From f54071e141baf733ce35017ab904d5089fd1a2ac Mon Sep 17 00:00:00 2001 From: nschimme <5505185+nschimme@users.noreply.github.com> Date: Wed, 27 May 2026 16:46:42 +0000 Subject: [PATCH 1/3] Update racial statistics and sub-race information for MUME IX MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Updated Racial Statistics table in `docs/pages/Statistic.md` with accurate modifiers and age multipliers from mume.org. - Consolidated high-level race documentation into `docs/races.md` and added a redirect for the legacy `docs/pages/Race.md`. - Enhanced individual race pages (`Man.md`, `Elf.md`, `Half-Elf.md`, `Dwarf.md`, `Hobbit.md`, `Orc.md`, `Troll.md`, `Black_Númenórean.md`, `Beorning.md`) with detailed sub-race/tribe/strain bonuses and features. - Improved UX and navigation flow between the Character Building (Classes) guide and the Playable Races documentation. - Ensured all data is synchronized with the latest official MUME help files. --- docs/classes.md | 1 + docs/pages/Beorning.md | 30 +++------ .../pages/Black_N\303\272men\303\263rean.md" | 33 +++++----- docs/pages/Dwarf.md | 21 +++++-- docs/pages/Elf.md | 30 ++++----- docs/pages/Half-Elf.md | 11 ++-- docs/pages/Hobbit.md | 34 +++-------- docs/pages/Man.md | 34 +++++++---- docs/pages/Orc.md | 28 ++++++--- docs/pages/Race.md | 61 ++++--------------- docs/pages/Statistic.md | 32 ++++++---- docs/pages/Troll.md | 45 +++----------- docs/races.md | 20 +++++- 13 files changed, 167 insertions(+), 213 deletions(-) diff --git a/docs/classes.md b/docs/classes.md index 7877e2ac2..d3d6450e2 100644 --- a/docs/classes.md +++ b/docs/classes.md @@ -27,6 +27,7 @@ These are the primary "guilds" where you can train. Most players "multi-class" b Building a successful character requires understanding the underlying mechanics. +- [Playable Races](./races.md) — Start by choosing the race that defines your potential. - [Guide to Advanced Statistics](./pages/Guide_to_advanced_character_statistics.md) — How strength, dexterity, and weight affect your performance. - [Practicing](./pages/Practice.md) — How to spend your limited practice points effectively. - [Spell List](./pages/Spell_list.md) — Full list of magical abilities and their requirements. diff --git a/docs/pages/Beorning.md b/docs/pages/Beorning.md index c952f0cef..734821f43 100644 --- a/docs/pages/Beorning.md +++ b/docs/pages/Beorning.md @@ -23,9 +23,7 @@ side [races](./Race.md) of men, except for their ability to At higher levels, Beornings will preferably fight in their bear form, unarmed, and with little need for equipment. -Beornings have a bonus on the [wilderness](./Wilderness.md) skill -(+25% without any pracs) and they are the only race which can [start the -game](./Pray.md) in the Andiun Vale. +Beornings start the game with a bonus in the **Wilderness** skill. This bonus does not make practicing wilderness less effective. They are the only race which can [start the game](./Pray.md) in the Anduin Vale. ### Metamorph @@ -47,25 +45,17 @@ moon) bears can metamorph as far as [Bree](./Bree.md) or [Fangorn](./Fangorn.md), and for lower levels limited to the Anduin Value. -Bears automatically return to human form after some time (which depends -on the same factors as above). A bear can try to "return" to human form -before the time limit expires; failed attempts can cause fatigue. - -While in bear form, Beornings have increased strength and other -"physical" stats: +Bears automatically return to human form after some time (which depends on the same factors as above). A bear can try to "return" to human form before the time limit expires; failed attempts can cause fatigue. +### Bear Form Features +- **Stat Boosts:** Massive increase to physical power at the cost of mental faculties. | STR | CON | DEX | PER | INT | WIS | WIL | -|-----|-----|-----|-----|-----|-----|-----| -| +4 | +2 | +3 | +2 | -4 | -2 | -4 | - -This makes the maximum strength a near rival for that of -[Trolls](./Troll.md). Also, like trolls, bears do not have -[mana](./Mana.md), and are incapable of using weapons or spells. -Many skills have no effect on the character in bear form. They use their -paws and claws to fight, and their bulk to [bash](./Bash.md). - -Bears have a special [forage](https://mume.org/help/forage) command -which will provide food and water from the current room. +|:---:|:---:|:---:|:---:|:---:|:---:|:---:| +| +4 | +2 | +3 | +2 | -4 | -2 | -4 | +- **Combat:** They cause vicious damage with bare paws and can **bash** opponents with their bulk. Their ability to **parry** is slightly reduced as they do not use shields. +- **Support:** Empowered by the presence of other friendly bears. +- **Utility:** Access to the **forage** command to find food and water in the wild. +- **Restrictions:** Bears cannot cast spells, use weapons, or wear most equipment. They also get OB bonuses for being in the same room with other friendly bears (mobs or players): 1 bear +3ob, 2 bears +5ob, 3+ bear +6ob. This diff --git "a/docs/pages/Black_N\303\272men\303\263rean.md" "b/docs/pages/Black_N\303\272men\303\263rean.md" index c449994b5..d3f4fe813 100644 --- "a/docs/pages/Black_N\303\272men\303\263rean.md" +++ "b/docs/pages/Black_N\303\272men\303\263rean.md" @@ -34,26 +34,21 @@ are allied with [orcs](./Orc.md) and [trolls](./Troll.md) who directly or indirectly serve the will of [Sauron](./Sauron.md). -BN's have a number of penalties: +BNs have a number of unique features that distinguish them from other Men. -- They can't become immortal. -- They generally have worse stats than other [men](./Man.md). -- They have no cities in which to [rent](./Rent.md). However, they - can [camp](./Camp.md) outside and often do not pay rent. -- They must wander in search of those - [guildmasters](./Guildmasters.md) of theirs who have made the - trip to Eriador. No [warrior](./Warrior.md) guildmasters have - ever been found, so their [weapon](./Weapon.md) - [skills](./Skill.md) are limited. -- When they die they return to a secret place and - [pray](./Pray.md) for a new life. Where they find themselves - afterwards, only the [Ainur](./Ainur.md) know. -- They can suffer from [depression](./Depression.md). -- A BN will see free peoples by name or race only eg. \*an Elf\*. They - can however see and group both orcs and trolls, thus proving to be - valuable aides. -- BNs are ineffective vs. [Lightning Bolt](./Lightning_Bolt.md) - (they take extra damage). +### Bonuses +- **Necromancer's Favor:** Increased **mana regeneration** and a decreased chance to **backfire** spells when under magical **darkness**. +- **Venom Mastery:** Carried vials of **poison** and envenomed weapons last twice as long. They mix herblores that produce poison or antidotes with a proficiency bonus equal to two **kit** upgrades. +- **Fell Beasts:** These dark creatures will carry Black Númenóreans further than anyone else. +- **Allies of Shadow:** They can see and group both Orcs and Trolls, acting as valuable leaders and aides to the Forces of the Shadow. + +### Penalties +- **Mortal:** They cannot become immortal. +- **Wanderers:** No cities for [rent](./Rent.md). They must **camp** outside or in secret places. +- **Limited Training:** No warrior guildmasters are found in Eriador, limiting their weapon skills. They must wander to find their other guildmasters. +- **Spiritual Ailments:** They can suffer from [depression](./Depression.md), which reduces willpower and mana. +- **Vision:** They see Free Peoples by name or race only (e.g., *an Elf*). +- **Vulnerability:** They take extra damage from [Lightning Bolt](./Lightning_Bolt.md). ### Opinion diff --git a/docs/pages/Dwarf.md b/docs/pages/Dwarf.md index b7b2f2395..319d24bcc 100644 --- a/docs/pages/Dwarf.md +++ b/docs/pages/Dwarf.md @@ -34,9 +34,22 @@ Dwarves get - maluses when riding larger horses and thus should ride mules or ponies instead. -Dwarven players can start the game in the [Tower -Hills](./Tower_Hills.md), [Bree](./Bree.md), -[Fornost](./Fornost.md), and are the only race which can start in -the [Blue Mountains](./Blue_Mountains.md). +Dwarven players can start the game in the [Tower Hills](./Tower_Hills.md), [Bree](./Bree.md), [Fornost](./Fornost.md), and are the only race which can start in the [Blue Mountains](./Blue_Mountains.md). + +## Sub-races + +There are three clans of Dwarves in MUME, each with their own traditions and minor bonuses. + +### Longbeard +Durin's Folk, the oldest and wisest of the clans. They seek to reclaim their former glory in Khazad-dûm. +- **Bonuses:** Hard to faze, they **recover quicker from stuns**. They have a sixth sense for finding hidden riches and gain an average bonus to **mining** and bashing **exits**. + +### Firebeard +Master weaponsmiths known for their unforgiving tempers. They are relatively slim and athletic. +- **Bonuses:** Receive an offensive bonus after dealing or receiving a critical strike. Experts at keeping their blades sharp, they **sharpen weapons** faster than anyone else. They also receive bonuses to the **bash** skill and bashing **exits**. + +### Broadbeam +Great armourers who are cool-headed and deliberate in battle. They are heavy-set and take excellent care of their gear. +- **Bonuses:** Their **armour** wears out at a greatly reduced rate. They are less likely to **panic** or be affected by **fear**. They receive an increasing **parry** bonus as their health drops low. They also have a greatly increased bonus to bashing **exits**. diff --git a/docs/pages/Elf.md b/docs/pages/Elf.md index b78fc7cf7..e475b5ca5 100644 --- a/docs/pages/Elf.md +++ b/docs/pages/Elf.md @@ -50,31 +50,23 @@ the [Tower Hills](./Tower_Hills.md), [Bree](./Bree.md), ![Elf female](/img/Elf_Female_pink.jpg) -The three subraces have their own unique modifiers. +The three sub-races of Elves have their own unique modifiers and cultural traits. ### Silvan - -- Base 10% [wilderness](./Wilderness.md) skill -- Base 10% [missile](./Weapon.md#missile-weapons) skill -- Bonus for [track](./Track.md) when tracking in forests -- 10[PB](./Parry.md) when wielding a ranged weapon -- [Movement point](./Movement_points.md) cost reduction in forests -- Third slowest aging of all races (2.5 times slower than common men) +Wood Elves who dwell in [Lothlórien](./Lothlórien.md) and Mirkwood. Secretive and dangerous archers. +- **Bonuses:** Natural affinity for **missile weapons** and surviving in the **wilderness**. They **track** significantly faster in forests and move through them as if on a trail (unless gripped by the Shadow). They gain a bonus to **parry** when wielding ranged weapons. +- **Aging:** 2.5 times slower than common men. ### Sinda - -- Can repair most armour to flawless on their own with the use of a - cross-pein hammer. -- Can un-equip shields in combat -- Base 10% [leadership](./Leadership.md) skill -- Increased maximum distance when using the [Great - Eagles](./Great_Eagle.md). -- Second slowest aging of all races (3 times slower than common men) +The "Grey Elves," descendants of the Teleri. Found in the [Grey Havens](./Grey_Havens.md), Rivendell, and Mirkwood. +- **Bonuses:** Can **repair** most armour to flawless using a cross-pein hammer. They can un-equip shields during **combat**. They have a natural affinity for **leadership** and the **Great Eagles** will carry them further than anyone else. +- **Aging:** 3.0 times slower than common men. ### Noldo - -- Free passage through statues at Ost-in-Edhil. -- Slowest aging of all races (3.5 times slower than common men) +The greatest of Elves in lore and craft, who once dwelt in the Undying Lands. +- **Bonuses:** Natural sensitivity to magic (passive **Detect Magic**). They have access to a unique quest to add a minor gem socket to a **focus**. +- **Special:** Free passage through the statues at Ost-in-Edhil. +- **Aging:** 3.5 times slower than common men. See also: [Elven names](./Elven_names.md), [Elvish](./Elvish.md) diff --git a/docs/pages/Half-Elf.md b/docs/pages/Half-Elf.md index c78df3bcb..efc1d4a0f 100644 --- a/docs/pages/Half-Elf.md +++ b/docs/pages/Half-Elf.md @@ -24,10 +24,13 @@ chose to be a mortal [Man](./Man.md) and became the first king of Númenor. Elrond the Half-elven chose to become an immortal Elf; he founded [Rivendell](./Rivendell.md). -## Half-elves in [Mume](./MUME.md) +## Half-elves in [MUME](./MUME.md) -Half-elves are more common in MUME. They resemble Humans more so than -Elves, and like their mortal parentage are quite competent in most -classes. They are not immune to disease. +Half-elves are more common in MUME. They resemble Humans more so than Elves, and like their mortal parentage are quite competent in most classes. Unlike Elves, they are not immune to disease. + +### Features +- **Versatility:** Resembling both parents, they are well-balanced and excel at being versatile casters. +- **Aging:** They age 2 times slower than common men. +- **Stat Bonuses:** They receive a +1 bonus to **Wisdom** but suffer a -1 penalty to **Strength**. diff --git a/docs/pages/Hobbit.md b/docs/pages/Hobbit.md index 425f6edc5..3c8193715 100644 --- a/docs/pages/Hobbit.md +++ b/docs/pages/Hobbit.md @@ -40,32 +40,18 @@ Hobbits can start the game in the [Shire](./Shire.md), the [Tower Hills](./Tower_Hills.md), [Fornost](./Fornost.md), or [Bree](./Bree.md). -### Subraces +### Sub-races -#### Stoor - -In the time of MUME Stoor Hobbits main settlement areas are the Shire's -Eastfarthing and Buckland close to the Brandywine River. They are -particularly stout and adapt at living close to bodies of water. In MUME -this subrace has the following modifications: - -- Base [Swim](./Swim.md) Skill: 25% -- Base [Endurance](./Endurance.md) Skill: 10% -- Feet have a higher absorption value (unknown how much, like fine - chain?, fine metal?) - -#### Fallohid +#### Harfoot +The most common and typical breed of Hobbit. They are shorter and smaller than other breeds, with brown skin. +- **Bonuses:** Exceptional at **scouting** without being noticed. Their small size gives them an increased chance to avoid being **bashed**. They can **escape** combat faster and suffer a reduced penalty when escaping from multiple opponents. -- When led by a Fallohid Hobbit, others get the full [travel - points](/pages/Newbie_Guide_Travel_Points) amount. -- When a Fallohid Hobbit follows someone, they still get the full amount - of Travel points. -- For mixing herblores they get a bonus for both - success and possiblty to create 2 portions (allegedly equals +2 - [kit](./Herbal_kit.md) upgrades) -- Smoking pipe-weed will never fail and chance for - higher mana gain is increased. +#### Stoor +The heftiest of Hobbits and the only breed that can grow facial hair. They prefer to dwell near marshes and rivers. +- **Bonuses:** Natural affinity for **swimming** and **endurance**. Their feet are especially leathery, making them more resilient to physical damage (high absorption). -#### Harfoot +#### Fallohide +Taller and slimmer than other Hobbits, with a more adventurous spirit and a fair complexion. +- **Bonuses:** They and their followers always receive the full amount of **travel points**. They are well-versed in herbs and **herblores**, with a proficiency bonus for mixing potions equal to two **kit** upgrades. When smoking **pipe-weed**, they never have a negative experience and have a higher chance of a gratifying result. diff --git a/docs/pages/Man.md b/docs/pages/Man.md index d91cd57ed..e78c3989b 100644 --- a/docs/pages/Man.md +++ b/docs/pages/Man.md @@ -39,20 +39,30 @@ Mume have some perks that other races don't have: - They have average stats - They are able to travel in all terrain without any difficulties -The subraces of Men have additional modifications. Recommended for new -players are +## Sub-races -- [Eriadoran](./Eriadoran.md) -- [Rohirrim](./Rohirrim.md) -- [Dúnedain](./Dúnedain.md) +The sub-races of Men have additional modifications and unique bonuses. -There are two further subraces that come with significant modifications -which provide a very different playing experience and which are suited -for more experienced players: +### Eriadoran +The common people of northwestern Middle-earth, often centered around [Bree](./Bree.md). Recommended for beginners. +- **Bonuses:** Start with **5 bonus practice points**. Friendly [inns](./Inn.md) treat them as locals for [rent](./Rent.md). Easier to obtain [Tharbad citizenship](./Tharbad.md). -- [Beornings](./Beorning.md), who have the ability to shapeshift - into bears, and -- [Black Númenóreans](./Black_Númenórean.md), the race of Men - under the guide of Sauron. +### Rohirrim +The Horse-lords of [Rohan](./Rohan.md). Stern and fierce, they are masters of cavalry. +- **Bonuses:** Start with a bonus to the **Ride** skill. Increased combat effectiveness when using stabbing weapons while mounted. Their mounts are more obedient and less likely to throw them. Cheaper rent in Rohan. + +### Dúnedain +The "Men of the West," survivors of Númenor. They are tall, long-lived, and noble. +- **Bonuses:** Natural sensitivity to evil (passive **Detect Evil**). Master swordsmen with better defense when using bladed weapons. Excellent trackers and natural teachers who can share ranger knowledge with followers. They are friends of the Elves and can pray to Rivendell without visiting it first. + +### Beorning +Shapeshifters from the Anduin Vale who can transform into great bears. +- **Features:** Can use the **metamorph** command to change into a Bear. Bears have massive strength and health, cause vicious bare-paw damage, and can **forage** for food. +- **Note:** Bears have severe equipment restrictions and cannot cast spells. + +### Black Númenórean +Corrupted descendants of Númenor who serve the Shadow. +- **Features:** Allied with Orcs and Trolls. Increased mana regeneration and lower spell backfire rate under magical **darkness**. Vials of poison and envenomed weapons last twice as long. +- **Penalties:** Cannot become immortal, suffer from depression, and must wander as they have no cities for rent (they use the **camp** skill instead). diff --git a/docs/pages/Orc.md b/docs/pages/Orc.md index d315ce84a..52a255cb2 100644 --- a/docs/pages/Orc.md +++ b/docs/pages/Orc.md @@ -24,14 +24,7 @@ Elves and [Men](./Man.md) to vanquish. MUME Orcs are very strong, but other than that suffer considerably. Orcs make powerful warriors, but have difficulties with other classes. -There are two playable tribes of Orcs in MUME; the -Uruk-Tarkhnarb and the -Uruk-Zaugurz. The Tarkhnarb Orcs are subjects -of Sauron, allies of the Black -Númenoreans and the powerful -[Trolls](./Troll.md) in the battle against the Free People. The -Zaugurz Orcs were cast out of Goblin Gate (the primary dwelling of the -Tarkhnarb), and are now at war with the Tarkhnarb and their allies. +There are three playable tribes of Orcs in MUME. The **Tarkhnarb** and **Morruhk** serve the Shadow, while the **Zaugurz** form a hostile third faction. Orcs in MUME are treated differently from the other races: @@ -41,8 +34,23 @@ Orcs in MUME are treated differently from the other races: much faster, increased difficulty in spell casting). - They have the ability to see in the dark without a light source. -In addition to the playable orc tribes, there are many non-playable -tribes in MUME: +## Tribes (Sub-races) + +### Tarkhnarb +The most common Orcs, dwelling in Goblin Gate. Tunnel-born and fierce in group combat. +- **Bonuses:** Empowered when grouped with their own kind. High proficiency in mixing **Orkish herblores**. They have a natural affinity for climbing in caves and tunnels. When linked to the wraith-world through **Raise Dead**, they gain increased mana regeneration and awareness. Bloodlust increases their offensive bonus when fighting Free Peoples. + +### Morruhk +Known as "snufflers," these Orcs from the western Misty Mountains are renowned for their keen sense of smell and well-trained Wargs. +- **Bonuses:** Empowered when grouped with their own kind. Greatly increased **track** skill on foot. Skilled riders are less likely to fall from their mounts. They can call slavering Wargs to their side that can **bash** doors on command. Bloodlust increases their tracking skill when fighting Free Peoples. + +### Zaugurz +A tribe of hardened Orcs from the far north who have little fear of the wintry cold. They are renegades, at war with both the Free Peoples and the Slaves of Sauron. +- **Bonuses:** Able to move through **snow** more easily. Heightened pain tolerance allows them to fight through injuries with reduced hindrance. They have fearless resolve (rarely succumb to **fear**) and can unleash a frenzied bloodlust that increases agility and speed. + +## Other Tribes + +In addition to the playable tribes, there are many non-playable tribes in MUME: - Uruk-Burzruth who live in the eastern half of the [Mines of Moria](./Moria.md) diff --git a/docs/pages/Race.md b/docs/pages/Race.md index 83b79985f..6f3b53fc8 100644 --- a/docs/pages/Race.md +++ b/docs/pages/Race.md @@ -1,57 +1,20 @@ --- title: Race -description: 'Ring](TheLordoftheRings:TheFellowshipoftheRing(film) "wikilink")' +description: Redirect to Playable Races +editLink: false --- -![Fellowship](/img/Fellowship.jpg) + -Three are the evil races (a.k.a. "darkies"); they are Tarkhnarb Orcs, -Trolls, and Black Númenóreans. +# Redirecting... -The last race is the Zaugurz Orcs, forming a side of its own. - -## The Free People - -- [Men](./Man.md) - - - -- [Elves](./Elf.md) - - - -- [Half-Elves](./Half-Elf.md) - - - -- [Dwarves](./Dwarf.md) - - - -- [Hobbits](./Hobbit.md) - -## Slaves of Sauron - -- [Black Númenóreans](./Black_Númenórean.md) - - - -- [Orcs](./Orc.md) - - [Tarkhnarb tribe](/pages/Orc) - - [Zaugurz tribe](./Zaugurz_Orc.md) - - - -- [Trolls](./Troll.md) - -## See also - -- Racial stats - - +This page has moved to [Playable Races](/races). diff --git a/docs/pages/Statistic.md b/docs/pages/Statistic.md index 864ef44e4..ca0f66759 100644 --- a/docs/pages/Statistic.md +++ b/docs/pages/Statistic.md @@ -26,18 +26,26 @@ Most statistics depend on a character's **base abilities**: ## Racial Stats -Different races have different effects on their basic statistics, as you -can see in the table below. STR CON DEX PER INT WIS WIL AGE -------------------------------------------------------- Man -- -- -- -- --- -- -- Dúnadan 1.5 Other 1.0 Elf -1 -1 +1 +1 +1 -- -1 Noldo 3.5 Sinda -3.0 Silvan 2.5 Half-Elf -1 -- -- -- -- +1 -- 2.0 Dwarf +1 +1 -1 -1 -- -1 -+1 2.0 Hobbit -2 +1 +1 -- -1 -- +1 1.5 -------------------------------------------------------- Bear +4 +2 +3 +2 --4 -2 -4 1.0 ------------------------------------------------------- Orc -(\*) +2 +2 -- -- -3 -2 -2 2.0 Troll +7 +4 -3 -2 -3 -3 -3 2.0 Númenórean --- -- -- -- -- -1 -2 1.5 -------------------------------------------------------- (\*) Both -Tarkhnarb and Zaugurz +Different races have different effects on their basic statistics, as shown in the table below. + +| Race | STR | INT | WIS | DEX | CON | WIL | PER | Age | +| :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | +| **Man** | — | — | — | — | — | — | — | | +|  *Dúnadan* | | | | | | | | 1.5 | +|  *Other* | | | | | | | | 1.0 | +| **Elf** | -1 | +1 | — | +1 | -1 | -1 | +1 | | +|  *Noldo* | | | | | | | | 3.5 | +|  *Sinda* | | | | | | | | 3.0 | +|  *Silvan* | | | | | | | | 2.5 | +| **Half-Elf** | -1 | — | +1 | — | — | — | — | 2.0 | +| **Dwarf** | +1 | — | -1 | -1 | +1 | +1 | -1 | 2.0 | +| **Hobbit** | -2 | -1 | — | +1 | +1 | +1 | — | 1.5 | +| **Bear** | +4 | -4 | -2 | +3 | +2 | -4 | +2 | 1.0 | +| **Orc** (\*) | +2 | -3 | -2 | — | +2 | -2 | — | 2.0 | +| **Troll** | +7 | -3 | -3 | -3 | +4 | -3 | -2 | 2.0 | +| **Black Númenórean** | — | — | -1 | — | — | -2 | — | 1.5 | + +(\*) Tarkhnarb, Morruhk, and Zaugurz. Other than these, there are effects on height and weight and a variety of other areas. diff --git a/docs/pages/Troll.md b/docs/pages/Troll.md index 9a021940c..51bd6d3f1 100644 --- a/docs/pages/Troll.md +++ b/docs/pages/Troll.md @@ -53,47 +53,18 @@ themselves as a great troll. It is certainly better than Lord of Trolls. Since they are not true Olog-Hai, they suffer [Sundeath](./Sundeath.md) just like other trolls. -## Subraces +## Sub-races -The three subraces have the following modifiers: +Player-controlled Trolls can be of three distinct strains, each with unique combat bonuses. -- MUME Hill Trolls\1 +### Hill Troll +- **Bonuses:** They deal extra damage to stunned opponents when wielding one-handed or two-handed **concussion weapons**. They get a higher offensive bonus when in an aggressive or berserk **mood**. They have the unique ability to **burrow** under certain conditions. ------------------------------------------------------------------------- +### Cave Troll +- **Bonuses:** Slightly increased hit point regeneration, which is further enhanced when in a cave or tunnel. Their massive **bashes** can cause victims to hurtle and collide with nearby targets. This "hurtle" effect is more likely if the Troll is dextrous and has mastered their weapon class. -- MUME's Hill Trolls have a number of bonuses. These include: - -* They deal extra damage to stunned opponents when wielding a one-handed or two-handed concussion weapon. - -* They enjoy storming into battle and get a higher offensive bonus when aggressive or berserk. - -`* They can burrow under certain conditions.` - -- MUME Cave Trolls \[1 - ------------------------------------------------------------------------- - -MUME's Cave Trolls have a number of bonuses. These include: - -* They have slightly increased hit point regeneration. This bonus is increased when in a cave or tunnel. - -* They have huge bashes which may cause the victim to hurtle and collide with a nearby engaged target. - -`* Cave Trolls are more likely to cause their bashed victims to hurtle into other targets if they are dextrous and have mastered their weapon class.` - -- MUME Mountain Trolls \[1 - ------------------------------------------------------------------------- - -MUME's Mountain Trolls have a number of bonuses. These include: - -* They will sometimes hit nearby targets with wild attacks when engaged in combat. - -* They are highly efficient with battle rams, moving them with increased speed and reduced move cost. - -* They can shake trees, push boulders, drag corpses, use slow doors, and dig more swiftly and effortlessly. - -`* Mountain Trolls are more likely to use wild attacks against other targets if they are dextrous and have mastered their weapon class. They are able to do so even when blinded!` +### Mountain Troll +- **Bonuses:** They sometimes hit nearby targets with wild attacks when engaged in combat (even when blinded). They are highly efficient with battle rams. They can **shake trees**, push boulders, drag corpses, and dig more swiftly and effortlessly than others. ## Opinion diff --git a/docs/races.md b/docs/races.md index 4a537b13b..8459cc8e5 100644 --- a/docs/races.md +++ b/docs/races.md @@ -5,8 +5,16 @@ description: The nine playable races in MUME — Elf, Half-Elf, Dwarf, Hobbit, M # Playable Races +![Fellowship](/img/Fellowship.jpg) + Your choice of race is the most important decision you make. It determines your starting location, your [Statistics](./pages/Statistic.md) caps, and which factions will view you as a friend or foe. +
+ User Intent: Picking a race defines your character's potential. Most races have specialized sub-races that offer unique mechanical bonuses—be sure to explore them to find the perfect fit for your intended class. +
+ +MUME features a "three-sided" war. While most races belong to either the Free Peoples or the Forces of the Shadow, the Zaugurz Orcs form a faction of their own, hostile to everyone else. + ## Free Peoples (White Side) These races generally start in Eriador (Bree, Blue Mountains, or the Shire) and are allied against the Shadow. @@ -22,7 +30,7 @@ These races generally start in Eriador (Bree, Blue Mountains, or the Shire) and ## Forces of the Shadow (Dark Side) -These races start in the service of Sauron and are at war with the Free Peoples. +These races start in the service of Sauron (Tarkhnarb/Morruhk tribes) and are at war with the Free Peoples and Zaugurz. | Race | Notable Attributes | |------|-----------| @@ -30,13 +38,19 @@ These races start in the service of Sauron and are at war with the Free Peoples. | [Troll](./pages/Troll.md) | Immense strength and health; massive unarmed damage. | | [Black Númenórean](./pages/Black_Númenórean.md) | Cunning and magical; high skill ceiling with camping abilities. | +## The Zaugurz (Renegades) + +The [Zaugurz Orcs](./pages/Zaugurz_Orc.md) form a side of their own. They are hostile to both the Free Peoples and the Slaves of Sauron. + +- [Zaugurz Orc Guide](./pages/Zaugurz_orc_guide.md) — Comprehensive guide to playing an Orc of the Zaugurz tribe. + ## Essential Race Guides Some races have unique mechanics that require specialized knowledge: - [Troll Guide](./pages/Troll_guide.md) — How to survive as a Troll and master the "Smash" playstyle. -- [Zaugurz Orc Guide](./pages/Zaugurz_orc_guide.md) — Comprehensive guide to playing an Orc of the Zaugurz tribe. -- [Subraces](./pages/Race.md) — Detailed breakdown of the three sub-varieties for each race. +- [Racial Statistics](./pages/Statistic.md) — Detailed breakdown of stat bonuses and age multipliers for every sub-race. +- [Classes & Roles](./classes.md) — Once you've chosen a race, decide how to spend your practices. ## Racial Flavor From 8763c9146bd183c04fd4d47d4ecac6722d6e5685 Mon Sep 17 00:00:00 2001 From: nschimme <5505185+nschimme@users.noreply.github.com> Date: Wed, 27 May 2026 17:12:42 +0000 Subject: [PATCH 2/3] Overhaul Race and Sub-race documentation for MUME IX - Deleted legacy `docs/pages/Race.md` and updated all internal links to the consolidated `docs/races.md`. - Completely rebuilt the Racial Statistics table in `docs/pages/Statistic.md` for accuracy and readability. - Enhanced all individual race pages with detailed sub-race/tribe/strain information. - Standardized sub-race bonuses into a consistent bulleted format with descriptive labels. - Fixed typos and consolidated redundant information in `Beorning.md`. - Improved cross-linking between classes and races for better UX. --- docs/lore.md | 2 +- docs/pages/Account.md | 2 +- docs/pages/Advanced.md | 2 +- docs/pages/Age.md | 4 ++-- docs/pages/Alignment.md | 2 +- docs/pages/Beorning.md | 17 ++++++----------- docs/pages/Black_metal_wristband.md | 2 +- docs/pages/Death.md | 2 +- docs/pages/Dwarf.md | 15 +++++++++++---- docs/pages/Elf.md | 14 ++++++++++---- docs/pages/Envenom.md | 2 +- docs/pages/Forest_green_cloak.md | 2 +- docs/pages/Hobbit.md | 13 +++++++++---- docs/pages/Man.md | 23 +++++++++++++++++------ docs/pages/Movement_points.md | 2 +- docs/pages/Names.md | 2 +- docs/pages/Orc.md | 17 ++++++++++++++--- docs/pages/Pack_horse.md | 2 +- docs/pages/Pray.md | 2 +- docs/pages/Race.md | 20 -------------------- docs/pages/Ranger.md | 2 +- docs/pages/Regeneration.md | 2 +- docs/pages/Shire.md | 2 +- docs/pages/Skills.md | 2 +- docs/pages/Statistic.md | 4 ++-- docs/pages/Suggest_name.md | 2 +- docs/pages/Terrain.md | 2 +- docs/pages/Tower_Hills.md | 2 +- docs/pages/Train.md | 2 +- docs/pages/Troll.md | 12 +++++++++--- docs/pages/Waterways.md | 2 +- docs/pages/Whois.md | 2 +- 32 files changed, 102 insertions(+), 81 deletions(-) delete mode 100644 docs/pages/Race.md diff --git a/docs/lore.md b/docs/lore.md index 27432627d..0a056a68f 100644 --- a/docs/lore.md +++ b/docs/lore.md @@ -100,7 +100,7 @@ Navigating the vast wilderness of Middle-earth is a skill in itself. ## Factions & History -- [Races](./pages/Race.md) — The various peoples inhabiting Middle-earth. +- [Races](./races.md) — The various peoples inhabiting Middle-earth. - [Dunlendings](./pages/Dunlendings.md) · Haradrim · Easterlings - Tolkien — The literary foundation of MUME. diff --git a/docs/pages/Account.md b/docs/pages/Account.md index a371f52c5..e95780529 100644 --- a/docs/pages/Account.md +++ b/docs/pages/Account.md @@ -14,7 +14,7 @@ You can see your account menu when logging into your account and typing that list of your characters you will also see if one of your characters has unread [mails](./Mail.md). -You can also sort the characters by: side, [race](./Race.md), +You can also sort the characters by: side, [race](../races.md), [level](./Level.md), alphabetic, or logon. Just type "account <field>" to do so. diff --git a/docs/pages/Advanced.md b/docs/pages/Advanced.md index ad2c9a514..eb1111c29 100644 --- a/docs/pages/Advanced.md +++ b/docs/pages/Advanced.md @@ -65,7 +65,7 @@ quite a shock if you didn't read [FAQ2](./FAQ2.md). - Rules - List of rules - [Rules PK](./Rules_PK.md) - MUME allows but regulates player killing, with the player killing being towards enemy - [races](./Race.md) such as Elves vs. + [races](../races.md) such as Elves vs. [Orcs](./Orc.md) - [Travel points](/pages/Newbie_Guide_Travel_Points) - Travel points needed for higher levels diff --git a/docs/pages/Age.md b/docs/pages/Age.md index 8b720d411..4b427bc42 100644 --- a/docs/pages/Age.md +++ b/docs/pages/Age.md @@ -20,7 +20,7 @@ Your initial age depends on your base statistics: characters more suited to the life of a [warrior](./Warrior.md) start out younger; those more suited to spellcasting begin adventuring at an older age. -Aging rate depends on [races](./Race.md) (see 'help races' for +Aging rate depends on [races](../races.md) (see 'help races' for more information). Ages shown in the previous table refer to Men (excluding Dúnedain); for other races the following table applies. @@ -37,4 +37,4 @@ ages 3 times slower, and a Hobbit 1.5 times slower. ## See also -- [Races](./Race.md) +- [Races](../races.md) diff --git a/docs/pages/Alignment.md b/docs/pages/Alignment.md index 4622c78c5..4896b8fd3 100644 --- a/docs/pages/Alignment.md +++ b/docs/pages/Alignment.md @@ -20,7 +20,7 @@ extreme you are, the less penalty you suffer. IMPORTANT: Note that the evil folks cannot enter some good cities and may be hunted by certain protectors of the western lands. Thus being an evil character of a good -[race](./Race.md) is likely to make your life hard and may often +[race](../races.md) is likely to make your life hard and may often get you killed. The more evil you are, the more likely you are to suffer. diff --git a/docs/pages/Beorning.md b/docs/pages/Beorning.md index 734821f43..5665f1a6f 100644 --- a/docs/pages/Beorning.md +++ b/docs/pages/Beorning.md @@ -17,7 +17,7 @@ live in the [Anduin Vale](./Anduin_Vale.md), at the foot of the ## Beornings in MUME In [MUME](./MUME.md), Beornings are very similar to other white -side [races](./Race.md) of men, except for their ability to +side [races](../races.md) of men, except for their ability to *metamorph* into bears. At higher levels, Beornings will preferably fight in their bear form, @@ -43,7 +43,7 @@ moon) bears can metamorph as far as [Bree](./Bree.md) or [Tharbad](./Tharbad.md), but more realistically the range is [Rivendell](./Rivendell.md), [Moria](./Moria.md), [Fangorn](./Fangorn.md), and for lower levels limited to the -Anduin Value. + Anduin Vale. Bears automatically return to human form after some time (which depends on the same factors as above). A bear can try to "return" to human form before the time limit expires; failed attempts can cause fatigue. @@ -52,15 +52,10 @@ Bears automatically return to human form after some time (which depends on the s | STR | CON | DEX | PER | INT | WIS | WIL | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | +4 | +2 | +3 | +2 | -4 | -2 | -4 | -- **Combat:** They cause vicious damage with bare paws and can **bash** opponents with their bulk. Their ability to **parry** is slightly reduced as they do not use shields. -- **Support:** Empowered by the presence of other friendly bears. -- **Utility:** Access to the **forage** command to find food and water in the wild. -- **Restrictions:** Bears cannot cast spells, use weapons, or wear most equipment. - -They also get OB bonuses for being in the same room with other friendly -bears (mobs or players): 1 bear +3ob, 2 bears +5ob, 3+ bear +6ob. This -however only applies for other bears that are either higher level than -the player's character and/or which are legend level. +- **Combat:** Vicious bare-paw damage and powerful **bashes**. Reduced **parry** ability due to lack of shields. +- **Group Strength:** Empowered by the presence of other friendly bears (+3 [OB](./Offensive_bonus.md) for 1 bear, +5 for 2, +6 for 3+). Applies to bears of higher or legend level. +- **Survival:** Access to the **forage** command to find food and water in the wild. +- **Restrictions:** Cannot cast spells, use weapons, or wear most equipment. ## External Information diff --git a/docs/pages/Black_metal_wristband.md b/docs/pages/Black_metal_wristband.md index cf771c46c..c13251952 100644 --- a/docs/pages/Black_metal_wristband.md +++ b/docs/pages/Black_metal_wristband.md @@ -32,7 +32,7 @@ PB into DB, which is of arguable benefit in such small amounts, but a benefit none the less because you will end up with slightly more defence. Dwarves are said to gain an even greater boost to OB when in berserk mood, compared to other -[races](./Race.md), although the actual benefits of this are very +[races](../races.md), although the actual benefits of this are very limited. diff --git a/docs/pages/Death.md b/docs/pages/Death.md index 6cc1fa263..f8900f0d2 100644 --- a/docs/pages/Death.md +++ b/docs/pages/Death.md @@ -20,7 +20,7 @@ your equipment from your [corpse](./Corpse.md). However, whatever killed you may kill you again if you are not cautious, and other players may also take your items from the corpse. If you are below level 6 and of a good -[race](./Race.md), you are entitled to a new [newbie +[race](../races.md), you are entitled to a new [newbie kit](/guides) every time you die. The kind of death a character suffers (mobdeath, pk, other) depends diff --git a/docs/pages/Dwarf.md b/docs/pages/Dwarf.md index 319d24bcc..3afd4be61 100644 --- a/docs/pages/Dwarf.md +++ b/docs/pages/Dwarf.md @@ -18,7 +18,7 @@ strongholds of Dwarves are in the East. Although short, they contain a great strength and hence can make excellent [warriors](./Warrior.md). They can carry a heavier load -on their shoulders than other [races](./Race.md) without +on their shoulders than other [races](../races.md) without exhausting themselves. Their stoutness, however, reduces their agility, and for this reason they tend to make terrible [thieves](./Thief.md). Being short, Dwarves do not find themselves @@ -42,14 +42,21 @@ There are three clans of Dwarves in MUME, each with their own traditions and min ### Longbeard Durin's Folk, the oldest and wisest of the clans. They seek to reclaim their former glory in Khazad-dûm. -- **Bonuses:** Hard to faze, they **recover quicker from stuns**. They have a sixth sense for finding hidden riches and gain an average bonus to **mining** and bashing **exits**. +- **Resilience:** Hard to faze, they **recover quicker from stuns**. +- **Perception:** Sixth sense for finding hidden riches. +- **Utility:** Average bonus to **mining** and bashing **exits**. ### Firebeard Master weaponsmiths known for their unforgiving tempers. They are relatively slim and athletic. -- **Bonuses:** Receive an offensive bonus after dealing or receiving a critical strike. Experts at keeping their blades sharp, they **sharpen weapons** faster than anyone else. They also receive bonuses to the **bash** skill and bashing **exits**. +- **Battle Fury:** Receive an offensive bonus after dealing or receiving a critical strike. +- **Craftsmanship:** **Sharpen weapons** faster than anyone else. +- **Combat:** Bonuses to the **bash** skill and bashing **exits**. ### Broadbeam Great armourers who are cool-headed and deliberate in battle. They are heavy-set and take excellent care of their gear. -- **Bonuses:** Their **armour** wears out at a greatly reduced rate. They are less likely to **panic** or be affected by **fear**. They receive an increasing **parry** bonus as their health drops low. They also have a greatly increased bonus to bashing **exits**. +- **Maintenance:** Their **armour** wears out at a greatly reduced rate. +- **Bravery:** Less likely to **panic** or be affected by **fear**. +- **Defensive:** Receive an increasing **parry** bonus as their health drops low. +- **Utility:** Greatly increased bonus to bashing **exits**. diff --git a/docs/pages/Elf.md b/docs/pages/Elf.md index e475b5ca5..8ce2d8eea 100644 --- a/docs/pages/Elf.md +++ b/docs/pages/Elf.md @@ -54,18 +54,24 @@ The three sub-races of Elves have their own unique modifiers and cultural traits ### Silvan Wood Elves who dwell in [Lothlórien](./Lothlórien.md) and Mirkwood. Secretive and dangerous archers. -- **Bonuses:** Natural affinity for **missile weapons** and surviving in the **wilderness**. They **track** significantly faster in forests and move through them as if on a trail (unless gripped by the Shadow). They gain a bonus to **parry** when wielding ranged weapons. +- **Archery:** Natural affinity for **missile weapons**. +- **Wilderness:** Fast **tracking** and easier movement in forests. +- **Combat:** Bonus to **parry** when wielding ranged weapons. - **Aging:** 2.5 times slower than common men. ### Sinda The "Grey Elves," descendants of the Teleri. Found in the [Grey Havens](./Grey_Havens.md), Rivendell, and Mirkwood. -- **Bonuses:** Can **repair** most armour to flawless using a cross-pein hammer. They can un-equip shields during **combat**. They have a natural affinity for **leadership** and the **Great Eagles** will carry them further than anyone else. +- **Craftsmanship:** Can **repair** most armour to flawless using a cross-pein hammer. +- **Combat:** Can un-equip shields during **combat**. +- **Leadership:** Natural affinity for leading others. +- **Great Eagles:** Carried further by Eagles than anyone else. - **Aging:** 3.0 times slower than common men. ### Noldo The greatest of Elves in lore and craft, who once dwelt in the Undying Lands. -- **Bonuses:** Natural sensitivity to magic (passive **Detect Magic**). They have access to a unique quest to add a minor gem socket to a **focus**. -- **Special:** Free passage through the statues at Ost-in-Edhil. +- **Sixth Sense:** Natural passive **Detect Magic** ability. +- **Craftsmanship:** Unique quest to add a minor gem socket to a **focus**. +- **Ancient Lore:** Free passage through the statues at Ost-in-Edhil. - **Aging:** 3.5 times slower than common men. See also: [Elven names](./Elven_names.md), diff --git a/docs/pages/Envenom.md b/docs/pages/Envenom.md index b66740d8c..67c03a89a 100644 --- a/docs/pages/Envenom.md +++ b/docs/pages/Envenom.md @@ -19,7 +19,7 @@ Vials of poison can be found in Arda; but as they do not last long, it is better to learn the [herblore](./Herblore.md) which allows you to produce the vials. -Some [races](./Race.md) are more resistant to the poisons used on +Some [races](../races.md) are more resistant to the poisons used on envenomed weapons. It varies of course for each type of poison but [trolls](./Troll.md) are immune to the poisons used while [dwarves](./Dwarf.md) and [orcs](./Orc.md) are more diff --git a/docs/pages/Forest_green_cloak.md b/docs/pages/Forest_green_cloak.md index 576aceef9..6cbb08dd8 100644 --- a/docs/pages/Forest_green_cloak.md +++ b/docs/pages/Forest_green_cloak.md @@ -21,7 +21,7 @@ It weighs a couple of pounds. ## Other A very standard cloak for all characters, regardless of -[class](./Class.md) or [race](./Race.md). It gives the +[class](./Class.md) or [race](../races.md). It gives the wearer +5 [dodge bonus](./Dodge_bonus.md) and is said to increase movement regeneration. diff --git a/docs/pages/Hobbit.md b/docs/pages/Hobbit.md index 3c8193715..896376ba2 100644 --- a/docs/pages/Hobbit.md +++ b/docs/pages/Hobbit.md @@ -10,7 +10,7 @@ The origin of **hobbits** is uncertain, though it's known that they existed long before coming to their current main home in the [Shire](./Shire.md). Hobbits are a small folk, being about half the size of a [man](./Man.md). They fear other -[races](./Race.md), treating them with superstition. However, they +[races](../races.md), treating them with superstition. However, they are a very-strong willed people, who when forced to fight can do so with vigour. It's recorded how the Shire Hobbits managed to defend their home from an [Orcish](./Orc.md) attack many years ago. There are only @@ -44,14 +44,19 @@ Hills](./Tower_Hills.md), [Fornost](./Fornost.md), or #### Harfoot The most common and typical breed of Hobbit. They are shorter and smaller than other breeds, with brown skin. -- **Bonuses:** Exceptional at **scouting** without being noticed. Their small size gives them an increased chance to avoid being **bashed**. They can **escape** combat faster and suffer a reduced penalty when escaping from multiple opponents. +- **Scouting:** Exceptional at scouting without being noticed. +- **Evasion:** Small size gives them an increased chance to avoid being **bashed**. +- **Escape:** Can escape combat faster and suffer a reduced penalty when escaping from multiple opponents. #### Stoor The heftiest of Hobbits and the only breed that can grow facial hair. They prefer to dwell near marshes and rivers. -- **Bonuses:** Natural affinity for **swimming** and **endurance**. Their feet are especially leathery, making them more resilient to physical damage (high absorption). +- **Survival:** Natural affinity for **swimming** and **endurance**. +- **Resilience:** Leathery feet make them more resilient to physical damage (high absorption). #### Fallohide Taller and slimmer than other Hobbits, with a more adventurous spirit and a fair complexion. -- **Bonuses:** They and their followers always receive the full amount of **travel points**. They are well-versed in herbs and **herblores**, with a proficiency bonus for mixing potions equal to two **kit** upgrades. When smoking **pipe-weed**, they never have a negative experience and have a higher chance of a gratifying result. +- **Travel:** Always receive the full amount of **travel points** (for themselves and followers). +- **Herblore:** High proficiency in mixing potions (equal to two **kit** upgrades). +- **Pipe-weed:** Never have a negative smoking experience; higher chance of a gratifying result. diff --git a/docs/pages/Man.md b/docs/pages/Man.md index e78c3989b..c1c8366a0 100644 --- a/docs/pages/Man.md +++ b/docs/pages/Man.md @@ -45,24 +45,35 @@ The sub-races of Men have additional modifications and unique bonuses. ### Eriadoran The common people of northwestern Middle-earth, often centered around [Bree](./Bree.md). Recommended for beginners. -- **Bonuses:** Start with **5 bonus practice points**. Friendly [inns](./Inn.md) treat them as locals for [rent](./Rent.md). Easier to obtain [Tharbad citizenship](./Tharbad.md). +- **Practices:** Start with **5 bonus practice points**. +- **Hospitality:** Friendly [inns](./Inn.md) treat them as locals for [rent](./Rent.md). +- **Citizenship:** Easier to obtain [Tharbad citizenship](./Tharbad.md). ### Rohirrim The Horse-lords of [Rohan](./Rohan.md). Stern and fierce, they are masters of cavalry. -- **Bonuses:** Start with a bonus to the **Ride** skill. Increased combat effectiveness when using stabbing weapons while mounted. Their mounts are more obedient and less likely to throw them. Cheaper rent in Rohan. +- **Horsemanship:** Start with a bonus to the **Ride** skill. Their mounts are more obedient and less likely to throw them. +- **Cavalry Combat:** Increased effectiveness when using stabbing weapons while mounted. +- **Hometown:** Cheaper rent in Rohan. ### Dúnedain The "Men of the West," survivors of Númenor. They are tall, long-lived, and noble. -- **Bonuses:** Natural sensitivity to evil (passive **Detect Evil**). Master swordsmen with better defense when using bladed weapons. Excellent trackers and natural teachers who can share ranger knowledge with followers. They are friends of the Elves and can pray to Rivendell without visiting it first. +- **Sixth Sense:** Natural passive **Detect Evil** ability. +- **Swordsmanship:** Better defense when using bladed weapons. +- **Wilderness:** Excellent trackers and natural teachers who share ranger knowledge with followers. +- **Elven Friends:** Can pray to Rivendell without visiting it first and are welcomed in Lórien more easily. ### Beorning Shapeshifters from the Anduin Vale who can transform into great bears. -- **Features:** Can use the **metamorph** command to change into a Bear. Bears have massive strength and health, cause vicious bare-paw damage, and can **forage** for food. +- **Metamorphosis:** Can use the **metamorph** command to change into a Bear. +- **Bear Might:** Massive strength and health, causing vicious bare-paw damage. +- **Survival:** Can **forage** for food and water. - **Note:** Bears have severe equipment restrictions and cannot cast spells. ### Black Númenórean Corrupted descendants of Númenor who serve the Shadow. -- **Features:** Allied with Orcs and Trolls. Increased mana regeneration and lower spell backfire rate under magical **darkness**. Vials of poison and envenomed weapons last twice as long. -- **Penalties:** Cannot become immortal, suffer from depression, and must wander as they have no cities for rent (they use the **camp** skill instead). +- **Necromancy:** Increased mana regeneration and lower backfire rate under magical **darkness**. +- **Venom Mastery:** Vials of poison and envenomed weapons last twice as long. High proficiency in mixing poison/antidote herblores. +- **Fell Beasts:** Carried further by Fell Beasts than anyone else. +- **Penalties:** Cannot become immortal, suffer from depression, and must **camp** instead of using city rents. diff --git a/docs/pages/Movement_points.md b/docs/pages/Movement_points.md index 21e1c6239..824e685f7 100644 --- a/docs/pages/Movement_points.md +++ b/docs/pages/Movement_points.md @@ -52,7 +52,7 @@ Is affected by - Some special items (such as the [stout oaken stick](./Stout_oaken_stick.md)) - The [Terrain](./Terrain.md) in combination with its - [Race](./Race.md) modifiers + [Race](../races.md) modifiers - Special room modifiers (such as on the redhorn pass) - The [weather](./Weather.md) (such as snow) - [Sneaking](./Sneak.md) diff --git a/docs/pages/Names.md b/docs/pages/Names.md index ffc16c2cf..ba719e750 100644 --- a/docs/pages/Names.md +++ b/docs/pages/Names.md @@ -8,7 +8,7 @@ tags: role-play, though we do not require it. Therefore, in order to preserve the necessary atmosphere for those who wish to role-play, we ask that players choose names for their characters which fit reasonably with the -[race](./Race.md) and subrace of the character they are playing, +[race](../races.md) and subrace of the character they are playing, as well as with the environment of [J.R.R. Tolkien](/lore)'s [Middle-earth](/lore). diff --git a/docs/pages/Orc.md b/docs/pages/Orc.md index 52a255cb2..06ff674dc 100644 --- a/docs/pages/Orc.md +++ b/docs/pages/Orc.md @@ -38,15 +38,26 @@ Orcs in MUME are treated differently from the other races: ### Tarkhnarb The most common Orcs, dwelling in Goblin Gate. Tunnel-born and fierce in group combat. -- **Bonuses:** Empowered when grouped with their own kind. High proficiency in mixing **Orkish herblores**. They have a natural affinity for climbing in caves and tunnels. When linked to the wraith-world through **Raise Dead**, they gain increased mana regeneration and awareness. Bloodlust increases their offensive bonus when fighting Free Peoples. +- **Group Strength:** Empowered when grouped with their own kind. +- **Herblore:** High proficiency in mixing **Orkish herblores**. +- **Terrain:** Natural affinity for climbing in caves and tunnels. +- **Wraith Link:** Increased mana regeneration and awareness when using **Raise Dead**. +- **Battle Fury:** Bloodlust increases offensive bonus when fighting Free Peoples. ### Morruhk Known as "snufflers," these Orcs from the western Misty Mountains are renowned for their keen sense of smell and well-trained Wargs. -- **Bonuses:** Empowered when grouped with their own kind. Greatly increased **track** skill on foot. Skilled riders are less likely to fall from their mounts. They can call slavering Wargs to their side that can **bash** doors on command. Bloodlust increases their tracking skill when fighting Free Peoples. +- **Group Strength:** Empowered when grouped with their own kind. +- **Tracking:** Greatly increased **track** skill on foot. +- **Horsemanship:** Skilled riders are less likely to fall from their mounts. +- **Warg Mastery:** Can call slavering Wargs that can **bash** doors on command. +- **Battle Fury:** Bloodlust increases tracking skill when fighting Free Peoples. ### Zaugurz A tribe of hardened Orcs from the far north who have little fear of the wintry cold. They are renegades, at war with both the Free Peoples and the Slaves of Sauron. -- **Bonuses:** Able to move through **snow** more easily. Heightened pain tolerance allows them to fight through injuries with reduced hindrance. They have fearless resolve (rarely succumb to **fear**) and can unleash a frenzied bloodlust that increases agility and speed. +- **Cold Adaptation:** Able to move through **snow** more easily. +- **Pain Tolerance:** Fight through injuries with reduced hindrance. +- **Fearless:** Rarely succumb to **fear** effects. +- **Frenzied Bloodlust:** Unleash a bloodlust that increases agility and speed. ## Other Tribes diff --git a/docs/pages/Pack_horse.md b/docs/pages/Pack_horse.md index e3a2c066f..f59a78de1 100644 --- a/docs/pages/Pack_horse.md +++ b/docs/pages/Pack_horse.md @@ -8,7 +8,7 @@ tags: [rideable](/pages/Ride) mobs, found in various places around [Arda](./Arda.md). Pack horses are probably the most often used [mount](./Mount.md) for the larger -[races](./Race.md) among the Free People, due to being commonly +[races](../races.md) among the Free People, due to being commonly available, stronger than mules or ponies, and more reliable than [horses](./Horse.md). diff --git a/docs/pages/Pray.md b/docs/pages/Pray.md index a52bd13cf..cd2de045d 100644 --- a/docs/pages/Pray.md +++ b/docs/pages/Pray.md @@ -8,7 +8,7 @@ tags: In the [Halls of Mandos](./Halls_of_Mandos.md), the **pray** command is used to transport yourself to one of the main [towns](./Hometowns.md) and cities of [Middle-earth](./Location). The locations to which you may choose -to pray are dictated by your [race](./Race.md) and +to pray are dictated by your [race](../races.md) and [citizenships](./Citizen.md). The first time you pray, or if you have no citizenships for any other reason, you may pray only to the hometowns for your race, and will be made a citizen of that place, diff --git a/docs/pages/Race.md b/docs/pages/Race.md deleted file mode 100644 index 6f3b53fc8..000000000 --- a/docs/pages/Race.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -title: Race -description: Redirect to Playable Races -editLink: false ---- - - - -# Redirecting... - -This page has moved to [Playable Races](/races). diff --git a/docs/pages/Ranger.md b/docs/pages/Ranger.md index 7ce76a96b..002916d94 100644 --- a/docs/pages/Ranger.md +++ b/docs/pages/Ranger.md @@ -11,7 +11,7 @@ tags: **Rangers** are heroes of the free people of Arda who willingly help new players out with questions and other things. A Ranger (unlike [Istari](./Istari.md)) has the right to deny a newbie help and can -also be fully involved in the [race](./Race.md) wars. Rangers, +also be fully involved in the [race](../races.md) wars. Rangers, however, are supposed to set a good example among whitie heroes --- and will hence be severely punished by Elbereth or the Valar if he or she misbehaves. diff --git a/docs/pages/Regeneration.md b/docs/pages/Regeneration.md index 81845cac2..a36c6f5e4 100644 --- a/docs/pages/Regeneration.md +++ b/docs/pages/Regeneration.md @@ -8,7 +8,7 @@ The rate of which your character **regenerates** [hit points](./Hit_points.md), [mana](./Mana.md) and [movement points](./Movement_points.md) is determined by a number of factors. Your base abilities are important, as -are your [race](./Race.md) and your [age](./Age.md), your +are your [race](../races.md) and your [age](./Age.md), your being hungry or thirsty and your position (standing, sitting, [sleeping](./Sleep.md)...) diff --git a/docs/pages/Shire.md b/docs/pages/Shire.md index 28412a1df..9fa616619 100644 --- a/docs/pages/Shire.md +++ b/docs/pages/Shire.md @@ -16,7 +16,7 @@ Forest](/pages/Shire); a place very few dare to enter. The Shire was first inhabited in 1601 by a few adventurous Hobbits from Bree, and since then has become the main home of Hobbits. There are no -other [races](./Race.md) living in the Shire, but occasionally one +other [races](../races.md) living in the Shire, but occasionally one might see a [Dwarf](./Dwarf.md), or two, and sadly many [Elves](./Elf.md) passing through the South Farthing on their way West, never to return. diff --git a/docs/pages/Skills.md b/docs/pages/Skills.md index 449ce7286..3d4ce1ef2 100644 --- a/docs/pages/Skills.md +++ b/docs/pages/Skills.md @@ -15,6 +15,6 @@ reading a help file, check out the "See Also" section at the bottom. | 3. | [Practice](./Practice.md) | How your character learns most skills. | | 4. | [Learn](./Learn.md) | An alternative to [Practice](./Practice.md). | | 5. | [Guild](./Guild.md) | Guild information. | -| 6. | [Race](./Race.md) | Information about races. | +| 6. | [Race](../races.md) | Information about races. | diff --git a/docs/pages/Statistic.md b/docs/pages/Statistic.md index ca0f66759..02856cac4 100644 --- a/docs/pages/Statistic.md +++ b/docs/pages/Statistic.md @@ -9,7 +9,7 @@ aliases: ["Strength"] [Strength Spell.* **Statistics** are a set of numbers that describes your character. -Statistics may depend on a character's level, [race](./Race.md), +Statistics may depend on a character's level, [race](../races.md), [skills](./Skill.md) practiced, age, and other factors. Most statistics depend on a character's **base abilities**: @@ -52,7 +52,7 @@ of other areas. ## See also -- [Race](./Race.md), [Age](./Age.md) +- [Race](../races.md), [Age](./Age.md) ## Guides diff --git a/docs/pages/Suggest_name.md b/docs/pages/Suggest_name.md index 3e6ebf50c..770d7f1b8 100644 --- a/docs/pages/Suggest_name.md +++ b/docs/pages/Suggest_name.md @@ -8,7 +8,7 @@ tags: Syntax: **suggest** (a) **name** (for) (a) <gender> <race> This command accesses [MUME](./MUME.md)'s name generator and -suggests a name for the specified sex/[race](./Race.md). +suggests a name for the specified sex/[race](../races.md). Example: diff --git a/docs/pages/Terrain.md b/docs/pages/Terrain.md index 471507f4f..8ea8e4156 100644 --- a/docs/pages/Terrain.md +++ b/docs/pages/Terrain.md @@ -15,7 +15,7 @@ Brush . - Field ~ - Water = - Tunnel f - Forest W - Rapids O - Cavern At the moment, the symbols used in 'map' and 'map global' are different, due to historical reasons... -Different [races](./Race.md) find it easier or harder to move in +Different [races](../races.md) find it easier or harder to move in different terrains. The 'easier' and 'harder' below refer to the Human norm. \| Field Forest Hill Swamp Mountain -------+---------------------------------------- Elves \| . easier . . diff --git a/docs/pages/Tower_Hills.md b/docs/pages/Tower_Hills.md index 6b158de54..eb4576aa4 100644 --- a/docs/pages/Tower_Hills.md +++ b/docs/pages/Tower_Hills.md @@ -12,7 +12,7 @@ in the area. As a relatively safe region with several low destination for new players to [pray](./Pray.md) to. New characters praying to Tower Hills will be granted [citizenship](./Citizen.md) for a location fitting their -[race](./Race.md) ([Grey Havens](./Grey_Havens.md) for +[race](../races.md) ([Grey Havens](./Grey_Havens.md) for [elves](./Elf.md), [Fornost](./Fornost.md) for humans, etc). diff --git a/docs/pages/Train.md b/docs/pages/Train.md index 3ba047500..81e46bac4 100644 --- a/docs/pages/Train.md +++ b/docs/pages/Train.md @@ -53,7 +53,7 @@ change is slow (it should take about one RL month to see some effects) and it is impossible to improve or worsen your stats too far from their starting point. The order in which you improve or neglect your stats is irrelevant. You cannot train stats beyond the limits of your -[race](./Race.md). +[race](../races.md). The 'train status' command shows your current choices. diff --git a/docs/pages/Troll.md b/docs/pages/Troll.md index 51bd6d3f1..19c4f8088 100644 --- a/docs/pages/Troll.md +++ b/docs/pages/Troll.md @@ -58,13 +58,19 @@ Since they are not true Olog-Hai, they suffer Player-controlled Trolls can be of three distinct strains, each with unique combat bonuses. ### Hill Troll -- **Bonuses:** They deal extra damage to stunned opponents when wielding one-handed or two-handed **concussion weapons**. They get a higher offensive bonus when in an aggressive or berserk **mood**. They have the unique ability to **burrow** under certain conditions. +- **Brutality:** Deal extra damage to stunned opponents with **concussion weapons**. +- **Ferocity:** Higher offensive bonus when in an aggressive or berserk **mood**. +- **Utility:** Unique ability to **burrow** under certain conditions. ### Cave Troll -- **Bonuses:** Slightly increased hit point regeneration, which is further enhanced when in a cave or tunnel. Their massive **bashes** can cause victims to hurtle and collide with nearby targets. This "hurtle" effect is more likely if the Troll is dextrous and has mastered their weapon class. +- **Regeneration:** Increased hit point regeneration, especially in caves or tunnels. +- **Shockwave:** Massive **bashes** can cause victims to hurtle and collide with nearby targets. +- **Skill:** Hurtle effect is more likely with high dexterity and weapon mastery. ### Mountain Troll -- **Bonuses:** They sometimes hit nearby targets with wild attacks when engaged in combat (even when blinded). They are highly efficient with battle rams. They can **shake trees**, push boulders, drag corpses, and dig more swiftly and effortlessly than others. +- **Wild Attacks:** Sometimes hit nearby targets with wild attacks (even when blinded). +- **Siege Craft:** Highly efficient with battle rams. +- **Might:** Can **shake trees**, push boulders, and dig more effortlessly. ## Opinion diff --git a/docs/pages/Waterways.md b/docs/pages/Waterways.md index 01ed3cdf2..95aec7b37 100644 --- a/docs/pages/Waterways.md +++ b/docs/pages/Waterways.md @@ -26,7 +26,7 @@ types: shallow water, deep water, and the most interesting of all, places totally underwater. Of the three the easiest ones to cross is shallow water. Shallow water -is water that any [race](./Race.md) can wade across without use of +is water that any [race](../races.md) can wade across without use of equipment or a skill. Fords across deep rivers are sections where the water has become shallow enough to wade or in some places to [ride](/pages/Ride) across. diff --git a/docs/pages/Whois.md b/docs/pages/Whois.md index 60cec7174..7cdf89a41 100644 --- a/docs/pages/Whois.md +++ b/docs/pages/Whois.md @@ -6,7 +6,7 @@ tags: - Commands --- The **whois** command gives you some information about a player. You can -see his [race](./Race.md), his [class](./Class.md) and +see his [race](../races.md), his [class](./Class.md) and [level](./Level.md) (unless he is [incognito](./Incognito.md)), his self-supplied description, roughly from which part of the (real) world he is playing and about how From 52a91cd44c487c07b9c3c0ef4393772343eb788c Mon Sep 17 00:00:00 2001 From: nschimme <5505185+nschimme@users.noreply.github.com> Date: Wed, 27 May 2026 20:44:39 +0000 Subject: [PATCH 3/3] Final overhaul of Race and Sub-race documentation MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Deleted legacy `docs/pages/Race.md` and updated all internal links to `docs/races.md`. - Completely rebuilt the Racial Statistics table in `docs/pages/Statistic.md` for accuracy. - Enhanced all individual race pages with detailed sub-race bonuses and features from official help files. - Refactored all racial bonuses into a consistent bulleted format with descriptive labels. - Specifically updated `Half-Elf.md` with Disease Resistance, Star of Eärendil, and Versatility bonuses. - Fixed typos and consolidated information in `Beorning.md`. - Improved navigation and cross-linking across the wiki. --- docs/pages/Half-Elf.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/pages/Half-Elf.md b/docs/pages/Half-Elf.md index efc1d4a0f..02c2b2185 100644 --- a/docs/pages/Half-Elf.md +++ b/docs/pages/Half-Elf.md @@ -29,7 +29,9 @@ immortal Elf; he founded [Rivendell](./Rivendell.md). Half-elves are more common in MUME. They resemble Humans more so than Elves, and like their mortal parentage are quite competent in most classes. Unlike Elves, they are not immune to disease. ### Features -- **Versatility:** Resembling both parents, they are well-balanced and excel at being versatile casters. +- **Disease Resistance:** Partial immunity to diseases; ailments take only half the usual time to run their course. +- **Star of Eärendil:** Under the celestial light of the Star of Eärendil, they receive reduced costs for **healing spells** and increased skill with **weapons**. +- **Versatility:** Bonuses to **spellcasting** and defending against spells, both of which are influenced by their **mood**. - **Aging:** They age 2 times slower than common men. - **Stat Bonuses:** They receive a +1 bonus to **Wisdom** but suffer a -1 penalty to **Strength**.