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ZombieMUD is a MUD (multi-user dungeon), a text-based free online role playing game.
Online since 1994, ZombieMUD is based on a hand crafted,
unique medieval fantasy environment with complete freedom of choice.
Play now or read our Newbie guide. For more in-depth details about ZombieMUD see the General information page.
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Recent Updates to the Game:
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| Jan 22 by Rockki |
Certain items having had the ability to not decay at all have now lost that property forever. |
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| Jan 22 by Rockki |
The djinni shardcrafter can now 'extract' all shards from ANY item for a fee. The shards will be very slightly reduced in power during the process. |
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| Jan 22 by Daln |
Teros, God of Entropy, has decreed an end to infinite restoration. Magical items now carry restoration budgets - when exhausted, items permanently lose fade resistance. Repeated restoration weakens items until they become irreparable. The age of endless renewal is over. Plan your restorations wisely, for entropy always wins. |
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| Jan 22 by Rockki |
Free reincarnation now available in stat training room for members of converted races that have trained stats. Should you prolong your reincarnation for too long, a less free reincarnation will be forcibly imparted upon you with a random guild/race configuration. |
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| Jan 22 by Rockki |
As the game has evolved, it now offers many more experience sinks and player progression options. Additionally, stat values have gradually increased over time through various systems.To better balance these changes, we're phasing out access to the legacy stat training room for converted races. Players with converted races will no longer be able to train stats for experience at the stat training room. This change helps maintain game balance while preserving the distinct characteristics and progression paths of converted races. |
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| Jan 21 by Daln |
Bard instruments will no longer automatically drop all their active songs if an enchantment is applied or removed to it. The instruments now also supports displaying any active enchantments applied to it. This change becomes active at next reboot. Report any issues related to this to me. |
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| Jan 20 by Rockki |
The djinni shardcrafter is now able to 'detach' shards from items that hold too many. |
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| Jan 19 by Rockki |
The ancient masters residing in ZombieCity will now exchange pieces from the arsenal for suitable tokens. |
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| Jan 19 by Daln |
The blocks of ice in the fight vs Xytherix should no longer interfere with healing. Report any issues to me. |
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| Jan 18 by Rockki |
The logic by which multiple shards were embeddable on a single piece of item depending on how many item slots the item took has been removed. Going forward, items will either fit two shards or have a custom maximum number set. Any items violating this rule will become unusable in the near future, and a way to detach the shards will be provided. |
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| Jan 16 by Daln |
Orcs now sustain razor edge, lightsword and silver sheen more efficiently. Their bloodforged physiology naturally channels aggression into weapon enhancement, reducing mental strain. Investment in sanguinary sight deepens this synergy - raw warrior power flows more freely when precision guides your blade's edge. |
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