> Valhalla On Line Help File

Valhalla On Line Help File




'DATE'

The time in the game runs 12 times faster than real time, thus each hour is 5 minutes long, and each day is 2 hours long. There are 14 days per month and a total of nine months per year. Thus a Valhalla month passes in 28 hours, and a year passes in 252 hours (10 days and 12 hours).

In one real year 35 Valhalla years pass.

To change the way in which the game is personalized for YOU, try help on the following subjects:


See Also:
Inform
Change
Prompt
Peaceful
Brief
Compact


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'DOWN'

To move your character around in the world, you can just write the direction. down --> This will take you downwards if it is possible
See also:
Movement
North
West
East
South
Up
Drag


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'DRAG'

Usage: drag (item)|(character) (direction)

When dragging something, you can often move more weight than if you carry it. However dragging something big around, is a good way to be exhausted. This command enables you to drag sleeping or unconscious characters in a given direction. To drag another person will take a lot more of your endurance than just walking around. With this command, you can drag group-members out of a fight, If both you and the character, being dragged, are not involved in the fighting. You can also drag item to big for you to carry.

See also
Sleep Group-members
Endurance
Movement
North
West
East
South
Up
Position


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'DROP'

Usage:
drop (item)
drop ALL

This is used to drop an item you have in your inventory. The item is put at the location which you are in. If the item is in a container you have to get it into your inventory first, using 'get'.


See Also:
Get
Put


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'DRINKS' 'DRUNK'

Usage: drink (drink container)

This is the way to drink liquid. You can buy various types of drink containers, which are able to contain different amounts of liquid. It is vitally important that you drink, so you should always carry a drink container with you. If you don't drink anything, you will start getting messages saying that you are thirsty. At that time, you will not regain any of your points. If you still refuse to drink, you will start to loose points. In the end, you will die. Note that drinks can be intoxicating, and that poisoning is possible.


See Also:
Eat
Sip
Taste


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'DOORS'

Usage: doors

Doors will give you a list of possible exits in a room. It will not show hidden or secret exits.


See Also:
Exit
Exits
Enter
Directions


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'DIRECTION'

Usage: directions

Directions will give you a list of possible exits in a room. It will not show hidden or secret exits.


See Also:
Exits
Exit
Doors
Enter
Doors
Enter
Directions
Movement
North
West
East
South
Up


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'DIG'

Usage: dig

Dig for items buried in the dust. With this command you can uncover buried items.

See Also:
Bury


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'DONATE'

This command will take an item from your inventory and puts it into a central donation room in one of the three main 'cities' of Valhalla dependant upon the command you use. If you do not specify a city the item will be donated to Udgaard.

Usage:
donate (item)
donate (item) Udgaard
donate (item) Midgaard
donate (item) nymgaard


See Also:
Inventory
On line type 'Help Payment'
On line type 'Help Donation'


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'DITCH'

Usage:
Ditch (character)

The ditch command will allow you to stop a player from following you. It will not work on monsters.

See Also:
Following
Group


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'DWARVES'

Dwarves and Gnomes share the third oldest race spot. The are often mistaken for dwellers of the earth (thats just where they tend to work) They have an affinity for precious and rare metals. Dwarves tend to be exceptionally skilled at making weapons and armor. They have an inborn hatred for giants and their kin. Dwarves are a very strong and hardy race thus they make excellent fighters. They tend to rely on force of arm rather than spells so dwarven mages are rare, though a few dwarven healers are known to travel the world.

magic-2constitution+2
divine0charisma-1
dexterity-1brain 0
strength+2hit points+2


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'DARKELVES' 'DARKELF'

Darkelves are elves that have turned away from the divine light of nature. They were unsatisfied with the humble power granted to them by Frey so they left the forests and retreated to underground caverns to study the powerful magic of sorcerers and necromancy, while keeping their ability to be strong fighters or thieves. Most are dual or triple classed in these guilds. Their divine magic is weak however, having broken their ties to nature. They tend to still share their forest dwelling cousins reduced stature, and are slightly less dextrous then they could be. After several hundred years they have built an extensive labyrinth of underground caverns and cities constantly seeking to bring other races under their power. Most goblinkind will follow them willingly and half-orcs can't seem to keep away from them. Their thirst for power and dominion is so great that they twisted and corrupted nature to create the monstrosity of Troll's to further their cause.

magic+3constitution-1
divine-1charisma-1
dexterity+1brain+1
strength0hit points-1


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'DOUGLAS'

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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'DISPLAY'

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:
Redraw prompt
Endurance
Hitpoints
Mana


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'DICTIONARY'

A dictonary is an item you may carry around with you that can be used to hold your alias's.


See Also:
Alias
Unalias
Claim


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'DEATH' 'DIE'

When you die you loose some of your experience points. How many you loose depends largely on your current level, how much you need for the next level, etc. If your exp is -exp to level you will lose all that exp. It is a good idea to level as soon as you can.

After you die you will be transported to Valhalla, and upon release from Valhalla you will need to go back to the location where you died to retrieve your equipment.

If you have died an alternate way out of 'Valhalla' is to have someone cast ressurect or raise dead on you. You still lose the experience points but it shortens your stay and you are returned to the game where you died with all your items.


See Also:
Equipment
Valhalla
Raise Dead
Ressurect
Level


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'DUMP'

You are encouraged not to leave items laying around as it clutters up the game. You are rewarded for disposing of items at the Udgaard dump with a small monetary and/or experience reward. You may also bury unwanted items.


See Also:
Experience
Bury
Money


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'DECAPITATE'

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 an experience and or monetary reward.


See Also:
Reward
Laws
Experience
Money


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'DEPOSIT'

At a bank you may deposit your money for safe keeping. Remember that only money ON your character is used for rent so make sure you have enough on you to cover that.


See Also:
Rent
Money
Bank
Purse
Platinum
Gold
Silver
Iron
Copper


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'DIAGNOSE' 'DIAGNOSTICS'

Usage: diagnose (unit)

This skill gives you the ability to diagnose somebody else. When using the command, you will be able to see how good or bad the others condition is.



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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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'DEX' 'DEXTERITY'

Dexterity determines:

See Also:
Spell Dexterity


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' DIVINE' 'DIV'

The contact which is established between the priest and his God.



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'DIVINE SPHERE' 'DIVINATION SPHERE'


You must be closely aligned to the divine to possess such spells:

Bless Dispel Evil
Blind Find Path
Call Lightning Harm
Cause Light Wounds Heal
Cause Serious Wounds Locate Object
Cure Blind Locate Person
Cure Light Wounds Remove Curse
Cure Serious Wounds Repel Greater Undead
Curse Repel Lesser Undead



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'DISPEL EVIL' 'DISPEL GOOD'

Sphere: Divine Sphere

Usage: cast dispel evil (target)

These spells will drain the life energy of the person on whom they are cast provided that the victim is of the same alignment as the spell specifies. Thus dispel evil will hurt evil players.



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'DIVINE RESISTANCE'

Sphere: Protection Sphere

Usage: cast divine resistance (target)

This spell will raise the target's resistance in the Divine Sphere.


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'DISPEL MAGIC'

Sphere: Protection Sphere

Usage: cast dispel magic (target)

This spell will if successful dispel non-permanent spells.

The spell drains 10MP and 10EP for each spell removed. If MP or EP runs out, caster looses all HP (pass out).



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'DROWSE'

Sphere: Protection Sphere

Usage: cast drowse (target)

This spell will cause an opponent to fight more slowly. Drowse is a more powerful version of the slow spell.



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'DUST DEVIL'

Sphere: Protection Sphere

Usage: cast dust devil

This spell will summon a dust devil to guard you. The dust devil can be controlled by telling it what you want it to do. For example, typing 'tell dust devil shout Hello' would cause the dust devil to shout 'Hello'.



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'DETECTION SPHERE'

These spells gives you the ability so see things that are hidden from the normal eye.
Detect Alignment Detect Invisible
Detect Magic Detect Poison
Detect Undead Detect Curse
Sense Life Identify
Improved Identify
Try help on the individual spells.


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'DETECT ALIGNMENT'

Sphere: Detection Sphere

Usage: cast detect alignment (target)

This spell will enable a humanoid target to see an aura of an item or humanoid, revealing its alignment. (red) is evil, (blue) is good, and (green) is neutral. The aura is revealed when examining any object.



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'DETECT INVISIBLE'

Sphere: Detection Sphere

Usage: cast detect invisible (target)

This spell enables a humanoid target to detect invisible, leaving them with a (clear) aura. The aura is revealed when examining any object.



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'DETECT MAGIC'

Sphere: Detection Sphere Usage: cast detect magic (target) This spell enables a humanoid target to detect magic aura, The magic aura is (yellow). The aura is revealed when examining any object.

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'DETECT POISON'

Sphere: Detection Sphere
Usage: cast detect poison (target)

This spell enables a humanoid target to detect poison. This will be revealed in the aura as (black). The aura is revealed when examining any object.



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'DETECT UNDEAD'

Sphere: Detection Sphere
Usage: cast detect undead (target)

This spell enables a humanoid target to detect undead. This will be revealed in the aura as (violet). The aura is revealed when examining any object.



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'DETECT CURSE'

Sphere: Detection Sphere Usage: cast detect curse (target)

This spell enables a humanoid target to detect a curse. This will be revealed in the aura as (orange). The aura is revealed when examining any object.



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'DARKNESS'

Sphere: Creation Sphere

Usage: cast create darkness (target)

When cast on a person or object, it will reduce its light for a while. When cast upon a room (no argument), the room will reduce it lights for a while.



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