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Your First Hour

A guided path from a freshly created character to the core gameplay loop. The specific skills assume one of three starting builds; adapt them as needed.


1. Orient (a few minutes)

Run LOOK, STAT, INFO, SKILL, then skim HELP. Note your unspent training points on INFO — you already have your level-1 grant.

2. Spend your training points

Open the training sheet with TRAIN, then spend by skill number or name. Suggested starting plans:

TRAIN fire 5            Fire Lore — 5 ranks (2 MTP each for a Pure)
TRAIN harnesspower 3    open and deepen the mana pool
TRAIN dodge 2           a little defense (Dodging is costly for casters)

Five ranks of Fire Lore cost little for a Wizard and immediately enable a safe tier-1 firebolt. Harness Power adds mana on top of your base pool.

TRAIN edged 5           Edged Weapons — drives attack, parry, and roundtime
TRAIN dodge 5           Dodging — your main defense
TRAIN fitness 3         +9 maximum HP
TRAIN edged 4           a weapon
TRAIN dodge 3           defense
TRAIN lockpicking 3     cheap for a Rogue (1 PTP / 1 MTP, 3×/level)
TRAIN disarmtraps 2     always pair these
TRAIN fitness 2         some HP

Check INFO again to see remaining points. See Skills & Training for the bonus curve and rank caps.

3. Arm yourself

If you have no weapon, visit the smith in the Coldhollow market and SHOP to see stock. Without a weapon, combat uses Brawling at 3-second roundtime and low damage. A trained weapon in your right hand is a large upgrade. See Armor & Weapons.

4. Fight on the trail

Leave town toward the Frostspine Trail and engage a low-level creature:

KILL kobold        attack (aliases: ATTACK, HIT, SWING)

Watch RT; drop to STANCE defensive while it counts down, then STANCE offensive to swing again. After the kill, work the remains knife first: SKIN kobold if you want the pelt, then SEARCH kobold — the search turns out its pockets onto the ground (a gem, sometimes a locked box) and the remains crumble away, taking any unskinned hide with them. GET what drops.

Warning

A single creature can kill a level-1 character. If a fight goes badly, move back toward town — pursuers cannot cross the gate. Then heal and try again.

5. Heal and sell

Back in safety, rest to heal faster — recovery is 5% of max HP standing, 10% sitting or kneeling, 15% prone, on a 30-second tick (Health & Wounds).

Sell loot:

SHOP            see the vendor's rate
SELL gem        sell a held item

Take gems and jewelry to the gemcutter (premium rate) rather than the general pawnbroker. See Vendors & Economy.

6. Cast your first spell (casters)

With a lore rank and some mana:

INCANT SELOS IGNIS              a fire ward on yourself
INCANT BOLTAR IGNIS kobold      a firebolt

Casting costs mana and roundtime whether it lands, fizzles, or backfires. If you have a second lore, try a combination:

INCANT BOLTAR IGNIS AERIS kobold     fire + air → a firestorm

The full grammar, the combination table, and the cast math are on the Magic System page.

7. Save a spell you like

SCRIBE firebolt BOLTAR IGNIS     stores it and drops a scroll
INVOKE firebolt kobold           cast without retyping the words

Or memorize it for half the roundtime:

MEMORIZE firebolt BOLTAR IGNIS
CAST firebolt kobold

The loop from here

Fight → loot → sell → train → level → push deeper. Creature difficulty rises further along the trail and onto the Frostspine Climb. When a treasure box drops, work it in order: DISARMPICKOPENLOOT (Lockpicking & Treasure).

Build rapport with townsfolk via FEED and TALK; some are mentors who can teach an element word through LEARN once they trust you (Coldhollow).