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🧝v0.1

Adventurers & AI

Adventurers

You never control an adventurer directly. Each one is a self-contained agent: a block of stats, a short-term stack of goals, and a decision routine that fires on a fixed cadence to choose its next action. This page covers the raw numbers and the brain that drives them.

Base health
100
Base damage
10
Decision tick
Every 0.5s
The live breakdown of what every adventurer on the server is currently doing

Core stat block

Every adventurer spawns from the same template, then drifts apart through levels, gear, and luck.

StatStarting valueNotes
Health100+10 per level
Damage10+2 per level
Attack speed1.0 / sone swing per second
Attack range0.5 tilesmelee reach
Move speed2 tiles / srandomised ±30% per adventurer
Detection range10 tileshow far it scans for mobs
Level1cap 30

The decision brain

When an adventurer's goal stack is empty, its brain runs once every 0.5 seconds — the decision cooldown — and commits to a single intent. While a goal is in progress the brain stays quiet; it never second-guesses a fight or a journey mid-action. The cooldown only counts down while idle, so an adventurer reacts the instant it frees up.

Decision priority

Each decision walks a fixed priority list and takes the first branch that applies:

  • Log out — 15% chance to head for an inn and end the session, otherwise stay.
  • PvP — in an active PvP zone, retaliate against an attacker or hunt a nearby enemy.
  • Combat — pick the nearest reachable mob, weighted by the adventurer's drives.
  • Rest — if the rest need has built past 0.7, walk to a settlement to recover.
  • Explore — 15% chance to sail out through a nearby dock to another island.
  • Wander — fall through to a short random hop within a 4-tile radius.

Goals & intents

A chosen intent expands into a stack of goals — small, timed steps like move-to, interact, or idle. Only the top goal runs each tick, and if any goal times out the whole stack is dropped and the brain decides again.

IntentWhat it does
killtravel to a mob and fight it
visitSettlementrest at, or log out from, a town
travelDocksail between islands on a boat
exploreDockrandom island-hopping
gatherharvest a resource node
shopbuy and sell at a vendor
auctiontrade on the auction house
learntrain a profession
wandera short random move

Leveling

Experience comes from kills — 10 × the mob's level per kill. Each level raises the bar and the adventurer's power.

MetricRule
XP to next level100 × current level
Health gain+10 per level
Damage gain+2 per level
Level cap30 (XP freezes at 0)
Rested bonus1.5× XP for 1–20 kills after resting at an inn

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.