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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.
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.
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.
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.
Weapon | Level |
---|---|
Fist | 1 |
Mace | 1 |
Staff | 1 |
War Hammer | 1 |
Skills | Level |
---|---|
Consider | 3 |
Diagnostics | 1 |
First Aid | 1 |
Fleeing | 1 |
Scroll Use | 3 |
Shield | 3 |
Turn Undead | 2 |
Spell | LEVEL | Spell | LEVEL |
---|---|---|---|
Aid | 1 | Awaken | 7 |
Bark Skin | 16 | Bless | 9 |
Blind | 8 | Calm | 12 |
Cause Light Wounds | 1 | Cause Serious Wounds | 28 |
Charisma | 6 | Clear Skies | 33 |
Command | 4 | Continual Light | 24 |
Create Food | 18 | Create Water | 16 |
Cure Blind | 15 | Cure Light Wounds | 1 |
Cure Serious Wounds | 14 | Detect Alignment | 5 |
Detect Curse | 11 | Detect Poison | 6 |
Detect Undead | 5 | Dispel Evil | 29 |
Divine Resistance | 4 | Find Path | 18 |
Harm | 35 | Heal | 30 |
Hold Undead | ? | Leather Skin | 8 |
Life Protection | 17 | Light | 12 |
Locate Object | 19 | Locate Person | 20 |
Protection From Evil | 22 | Raise Dead | 27 |
Raise Divine | 4 | Remove Curse | 18 |
Remove Disease | 11 | Remove Poison | 13 |
Resurrection | 40 | Sanctuary | 10 |
Sense Life | 14 | Summer Rain | 4 |
Sun Ray | 31 | Sustain | 6 |
Total Recall | 20 | Word Of Recall | 10 |
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.
magic | 0 | constitution | 0 |
divine | 0 | charisma | 0 |
dexterity | 0 | brain | 0 |
strength | 0 | hit points | 0 |
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 |
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 |
divine | 0 | charisma | -1 |
dexterity | 0 | brain | -1 |
strength | +2 | hit points | +1 |
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 |
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.
magic | 0 | constitution | -1 |
divine | 0 | charisma | +1 |
dexterity | +1 | brain | 0 |
strength | 0 | hit points | -1 |
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.
When you possess an animal capable of riding with you, you can mount it and ride. Thus you save your own endurance.
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.
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.
This powerful spell will halt the target from fleeing in battle by making it believe it is always winning.
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.
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.
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.