Archived Changes for Artifacts (6226 total)

ID Target Collection Target Change Type Status Changes Reason Time User
67f84c9f49036e41e6ed1ff7 artifacts Book of Markus Update Approved
Effect Description:
At the cost of $50, the wielder of the Book of Markus may increase their Export and Import capacity by 1 for the session. → At the cost of $40, the wielder of the Book of Markus may increase their Export or Import capacity by 1 for the session. A maximum of $400 may be spent on this artifact per session.
mykonos_
67f84b7c49036e41e6ed1ff6 artifacts Book of Markus Update Approved
Effect Description:
At the cost of $50, the wielder of the Book of Markus may increase their Export and Import capacity by 1 (per era) for the session. → At the cost of $50, the wielder of the Book of Markus may increase their Export and Import capacity by 1 for the session.
mykonos_
67f84b5f49036e41e6ed1ff5 artifacts Book of Markus Update Approved
Effect Description:
At the cost of $50 per era, the wielder of the Book of Markus may increase their Export and Import capacity by 1 (per era) for the session. → At the cost of $50, the wielder of the Book of Markus may increase their Export and Import capacity by 1 (per era) for the session.
mykonos_
67f84b3149036e41e6ed1ff4 artifacts 67f577453ea41ff4f8ea83d3 Update Approved
mykonos_
67f84ac549036e41e6ed1ff3 artifacts 67f577453ea41ff4f8ea83d3 Update Approved
Effect Description:
Each time the wielder of Zalandra's Final Tear fails a mech-rp, this artifact gains a charge, up to a maximum of 5 charges. Before any mech-rp, the wielder may sacrifice all charges in order to a gain a bonus to a single mech-rp equal to the bonus, exceeding the +10 cap. However, the wielder increases their chance of death per session by 5% per charge the artifact holds. Alternatively, the wielder may sacrifice all charges in order to gain character magic point → Each time the wielder of Zalandra's Final Tear fails a mech-rp, this artifact gains a charge, up to a maximum of 5 charges. Before any mech-rp, the wielder may sacrifice all charges in order to a gain a bonus to a single mech-rp equal to twice the charges, exceeding the +10 cap. However, the wielder increases their chance of death per session by 5% per charge the artifact holds.
mykonos_
67f84a5349036e41e6ed1ff2 artifacts 67f57af13ea41ff4f8ea83e3 Update Approved
mykonos_
67f8498049036e41e6ed1ff1 artifacts 67f57af13ea41ff4f8ea83e3 Update Approved
Effect Description:
At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. At the end of a war session, there is a 5% chance the Void Archon becomes a hostile unit. Each time this unit attacks, substitutes its attack, or joins a battle, this chance increases by 5%. Before the chance is rolled, the user choose to sacrifice 2 Nation Magic per 10% to ignore a roll. → At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. At the end of a war session, there is a 5% chance the Void Archon becomes a hostile unit. Each time this unit attacks, substitutes its attack, or joins a battle, this chance increases by 5%. Before the chance is rolled, the user choose to sacrifice 2 Nation Magic to reduce the chance by 10%.
mykonos_
67f8482049036e41e6ed1ff0 artifacts 67f57af13ea41ff4f8ea83e3 Update Approved
Effect Description:
At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. At the end of a war session, there is a 5% chance the Void Archon becomes a hostile unit. Each time this unit attacks, substitutes its attack, or joins a battle, this chance increases by 5%. Before the chance is rolled, the user choose to sacrifice 2 Nation Magic per 10% to ignore a roll. → At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. At the end of a war session, there is a 5% chance the Void Archon becomes a hostile unit. Each time this unit attacks, substitutes its attack, or joins a battle, this chance increases by 5%. Before the chance is rolled, the user choose to sacrifice 2 Nation Magic per 10% to ignore a roll.
juggernacht
67f8481d49036e41e6ed1fef artifacts Void Parasite Update Approved
Effect Description:
Once per mech-rp the wielder of the V̷o̶i̷d̴ Parasite may elect to draw upon the V̷o̶i̷d̴ Parasite, doing so switches your d20 with anything from a d15, to a d35, and any number in between. When used, the consequences of failure are made more dramatic. Additionally, the wielder of V̷o̶i̷d̴ Parasite has three random attributes increased by one. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%. Cursed: V̷o̶i̷d̴ Parasite cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, more than likely leading to the new heir. → Once per mech-rp the wielder of the V̷o̶i̷d̴ Parasite may elect to draw upon the V̷o̶i̷d̴ Parasite, doing so switches your d20 with anything from a d15, to a d35, and any number in between. When used, the consequences of failure are made more dramatic. Additionally, the wielder of V̷o̶i̷d̴ Parasite has three random attributes increased by one. The V̷o̶i̷d̴ Parasite does not take up an artifact slot, but if four artifacts are equipped including this one, it doubles their chance of death per session; to a minimum of 5%. Cursed: V̷o̶i̷d̴ Parasite cannot be removed, and will not be automatically passed on upon death. Instead, it will seek a random host within the area, more than likely leading to the new heir.
mykonos_
67f847f549036e41e6ed1fee artifacts 67f57af13ea41ff4f8ea83e3 Update Approved
Effect Description:
At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. Each time this unit attacks, substitutes its attack, and at the end of the war session there is a 25% chance that the wielder loses control of the unit, and it becomes a hostile unit. Before the chance is rolled, the user may spend 5 Nation Magic to ignore a roll. → At the start of a war session, the wielder of the Tear of the Archon may spend 1 nation magic point to instantly take control of any non-ruler/archon Void unit. Only one unit can be taken at a time. Additionally, at the start of any war session, the wielder of the Tear of Archon may designate one friendly unit to become a Void Archon under their control. Only one Void Archon may exist in a war at a time. At the end of a war session, there is a 5% chance the Void Archon becomes a hostile unit. Each time this unit attacks, substitutes its attack, or joins a battle, this chance increases by 5%. Before the chance is rolled, the user choose to sacrifice 2 Nation Magic per 10% to ignore a roll.
mykonos_