First Steps¶
This page covers orientation: the commands that report your state, how movement and rooms work, and the rules that keep you alive in your first minutes.
Connecting¶
Browser: play at the main site — browser play starts from a free web account, and a signed-in account with claimed characters opens on character select (pick a number, no password).
Telnet (phoenixsagas.servegame.com 4000, TLS 4443): no account needed. You are
prompted for a name:
- A new name begins character creation.
- An existing name prompts for the password and returns you exactly where you logged out.
The connect banner names the running build (v0.1.0 <sha>) — quote it when reporting a bug.
Everything is saved automatically and continuously — position, stats, skills, inventory, and
learned spells. You can quit and return at any time.
Your first minute
A brand-new character is hailed by name at the fountain — answer with
GREET EILWEN. TASKS lists the finding-your-feet checklist and spells out each next
keystroke; finishing it hands you to the saga.
The four status commands¶
Use these first; they never cost anything and never apply roundtime:
| Command | Aliases | Reports |
|---|---|---|
LOOK |
L |
The room: description, occupants, ground items, and exits |
STAT |
STATS |
The ten stats with bonuses, current/max HP, current/max mana, active afflictions |
INFO |
— | Level, experience and next-level threshold, unspent PTP/MTP, silver, posture, stance, roundtime |
SKILL |
SKILLS |
Trained skills with ranks and bonuses (SKILL ALL includes untrained) |
Two more are worth knowing immediately:
| Command | Aliases | Reports |
|---|---|---|
EFFECTS |
AFFLICTIONS |
Active wounds and status effects, with remaining durations |
RT |
ROUNDTIME |
Seconds of roundtime left before you can act again |
Movement¶
Directions are single commands:
N S E W cardinal
NE NW SE SW diagonal
UP DOWN (U D) vertical
OUT the room's default exit
GO <name> a named exit (GO GATE, GO HALL, GO DOOR)
LOOK <target> examines a creature, item, exit, or a piece of scenery named in the room description. Some exits are hidden and not listed by LOOK — they must be discovered. Some are one-way. Doored exits show their state ([closed], [locked]); open them with OPEN / UNLOCK (see Inventory).
Roundtime¶
Roundtime (RT) is a forced pause after an action — every combat swing, every spell, every lockpicking attempt. It begins the instant you act, even on a miss or a fizzle.
While in roundtime you can still use the status commands above, HELP, and STANCE. You cannot attack, move, cast, or use most active verbs.
The standard combat rhythm: swing → immediately
STANCE defensive→ wait out RT →STANCE offensive→ swing again. Changing stance is free and legal during RT.
See Combat for exact RT values.
Sanctuary: the town is safe¶
Inside Coldhollow you are fully protected:
- No creature can start a fight with you.
- Hostile creatures cannot follow you in through the gate.
- You can rest, heal, train, and trade with no threat.
Past the gate — the Frostspine Trail and beyond — those protections end. When a fight turns against you, withdraw to town; pursuers stop at the gate. See The Frostspine.
Finding your feet¶
A brand-new character has a short orientation checklist — type TASKS to see it. It asks you to walk the safe streets of Coldhollow and GREET a few of its people (the empath in the square, the priest at the chapel, the herbalist at the apothecary, and more). Each one you complete grants experience — enough to carry you from level 0 up a level or two while you learn to move, LOOK, and TALK. The list ticks itself as you go; there's nothing to turn in.
Getting help in game¶
HELP the in-world topic list
HELP COMBAT combat mechanics
HELP MAGIC the incantation system
HELP TRAIN spending training points
HELP DEATH what dying costs
Most mechanics on this wiki have a matching HELP <topic> entry in game.
See also¶
- Your First Hour — a guided path from creation to first kills
- Command Reference — every command by category