Archived Changes for Artifacts (535 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6a590b19bbc54cadf4747112 artifacts Dilani's Claw Update Approved
Equipped:
True → 0
None avi.a4
6a590aeabbc54cadf4747111 artifacts Peruga Idol Update Approved Discord Message (1525240216443424919) avi.a4
6a566198730feaed5585a047 artifacts Bjork Horn Shofar Update Approved
Effect Description:
Wielder may curse (or bless) a character that is already affected by a curse (or bless) spell, up to two simultaneous curse (or bless) effects instead of the default of one. So long as both curses (or blesses) relate to warfare, dueling, contested checks, or opposed checks. When this artifact is unequipped, the default resolution for simultaneous curses (or blesses) is used, as per those spells' descriptions. The wielder may expend this artifact's charges to reduce the cost/complexity of curse or bless spellcasts if their effects are within the previously described domains: Spend 1 charge to reduce the complexity of Curse or Bless by 1 tier for one session. Spend 1 charge to halve the cost of one spellcast of Curse or Bless for one session (maximum 1 use per spellcast). This artifact may gain charges in the following ways: For defeating a wielder-cursed nation or character in war or duel (respectively): gain 1 charge per three upkeep worth of curses on that nation/character. For succeeding on an MRP to benefit another wielder-blessed nation or character: gain 1 charge per three upkeep worth of blesses on that nation/character. The total roll on the MRP must be at least as high as the highest tier blessing's base complexity. Additional Transcendent Forge Effect: Spend 1 charge to re-roll a curse (or bless) spell casting roll that has malfunctioned or failed. This artifact is considered empowered for any mechanics that interact with such terminology. It may not be empowered by any other source save a wish. Charges: 3/4 → Wielder may curse (or bless) a character that is already affected by a curse (or bless) spell, up to two simultaneous curse (or bless) effects instead of the default of one. So long as both curses (or blesses) relate to warfare, dueling, contested checks, or opposed checks. When this artifact is unequipped, the default resolution for simultaneous curses (or blesses) is used, as per those spells' descriptions. The wielder may expend this artifact's charges to reduce the cost/complexity of curse or bless spellcasts if their effects are within the previously described domains: Spend 1 charge to reduce the complexity of Curse or Bless by 1 tier for one session. Spend 1 charge to halve the cost of one spellcast of Curse or Bless for one session (maximum 1 use per spellcast). This artifact may gain charges in the following ways: For defeating a wielder-cursed nation or character in war or duel (respectively): gain 1 charge per three upkeep worth of curses on that nation/character. For succeeding on an MRP to benefit another wielder-blessed nation or character: gain 1 charge per three upkeep worth of blesses on that nation/character. The total roll on the MRP must be at least as high as the highest tier blessing's base complexity. Additional Transcendent Forge Effect: Spend 1 charge to re-roll a curse (or bless) spell casting roll that has malfunctioned or failed. This artifact is considered empowered for any mechanics that interact with such terminology. It may not be empowered by any other source save a wish. Charges: 4/4
resetting charges for era transition avi.a4
6a55def2730feaed55859fef artifacts Skin of the Flow Lord Update Approved
Name:
Meepsi of the Flow Lord → Skin of the Flow Lord
None mykonos_
6a55deb9730feaed55859fe9 artifacts Skin of the Sea Kings Update Approved
Rarity:
Mundane → Great
Equipped:
0 → True
None mykonos_
6a55deb6730feaed55859fe8 artifacts Skin of the Flow Lord Update Approved
Rarity:
Mundane → Legendary
Equipped:
0 → True
None mykonos_
6a55de9f730feaed55859fe6 artifacts Skin of the Flow Lord Add Approved
Name:
None → Meepsi of the Flow Lord
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → -
Owner:
Creator:
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
mykonos_
6a55de78730feaed55859fe4 artifacts Skin of the Sea Kings Add Approved
Name:
None → Skin of the Sea Kings
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → -
Owner:
Creator:
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
mykonos_
6a53d4d0bc737752d2a90a93 artifacts Glubbin’s Eternal Soup Add Approved
Name:
None → Glubbin’s Eternal Soup
Rarity:
None → Mundane
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → A soup being ever stirred and added to in a pop heated eternally through magical means. This artifact is consumable. When eaten, Glubbin’s Eternal Soup increases a character's elderly start date by 2, 1 if you choose to heal a health state
Owner:
None → Ioistava
Creator:
None → None
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → [{'modifier_type': 'elderly_age', 'scaling': 'flat', 'scaling_x': None, 'scaling_extra': None, 'scope': 'artifact_owner', 'resource': '', 'resource_from': '', 'resource_to': '', 'job': '', 'attribute': '', 'unit_category': '', 'unit_stat': '', 'tier': '', 'tech_category': '', 'terrain': '', 'node_resource': '', 'terrain_as': '', 'target_type': None, 'target_value': None, 'unit_name': None, 'district_key': None, 'value': -2.0, 'max_value': None, 'duration': -1, 'source': 'https://discord.com/channels/1188889187018088488/1239670803671552050/1525922684314325204', 'condition_scaling': 'flat', 'condition_scaling_x': 1.0, 'condition_scaling_extra': '', 'condition_operator': '>=', 'condition_value': None, '_id': '8eae1215'}]
Discord Message (1525922684314325204) Or maybe I can make it myself. Testing. tekkey.hinode
6a52c0a7b77b4eddddcabc43 artifacts Deck of Vile Purity Update Approved
Effect Description:
Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts (taking up no artifact slots for you), while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1: 2: 3: (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5: 6: 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8: 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10: Positive: 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the age.] 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.] 16: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 20: All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally." → Once per session the wielder of the Deck of Vile Purity may draw a card, (rolling a d20). Within the deck, 1-7 are negative, 8-10 are neutral, and 11-20 are positive. When a card is drawn, it is removed from the deck until regenerated. Positive cards are kept as consumable Legendary artifacts (taking up no artifact slots for you), while Neutral and Negative effects occur immediately. The deck automatically regenerates fully at the start of a new era; additionally, a health state and 5 NMP may be spent to regenerate a random card. AI will refuse to draw from the deck entirely if there are 5 or less positive cards. Characters can spend mech-rps to draw from this deck (with permission). When you draw a card, you may re-pull one more time by spending two health states. Alternatively, a health state may be substituted by the loss of two random attributes. Negative: 1: 2: 3: (X) 4: The False Star - [Your highest attribute is reversed, becoming negative. If you are immortal, this lasts for 1d20 sessions and then returns to normal.] 5: 6: (X) 7: The Snare - [One of your mech-rps this session (or next session if not all mech-rps are available) suffers a -10, rolled randomly by an admin.] Neutral: 8: 9: The Deep - [Your final mech-rp for the session is completely randomized but cannot be explicitly negative, with the goal hidden from you completely, but told to the mech-rp mod. You will gain a +10 bonus to this roll, and may assign any bonuses you like to it.] 10: Positive: 11: The Crow - [You may automatically reveal all current or ongoing secret-rps based around a chosen target (which may include you.) 12 The Merchant - [Increase import and export slots by 5 for one session. Additionally, each time you make a trade this session, gain $25 (Per Era) per resource.] 13: The Mother - [A chosen character fully regains all missing health states, increases their elderly start time by 1, and gains a +1 bonus to all rolls for the remainder of the age.] 14: The Bond - [You may select another character in the game. For the duration of this session you may use each other's attributes interchangeably for rolls, and may take health states for each other. Additionally, both of you gain slightly increased chances of success on all rolls; doubled if the mech-rp directly involves each other. You may never select the same character more than once.] 15: The Enlightened - [Increase a chosen attribute and attribute cap by 1, this cannot be your highest attribute. During the session this occurs, all mech-rps with that chosen attribute have their DC decreased by 5.] 16: 17: The Golden One - [Increase the production, and reduce the consumption (min 0) of all jobs by 1 for the duration of this session; additionally, gain $250 (Per Era).] 18: The Lawbearer - [Increase your stability gain chance and cap by 50% for the remainder of the era; additionally, you may change three laws (if scaled, by three steps) without stability loss.] 19: The Concord - [You may immediately make a Pact (according to the Pact spell) with max benevolence. Additionally, you may select another character / org / nation within diplo range that may also benefit from this Pact without paying. This Pact does not cause any issues with other Pacts, but its effects may only last 1d4+1 sessions at most.] 20: All attempts to gleam the future of this artifact, or affect what is pulled will always result in two lost health states, and may only be done by a character who has already pulled from the artifact. "All things that are right and true in this world are built from the people that live within it. I have found this works best when that metaphor is taken quite literally."
None mykonos_