Note that this section is quite likely to vary depending on the design on the specific MOZ in question. This is simply from the perspective of the base MOZ server.
So, you're a newly created player in a MOZ, with the capablities listed in the previous section. You (or rather, the code underlying the actions) want to say something. Here are the steps involved:
Note that talking is _not_ handled by the room, in contrast to most MUDs. This is because in a capability based system, we want to avoid testing as much as possible, the testing in this case being whether the object wants to hear your tells or not. This way you can cache the capabilities for all the objects in the room you're in, so the test only gets run once (when you request the capability). Note, again, that certain things are glossed over, like retries for failed cached tell calls: the object may have revoked that capability, but may not mind giving it to you again.
Note further that although there are capabilities given to you for every object in the room, this gives you no information other than that an object is there; not even the name of the object or any description information can be given to you if the object does not allow it (unless the room has been coded to 'cheat' and store capabilities it is passed and give them away freely). This is how 'invisible' objects can be implemented, although you can still inform the user that an 'invisible' object seems to be in the room.
Another example: you want to move to a roomed joined to this one by an exit.
There is one other, rather different, way to get new capabilities: creating a new object returns a list of all available capabilites on that object.