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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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subraces

Subrace Info

Dwarves

Broadbeams

  • They have an increased chance to not panic after a flee.
  • Their armour will wear out at a greatly reduced rate.
  • They have a greatly increased bonus towards bashing exits.
  • A Broadbeam does not scare easily. They are less likely to be affected by fear in any way.
  • They are calm under fire and will receive an increasing parry bonus as their health drops low.

Firebeards

  • They are of an unforgiving temper and will receive an OB bonus when dealing or receiving a critical strike.
  • They have a natural bonus to the bash skill. This does not make practicing the skill less effective.
  • They also receive a small bonus towards bashing exits.
  • The firebeards are experts at keeping their weapons sharp and ready and will sharpen a blade faster than anyone else.

Longbeards

  • A Longbeard is hard to faze and they will recover quicker from stuns.
  • They have a sixth sense when it comes to finding hidden riches.
  • They have an average bonus towards bashing exits.
  • They have a bonus towards mining.

Elves

Sindar Elves.

  • They can repair most armour to brand new on their own with the use of a cross-pein hammer.
  • They can un-equip shields in combat.
  • They have a natural affinity for Leadership. This does not affect practicing the skill.
  • The great Eagles will carry them further than anyone else.

Silvan Elves.

  • Silvan Elves have a natural affinity for missile weapons and surviving in the wilderness. This does not affect practicing the skill.
  • Silvan Elves are able to track significantly faster in forests. This bonus does not make practicing track less effective.
  • Silvan Elves are able to parry enemy blows slightly better compared to others races when wielding ranged weapons.
  • Silvan Elves are able to move through forests more easily, as if it were a trail, if the land is good and not gripped by the Shadow.

Noldorin Elves *

Half-elves *

Hobbits

Fallohid Hobbits.

  • When led by a Fallohid Hobbit, other adventurers gets the full amount of travel points that they would get if they were not following someone.
  • When a Fallohid Hobbit follows someone, they still get the full amount of travel points that they would have gotten as a non-follower.
  • Fallohid Hobbits are well versed in herbs and herblores. They mix potions and brews with an increased proficiency equal to two herbal kit upgrades.
  • When smoking pipe-weed, a Fallohid Hobbit will never have a negative experience, and the chance for an especially gratifying experience is increased.

Harfoot Hobbits.

  • While everyone has a chance to scout without being noticed, the Harfoots are exceptional at this.
  • Thanks to their small size, the Harfoots have an increased chance to avoid being bashed.
  • Harfoots can escape combat slightly faster.
  • Harfoots have a reduced penalty when escaping from multiple opponents.

Stoor Hobbits.

  • Stoor Hobbits have a natural affinity for swimming. This bonus does not make practicing swim less effective.
  • Their stoutness grant them a bonus in the endurance skill. This bonus does not make practicing endurance less effective.
  • Their feet are especially leathery, making them more resilient to physical damage.

Men

Beornings.

  • Forage. When a Beorning forages, he/she will search the surrounding area for anything edible or drinkable water. Foraging is only possible when metamorphed into a Bear.
  • Beornings start the game with a bonus in the Wilderness skill. This bonus does not make practicing Wilderness less effective.
  • Beornings are empowered by the presence of powerful, friendly bears.

Rohirrims.

  • Rohirrim who possess enough skill in Riding will never be thrown off by their mounts.
  • Rohirrim share a special bond with their mounts and will find them to be less stubborn.
  • Rohirrim are particularly skilled with spears while riding.
  • Rohirrim start the game with a bonus in the Riding skill. This bonus does not make practicing less effective.

Eriadorians.

  • Friendly inns throughout Arda treat them as locals when they rent.
  • They start the game with five bonus practice points.
  • It is easier for them to obtain Tharbad citizenship.

Dunadans

  • Dunadans have a natural sensitivity to evil, and have a natural passive ability like the Detect Evil spell.
  • Dunadans are friends of the Elves. They can pray to Rivendell without previously visiting it and will be welcomed in Lorien with considerably less effort than other men.
  • Dunadans are master swordsmen, and are able to defend themselves better with bladed weapons.
  • Dunadans have a natural affinity for Leadership. This does not affect practising the skill.
  • Dunadans are natural teachers. They will share a portion of their knowledge in ranger skills with their f ollowers who are not as proficient as they are.
  • Dunadans are excellent trackers. They will get a bonus to their ability to track as they become more well-rounded rangers. This does not affect practising the skill.

Black Numenoreans.

  • Black Numenoreans have increased mana regeneration and a decreased chance to backfire spells when under the Necromancer's darkness.
  • The Fell Beasts will carry Black Numenoreans further than anyone else.
  • Carried vials of poison and envenomed weapons will last twice as long for Black Numenoreans.
  • Black Numenoreans mix herblores that produce vials of poison with an increased proficiency equal to two herbal kit upgrades.

Orcs

Tarkhnarb Orcs.

  • Tarkhnarb Orcs mix Orkish herblores with an increased proficiency equal to three herbal kit upgrades.
  • Tarkhnarb Orcs are tunnel born and have a natural affinity to climbing in caves, tunnels, and other familiar terrain.
  • When a Tarkhnarb Orc forms a link to the wraith-world through raise dead, it increases their mana regeneration and sharpens their awareness. The effect is slightly different for shadows and wargs.
  • Tarkhnarb Orcs' desire for bloodshed rises when encountering the forces of the West.

Morruhk-hai Orcs.

  • Uruk sun protection at level 21 (Identical to the Tarkhnarb). +OB in groups (Identical to the Tarkhnarb)
  • Wargriders; If they achieve a superb riding skill, they are less likely to fall from their mounts, and their mounts are less likely to refuse.
  • Snufflers; They have a greatly increased track skill when on foot.
  • Bloodlust: Encountering and fighting the Free People will temporarily increase their tracking skill.
  • It is rumoured that the Morruhk-hai have a special breed of wargs they ride into battle that will not carry any other Orc.
  • Certain wargs will come when called by a Morruhk-hai.

Zaugurz Orcs

  • They are able to move through snow more easily.

Trolls

Cave trolls.

  • Cave trolls have slightly increased hit point regeneration. This bonus is increased when in a cave or tunnel.
  • Cave Trolls have huge bashes which may cause the victim to hurtle and collide with a nearby engaged target.

Hill trolls.

  • Hill trolls deal extra damage to stunned opponents when wielding a concussion weapon.

Mountain trolls.

  • Mountain trolls are highly efficient with battle rams, moving them with increased speed and reduced move cost.
  • Mountain Trolls will sometimes hit nearby targets with wild attacks when engaged in combat.
  • Mountain Trolls can shake trees, push boulders, drag corpses, open doors, and dig with increased speed and reduced move cost.