Player Infomation



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Table of Contents

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Races

Gnomes

Gnomes are peaceful creatures, with a sense of humor that only someone as stupid as a gnome could enjoy. Gnomes love gems, and they can cut them into fabulous shapes. The gnome racial guild provides a gemcutter as well as a bag full of stupid tricks to play on others, and some basic defense training. Gnomes get a bonus to their STR and DEX, but penalties to their INT and WIS.

Elves

Elves are an old race who serve the goddess Selene. Their history goes back farther then even they can remember. The elven guild provides training in a multitude of skills, including tracking, location sense, animal handling, and projectile weapons. Elves get penalties to their STR, CON, and DIS, and get a Bonus to their INT, WIS, and DEX.

Dwarves

Dwarves are roughly as old as the elves, and have just as rich a history. Most dwarves serve Rhea, goddess of the earth. There are many different clans and families dwarves can join. Each has it's own skills and attributes to offer it's members. Dwarves get a bonus to their STR, DIS, and CON, but penalties to their INT, WIS, and DEX.

Humans

Money grubbing, and drunk most of the time, humans are a loveable and common people. They worry about money a lot and have even gone so far as to form a merchant's guild where they can store their money and learn how to make more. Humans get no bonus' or penalties.

Hobbits

Hobbits love adventure and a good pipe. Their guild revolves around smoking, which they have down to an art form. Many of the tobacco blends sold at their guild have abilities well beyond the simple buzz most humans smoke to achieve. Not the least of these effects is to heal the smoker faster. (Tobacco that makes you healthier? Hmm.) Hobbits get bonus' to their DEX and WIS, and penalties to their STR and CON.

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Lay-Guilds

 

Order of the Red Raven

Located in Ratar, O.R.R. is the oldest of all the guilds. Most would-be fighters join it as a temporary guild till they are big enough to join an occupational guild. As a guild, it has much to offer potential members. One can train in most fighting skills to Superior Journeyman level, and O.R.R. also has a small selection of good weapons and amours that are always available.

 

The Gypsies

Persecuted and shunned by many, gypsies have learned and adapted to their harsh existence with a multitude of practical skills. They are quick with their hands and should be watched at all times. Gypsies are also good at remaining unnoticed, so be wary of that too. Aside from their propensity for getting their hands on things that don't belong to them, they are a mirthful and likeable people. You can find Gypsies in just about every walk of life.

The Scholars

One of the more unusual guilds, the scholars guild provides it's members an oportunity to express themselves to the entire mud in the form of books and scrolls. All the skills taught by this guild relate to the research of information about the world. Skills such as languages and herbalism are good examples of the kind of things taught there. Scholars teach no fighting skills.

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Occupational Guilds

Knights

The Knights of Phylos are a powerful military order that are sworn to defend the residents and merchants of Phylos. Fierce fighters, they posses fighting skills that are only rivaled by the Paladins. They are masters of sword and parry as well as armor and self defense, so not many cross a Knight lightly. The K.O.P. serves free meals and provides good weapons (at a cost) to it's members.

Paladins

Paladins are nearly as skilled as Knights, and also possess some magics granted to them by their respective gods. Some can heal themselves, others can temporarily raise all their stats. Others among the paladins can perform lesser magic. Paladins tend to be stiff and formal in general, and can become somewhat difficult to be around.

 

Druids

Druids serve Rhea, Goddess of Earth. They are magic users, not fighters, but can fight with their staves reasonably well. Druids seek to maintain balance. They are historically the arch enemies of all Tomorians. If one wanted to join this guild, one would have to solve the guild quest, apply to the head of the guild and be accepted.

Turn to Druid Page

 

Alchemists

Alchemists are by far the most involving guild I have seen. Different from all the others, in that, an Alchemist's power comes from the recipes he knows. Being an Alchemist is time consuming. One can expect to spend a great deal of time cataloging different plants and body parts for their effects in potions. There are potions for just about everything, so an Alchemist who is prepared can be a truly dangerous entity. Alchemist often consign their wares in Mandol's shop. Somewhere in their history, Alchemist learned the art of poisoning weapons, so be polite to them.

 

Barbarians

Ruthless and undisciplined, barbarians are the loose cannons of Muddy waters. They have no rules and even kill each other! They are the arch enemies of the Knights of Phylos. To join this guild one must be at least a Campaigner.

Rangers

Very little is known of these survivalists. They are rumored to exist in the Wilds.

 

Shadow Kensai

A group of monk-like illusionary warriors from the west, these individuals use no weapons or armor. Instead they use their empty hands and their magic of illusions to defeat foes. Kensai are also sailors and are rumored to live on the island of Twi.

 

Guardians

Guardians are the protectors of the floating city of Tormor. A close-knit military society, they and the Magi of Tormor make a truly formidable fighting force. Fortunately, Tormorians take little interest in mundane affairs. There are four kinds of guardians; Stone, Fire, Wind, and Sea. Stone are the smiths, Wind are the spies, Fire and Sea are both fighting sects. Fire concentrates on offence and is the best at fighting alone, while Sea are the defenders, they concentrate on defense and are true Gurus of protecting others. Sea are the best at fighting in groups. Guardians have the most varied skills of any of the fighting guilds. They all can repair their own weapons, do some limited magic, and protect others from harm to some degree. If one wanted to join the guardians, one would have to find Tormor, pass certain tests, and be accepted by the Master of Tormor or a High lord of the sect one wished to join.

Magi

Magi are generally secretive and suspicious of all outsiders. They spend most of their time researching powerful spells and trying to reclaim the lost powers of their fore-bearers. Most striking of all, Magi will generally not touch weapons of war or armors, so they are weak fighters despite their powerful magic. Many seek to become Magi, very few succeed. Only those who are dedicated, tactful and who persevere will be accepted.

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Newbie info

People are generally nice to newbies on Muddy Waters. So if you need help, just ask. Muddy waters has a Newbie Aid Group (NAG) They are identified by their rings, so look to them for aid. If you REALLY need help, and you see a Guardian, ask them. The guardian ability to protect others is very useful when hunting in groups. Which brings me to the next point.

Hunt in a group if you can! Not only is it a good way to get to know people, but also Newbies are MONSTER MEAT. The best way to avoid unnecessary death is to have someone experienced to show you around.

Sarah's Bar: In south Fiddich there is a bar owned and operated by a hobbit named Sarah. This is an excellent place to meet people in Muddy waters or to find help from someone experienced. It is also conveniently located near the Butterfly fields and the alchemist Mandol's shop. Both are good places for Newbies to gain experience.

You should also find a place to meditate and set your learning preferences. I recommend setting them to: STR=10 DEX=10 CON=50 INT=0 WIS=0 DIS=30 to start. This will make you tougher and also eventually allow you to assist your teammate with larger enemies (so you can get Experience for them). Of course, if you don't hunt with others, then you might want to distribute them differently. When you reach your third level in CON change your preferences to whatever you like.

AIMING: Aiming is good for attacking vulnerable areas on an enemy- but it causes your defense to be weaker, so aim wisely.

BRUTALITY: Since Muddy Waters is an LP mud, to really advance you will need to finish quests. Quest EXP is different from regular EXP; The ratio of quest EXP to regular EXP determines your BRUTALITY. The higher your brutality, the less EXP you get for killing things.

Vitals: V for short. This show various important information about your character. Including Your health, panic, encumbrance, and fatigue.

ENCUMBRANCE: This is how heavy and awkward the load you are carrying in for you. The higher your encumbrance, the more tired you become while moving around and the worse you fight.

PANIC: The more panicky you are the worse your attack/defense is in combat. If your panic goes up too high, you will run away.

FATIGUE: This is how tired you are. If you exhaust yourself, you can't move until you rest.

STATS: This shows your various statistics.

QUESTS: My only advise is examine and search everything.

Critical Stats Table

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General Health

Feeling very well

Slightly hurt

Somewhat hurt

Hurt

Feeling rather hurt

Very hurt

In a bad shape

Terribly hurt

Barely alive

Death's Door

Major Fatigue Levels

Alert

Weary

Tiered

Exhausted

Major Skill Levels

Student

Amateur

Layman

Acolyte

Journeyman

Craftsman

Professional

Veteran

Master

Guru

Major Brutality Levels

Pacifistic

Meek

Touchy

Brutal

Violent

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Sub-Skill Levels

Novice

Junior

Apprentice

"base"

Confident

Seasoned

Expert

Eminent

Brilliant

Superior

Encumbrance Levels

Lightly burdened

Burdened

Encumbered

Heavily Loaded

Over Taxed

Collapsing

Mortal Levels

Novice

Apprentice

Initiate

Adventurer

Campaigner

Champion

Elite

Savant

Noble

Adept

Peer

 

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Just a little background information about this page: All 3D models seen in this page were constructed using Simply 3D v3. Some of these models had files as large as 120 meg. Building theTormor model took me weeks and each screen shot took up to 8 hours for my pentium 133 to render.

By the way, If you want to contact me about this page then mail me on the mud. Mail "Collin". I am open to new ideas for this page, or if you have a picture or drawing that would look good here.