> Valhalla On Line Help File

Valhalla On Line Help File




'COMBAT'

Usage:
kill (character)
hit (character)

The kill command starts combat between players and mobs or other players. The fight will go on until one is unconscious, dead or flees the scene. IT MIGHT BE YOU! When fighting you will use whatever weapon you have wielded, or your bare hands. If your victim falls and is only stunned, incapacitated or mortally wounded, you must issue the command again if you wish to kill the victim. During the fight, you can issue other additional orders, thus giving your foe more damage. Attacking non-bob playing characters is considered a crime , but it is possible.


See Also:
Flee
Groups
Skills
Spells
Weapons
PK
Kill


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'CLOSE'

Usage: close [direction] (item)|(keyword)
Example:
close south door
close coffin

If you want to close something close-able, and open, just use this command. If it is not an item, but some sort of a door hatch etc. It will have a keyword, like 'close gate'.


See Also:
Open
Lock
Unlock


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'CREDITS'

Usage: credits

Special info on all the people who deserves credit for thier work on the mud.


See Also:
Wizlist
Past Gods


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'COMPACT'

Usage: compact

This command eliminates all empty lines. This may be a bit confusing, but some like it this way, anyway, it takes up less of the net. To enable empty lines just issue the same command again.

See Also:
Brief
Change


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'CONJURER'

The elite of magic with the cunning to match. This class gives your character good possibilities for learning magic spells. Some of these spells can defend you from the hostile world surrounding you.


See Also:
Conjurer Skills
Conjurer Spells
Conjurer Weapons


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'CONJURER SKILLS'

SkillLevel
Consider1
Diagnostics1
Fleeing1
Scroll Use1
Wand Use1

See Also:
Conjurer
Conjurer Spells
Conjurer Weapons


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'CONJURER SPELLS'

Spell LevelSpell Level
Acid Resistance19 Brain2
Clenched Fist15 Cold Resistance 16
Constitution 8 Controlled Teleport35
Dexterity6 Detect Invisible10
Detect Magic1 Dispel Magic30
Dust Devil9 Electricity Resistance17
Energy Bolt1 Gate35
Haste30 Heat Resistance15
Identify11 Improved identify21
Invisibility20 Leaving8
Lock14 Magic Candle9
Cone Of Shards30 Mind Shield14
Minor Gate27 Poison Resistance18
Raise Magic1 Quicken15
Random Teleport22 Slow15
Storm call12 Strength10
Summon Earth14 Summon Air18
Summon Water24 Summon Fire30
Summon Demon40 Summon Devil50
Meteor Shower70 Sun Globe18
Unlock27 Transport17
Wizard Eye23

See Also:
Conjurer
Conjurer Skills
Conjurer Weapons


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'CONJURER WEAPONS '

WeaponLevel
Dagger1
Fist2
Staf1
Whip5

See Also:
Conjurer
Conjurer Skills
Conjurer Spells


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'CLERICS'

This gives you almost a direct tap of the divine forces of the universe. You will use your healing and creation spells to fight off all evil.


See Also:
Healer Weapons
Healer Skills
Healer Spells


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'CHURCH KNIGHTS'

Paladins are church nights, they dabble in the divine sphere of the 'magics' and have a fairly good grasp of weapons and fighting skills. Paladins must be of good alignment in order to remain a good member in standing of thier church.


See Also:
Paladin Weapons
Paladin Skills
Paladin Spells


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'CLANS' 'CLAN'

Clans are designed to accomodate relatively small groups of people who want to join together for a common purpose. Clan benefits include a home, a tattoo, a secure clan channel, a clan bulletin board, a clan donation chest, and more.

To start a clan the person who wishes to be the Clan Master simply goes to Douglas and uses the APPLY command. The application will get sent to the Clan gods who will approve it, write your clan home, and install it into Valhalla. When this is done you simply go back to Douglas and use the CHECK command. He will give the Clan Master powers to you and giving you the ability to induct members, expel members, retire, and more.

Any problems or questions regarding clans should be sent to the Clan gods, or failing that, to the mud administrators (see WIZLIST for names).



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'CRIMES' 'CAPTAIN'

An entire law system is built into Valhalla. All players and all monsters belonging to any major cities, castles and villages are protected by the law. You are not allowed to kill or steal from people which are protected, unless they are caught in the act of stealing or killing PROTECTED characters.

If you witness a crime you can accuse the person which committed the crime at the city guard Captain. The Captain is usually located at the city guard headquarters. If a protected npc witness a crime it will walk to the captain and accuse the offender.

If you have committed a certain number of crimes the guards may attempt to arrest you. Once they handcuff you it is possible to attempt an escape by typing 'break' to attempt breaking the handcuffs.

If you have committed several crimes after having been declared 'wanted' you will be 'wanted dead or alive'. This means that you are no longer protected by the law system. At this point there will be a reward on your head, offering both money and experience for your death. All guards attack on sight. Players are allowed to kill you.

Once in jail you have to wait for some pretty strong friends to free you or for a long time to pass.

Your misdeeds are forgotten if you get killed or when you have served your jail sentence. But beware *any* crime reported after being cleared will make you a criminal instantly.


See Also:
Police Guild
Accuse
PK
Contract
Offer
Break


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'CHANNELS'

Channels are wholey controlled by the player. You can either make your own channel or check around and try to find a channel that someone else has started. You can type 'comm help' on line to get a copy of this help file.

To add a channel:
comm add (channel name)

To delete a channel type:
comm delete (channel name)

To see all your active channels type:
comm

To see who is on a specific channel type:
(channel name)

To see who joins or departs a channel type:
wcomm inform (on|off|depart|join)

To toggle echoing of your message type:
wcomm echo


See Also:
Ask
Shout
Say
Tell
Whisper
Yell


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'COMM CHANNELS'

Channels are wholey controlled by the player. You can either make your own channel or check around and try to find a channel that someone else has started. You can type 'comm help' on line to get a copy of this help file.

To add a channel:
comm add (channel name)

To delete a channel type:
comm delete (channel name)

To see all your active channels type:
comm

To see who is on a specific channel type:
(channel name)

To see who joins or departs a channel type:
wcomm inform (on|off|depart|join)

To toggle echoing of your message type:
wcomm echo


See Also:
Ask
Shout
Say
Tell
Whisper
Yell


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'COMMANDS'

Usage: commands

This command gives a complete listing of all immediately available commands. There might however be specific commands not listed here that are usable elsewhere.


See Also:
Socials
Communications


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'COMMUNICATIONS' 'COMMUNICATE'

Usage:
say (words to speak)
' (words to speak)
shout (words to shout)
whisper (character)(words to whisper)
ask (character)(word asking for something?)
tell (character)(words to tele-communicate)

At some point in playing Valhalla you will wish to communicate with other players you can do so in many different ways. You can speak out, shout (limit this, as most other players find it annoying), whisper to someone, ask someone something, or even telecommunicate to others. Beware that immortals or gods can intercept any message you deliver or receive. (although it is considered rude to do so!)

Say can be abbreviated to a '. Be warned if you forget this unfortunate things can happen, for example:

' hi God
hi Papi
OOPS! you're now fighting Papi! surely not your intention, so watch out.

Ask

Mostly same as say, except this is directed as a character question. Only the character you're asking will hear the question.

Shout

This is quite a powerful command. If you use shout, everybody playing on the mud will hear you! (except for the ones sleep, and those who have set themselves to nos). Limit the use of this! Many players (and gods) find it rather annoying when everybody runs around shouting to each other. If at all possible do your idle chit chat on the chat channels and not on shout Shout will use up some of your endurance points.

Tell

A very good alternative to shout. This enables you to communicate via telepathy with a character who for one reason or another is not at the same location as you are. No other player will hear this. Be warned that a player can stop receiving tells by using the not (no tell) command.

Whisper

A cute alternative to tell if the one you wish to communicate with is at the same location. Unlike tell others will notice that you whisper something (but they will not know what it is you're whispering).


See Also:
Ask
Shout
Say
Tell
Whisper
Yell


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'CHANGE'

Usage: change [arguments] being one of:
See also:
Brief
Compact
Expert
Inform
Shout
Tell
Communications
Wimpy
Peaceful
Prompt
Exits
Columns
Rows
Terminal
Telnet
Character echo
Redraw prompt


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'CHANGE ROWS' 'COLUMNS'

You can use this command to change the way the mud outputs text to you.

Columns is how many characters there is put on a line... currently this only works with a fraction of the text-output, but Gnort is working on expanding this. (Default is 80)


See also:
Change
Rows


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'CLAIM'

Usage:
claim (dictionary)

Claim is used for initializing a dictionary, but you will only have to type this once when you first start using it. It will then remember its owner.



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'CUT'

Usage: decapitate corpse

Use this command to cut the head off of your victims. Very useful if you must bring it back to the captain to collect a reward.



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'CONTRACT'

Usage: contract (character)

Example: contract mayor

This command is used to hire one of the assassins to murder other characters.


See Also:
offer


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'COPPER' 'COPPER PIECES'

Copper pieces are a form of money in the game. It can be used to purchase almost anything at any of the numerous shopkeepers in the game. It also can be use to pay rent (auto-deducted by the game as you log in) and to buy items from other players. You can drop money or give money to other players etc, using the same commands you would with any other object in the game:

give 20 silver pieces to sam
drop 17 iron pieces

This is the standard conversion rates for the standard coins:

1 platinum piece (pp) = 8 gold pieces (gp)
1 gold piece (gp)     = 8 silver pieces (sp)
1 silver piece (sp)   = 8 copper pieces (cp)
1 copper piece (cp)   = 8 iron pieces (ip)

See Also:
Bank
Platinum
Gold
Silver
Iron
Purse


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'CRAFTSMANSHIP'

Is how well a smithy has created a weapon, shield or armor.


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'CONSIDER'

Usage: consider (character)
Example: consider beast

If you are wondering if an opponent is too strong for you, you might use this command to see if you would have even the slightest chance of fleeing. Some monsters are simply so strong that they may kill you in one hit and thus this command will help you know. Beware that the command does not consider if any nearby monsters will assist the monster you are attacking and nor will it know if the monster has any special attacks like breath weapon or spells. These are the risks you must run. The command assumes that you have full hitpoints when it replies with regard to the consider.



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'CLIMB'

Usage: climb (OBJECT)

Climb allows you to climb an object.



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'WEATHER WATCHING'

This provides information on the weather.



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'CHANNELING'

Usage: channel (amount)

Channeling is the yability to change life force into magical essence. The channeler will gain 1 mana for every 5 life channeled, up to the characters maximum mana.

Example: channel 40

Will give the channeler 8 mana. If no amount is given the channeler will automatically channel the maximum life allowable.



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'CON' 'CONSTITUTION'

Constitution determines:

See Also:
Spell Constitution


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'CHA' 'CHARISMA' 'CHR'

Charisma determines:

See Also:
Spell Charisma

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'CASTING'

Usage: cast (spell) (item)|(character)

This is the command to use when you wish to cast spells of any kind, both magic and divine. The spell will be cast on the specified character or item.

Notice how the spells can be abbreviated. Take care not to abbreviate too much...Do no confuse abbreviations such as 'cur' with 'cure', it can be can be quite a bad mistake.



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'CLENCHED FIST'

Sphere: Summoning Sphere

Usage: cast clenched fist (target)

With this powerful spell the conjurer is able to summon a huge, magical version of his or her own fist, and then use it to crush their opponent.



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'CONE OF SHARDS'

Sphere: Summoning Sphere

Usage: cast cone of shards (target)

This spell summons a cone of sharp shards that will puncture some of the toughest armor.



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'CHARGE WAND'

Sphere: Creation Sphere


Usage: cast charge wand

Restores spent charges on magic wands, up to the maximum number of charges a particular wand may hold. The number of charges is Dependant on the casters skill and magic ability. There is a slight chance of over charging, and as a result, destroying the wand.



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'CHARGE STAFF'

Sphere: Creation Sphere


Usage: cast charge staff

Restores spent charges on magic staves, up to the maximum number of charges a particular stave may hold. The number of charges is Dependant on the casters skill and magic ability. There is a slight chance of over charging, and as a result, destroying the staff.



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'CALL LIGHTNING'

Sphere: Divine Sphere

Usage: cast spell call lightning (target)

This spell requires bad weather. The caster summons lightning from the sky to the target. This spell will inflict extreme damage on the target, however, if it fails there is a small chance the lightning might hit someone other than the specified target.



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'CAUSE LIGHT WOUNDS'

Sphere: Divine Sphere

Usage: cast cause light wounds (target)

Causes wounds to appear on humanoids or mammals.


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'CAUSE SERIOUS WOUNDS'

Sphere: Divine Sphere

Usage: cast cause serious wounds (target)

Causes serious wound to appear on humanoids or mammals.



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'CURE BLIND'

Sphere: Divine Sphere

Usage: cast cure blind (target)

This spell removes the effects of blindness.


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'CURE LIGHT WOUNDS' 'CURE LIGHT'

Sphere: Divine Sphere

Usage: cast cure light wounds (target)

Cures minor wounds on a humanoid or mammal target.



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'CURE SERIOUS WOUNDS' 'CURE SERIOUS'

Sphere: Divine Sphere

Usage: cast cure serious wounds (target)

Cures serious wounds on a humanoid or mammal target.


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'CURSE'

Sphere: Divine Sphere

Usage: cast curse (target)

This spell brings down the negative divine forces of the world upon its target. If cast upon a character the target's strength, dexterity, divine and especially magic potential is reduced for a while.

If cast upon an object it will become cursed and the next person equipping it will be unable to unequip it for a while.



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'COLD RESISTANCE'

Sphere: Protection Sphere

Usage: cast cold resistance (target)

This spell will raise the target's resistance in the cold sphere.


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'CLEAR SKIES'

Sphere: Summoning Sphere

Usage: cast clear skies

This spell calls upon the forces of nature to summon clear skies.


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'CONTROLLED TELEPORT'

Sphere: Summoning Sphere

Usage: cast controlled teleport

Teleport to any char, room or object that is not in a no teleport room.



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'CREATION SPHERE'

Spells of this sphere enables you to create or alter things.

Create Food Create Water
Light Continual Light
Darkness Continual Darkness
Stun Hold
Animate Dead Leather Skin
Bark Skin Control Undead
Bone Skin Stone Skin
Aid Hold Monster
Hold Undead Refit
Sun Globe Magic Candle

Try help on the individual spells.


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'CREATE FOOD'

Sphere: Creation Sphere


Usage: cast create food

This spell creates nourishing food for the hungry.


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'CREATE WATER'

Sphere: Creation Sphere

When cast this spell magically creates a barrel of water for the thirsty.



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'CONTINUAL LIGHT'

Sphere: Creation Sphere


Usage: cast continual light (target)

When cast on an object, it will light up brightly for a very long time.



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'CONTINUAL DARKNESS'

Sphere: Creation Sphere

Usage: cast continual darkness (target)

When cast on a person or object, it will darken for a very long time. When cast upon a room (no argument), the room will darken for a very long time.



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'CONTROL UNDEAD'

Sphere: Creation Sphere


Usage: cast control undead (target)

This spell will enable you to command an undead with a single word. If the spell fails the undead will attack. Once a mob is under your command, you can control it by using the tell command. For example, to command a ghoul to sit, use 'tell ghoul sit'.



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'COLOURBEAM'

Sphere: Mind Sphere

Usage: cast colourbeam (target)

This spell will hurt the target badly with a flash of colors.


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'COLOURSPRAY'

Sphere: Mind Sphere

Usage: cast colourspray (target)

This spell will hurt the target really badly with a flash of colors.


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'CONFUSION'

Sphere: Mind Sphere

Usage: cast confusion (target)

This spell will affect the target, causing them to become confused. If fighting the character will stop fighting. The target will suffer under the confusion from time to time until calmed or the spell runs out.



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'CALM'

Sphere: Mind Sphere

Usage: calm (target)

This spell cancels the effect of fear or confusion.



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'COMMAND'

Sphere: Mind Sphere

Usage: command (target)

This spell will allow you to command a target to perform a one-word command.



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