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1 change: 1 addition & 0 deletions docs/classes.md
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion docs/lore.md
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Expand Up @@ -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) · <a name="haradrim"></a>Haradrim · <a name="easterlings"></a>Easterlings
- Tolkien — The literary foundation of MUME.

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2 changes: 1 addition & 1 deletion docs/pages/Account.md
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Expand Up @@ -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
&lt;field&gt;" to do so.

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2 changes: 1 addition & 1 deletion docs/pages/Advanced.md
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Expand Up @@ -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
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4 changes: 2 additions & 2 deletions docs/pages/Age.md
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Expand Up @@ -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.

Expand All @@ -37,4 +37,4 @@ ages 3 times slower, and a Hobbit 1.5 times slower.

## See also

- [Races](./Race.md)
- [Races](../races.md)
2 changes: 1 addition & 1 deletion docs/pages/Alignment.md
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Expand Up @@ -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.

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39 changes: 12 additions & 27 deletions docs/pages/Beorning.md
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Expand Up @@ -17,15 +17,13 @@ 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,
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

Expand All @@ -45,32 +43,19 @@ 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.

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.

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.
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +4 | +2 | +3 | +2 | -4 | -2 | -4 |
- **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

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33 changes: 14 additions & 19 deletions docs/pages/Black_Númenórean.md
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Expand Up @@ -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

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2 changes: 1 addition & 1 deletion docs/pages/Black_metal_wristband.md
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Expand Up @@ -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.

<!--@include: ../includes/Items.md-->
2 changes: 1 addition & 1 deletion docs/pages/Death.md
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Expand Up @@ -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
Expand Down
30 changes: 25 additions & 5 deletions docs/pages/Dwarf.md
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Expand Up @@ -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
Expand All @@ -34,9 +34,29 @@ 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.
- **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.
- **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.
- **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**.

<!--@include: ../includes/ClassRace.md-->
36 changes: 17 additions & 19 deletions docs/pages/Elf.md
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Expand Up @@ -50,31 +50,29 @@ 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.
- **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

- 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.
- **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

- 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.
- **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),
[Elvish](./Elvish.md)
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2 changes: 1 addition & 1 deletion docs/pages/Envenom.md
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Expand Up @@ -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
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2 changes: 1 addition & 1 deletion docs/pages/Forest_green_cloak.md
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Expand Up @@ -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.

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13 changes: 9 additions & 4 deletions docs/pages/Half-Elf.md
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Expand Up @@ -24,10 +24,15 @@ 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
- **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**.

<!--@include: ../includes/ClassRace.md-->
43 changes: 17 additions & 26 deletions docs/pages/Hobbit.md
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Expand Up @@ -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
Expand Down Expand Up @@ -40,32 +40,23 @@ Hobbits can start the game in the [Shire](./Shire.md), the [Tower
Hills](./Tower_Hills.md), [Fornost](./Fornost.md), or
[Bree](./Bree.md).

### Subraces

#### 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

- 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.
### Sub-races

#### Harfoot
The most common and typical breed of Hobbit. They are shorter and smaller than other breeds, with brown skin.
- **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.
- **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.
- **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.

<!--@include: ../includes/ClassRace.md-->
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