General guide with rare useful information

From MUME
  • This is a general guide with bits of information that are not enough for a separate guide. Compiled by Dearth, credit to all contributors given in the guide.
  • Everything in this guide needs to meet these 2 requirements to be included:
    • 1) Useful
    • 2) Generally not known


PK

Stats Examples

Meta PK Stats

In Meta PK section the stats are by players who meet this criteria:

  1. This player has a track record(proof as logs) of consistently winning ~equal 1v1, 2v2, 3v3 fights.
  2. This person can consistently get warlord #1 whenever he wants.
  3. This person giving advice can keep warlord #1 for a long time.
  • Elf Mage (By Gelmir)
  • Elf Mage (By Snakr)
    • Str:10 Int:19 Wis:17 Dex:11 Con:12 Wil:16 Per:12 (Sancer mage) neglect per, improve str
      • Your base abilities are: Str:14 Int:20 Wis:17 Dex:11 Con:14 Wil:18 Per:11 after training, str ring, wil/con quest
      • 92% sanc(~17dmg sanc cap on WIL 16 recipient), 106% nukes and armor, amazing manaregen/sleep/portal. 112% max track
      • Snakr: "per 12 on elf with int 19 wis 17 is enough for 101% nukes even with break sanc blind. int 19 wis 18 would overcap armor shield quake etc pretty bad, its not worth it even for sancer"
    • Str:12 Int:19 Wis:17 Dex:11 Con:12 Wil:15 Per:12 (Non-Sancer mage) neglect per, improve str
      • Str:13 Int:19 Wis:17 Dex:10 Con:11 Wil:15 Per:12 Alternative for STR17/18(by Dearth) Train neglect WIL -1 PER -1
  • Elf scout (By Risneth)
    • Str:15 Int:10 Wis:9 Dex:19 Con:15 Wil:11 Per:17
      • Train neglect PER -3, Train Improve STR +2
      • The point of DEX 19 PER 17 is that both DEX 19 PER 18 and DEX 19 PER 17 get 109% backstab/sneak- there is a cap. There are probably similar caps with spells and warrior skills.
  • Elf scoutmage (By Cyndane)
    • Str:14 Int:14 Wis:12 Dex:19 Con:13 Wil:11 Per:17
      • Neglect PER, improve STR just over 1, then maintain str and improve CON
      • Pracs: Play it as pure thief, until 26. Then get max arm and block
  • Elf scoutmage (By Greenleaf)
    • Str:10 Int:19 Wis:12 Dex:19 Con:9 Wil:8 Per:18
      • info %G + str ring + con q + wil q: Str:13(16) Int:20 Wis:12 Dex:19 Con:11(12) Wil:9(10) Per:16
      • nice fast reload with xbow even as combo thiefmage, with silvan racial
  • BN scoutmage (By Cyndane/Boddah)
  • Half-Elf Cleric (By Breaux)
    • Str:13 Int:18 Wis:19 Dex: 9 Con:11 Wil:16 Per:9
    • Train -1wil str +1. Then per-1 dex +1. Clerics can easily get +3 str in neutral zone so in 2nd-3rd age you have STR 18.
      • Alternative for STR 17 with Awlpike: Str:12 Int:18 Wis:19 Dex: 9 Con:10 Wil:17 Per: 9
        • Train -1 WIL +1 STR. Then +1 CON.
      • Alternative for STR 16 with Durbuk-hai axe: Str:11 Int:18 Wis:19 Dex: 8 Con:12 Wil:17 Per: 8.
        • Train -1 WIL +1 STR. Then +2 DEX.
  • Dwarf warrior (by Snakr)
    • Str:19 Int:10 Wis:8 Dex:16 Con:19 Wil:13 Per:10 (84% track)
      • Train neglect PER, Train improve WIL for sanc cap and Spellsave
  • Orc warrior (by Snakr)
    • Str:20 Int: 8 Wis: 6 Dex:15 Con:20 Wil: 12 Per:12. (85% track)
      • Train neglect PER and INT, train improve WIL(mainly for better sanc cap)
  • Orc warscout (by p Razoor/Riddar):
    • Str:17 Int:7 Wis:6 Dex:18 Con:17 Wil:9 Per:18
      • Train neglect PER -2, improve STR +2
  • Orc shaman (by Facelift):
  • Orc shaman (by Meliza):
    • Str:15 Int:15 Wis:16 Dex:9 Con:15 Wil:13 Per:11
      • Train preference by Meliza #1: -3 PER +1 STR
      • Train preference by Meliza #2: -2 WIS -1 DEX +1 STR +1 CON +1 WIL
      • Train preference by Meliza #3: -2 WIS +2 STR +1 CON
  • BN mage (By Verien)
    • Str:11 Int:18 Wis:17 Dex:9 Con:9 Wil:14 Per:14
      • Train neglect PER -3, Train improve CON +2 STR +1
    • Cleric pracs
      • Bob 14 81%
      • Create food 2 49%
      • Create water 1 37%
      • Cure Critic 3 57%
      • Cure Serious 6 71%
      • Remove poison 3 57%
    • Mage pracs
      • Max: armour(107%), shield(107%), quake(107%), fireball(103%), bolt(103%), portal(100%), block door(92%), charm(85%)
      • Burning hands 7 91%
      • Detect magic 1 53%
      • Locate life 5 73%
      • Shroud 2 56%
      • Store 9 93%
      • Teleport 11 91%
    • Scout pracs
      • dodge 3 20%
      • pick 4 31%
    • Ranger pracs
      • Command 101% for eagle + lithe, 91% for lithe
      • Wilderness 61%
      • Ride, climb, swim unknown(Gelmir's % are good for inspiration)

Alternative Stats

  • Orc shaman (weaponskill oriented) (by Shaukr):
    • Str:15 Int:15 Wis:16 Dex:10 Con:14 Wil:14 Per:9
      • 150% ob in NOC, 71% weaponskill, 92% arm + shield
      • Train +2 str +1 con -2 wis
  • Orc shaman (pure PK blinder) (by Fleck):
    • Str:14 Int:15 Wis:16 Dex:10 Con:12 Wil:15 Per:10
      • Balanced to train in many directions from weaponskill to uber blind
      • If you know exactly what you want you can min-max say more will power or str/con
      • Train #1 -2 str +2 dex for better flees
      • Train #2 -1 wis -1 will +2 str +1 dex +1 con for weaponskill
      • Train #3 -2 str +2 con
  • Orc warshaman (by Fleck):
    • Str:17 Int:15 Wis:16 Dex:10 Con:15 Wil:10 Per:11
      • Shadow/warg likely not useable in PK but still fine for XP
      • Max ob oriented for soloability + good bash, shoot for 76% or 81% bash and about 81% arm/shield or 76% arm/shield
      • Train -2 wis, +2 str, +1 dex

Skill caps

This is a list of known skill caps. For example, Hobbit endurance cap is with CON 19 WIL 17 at 120%. In other words, with CON 19 there is no point getting higher WIL than 17 if you want to max endurance. Another example: Troll endurance cap is CON 20 WIL 15, which means there is no point getting CON 21 to max endurance. Important to note: CON 21 WIL 14 does not result in same endurance% as CON 20 WIL 15, it will result in same endurance% as CON 20 WIL 14.

  • Troll Endurance: CON 20 WIL 15 is max endurance 114%.
  • Troll Unarmed: STR 20 DEX 15 WIL 15 is max unarmed 104%
  • Orc Endurance: CON 20 WIL 15
  • Hobbit Endurance: CON 19 WIL 17 is max endurance 120%. (by Dostoyevski)
  • Elf Backstab/Sneak: DEX 19 PER 17 is max 109% backstab/sneak.
  • Elf Armour/Shield/Earthquake cap: INT 19 WIS 17(not confirmed exact max %)
  • Elf Fireball/Bolt/Spray and other INT,WIS,PER spells: INT 19 WIS 17 PER 12(not 100% confirmed if PER 13 hits the cap). Fireball rumoured to be capped at 110%
  • Blind WIS 18 WIL 18 or WIS 19 WIL 17 rumoured to be capped at 110%

Second Wind

  • If your endurance is 100% or more you automatically trigger a fast regen of HP when you hit Bad HP(25%).
  • Cooldown 24min.
  • Here is a graph by Khazdul that shows how much each endurance% regens: https://imgur.com/WYYJVBS.
    • Sleeping is multiplicative with Second Wind - meaning you can multiply these HP numbers with 1.7.
    • Unknown: Are these effects additive or multiplicative with Second Wind: Comfortable buff, fell belt, healing herblore, miruvor for pukes, cave troll tunnel HP regen bonus.
    • Unknown: How much does being in combat lower the total HP regen of Second Wind? Does lowered or increased current CON affect total HP regen of Second Wind? What about other effects, like being hungry/thirsty?
  • Second Wind always lasts exactly 1 minute, endurance% or anything else does not increase the speed.
  • Second wind also fills moves
  • Level 35 for max endurance.

Skills

  • Sanctuary:
    • By Belamir: Sanctuary does not seem to provide a uniform damage cap as previously thought
      • Testing showed that for the same, single casting of the sanc spell on a mother eagle buffer, hits from Old-Man Willow capped at "hard", whereas shots from emb/stip capped at "very hard"
      • There is no way hits from Willow weren't hitting sanc cap, considering unsancted hits are all (high damage) "extremely hard", so this implies that sanc cap scales with the magnitude of the incoming damage
      • For both tests, eagle was blind while buffing to reduce defense and therefore increase damage; for emb/stip test, eagle was also sleeping (same reason)
        • This could offer an alternate explanation: sanc might not be the last step in the calculation of damage received
    • The higher the recipient's WIL, the lower the sanc cap. +3 recipient's WIL is 2.4-2.5dmg difference in sanc cap. The exact sanc cap damage numbers will vary on many factors, only the difference of sanc cap damage numbers are relevant in these tests:
      • Test 1
        • Sanc 90%, Recipient's WIL: 16, Sanc Cap 18dmg vs Lightning Bolt(sample size 10), Sanc Cap 15.9dmg vs Ornate hit(sample size 10)
        • Sanc 90%, Recipient's WIL: 13, everything else equal, Sanc Cap 20.4dmg vs Lightning Bolt(sample size 10). We used walking herblore to lower WIL -3.
      • Test 2(sanc caster was different, sanc target same, so absolute numbers not directly comparable to Test 1)
        • Sanc 93%, Recipient's WIL: 16, Sanc Cap 16.1dmg vs Lightning Bolt(sample size 10)
        • Sanc 93%, Recipient's WIL: 13, everything else equal, Sanc Cap 18.6dmg vs Lightning Bolt(sample size 10)
    • By Woland
      • Warrior using purple on himself results in around 75HP sanc cap and cleric using the same scroll on the same target made at least twice better. Purple is probably something like 35 on bn and 20ish on puke, maybe 17 for max puke cleric with max wil warrior. Max puke sanc cap is 12dmg. Max BN sanc cap is somewhere around 17-19.(By Woland)
    • By Bigger87
      • The purple sanc duration is fixed at exactly 2 minutes 15 seconds. This can be used to time the next sanc.
    • Next to test
      • Does current WIS affect sanc cap and how much? AFAIK no wound nor herblore decreases WIS so only way to test is: age, train WIS neglect or maybe some poison(?)
        • In Fornost behind hidden bookcase is the Alchemist, who makes and drops potions at regular intervals. These potions have random effects that can include +/- to any stat, including WIS. Grab a +/- WIS potion for the caster to test if current WIS affects sanc cap. -Belamir
  • Transfer:
    • Someone is pvping in a portable closeable with blacksword or charmies, if he starts losing you can transfer him out. Very safe because stored teleport can be interrupted by stun powder or bash and a rock can resist and is annoying to get.
    • Since minimum mana is 50 you could even transfer 2 people out, or even 3 with clearthoughts/cup.
  • Protection from evil:
    • Extremely annoying interaction with charmies: leading a mother eagle and a player will result in eagle always hitting the player. This means the spell is quite useless with charmies, unless you're alone
    • The effect of PFE tested by Mr K from Private Wiki:
      • "I let them hit me 100 times with no pfe, 2 pracs of pfe and 12 pracs of pfe. Below are the average seconds it took them to hit me. As the resluts show, the spell is protection from EVIL so it has little effect on the neutral crazed. In some rare cases if you are leading and grouped, the mob will target the player following you, instead of hitting you first."
Protection From Evil
Mob name Pfe 0 pracs Pfe 2 pracs 61% Pfe 12 pracs 105% Mob Level Mob Align
A smuggler 5.17sec 12.23sec 33.71sec 11 He is evil and could be a decent follower of Sauron.
A grizzly bear 3.83sec 6.19sec 17.7sec 15 It finds a form of beauty in others' pains.
A crazed dwarf 2.89sec 2.90sec 2.88sec 19 You are a balanced individual with little concern for good or evil.
A stone statue 1.87sec 2.22sec 3.86sec 22 It is evil and could be a decent follower of Sauron.
  • Track:
    • 80% track needed for tracking on ice
  • Armour:
    • From "help armour": "This spell is less effective the more conventional armour you are wearing."
  • Backstab:
    • Stabbing with mount following gives you way higher fail-rate(By Teme)
    • Can't backstab bashed opponent
    • AFAIK the cap is around 260 or 270 hps for 8 damage piercers(by Elestir)
    • Better to be in wimpy mood, because backstab automatically makes you aggressive, the first hit you receive is as if you were aggressive, subsequent hits are as if you're wimpy
    • Rumor: In old news post it was written that mobs and players can detect sneaking players by hearing and smell as well. Maybe increased weight produces more sound. No idea what would generate more or less smell.
      • Same with sneak-shoot???
  • Awareness:
    • You can see in the dark with exactly 95% awareness
    • Awareness helps to reduce movecost while tracking. How much exactly???
  • Charm
    • Charmed mobs are affected by some but not all worn equipment:
      • They are affected by worn armour (e.g., an orc shaman from Moria wearing full metal is a significantly better buffer than the same mob without armour worn).(By Elestir)
      • They are not affected by movereduction from boots (according to testing by Belamir - Cthulhu says differently)
      • They are not affected by +moveregen equipment such as FGC (from Cthulhu and confirmed by Belamir)
      • They are not affected by OB/PB or speed from wielded weapons
      • They are not affected by "eff vs." flags on weapons (e.g., no bonus damage to mounted opponents when wielding spears) (Belamir)
        • They can, however, keep at bay using spears - making spears the only useful weapon choice for charmies
      • Unconfirmed: are charmed mobs affected by other item flags, such as damage/OB bonus flags from enchanted weapons, other item flags such as eff vs. spirit from sacred cloak?
    • Charmed mobs are affected by Strength, Sanctuary and Bless spell. Sanc caps of some mobs like Huge Stone Troll are better than others.
    • Charm duration is rumored to depend on: your Charm skill %, target's level, target's INT, number of charmies currently charmed
    • For a level 15 BN, charm spell costs ~150-160+ mana but is still castable. Get a sleeping mountain lion from north vale. Fail 10 time or more if u must but the auto bash and power of that charmies is out of the world for that level and xp. (Cthulhu)
  • Sneak+Shoot:
    • When sneak shooting you don't see the sneaker taking aim. Flushing can stop it, or if they fail sneaking and you hit them first. Loading a xbow will reveal you, so a hitter has to hunt quick.

Stabbing Weapons

  • Stabbing weapons have a powerful keep-at-bay effect, it negates opponent's hit completely. First the weapon length is compared, if weapon length is equal, keep-at-bay is more likely to succeed if your character is tall and the opponent is short.
    • You can make many level 0 characters in account and check their height without logging them in with "info <character name>". (By Elestir)
      • This is useful even for characters with 0 pracs in stabbing weapons like BNs, because keep-at-bay effect is still possible.
    • The tallest races in MUME are Trolls(Enforcer: no height difference between hill/cave/mountain) for darkies and Elves(no height differences between Silvan/Sinda/Wood/Noldo by Koft) for Free People.
    • The tallest that dwarf can be is 5 feet 0 inches(Sample size 80 characters)
    • The tallest a BN can be is 6 foot 6 inches (Sample size 20 characters).
    • The tallest a troll can be is 9 feet(By Enforcer, sample size 200 characters)
    • The tallest elf so far is 6 feet 6 inches (By Koft)
    • Hobbits are shortest and have hard time keeping opponents at bay

General

  • When you rent a mount that has no moves and then immediately "trade" this mount has now full moves
  • Change Alert Paranoid helps to find random exit names in Emyn, ABR mines and Dol Guldur(To be confirmed after search changes, by Nator)
  • As puke, you can give OIE Book and Palantiri to Yerik so you don't have to find Saruman. Best way to find Saruman: locate life, if missing, then he is in Fangorn.
  • You can sell spiked metal helmets in Ingrove
  • You can check if your characters have good age and have completed train neglect/improve with: "account info <character name>"
  • Free People safety near Rivendell:
    • Seeking into Rivendell is much faster when the room is lit by sun (or moon?).
      • Therefore darkies can make it harder for whities to seek by darkening moors.
    • There is a pony at wooden near Rivendell with elven hunters
    • There are climbable water exits near Ohurk that don't freeze at winter
    • Looping is no longer effective: Scouts used to be able to make a loop and hide so when someone used "track" command, they will continue tracking in a loop. Hunter needed to use "where" command to see "tracks arriving from west" so he knew target is hidden in room. Now they changed it so using "track" or "pursue" tells you that tracks are arriving to room.
    • If you approach Elrond on low hps - he can give you infusion which will restore you to full hps.
    • Rivendell sortie will sound second horn and leave town at night only if first horn was triggered during the day. (By Nator)
  • When you pick up infusion from Shire/Hillmen it decays in ~5min. Infusion is useful for removing negative effects of any herblore, it removes the positive effects as well.
    • Exception is the special effect that prevents spam usage. Such as dark draught post-effect. Those aren't purged afaik. (By Elestir)
  • To import color scheme/aliases/eqorder from another character: account import <character name> colours/aliases/eqorder
  • Tharbad Chief can be done without fear of getting locked in: if you are in zone during repop, the Chief will not repop and the Chief door will not repop. Tharbad will pop but not Chief.(by Elestir)
    • It's just a general rule for partial pops: rooms connected by doors always have to pop together. Thats why chief room, 1u, 1n, 2n, and 2ne all pop together and block pop together. But not nw, because there is no door nw. Just like in Luxzum. (by Elestir)
  • Spray is better than Bolt vs Unqa, Unqa has some special message when Bolt is cast on him, seems to do very little damage.
    • Rumor: Unqa reflects some bolt damage back but doesn't decrease bolt damage(like fragile parchment)
  • To use the palantir, drop it on the ground and type: 'l palantir <dir>', 'l creature <name>'. Most use of it is seek for darkies ;) though you must know names of these who are online atm. Don't use palantir too much (like more than 10 attempts), or you can get 'bane of Sauron' (-5 wil temporary), or even die.
  • If anyone has hit-delay (also mobs) their defense is reduced(By Elestir):
    • Bulky troll tries to hit u...
    • <delay>
    • You slash troll extremely hard.
  • When someone is fighting several enemies at the same time, his parrying bonus is splitting (dodging bonus is not though). This is called "parrysplitting", and it depends on target's level and the OB of those hitting the target. During delayed actions you don't parrysplit. Includes casting, shooting, bashing.
  • If you hit MA, scarred man, doorwarden, experienced assassin or strong bodyguard all of these mobs become aggressive to you, until all of them (including MA) get killed. MA himself is semi-aggressive by default (may attack, but doesn't always do), unless you are invited in by the doorwardens (they invite you only if you carry the small silver key from Malardil in your inventory). So if you enter his room uninvited and he hits you, all becomes aggressive as well.(by Elestir)
  • Familiars can carry soft padded boots and transfer them to others so you can sneak an extra two or three people in a hidey hole: Give padded familiar, Move familiar in to location, Or out, give to second, they wear in. You still leave young rat tracks.
  • When you give elven meat to wargs they gain moves. Example, kill and butcher the elven slaves in Slave pen, south east of Butcher.
  • Need 66% Detect Magic to see room key of watch room, portal, teleport
  • Killing a lot of neutral mobs will eventually lower align
  • Keywords for items, mobs can be combined, ie guard-uruk, shining-shirt https://mume.org/news/game/2702.php
  • One wp makes you visible to warlords on the other side

New character tips

  • XP/TP required list: https://tabris23.tripod.com/help/exp.txt
  • Tips for TP-ing
    • You get most efficient TPs by just visiting zones you've not been to, even via roads
    • After that, get a boat(loads on ground near Ingrove) and go on top of Anduin Vale and rest, you will go from middle Vale all the way to s Lorien except Old Ford room
      • This is the safest spot for everyone because with a boat you can't fail swims, you can't be attacked on Anduin and obviously can't be tracked
      • When you have rested max moves on Anduin you can go run as far away from river as you can for extra TPs, get back on Anduin with low moves, rest full and repeat
  • Good way to xp as warrior is to get "Average" command and buy a parrysplitting charmie from a pet shop such as a falcon or a black crow for darkie. Bashes fail a LOT less and you land hits a lot more and they have near infinite moves.
  • Tharbad citizenship pre level 15 costs 100g
  • Concussion weapons are not efficient to XP with, Smiting and Cleaving are most efficient, also easier to get good smite/cleave weapons, especially claymore/mda.

Free People

  • Get Bree and Fornost citizenship as early as possible. Non-elves will be able to get GH/RD citizenship around level 10.
  • Do Nordri's quest for Soothing-Draught as soon as possible
    • It's great herblore later because it can stay mixed in your inventory for 5h 36min RL
  • Travelling quest TP requirement formula(By Elestir):
    • tps_required = max(4000 × level - 37500, 30000)
  • "Mossy Clearing in a Small Ash Grove" south GH improves significantly HP/Mana/Moves regen
    • There is also a resting stone in Fangorn Forest, near Quickbeam, next to the Entwash river.
    • And a resting stone N of the Celebrant river, on the path that leads into Lorien.
    • And a regen effect in the Thermal Bath's in Fornost (but you gotta pay to visit that one).

Fangorn

  • This section was provided to private wiki by p Kvetak, p Elestir, p Belamir
  • Camp fire and using lightning or fire spells are crimes that get you wanted.
    • Also killing trees with multiple trees in room might get you wanted.
    • Camp fires attract trees to your room.
    • You become wanted for dead with the 5th warning.
    • Re-entering the room with trees gets you wanted faster.
    • Chasing trees can cross water.
  • If you are playing a good-side character, only kill trees with keyword “huorn” if you want to avoid losing alignment.
    • The giant yew (lvl 20, beauty), tall ash trees (lvl 20, balanced), black alder (lvl 20, beauty), haughty elm (lvl 19, beauty), mature linden (lvl 18, balanced), ancient oak (lvl 18, balanced) have “huorn” keyword, and are safe to kill without any drop in alignment.
    • The slender hornbeam (lvl 20, Balanced+) and tall scots pine (lvl 20, Balanced+) are very slightly good aligned, so you can kill quite a few before you visibly see your alignment drop.
    • The imposing beech tree (lvl 19, Well-meaning) and birch trees (lvl 19, Well-meaning) are significantly good aligned, so do not kill them unless you want to spend a lot of time fixing your alignment. (The same goes for the named Ents, obviously.)
  • For BNs, do not try to solo Beechbone, Treebeard, or Leaflock. (Treebeard required 68 fireballs and a bit under 2 hours for me, yielding approx. 160k xp (by Scad))
  • Some trees switch, and most are not bashable. All trees have a mudlled bash attack which can damage your sword and shield, and can make you unwield/remove them.
  • There is exactly one tree in Fangorn that you can kill without any risk of getting wanted. A bit northwest of the Ford in the River Limelight (at the northern border of Fangorn), there is a hidden exit north named 'foliage.' Behind this is one black alder tree mob, one black alder tree item, and a clump of roots. This tree seems to be outside the 'justice' system of Fangorn.
  • Try not leave tracks in trackable spots even in Fangorn, for example bn scout's ~only advantage is to stab in Fangorn

Equipment

  • Up to date Identify information: https://krydos.com/mume/ http://faine.epizy.com/?i=1
  • To calculate minimum strength for weapons(By Fieldy): For 1-handed it should be weight from identify/15 and for 2-handed weight from identify/22,5 - calculation show how much STR weapon needs.
  • Spiked metal helmet has +0 OB and -1 DB. Great helm has -1OB +0DB, so spiked is a better choice for most orc warriors.
  • Supple gloves load on Dolion when you give him Phial from Druidess
    • -1 ob +2pb compared to fine soft leather gloves and better abs
  • Objects worn on FEET and eff vs COLD(Snowshoes from Khuzur chest) make it easier to move in the snow.
  • Eff vs COLD items helps to protect from catching a flu.
  • Miruvor can be gained besides by Erestor also from Tethel's quest and returning the book from Redhorn. (Source: https://editthis.info/mumepedia/MUME_Supermobs_and_Solutions)
  • Elven dagger- Loads on a corpse in a goblin in troll forest SW of Ingrove. May need to talk to the Elven Scout nearby first. Evil players can just kill the scout for his (requires dispel magic to be usable by evil chars). OR Loads on a captive Wood Elf in Mirkwood. Good aligned players should rescue the elf by beckoning him and leading him out prison. He will then produce an elven dagger and fight for you like a super-mercenary. Killing him without rescuing him will not yield a dagger. (Source: https://editthis.info/mumepedia/MUME_Supermobs_and_Solutions)

Wristbands (By Nator)

  • No more than 1 of these wristbands can be equipped at the same time: Archaic/Tarnished copper wristband, Wide silvery wristband, Slim silvery wristband, Black-thorned wristband.
    • Black metal wristband can be worn with all other wristbands.
  • Wide silvery wristband can't be worn with metal vambraces/chain mail sleeves/shining chain sleeves/shining metal vambraces.
    • The rest of the equipment can be metal. (Wide silvery wristband regen works in this case, tested by Nator)
    • This means, a full metal warrior can make this alias to regen moves: rem metal-vambraces + wear wide.
  • Archaic copper wristband and Tarnished copper wristband rules:
    • +10 mana (+5 mana with shining mail/mail, +0 mana shining metal/metal)

Missile

  • Missile % also increases shoot/reload speed.
    • Max missile is very good if you are shooter class, especally as lowbie.
  • Ash arrows have the best ob, means they break less less frequently when not chanted and they are light, so you can carry 50 in a normal quiver.
    • So Emb + (chanted) ash- arrows is the way to go with max missile!

Mana regen

  • From Breaux comment: http://www.elvenrunes.de/cgi-bin/logs/secure/show.m?log=b65125,62169&disc=1&sort=1&snew=1&omode=&all=4&typ=#new
    • All these percentages are extremely inaccurate because they depend on your race, max manapool, I still think they can be useful for comparing between each other
    • +1 WIL increases manaregen ~2%
    • +1 INT and +1 WIS increases manaregen ~2%(Can someone confirm???)
      • Breaux: 1 int/wis is 0.4 manaregen and 1 wil is 0.5 manaregen point
    • Manaring increases manaregen ~16%
    • +11 Mana through rubellite increases manaregen ~5.1%
      • Same effect can be achieved with wristband from Squaretooth

Bolt vs Spray vs Fireball

  • Fireball
    • Fireball is most mana efficient
    • Orcs are eff vs fire
    • Trolls are rumored to be ineff vs fire(has anyone used "divination on troll player???)
      • I am suspicious of this rumor because troll mobs are not ineff vs fire except Bathmhurz
    • WOOD flag on mobs means ineff vs FIRE(By Nator)
  • Spray(LIGHT spell)
    • Orcs are ineff vs light
      • Notable mobs that are ineff vs light: Bulag, Karcarak, Shaghosh, Bathmurz, Necromancer, Ghostly Captain, Wight Noble, Wight Lord, Naugrim Spectyre, Wight Captain
  • Bolt(50% LIGHTNING and 50% FIRE spell)
    • BNs are ineff vs LIGHTNING [this is denied by a V+ - is there any actual evidence?]
    • Orcs are eff vs fire
      • There are no mobs that are ineff vs LIGHTNING
      • Fangorn trees have +LR, which means Long Range spells locate, summon etc (by Nator)

Noflee, Nocast, Notrack and Noorder rooms

  • This information comes from private wiki by contributors Elestir, Belamir, Dearth, Mr R

Nocast

  • "Prison Cells" West and South of redeye exit room in Moria
  • Muranog's treasury ("Converted Armoiry", behind archeddoor) in Moria
  • East and West of the room with exit n "redeye" in Moria
  • "A Dark Forest Chapel" South of Eblees in Mirkwood
  • The glittering room at Rahku
  • "Below the Dead Tree" (1 roomer with mist 2n,d from Niuldor, doorname is roots)
  • “Rotting Roots and Deep Mists” near Luxzum d rottingstump
  • Inside shield N RD
  • Shire, north Greenholm junction, two spirits under an unhidden exit is no-cast and silent. Can't order there either.(Where exactly???)
  • Inside the Coach
  • Jail rooms in every town

Noorder

  • Inside Ghostly Captain's room
  • Many rooms inside ABR mine (south-west of Brolg)
  • Shire, north Greenholm junction, two spirits under an unhidden exit

Noflee

  • Up/Down hatch in warrens.
  • Up/Down starved wargs in OOC.
  • E/W Opening NE of warrens where the warg is and mottled is on ground
  • Up/Down Satanas in sewers.
  • Up/Down slab s of rock in warrens.
  • Down from Cave in warrens, and Up from the d room-
  • Into (but not out of) stonedoor just east of the Dark Tower
  • Into back exit of Rohir Tower (At least I tried fleeing in some 50 times, and always went south)
  • South of Guardian in slag. Not sure when this was changed, but it is now impossible to flee south.
    • Is it possible to flee out n from there???
  • East (into map) from Chieftain's Lodge. The Dunlending camp just SW of liche.
  • The wall that Ferny's root unlocks.
  • All classical DT's are noflee, but not exits to mudlled rooms(for example where you instafall for huge damage)(by Elestir)

Notrack

  • Water rooms
  • 12 rooms on trail near boulder near egate
  • Bit south of dunland vellum 1s of bear
  • LB fort has some notrack rooms

Locate keys

  • This information comes from private wiki, mostly collected by Belamir and Mr K, Dearth
  • It is a list of useful mobs for Locate Life spell
  • Any room with terrain CITY is no-portal, often there are rooms in cities with different terrain though, and there one can portal into. (By Elestir)
  • You can get the room key for a nolocate room by standing in that room and casting this spell without argument. Note that if you try to locate a creature or player outside of the room, you will fail. The locate life key older than 8 hours still worked. Not 100% where is the cutoff.

Free People locations

  • BM
    • “Heidi” the stable-hand, gets you a key you can portal to since it's outside town.
    • “Carpenter” always works, and is a good stop when making a staff. :P
  • Forlond
    • “carpenter” + “trapper” for portal, “jeweller” or “Gildor” inside town for teleport.
  • Harlond
    • “Cirdan”, “Kevlar” or “Faldor” - teleport only since they are in town.
    • Does anyone know a way of getting a reliable portal key to east GH?
      • “Maid” gives you an elven barmaid in Aldereon.
      • Also “Bull” at farm se GH is relatively easy to figure out on locate.
  • Shire
    • “Mayor” of the shire, gets you a portalable room at MD
    • “Maid” gives you a nice LH key a fair bit nw of BWB, good for non-cit or use with “maid” at Aldereon for a pair of easy keys.
    • “Bombadil” for Tom Bombadil
    • “Maiden” for legendhome w of Michel Delving
  • Bree
    • “Gathrain” is the (totally useless) warrior guild guy but you can teleport to him which is a nice spot to idle, Jack Olby keeps the spammy people away from you.
  • Fornost
    • “Grumm” gives keys inside ancient in Minas Brethil, Rubb is the guy above lever, Bura is 1 north of him.
    • From Fornost town locate “falcon” the one that is (- Indoors Very near) is inside old Fornost and is portalable, can be useful if you need in when gate is blocked.
  • Lorien
    • “Taurion” - elven short bow maker.
    • “caretaker” - rent place s e from Caras Galadhon
    • "mother" in a forest- to portal from east of the river to the west

BN & Free People locations

  • LB/Swept
    • “Stoor” is the stoor village near windswept. Use stoor chief since his room is not flagged as city and you can portal there.
  • ABR
    • 3x a “haunt” together in same room are mid abr (just north west of Sesame)
    • after new ABR was released, this one is out of date
  • Brolg keys (primarily for watch room)
    • Make sure you are near Brolg's tower when getting these keys.
    • “sentry” will give the key for inside bushes/outside towerdoor. There should be two in the room, and the terrain should be 'in a field.'
    • “Brolg”, obviously, gives Brolg's room.
    • “guard” will give keys for several rooms:
    • A room that shows 2 burly orc guards and 1 orc-guard that is DIFFERENT than Brolg's room key will be the room inside rockdoor.
    • A room that shows 2 burly orc guards and 2 orc-guards should be inside towerdoor.
    • A room that shows 1 orc-guard (and for some reason is marked as 'inside') should be up from hatch.
    • A room that shows 2 orc-guards and no burly orc guards should be the cellar (down from towerdoor).
  • Robed
    • Bn cleric gm
  • grey-cloaked
    • Bn thief gm
  • Tharbad
    • “armourer” teleportable, not portal-able
    • “baker” teleportable, not portal-able
    • “weaponsmith” teleportable, not portal-able
  • Moria
    • “Moragog” for 3X an Uruk-moragog, an orkish warrior behind wetwall
    • “wing” to wgate outside moria
  • Eregion
    • From Tharbad locate “widow”, the only black widow that is on it's own, indoors - far is 1 up from Mirdaindoors in OiE (careful with this one, may get overseer widow. scry recommended)
    • a “vicious” rat - the only 2 vicious together in the same room on top of a hill are near Overseer
    • “Cinard” works here in a pinch as well, and hes easy to kill/escape.
  • Dunland
    • “rohir” outriders are the tower in south dunland (when it's whitie popped.)
    • “farmhand” also works for key near Broghha
  • Rohan
    • “Yerik” takes you to isengard
    • “old” takes you to Saruman
    • “Haldin” takes you to the Eyot (porting in is a criminal offense there though, and you will get jailed for 6h)
    • “Exile” takes you to abandoned village
  • Fangorn
    • “Berel” - small village n of Fangorn

Multi key Locates

  • Innkeeper” gives you keys to all towns out west.
    • Jasper is off Road to Tharbad
    • Shady is in Tharbad
    • “the innkeeper” is Fornost (all other towns are “an Innkeeper” for some reason)
    • Barliman is Bree
  • Olog” gives quite a few useful keys for darkie areas
    • an olog-hai troll and a vicious olog-hai - Indoors is warrens cave.
    • 2x an olog-hai troll - Indoors are the 2 ologs in warrens (not cave but the ones north of rootdoor)
    • Khuzur the Olog-hai can be either indoors or on a hill.
  • bodyguard” gets you
    • East evil priest (orkish bodyguard)
    • Wight captain tower (a wight bodyguard)
    • Broghha (Broghha's bodyguard)
  • Vale - Generally locate “beorning” to get a ton of useful keys here
    • Beorn - obvious really
    • Loryen - ingrove chief mob - don't port here unless you are citizen.
    • a horse trainer - very close to Ingrove gates, you can portal here as non cit.
    • Beorning tower guards - VT
  • sentry” DT tower has 2.
    • The first 2 are usually correct because if they have been recently killed then they are on top.

Charmies

This information comes from private wiki and Discord, collected by Dave, Mr R, Ares, Mr E, Elestir, Mr H, Belamir and Dearth.

  • Non-agg mobs like young lion, lioness can be taken into cities like Lorien, Rivendell.
  • A black scaled reptile(??)
    • Rescue, good moves
  • a tawny coated bear(??)
  • huge bat(bad moves, lvl ??)
  • goblin caves shaman, casts chill touch
  • Tbad mage, can cast poison
  • huge stone giant (20)
    • no longer charmable :(
  • mountain troll (20)
    • rescue, good hps, good ob/damage, sundeath, can bash doors, poor moves
  • mother eagle (19)
    • good defence/hps, good moves, good ob/damage, fly
  • orkish shaman (18)
    • good defence/hps, non-aggressive, hard to control, can use metal eq, poor moves, can be ordered to cast curse
  • lithe orc (17)
    • good hps, not agg to darkies, poor defence, good rescue, protect and bash, can use metal eq(becomes a godly tank with metal armor), decent moves, good damage, can wield poisoned weapons, can wield spears
  • animated uruk (17)
    • good hps, poor defence, good rescue and bash, decent moves
  • huge troll (17)
    • very good hps, good damage, poor defence, very high wil and low sanc cap, poor moves, sundeath
  • raging bear (17)
    • very good rescue, good ob/damage, poor moves, poor defence, berserk (cant flee => so immune to fear), non-aggressive to darkies
  • young ill-tempered stone giant (17)
    • good hps, good damage, poor defence, good rescue, average moves
  • ancient warg (16) near Khuzur warg pack
    • good hps, good moves, good ob/damage, bite, unique, source of plague, hard to control
  • warg pack-leader (16) from DT pine forest
    • good hps, good ob/damage, good moves, unique
  • grim wolverine (16)
    • sneak, good moves
  • dark wraith (16)
    • rescue, incorporeal, notrack, sneak, hide, average moves, magically armored(has absorb), casts bolt
  • grizzly bear (15)
    • good damage, good hps
  • goblin basher new ABR goblin caves. Burly goblin?
    •  ???
  • dark-maned lion(near Fangorn)
    • rescue, sneak and won't attack group members
  • mountain lion (15)
    • bash, autobash, good ob/damage. Can't see through shroud.
  • tarantula (14)
    • climb, arachnia, bite, good ob/damage, can't give him stuff like canoe
  • thick tangle of dark vines (14)
    • good moves, arachnia, mediocre damage, rescue, cannot be slept/blinded
  • thief [lurks here] (14)
    • rescue, sneak, hide
    • This is the old name, either this or the lvl 10 thief was renamed mugger, can someone confirm please???
  • great wild boar (12)
    • very good bash, known as bashpig
  • powerful lioness (12)
    • good rescue, non-aggressive, good moves
  • warhorse (11)
    • very good moves
  • hungry warg (11)
    • very good moves
  • troll bitch (11)
    • bash, sundeath, rescue
  • pack leader (11)
    • good ob, bite, low hp and defence, very good moves
  • thief [is here] (10)
    • steal, sneak, hide
    • This is the old name, either this or the lvl 14 thief was renamed mugger, can someone confirm please???
  • powerful wisent (10)
    • non-aggressive, bash, noisy
  • malevolent bat (9)
    • good moves, fly, poor damage
  • ferocious warg (9)
    • rescue
  • young wisent (?)
    • non-aggressive, bash, noisy
  • cavern wing [leader] (?)
    • sneak, fly
  • cavern wing [follower] (?)
    • sneak, fly
  • a dwarf (?)
    • yells when he sees darkies enter his room
  • young mountain lion (near BM/GH) (?)
    • good moves, sneak, non-aggressive, after charm changes not very good anymore, lost their special claw attack while charmed
  • falcon
    • infinite moves, can buy from pet store, useful for parrysplit when levelling, need "average" command
  • malardil gypsy woman
    • sancs herself