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One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie.

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Infos Related to Mume 9

I think the new Breeland quests are all updated now! p(Baca)

Also, when the news was very first posted about the new morcs, there was this listed:

* Uruk sun protection at level 21 (Identical to the Tarkhnarb)

It has since been removed, and also removed from the helpfile. Does anyone know about orcs getting special sun resistance at lvl 21? It may be common knowledge, but I didn't know anything about it. p(Baca)

Also that starting area is no-narrate. And you get an achievement if you make it to NOC. Visit the new morc warg mob south of Great Goblin as well, Makrash the Warg-trainer in The Kennels. He tells you about the new slavering wargs that you can get, and 'welcomes' you to the new tribe situation with a painful tatoo (also an achievement and a quest completion). This quest might give you cit to GoblinTown. p(Baca)

Note: Once you escape Mork starting area, things change upon returning: not sure if there is a level restriction but, I came back at level 6, 12, and 14 and there was no longer Uruks and no longer any of the area-wide room mudlle damage. p(Blacktongue)

Note: South gate named 'heavygate' in MORK starting area (protected by spiders) is nobreak/nobash and requires decent amount of pick, tried it with 50% pick praced AND picks and could not get in.
'Kenneldoor' can be broken with break door spell and bashed, below is one slavering warg.
Behind both is slavering warg; you do not 'tame' warg as helpfile implies, simply lead it and it will be yours.
You can call your slavering warg away from a fight with a rattlesnake!
p(Blacktongue) p(Baca)

To expand some: As p(Baca) said, One East of The Kennels is Makrash the Warg-trainer in room Kennels of the Uruk-Morruhk. Here you 'rent warg' for ticket. The ticket can be given to another (Morruhk) and then slavering obeys them, otherwise it acts very much like a Warhorse - it can't be lead by another Morruhk even if it's dropped/abandoned and the original owner rents. They can also be called by 'tell warg/slavering here' or 'tell <mount label> here'. Lastly, they have great swim and climb. I have roughly 40% in both of these skills atm, and it has not failed to follow me in respective swim/climb rooms. In fact, on more than one occasion, it has placidly sat there peacefully wargy-paddling whilst watching me drown to death.
I don't see any reason why they should ever need to be burdened by boat weight.
(Can we add a Morruhk tab under Races? If so I'll move applicable info to there unless here is ok - danke!)

My first map of the new horc cave and escape route :)

You identify a massive dwarven waraxe.

It is a magic and enchanted metal cleaving weapon. It is efficient against Trolls.
It is wielded two-handed.
Offensive bonus 20, parry bonus -10, damage 18.0, and delay 160%.
It weighs nine pounds and seven ounces, and it is worth about 50 lauren.
Its keywords are axe, waraxe, massive, dwarven, Trollsbane, and tweapon.

You identify an ebony tunic.

It is an enchanted piece of clothing.
It increases defensive bonus by two.
It weighs one pound and two ounces, and it is worth about 21 lauren, seven celeb, and 50 busc.
Its keywords are tunic and ebony.
It confuses attackers and grants a chance of combat elusion.

You identify a fine elven pipe.

It is a container.
It weighs two ounces, and it is worth about ten lauren and 45 busc.
Its keywords are pipe, fine, and exquisite.

You identify a leaf-shaped arrow.

It is an enchanted wood missile.
Offensive bonus 10 and damage 5.
It weighs two ounces, and it is worth about four celeb.
Its keywords are arrow, missile, leaf, and leaf-shaped.

You identify a fur-cloak with a silvery streak.

It is a piece of clothing. It is efficient against cold.
It increases offensive bonus by five.
It weighs six pounds and ten ounces, and it is worth about ten celeb.
Its keywords are cloak and fur-cloak.