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
Core stat block
Every adventurer spawns from the same template, then drifts apart through levels, gear, and luck.
| Stat | Starting value | Notes |
|---|---|---|
| Health | 100 | +10 per level |
| Damage | 10 | +2 per level |
| Attack speed | 1.0 / s | one swing per second |
| Attack range | 0.5 tiles | melee reach |
| Move speed | 2 tiles / s | randomised ±30% per adventurer |
| Detection range | 10 tiles | how far it scans for mobs |
| Level | 1 | cap 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.
| Intent | What it does |
|---|---|
| kill | travel to a mob and fight it |
| visitSettlement | rest at, or log out from, a town |
| travelDock | sail between islands on a boat |
| exploreDock | random island-hopping |
| gather | harvest a resource node |
| shop | buy and sell at a vendor |
| auction | trade on the auction house |
| learn | train a profession |
| wander | a 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.
| Metric | Rule |
|---|---|
| XP to next level | 100 × current level |
| Health gain | +10 per level |
| Damage gain | +2 per level |
| Level cap | 30 (XP freezes at 0) |
| Rested bonus | 1.5× 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.