Tekel’s Advice for young warriors

Introduction to the Warrior class in MUME

I have a deep love for the warrior class.  I love that they can take some hits, and be a little more carefree as they play. The warrior is a great group player, and a great class to learn the game. You can enter areas or get hit by mobs, and figure the game out. As a warrior you have the ability to test mobs and players and not have to worry too much about dying or not getting away. You have the most health points and movement points naturally available, which at lower levels is extremely valuable. At legend level you can eat a bash or two from a high level *Troll*, or you can eat 2 or 3 fireballs, or a couple harms, or maybe even a couple of backstabs, and still be able to get away and survive. Other classes are more fragile in that they cannot take the same amount of damage in the same way, and have to play more carefully, and pay more attention. As a caster, you have to be watching your armor spell, moves, and hps at all times. As a thief you need to be watching your moves as they will go low fast. Warriors can hit hard and as a part of a group, they can be devastating, but they also get hit…..alot.

There are difficult things about warriors as well. While you have higher health and moves, at higher levels like 18+ your advantages begin to disappear. Thieves/scouts get backstab which helps them xp very fast as well as gives them access to harder mobs and better gear. They get great db, can enter dangerous areas with lots of mobs and not get hit due to sneak and dodge. Casters get powerful spells and incredible versatility. They get earthquake(good aoe), charm(good buffers and damage), crowd control blind/sleep, teleport/word of recall, block/break, and eff vs man*, eff vs orc* spells and high damage spells like harm and fireball. Not to mention sanc, shield, and armor spells. Their armor spell absorbs significant amounts of damage(I would guess 200hps or so), and they can wear the same metal armor and wield the same heavy weapons as you. They can recast their armor spell very quickly in order to take heavy hits from dangerous mobs at only 25 Mana cost. Because of the versatility available to magic users, and to a lesser extent thieves, this means that xp, higher level areas and content are not available to the solo warrior which makes solo xp extremely tedious. And as for pk, you can learn and survive, but it is doubtful you can kill anything solo. You cannot block or trap your opponents in closeable areas and they can trap you. You could pick a door slowly, but your ability to gather things like scrolls and other legend level eq as a solo warrior is minimal. Magic users can easily gather scrolls and other eq. They likely have rocks to break doors, and they can also block you in. They might have some charmed beings ready to kill you. If you are pking, you have to consider the possibility that you are being bated and trapped. It is rare that you will meet a solo warrior or thief, and to have a fair fight between the two of you will be even more rare. If I met a solo warrior, I cannot imagine a scenario in which I die to him without it being a trap. The more you pk though, the more you will get to know certain names and players and know their style. Some trap, and some play solo. I assume that most of the people I play against have faster link, (mine is around 250ms) more experience, more eq/scrolls/rings/etc. It feels pointless to go into something like that as a solo warrior with nothing but weapon damage every 1.5 seconds. The name of the game for warriors seems to me to be survival and grouping. You are good at that, but killing… will be difficult.

In this guide I will be talking only about traditional MUME warriors. I do not have too much experience with combos, playing as a troll, or as a beorning. All 3 require of the above are played differently than the traditional metal wearing warrior I will be discussing here.


On the puke side you can make whatever race you want. elf, half-elf, human, dwarf, and hobbit. So now you have to decide what kind of a warrior you want to make. In a group, your warrior can fill the role of the tank or of the hitter/basher. This role can change depending on the equipment you wear and with the adjustment of mood while in game. I would argue that due to starting base abilities and racial bonuses and maluses, that the best races for warriors on the good side are dwarves and men. The main reason for this is that the other races start with a malus to the strength statistic. I consider strength to be the most important base ability due to its influence on what you can and can’t wield as well as its major contribution to almost all of your warrior skill %s. You need 18 strength to wield the highest damage weapons, and because hobbits start with max 16 strength, that is a -2 malus to strength, a hobbit will not really ever be able to wield the highest strength weapons without additional strength bonuses, like the strength spell or ring or herblore. Not wielding the heaviest most damaging weapons will reduce their damage. In addition, lower strength means lower carrying capacity, and less ability to move without being encumbered. A hobbit warrior will not want to wear plate, or if they do they need to manage their moves. Elves and half elves also start out with -1 malus to strength. Unless you are wanting to make a defensive warrior, or making a role play character, I would stay away from these 3 races for a warrior. This is not to say that a Hobbit warrior modeled after Samwise would not be successful and fun defensive slashing or piercing, and chain wearing warrior. It could be both successful and fun but it is not as simple and straight forward as with stronger races. For the evil side you have only the choice of orc.


When creating a warrior in MUME I would max strength, which would give 18 str for the man, 19 for the dwarf, and 20 to the orc. The second most important stat is dependent on your play style. Conventional warriors will also have max or max -1 constitution. Constitution gives you hps and contributes to the endurance skill, the weapons skills smite/concussion, and your swim skill. After strength and con comes dex and wil in importance. This really is a tossup between dex and wil because dex influences the bash skill, gives dodge bonus (like +2 db per point in dex), and moves, as well as it affects alot of other really useful skills like parry, dodge, etc. You will generally be fighting mobs that hit and not so many that cast. Wil does not give dodge, and it is supposed to help with spell save. I have come to feel that in general, dex is more valuable than wil because you can see spells being cast and flee out to avoid them, but in the chaos, high dex can help you flee and dodge vs mobs and charmies all trying to hit you. All that to say I would try to keep dex generally higher than wil with anywhere between 14 and 16. And will a little lower at around 12-15 depending on the race. For orc I would try to get 12-14 will. For dwarf I would put WIL around 14-15 due to racial bonus of will, and for man 13-14. But, feel free to play around with it. You can always train it  up or down, or reroll your character to something with less or more WIL. WIL influences your endurence skill, a bunch of ranger skills (swim, ride, climb, wilderness), which affect mobility, and it also has minor influence on weapons skills (pound/smite), and bash. Next important is perception (per). It has a huge effect on how well you can learn the track skill and has some minor influence on the warrior skills of parry, slashing and stabbing. It also gives you more chance to find a gap in armor during a fight (it is a strike that bypasses armor fully), and may also aid in situational awareness, like noticing sneaking or hidden mobs, etc. If I am not making a thief character though, I consider perception of lesser importance than dex and wil, and so for many of my characters it is low. For warriors though, I would try to keep it in the range of 11-14. The last two abilities are INT and WIS and I would prioritize INT as it contributes to your tracking skill %. You can play around with a stat generator here https://mume.schimmelmann.us/stats.htm

Skills and Practices

Upon creation of your character you will get practice sessions (pracs) to spend. I like to put 6 pracs into warrior guild every level until level 10 or so. 2 into your weapon of choice, 2 into parry, and 2 into endurance per level. The other practice sessions (1 per level) should go into swim, climb, bandage, ride, wilderness, dodge. After you have 3 pracs in swim/climb/band, and 10 in ride, and 10 in dodge, focus on maxing wilderness. At level 10 you should start to put practice sessions into bash until it is maxed out. At level 15 try to get pick(3-4 pracs/30%), some cure light (3-4 pracs/30%), and bless (3-4 pracs/30%) Bless spell is useful, but can be replaced by a ring at a higher level. At legend, you can play around with where you spend your practice points. I would spend anywhere from 41 to 50 pracs in endurance at legend, 10 or more pracs in dodge, 3-8 pracs pick, max wilderness, track (whatever it takes to get 70%-90% depending on your choice and play style), superb in weapon skill (usually this is max, or max -1 or -2 points. Max bash. I would get parry to the closest 5%. If you max it and it is 98%, I would train it down to 96% and put the pracs somewhere else. Your pb will stay the same from 98% to 96%. You will probably want some rescue. 5 pracs is enough to start with. If you group often you might consider getting more. At legend I like to have max ride if human. If you are a dwarf I would still get some, but maybe only to 70% or 80% or so. Swim and climb at whatever you want.  The good races have more pracs so they can more easily reach 90% which would be  about 9 pracs each. For evil characters I would leave it around 50% – 70%. I would get your bandage to 30 or 40% this is 3-5 pracs. After these basics, it is up to you to practice into other things. You can experiment with the missile skill. 6 pracs can get you to around 50% missile skill and can be worth it to help boost damage. You could also invest in some other spells like detect magic, strength, protection from evil, shroud etc. Just watch what it does to your ob, db, pb, hps etc. If you sink 5 or 6 pracs into strength spell, you may see a drop in some things, but when the strength spell is up you will also see db and ob rise. So it is a trade off in most cases for what you lose and what you get. You will have to decide and find your balance.

Skills outside of the warrior guild that I have found most useful and fruitful are below.

These are almost necessary. cure light, bless, pick, dodge, detect magic. These spells make life so much easier. The spells give you a use for your 50 or 60 mana. You can count on curing 5 or 6 times and that is 50 or 60 hps. The bless spell can be replaced by a ring these days, but if you don’t have the ring, I would consider getting the spell till you do have the ring. An extra +5 ob is very nice and useful. Even just 3 pracs in pick can help you immensely. Picks and keys are some of your only chance to get people in closeables. Dodge… you really need some. I would consider at least 10 pracs, but get some at least. Detect magic will help you when shopping, or examining others and their equipment or looting your enemies. The rings/belts, magic items will glow. Very much worth the 2 pracs or so that you spend. You will also see if someone has cast a spell in a room you walk through. That will give you a heads up of who is around.

Take or leave according to your style. kick, missile, envenom, attack.

Kick- People use this only ever to finish off their incapacitated enemies. It will hit them 100% of the time and very quickly, so that you finish your enemy without having to wait for your weapon to hit. 1 prac works.

Missile- can be a good way to boost your damage. It adds to your weight, but without it your only damage is from your weapon. It is nice to have another way to damage. 5 or 6 pracs will get you around 50 % skill. Get more if you like it.

Envenom- It just gives you another way to sneak in some extra damage or a surprising element. The problem is that poison does not always affect on your enemies, and it can be alot of work to prepare before hand and envenom 20 arrows, and there is always the possibility that you poison yourself in which case you need antidotes on hand. Another issue is that antidotes are pretty common and remove poison is quick and easy to cast for all casters. I have found that not all orcs will have antidote on them, because they are naturally resistant, and so a little more careless in making antidote. A good use for poison is to target charmies, and mounts. People usually see when they themselves are poisoned, but don’t always notice their mounts and charmies. In the middle of a fight, they may not notice or have the chance to cast the spell on their charmie or mount.

Attack- is a way to increase the attempts you flee per round. If you employ a hit/flee tactic often, the the attack skill will help with the attempts to flee portion of your hit/flee. It would not be alot, but you might increase your chances from 1 per round to 1.3 attempts to flee per round for example. 3 or 4 pracs for 30 or 40 %.

Other skills that I have tried or would try are: sneak, strength spell, hide, protection from evil, remove poison, shroud, armor

Sneak- I have never tried, but I would be willing to give it a go especially if sneak gives me a free smite, or an effective smite. It requires some testing, but I doubt that my warrior would get more than a 70% sneak, and I would have to see how often it fails vs what I gain.

Hide- I think would be less useful than sneak, but it may help in pvp to give you a rest and a place to get some more moves and health in dangerous areas. If there are aggressive mobs around, your enemies may not get a good chance to track you, or they may end up taking some extra hits that you don’t take from mobs, or if your tracks disappear they may think you have no track boots and move on.

Strength spell is certainly nice to have, but as a pure warrior the strength spell will be costly to get, it will not give +2 strength consistantly, and will not last more than 8 minutes or so I guess. Besides, these days there are other ways; strength ring which takes a group and a quest to get, or an herblore which I think would be an easier option to go for.

Protection from evil- This spell would hopefully make it so that you don’t get instahit by some mobs. I am not sure about neutral mobs like mother eagles. If it does not work against them, it may not be worth it. It is also quite costly at 20 mana I think, but it is a level 4 spell, so why not give it a shot and see if it works.

Shroud- Is a similar idea to protection from evil. It keeps you invisible to low level mobs that may hit you. Bears/boars/wargs, and maybe some low level orcs. It gives a nice +10db when it is up, until people break it by trying to hit you. It is a level 5 spell, with a mana cost of 5 so it is probably worth a try too.

Remove poison- I have tried to have this, but it is a higher level spell, and antidotes are not that hard to mix. Give it a shot if you want, but also remember the herblore. Alot of these low level spells can be compensated for with herblores, the problem is gathering and making. Also, if you are in a prolonged fight vs someone with spiders, you may get arachnid more than once, and so you need to have multiple, maybe 3 + antidotes available. You really don’t want to get caught without it against someone who does envenom. It can be deadly.

Armor- Is a low level spell, and so is tempting because it is awesome. Just remember the more spells you practice the more of a combo and less pure you become. You will lose hps and ob the more spells you practice and as always make the character you want to make and play. I would say though, that in general, most people that play pure warriors do not have this spell practiced. Your stats do not really cater to practicing armor low level though it is. You may end up with a 30 or 40% armor spell. Could be fun to try it out though.

Methods and Advice

This is a section about what has worked for me, and what has not. I am not a super experienced player, so my commentary….well, it is what it is.

Weapon choice- For pk I would try to find the highest damage, most ob weapon I can get a hold of. I would even say I value good 20ob high damage smiting weapons over the 20ob weapon and +20pb shield alternative. For xp I would also argue that your weapon does not matter too much. In most cases it is a trade off for how hard you hit and how hard you get hit. There is a defensive option of staff for two handed parry bonus. It is probably -5 pb from your average shield/sword option, but it also hits for next to nothing. For sword and shield there are many options. You could go for high defense and get the +10pb swords (dunadan blade and ebs/dark broadsword) or for higher offense and go for +20ob steel claymore. Swords give alot of versatility for solo or group. You could go with spears or a smiting spear and rely on keep at bay to get your hits. That means high ob because, landing a keep at bay depends on high ob. You want to flee out and go back in or for the mob to follow, and keep at bay again, giving you repeated hits on your target without them hitting you. It is possible to take on some hard mobs this way, though it is not always this easy or simple.

Hit/Flee has been a tactic that has worked very well for me. There is a thing called approach, and weapon delay. Sometimes, when you try to hit, it takes you some time to approach your target. This seems to be longer for smiting weapons. But in general, the idea with hit/flee is that you will be trading hit for hit, and if your weapon hits harder you will come out on top in the fight. As a warrior you often don’t want to hang around too long in a room. Casters will try to cast and get off spells, mobs and other players will try to land a bash on you, and generally it is not a good idea to just sit in the same room. You do not want to eat spells, or bashes or let parry split take effect and get hit while your parry is lower. People hit/flee as a matter of course. If you are going to do it anyways in pk, you might as well use a smiting weapon while you are at it.

Bash/shoot- bash/shoot has been a fun way to change and hopefully improve your damage while your opponent is bashed. It is possible for a warrior with a good bow to land 2 or 3 arrows during a bash. It does not compare to 2 or 3 stored quakes, or 2 harms, but its a little something extra than just 1 or 2 weapon hits.



As for equipment, usually money can get you a pretty good set.

Forest green cloak(+5 move regen, +5 db)- can be found close to Grey Havens, or on Eoggha, or sometimes in the elven hunters hut east of Rivendell, or Mountains of Mirkwood corpse, or in skeleton near Mrak, or for sale for 3 gold or so in most shops.

Majestic golden mantle(+5 move regen, +3ob)– you have to kill majestic lion in Brush.(very hard for a solo warrior) Then have 50 gold ready and go to Fornost tailor. Give him majestic golden fur and he will automatically take 50 gold and make majestic golden mantle for you.

Fine metal breastplate– loads on the old wight e of Bree and also on Gumak in Redhorn caves. Use it and sell the rest to make money.

Gilded round shield (+25pb) – sometimes it loads on the gilded ghost east of Bree. You can get the shield off of him or in the armory in Bree or Rivendell for 13 gold or so. Warrior with pick/bash and climb can get to the mob pretty easily. Others without bash/break door have to find a key and go through some muddle.

Bejewelled shield(+30pb)-is rarely for sale in Rivendell. It can be bought for 50 to 110 gold depending on condition. Or can be looted from Bloodwight.

Metal Wall Shield(+27pb)- easily obtainable. It loads in hidden bn eq east of abr and south of brolg.

Smooth black boots(-move cost on foot)– for when you are on foot, load in skeleton south of troll warrens,

Black padded boots(-move cost on foot and a little armor)– can be looted from blood-thirsty orcs in dunland, or from corpse on a path heading south from the main road through the Misty Mountains.

Great Helm- can be looted from huge olog in troll caves south ABR. But it and the other fine metals can be bought for 10 gold a piece or so. That is gloves, vambraces, greaves, and boots.

Spiked metal helmet-almost as good as great helm, can be looted from orc warg-riders S of Rivendell and N of Brolg.

Broad silver belt- can be looted from Wight captain. Solo thief or mage with charmie or a group of two legends can get it. Sometimes its for sale at Rivendell for 25 gold.

Gleaming belt– butcherd from scaly beast, or for sale sometimes for 333 gold.

Picks– Blue mountains for sale, but must be a citizen to go down past the guards. For sale in Tharbad. Just watch out for enemies. Loads on some mobs like trapper N of Tharbad, creature in underground cavern southeast of Lorien, orc assassins inside of noc and wnoc. Those are the most easily accessible ones that I know of.

Herbal Kit– can be found for free N of Forlond, or on hillman chief, Niuldor corpse or for sale in shops. Pretty easy upgrade can be obtained from Niuldor e of Anduin river. Get elderberries in Fanghorn Forest. 1 is enough. They decay after something like a real life day. Go to librarian in Lorien. Say or ask librarian parchment. Take parchment Niuldor, Give parchment, wait, and give berries. He may reward you with kit upgrade or with gold. For orcs/bns, you have to bring rare herblore to WNOC shaman guildmaster. I think antidote/arachnia lores work. Then you have to bring him some rare herb. Ginseng/Foxtail or some such.

Ruby-can be bought in Forlond, Rivendell, and Lorien jewelers.


The good weapons can be tougher to come by, or alot more expensive. As a warrior you will only want the best.

Smiting- These will be the hardest hitting weapons, and if you find yourself fighting someone who is wielding one you will find out just how hard they hit. There is a nice thing about two-handed weapons, that their weapon type matters. Two handed spears will keep at bay and be eff vs riding. Two handed maces are effective vs metal armor. Two handed axes will be eff vs wood etc.

Burnished Hewing Spear- This is my favorite of all weapons. I like spears in general way better than swords. That they are finally good in mume is fun for me for RP reasons. This smiting weapon not only hits hard, but it also gives chance to keep at bay. So even vs other smiting weapons that hit harder, this spear is faster, and gives a chance to keep at bay. It loads on a roaming dunlending camp that shows up east of wyrrda in the plains during late spring or early summer. It is soloable by a smiting hit/fleeing warrior, it just takes time.

Great Warsword- Very high damage per hit, but also very slow. Great if you walk in groups and you get a hit on someone who is parry split. This can be devastating in the right circumstances. I am not sure where it loads, but I usually see it for sale in shops for about 50 gold or so.

Spears- I like using spears on warriors. I love keep at bay and spears do extra 25% damage vs targets who are riding. Keep at bay depends on ob so I would stick with the highest damaging most ob weapons

Blackened Spear(+20 ob, -5 pb)- easier to buy than to make in my opinion. To make it you need to kill Nagash e of Noc and w of carrock and it is behind a door that takes something like 24 or 30 strength to open. Loot his black metal staff. Then you have to find a glittering spearhead. It loads on some corpses around vale, but rarely. Then you need a piece of mithril found only in moria. If you have all you can go to Angdil in Rivendell or Grachalg in DT as darkie and “mend spearhead” and he will make blackened spear. Or you can buy it for 84 gold or so. It is usually available in Rivendell Armory.

Giant Spear(+15 ob, -5 pb)- still good damage, and you dont have to enchant it to get the 15 ob. It loads on a level 15 or so mob in the misty mountains, but is usually for sale in most shops for 1 gold or so.

Steel-tipped spear/Steel shafted spear- they are ok options, but in my opinion not as good as the above. Steel tipped spear has +20ob only if you get it enchanted, and not as much damage as giant spear. Steel shafted has good damage but only +10 ob and only if you get it enchanted, and not as much damage as giant spear. Not worth it in my opinion, but they are good options if you want spears and lack 18 strength for the better weapons above.

Swords- for those more defensively minded. Usually give 0pb or +5pb, or if you can get engraved broadsword or dunadan blade +10pb. Faster but not as damaging. Good for tanking, and taking on multiple opponents at a time. This class of weapons also has the most legendary weapons.

Steel claymore(+20 ob, 0 pb)- I think you can get it from Saruman in exchange for power magic items. I sometimes see them for sale in Rivendell or Bree. They can be bought for 50 gold or so.

Jagged edged scimitar(+15 ob, 0 pb)- unenchantable. If you cant afford the steel claymore, this can be bought for 1 gold or so in Bree or Rivendell.

Other swords falchion, broad scimitar, serrated scimitar, longsword, etc. must all be enchanted to be as good as or better than jagged-edged scimitar. If not they are worse. As already mentioned, if you are tanking then Engraved Broadsword(ebs), or Dunadan Blade are good, but they are difficult to get and rarely on sale in shops for 40-50 gold.  Both however do less damage than jagged-edged scimitar. EBS can be looted from Bloodwight, and Dunadan Blade from the kraken in Old Fornost.

Maces/Hammers- this is an extremely popular weapon choice because it does extra 25% damage on metal armor. Alot of people wear metal armor including casters.

Ornate warhammer(+20 ob, -5 pb)- this is probably the most sought after crushing weapon. It can be looted from a Muranog in moria, or sometimes bought in shops for 120 gold or so.

Engraved Warhammer(+20 ob, -5 pb)- rarely in shops, sometimes loads on spirit knight, some south and west of Morthan Blacksoul on Greenway. Less damage than ornate, but almost as good, and much easier to aquire. Easy for thief, doable for warrior with decent eq. Hit/flee all the slaves first. Climb up and rest until full. Then hit/flee or bash knight. When I beat it on warrior I was smiting (may have made the difference) and I ended pretty low.

Heavy Morningstar(+20 ob, -10 pb if enchanted)- cheap, but its not always easy to get a max enchant. Ask around and get it enchanted if an enchanter is on.

Axes- axes are a decent weapon choice, especially for dwarves who gain +5ob if they are on foot wielding axes. They are fast and do large amounts of damage. They are effective against anything wood. These are sometimes the best weapons that some orcs can get their hands on.

Mighty Dwarven Axe(+15 ob, -5 pb)- known as mda. will sell for around 13 gold in shops. It is fast to swing and does more damage than most other weapons. Can be looted from dwarven tombs in eregion east of oie and west of tall orc and north of the road.

Darkened Orkish Axe(+15 ob, -5 pb)- slightly slower than mda, but does more damage, and in my opinion is the better weapon. It can only be looted by darkies from a tree in fanghorn. It is in the middle of the forest and all north. Darkies beware when entering this forest.

Some Comments and Warnings- Something to be aware of always is your movement points. When I have died to other players, often it has been because I went moveless. As a matter of course, people will attack your mount to get you on foot. If you cant find another quickly, and you are not careful, you could run out of moves because of the 120+ lbs of eq you are wearing. If you are being chased and do not want to fight and are mountless, I would consider removing and hiding my metal equipment and trying to run for it. You will make it alot further if you are not carrying a bunch of eq. You should be aware of friendly mobs around, as well as where the nearest horses/wargs are. Be careful with casters. You may feel that you have enough hps to survive a spell, but all of them can store 2 fireballs or 4 quakes and some of them can store more. If you are bashed or unable to flee, that amount of damage could be anywhere from 150 to 200 hps or so. Never count a magic user out of the battle even if they are bad or awful, your life can be over very quickly even if you are only hurt/wounded. Just be cautious.