> Valhalla On Line Help File

Valhalla On Line Help File




'HIT'

Usage:
kill (character)
hit (character)

This command starts a fight! This fight will go on until one is unconscious, dead or flees the scene. IT MIGHT BE YOU! When fighting you will use whatever weapon wielded, or use 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 playing characters is considered a crime , but it is possible.


See Also:
Crime
Kill
Incapacitated
Flee
Groups
Skills
Spells
Weapons
PK


Back To The Top

'HOLD'

Usage:
hold (item)

Lets you hold an item in the hand. This is used for wands wands and staves. To use such an item you must hold it in your hand. It is possible to hold an item in one hand, and wield a singlehanded weapon in another.


See Also:
Weapon
Wands
Staves
Wield
Wear
Remove


Back To The Top

'HUNGER'

Usage: eat

It is important that you eat food. Different types of food will fill your stomach for different time periods, thus making a cracker less filling than a big bread. If you begin to grow hungry, you will stop regaining your points. At this time you will start to get messages, indicating this. If you refuse to eat, you will start loosing hitpoints. In the end you will die. So remember to carry a little spare food around.


See Also:
Drink
Sip
Taste


Back To The Top

'HEALERS'

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
Healer Weapons
Healer Skills
Healer Spells


Back To The Top

'HEALER WEAPONS'

WeaponLevel
Fist1
Mace1
Staff 1
War Hammer1

See Also:
Healer
Healer Skills
Healer Spells


Back To The Top

'HEALER SKILLS'

SkillsLevel
Consider3
Diagnostics1
First Aid1
Fleeing1
Scroll Use3
Shield3
Turn Undead 2

See Also:
Healer Weapons
Healer
Healer Spells


Back To The Top

'HEALER SPELLS'

Spell LEVELSpell LEVEL
Aid1 Awaken7
Bark Skin16 Bless9
Blind8 Calm12
Cause Light Wounds1 Cause Serious Wounds28
Charisma6 Clear Skies33
Command4 Continual Light24
Create Food18 Create Water16
Cure Blind15 Cure Light Wounds1
Cure Serious Wounds14 Detect Alignment5
Detect Curse11 Detect Poison6
Detect Undead5 Dispel Evil29
Divine Resistance4 Find Path18
Harm35 Heal30
Hold Undead? Leather Skin8
Life Protection17 Light12
Locate Object19 Locate Person20
Protection From Evil22 Raise Dead27
Raise Divine4 Remove Curse18
Remove Disease11 Remove Poison13
Resurrection40 Sanctuary10
Sense Life14 Summer Rain4
Sun Ray31 Sustain6
Total Recall20 Word Of Recall10

See Also:
Healer
Healer Skills
Healer Weapons


Back To The Top

'HUMANS'

Humans are the most common race in Valhalla and the youngest sheer numbers have allowed them to control most of the world only thing special about them is their ability to adapt no strengths but also no weaknesses may become leaders in any walk of life best prospect for multiclassing.

magic0 constitution0
divine0 charisma0
dexterity0 brain0
strength0 hit points0


Back To The Top

'HALFLINGS'

Halflings are a small, quick, and notoriously witty people, few races can stay mad at a halfling for long (unless one of their thieves has robbed you blind (wink). Most live contentedly by farming and spending time with family and friends some however grow bored and seek adventure away from their shire, becoming the renowned thieves their race is noted for. Halfling food and wines are legendary. The halflings having spent centuries perfecting their formulas. Most halflings are very motivated by profit, becoming the bunt of many jokes (would sell his grandmother for a profit, etc) halfling magic tends to be limited to utilitarian spells and spells used amuse and entertain, although those who choose the path of healing are revered and viewed as figures of great authority. Halflings mortal enemies are the trolls. A Halfling is almost always willing to help you lighten your wallet, usually in some way that does not involve physical labor on their part.

magic+1 constitution-1
divine-1 charisma+1
dexterity+2 brain-1
strength-1 hit points-1


Back To The Top


'HALF-ORCS'

Half-orcs are the offspring of humans and orcs and their descendants. Most have chosen to follow their human customs and culture, though a few who are ridiculed and shunned return to their orcan people where many times they are revered and valued for their human traits (intelligence). Many half-orcs have very little of one or the others blood in them, some are so far removed that externally they are nearly indistinguishable from regular humans. Half-orcs gain strength and constitution from their orcish side, and their intelligence is higher due to their human blood. Magic prowess is very limited for half-orcs, probably because they do not make friends easily. Half-orcs are very distrustful of dwarves, gnomes, elves, brownies, and halflings for some reason are drawn to dark elves and will seek service with them whenever possible.

magic-3 constitution+1
divine0 charisma-1
dexterity0 brain-1
strength+2 hit points+1


Back To The Top


'HALF-OGRES'

Half-ogres are another halfbreed with an interesting history tales of a human knight, magic love well, and a beautiful ogress abound in the half-ogre camps. Sages argue however that they are just a pygmy race of ogres, though granted slightly more intelligent than their lumbering cousins. Half-ogres are a very proud race, and will take great personal injury to any insult directed toward themselves or their kind. They are exceedingly strong, though their large size tends to make them clumsier than the smaller races. The practice of magic is usually limited to the shamans, who are also the keepers of tradition and the race's lore. Half-ogres, unlike their cousins, show much discretion when around other races they value their friends, regardless or race, to the point of giving their lives for them. Like wise they hate their enemies so vehemently that they will without a second thought of risk to their own lives, attempt to kill them. Jokes of their seeming willingness to die are common.

magic-3 constitution+2
divine-1 charisma-2
dexterity-1 brain-1
strength+3 hit points+2


Back To The Top

'HALF-ELVES'

Half-elves are simply the result of humans and elves interbreeding. The tend to be free to live with either, though some find them offensive. A their race retain many of the traits of both races, notably their human parent's potential to excel in many fields.

magic0 constitution-1
divine0 charisma+1
dexterity+1 brain0
strength0 hit points-1


Back To The Top

'HEADS'

When a player or mob is wanted and you kill it you may 'decapitate' the corpse and bring the head back to the captain to collect a reward.



Back To The Top

'HORSES'

Usage:
ride (direction)
mount (steed)

Example:
mount horse
ride east

When you possess an animal capable of riding with you, you can mount it and ride. Thus you save your own endurance.



Back To The Top

'HIRE'

Usage: contract (character)

Example: contract mayor

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


See Also:
offer
Assassin


Back To The Top

'HIDE'

Usage: hide

Hiding in the shadows, overhearing conversations no one is supposed to hear, or hiding from your furious foe. But he might find you if you're not good at it.



Back To The Top

'HITPOINTS' 'HPS' 'HIT' 'POINTS' 'HIT-POINTS' 'HITS'

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


Back To The Top

'HOLD FLIGHT'

Sphere: Mind Sphere

Usage: cast hold flight (target)

This powerful spell will halt the target from fleeing in battle by making it believe it is always winning.



Back To The Top

'HARM'

Sphere: Divine Sphere

Usage: cast harm (target)

Causes very serious wounds to appear on humanoids or mammals.


Back To The Top

'HEAL'

Sphere: Divine Sphere

Usage: cast heal (target)

Cures fatal wounds on humanoid or mammal targets.



Back To The Top

'HEAT RESISTANCE'

Sphere: Protection Sphere

Usage: cast heat resistance (target)

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


Back To The Top

'HASTE'

Sphere: Protection Sphere

Usage: cast haste (target)

This spell will measurably increase the target character's speed.



Back To The Top

'HOLD'

Sphere: Creation Sphere

Usage: cast hold (target)

The hold spell will magically prevent a humanoid or animal target from engaging in combat for five rounds. This spell is very difficult to use, and may therefore fail quite often.



Back To The Top

'HOLD MONSTER'

Sphere: Creation Sphere


Usage: cast hold monster (target)

The hold spell will magically prevent a monster from engaging in combat for five rounds. This spell is very difficult to use, and may therefore fail quite often.



Back To The Top

'HOLD UNDEAD'

Sphere: Creation Sphere


Usage: cast hold undead (target)

The hold spell will magically prevent an undead mob from engaging in combat for five rounds. This spell is very difficult to use, and may therefore fail quite often.



Back To The Top