Starting
Begin with Alice
A new character starts at the Parson's Head on the road to Vaerlon. Follow Alice's instructions and walk with her to the city. Type progress for your tutorial goals and repeat for her last instruction. See Quickstart if you have not connected yet.
After you reach Vaerlon, journey shows your next guided step. journey pause quiets the guidance and journey resume brings it back while newcomer guidance is available.
Get your bearings
lookshows the room, people and exits.mapshows the local map;map landmarkshelps you find destinations.inventoryshows what you carry, andeqshows what you have equipped.score,hpandexpshow your character and resources.
At Vaerlon's Central Square, try ask ereldon about guilds. To get help from players, type newbie followed by your question.
Join a guild and train
Quick Start suggests a profession; it does not join its guild for you. Read the guild guide, find the guild you want and read its plaque. The room and trainer explain how to join. Some guilds have extra conditions.
Once you join, use list skills, list spells and list info in the guild room. Train skills and study spells that suit your role. Training uses experience and money. skills and spells show what you know; skills -bg and spells -bg show the bonuses your kingdom and story carried in.
The Adventurer's Guild handles character advancement. Read its plaque and help experience before spending your experience and advancement points.
Prepare for an outing
Wear suitable armour and wield a weapon if your guild uses one. Check your inventory first: finishing Alice's road journey can give you a starter dagger, but you will want equipment suited to your guild. Carry food, drink and a suitable light source; see Light and darkness.
Type battle to check your combat-point split. New characters start with points assigned. If you change to a spellcasting role, read help combat points and adjust the split. Type wimpy to check your automatic retreat setting and mon on for health updates.
Read Newbie areas before leaving the city. Do not attack citizens in Vaerlon; the guards protect them. Living covers combat and recovery, and Moneymaking tips gives ways to pay for training.
Light and darkness
Depending on the time of day and your race, it may be too dark or too light for you to see. Until level 4 your eyes cope on their own, in the dark and in the glare alike. After that:
- Too dark:
light torch. You start with a torch, and while you are level 10 or below a torch you carry does not burn out. You also start with two vials of nightsight:open nightsight, thendrink nightsight, and you see in the dark for about an hour. Ereldon at Central Park sells more (buy vial); while you are level 20 or below, the first one after each reboot is free. General stores sell them too, and alchemists brew a stronger potion of infravision. - Too light: your race sees poorly in daylight. It starts with a nether torch, which makes the room darker instead of lighter so you can see.
If look says the gloom comes from your own gear or from someone near you, that gear is drinking the light: carry more light, leave the item behind or stand elsewhere. In the game, help light sources covers all of this.
Save and leave
Use leave game at an inn to save your character and equipment and log out. Read the reply before closing your client.
Eligible newcomers who are alive and out of combat can use it elsewhere and be guided to an inn first. If it refuses, find an inn. A connection loss leaves you linkdead with your equipment; reconnect to continue. It does not drop your gear.
quit displays instructions. emergency_quit saves and logs out but drops your equipment first, so keep it as a last resort.
In-game help: help starting, help leave, help quit, help guilds.