> Valhalla On Line Help File

Valhalla On Line Help File




'PRACTICE'

Usage: practice (skill|weapon|ability)

Examples:
practice strength
practice hand axe
practice flee

This command enables you to raise your abilities, and practice your skills, spells and weapons. The command can only be used at a teacher. Different teachers teach different abilities and skills, spells or weapons and the cost is different in each guild. Your race also modifies this cost.

When you look at your 'status' you will notice you have got a certain amount of skill and ability practice points. The skill-points are used for practicing spells, weapons and skills. The ability-points are used for practicing abilities (str, dex,con, etc).

All your abilities and knowledge about spells, weapons and skills are in the range [0..200] percent. You can only get above 150% by finding magic items or very unique special teachers.

Each time you raise a level you get more skill and ability points, and thus you can get better abilities and better spell, weapon and skill knowledge.


See Also:
Experience
Guild
Level
Info
Skills
Spells
Weapons
Abilities


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'POSITION'

stand-Makes you stand up.
sit-Makes you sit up / down.
rest-Makes you lie down and rest.
sleep-Makes you go to sleep.
wake -Makes you wake up from a sleep.

These commands enables you to alter your current position. To move around by yourself you must be standing. If you sit or rest, regeneration will speed up slightly, however, in those positions, you will be more vulnerable to attacks! In order to allow you to visit and do other things while regenerating from batter the rest position gives the same regeneration value as the sleep position, thus sleeping is of no added benifit to your healing. If however you need someone to carry you you must go to sleep.


See Also:
Sleep
Rest
Stand
Sit
Wake
Drag
Gain
Spell Sleep


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'PUT'

Usage: put (item) [in] (item)

This command makes it possible to relocate your things. Is you want an item put inside a container, you use this command. The command only makes it possible to put into containers in one level, ie. the command

put in in is not possible. In fact it will be treated as put in


See Also:
Get
Look


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'POUR'

Usage: pour (drinkcontainer1) (drinkcontainer2)
Example:
pour fountain into barrel

This enables you to pour the contents of drinkcontainer1 into drinkcontainer2. Beware, if drinkcontainer2 has another type of liquid that drinkcontainer1, the result will be SLIME! Also, if one container is poisoned, the liquid in drinkcontainer2 will be it too.


See Also:
Drinks


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'PASSWORD'

You must select a password for your player. The password can be up to 8 characters long but must be at least five characters long. The password must contain both letters and non-letters.

For your information, your password is encrypted and is unreadable even to the administration. If you forget your password you will be asked for the following information before a new one is set:
Maiden Name/Key Word
Email Address

We can not confirm your ownership of the character without this information and we will not allow you access to it so it is very important that you set these two fields on log in.
See Also:
Maiden Name
Email Address



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'PERSONAL EMAIL'

You can optionally supply us with your e-mail address if you have one. We will use this information to mail you about any events which are important enough to clutter your mailbox.

The e-mail can also be used both to supplement the maiden name which you have hopefully entered.


See Also:
Maiden Name
Password


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'PAST GODS'

Elminster (254) Mephisto (235) Iznogod (235)
Ladyhawk (230) Midnight (230) Juniper (239)
Wombat (235) Baggins (245) Icculus (250)
Telegrim (239) Badone (230) Hellfire (230)
Carter (250) Venger (250) Rexor (235)
Vanyel (235) Bakka (254) Quifael (245)
Kilbia (230) Jinx (252) Runin (230)
Cabal (250) Thesar (250) Saor (235)
Lobo (239) Beren (250) Ravan (245)
Kira (237) Ford (245)


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'PERSONALITY'

The choice of personality has an impact on how other beings in the world interacts with you. Some guilds or societies may for example reject players with evil personalities. Choosing neutral or good will keep you out of most trouble.


See Also:
Guilds
Evil
Neutral
Good


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'PRIESTS'

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:
Divine
Healers
Healer Weapons
Healer Skills
Healer Spells


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'PALADINS'

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:
Good Magic
Divine Sphere
Paladin Weapons
Paladin Skills
Paladin Spells


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'PALADIN WEAPONS'

WeaponLevel
Broad Sword2
Dagger0
Falchion5
Fist0
Great Sword10
Long Sword0
Rapier 6
Scimitar4
Short Sword3

See Also:
Paladin
Paladin Skills
Paladin Spells


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'PALADIN SKILLS'

SkillLevel
Bash3
Diagnostics1
First Aid3
Leadership12
Rescue0
Shield0
Turn Undead5

See Also:
Paladin
Paladin Weapons
Paladin Spells


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'PALADIN SPELLS'

SpellLevelSpellLevel
Bless35 Cure Light Wounds10
Cure Serious Wounds40 Dispel Evil45
Remove Curse24 Repel Lesser Undead15
Protection From Evil32 Sanctuary30
Detect Alignment0 Detect Poison4
Detect Undead9 Light12
Continual Light41 Remove Disease 20

See Also:
Paladin
Paladin Weapons
Paladin Skills


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'PRIESTS'

The SPELL CASTER is a player which is devoted to using the magic which is present in the universe. There are two very distinct classes of magic - 'divine (DIV)' and 'magic (MAG)'. Clerics use DIV as their power, whereas magic users use MAG.

There are two main attributes for spell casters:

Power (DIV or MAG) Power determines how powerful a spell is when it hits the opponent. The better the power the better the effect of the spell. This can be compared with a warrior's strength.

Brain (BRA) When the spell caster casts a spell he will experience a 'battle of the mind' which determines if he can hit the opponent. brain determines how smart the spell caster is. The smarter the spell caster the less likely he is to be hit, and the more likely he is to hit the opponent when he casts a spell. Brain can be compared with a warrior's dexterity.

Spell Skill It is his knowledge about his spells (his weapon and means of survival) and his enemy's spells. The skill is used together with BRA to determine if he can hit or defend himself properly. At the same time the skill also offers resistance against magic of the same type. For example a very proficient fire using spell caster is partially immune to small fire attacks.

Regaining mana points The magic user regains his mana points through his charisma. When the charisma matches the magic power (see above) the gain occurs at a steady rate. When charisma is above the power gaining is even faster and when below the gain rate slows down.


See Also:
Mana
Charisma
Spells
Mag
Div
Bra
Cha
Conjures
Paladins
Healers
Necromancer
Thief
Assasssin


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'PROTECTED'

Players that are 'protected' citizens may join the police guild in addition to thier own guilD (you remain in both guilds) by going to the chief of police (captian) in Midgaard and typeing 'join' (you may have to type it 2times). Once you are a member of the 'police guild' you will have the ability to arrest wanted criminals and take them to jail. You will also be alloud to practice specialskills and spells that no one else can practice. Beware however, if for what ever reason you lose your status as a protected citizen (break the law and get caught) you will be kicked out of the police guild and you will lose any spells/skills you learned while in the guild.


See Also:
Spells
Skills
Practice
Guild
Police Guild
Accuse
PK
Contract
Offer
Break


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'POLICE GUILD'

Players that are 'protected' citizens may join the police guild in addition to thier own guild (you remain in both guilds) by going to the chief of police (captian) in Midgaard and typeing 'join' (you may have to type it 2times). Once you are a member of the 'police guild' you will have the ability to arrest wanted criminals and take them to jail. You will also be alloud to practice special skills and spells that no one else can practice. Beware however, if for what ever reason you lose your status as a protected citizen (break the law and get caught) you will be kicked out of the police guild and you will lose any spells/skills you learned while in the guild.


See Also:
Spells
Skills
Practice
Guild
Accuse
PK
Contract
Offer
Break
Prtected


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'PROMPT'

Usage: prompt

This command toggles your prompt between the good old > and a prompt displaying your mana, endurance and hitpoints, for example 100m/80e/42h


See Also:
Endurance
Hitpoints
Mana
Score


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'PEACEFUL MODE' 'PEACEFUL' 'PEACE'

Usage: peaceful

The command peaceful is used to switch between peaceful and aggressive mode. When you are aggressive you will automatically attack anyone who performs an offensive act like unsuccessfully stealing, commanding, and even summoning you. If you do not wish to attack a player who has summoned you, you must first enter peaceful mode, and then after you have been summoned, turn it back to aggressive mode.


See Also:
Wimpy
Stealing
Commanding
Summoning


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'PK' 'PLAYER KILLING'

Killing and stealing on valhalla is acceptable only if you have signed the Book of Blood. If you are caught killing another player or stealing, you can be turned in at one of the guard offices, and the city authorities are then likely to post a reward for your head. Guards will attack you on site, and certain other special individuals, such as bounty hunters, may become interested in you. The PC guards will have the ability to arrest you and put you in jail.

Generally we discourage PK'ing and we might interfere in some situations. Such as extensive PKing of one player numberous times or a large number of players a few times. Please note that if you choose to sign the book of blood you are signed for life unless you start another character or restart the one you are on. IF you decided the restart the character you are on, you will NOT be reimbursed experience/equiment/money/quests or anything else (except donations/power items).
See Also:
Law
BoB
Book of Blood


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'POTIONS'

Usage: quaff (potion)

This command enables you to quaff potions in your possession. The effects of the potion will then follow. Potions can have many effects. The ones you want are generally those that would have effects similar to the spells'heal' or 'cure light wounds'



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'PRAY'

The statue in the starting temples will grant items to beginners if prayed to. For example when inside a starting temple use:

pray statue


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'PLATINUM' 'PLATINUM PIECES'

Platinum pieces are a currancy 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
Purse
Gold
Silver
Iron
Copper


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'PURSE'

The purse command will show you how much money you are carrying around in your purse.


See Also:
Bank
Platinum
Gold
Silver
Iron
Copper


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'PICK' 'PICK LOCK'

Usage: pick (item)|(keyword)
Example: pick door

Picking the lock is a fast way around a locked door, or box. Using this command enables you to unlock locked doors or containers... if you succeed.


See Also:
Unlock
Lock


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'PICK POCKETS'

Usage: pickpocket (character)

If you're good at picking pockets, this is a fast way to get money, a good time in the jail, and a horde of blood thirsty enemies. picking pockets is considered a crime, and few mudders will help a thief in trouble. Some will not help a thief at all. The pick pocket skill enables you to steal money. The amount stolen will depend on your skill.


See Also:
Steal
Filching


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'PEEK' 'PEEKING'

Usage: peek (character)

Peeking is used to scan another person's inventory. Usually a prelude to a theft.



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'DISARM' 'DISARMING'

Usage: disarm (character)

Disarm is a combat skill which is fairly self explanatory. It is used to relieve your opponent of his/her/it's weapon. Because of the tricky moves involved in disarming, you may find yourself without a weapon if you fail your attempt.



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'POINTS'

Hitpoints are your life energy. When they reach zero you are stunned. If your hitpoints go below zero you will slowly fade away and die unless you are rescued by someone. Hitpoints are lost through damage.


See Also:
Constitution
HPP


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'PROTECTION SPHERE'

Spells from this sphere offer protection and improvements on persons in various ways.

Raise Magic Raise Divine Strength Dexterity
Constitution Charisma Drain Sun Ray
Divine Resistance Quicken Haste Summoning Resistance
Awaken Mind Shield Heat Resistance Cold Resistance
Electricity Resistance Poison Resistance Acid Resistance Protection From Evil
Sanctuary Dispel Magic Sustain Lock
Unlock Drowse Slow Dust Devil
Life Protection

Try help on the individual spells.


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'POISON RESISTANCE'

Sphere: Protection Sphere
Usage: cast poison resistance (target)

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


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'PROTECTION FROM EVIL'

Sphere: Protection Sphere
Usage: cast protection from evil (target)

The spell will protect a player from mobs that are of evil alignment.


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'PROTECTION FROM GOOD'

Sphere: Protection Sphere

Usage: cast protection from good (target)

The spell will protect a player from mobs that are of good alignment.


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'POISON SPHERE'

The spells in this sphere enable you to conjure and control poison.

Fart Bad Breath
Stinking Cloud Toxicate
Remove Poison Energy Drain
Madness Plague
Remove Disease
Try help on the individual spells.


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'PLAGUE'

Sphere: Poison Sphere

Usage: plague (target)

This powerful spell leave a target humanoid sick with the plague. Symptoms can be:

The plague is contagious, but seldom last for more than 2 Hrs (RT) The effects of a plague can be removed with a remove disease spell.



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