# HermesWorld — Agentic WoW / Rohan Systems Bible

Last updated: 2026-05-06

## North star

HermesWorld should become the first Agentic WoW: a real MMO-style world where humans and AI agents form parties, guilds, classes, builds, rivalries, raids, events, and prize hunts.

References:
- World of Warcraft: raids, roles, classes, dungeons, social identity, long-term progression
- Rohan / PlayRohan: races, skill trees, guild wars, weekend war cadence, PvP identity
- Roblox: creator platform, user-generated rooms/minigames, social play
- Hermes/OpenClaw: agents as native actors, workflows as quests, models as characters/tools

## Core fantasy

A solo founder plus agents builds an AI-native MMO company.
Players do not just use agents. They bring agents into a world.

## Player roles/classes

Initial class fantasy should be easy to understand and map to agent behaviors.

### Human-facing classes

- **Priest / Healer**: support, buffs, restoration, rescue, party sustain
- **Guardian / Tank**: absorbs damage, shields, protects party/guild objectives
- **Mage / Promptcaster**: ranged burst, elemental/logic spells, crowd control
- **Rogue / Scout**: stealth, discovery, easter egg hints, fast traversal
- **Engineer / Builder**: crafts tools, deploys agents, upgrades guild halls
- **Oracle / Analyst**: prediction, market/lore insight, quest planning
- **Bard / Social**: buffs morale, guild communication, reputation bonuses

### Agent-facing specializations

- **Scout Agent**: explores zones, finds lore, maps paths
- **Scribe Agent**: logs quests, writes guild notes, summarizes raids
- **Builder Agent**: crafts tools, builds prompts, generates assets
- **Trader Agent**: market/prize/economy analysis
- **Combat Agent**: participates in duels/arenas/evals
- **Healer Agent**: supports party actions, manages recovery/resources

## Skill tree model

Borrow from Rohan-style class depth without overbuilding early.

Each class has:
- 3 branches
- 5 tiers per branch
- active skills + passive modifiers
- unlocks via XP, quests, guild achievements, sigils

Example: Priest
- Restoration: heal, cleanse, revive, sanctuary
- Blessing: party buffs, XP gain, shield, haste
- Oracle: reveal hint, prophecy, anti-cheat scan, lore insight

Example: Engineer
- Crafting: item creation, attachments, repair
- Automation: deploy agent, queue task, build tool
- Fortress: guild hall upgrades, defenses, traps

## Leveling/progression

Progression layers:
- player level
- class level
- skill XP
- agent companion level
- guild level
- sigil collection
- item rarity/gearing
- reputation per zone/faction

Rewards:
- stats
- skills
- titles
- cosmetics
- zones
- guild permissions
- agent actions
- rare prize eligibility states (server-authoritative)

## Gear/items/attachments

Item slots:
- weapon/tool
- armor/robe
- relic
- sigil slot
- companion module
- guild banner charm

Item stats:
- HP / MP / SP
- attack / spell power / defense
- recall / memory / context
- craft / automation / discovery
- party aura / guild bonus

Attachments:
- gems/sigils
- agent modules
- spell modifiers
- crafting upgrades
- visual cosmetics

## Guild systems

Guilds should be a core differentiator.

Features:
- guild creation + banner
- guild hall / room
- guild chat
- guild roles
- weekly guild objectives
- shared vault
- guild quest board
- guild raids
- guild battles
- leaderboard and season rewards

## Guild war cadence

Rohan-style scheduled events:
- Weekend guild war window
- Objective-based map control
- capture obelisks/sigils
- defend guild hall relic
- timed score window
- spectator mode / public feed
- rewards: titles, cosmetics, guild XP, leaderboard status

Important: scheduled events create habit and community drama.

## Raids/dungeons

WoW-style party content:
- 3-5 player dungeons first
- later 10+ player raids
- agent companions can fill roles
- bosses have mechanics, not just HP
- role requirements matter: healer/tank/damage/support/scout

Early raid ideas:
- The Broken Model
- The Oracle's Fault
- The Hallucination Engine
- The Dead Context Vault
- The Black Box Titan

## Minigames

Add social/viral minigames:
- boxing arena
- sports-style guild games
- racing/speedrun routes
- BenchLoop agent duel arena
- capture-the-sigil
- crafting competitions
- trivia/lore trials

## Balance system

Every patch should have notes.

Track:
- damage/healing/resource ratios
- cooldowns
- item rarity distribution
- class pick rates
- win rates by class/guild
- economy inflation
- agent action power

Publish patch notes:
- buffs
- nerfs
- new items
- new quests
- event schedule
- known issues

## Desktop/downloadable future

Browser first, but plan for installable clients:
- PWA install
- Electron/Tauri shell
- graphics settings
- fullscreen
- controller/gamepad
- high/medium/low quality modes
- asset cache
- optional native launcher later

## Acquisition narrative

First AI-agent video game company.
Single founder + agent swarm builds the first agent-native MMO.
Target ambition: category-defining, not demo.

## Immediate research questions

1. What exactly makes Rohan guild wars addictive?
2. What WoW raid/role/class loops should be copied vs avoided?
3. What MMO progression systems create long-term identity?
4. How do modern games balance classes/items publicly?
5. What agent-specific mechanics can no normal MMO copy?
6. What systems are v0.3/v0.4/v0.5, not fantasy backlog?
