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Official game reference

Phoenix Sagas Wiki

Phoenix Sagas is a text-based multiplayer role-playing game (a MUD) set in the Frostspine, the frozen reach at the top of the world. Characters shape eight attributes, choose an ancestry and calling, then spend one Training currency across combat, magic, guile, wayfaring, and craft.

This wiki documents the game's implemented systems, player-facing rules, and commands. Live commands such as TRAIN and SPELLS remain authoritative for values that change with a character or balance pass.

Start with First Steps Open Command Reference

Phoenix Sagas title artwork

Game at a glance

GenreText MUD

Play in a browser or a telnet client.

SettingThe Hearth

The Frostspine, the frozen range crowning Umbrath — the cold continent at the top of the world.

Character Core8 attributes, 8 ancestries

Attributes are shaped at creation; calling aptitudes sharpen as levels rise.

Callings11 paths

Open discipline training, distinct aptitudes, and four guild halls with their own crafts.

MagicTwo traditions

Catalogued circle workings and a compositional grammar the Savant alone commands.

CombatFortune tally

Attack vs Guard plus Matchup, criticals, stance, posture, and wounds.

ContentLevels 1–100

A complete hunting ladder, town square to the bottom of the world, and a seven-arc campaign.

Living NPCsAI-driven

Named people converse in character, remember you, and pass word of your deeds along the roads.

World StatePersistent

Characters, gear, houses, pets, and relationships save continuously.


Browse the Archives

  • Character Creation

    Ancestries, callings, the eight attributes, and the numbers behind them.

  • Combat

    The tally, Attack/Guard formulas, Matchup tables, criticals, stance, and posture.

  • Magic System

    Incantation grammar, the element/combination tables, cast resolution, backfire.

  • Skills & Training

    One Training ledger, affinity costs, rank depth, and the bonus curve.

  • Experience & Leveling

    The experience curve and what a level-up grants in practice.

  • Health, Wounds, and Care

    HP, mana, the recovery tick, bleeding, stun, and recovery nodes.

  • Stealth · Death

    Stealth, sneaking, ambush; and the cost of dying.

  • Items · Equipment

    Inventory, the two-hand rule, armor groups, and weapons.

  • Lockpicking & Treasure

    Surveying, defusing, qualitative lock reads, tools, and the trap roster.

  • Pets · Vendors

    Companion creatures — owned, bonded, battle-trained; and buying and selling.

  • The Saga · Housing

    The seven-arc campaign, feats, and titles; and a house of your own, owned outright.

  • The Living World

    AI-driven townsfolk who remember you, live weather, sky events, the oracle, and the gossip net that carries your deeds from room to room.

  • The Frostspine · Coldhollow

    The world, the town, the clock, and live weather.

  • Lore · The Gods

    The canon reference: cosmology, the Kindled, the Five Sagas, the eight peoples, and the dragon.

  • Command Reference · GM Guide

    Every player command; and the administrator's manual.

Core systems in brief

Magic has two traditions. Ten callings study catalogued circles such as Cleric's Wheel, Wizard's Wheel, Lesser Breath, and Lesser Vein. Catalogue codes are lookup addresses: SPELLS separately shows the ranks and mana each working requires. The Savant instead composes incantations from forms and elemental words. See Magic.

Combat is an outcome score. Every swing combines Fortune + (Attack − Guard) + Matchup and lands at 90 or better. Margin drives damage and one of six critical grades; criticals can wound, bleed, stun, or kill. See Combat.

Progression is open. Every level grants the same Training. Favored disciplines are cheap and deep, familiar ones use their base rules, and foreign study is expensive but usable—so a blade Wizard and a spell-trained Rogue are real builds with real sacrifices. The bonus curve front-loads value into early ranks, and four guild halls teach crafts no Training buys. See Skills & Training.

The people are alive. Named NPCs hold real conversations — every one carries an authored persona, and their talk is generated in character by an AI model, with hand-written answers taking precedence where authors have spoken. They remember how you treat them, keep schedules, and trade in news: word of your deeds physically travels the roads from where they happened, and the town's talkers will tell you what has reached them — ASK <npc> ABOUT <name>, including your own. See The Living World.

The world persists and lives. Characters, inventory, houses, pets, and learned spells save automatically. Outdoor rooms reflect live weather data and a running day/season clock; the campaign runs seven arcs from the kobold warren to the bottom of the world. See The Frostspine and The Saga.


Conventions used in this wiki

  • Commands are shown in MONOSPACE. They are not case-sensitive in game.
  • Aliases appear in parentheses: LOOK (L).
  • Numbers are included when they help a player make a decision. Hidden generation weights and spoiler tables stay in the game.
  • Stat bonus uses the shared banded curve described on Character Creation.

Type HELP in game for the in-world topic list, or HELP <topic> for any specific mechanic.