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Command Guide

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"D" Commands

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

DANCE

This is a roleplaying command.

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 a 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.

     

DARKELF

This command is used to change the language that your character is speaking. Darkelf is the language of the dark elves, and can not be spoken by the other races.

There are a variety of Elanthian languages available in GemStone III. The languages are:

GUILD ELVEN HALF-ELVEN DARKELF
SYLVAN DWARVEN HALFLING COMMON
GIANTMAN      
 
DARKELF You are now speaking the Dark Elf language. N/A
     

DECLINE

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

DECLINE

Offer declined.

Eratika has declined the offer.

     

DEPART

Depart is a command which may be used when you are dead. It should only be used when you have no hope of being rescued and resurrected. Although you could just wait until your body decomposes on it's own (the exact number of minutes depend on your particular race) departing allows you to shorten that waiting time period.

You cannot depart if a cleric has cast the Preservation spell at you or if an individual pours a Preservation potion into you.  This spell 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 preservation, departing or resurrection -- is as follows for each race:

Dark Elf: 10 minutes Dwarf: 16 minutes
Elf: 10 minutes Giantman: 13 minutes
Half-elf: 10 minutes Halfing: 16 minutes
Human: 14 minutes Sylvankind: 10 minutes

It is recommended that all adventurers have deeds in order to reduce the penalties associated with decay, departure, and resurrected. Type HELP DEEDS and HELP DEATH within the game for more details.

Very low level characters are protected from losing their character due to the lack of deeds. However, it is advised that low level characters do not rely upon this assistance and find themselves deeds immediately.

DEPART CONFIRM
(This messaging is for when you DO have a deed.)

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.

Aelphaba's body decays into compost.
     

DEPOSIT

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

DEPOSIT <AMOUNT or NOTE>

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

This command is used in order to see a description and sometimes image of any creature you encounter in the game.

DESCRIBE <CRITTER>

Messaging differs depending on the creature selected.

N/A

     

DIAGNOSE

This command is used to determine the health of another player. To fully diagnose another player, your hands must be empty. Players with good training in first aid will also receive additional information on how long bandages will last.

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>

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.

Eratika begins a careful examination of Trakkar -- she takes his pulse, checks his temperature, and checks for broken bones or any other ailments.

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

DIRECTION

This command is used in all new player cities (Wehnimer's Landing, IceMule Trace, Ta'Vaalor) in order to get directions from any location to specific locations.

Usage:

DIRECTION - this command is used to get a list of potention destinations.

DIRECTION <destination name> - this command is used to get the first direction on the way to a destination. As you follow the direction, a new direction will be given to you automatically until you reach your destination or use DIRECTION STOP.

DIRECTION <destination name> <steps shown> - this command is used to get a list of multiple directions. Once you follow these directions, new directions will be given to you automatically until you reach your destination or use DIRECTION STOP.

DIRECTION STOP - This command is used to stop receiving directions automatically.

DIRECTION


(Options and messaging will vary depending on the city.)

 

 

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>

N/A
DIRECTION <DESTINATION NAME>

ex.
>dir bank

Directions towards the First Elanith Bank: South.

Type DIR STOP to stop these direction suggestions.

N/A

DIRECTION <DESTINATION NAME> <STEPS SHOWN>

ex.
>dir bank 6

Directions towards the First Elanith Bank: South, West, South, South, South, GO Elanith bank, and you're there. N/A
DIRECTION STOP

 

The direction reminder has been shut off.

N/A

 

     

DISARM

This command is used to disarm traps on locks. When using this command, it is recommended that you be trained in the Disarm Traps skill. Locks should be examined for traps, and any traps should be disarmed, before they are unlocked.

When there is a trap, AND you have sufficient skill to actually see the trap, you get one of several messages indicating the type of trap. If a trap exists but your skill is to see it is insufficient, you will not know a trap exists and it will be set off when you try to open the lock with a lockpick.

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 indicating the type of 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.

DISARM MY <ITEM>

ex.
>disarm my strongbox

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>

ex.
>disarm my strongbox

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

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.

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

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

A successful attempt to disarm the box:

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!

     

DISBAND

If you are a group leader (either because someone JOINed you or because you use the HOLD command) then you may experience situations where you wish for the group to be broken. The DISBAND command is used to break any groups which you may be leading.

Also see the GROUP command for details on how to set your group status.

DISBAND You disband your group.
Your group status is already set to closed.
N/A
     

DISMISS

This is primarily a roleplaying command. However, it can also be used to send away a pet, flying disk, and a variety of other things.

DISMISS

You wave your hand in a dismissive gesture.

Eratika waves her hand in a dismissive gesture.

DISMISS
(while hidden)

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

N/A

DISMISS <CREATURE 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)

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

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

DISMISS <DEAD CREATURE> 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.

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

DISMISS VINE You dismiss your vine.
The thorny vine suddenly stops moving, drops to the ground, and dissolves away.
The thorny vine suddenly stops moving, drops to the ground, and dissolves away.
DISMISS SWARM

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

With a motion of her hand, Aelphaba disperses her swarm and the buzzing fades.
DISMISS DISK You wave at the Eratika disk in a dismissing gesture.
The Eratika disk disintegrates, dropping everything on the ground.
Eratika waves at the Eratika disk in a dismissing gesture.
The Eratika disk disintegrates, dropping everything on the ground.

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

This command allows you to pull a person or item from one room to another. It requires that you have at least one hand free. A person (dead or alive) must have his or her GROUP OPEN to be dragged. Directions can either be a compass direction (north, south, east, etc.) or a portal (door, gate, path, etc.)

DRAG <ITEM or PERSON> <DIRECTION>

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.

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.

     

DRINK

This is a roleplaying command. You must be holding a drinkable beverage in your hand.

DRINK <BEVERAGE>

You take a drink from your sparkling wine.

Eratika takes a drink from her sparkling wine.

     

DROOL

This is a roleplaying command.

DROOL

You drool.

Eratika drools.

     

DROP

This command is used to put an item on the ground or in/on/under/behind a container. The synonym for this command is PUT. You must be holding the specified item in your hand.

If you do not specify the destination of an item, it will always be dropped onto the ground.

DROP <ITEM>

You drop a heavy backpack.

Eratika drops a heavy backpack.

DROP <ITEM> in <container> You put a white flask in your hooded greatcloak. Eratika put a white flask in her hooded greatcloak.
     

DUCK

This is a roleplaying command.

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. N/A
DUCK
(while at House 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 command is used to change the language that your character is speaking. Dwarven is the language of the dwarves, and can not be spoken by the other races.

There are a variety of Elanthian languages available in GemStone III. The languages are:

GUILD ELVEN HALF-ELVEN DARKELF
SYLVAN DWARVEN HALFLING COMMON
GIANTMAN      
 
DWARVEN You are now speaking the Dwarven language. N/A

 

 



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