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Table of Contents
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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 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 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.
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 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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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.
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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KnightsThe 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. |
PaladinsPaladins 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. |
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DruidsDruids 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. |
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. |
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BarbariansRuthless 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. |
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RangersVery little is known of these survivalists. They are rumored to exist in the Wilds. |
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Shadow KensaiA 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 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.
MagiMagi 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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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.
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General HealthFeeling 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 LevelsAlert Weary Tiered Exhausted |
Major Skill LevelsStudent Amateur Layman Acolyte Journeyman Craftsman Professional Veteran Master Guru |
Major Brutality LevelsPacifistic Meek Touchy Brutal Violent |
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Sub-Skill LevelsNovice Junior Apprentice "base" Confident Seasoned Expert Eminent Brilliant Superior |
Encumbrance LevelsLightly burdened Burdened Encumbered Heavily Loaded Over Taxed Collapsing |
Mortal LevelsNovice 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. | ![]() |