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 worldEverything 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 adventurersWhat 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 wildsHazard 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 machineThe 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 gameNamed 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 litWhat'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