Archived Changes (39242 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 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.
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mykonos_ | ||
| 67f84a5349036e41e6ed1ff2 | artifacts | 67f57af13ea41ff4f8ea83e3 | Update | Approved |
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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%.
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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.
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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.
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mykonos_ | ||
| 67f8473749036e41e6ed1fed | artifacts | Staff of the Lumiran Archmage | Update | Approved |
Effect Description:
The wielder of the Staff of Elisho may cast Dispel for free twice per age. These free castings of Dispel are made at one tier lower of complexity. When a spell is Dispelled via this staff, the wielder gains character magic points equal to half the magic point cost of the spell that is dispelled, rounded down. If this were to cause the wielder to go over their maximum magic point storage, they lose a health state. Additionally, the wielder of this staff gains moderately increased chances of success when attempting gathering character magic points. →
After a successful Dispel, the wielder of the Staff of Lumiran Archmage gains character magic points equal to a quarter of the magic point cost of the spell that is dispelled, rounded up. If this were to cause the wielder to go over their maximum magic point storage, they lose a health state.
Additionally, the wielder of this staff gains moderately increased chances of success when attempting to gather character magic points.
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mykonos_ | ||
| 67f846b649036e41e6ed1fec | artifacts | 67f57cda3ea41ff4f8ea83f9 | Update | Approved |
Effect Description:
Once per age the wielder of the Staff of Enrichment may create a random node within the vicinity of your capital hex. Receive one additional progress upon a successful roll for node creation. Additionally all node creation rolls gain a slightly increased chances of success. →
Once per age the wielder of the Staff of Enrichment may create a random node within the vicinity of your capital hex. Receive one additional progress upon a successful roll for node creation.
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mykonos_ | ||
| 67f845cf49036e41e6ed1feb | artifacts | Soul of Arkrax | Update | Approved |
Effect Description:
The wielder of the Soul of Arkrax increases their nation magic production by 2. The above bonus increases by 1 at the end of each era. Additionally, the wielder of this artifact may choose to cast spells through it. Doing so decreases their cost by 1, to a minimum of 2. There is a 5% chance each time a spell is cast by the wielder that Arkrax will secretly seize control of it, and may use the same amount of magic points to cast any spell available, potentially casting the same spell. The chance is doubled when the above cost decrease is used. Given that it is secret, the spell will always appear to have been cast by the original caster. "You think that you're rid of me? Hmph. You'll see just how patient a dragon of my age can be..." →
The wielder of the Soul of Arkrax may choose to cast spells through it. Doing so decreases their cost by 2, to a minimum of 2.
There is a 10% chance each time a spell is cast through this artifact that Arkrax will secretly seize control of it, and may use the same amount of magic points to cast any spell available, potentially casting the same spell. This chance increases by 2% each time this chance fails to trigger; resetting when it is triggered.
Given that it is secret, the spell will always appear to have been cast by the original caster.
"You think that you're rid of me? Hmph. You'll see just how patient a dragon of my age can be..."
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mykonos_ | ||
| 67f844db49036e41e6ed1fea | artifacts | Seed of Destiny | Update | Approved |
Effect Description:
Once per war session, the wielder of the Seed of Destiny may sacrifice a unit at full HP in order to heal all other units by half HP, rounded up. When this occurs, the wielder also reduces their Food storage by 2d4+1, which causes the loss of a level of stability if their storage is reduced to 0. If a mercenary company were to use this instead, they suffer an immediate 35% chance to lose a level of renown. →
Once per war session, the wielder of the Seed of Destiny may sacrifice a unit at full HP in order to heal all other non-ruler units by half HP, rounded up. When this occurs, the wielder also reduces their Food storage by 2d4+1, which causes the loss of a level of stability if their storage is reduced to 0. If a mercenary company were to use this instead, they suffer an immediate 50% chance to lose a level of renown.
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mykonos_ |