Archived Changes for Artifacts (154 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6ab7ddfbe86f46e86082576c artifacts Art of War Update Approved None guacshadow
6ab7ddf2e86f46e86082576b artifacts Scriptures of the Watersong (Reforged) Update Approved None guacshadow
6ab7ddeae86f46e86082576a artifacts Corrupted Brain Stem Update Approved None guacshadow
6ab688d07adf7aa2e579ca29 artifacts Mask of Many Faces Update Approved Discord Message (1553054419220824107) avi.a4
6ab65c567adf7aa2e579ca06 artifacts Horn of Great Need Update Approved
Archived:
0 → True
Owner:
Vandros → None
burned in forge yoda1546
6ab62d807adf7aa2e579c9d3 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).] 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.] (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.] 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_
6ab5ea247adf7aa2e579c95f artifacts 6ab5ea247adf7aa2e579c960 Add Approved
Name:
None → Frostling Cone
Rarity:
None → Good
Equipped:
None → 0
Archived:
None → 0
Effect Description:
None → Wielder may consume a charge to gain +1d18 misc bonus on an MRP or spell related to using snow or freezing things, including the spells slow aging, stop aging, and stasis. Gain one charge by expanding into tundra. 1/1 charges.
Owner:
None → Odirile
Creator:
None → None
Mechanical Modifiers:
None → []
Ongoing Modifiers:
None → []
Discord Message (1552874992234930217) juggernacht
6ab5e2887adf7aa2e579c950 artifacts The Firefather Update Approved
Equipped:
True → 0
Ongoing Modifiers:
Modified:
~ Artifact Effects
city: None → ""
~ Artifact Effects
city: None → ""
~ Artifact Effects
city: None → ""
Discord Message (1552874992234930217) juggernacht
6ab5e2527adf7aa2e579c94f artifacts Immortal Council Update Approved
Name:
Ancient Scholar → Immortal Council
Archived:
True → 0
Effect Description:
Once per session, the wielder may reroll one Mech-RP involving Cunning or Rulership, taking the new result. At the start of each session, generate 1d4−1 Research Points. These are automatically placed into random available technologies. Relic Bonus: The wielder may spend 5 Magic Points to instead generate 2d4+1 Research Points that session. → Each session, choose one councilor and gain their effects for the duration of the session (including the next tick). Also gain 10% stability loss chance per number of times that the most frequently-used councilor has been selected less the number of times that the least frequently-used councilor has been selected. (Reset all "selected counts" to zero at era end.) Qophelo: All of wielder's spell creation progress quests increase their rate by 2. The Sentinel: +4 to all maneuvers in war, the ability to repeat nation actions even if utilized the session before, and -5 dc to the study and experimentation of technology and history from his era. Borrel: Once per session, the wielder may reroll one Mech-RP involving Cunning or Rulership, taking the new result. Increase research production by 1d2-1. Current Selected Counts: Qophelo: 0 Sentinel: 0 Borrel: 1 Stability Loss Chance: 10%
Creator:
None → Odirile
Ongoing Modifiers:
Added:
+ Artifact Effects
modifier_type: stability_loss_chance
scaling: flat
scope: artifact_owner_ruling_nation
value: 0.1
duration: -1
source: Artifact Effects
condition_scaling: flat
condition_scaling_x: 1.0
condition_operator: >=
Discord Message (1552874992234930217) juggernacht
6ab5e1ee7adf7aa2e579c94e artifacts Mana Crystal Update Approved
Archived:
None → 0
Owner:
Odirile → None
Ongoing Modifiers:
None → []
Discord Message (1552874992234930217) juggernacht