Archived Changes for Artifacts (254 total)
| ID | Target Collection | Target | Change Type | Status | Changes | Reason | Time | User |
|---|---|---|---|---|---|---|---|---|
| 6a686092ee23509f017d9c6d | 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:
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.]
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:
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.]
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 | docrm | |
| 6a68604aee23509f017d9c6c | 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 swapped 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:
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.]
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:
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.]
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_ | |
| 6a685fa6ee23509f017d9c69 | 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:
(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." → 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 swapped 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:
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.]
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_ | |
| 6a683672ee23509f017d97b5 | artifacts | Flowvior Hat | Update | Approved |
Owner:
|
Flowvior Hat has been lost due to passive loss chance | ||
| 6a683672ee23509f017d97b4 | artifacts | Golden Owl Pendant | Update | Approved |
Owner:
Nekreyn
→
None
|
Golden Owl Pendant has been lost due to passive loss chance | ||
| 6a683672ee23509f017d97b3 | artifacts | Purest of Waters | Update | Approved |
Owner:
Erdan
→
None
|
Purest of Waters has been lost due to passive loss chance | ||
| 6a683671ee23509f017d97b2 | artifacts | Paradox Ring | Update | Approved |
Owner:
Diomedes Vasilis IX
→
None
|
Paradox Ring has been lost due to passive loss chance | ||
| 6a6814a59c497200d03a3e91 | artifacts | Sulayid's Legacy (The White Mantle) | Update | Approved |
Effect Description:
The wielder’s Charisma stat is increased by 2 and their effective diplomatic range is increased by +1 for each Allied or Pact'ed nation. The wielder gains +4 to diplomacy with nations in a shared market.
Once per session, if the wielder increases relations with a nation, this artifact gains 1 charge. This artifact can't gain charges in any other way.
Charges
The wielder may sacrifice any number of charges once per session to gain the following effects:
• 1 Charge — Gain +2 Charisma (bypassing capacity) and +2 to a single Charisma-based MRP roll.
• 2 Charges — Reduce the nation’s Infamy by 10.
• 2 Charges — Gain +2 to all Charisma rolls for the session.
• 3 Charges — Negate the reward of a failed diplomatic roll this session.
• 3 Charges — Gain a single diplomatic MRP for the session. This may only be used to interact with another nation’s government.
• 6 Charges — When making a diplomatic MRP, select 3 additional nations. Treat the base DC as if it were a single nation, but apply each nation’s temperament.
This artifact cannot be upgraded via progress quests. It becomes more powerful when the wielder has Allied relations with other nations.
Mythic Requirement - Resetting at the start of an era.
Requires 16 Allied or Pact'ed nations.
Current Charges: 1/6
Relic Bonus: Each time the wielder succeeds on a diplomatic mech-rp, they heal a health state, and increase their lowest attribute by one. (Both may only occur thrice per character). → The wielder’s Charisma stat is increased by 2 and their effective diplomatic range is increased by +1 for each Allied or Pact'ed nation. The wielder gains +4 to diplomacy with nations in a shared market.
Once per session, if the wielder increases relations with a nation, this artifact gains 1 charge. This artifact can't gain charges in any other way.
Charges
The wielder may sacrifice any number of charges once per session to gain the following effects:
• 1 Charge — Gain +2 Charisma (bypassing capacity) and +2 to a single Charisma-based MRP roll.
• 2 Charges — Reduce the nation’s Infamy by 10.
• 2 Charges — Gain +2 to all Charisma rolls for the session.
• 3 Charges — Negate the reward of a failed diplomatic roll this session.
• 3 Charges — Gain a single diplomatic MRP for the session. This may only be used to interact with another nation’s government.
• 6 Charges — When making a diplomatic MRP, select 3 additional nations. Treat the base DC as if it were a single nation, but apply each nation’s temperament.
This artifact cannot be upgraded via progress quests. It becomes more powerful when the wielder has Allied relations with other nations.
Mythic Requirement - Resetting at the start of an era.
Requires 16 Allied or Pact'ed nations.
Current Charges: 2/6
Relic Bonus: Each time the wielder succeeds on a diplomatic mech-rp, they heal a health state, and increase their lowest attribute by one. (Both may only occur thrice per character).
|
Discord Message (1531061972374781982) | juggernacht | |
| 6a6814809c497200d03a3e8d | artifacts | Charm of the Great Sea Serpent | Update | Approved |
Owner:
|
Discord Message (1530912183989567580) | juggernacht | |
| 6a6814339c497200d03a3e87 | artifacts | The shard of Uqnia | Update | Approved |
Equipped:
0 → True
Archived:
None → 0
Ongoing Modifiers:
None → []
|
Discord Message (1530424299242917908) | juggernacht |