Archived Changes for Artifacts (154 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6acfd7f69c73d4a6abdf485d | artifacts | Hot Potahto | Update | Approved |
Owner:
|
None | avi.a4 | |
| 6acfd4579c73d4a6abdf485c | artifacts | Taksi Crown | Update | Approved |
Equipped:
0 → True
|
None | avi.a4 | |
| 6acfd4521954ea8af4f2f496 | artifacts | The Webbed Scepter | Update | Approved |
Equipped:
True → 0
Archived:
0 → True
Owner:
Aesoh
→
None
Ongoing Modifiers:
Modified:
~
Artifact Effects
city:
None → ""
~
Artifact Effects
city:
None → ""
|
sacrificed for a great person | avi.a4 | |
| 6aced45373c5a38dcf25c017 | artifacts | Mirror Rat | Update | Approved | None | guacshadow | ||
| 6acecf432bedd063985d314e | 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.]
(X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.]
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:
(X) 8: The Path - [You gain a random negative tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.]
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:
(X) 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.]
(X) 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).]
(X) 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.]
(X) 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.]
(X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.]
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:
(X) 8: The Path - [You gain a random negative tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.]
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.]
(X) 10: The Weight - [The amount of Karma you gain this session is reversed for mech-rps; each time you succeed one suffer -1 temporary karma, and each time you fail one gain +3 temporary karma.]
Positive:
(X) 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.]
(X) 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).]
(X) 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.]
(X) 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_ | |
| 6acece168790a2b22f32117f | 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.]
(X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.]
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: The Path - [You gain a random negative tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.]
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:
(X) 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.]
(X) 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).]
(X) 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.]
(X) 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.]
(X) 5: The Chain - [A random character on the map is painfully linked to you for the session. Each of your attributes are copied to theirs, and you lose any health states they lose.]
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:
(X) 8: The Path - [You gain a random negative tier 3 title, which cannot be removed by any means, each session it naturally increases until it is a tier 3 positive, taking up no slot, in which it is removed the next session.]
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:
(X) 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.]
(X) 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).]
(X) 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.]
(X) 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 | docrm | |
| 6acec5b579bd6a13878458a7 | artifacts | Charm of the Great Sea Serpent | Update | Approved |
Equipped:
0 → True
|
None | avi.a4 | |
| 6acec565c222c570241bbe64 | artifacts | Knife Of | Add | Approved |
Name:
None → Knife Of
Rarity:
None → Mundane
Equipped:
None → True
Archived:
None → 0
Effect Description:
None → Wielder gains +1 prowess in duels vs. opponents that do not have a weapon artifact equipped.
At the start of a session, wielder can declare a suffix to gain one of the following once-per-session effects:
Knife of Lightning: Gain +2 to a magic check.
Knife of Frost: Gain +2 to negating the effects of hazardous terrain.
Knife of Flame: Gain +2 to an MRP dedicated towards sabotage or violence.
Knife of Knives: Gain +2 to a duel check.
Owner:
None
→
Dark Heiress
Creator:
None
→
None
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
|
Discord Message (1559716633050878124) | avi.a4 | |
| 6acec56079bd6a13878458a6 | artifacts | Charm of the Great Sea Serpent | Update | Approved |
Effect Description:
When the artifact wielder is at war and is a leader unit on the field:
Gain 1 charge for every unit killed in battle that the wielder is a part of
Gain 2 charges for every unit killed by the wielder directly
Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder
Spend Charges:
Spend 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session.
Spend 3 charge = Wielder grants an adjacent unit +1 speed and the effect and the effects of Semi-Aquatic for one war session.
Spend 5 charge = Wielder may summon the "Sea Serpent" Naval Unit; adjacent to the wielder unit or a City/Fort/Dock they own; lasts for one war session.
Current charges: 10/10
Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes.
Relic: If five or more naval units have been destroyed by the wielder's units this war session, three Sea Serpents are summoned instead of one. → When the artifact wielder is at war and is a leader unit on the field:
Gain 1 charge for every unit killed in battle that the wielder is a part of
Gain 2 charges for every unit killed by the wielder directly
Gain 3 charges for every leader unit killed/defeated in a war session duel by wielder
Spend Charges:
Spend 1 charge = Wielder may grant a unit of your choice the effects of the Water Breathing spell for the war session.
Spend 3 charge = Wielder grants an adjacent unit +1 speed and the effect and the effects of Semi-Aquatic for one war session.
Spend 5 charge = Wielder may summon the "Sea Serpent" Naval Unit; adjacent to the wielder unit or a City/Fort/Dock they own; lasts for one war session.
Current charges: 5/10
Description: A charm depicting a coiled sea serpent, with shining lapis scales and golden eyes.
Relic: Every two naval units killed by the summoned sea serpent unit cause the charm to regain a charge
Owner:
|
Discord Message (1558172081416315063) Discord Message (1559716633050878124) | avi.a4 | |
| 6aceae372bedd063985d313a | artifacts | The Ink of Truth | Update | Approved |
Equipped:
0 → True
|
None | guacshadow |