHEDULE OF PUBLIC FORUMS It varies FRET - You fret FROWN - You frown Jypsie frowns
FURROW BROW You furrow your brow, probably adding a wrinkle or two in the process Jypsie furrows her brow
G GAG - *You gag ..Sherriann gags
GAMES - Shows you rules to gladitorial games GASP You gasp! Jypsie gasps! GAWK Your jaw drops Jypsie's jaw drops
GAZE You gaze in wonder at your surroundings Zapp gazes in wonder at his surroundings. You can also gaze at someone while hidden
GEM Explains about real gems found long description GET ITEM gets an item from the ground or your containers and puts it in your free hand. You pick up a large acorn . Jypta picks up a large acorn
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CHALLENGE - BEAT SOMEONE UP: CHALLENGE AND WARN Catch some rogue stealing from you? Inclined to make an example of a Krolvin spy? Challenge is a system for one-on-one combat that allows players to clearly establish a 'paper trail' of consent, avoiding those tacky policy issues which so often spring up around player conflicts. A challenge has four different resolutions to choose from:
Of course, there should be a reason for two upstanding citizens to be beating on each other, so one of the following must be specified:
Honor, Justice, and a simple contest are effectively the same, merely different roleplaying choices. Theft and murder are different, in that you cannot issue such a charge lightly. You must have tangible proof of the crime. However, unlike charges of honor, justice or contest, the accused cannot decline a valid challenge for murder or theft. If you'll notice, several of the charges above mention a third party. It is possible to act as a proxy on someone's behalf when the charge is one of honor, murder, or justice. The champion must be of a similar level to the accused. By default, all players will refuse all challenges. To issue a challenge, you must first type CHALLENGE ON. This allows you to both issue and receive challenges. CHALLENGE OFF will prevent it. CHALLENGE <player> <rules> <reason> [on behalf of] The system is documented rather fully in the game, and we encourage you to read it by typing CHALLENGE. WARN Typing WARN by itself will give you information on the verb, but here's a brief rundown. This is not a method for players to issue official warnings to other players. WARN is at its most basic an RP verb like any other, but it has specific functionality as well. Typing WARN <player> followed by either COMBAT, HARASSMENT, or INTERACTION will create a record of this communication to both players' logs. Example: WARN Krystic INTERACTION. These options message only the two players involved, not those around them. If you WARN <player> of COMBAT, that player will have the opportunity to ACKNOWLEDGE WARNING or DECLINE WARNING, to indicate whether or not they are agreeable to a little bit of good ol' in-character roleplayed CvC. An acknowledged warning allows either player to issue a challenge to the other within the next hour which will be automatically accepted. This, too, will only message the two players involved, suppressing the normal CHALLENGE messaging. We STRONGLY ENCOURAGE you to read the documention provided by typing each verb by itself, before engaging in challenges. If you whack someone in town, the constable doesn't care how prearranged it was.
CONVERT - has been released in conjunction with changes to cleric spell 302. Using this verb, a person may align themselves with their chosen deity. This is especially important for clerics, whose spells may be affected by the deity they choose to ally themselves with. For the time being spell 302 is the only spell affected by deity alignment. Warning: For the time being, alignment may only be selected once. Do so with care. Usage:
USAGE: DEMEANOR
[COLD|RESERVED|NEUTRAL|FRIENDLY|WARM] | [<Player>] DEMEANOR <player> - tells you what attitude a fellow "character" has
GREET is supposed to be one of the verbs but it has no effect what-so-ever DEMEANOR COLD - You decide to show the world just how cold you can be.
DEMEANOR RESERVED - You adopt a reserved demeanor.
DEMEANOR NEUTRAL - You decide to take things as they come.
DEMEANOR FRIENDLY - You show the world your friendly side.
DEMEANOR WARM - You love the world and the world loves you!
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| EXPRESS [RELIEF|CONCERN|DISGUST|ANGER|PUZZLEMENT|LOSS|JOY|FEAR] [<target>]
EXPRESS (EMOTION) (PERSON)
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This page created & maintained by
Jypsie Calbot |
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