Hytale · MMORPG ● Early Access

WoA – Adventure

A persistent MMORPG on Hytale — PvE progression, player-driven economy, and seasonal faction warfare

Launch: January 13, 2026 World: Orbis IP: play.woastation.com

What is WoA – Adventure?

WoA – Adventure is a persistent MMORPG server within the WoA Network. Its primary world, Orbis, is structured around PvE progression, player economy, and seasonal PvP territories. The server operates under a controlled world expansion model during Early Access.

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 →
25Skills
4Categories
100Max Level
10Reward Tiers
16Reward Types
4War Fronts

Quick Links

WoA – Adventure MMORPG · play.woastation.com
Not affiliated with Hypixel Studios or Hytale.
Play Now Discord
Beginner Guide

Getting Started

Welcome to Orbis. This guide will help you start quickly and avoid common mistakes.

If you are new to WoA – Adventure, follow these steps in order. Skipping ahead — especially into War Territories — can result in losing everything you've gathered.
01

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
02

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
See: Quests
03

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)
Always claim your land before building. Unclaimed land has no protection.
04

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.

05

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
Command: /xp
06

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
07

Ready for Risk?

When prepared, you may enter War Territories for high-risk, high-reward play.

Full PvP enabled. Keep Inventory is OFF. No teleportation. Bring only what you can afford to lose. Start with Eastern Front if active.

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

World

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, questsSeasonal faction warfare and territorial dominance
Claim Chunks Enabled No Claim Protection
MMO Skill Tree Active No MMO Skill Bonuses
Limited or No PvPFull PvP Enabled

Region Status

Active — Fully accessible Expanding — Growing region Locked — Planned, inaccessible Seasonal — Active during PvP seasons

Central Area Regions

RegionDirectionBiomeStatus
The First LandsCenterMixedActive
Emerald WildsEastPlainsExpanding
Howling SandsSouthDesertLocked
Whisperfrost FrontiersNorthTaigaLocked
Devastated LandsWestVolcanicLocked

War Territory Fronts

FrontDirectionStatus
Eastern FrontEastLocked
Southern FrontSouthLocked
Northern FrontNorthLocked
Western FrontWestLocked
Expansion Philosophy: Orbis expands directionally as the community grows, ensuring controlled development without global world wipes.
World · PvE

Central Area

The safe progression core of Orbis. Build, trade, quest, and grow without the risk of PvP.

The Central Area is the permanent, wipe-free PvE zone of Orbis. All major systems — Claim Chunks, Guilds, MMO Skill Tree, Quests, and Economy — are active here.

Claim Chunks

Protect your land from griefing. Shared access available via party system.

Learn more →

Guilds

Cooperative social groups with roles, chat, and persistent data.

Learn more →

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 →

Quests

Starter, Daily, Weekly, and Profession quests for structured progression.

Learn more →

Economy

Shop and Auction House for gold-based trading and item exchange.

Learn more →

Land Protection

Lock chests, doors, and containers against unauthorized access.

Learn more →

Regions

RegionDirectionBiomeStatus
The First LandsCenterMixedActive
Emerald WildsEastPlainsExpanding
Howling SandsSouthDesertLocked
Whisperfrost FrontiersNorthTaigaLocked
Devastated LandsWestVolcanicLocked
World · PvP

War Territories

High-risk seasonal PvP regions designed for faction warfare and territorial competition.

Warning: War Territories have full PvP enabled and Keep Inventory is OFF. You will drop your inventory on death. Enter only with items you can afford to lose.

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

FrontDirectionStatus
Eastern FrontEastLocked
Southern FrontSouthLocked
Northern FrontNorthLocked
Western FrontWestLocked

Related Pages

War Territories

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
All War Territories reset between seasons. Territory ownership, faction power, and rankings are wiped. Gold, skills, and Central Area builds are never affected.
Competitive

Seasons

Seasons structure competitive gameplay in War Territories without affecting PvE progress.

Only War Territories reset each season. Central Area — including your gold, skills, and builds — remains permanent. Seasons exist to prevent permanent dominance in PvP.

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

Core Systems

The building blocks of Orbis — progression, economy, land, and social systems.

MMO Skill Tree

RPG progression through Combat, Gathering, and Crafting. Permanent milestone bonuses.

View →

Quests

Starter, General, Profession, Daily, and Weekly quests with Gold, Key, and XP rewards.

View →

Claim Chunks

Land protection system for the Central Area. Prevents griefing and unauthorized access.

View →

Land Protection

Lock individual containers and doors independently from Claim Chunks.

View →

Guilds

PvE social groups with roles, chat, and persistent data. Active in Central Area only.

View →

Factions

Competitive PvP groups for War Territory control and seasonal ranking.

View →
Core System

MMO Skill Tree

25 skills across 4 categories. Every action you take makes you stronger — inspired by mcMMO and RuneScape.

MMO Skill Tree is active only in the Central Area. Skills and bonuses are suppressed in War Territories. Open your skill overview with /xp — all other menus are reachable from there.
25Skills
4Categories
10Reward Tiers
16Reward Types
100Max Level

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.

Mastery Cape — Reach level 100 in any skill to earn its unique Mastery Cape. 18 legendary capes with custom models, armor stats, and the highest resistance, health, mana, and damage bonuses in the game.

Player Commands

CommandDescription
/xpOpen the skill overview — all menus are accessible from here
/xp <skill>Open directly to a specific skill page
/mmoskillsList all available skills and your current levels
/mmoleaderboardOpen the player leaderboard
/mmoboostView or activate available XP boosts

Item Level Requirements

Certain items require minimum skill levels to use. This is disabled by default on WoA — check in-game or Discord for the server's current configuration. Default ore requirements follow tier progression (Copper: 1, Iron: 10, Silver: 20, Gold: 30, Cobalt: 40, Mithril: 50+).

Related Pages

Core System

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
Core System

Claim Chunks

Protect your land in the Central Area from griefing and unauthorized access.

Claim Chunks are only available in the Central Area. War Territories have no claim protection. Always claim before you build.

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
Claim limits may vary by progression. Earn more Claim Chunks by completing quests — especially Starter Quests.
Core System

Land Protection

Lock containers and doors to prevent unauthorized access, independently from Claim Chunks.

Supported Objects

  • Chests
  • Doors
  • Trapdoors
  • Gates

Commands

CommandDescription
/lock create <name>Create a named lock on a container or door
/lockLock the targeted object
This system works independently from Claim Chunks. You can lock containers even in areas not fully claimed.
Core System · PvE

Guilds

Player-created social groups for cooperative PvE gameplay in the Central Area.

Guilds are PvE-focused. They do not function in War Territories. For competitive PvP play, see Factions.

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
Economy

The Economy

A gold-based system designed for long-term MMORPG progression. Balanced between server stability and player-driven freedom.

Gold is the primary currency of Orbis. It is used for trading, purchasing items, investing in progression, and economic interaction with other players.

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
/shop

Auction House (Player Driven)

  • Fully player-controlled prices
  • Supply and demand driven
  • Supports rare item trading
  • Higher potential profit
/auction

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
Economy

The Shop

Operated by the Merchant NPC at Spawn. Fixed server-controlled prices for economic stability.

The Shop is located at Spawn — Central Area. Use /shop for command access.

Purpose

  • Provides guaranteed item availability at all times
  • Prevents market price collapse
  • Acts as a gold sink to control inflation
Not all items are sellable through the Shop. For rare or player-crafted goods, use the Auction House instead.
Economy

Auction House

Player-driven market at Spawn. Prices are set by supply and demand.

Located at Spawn — Central Area. Command: /auction

How It Works

1

List Items

Players list items for sale at their desired price using /auction.

2

Browse & Purchase

Other players browse listings and purchase items directly. Gold is transferred automatically.

3

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
War Territories · PvP

Factions

Competitive PvP groups operating exclusively in War Territories for territory control and seasonal ranking.

Factions operate only in War Territories. They do not interact with Guilds, which are the PvE social system.

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
Faction influence resets each season, but your gold and PvE progress carry forward. See Seasonal Reset.

Related Pages

Factions

Faction Commands

Commands for managing your faction in War Territories. Availability may evolve over time.

CommandDescription
/f createCreate a new faction
/f inviteInvite a player to your faction
/f leaveLeave your current faction
/f kickRemove a member from the faction
/f promotePromote a member to a higher role
/f mapView the territory map
/f claimClaim a territory sector for your faction
Command availability may change as the server evolves. Check Discord for the latest updates.
Factions

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
Faction Power resets at the end of each season. Every season is a fresh start for competition.
Factions · Seasons

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
Top factions at season end receive exclusive rewards. Seasons maintain competitive balance and prevent permanent territorial dominance.
Development

World Expansion Roadmap

Orbis expands based on player activity, not dates.

World expansion is earned. Not rushed.
No empty regions No forced progression No artificial hype
Active

Phase 1 — Foundation

  • The First Lands open
  • Core systems online
  • Economy, building, claims
  • Early Access begins
Locked

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
Unlocked when
  • The First Lands reach stable population
  • Players request new land
  • Economy is established
  • Organized groups appear
Locked

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.

Planned

Arena

Structured PvP arena for competitive combat outside of War Territories.

Planned

World Boss Zones

Open-world boss encounters for large-scale server-wide participation.

Planned

Seasonal Event Regions

Special regions that activate during limited-time seasonal events.

Planned
Development

Future Content

Planned features and expansions for Orbis beyond Early Access.

All future content is planned and subject to change. Follow Discord for the latest development news.
  • Dungeons — Instanced group PvE content
  • Arena — Structured PvP competition
  • World Boss Zones — Server-wide raid encounters
  • Seasonal Event Regions — Limited-time special areas
View Full Roadmap →