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Research Tree

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 world

Everything 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.

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.

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 soon

Vast instanced trials built for many parties at once, the grandest endgame an MMO can offer.

Players

Shape the adventurers

The 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.

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.

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

Full game

Combat callings, the shield, the blade, the mender, the warden, that the world grants as adventurers come into their own.

Decoration

Paint the wilds

Hazard 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.

Game & Server

Tend the machine

The 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 lit

The 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.

Class Pets

Companions and minions at a class's side.

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.

Shapeshift

Classes that wear wilder forms.

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 v0.5.1. The game is in active development, so branches will grow and runes will shift. Expect this to be revised as they do.