Guide Race and Subraces
Guide Race and Subraces
This guide written and published by p(Baca/Endo)
""In the last years of Denethor I the race of uruks, black orcs of great strength, first appeared out of Mordor, and in 2475 they swept across Ithilien and took Osgiliath."
Appendix A, JRRT, Return of the King
This guide is all about races and subraces in MUME.
Many parts of this guild reference to the MUME help pages which can be found at: https://mume.org/help/help_index
Bold words can be looked up in the games help files. Like help race.
First the playable races of the Free People of the West will be listed. Then the Followers of Sauron.
Each race will also be broken down by subrace.
Contents
Very Important Help Files
The following help files should be read to make this guild very useful. Each of them has alot of information about all the race/subraces in the game.
Also each race and subrace have their own helpfiles for more details. For example:
help broadbeam, help stoor, help beorning, help hill troll, help zaugruz, help rohirrim, help half elf
So please read the following help files:
- Help Race
- Help Age
- Help Terrain
- Help Language
Which Classes for Which Races?
The full and true answer is pretty much any combination of race and class you want to play is allowed, and mostly playable. If you want to play an dwarf thief or hobbit mage, please do so! Just know, there is a chance that combination might not be quite as min/max as a class of some other races for all tasks.
Some classes or combos 'pair' or 'fit' with some races or subraces better then others.
Here is a brief list of examples that over all are reliable:
- Dwarves: any type of warrior, tanky warrior, maybe defense warrior, hit/bash warrior, make tolerable clerics. Even cleric/warrior combos.
- Elves: really any type of caster, mage, cleric, mage/cleric combos, decent scouts/thieves, Silvans make pretty good scouts/archers. Also useable defense warrior.
- Half-elves: Clerics or mages or cleric/mage combos are pretty good choices.
- Hobbits: thieves, scouts, and archers! Maybe some warrior/scout combos. Maybe a tolerable cleric. Stoors can make a useable warrior.
- Men: No real limitations any class or combo is playable, Dundain make good defense warriors
Forces of the Free People
The Free People of the West are made up of various groups of subraces coming from dwarves, elves, half-elves, hobbits, and men. Generally in the game most characters that are of the Free People are good, and you probably should not kill them. The only common except to this rule are men that are bandits, robbers, ruffians, muggers, footpads, thieves, smugglers, outlaws, and assassins. And crazed dwarves.
Dwarves
- Stats: Str +1, Wis -1, Dex -1, Con +1, Wil +1, Per -1
- They tend to make terrible thieves because of their stoutness and reduced agility.
- They can carry a heavier load on their shoulders without exhausting themselves.
- They do not find themselves at ease when mounting horses, preferring donkeys, ponies, mountain mules, and dales ponies.
- If you try to ride a horse, you have a reduced ride skill and also will fall off much more often.
- They are particularly skilled at using axes, both one-handed and two-handed, when they're standing with their feet firm on the ground.
- This grants them up to a +5% OB bonus when wielding an axe and standing on the ground, not riding.
- They are better at mining than others.
- Dwarves are allegedly more resistant to poison then other races.
- Dwarves get a free citizenship in Blue Mountains and can access the basement there.
Broadbeam
- 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.
Firebeard
- They are of an unforgiving temper and will receive an OB bonus when dealing or receiving a critical strike.
- When firebeards receive wounds or give wounds they get this message "You are filled with anger."
- This is a 1% to 5% bonus to OB that lasts about 1 to 2 minutes. When it wears off you see "You feel calmer."
- They have a natural bonus to the Bash skill of +10%. 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.
- Firebeards simply use the whet command with much less time delay between weapon sharpens. Saves some time.
Longbeard
- 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.
- The message pops up if you enter a room with hidden coins, or hidden treasures: "You sense hidden riches."
- This appears to work anytime coins OR items flagged as treasure are hidden in a room, such as gems, rings, nuggets, etc...
- You can even hide the items your self and see this message. Hide a gold ring and then sense it.
- They have an average bonus towards bashing exits.
- They have a bonus towards mining.
Elves
- Stats Str -1, Int +1, Dex +1, Con -1, Wil -1, Per +1
- They are quick thinkers and therefore make good Magic users.
- They can ride horses bareback without any penalties.
- They can walk on snow. Which uses up less moves in the snow.
- They are immune to the flu.
- They have easier access to getting citizenships in several elven cities, such as: Grey Havens, Rivendell, and Lorien.
Silvan
- Silvan Elves have a natural affinity for Missile weapons +10% and surviving in the Wilderness +10%. 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.
Sindar
- 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 of +10%. This does not affect practicing the skill.
- The great Eagles will carry them further than anyone else. Worth 3-4 zones further distance or range.
Noldor
- Noldor Elves have a natural sensitivity to magic, and have a natural passive ability like the Detect Magic spell.
- They have access to a quest that will allow them to add a minor gem socket to a focus
- This quest allows you to add one more minor gem slot to a focus.
- The quest starts with the White Ship for Valinor.
Half Elves
- Stats Str -1 Wis +1
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.
- They have easier access to getting citizenships in several elven cities, such as: Grey Havens, Rivendell, and Lorien.
- They possess partial immunity to diseases; ailments take only half the usual time to run their course.
- Takes half as many ticks to recover from a disease; less time with penalties.
- They can cast healing spells at a reduced cost under the light of the Star of Eärendil.
- They exhibit improved combat skills when under the Star of Eärendil.
- Blessed by nature, they receive bonuses to spellcasting and defending against spells, both of which are influenced by their mood.
- At this time that implies on Wimpy -10 spell defense and on Aggressive +10 Spell attack, not tested yet!!!
- Could mean Aggressive +10 spell attack, Brave +5 spell attack, Normal +0, Prudent +5 spell defense, Wimpy +10 spell defense.
Hobbits
- Stats: Str -2, Int -1, Dex +1, Con +1, Wil +1
- They make ideal thieves with their quick reflexes and light bodies.
- They are able to move and sneak better when barefoot.
- Their furry feet with leathery soles provide some basic protection.
- They are able to enter tiny holes that other races cannot fit into, a few exits in the game are hobbit only.
- They suffer penalties when riding large mounts, preferring donkeys, ponies, mountain mules, and dales ponies.
- If you try to ride a horse, you have a reduced Ride skill and also will fall off much more often.
- Hobbits begin with a citizenship in the Shire.
- Troll mobs and *troll* players gain a bonus to damage against you if they hit you, be careful with trolls!
Fallohides
- When led by a Fallohide Hobbit, other adventurers gets the full amount of travel points that they would get if they were not following someone.
- When a Fallohide Hobbit follows someone, they still get the full amount of travel points that they would have gotten as a non-follower.
- Fallohide 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 Fallohide Hobbit will never have a negative experience, and the chance for an especially gratifying experience is increased.
Harfoots
- 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.
Stoors
- Stoor Hobbits have a natural affinity for swimming +25% Swim skill. This bonus does not make practicing Swim less effective.
- Their stoutness grant them a bonus in the Endurance skill of +10%. This bonus does not make practicing Endurance less effective.
- Their feet are especially leathery, making them more resilient to physical damage.
Men
- Their moves regenerate at a quicker rate.
- They have average stats: no bonuses or penalties.
- They are able to travel in all terrains without any difficulties.
- They can ride any type of horse-like mount with out penalty, except donkeys.
Beornings and Bears
There is quite a difference between playing a Beorning man and Bear. So some of those differences will be listed here.
You use the metamorph command to change into bear form. You use the return command to switch back to a Beorning man form.
You can very easily fail the metamorph attempt. Failing metamorphs can cost some mana.
Your chances to metamorph improve as you:
- level up (large factor)
- are at full mana, it costs mana to attempt to metamorph
- try at night
- if the moon is out, or moon phase closer to full moon
- the closer you are to the Carrock near Ingrove (large factor)
Your duration of staying in bear form is somewhat random, but duration greatly increases with those same factors. When the duration ends, you simply return back to Beorning man form.
When you return to man form, you are at zero mana.
Beornings and Bears have the following features:
- Forage. When a Bear forages, he/she will search the surrounding area for anything edible or drinkable water. Foraging is only possible when metamorphed into a Bear.
- This is basically a create food/water spell for a Bear that costs no mana and no pracs and has a small delay. You can't do it in cities.
- Beornings start the game with a 25% bonus in the Wilderness skill. This bonus does not make practicing Wilderness less effective.
- Beornings are empowered by the presence of powerful, friendly bears. Which means if there is a bear in your room and is higher level then you, you gain an OB bonus.
- They can bash without a shield, just using their great strength, large size, and bulk.
- They have the ability to see in the dark without a light source.
- Bears can butcher corpses with out a knife, they can butcher with their claws.
- Bears can decapitate corpses, just like Sauron's forces can.
- Beornings get a -5 penalty to PB in man form, and as a Bear cannot parry blows at all, 0% PB.
- Bears have high DB but no absorb and cannot wear any armour.
- Bears cannot ride any mounts at all. But they can still lead mounts around and group them. Or saddle and unsaddle their mounts.
- In bear form, they cannot cast spells at all and have no mana. When returning from bear form you have zero mana.
- In bear form, Beorning mobs and most types of bears are not aggressive to you.
- In bear form, they can narrate so others can see the communication. They can only see Beornings and Bears in bear form with Who command.
Dunadans
- Dunadans have a natural sensitivity to evil, and have a natural passive ability like the Detect Evil spell.
- This is a permanent Detect Evil effect that is always up and active, it will look something like this: A black bear is sleeping here (red aura).
- 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.
- The PB bonus is from slashing and piercing weapons.
- The PB bonus is based off of mood: aggressive +1 PB, brave +2 PB, normal +3 PB, prudent +4 PB, wimpy +5 PB
- Dunadans have a natural affinity for Leadership skill of +25%. This does not affect practicing the skill.
- Dunadans are natural teachers. They will share a portion of their knowledge in ranger skills with their followers who are not as proficient as they are.
- Dunadans grant a small bonus to % in some Ranger skills for anyone following them. Being grouped or not grouped does NOT matter, its following that matters.
- Bandage, Climb, Swim, Wilderness
- 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 practicing the skill.
- As you practice other Ranger guild skills, your % in Track skill will slowly go up, without ever practicing Track.
- Basically you get a few % in Track free, if you really pump up ranger skills, it's worth about 2-3 pracs. Here's an example:
Skill Sessions Knowledge Difficulty Advice ------------------------------------------------------------------------- Awareness 24/22 95% Normal You should be teaching me! Bandage 10/10 69% Easy You know as much as I do Climb 10/ 3 101% Very easy You should be teaching me! Command 24/ 8 95% Normal You should be teaching me! Leadership 14/27 102% Normal Learning more could help you Ride 10/13 102% Very easy Learning more could help you Swim 10/ 3 99% Very easy You should be teaching me! Track 0/27 15% Normal Learn it or not, your choice Wilderness 21/27 100% Normal Hard to improve
Eriadorians
- Friendly inns throughout Arda treat them as locals when they rent. This leads to a little bit lower rent costs.
- They start the game with five bonus practice points that can be spent on any guild or any skill.
- It is easier for them to obtain Tharbad citizenship.
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.
- Increased skill when wielding a one-handed or two-handed stabbing weapons while riding.
- This grants them up to a +5% OB bonus when wielding a stabbing weapon and riding.
- Rohirrim start the game with a bonus in the Riding skill of 25% Ride skill. This bonus does not make practicing less effective.
Minions of Sauron
Those that follow Sauron are not very restricted on which mobs they can kill and not have to pay consequences to them later. Over all they have generally worse stats then the other races and other penalties as well (such as negatives to playing while in sunlight or horrible depression).
They also tend to have less cities, towns, shops, and settlements and resources that their side can use.
Except for Zorcs, they can all do a quest to be come a citizen of the Morgundul Encampment in Dol Guldur.
Black Numenoreans
- Stats: -1 Wis, -2 Wil
BNs have a number of penalties and few benefits:
- They cannot become immortal.
- They generally have worse stats than other men.
- They have no cities in which to rent. However, they can camp outside and often do not pay rent.
- They cannot camp rent in doors or in cities, but can camp rent it almost all plains, hills, and forest rooms in the game. The cost to rent is usually zero.
- They must wander in search of those guild masters of theirs who have made the trip to Eriador, making BN guild masters the most difficult to find in the game.
- Their ranger guild master is also a repair shop for mending and resizing.
- No warrior guild masters have ever been found, so their weapon skills are limited. Means zero pracs in any warrior skills.
- The only weapon skill they can get is 5 pracs in missile.
- They can not practice these Thief skills: Attack, Piercing.
- When they die they return to a secret place and pray for a new life. Where they find themselves afterwards, only the Ainur know.
- When you pray, you show up at a random location, spread out across about 12-14 different zones in the game, generally in the East and outdoors.
- They can suffer from depression. Depression is -3 Willpower and reduces your max mana. Depression can take over 2 MUME days to fade. Game message is "Your heart feels lighter."
- You can get long lasting depression from dying, and shorter depression from backfiring a spell. Also slows mana regen some.
- They 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.
- 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. Worth 3-4 zones further distance or range.
- Carried vials of poison and envenomed weapons will last twice as long for Black Numenoreans.
- Black Numenoreans mix herblores that produce vials of poison or their antidotes with an increased proficiency equal to two herbal kit upgrades.
- Black Numenoreans can see the narrates of Torcs, Morcs, trolls, and BNs.
- Black Numenoreans cannot see in the dark, and must carry a light source.
- Black Numenoreans have access to a BN only Ranger skill called Dark Oath. It uses black altars to grant a buff called -shadow veiled.
- It has a chance to activate a Shroud spell and cure effect when you kill something. Also gives a small penalty to mana regen and small buff to movement regen.
- They can ride any type of horse-like mount with out penalty, except donkeys. And can get access to a special mount called: dark steed.
Orcs Tribes
- Stats: +2 Str, Int -3, Wis -2, Con +2, Wil -2
There are 3 different orc tribes that are playable. Tarkhnarb orcs, Morruhk-hai orcs, and Zaugurz. There are actually a few other orc tribes in the game, but they are all NPCs or mobs. The Tharhnarb orcs and Morruhk-hai orcs are allied tribes, and share the same towns and guild masters. Zaugurz orcs have their own town and guildmasters.
- They may not become immortal.
- They generally have worse stats than the other races.
- Sunlight affects them badly (much lower bonuses, use movement points much faster, increased difficulty in spell casting).
- Sunlight gives a debuff of -30 OB% and -30% DB.
- Orcs have a movement penalty when moving or riding around in sunlight.
- When casting in Sunlight you get this message "Struggling against the Yellow Face, you try to concentrate..."
- You might get this message "The cruel light of the sun made you lose your concentration!" You still lose the mana, like a backfire.
- They have the ability to see in the dark without a light source.
- Orcs are allegedly more resistant to poison then other races.
- Orcs are allegedly more resistant to disease then other races.
- All orcs can drain the blood from corpses to drink and fill skins with. Blood acts as both food and drink.
Tarkhnarb
- Tarkhnarb Orcs mix Orkish herblores with an increased proficiency equal to three herbal kit upgrades.
- This includes: Dark Draught, Orc-draught, Orc-Balm
- 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.
- Under stat this is called -shadow-link. It grants a +5% bonus to Awareness skill and a small boost to mana regen.
- When Tarkhnarb orcs or Morruhk orcs group, they gain a small OB bonus.
- The OB bonus when grouping seems to be +4% to +5% OB per orc. Tested it for a group of 3 Orcs.
- Tarkhnarb Orcs' desire for bloodshed rises when encountering the forces of the West.
- Tarkhnarb Orcs start with a citizenship to Goblin Town, also known as New Orc Caves, or NOC.
- Tarkhnarb Orcs can ride brown wolves or hungry wargs.
Morruhk-hai
- Uruk sun protection at level 21 (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.
- When Tarkhnarb orcs or Morruhk orcs group, they gain a small OB bonus.
- The OB bonus when grouping seems to be +4% to +5% OB per orc. Tested it for a group of 3 Orcs.
- They have one of the most challenging character creation starts of all the races. Be ready to die.
- It is rumoured that the Morruhk-hai have a special breed of wargs they ride into battle that will not carry any other Orc: Slavering wargs.
- Certain wargs will come when called by a Morruhk-hai. These are called slavering wargs. You can get one at the Morruhk caves with good bash or pick.
- Morrukh Orcs can ride brown wolves, hungry wargs, or slavering wargs.
- Slavering and dreadful wargs will come when called by a Morruhk-hai. This functions just like calling a warhorse.
- Their dreadful wargs can bash doors when called and have a higher chance of listening to their commands.
- They can rent the slavering wargs in the Orc Caves at the Kennels south of the Great Goblin in Goblin Town.
- Slavering wargs have decent climb and swim and can follow into many areas most mounts cannot go. Easily the most flexible mount in the game.
- Morruhk Orcs can get a citizenship for free if they survive long enough to make it to Goblin Town, or NOC.
Zaugurz
The Zaugruz orc tribe is on a side all it's own, and is at war with everyone else. Including Sauron's other forces.
- Their only town is Zorc caves, north of Goblin Town or NOC (New Orc Caves).
- They are able to move through snow more easily.
- This basically means Zorc feet are 'effective vs cold', or then can move around as if always having the effects of snowshoes worn.
- Very much reduces moves used in snow rooms and Red Horn Pass.
- They possess heightened pain tolerance. The cold numbs them to injuries, allowing them to fight with reduced hindrance.
- When they have a deep or worse wound, Zorcs get reduced penalties to stats and abilities.
- They exhibit fearless resolve, rarely panicking or succumbing to fear effects, showcasing an unwavering determination to crush their enemies.
- They unleash frenzied bloodlust during battle, showcasing heightened agility and speed, allowing them to pivot and dodge through the battlefield with a relentless and predatory grace.
- They cannot cast spells at all and have no mana.
- They cannot ride or lead any mounts at all.
- They have access to no shops, but can donate gear to their Zaugurz masters. And request other gear in return.
- You can send gear up the mining cart, or request some gear from the cart. You have an amount of 'credit' for gear you donate to the cart.
- They can only see the narrates of other Zaugurz orcs.
- A Zorc will see all non-Zorcs in the room by their race name (e.g., *an Elf*, *Snarf the Orc*), even other orc tribes.
- Zaugurz orcs start with a citizenship to Zaugurz Orc Caves.
Trolls
- Stat: Str +7, Int -3, Wis -3, Dex -3, Con +4, Wil -3, Per -2
Trolls can make some of the most effective Damage, Hitter, or DPS warriors in the entire game, or can be good Tank warriors as well. They can even become useable tracking warriors. And they can ignore MANY of the issues that other races have to deal with, such as poisons, disease, wounds, worrying about food, etc... But for all of this power they have, they can suffer one of the greatest penalties in the entire game, Sundeath.
- They may not become immortal.
- They cannot cast spells at all and have no mana. They cannot practice mage or cleric spells at all.
- They have access to no shops.
- They do heavy damage barehanded.
- This grants access to a special Warrior skill called Unarmed Combat. They can attack and hit with just claws for decent damage.
- They have natural armour due to their thick hide. But can still wear other armour that fits them.
- They can bash without a shield, just using their great strength, large size, and bulk.
- They are immune to all poisons and diseases.
- They do not bleed from wounds at all. Wounds still impact and lower their stats.
- Troll wounds never worsen past (dirty), are never (suppurating), and never worsen to a deeper type of wound.
- They can eat almost any item in the game and entire corpses. Eating corpses fills them up for a couple of days.
- Eating a corpse also fills up your drink from the blood within the corpse. It's drinking and eating at the same time.
- They cannot ride or lead any mounts at all.
- They can not practice these Ranger skills: Bandage, Command, Leadership, Ride.
- They can not practice these Thief skills: Attack, Backstab, Dodge, Envenom, Hide, Missile, Pick, Piercing, Sneak, Steal.
- They have the ability to see in the dark without a light source.
- They suffer tremendous damage under sunlight, and can suffer Sundeath, which resets the troll back to level 1 from ANY level.
- A Troll will see all non-Trolls except Black Númenóreans in the room by their race name (e.g., *an Elf*, -Snarf the Orc-). The same applies for non-Trolls seeing Trolls.
- Trolls do not have any citizenships, but can do a quest to become a citizen of Dol Guldur. They do have 3 troll friendly rent spots.
- All Trolls can drain the blood from corpses to drink and fill skins with. Blood acts as both food and drink.
Cave trolls
- Cave trolls have slightly increased hit point regeneration. This bonus is increased when in a cave or tunnel.
- Right now it is assumed that they have +1 hit regen in general, and +2 hit regen in caves. This has NOT been proven.
- The cave troll regen appears to stack with being -comfortable or -very comfortable.
- Cave Trolls have huge bashes which may cause the victim to hurtle and collide with a nearby engaged target.
- The bonus bash seems to send the other target to be affected by bash disengage.
- The chance of landing the bonus bash is increased with your Dex and % praced in your weapon skill. It is useless vs a single target.
Hill trolls
- They deal extra damage to stunned opponents when wielding a one-handed or two-handed concussion weapon.
- Hill trolls do small bonus damage when using concussion weapons vs bashed targets.
- They enjoy storming into battle and get a higher offensive bonus when aggressive or berserk.
- They can burrow under certain conditions. There is a quest troll in the lower level of warrens that can give a Hill Troll only quest.
- The room with the quest mob is Grimy Little Burrow, and the quest giver is grimy hill troll. It is a multi-stage, 3 part quest to finish it.
- They can only dig one room holes, and only in rooms that are hills after doing the quest. You cannot dig in any indoor rooms at all. Nor forests, plains, etc...
- If you use the command burrow, you dig an exit down with a close able door on it.
- If you use the command burrow quickly, you dig an exit down about twice as fast, but with no door on it.
- Using borrow only uses up a few moves. It is a delayed command.
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.
- The chance to land the extra wild swing depends on Dex and your % in weapon skill praced. It is useless vs a single target.
- The wild swings can strike multiple opponents, but doesn't seem to matter on weapon wielded or using unarmed.
- Mountain Trolls can shake trees, push boulders, drag corpses, open doors, and dig with shovel at increased speed and reduced move cost.