There are nine (9) different races you can play on MUME.
Different races have different effects on their basic statistics, as you can see in the table below.
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 |
Tarkhnarb Orc | +2 | -3 | -2 | — | +2 | -2 | — | 2.0 |
Zaugurz Orc | +2 | -3 | -2 | — | +2 | -2 | — | 2.0 |
Troll | +7 | -3 | -3 | -3 | +4 | -3 | -2 | 2.0 |
Númenórean | — | — | -1 | — | — | -2 | — | 1.5 |
_RACE_ There are nine different races you can play on MUME. Five of these belong to the good side (a.k.a. "whities"). They are Men, Elves, Half-elves, Hobbits, and Dwarves. There are also Bears, which are not a separate race but shapechanged Beorning Men. Three are the evil races (a.k.a. "darkies"); they are Tarkhnarb Orcs, Trolls, and Black Numenoreans. The last race is the Zaugurz Orcs, forming a side of its own. 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 -- -- -- -- -- -- -- Dunadan 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 Numenorean -- -- -- -- -- -1 -2 1.5 ------------------------------------------------------- *) Both Tarkhnarb and Zaugurz Age is how slow members of this race age compared to Men. I.e., an Elf ages 3 times slower, and a Hobbit 1.5 times slower. Other than these, there are effects on height and weight and a variety of other areas.
_TERRAIN_ There are mp modifiers based on your race. The 'easier' and 'harder' below refer to the Human norm. | Field Forest Hill Swamp Mountain -------+---------------------------------------- Elves | . easier . . harder Dwarves| . harder . . easier Hobbits| easier . . . harder Orcs | . harder easier harder easier Trolls | easier . . . easier
_AGE_ Age affects a character's statistics according to the following table. The change is linear between the various age brackets; so, the modifier for strength changes from -1 to 0 at age 21 (midpoint of 18 and 24), and from 0 to +1 at age 28 (midpoint of 24 and 32). Age: 18, 24, 32, 40, 50, 65, 90 STR -1, 0, 1, 0, -1, -1, -2 INT 1, 1, 1, 0, 0, 0, -1 WIS -1, 0, 0, 1, 1, 2, 2 DEX 1, 1, 0, 0, -1, -2, -3 CON -1, 0, 1, 1, 0, -1, -2 WIL 2, 2, 1, 1, 0, 0, 0 PER 1, 1, 0, 0, -1, -2, -3 Mana -5, 0, 0, 0, 5, 20, 40 Hit 4, 12, 16, 14, 10, 4, -6 Move 100,150,160,140,120, 80, 30 +Mana 4, 6, 8, 10, 12, 12, 8 +Hit 8, 12, 16, 14, 12, 8, 2 +Move 16, 22, 22, 20, 18, 12, 6 Your initial age depends on your base statistics: characters more suited to the life of a warrior start out younger, those more suited to spellcasting begin adventuring at an older age. Aging rate depends on races (Elves live 3 times longer etc, see 'help races' for more information).
STATISTICS STATS "Statistics" are a set of numbers that describes your character. Statistics may depend on a character's level, race, skills practiced, age, and other factors. Most statistics depend on a character's base abilities: +---------------------------------------------------------------------------+ |Strength (STR) Raw physical power. Among other things, it affects | | your ability to cause damage in melee, and it sets | | a limit to how much you can carry. | |Dexterity (DEX) Useful to defend oneself against non-magical damage, | | and to perform precision tasks. | |Constitution (CON) Health and endurance. A must for whoever plans to | | spend much time fighting. | |Perception (PER) Eyesight, hearing, smell... It helps in detecting | | hidden things and in taking aim. | |Intelligence (INT) Memory and abstract reasoning. A wizard's best friend. | |Wisdom (WIS) Common sense. It affects clerical spells and herblore. | |Willpower (WIL) Iron nerves can help when facing hostile magic, when | | trying to force your will onto others, and when | | performing strenuous activities. | +---------------------------------------------------------------------------+ STRENGTH Strength is also a base ability. Among other things, it affects how much you can carry (comfortably or uncomfortably) and your prowess in melee combat. It also determines which weapons you can use effectively. INTELLIGENCE Intelligence is a base ability. A brilliant mind is essential for those who want to learn complex enchantments; it also helps when learning other skills and foreign languages. WISDOM Wisdom is a base ability. It measures a character's intuition and common sense. It is the most important ability for those who rely on clerical magic; it also affects one's ability to mix potions successfully. DEXTERITY Dexterity is a base ability. It describes both your agility and your precision; among other things, it affects your defensive skills in combat and your skill at performing delicate tasks, such as picking a lock or sneaking about. CONSTITUTION Constitution measures your physical health and endurance. Being in good health means you can withstand more damage or exertion before collapsing. It also helps you to survive poisons and diseases. WILLPOWER Willpower is a base ability. It affects a character's performance in many strenuous activities, among which fighting with heavy weapons, resisting the influence of hostile magic, and getting your stubborn mount to obey you. PERCEPTION Perception is a base ability. It measures all of a character's senses, with an emphasis on eyesight, hearing and smell. It is essential in discovering hidden things (such as someone waiting in ambush), in following tracks, and in taking aim for long-range attacks.