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Newbie guide: Advanced topics

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Prompt is what you see next to your cursor when you press enter in the game. Prompt can be configured to display various things, such as your health, spell points, carried money and exp.

See 'prompt' to view the options and syntax.

Commands and aliases

You can create your own commands and aliases to ease your typing.

Commands are used for replacing existing commands. You can for example create a command 'la' for 'look at'. Commands do not replace parameters passed for the command, so in this example 'la dog' would execute command 'look at dog'.

See 'command' for more detailed help.

Aliases are meant for replacing words in arguments for commands. You can for example create an alias 'target' as 'goblin', and use the command 'kill target' which in this case would issue 'kill goblin' instead.

See 'alias' for more detailed help.

Combining the two examples above, you could now type 'la target' which would then issue the command 'look at goblin'.


In your character info, you can see Quest Points. These points are used for reducing the cost of Adventurer levels. Quests are voluntary.

See 'quests' for more information.

Advanced combat

Damage types and resistances

There are eight different damage types (or 'preferences'/'prefs') total. These are cold, fire, magical, psionic, electric, poison, acid and physical.

Weapons always deal a portion of damage as physical. Spells on the other hand deal their damage purely in the pref specified in the spell's help. Some spells might inflict damage in several different prefs.

For each pref there is a resistance. All players and monsters have resistances. The higher the resistance, the less damage a will be dealt with a weapon or a spell that inflicts damage of the same pref.

Monsters may gain complete immunity against a single pref. Players can not.

There are ways to find out resistances and alter them within various guilds.

Monsters of certain type might reveal their weaknesses. For example, a fire golem will probably be very susceptible to cold damage, but will likely resist fire damage a lot.


Monsters and players can be stunned in various ways. A stunned player or monster can not fight back, cast spells, use skills or move.

Stunning can be done with the skill 'stunning', that enables you to stun enemies with melee hits. Stun can also happen with various offensive skills and spells.

The duration of a stun varies. Stuns can also be lessened or completely avoided with various skills and spells.

Critical hits

It is possible to score critical hits with melee damage, if your character has the skill 'critical' trained. A critical hit will deal significantly more damage than a regular hit.

Parrying and dodging

Fighters may parry and dodge melee hits done by monsters with the skills 'parry' and 'dodge'.

Dodging happens automatically and is affected primarily by your character's carried weight and dexterity.

Parrying on the other hand can be set to either offensive or defensive mode. You can use the commnand 'parry' to set your current parry level. 'parry 51' will put you to maximum defensive mode, which means your character will focus on parrying hits rather than scoring hits. 'parry 0' will focus on scoring hits. You can specify any number between 0 and 51.

Parrying without a shield will divide your defence factor by three.

To set parry, you must have the skill 'parry' trained.

Memebers of certain guilds can even reflect skills aside, or tumble and avoid spells completely.


The most basic form of protection is armor. Armors have armour class what will reduce physical damage taken from monsters.

In addition to armour, there are several guilds that provide protection spells, from basic barkskins to greater invulnerabilities. The guild of Abjuration focuses on protection, while other guilds such as the guild of Paladins also have their own set of protection spells.


At times a spawned monster or NPC will be significantly more powerful than it would normally be. This is called a 'turbo'. A turbo will yield double experience points compared to an equal 'normal' monster or NPC.


Some monsters or NPCs might 'track' you, meaning if you flee from combat they will follow you. If you wish to be flee a tracker, you must run quite far, preferably out of the area you are currently in. It is also possible to cast spells like 'shelter' to prevent a monster or NPC from entering the room you are in.

Equipment and items

Binding equipment

If you kill a monster that has an wornable or wieldable item, you can bind to yourself to somewhat increase whatever bonuses it might provide. Binding can be done by a member of the Sorcerers guild. You must have participated in the killing of the monster or NPC that carried the item in order to bind it.

Note that equipment bound to you will lose their glow extremely fast when used by someone else than you. Others will also not receive the bonuses as the item is not bound to them. An item can only be bound once.

Bound items can not be unbound.

Item glow and decay

If you are able to see magical auras, you might notice that items have a specific glow. The brighter the glow, the newer the item.

When an item goes dull, i.e. loses it's glow, it will start to lose whatever bonuses and stats it has, eventually reaching a state where it is unusable.

How fast an item loses its glow is called decay rate. Some items decay extremely slowly, some extremely fast. Majority of items fall in between these two extremes.

An item loses glow when it is not inside a closed chest or locker. I.e., when you are offline your items do not decay, only actual game play does.

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