The Research Tree
Your world doesn't arrive finished, you grow it. Every system here begins as a discovery to fund: commit to it, let your scholars work, and in time a new feature comes online for your adventurers to use. This is the tour of that tree, branch by branch, drawn in the game's own runic glyphs.
Kept deliberately vague: what each rune adds, never the costs or timings. Those shift with every build. Open the in-game Research window to see the live tree, its prerequisites, and what it takes to light each glyph.
- Researchable
- Live in the current build.
- Full game
- Built, and reserved for the full release.
- Coming soon
- On the roadmap, not yet playable.
Buildings
Raise the worldEverything you place upon the land: the havens, harbours, and hallowed grounds that turn empty terrain into somewhere worth living.
Towns
Safe havens where adventurers gather, trade, and catch their breath between adventures. The beating heart of any settled world.
Cities
Towns grown grand, offering services no village can, with the auction hall the jewel among them.
Inns
A warm bed and a hearth. Adventurers who rest here log off content and return all the sharper.
Vendors
Open shops to your people. They sell what they find for coin and buy what they need, keeping gold forever in motion.
Auction House
A grand market hall where adventurers trade with one another, prices swelling and ebbing with the crowd.
NPCs
Named souls and landmarks you may set anywhere, giving your world its characters and its quiet corners.
Graveyards
Hallowed ground the fallen return to. Set them near danger so death is never a long road back.
Docks
Harbours and the boats that ply between them, binding scattered isles into one reachable world.
Flight Paths
Skyward routes between your hubs. Adventurers pay the fare and cross the map in moments.
Dungeons
Portals to perilous instanced depths, where a bold party delves for the richest spoils.
Summon Stones
Standing stones beside a dungeon that call far-flung companions to the threshold rather than make them walk.
Mob Aggro
Wake the wilds. With it, monsters mark trespassers on sight and give chase, instead of waiting to be struck.
Champions
Let elite champions rise among the rank and file: rarer, fiercer foes worth the greater fight.
Raids
Coming soonVast instanced trials built for many parties at once, the grandest endgame an MMO can offer.
Players
Shape the adventurersThe systems that give your people purpose: what they carry, what they wear, how they fight, and the bands and banners they belong to.
Parties
Adventurers band together to face what none of them could face alone. The social glue of a lively server.
Inventory
Packs and purses. The moment adventurers can carry loot and coin, the whole economy stirs awake.
Items
The maker's table for everything that drops, sells, and is worn across your world.
Gear
Arms and armour your adventurers equip, a visible road to power beyond raw levels alone.
Professions
Trades to learn and nodes to work, a second calling that feeds your markets with materials and craft.
Classes
Give every adventurer an identity, with its own eligible arms, armour, and bearing.
PvP
Open the gates to player-versus-player strife, server-wide or marked out zone by zone.
Factions
Found new banners for your people to rally beneath, and to war against.
Class Roles
Full gameCombat callings, the shield, the blade, the mender, the warden, that the world grants as adventurers come into their own.
Decoration
Paint the wildsHazards you brush straight onto the land, terrain with teeth that shapes where adventurers dare to tread.
Water
Brush shallows across the ground. Walkable, but they drag at any who wade through them.
Lava
Lay rivers of molten rock that scorch the reckless and bend wary pathing around them.
Game & Server
Tend the machineThe iron and oversight behind the curtain, the infrastructure that lets a world grow without buckling under its own popularity.
Server Capacity
Expand the hardware behind your world so more adventurers can play at once, before the login queues sour.
On the horizon
Runes not yet litGlyphs already etched into the tree, waiting on the magic to power them. They appear in game as locked teasers, a glimpse of the road ahead.
Quests
Givers that hand out objectives and rewards.
Repeatable Quests
Dailies and steady, repeatable goals.
Abilities
Active class spells and skills.
Mob Abilities
Monsters that telegraph and react.
Class Pets
Companions and minions at a class's side.
Mounts
Steeds for swifter overland travel.
Flying Mounts
Take the journey to the skies.
Arenas
Ranked, instanced duels.
Battlegrounds
Objective-driven team warfare.
Banking
A vault for adventurers' gold and goods.
Home Stone
A daily call home to a bound town.
GM Training
Hire moderators to watch the world.
Support Tickets
Let players flag what needs a hand.
Bot Detection
Sharper eyes for cheats and bots.
Faster Tickets
Clear the support queue quicker.
This page mirrors the Research tree in MMOS v0.1. The game is in active development, so branches will grow and runes will shift. Expect this to be revised as they do.