Research

Table of Contents:


Research

Research in Mythic Adventures if the process of introducing new recipes, spells, and rituals into the game. Research allows a player to work towards crafting a new, unique item to add to the game's existing assortment of spells and recipes.

What can be Researched?

Production

Any of the existing production skills in the game may have new recipes created. These can be of the Apprentice, Journeyman, Master, or Grand Master level. While new recipes will typically be crafted in the specific production the user is trained in, such as Weaponsmithing or Armorsmithing, a recipe may also be a "generalist" recipe, such as Blacksmithing or Herbalist.

Magic

New spells may be introduced into any of the 8 existing spell arts (Healer, Hearth, Wrath, Druid, Necormancy, Celestial, Arcanist, & Elemental), at any spell level or even Ritual. Typically the spell must be tuned to a specific art, though it is possible through multiple researchers or multiple research sessions to add additional arts to a given spell.

How to be "Eligible" for Research

The "thing" you are attempt to research must be something that your character is able to accomplish, at least upon time of completion of the research project. For example, you cannot creature a 6th level Druid spell unless your character is able to cast 6th level druid spells. You may start the research project prior to gaining your 6th level druid magic, but the project cannot be completed until you have attained this level.

Similarly, for production recipes, you must have the sufficient skill to create the new recipe. So an Apprentice armorsmith cannot create a Master armorsmith recipe unless they have attained the rank of Master at completion.

How long does Research take?

The current "formula" for research completion is crafted upon 2 factors. The first is the effort level of the "thing" being researched. A 1st level spell takes far fewer resources than a 9th level, for example. The second is a standard "research cycle", which at current time is a single season. The "effort level" then applies a certain "resource cost" across a single research cycle.

Using simplified numbers, let's say that a 1st level spell requires 10 "resources" in order to complete in a single cycle. It may be possible, then, to take 2 research cycles to accomplish the research for 5 "resources". It may also be possible to finish your research in less than a single cycle, but it's not as simple as needing 20 "resources" instead of the standard 10. It's easier to replace resources with time, but it is harder to replace time with resources. It could potentially take 25 or 30 "resources" to complete the project in half the time, or even more.

If you are not able to make it to a game after you have started research, it is assumed your character is still working on the research project. Thus, you will not be penalized for missed games in the form of increased time to your standard research cycle.

How do you start Research?

It is often useful to begin a conversation with the staff member(s) in charge of research. They can help guide and direct you in figuring out what your research project could be, and give you ideas on whether what you wish to do is possible, or within the realm of whatever it is you seek to make. However, the research staff will not ever give you 100% assurance if your project will or will not work. However, you will always get *something* at the end of the research, it just may not be what you are looking for. A conversation with the research staff helps you go in with managed expectations.

The first step is to fill out the research form located at: HERE

This form gives will signal to the staff members in charge of research that you are ready to start a project, and create the base formatting to allow the user's progress to be tracked. Inside the form you'll lay out your base idea of research, a title for the research, as well as any items you have turned in (or planned to turn in), and any recipes of previous turn ins.

It is usually requested that you fill out the research form prior to your first turn to help staff have your progress tracker set up properly.

Note: the provides a section for "turn in receipts". This is a special use case section for instances where a turn in happens prior to the form being filled out. You do not need to use this unless instructed to by Research Staff.

Continuing Research & Resources

After you begin the process, it's time to start tackling that formula. The mystery of research is that the only people that know the formula, and thus what your "goal" is, are the research staff. There may be skills and process to aid you in estimating your research progress or end goal, but at this stage, it's up to you to begin to turn in resources.

What is a resource?

It's anything with some sort of in-game value. This includes:

  • Crown
  • Item Tags
  • Existing Recipes or Spell Scrolls
  • Experience Chits
  • Research Tokens
  • Production Points

What this means is that you must turn in tangible, physical resources. Going through role play and scenes to show your effort towards figuring out your research are great and are encouraged, and a small bonus may be applied at the research staff's discretion, but it is not guaranteed.

Turning In Resources

You turn in research either at the beginning or end of an event. It is encouraged that you turn in at the beginning during the check in process, as this is often when the research staff has access to the tools to update your progress on hand. Turning in at other times simply makes it more difficult by forcing staff to have to remember to update a system they do not currently have access to. At the end of the day, it's always a good idea to make the research staff's lives easier. They control the fate of your project!

How will you know when you've turned in enough resources?

While staff cannot tell you what your end goal is, they likely will not allow you to turn in more than they are looking for. Typically if you have reached the "required resources" goal of your project the research staff will alert you that time is the final factor to consider. You can at this point choose to try to continue to turn in resources with the goal of increasing the likelihood or strength of your research (perhaps creating a more powerful spell, or higher rank recipe), or try to complete your research before the end of the research cycle. It is important to state these intentions to the research staff, lest they simply acquire your resources while you wait for the time factor to complete.

End of the Cycle

Should you reach the end of the research cycle without attaining your goal, fear not! You can continue to turn in research, and it may get a little easier now that the factor of time is not holding you back.

However, if you have reached the end of the cycle and have met the resource goal: congratulations! Staff will work with you on any final pieces of the puzzle, and then present you with a completed spell or recipe. In addition, you'll be award experience for contributing to the growth of the game.

XP Rewards

  • Apprentice Recipe: 50 exp
  • Journeyman Recipe: 100 exp
  • Master Recipe: 150 exp
  • Grand Master Recipe: 200 exp per GM level
  • Spell: 25 exp per spell level
  • Ritual: 50 exp per ritual level

Combined/Collaborative Research

While joint research projects are potentially possible, the specific logistics of it are still being worked on. It is possible to join efforts between multiple players to craft a ritual, however at the end of the research cycle, only a single copy of a spell or recipe shall be created, not one for each contributing member. These sorts of project will require a further discussion with research staff.

Multiple Projects

You can only be the lead on a single research project. However, you could help by mentoring or financing another research project created and headed by another player. For all intents and purposes, this project will be "theirs", but for role play and story you can "help out".