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.
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.
Homestone
A stone bound at an inn or a city that calls its owner home once a day, sparing them the long road back.
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.
Stables
Steeds for sale beneath one roof. Adventurers buy a mount here and cross the world at a gallop.
Flying Mounts
A late unlock that lets your stables stock winged steeds, and adventurers take to the skies.
Auction House
A grand market hall where adventurers trade with one another, prices swelling and ebbing with the crowd.
Banking
A vault beneath the city where adventurers store their gold and treasures, and pay for extra space when the hoard outgrows the bag.
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
Vast 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.
Guilds
Charters that bind adventurers into lasting fellowships, a banner of their own to gather beneath and belong to.
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.
Shapeshifting
Wilder shapes for your classes: cat, wolf, bear, bird and demon, worn when the fight calls for one and shed when it is over.
Abilities
The spellmaker's desk. Author your classes' spells and skills yourself, their costs, cast times, and effects, then watch adventurers put them to use.
Mob Abilities
Hand your monsters spellbooks of their own. Bosses telegraph great burning circles on the ground, and adventurers learn, sometimes too late, to get out of the fire.
Quests
Hang objectives on your towns and NPCs. Adventurers take up the call, hunt down the mark, and return for the reward, steering the crowd toward the corners you want busy.
Repeatable Quests
Dailies and repeatable errands on their own cooldowns, the steady drumbeat of goals that keeps adventurers logging back in for more.
Titles
Honorifics worn before or after a name, from Sir to the Brave, bestowed through quests. Adventurers display the rarest they have earned.
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.
Cross-Faction Groups
Let rival banners set their quarrel aside and adventure together, mixed companies that reach across the factional divide.
Class Roles
Combat callings, the shield, the blade, the mender, the warden, that the world grants as adventurers come into their own.
Class Pets
Companions at a class's side: wolves, bears and stranger beasts that fight beside their owners, hold a foe's fury, or mend the party.
Decoration
Paint the wildsHazard paints with teeth and the scenery to match, from molten rivers that shape where adventurers dare to tread to the torches, gardens and gravestones that give a place its character.
Water
Brush shallows across the ground. Walkable, but they drag at any who wade through them.
Ice
Frozen shallows. Where you have researched water, let it freeze over into slick sheets.
Lava
Lay rivers of molten rock that scorch the reckless and bend wary pathing around them.
Spooky Theme
Blighted ground, dead trees, gravestones and standing stones. Dress a corner of the world in dread.
Landscaping
Meadow and mud brushes with garden flourishes, for gentler ground that welcomes rather than warns.
Town Decor
Torches, crates and barrels, the small warm clutter that makes a town feel lived in.
Fountains
A showpiece fountain to crown a well-kept square and give your people somewhere to gather.
Dungeon Dressing
Statues, banners, sarcophagi, altars and glowing crystals: set dressing that gives every delve a story of its own.
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 litThe road ahead, told in glyphs. Most appear in game already as locked teasers, waiting on the magic to power them; a few are headliners further out, promised but not yet etched into the tree.
Achievements
Feats tracked for bragging rights and rewards.
Arenas
Ranked, instanced duels.
Battlegrounds
Objective-driven team warfare.
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.
Expansions
Named expansions that grow the map and raise the cap.
Scenarios
Curated challenge worlds with goals to beat.
This page mirrors the Research tree in MMOS v0.7.0. The game is in active development, so branches will grow and runes will shift. Expect this to be revised as they do.