*gʷem- Proto-Indo-European
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Words from this root (20)

come A1
/kʌm/ To move toward the speaker or to a place.
become A1
/bɪˈkʌm/ To start to be something; to change into a particular state.
base A2
/beɪs/ The bottom part of something that it stands or rests on.
event A1
/ɪˈvɛnt/ Something that happens, especially something important.
eventually B1
/ɪˈvɛn.t͡ʃu.ə.li/ In the end, especially after a long time or many problems.
adventure A2
/ədˈvɛn.t͡ʃɚ/ An exciting or unusual experience, often involving some risk or danger.
prevent A2
/pɹɪˈvɛnt/ To stop something from happening.
basis B1
/ˈbæɪ.sɪs/ The main idea or fact that something is built on or developed from.
convention B2
/kənˈvɛnʃən/ A way of behaving or doing things that most people in a group accept as normal.
venture B2
/ˈvɛn.t͡ʃɚ/ A new project or business activity, especially a risky one.
invent A2
/ɪnˈvɛnt/ To design or create something completely new for the first time.
intervention C1
/ɪntɚˈvɛnʃən/ The act of becoming involved in a situation in order to change or help it.
convenience A2
/kənˈvinjəns/ The quality of being easy to use and saving you time or effort.
revenue B2
/ˈɹɛvəˌn(j)u/ The money a business or organization earns from its activities.
venue B2
/ˈvɛnjuː/ The place where an event such as a concert, meeting, or game is held.
intervene C1
/ˌɪntə(ɹ)ˈviːn/ To become involved in a situation in order to change or stop something.
forthcoming B2
/fɔɹθˈkʌmɪŋ/ Going to happen or appear soon.
advent B2
/ˈæd.vɛnt/ The arrival or beginning of something important, especially something new.
inconvenience C2+
/ˌɪnkənˈvinjəns/ trouble or difficulty causing discomfort; also, to cause such trouble
disadventurous C2+
/ˌdɪsədˈvɛntʃərəs/ archaic term for unfortunate, unlucky, or marked by misadventure

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