WoA – Adventure
A persistent MMORPG on Hytale — PvE progression, player-driven economy, and seasonal faction warfare
What is WoA – Adventure?
Persistent World
Orbis expands as the community grows. No global wipes — your progress carries forward across seasons.
Explore Orbis →Central Area (PvE)
Safe progression zone with Claim Chunks, Guilds, MMO Skill Tree, Quests, and a full economy system.
Learn more →War Territories (PvP)
High-risk seasonal faction warfare zones. Full PvP, no claim protection, increased resource yield.
Learn more →MMO Skill Tree
25 skills across 4 categories — Gathering, Combat, Crafting, and Misc. Permanent milestone rewards every 5–10 levels. Inspired by mcMMO and RuneScape.
Learn more →Quests
Starter, General, Profession, Daily, and Weekly quests. Earn Gold, Claim Chunks, Keys, and XP.
Learn more →Player Economy
Hybrid economy with a server-regulated Merchant Shop and a fully player-driven Auction House.
Learn more →Guilds
Form cooperative groups for PvE gameplay with guild chat, roles, and persistent data.
Learn more →Factions
Compete for territory in War Territories. Build faction power, control fronts, earn seasonal rewards.
Learn more →Seasons
Seasonal PvP resets balance competition without wiping PvE progress. Gold and skills persist.
Learn more →Quick Links
Getting Started
Welcome to Orbis. This guide will help you start quickly and avoid common mistakes.
Start at Spawn
When you join Orbis, Spawn is your starting hub for social interaction and economy.
- Explore Spawn to get your bearings
- Visit the Quest Board to pick up Starter Quests
- Check the Merchant and Auction House
- Locate the Sky Balloon for travel
Complete Starter Quests
Starter Quests are the fastest way to bootstrap your progression.
- Earn your first Gold
- Learn core mechanics
- Unlock early progression
- Gain Claim Chunks for land protection
Choose Where to Live
Settle in the Central Area — it's safe, permanent, and supports Claim Chunks.
- The First Lands — Mixed biome core region (Active)
- Emerald Wilds — Plains expansion region (Expanding)
Understand the Economy
Two trading systems exist — use both strategically.
- Shop — Fixed server prices, stable and safe
- Auction House — Player-driven market, higher potential profit
Sell excess resources early to fund your progression.
Level Your Skills
The MMO Skill Tree gives permanent character bonuses.
- Mine for Gathering XP
- Fight for Combat XP
- Craft for Crafting XP
- Complete quests for bonus progression
Join a Guild
Guilds are the primary social structure for PvE players on Orbis.
- Cooperative gameplay and shared builds
- Guild chat for coordination
- PvE players benefit greatly from guild coordination
Ready for Risk?
When prepared, you may enter War Territories for high-risk, high-reward play.
Common Beginner Mistakes
- Building without claiming land
- Entering War Territories unprepared
- Selling rare items too early
- Ignoring skill progression
- Hoarding gold instead of investing
Pro Tips
- Daily and Weekly Quests are reliable income
- Use the Shop for stability, Auction for profit
- Specialize your skills early
- Travel intentionally — movement matters
- Expand only when you're ready
Where to Go Next
Orbis
The primary persistent world of WoA – Adventure. A long-term MMORPG environment combining PvE progression, player economy, territorial expansion, and seasonal faction warfare.
World Structure
Orbis is divided into two major gameplay environments. Each region operates under a defined status system.
| Central Area (PvE) | War Territories (PvP) |
|---|---|
| Safe progression, building, economy, quests | Seasonal faction warfare and territorial dominance |
| Claim Chunks Enabled | No Claim Protection |
| MMO Skill Tree Active | No MMO Skill Bonuses |
| Limited or No PvP | Full PvP Enabled |
Region Status
Central Area Regions
War Territory Fronts
Central Area
The safe progression core of Orbis. Build, trade, quest, and grow without the risk of PvP.
MMO Skill Tree
25 skills across Gathering, Combat, Crafting, and Misc. 10 reward tiers per skill, 16 reward types. Level cap 100. Mastery Capes at max level.
Learn more →Regions
War Territories
High-risk seasonal PvP regions designed for faction warfare and territorial competition.
Full PvP
All players can attack each other. Death results in dropping your entire inventory.
Factions Only
You must be in a Faction to participate in territory control. Solo players can enter but cannot claim.
No Claim Protection
Factions may claim sectors, but claims represent control — not protection from enemies.
Keep Inventory OFF
On death, your inventory is dropped. Plan your loadout carefully before entering.
No Teleports
No teleport commands are available. Entry and exit is via Sky Balloon only.
Increased Resources
Resource yield is higher in War Territories. High risk — high reward.
Active & Planned Fronts
Related Pages
War Territory Mechanics
War Territories operate under strict competitive rules. Know them before you enter.
Combat Rules
- Full PvP is enabled at all times
- Death drops your entire inventory
- No safe zones within territory boundaries
Travel Rules
- No teleport commands available inside
- Entry and exit via Sky Balloon only
- Plan your travel route before entering
Territory Rules
- Factions may claim sectors for control
- Claims represent control, not protection
- Territory control contributes to faction power
Economy in War Zones
- Higher resource value than Central Area
- Risk vs. reward gameplay design
- Participating earns extra Gold
Seasons
Seasons structure competitive gameplay in War Territories without affecting PvE progress.
What Resets Each Season
- Territory ownership
- Faction power
- Rankings
- War Territory claims
What Persists
- Gold
- Skills & MMO Skill Tree progress
- Central Area builds
- Claim Chunks
- Guild data
Each Season Includes
- Faction wars across active War Territory fronts
- Territory ranking and leaderboards
- Power competition between factions
- End-of-season rewards for top factions
Core Systems
The building blocks of Orbis — progression, economy, land, and social systems.
MMO Skill Tree
25 skills across 4 categories. Every action you take makes you stronger — inspired by mcMMO and RuneScape.
Gathering 5 skills
Mining
Break stone, ore, and gems. XP scales by material — rare ores like Mithril and Onyxium give the most. 9 ore tiers from Copper to Onyxium, 7 gem types, 10+ rock types.
Woodcutting
Chop trees. 30+ tree types across 5 tiers from Common to Special. XP scales with tree rarity.
Excavation
Dig soil, sand, mud, snow, and ash. Pairs naturally with Harvesting and Crafting in the skill tree.
Harvesting
Collect grass, ferns, bushes, flowers, crops, fruits, coral, and vines. Great early XP source.
Fishing
Cast and reel. Includes Parry Reflect and Parry Stamina Drain rewards in the skill tree at higher levels (requires Perfect Parries mod).
Combat 13 skills
Swords
Longswords and one-handed swords. Melee damage and crit-focused skill tree.
Daggers
Fast bladed weapons. High burst, agile playstyle.
Polearms
Spears and reach weapons. Balanced damage and range.
Staves
Melee staves. The primary mana class — 360+ max mana potential at max level. Bo staff masters channel mystical energy.
Axes
Axes and battleaxes — chopping weapons. Focused on raw damage output.
Blunt
Clubs, maces, and hammers. Defensive and crowd-control oriented skill tree.
Archery
Bows, crossbows, blowguns, arrows, and darts. Stamina-focused ranged skill tree.
Magic
Wands and spellbooks. Mana-heavy skill tree (290+ mana). Unlocked by dealing damage with magical weapons.
Artillery
Bombs and guns. Damage/crit/health-focused skill tree for explosive and firearm users.
Unarmed
Bare-handed combat. Unique skill tree with its own bonuses and playstyle.
Block
Shield and parry mechanics. Unlocks defensive bonuses, damage reduction, and block effects.
Taming
Animal taming and companion combat. Rewards tied to companion effectiveness.
Acrobatics
Dodge, roll, and fall damage reduction. Passive bonuses from movement and evasion.
Crafting 6 skills
Crafting
General item crafting. XP for every recipe completed. Unlocks crafting efficiency and moderate mana (305 max).
Repair
Fix broken tools and armor. XP scales with the quality of items repaired.
Alchemy
Brew potions and consumables. Pairs with Harvesting for ingredient gathering.
Enchanting
Enchant equipment. Crafting mana identity makes Enchanting one of the higher-mana crafting skills.
Cooking
Prepare food items. XP from cooking recipes. Unlocks food-related bonuses.
Smithing
Forge metal weapons and armor. Pairs with Mining for ore-to-gear progression.
Misc 1 skill
Building
Place blocks to earn XP. Building XP defaults to 50% of the equivalent mining/woodcutting value for that block type.
Leveling & XP
XP Formula
- Hybrid OSRS-style leveling formula
- Early levels are achievable quickly
- Endgame requires real dedication
- Level 100 ≈ 10 million XP per skill
- XP scales by action quality (rare ore > common stone)
Skill Tree Tiers
- 10 tiers per skill
- Unlocked at: Lv 5, 10, 15, 20, 30, 40, 50, 65, 75, 100
- Each tier: choose between 2+ reward options
- Choices are permanent (reset via Skill Tree Reset Scroll)
- Rewards stack as you level up
Skill Tree Rewards
At each tier milestone, you choose a reward from multiple options. Rewards vary by skill class and shape your character build.
Damage Bonus
Percentage increase to dealt damage. Available across most combat skills.
Critical Hit Chance
Chance to deal bonus critical damage. Higher in aggressive combat skills.
Lifesteal
Restore health based on damage dealt. Combat-focused reward with visual notification.
Defense / Damage Reduction
Reduce incoming damage. Available in Block, Defense, and Acrobatics.
Mana
Increase your maximum mana. Mana starts at 0 and must be earned. Staves and Magic are the top mana classes.
Max Health
Increase your maximum health pool. Available across multiple skill categories.
Luck
Improves loot drops and rare resource yields. Affects gathering outcomes.
Double Drop
Chance to receive an extra item when gathering. Notification displays item count bonus.
XP Bonus
Percentage boost to XP gain for a skill or its paired skill. Core progression reward.
Player Commands
Item Level Requirements
Related Pages
Quest System
Structured progression and rewards in the Central Area. Quests accelerate MMO development.
Quest Types
Starter Quests
Onboarding quests for new players. Learn the basics and earn your first Gold and Claim Chunks.
General Quests
Broad progression quests available throughout your time on Orbis.
Profession Quests
Tied to specific professions and crafting paths. Reward profession-specific bonuses.
Daily Quests
Refresh every day. Reliable income — a consistent source of Gold and XP.
Weekly Quests
Reset weekly with larger rewards than Daily Quests. Worth prioritizing each week.
Rewards
- Gold — Primary currency for trading and investment
- Claim Chunks — Expand your claimable land
- Keys — Used to unlock special rewards
- Skill progression — MMO Skill Tree XP bonuses
Claim Chunks
Protect your land in the Central Area from griefing and unauthorized access.
Features
- Land ownership and protection
- Protection from griefing
- Shared access via party system
- Supports long-term settlement
Purpose
- Base building and expansion
- Long-term settlement
- Cooperative gameplay with others
Land Protection
Lock containers and doors to prevent unauthorized access, independently from Claim Chunks.
Supported Objects
- Chests
- Doors
- Trapdoors
- Gates
Commands
Guilds
Player-created social groups for cooperative PvE gameplay in the Central Area.
Guild Features
- Dedicated guild chat
- Member roles hierarchy
- Cooperative gameplay
- Persistent guild data
Guild Roles
- Leader — Full control over the guild
- Officer — Management permissions
- Member — Standard participation
The Economy
A gold-based system designed for long-term MMORPG progression. Balanced between server stability and player-driven freedom.
Earning Gold
- Completing Quests — Most reliable early income
- Selling items to the Merchant (Shop)
- Trading through the Auction House
- Participating in War Territories
- Resource gathering and selling
Economic Balance
Shop (Server Regulated)
- Fixed, server-controlled prices
- Guarantees item availability
- Prevents price collapse
- Acts as a gold sink
Auction House (Player Driven)
- Fully player-controlled prices
- Supply and demand driven
- Supports rare item trading
- Higher potential profit
Economic Philosophy
- No artificial wipes or economy resets
- Controlled inflation through regulated merchant pricing
- Risk vs reward economy in PvP zones
- Stable, predictable progression in PvE zones
The Shop
Operated by the Merchant NPC at Spawn. Fixed server-controlled prices for economic stability.
Purpose
- Provides guaranteed item availability at all times
- Prevents market price collapse
- Acts as a gold sink to control inflation
Auction House
Player-driven market at Spawn. Prices are set by supply and demand.
How It Works
List Items
Players list items for sale at their desired price using /auction.
Browse & Purchase
Other players browse listings and purchase items directly. Gold is transferred automatically.
Market Forces
Prices fluctuate based on supply and demand. Watch the market to buy low and sell high.
Market Role
- Rare item trading between players
- Gear circulation and resale
- Economic diversity and player agency
Factions
Competitive PvP groups operating exclusively in War Territories for territory control and seasonal ranking.
Purpose
- Territory control across fronts
- Seasonal competition and ranking
- Organized faction warfare
Core Mechanics
- Territory claiming in War Zones
- Faction power system
- Seasonal ranking and rewards
Related Pages
Faction Commands
Commands for managing your faction in War Territories. Availability may evolve over time.
Roles & Power System
Factions operate under a hierarchy. Power determines territory control, rankings, and reward eligibility.
Faction Roles
- Leader — Full faction authority
- Officer — Management and invite rights
- Member — Standard participation
Faction Power Determines
- Territory control capacity
- Seasonal ranking position
- Reward eligibility at season end
How to Gain Power
- PvP victories against enemy faction members
- Territory control across War Fronts
- Active members participating in the season
Seasonal Reset & Rewards
At the end of each season, War Territory progress resets. Top factions receive rewards.
What Resets
- Territory ownership
- Faction power
- Rankings
What Is NOT Reset
- Gold
- Skills & MMO progress
- Central Area builds
World Expansion Roadmap
Orbis expands based on player activity, not dates.
Phase 1 — Foundation
- The First Lands open
- Core systems online
- Economy, building, claims
- Early Access begins
Phase 2 — Civil Expansion & Conflict
- Emerald Wilds unlock
- First large cities form
- Central Area grows outward
- Eastern Front opens
- Factions activate
- First war season starts
- The First Lands reach stable population
- Players request new land
- Economy is established
- Organized groups appear
Phase 3 — Planetary Scale
- Additional Central Area regions
- More War Fronts
- Seasonal cycles and resets
Special Territories Coming Soon
Unique gameplay regions on the planet — separate from the main world expansion.
Dungeons
Instanced group content with scripted bosses and rare loot pools.
PlannedArena
Structured PvP arena for competitive combat outside of War Territories.
PlannedWorld Boss Zones
Open-world boss encounters for large-scale server-wide participation.
PlannedSeasonal Event Regions
Special regions that activate during limited-time seasonal events.
PlannedFuture Content
Planned features and expansions for Orbis beyond Early Access.
- Dungeons — Instanced group PvE content
- Arena — Structured PvP competition
- World Boss Zones — Server-wide raid encounters
- Seasonal Event Regions — Limited-time special areas