Archived Changes (45435 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 696602468a8140a064194beb | nations | Taika | Update | Approved |
Ongoing Modifiers:
Added:
Item 12:
field:
magic_consumption
value:
3.0
duration:
-3
source:
https://discord.com/channels/1188889187018088488/1195493916561129613/1460548185939509349
Progress Quests:
Added:
Item 33:
quest_name:
Seek on Xa'ta'ta blade
bonus_progress_per_tick:
1
current_progress:
0
required_progress:
13
link:
https://discord.com/channels/1188889187018088488/1195493916561129613/1460548185939509349
slot:
tier_3_spell_slot
|
None | docrm | |
| 696601488a8140a064194bea | nations | Taika | Update | Approved |
Resource Storage:
magic:
11 →
7
|
None | docrm | |
| 6966006c8a8140a064194be9 | wonders | Xuros Obelisk | Update | Approved |
Effect Description:
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions.
Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell.
Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell.
Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain.
Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap.
Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap.
Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session.
Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session.
Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city.
Vision (10): Instantly gain 2d10 temporary karma.
Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age.
Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot.
The Xuros Obelisk currently generates (10) MP a session, placed into storage.
Current Storage: (86/100)
Magic points can never be withdrawn from the Obelisk.
Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1. →
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions.
Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell.
Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell.
Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain.
Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap.
Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap.
Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session.
Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session.
Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city.
Vision (10): Instantly gain 2d10 temporary karma.
Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age.
Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot.
The Xuros Obelisk currently generates (10) MP a session, placed into storage.
Current Storage: (90/100)
Magic points can never be withdrawn from the Obelisk.
Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1.
|
3 from mercs, 1 from myself | docrm | |
| 6965fffa8a8140a064194be8 | nations | Taika | Update | Approved |
Money:
3430 →
4375
Resource Storage:
stone:
15 →
11
mounts:
13 →
7
magic:
30 →
11
bronze:
5 →
1
iron:
10 →
9
|
Discord Message (1460166820731420887) | docrm | |
| 6965f8488a8140a064194be0 | nations | Taika | Update | Approved |
Progress Quests:
Added:
Item 32:
quest_name:
Casino on Rock
bonus_progress_per_tick:
0
current_progress:
0
required_progress:
57
link:
https://discord.com/channels/1188889187018088488/1188899747696750695/1460540076592468085
slot:
no_slot
|
None | docrm | |
| 6965f4208a8140a064194bde | characters | Salphaxia | Update | Approved |
Magic Points:
18 →
16
|
None | docrm | |
| 6965f3b18a8140a064194bdd | wonders | Xuros Obelisk | Update | Approved |
Effect Description:
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions.
Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell.
Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell.
Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain.
Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap.
Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap.
Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session.
Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session.
Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city.
Vision (10): Instantly gain 2d10 temporary karma.
Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Unite (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age.
Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot.
The Xuros Obelisk currently generates (10) MP a session, placed into storage.
Current Storage: (86/100)
Magic points can never be withdrawn from the Obelisk.
Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1. →
At the start of each session, the owner of the Xuros Obelisk may choose to store nation magic points within the obelisk, spending them at will to perform any of the following actions.
Recover (5): Friendly nation spell is rerolled, new result must be taken. May only be used once per spell.
Repulse (5): Hostile spell is forced to reroll, new result must be taken. May only be used once per spell.
Repel (5): A chosen non-ruler unit within or adjacent to the borders of this nation is teleported 2d6 hexes in the opposite direction of the wonder. This cannot teleport them into hostile terrain.
Shield (5): Target unit gains a +5 Defense bonus on their next roll this war session, exceeding cap.
Empower (5): Target unit gains a +5 Attack bonus on their next roll this war session, exceeding cap.
Destroy (5): Target non-ruler unit has a 50% chance of being destroyed, and a 50% chance to be reduced to half their HP maximum, rounded up. This may be used once per war session, and must be used at the start of the war session.
Embolden (5): Target unit gains +1 Speed, Armor, HP, Damage, Retaliation Damage, and Morale; and gains the Magical special trait. Increase this cost to 10 when cast on Ruler units. This does not stack, and has a 50% chance to go away at the end of each war session.
Obliterate (10): Prior to a war session's start, select 2d6 hexes. These hexes cannot be entered by any units during the war session. This cannot be used to completely surround any district, wonder or city, cannot be placed in another nation's territory, and cannot be placed on a district, wonder, or city.
Vision (10): Instantly gain 2d10 temporary karma.
Unite (10): Target nation gains one level of stability, reduces their stability loss chance by 100%, and increases their stability gain chance by 100% for one session. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Reform (10): Target nation may ignore five levels of lost stability resulting from changing non-government laws immediately. Increase the cost of this action by 5 each time it is used on a unique nation during an age.
Manifest (15): Target nation gains +1 Rolling Karma. Increase the cost of this action by 15 each time it is used on a unique nation during an age.
Sanctify (20): Target artifact becomes attached to this wonder, cannot be lost or stolen, and does not count towards the artifact slots of the owner. Only one artifact may be attached to this wonder at a time. This artifact is automatically equipped, not taking up a slot but costing 2 NMP (Per Era) to maintain without a slot.
The Xuros Obelisk currently generates (10) MP a session, placed into storage.
Current Storage: (86/100)
Magic points can never be withdrawn from the Obelisk.
Wish Effect: This wonder can sacrifice 3 of any resource that isn't Magic Points to increase the amount of Magic Points in the wonder by 1.
|
None | mykonos_ | |
| 6965f20d8a8140a064194bdc | characters | Albert “Al” Gore of House Gore | Update | Approved |
|
None | mykonos_ | |
| 6965f18e8a8140a064194bdb | spells | Amastan Adder's Stasis | Update | Approved |
Effect:
If successful, the caster can place a character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 2, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant moderately increased chances of success when attempting to preserve something. →
If successful, the caster can place a character under Stasis. A character in Stasis cannot be harmed, does not age, and cannot be played. When the spell ends, they are returned to their exact condition at the time the spell was cast.
If the target is unwilling, increase the cost by 2, and a contested magic check is made.
The spell ends of the target is affected in any way by an outside influence.
If this is cast during a war, or in a duel, increase the complexity and cost by two.
Upkeeping a character in Stasis over an Era transition consumes all character magic of the character upkeeping the spell, and requires a DC 20 Magic check.
Alternatively, this may be used to grant significantly increased chances of success when attempting to preserve something.
|
None | mykonos_ | |
| 6965ef698a8140a064194bda | spells | Nekreyn's Mana Shield | Update | Approved |
Effect:
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (4) character or nation magic points (must match whatever they are using to upkeep it).
Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split, and must be one or the other. →
If successful, a target character gains the effects of Mana Shield. A character under the effect of Mana Shield may substitute the loss of a health state with (4) character or nation magic points (must match whatever they are using to upkeep it). If multiple health states are lost, you must choose to substitute all, if all can be paid for.
Alternatively, rather than magically malfunctioning, they may substitute it with (5) character or nation magic points.
The current upkeep cost of the spell increases by 1 for every age it has been upkept.
The type of magic points spent cannot be split, and must be one or the other.
|
None | mykonos_ |