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Research Tree

The Research Tree

Your world starts small and grows. Each system here is a research project you fund. Commit to it, let your scholars work, and a new feature opens up for your adventurers.

This page shows what each rune adds. Costs and timings change with every build, so check the Research window in game for the live tree, its prerequisites and what each rune costs.

Researchable
Playable in the current build.
Full game
Built and saved for the full release.
Coming soon
On the roadmap, not playable yet.

Buildings

Build the world

Everything you place on the map: towns, harbours, inns and graveyards that turn empty land into somewhere adventurers want to be.

Towns

Safe hubs where adventurers gather, trade and rest between fights. Most of your world's activity starts here.

Cities

Bigger towns with services a town can't offer, including the auction house.

Homestone

Adventurers bind it to an inn or city and teleport back once a day, which saves them the long walk home.

Inns

A place to rest. Adventurers who log off at an inn come back refreshed and ready to play.

Vendors

Shops where adventurers sell their loot and buy what they need, which keeps gold moving through your economy.

Stables

Sell mounts in your towns. Adventurers buy one and cross the map much faster.

Flying Mounts

A late unlock that adds flying mounts to your stables, so adventurers can travel by air.

Auction House

A market where adventurers trade with each other, with prices that rise and fall with demand.

Banking

A city bank where adventurers store gold and items, and pay for extra slots when their bags fill up.

NPCs

Place named characters and landmarks anywhere, giving your world its people and points of interest.

Graveyards

Where fallen adventurers come back. Place them near danger so a death doesn't mean a long walk back.

Docks

Harbours and the boats between them, linking your islands so adventurers can reach every part of the world.

Flight Paths

Flight routes between your hubs. Adventurers pay the fare and cross the map in moments.

Dungeons

Instanced dungeons where a party fights its way through for the best loot.

Summon Stones

Stones outside a dungeon that summon party members to the entrance, so nobody has to walk there.

Mob Aggro

Monsters spot adventurers on sight and chase them, instead of waiting to be attacked.

Champions

Elite champions spawn among regular mobs: rarer, tougher and worth the extra fight.

Raids

Large instanced fights built for several parties at once. The biggest endgame an MMO can offer.

Difficulty Tiers

Up to five harder versions of any dungeon or raid for players at the level cap, each with its own name, colour, loot and a gear score at the door.

Players

Shape the adventurers

What adventurers carry, wear and fight with, plus the parties, guilds and factions they join.

Parties

Adventurers team up to take on what none of them could solo. Parties keep a server social.

Guilds

Adventurers form lasting guilds with a name and banner of their own, which gives them another reason to stay.

Inventory

Bags and coin purses. Once adventurers can carry loot and gold, your economy starts moving.

Items

The item editor, for everything that drops, sells or gets equipped in your world.

Gear

Weapons and armour for adventurers to equip, giving them a visible path to power beyond their level.

Professions

Trades to learn and resource nodes to gather from, which supply your markets with materials and crafted goods.

Classes

Give every adventurer a class, each with its own allowed weapons and armour.

Shapeshifting

Animal forms for your classes: cat, wolf, bear, bird and demon, used when a fight calls for one and dropped when it ends.

Abilities

Design your classes' spells and skills, with their costs, cast times and effects, then watch adventurers use them.

Mob Abilities

Give your monsters spells of their own. Bosses telegraph burning circles on the ground, and adventurers learn to step out of the fire, sometimes too late.

Quests

Add objectives to your towns and NPCs. Adventurers take them, hunt the target and return for the reward, which sends players to the areas you want busy.

Repeatable Quests

Daily and repeatable quests on their own cooldowns, giving adventurers a reason to keep logging back in.

Titles

Titles shown before or after a name, from Sir to the Brave, earned through quests. Adventurers show off the rarest one they have.

Reputation

Groups adventurers earn standing with through quests and kills. They climb from Friendly to Exalted, and each rank can come with its own title.

Achievements

Create your own achievements, from killing a hundred wolves to a first dungeon clear, with rewards like gold, gear, titles and mounts. Limit one to a single holder and it becomes a Realm First.

PvP

Turn on player-versus-player combat, across the whole server or zone by zone.

Arenas

Build arenas with your own floors and walls. Teams sign up with a queue NPC, enter together and fight it out in front of a live scoreboard.

Battlegrounds

Team battles with an objective: deathmatch, king of the hill, capture the flag or point control, on a map you design.

Factions

Create new factions for your adventurers to join, and to fight against.

Cross-Faction Groups

Let adventurers from rival factions group up and play together.

Territory Control

Place a capture point in a zone and let the factions fight over it. The winner holds the zone, towns and vendors included, until someone takes it back.

Drop Loot on Death

The harshest open-world PvP rule: fallen players keep only their most valued items, and the rest drops for the winner to take.

Class Roles

Combat roles (tank, healer, damage and support) that adventurers grow into as they level up, so parties fill with the roles they need.

Class Pets

Companions for your classes: wolves, bears and stranger beasts that fight beside their owners, hold an enemy's attention or heal the party.

Hardcore Realms

One life only. A hardcore adventurer who dies starts again at level one, keeping nothing but their friends, and the whole server knows it.

Decoration

Dress the wilds

Hazard terrain like water, ice and lava that changes where adventurers can walk, plus torches, gardens and gravestones that give each area its own look.

Water

Place shallow water. Adventurers can walk through it, but it slows them down.

Ice

Freeze your water into slippery ice. Needs Water researched first.

Lava

Place rivers of lava that burn careless adventurers and make the rest path around them.

Spooky Theme

Blighted ground, dead trees, gravestones and standing stones. Give a corner of your world a haunted look.

Landscaping

Meadow and mud terrain with garden details, for areas that feel calm and welcoming.

Town Decor

Torches, crates and barrels that make a town look lived in.

Fountains

A centrepiece fountain for your town square, and a spot for adventurers to gather.

Dungeon Dressing

Statues, banners, sarcophagi, altars and glowing crystals that give each dungeon its own look.

Game & Server

Run the machine

The hardware and the staff behind your world: server capacity, support tickets, Game Masters and bot hunting, so it can grow without buckling under its own popularity.

Server Capacity

Upgrade the hardware behind your world so more adventurers can play at once, before login queues drive them away.

Support Tickets

Opens a Support page beside the Official Forum. Players file tickets when they are stuck, spot a bot, dispute a charge or appeal a ban, and how fast you answer moves your reputation.

GM Training

Hire Game Masters on a weekly wage. They teleport in beside players with tickets, investigate the players you flag and sweep your world for bots.

Bot Detection

Shows how suspicious each player looks, flags rigged Auction House sales and estimates what bots and gold sellers cost you. Needs GM Training.

Faster Tickets

Halves the time a Game Master spends on each visit, so the support queue clears before the forum notices. Needs GM Training and Support Tickets.

Expansions

Full game

Named expansions that grow the area you can build on and raise the level cap, giving adventurers new places to go and new levels to reach.

On the horizon

Not yet lit

What's coming next. Not in the Research tree yet.

Scenarios

Set challenge worlds with goals to beat.

This page matches the Research tree in MMOS v0.9.0. The game is in active development, so branches and runes will change, and this page will change with them. Read the patch notes