To move your character around in the world, you can just write the direction, which is limited to:
north | This will take you to the north if it is possible |
south | This will take you to the south if it is possible |
east | This will take you to the east if it is possible |
west | This will take you to the west if it is possible |
up | This will take you upwards if it is possible |
down | This will take you downwards if it is possible |
enter (item) | This will take you inside the item if possible |
leave (item) | This will take you outside the item if possible |
The 'MAIL' command is used to send letters to other players (online or offline). The command only works when inside post office at the postman. To erase a letter which you have received, you must 'eat' the letter. To get your mail from the post man you must request your mail.
mail paper to quinnHere you should enter a piece of information which is personal, very easy to remember and known just by you and your closets relatives, for example your mother's maiden name. We will require this information if you need us to change your password or otherwise modify your player per request. If we do not have this information we can not help you if you forget your player's password!!
Multiplaying is allowed only to a max of two characters, this means you may have a max of 2 characters run by the same human player on line at any given time. You may own more then two characters but they can only play 2 at any given time. Also a human player must be in full command of each character that is on line. Scripts, bots or other non-human controlled characters are expressly forbidden.
You can choose to be either a male player or a female player. For most races males are somewhat taller than females whereas the females tend to have a longer lifespan. Your choice does not necessarily have to reflect your real gender, but most of the players play their own gender since they find it difficult to impersonate the opposite gender.
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.
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.
These group of magic users bases its spells. They spend thier whole life dedicated to learning how to control the magic of the world around them.
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.
Welcome to Valhalla. We hope you'll enjoy playing this game. You are now
playing a character in the game. You control this character by typing in
commands and pressing
All commands can be abbreviated. Thus the command 'look' can be abbreviated to just 'l'. Names of things and items can NOT be abbreviated, you must write their full name to refer to them. Be careful! Learn which abbreviations trigger which commands. For instance, 's' is an abbreviation for 'south' not 'say', here you must use the abbreviation 'sa' for 'say'.
If you haven't saved your character yet, you are here as a guest and your character is forgotten as soon as you quit. If you decide to begin playingseriously, use the save command to keep your character.
If you need further help, try to use the help command differently, by putting a word behind it, such as 'help commands' which will show you a sample of commands. 'help' followed by a command often reveals the full use of a command. Try this on 'look'.
To say something type 'say' and a space, and then the sentence you wish to say. For example 'say hello world!' (don't type the '').
To quit playing, type 'quit'.
See Also:
Movement | Commands |
Communications | Position |
Guilds | Dictionary |
Laws | Races |
Classes | Skills |
Spells | Gain |
Experience |
The command wimpy is used to switch between brave and wimpy mode. When you are wimpy you will flee whenever death is near. The penalty for being wimpy is that you will only get half the experience for your kills.
When you possess an animal capable of riding with you, you can mount it and ride. Thus you save your own endurance.
Some zones provide you with basic maps. Try to type 'help' with no arguments and see if you are in a zone that does so.
Money is a very important part of the game. It is used for everything from buying items/food to paying for rent.
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 sam1 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)
Midgaard is the major capital in Valhalla. It has been a part of the game since the very first DikuMud. Midgaard is a name taken from Northern Mythology.
These are states in which you are about to die. Seek help fast to get your bleeding wounds stopped. If you are killing a monste and it beocomes mortally wounded you may need to re-issue the kill command to finish it off.
An NPC is an abbreviation for a Non Playing character. A mobile is the same as an NPC. Such characters are controlled by the computer. Examples of such characters include the monsters which you fight in the game.
Multi-classing on Valhalla is a little different then most muds. Here you
start out in one guild and you stay in that
guild untill you feel you have learned as much as you want to. You may
then quit the guild
Mana is the energy used by magic users and clerics. Mana has a maximum of 100 and each spell uses a certain amount of mana. When you have 0 mana you can not cast any more spells.
The magic user (and cleric) 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.
Power is a common term for both magic and CharismaEndurance (displayed in your score) determines, among other things, how far you can move. If for example you move a long way in a very short time you get too exhausted to move, you'll then have to rest for a while and wait for your endurance to be regained.
Magic is a common enitity in Valhalla. There are magic objects such as
armor,
staves,
scrolls etc. There are
magic users,
those that use magic in their day to day life in order to survive and of
course there are magic spells.
Basically your magic ability is the energy
from which magic Users draw their
power.
Magical Essence determines:
This spell creates a magic candle that can be held for a period of time.
The ultimate in conjurer damage spells, this summons a volley of meteors to fall from the sky at a group of targets. The spell will not hurt followers in your group. Please make sure you warn other players that might be passing through before casting this spell.
A good example of a warning might be:Repairs a small amount of damage to any item. Some items may be damaged beyond the spell's power to repair. Each casting lowers the maximum total amount of damage the object can withstand before breaking.
The minor gate spell opens up a portal through which another character or mob may be summoned. This spell may fail, in which case something other than the desired target may be summoned. The minor gate spell often disorients those on whom it is used, and they may attack when summoned.
This sphere requires good brains to control. The spells enables you to control the minds of your targets.
Flash | Colourbeam |
Colourspray | Invisibility |
Wizard Eye | Fear |
Confusion | Sleep |
Xray Vision | Calm |
Summer Rain | Command |
Leaving |
When cast upon a human target, the target will slowly grow more and more mad over time. At the end, the target might even become violent. The effects of madness can be removed by a remove disease spell.
This spell transfers mana from one caster to another caster. Mana is lost in the process.