Sessions & Economy
Professions & Crafting
Not every adventurer wants to grind mobs. Professions add a parallel progression track: pay to learn one, work the nodes scattered across the map, and supply the economy with materials and crafted gear.
- Learn cost
- ~20 gold
- Profession cap
- Level 10
- Output
- Feeds the market
Learning a profession
An adventurer decides to train through the same drive-weighted brain that drives everything else — the 'learn' intent — then walks to a trainer and pays the fee.
| Property | Default |
|---|---|
| Learn cost | 20 gold to join |
| Max level | 10 |
| Gatherables | a list of nodes, each with a model, level, and yields |
Gathering
- Discovery — the adventurer finds the nearest node of a profession it knows, within detection range.
- Harvest — it works the node and receives the node's item yields.
- Respawn — nodes refill after a delay, so a region's supply is finite but renewing.
Each gatherable is backed by a real item created automatically alongside it — name, icon, and price stay in sync — so harvested materials slot straight into inventory and markets.
Crafting & supply chains
Gatherers feed crafters; crafters feed the market. Crafted gear gives adventurers a path to power that doesn't depend on loot drops, and healthy professions smooth out gear scarcity across the server. Every step is another reason to log in and another listing on the auction house.
This article documents MMOS v0.1 behaviour. Systems, numbers, and formulas are pulled from the current simulation and will be updated as the game evolves.