Everything in the game
The complete list: every system that is live right now, not a roadmap. Features is the short version of this page, our custom client shows you what it all looks like, and the wiki is the long version of every line on it.
1,410Rooms
300+Spells
11Professions
13Peoples
55Skills
259Creature types
722Item designs
51Feats
On this page
Building a character
- Eleven professions: Warrior, Rogue, Monk, Ranger, Bard, Paladin, Wizard, Cleric, Empath, Sorcerer and Savant. Each has its own aptitudes, training profile, magical access, and signature play; the Savant alone speaks the incantation grammar.
- Eight peoples: each with its own stat spread, health curve, and place in the lore, from the deep-banked Dwarves to the wandering Half-Elves.
- Eight attributes shaped at creation, with a common floor, a shared point budget, and two calling aptitudes that sharpen as you level.
- Fifty-five skills bought from one Training ledger at any inn: weapons, armour, Evasion, the spell traditions, Stealth, Lockwork, Survival, Bargaining, Attunement, and the lores.
- Appearance you author: features and a written description others read with LOOK, plus mirrors in town if you want to see yourself.
- Character select: several characters per account, switchable without a new login.
Combat
- Fortune-driven combat: Attack against Guard, weapon matchup, a readable outcome score, and rare surges at either end of the roll.
- Five stances and four postures: assault, press, ready, brace, shelter; standing, kneeling, sitting or prone. Each changes real decisions on both sides of a fight.
- Recovery, honestly priced: every action costs time you can see ([Recovery: 4s]), and heavier gear costs more of it.
- Wounds by body area: limbs, head, organs and nerves take their own damage, with bleeding, scars, and a HEALTH readout that names what is wrong.
- Telegraphed attacks: the most dangerous creatures wind up visibly and give you seconds to answer with the right verb. Break the windup and the blow never lands.
- Combat techniques: sweeps, feints, weapon-stripping, charges and more, on their own stamina economy.
- Multi-opponent combat: FLURRY rains a real swing on every foe in reach; reach grows with training.
- Ranged and thrown weapons with their own aiming, ammunition and recovery.
- Stun, fear, root, blind, bleed and the rest as first-class states affecting you and what you are fighting.
- Creatures that use everything you do: 259 creature types that cast, ambush, flee, call for help, and fight in bands.
- Death is a setback, not an ending: you fall, you can be dragged, and the Chapel of the Undying Flame or a friendly cleric brings you back.
Magic
- Deep catalogues across thirteen circles: Breath, Vein, Coal, profession wheels, and a found tradition nobody teaches. Circle ranks unlock authored workings rather than the first N entries of a sequential list.
- Prepare and cast: PREPARE 3310 then CAST, or INCANT 3310 kobold to do both in one breath. The catalogue code is an address; rank and mana are separate values.
- Three ways a spell can resolve: bolts you can dodge, wardings resisted by will, and manoeuvres that take your footing. Some spells refuse to roll at all.
- The incantation grammar belongs to the Savant alone: learn words, not spells: four elemental domains three tiers deep, spoken in combinations the engine resolves live, including ones nobody wrote down. Fuse two elements and see what happens.
- Scribe your own: find an incantation you love, SCRIBE it onto a scroll, name it, and it is yours to cast or sell.
- Sustained songs for bards, held while sung and dropped by a stun.
- Enchantment and magic items: wands, scrolls, charged items, and gear whose material actually matters.
- Healing as a played system: Empaths remove another's injury as borrowed burden, Clerics call back the dead, and Bind/Knit/Renew remedies give everyone triage tools.
Progression & the Saga
- Levels 1 to 100, crossed automatically the moment the experience lands.
- Experience that lands now: hunting, service, and work advance you immediately; death leaves grave chill that a share of future awards must thaw.
- Experience for honest work: healing, boxwork, raising the dead and the other service arts all teach, so a support character progresses by supporting.
- Fifty-one feats: a permanent record of what you have actually done, from first kills to deep-water crossings to duels won.
- Titles earned four ways: a rank ladder from Novice to Phoenixheart, six epithets on each profession's road, guild masteries, and the marks your feats award. Wear the one you like in front of the world.
- The Saga: a campaign in seven arcs that points your session somewhere and never forces it. Steps note themselves as you play; what lies ahead stays hidden until you reach it.
- Embermarks and shrines: offerings that burn away most of the next grave-chill.
Guilds
- Four guilds, twenty ranks each: the Rogues' Guild in Emberford, the Warriors' Guild in Lanternwatch, the Hearthwardens behind the Coldhollow chapel, and the Verderers at their lodge outside Emberford's north gate. All open at level 5 and charge weekly dues.
- Guild rank is real power: rogue ranks buy locks, traps and pockets at half price; warrior ranks feed the manoeuvre economy; Hearthwarden rites feed straight back into casting; Verderer trails sharpen foraging, skinning and tracking, and rank ten opens the lodge kennel.
- Dues you can fall behind on, and standing you can lose.
The world
- 1,410 rooms, hand-written, from the hearth-town of Coldhollow to the Wyrmcrown at the top of the ladder. Every one of them with something to read.
- Twenty-odd named regions: Emberford and the road, Runmede, the Highreach and Lanternwatch, the Deep Delvings, Hammerdeep, the Marchhold, Brinemoot and the wrack-coast, Kingsholm the drowned isle, the Reaver Skerries, the Veins, and the Frostspine above it all. The world atlas walks every one of them: story, level range, and what hunts there.
- A ladder from 1 to 100: every band has somewhere built for it, and the endgame is a real place rather than a number. Where to hunt, level by level lays it out.
- A day that turns in about 96 minutes, seasons in the far-north pattern, and weather that arrives rather than being posted.
- Darkness that matters: some places need a lantern, and forgetting one is a decision the world will honour.
- Terrain that gates: climbing, swimming, ice that slows everyone, doors that lock and keys that open exactly one thing.
- Travel that respects your time: TRAVEL walks a known road for you, and a ferry runs the water crossing on its own schedule.
- Hidden things: searchable rooms, concealed exits, and puzzles built out of ordinary verbs rather than special cases.
NPCs & a living world
- 161 townsfolk with drives and memory: hunger, weariness, mood and danger steer what every NPC does next. Nobody stands on a mark reciting a loop; the herbalist you helped remembers, and the urchin you crossed remembers too.
- A real AI behind them: a language model running on the game's own hardware weighs each NPC's interesting moments and writes their lines live. No cloud service is involved; your conversations never leave the building.
- Talk to anyone: TALK gets an answer written for that moment, in that person's voice, shaped by everything they remember about you. Animals answer in body language; the rooster replies in struts and sidelong looks, never words.
- Memory is individual: affection, fear, trust and familiarity, kept by each NPC about each character they meet, growing with kindness, souring with harm, and fading honestly with time.
- News travels without you: a gossip network carries your deeds between taverns. Ask a stranger about another player and they may well have heard.
- People keep hours: the smith is not at the anvil at midnight, and that absence is the feature.
- Ambient life: rooms that speak up on their own, tuned per place, season and hour.
- A wandering trader who is somewhere else tomorrow.
- Creatures that populate honestly: spawns tied to place and band rather than a respawn pad you can farm blind.
Money & trade
- Shops that feel like shops: stock lists, haggling room, shopkeepers who talk about their wares and notice what you carry.
- Consignment: leave goods with a broker and collect the silver when they sell.
- Banks and public lockers in three towns, with weekly rent you can fall behind on.
- Treasure worth opening: locked and trapped boxes, the Lockwork skill, and a disarm game that can go wrong.
- Materials that mean something: dozens of metals and woods with their own weights, enchantment ceilings and rarity, driving what a weapon actually does.
- Repair, appraisal and honest pricing, including a vendor who will tell you what a thing is worth before you sell it.
Crafting & gathering
- Crafting at a bench: recipes, components, quality that tracks your skill.
- Fishing with rod, bait, REEL and water that holds different things in different places.
- Cooking that turns a catch into something worth eating.
- Fletching for anyone who shoots what they make.
- Foraging for herbs by terrain and season, and skinning for what a kill leaves behind.
- Enchanting: push a piece of gear further, with a real chance of pushing too far.
Home & companions
- Player housing you own outright: silver once, and then it is yours: no rent, no lease, no term, and nothing that takes it back for being away a while. Furniture you place yourself, and a plate by the door that says who lives there.
- Pets: a pet is one identity in two bodies: a creature at your heel while it roams, an item in your hands when you pick it up, and the same companion either way. They follow, react to what happens around them, can be told to guard, and have a home to go back to.
- A mews you can buy from: Posy Underbough's tower in Southmere keeps eight companions across six kinds, each one of a kind and each with a trick it will perform on request. Sold is sold: when a pup finds a keeper, it leaves the listing for good.
- Mounts: a horse is a pet you can sit on; it shortens the long road and waits in the stable when you go where it cannot.
Quests & work
- Quests given by people, not exclamation marks: asked for in conversation, refused twice if you insist, and remembered.
- Writ desks in nine settlements, from the Emberford Registry outward, with contracts that rotate.
- Escort work: walk someone somewhere and keep them alive.
- Rumours that point at real things in the world.
- Rescue writs, cull contracts and the other standing jobs a town actually needs done.
Other people
- Grouping and following, so a party moves as one.
- A full social vocabulary: emotes and gestures, with the ones that touch another person gated on their consent.
- Boards and mail: leave a notice in the square, write to someone who is offline.
- Tavern games and gambling: cut and shells at Emberford, bones down in Hammerdeep's Hearthhall, each with its own house and its own odds.
- Whispers, yells, and a square that hears you.
Duels
- Consent-gated duels: DUEL and YIELD, to the yield and never the grave. There is no open player-killing, by design.
- Stakes: put silver on your own bout, escrowed the moment both sides agree.
- The Ring: a floor of stamped earth hidden in a birchstand south off the Frozen Creek Crossing, kept by Maud Kettle with a ledger, a bell and a whetstone. The gallery watches from sanctuary ground, and roars when a bout is decided.
- A book on other people's fights: BET is parimutuel: winners split the losers' pool less the ring's tenth, and the book closes on the first landed blow.
- A duels-won record and the title that comes with it.
Law, safety & moderation
- Town law with teeth: theft and violence in a watched square earn warnings, fines and a wanted status the guards will act on.
- Town is sanctuary: no fight starts inside it and nothing hostile follows you in.
- A door-warden on names: a name that does not belong is refused at creation.
- Words that have no place here are masked where they are said and set before the keepers for review, in the square, in whispers, on boards and in the mail.
- Staff tools: timeouts, kicks and bans, with everything logged.
- Bug reporting from inside the game, straight to the people who can fix it.
- Plain-language terms and a privacy policy that say what is actually stored.
How you play it
- Any telnet client, no account needed: the oldest road in, still open, with TLS on 4443 for the clients that want it.
- Our own browser client: written for this game, not a terminal in a web page. Everything below is part of it.
- A map that draws itself as you walk, over 1,400 rooms. Click a room and it names who is standing there and offers to travel you the whole route.
- A creature finder: search a beast by name and every room it haunts lights up on the map, with its level, so you can find something your size before you go looking.
- Live panels, fed by the game rather than scraped from the text: vitals, recovery, experience, status, injuries by body area, hands, inventory, containers, active spells, room, occupants, directions, the session log.
- Channel windows: combat, speech, resonance, arrivals, deaths and ambients can each capture into their own window, so a busy square never buries a fight. The log always keeps the merged feed.
- Docked or floating: columns by default, or desktop mode where every window drags, resizes, pins and rolls up. Layout profiles and auto-arrange included.
- Macros and a hotbar: F1–F12 and any key you like, multi-command sequences that fire in order, and %?item% to make a macro stop and ask you for a word mid-run.
- Highlights and themes: any word in any colour, and five skins with font, size and per-colour control.
- All of it saved to your character: layout, macros, highlights and theme live on the server, so your setup follows you to any computer you sign in from.
- Works with a screen reader, over the thinnest connection, on anything with a keyboard.
- A wiki that documents the mechanics honestly: the real numbers, not marketing.
- In-game help for 217 topics, with aliases for the word you actually typed.
- Patch notes, dated and versioned, and the running game tells you which build you are on in the connect banner.
What we promise
Progress built to last
Your heroes persist between releases. While Phoenix Sagas is in beta, we avoid resets wherever reasonably possible and warn players if one becomes unavoidable. See the Terms for the beta policy.
No pay-to-win. No pay-to-anything.
There is no shop, no subscription and no currency. There is the game.
The mechanics are public
The wiki prints the formulas. Nothing about how you win is hidden from you.
Built in the open, still being built
New systems land regularly, and every one of them shows up in the patch notes.